Scrab Posted March 29, 2021 Author Posted March 29, 2021 I have issues reproducing any meaningful hostilities mid scene I tried it in my test cell, a fort and against the entire city of whiterun and the only thing that happened was a NPC aiming at me with a bow - without ever shooting Can I get some more info from the ones that have issues? Does it always happen? Everywhere? What sort of environment? (what sort of NPCs are around you?) Are you using any notable mods that alter who you are? Any effects that are still active while you are being assaulted?
Illana Posted March 30, 2021 Posted March 30, 2021 19 hours ago, Scrab said: I have issues reproducing any meaningful hostilities mid scene I tried it in my test cell, a fort and against the entire city of whiterun and the only thing that happened was a NPC aiming at me with a bow - without ever shooting Can I get some more info from the ones that have issues? Does it always happen? Everywhere? What sort of environment? (what sort of NPCs are around you?) Are you using any notable mods that alter who you are? Any effects that are still active while you are being assaulted? Always happens yes, do you think it might be faction related? V1 worked fine iirc, i was invisible effectively to NPCs That's essentially my faction list while im being assaulted, only ones that are non-vanilla are: Arousal based breat adjustment Schlongs of Skyrim NFF Sexlab Aroused Sexlab
Scrab Posted March 30, 2021 Author Posted March 30, 2021 18 minutes ago, Illana said: Always happens yes, do you think it might be faction related? The only faction that you have in your game that I do not is ABBA. I doubt that its because of that too, the Cloak should overwrite any Faction related Aggression and in a worst case scenario, you should get endless sheathing from still hostile NPC It sounds an awful lot like something is negating your Cloak effect Can you do me a favor: Download V1.0.2 again from the Mainpage (the first download without versioning) and start a new game with that. Dont change anything except Yametes version & tell me if its still there. Just to be sure that its on Yametes side
Illana Posted March 31, 2021 Posted March 31, 2021 16 hours ago, Scrab said: The only faction that you have in your game that I do not is ABBA. I doubt that its because of that too, the Cloak should overwrite any Faction related Aggression and in a worst case scenario, you should get endless sheathing from still hostile NPC It sounds an awful lot like something is negating your Cloak effect Can you do me a favor: Download V1.0.2 again from the Mainpage (the first download without versioning) and start a new game with that. Dont change anything except Yametes version & tell me if its still there. Just to be sure that its on Yametes side Looks like it's a conflict with something else, in my completely clean profile with just yamete and SL they behave properly, other npc just stands around like normal. now begins the long ass process of figuring out what it is >.>
Illana Posted March 31, 2021 Posted March 31, 2021 On 3/30/2021 at 7:56 PM, Scrab said: The only faction that you have in your game that I do not is ABBA. I doubt that its because of that too, the Cloak should overwrite any Faction related Aggression and in a worst case scenario, you should get endless sheathing from still hostile NPC It sounds an awful lot like something is negating your Cloak effect Can you do me a favor: Download V1.0.2 again from the Mainpage (the first download without versioning) and start a new game with that. Dont change anything except Yametes version & tell me if its still there. Just to be sure that its on Yametes side I identified the issue, I believe it's creature framework. Can you try it and see if you can reproduce?
Scrab Posted March 31, 2021 Author Posted March 31, 2021 33 minutes ago, Illana said: Can you try it and see if you can reproduce? Im running Creature Framework in my test save too so its prolly not that one, my pardon
Illana Posted March 31, 2021 Posted March 31, 2021 39 minutes ago, Scrab said: Im running Creature Framework in my test save too so its prolly not that one, my pardon Im on the alpha 1.1A since SE does not like the updated 2.0+ versions. I'll double check on my test profile but im pretty certain its CF. That has an area cloak function so would line up exactly with what you suspected
Illana Posted March 31, 2021 Posted March 31, 2021 59 minutes ago, Scrab said: Im running Creature Framework in my test save too so its prolly not that one, my pardon Hmm i think i was wrong. Though I disabled the only other cloak effect I know of........xp32 style cloak. Seems to be the one.
Illana Posted April 1, 2021 Posted April 1, 2021 1 hour ago, Scrab said: Im running Creature Framework in my test save too so its prolly not that one, my pardon Ok i found a 100% repeatable way to cause aggression when you're in a scene. Pressing the toggle freecam hotkey in SL instantly makes enemies aggressive again. Using the "automatic free camera" option also does this Checked with V1: using the toggle freecam hotkey does not cause spectators to be aggressive or using the automatic freecam 1
MonVert Posted April 1, 2021 Posted April 1, 2021 Is it possible to make Yamete start disabled, like SexLab is? Because having it enabled causes me to lock in place after the chopping block during the Helgen intro.
Scrab Posted April 1, 2021 Author Posted April 1, 2021 4 hours ago, MonVert said: Is it possible to make Yamete start disabled, like SexLab is? Because having it enabled causes me to lock in place after the chopping block during the Helgen intro. Will do. Did some other changes to the MCM anyway, Ill add it being locked out until you start the Scan for the first time 20 hours ago, Illana said: Pressing the toggle freecam hotkey in SL instantly makes enemies aggressive again. This bug is a perfect example of why I need you guys to give me proper reproduction steps for bugs you encounter. The issue here had nothing to do with the Cloak Took me the entire day but I believe I fixed it. Still requires some adjustments to the code but after thats done I should be able to release V3. If not tomorrow then on Saturday 3
Scrab Posted April 2, 2021 Author Posted April 2, 2021 Bit earlier than I was originally expecting. I was able to fix most issues that I am aware of at this point in time, the only ones that remain I would consider a mere nuisance in your gameplay. Annoying but nowhere near gamebreaking Yamete! V3.0 If you are not currently playing the 2nd WIP, you require a clean save for this Version Content Table About Defeat & Yamete! Added: Knockdown Mechanic: Stripping Added: Knockdown Condition: Stripped Reapers Mercy Combat Quest MCM Misc Bugfixes About Defeat & Yamete! I already noted it once in WIP2 but Im going to note it again for those who dont follow the Thread: This is not Defeat 2 I never had any intention of running headfirst into a Wall with the goal to utterly replace SL Defeat, ever. The original commission demanded something like that however, I never received part of the payment for this commission so I see no reason to further cripple this mods development with idiotic principles & expectations. Yamete is mine and will be developed with my design, my principles and my philosophy. Im by no means an Author who mods for themselves and you will get your Post-combat Bleedout, your Aftermath Events and whatelse - BUT you will get it once my design allows it; not because Defeat already has it. I have no intention in breaking this mod by rushing defeats content Also this mod is barely even 2 months old. Give me some bloody time, will ya? Stripping Stripping is a Knockdown Mechanic* which allows Actors to strip Armor from their opponent Upon being hit, there is a chance that an Actor may lose part of their Armor This Armor can be either Unequipped, Dropped or completely Destroyed This feature supports all available Slots with a few Exceptions: 31 & 41 ("Hair" & "Long Hair") 35 & 36 ("Amulet" & "Ring") 50 & 51 (Decapitation) 52 (SOS reserved Slot) 61 (Body FX) Any Slot that is occupied by a Devious Device or Toy Unique Armor can be prevented from Destruction, to allow usage of this Feature even while wearing Armor that you dont want to lose under any circumstances By Default, the mod understands "Unique Armor" as Daedric Artifacts You can manually add any Item in your Inventory to a List, flagging them as Unique *Knockdown Mechanics are effects that are applied before Knockdown Conditions are evaluated. They are also nested in the Combat Quest, meaning its impossible for this to occur while the Quest isnt running or an Actor isnt caught by the Quest Stripped Stripped is a new Knockdown Condition which knocks an Actor down when they are wearing too little Armor As with Stripping, this supports any Armor on any Slots that arent using one of the following Slots: 31 & 41 ("Hair" & "Long Hair") 35 & 36 ("Amulet" & "Ring") 50 & 51 (Decapitation) 52 (SOS reserved Slot) 61 (Body FX) Any Slot that is occupied by a Devious Device or Toy Reapers Mercy Fixed an issue with Reapers Mercy not applying correctly Reapers Mercy now works with Spells & Unarmed Combat Reapers Mercy ignores any Hostility and Distance checks Reapers Mercy ignores NPC & Follower Victim Master Settings Reapers Mercy ignores Excluded Actors Reapers Mercy no longer applies to Victims that are already affected by it Reapers Mercy no longer activates on Dead Actors Victims affected by Reapers Mercy properly exit Combat wont move wont reengage combat under any circumstance (will however still become Hostile when hit again) wont stand up again until freed Increased Slots for Reapers Mercy from 1 Victim to 2 Victims Combat Quest Removed & replaced Ghost Flag with a Damage Resistance Perk Hostility & Distance checks can now be toggled in the MCM Multiple performance & consistency improvements You can now enable a Notification when a Victim gets knocked down You can now exclude specific Actors from this Mod as either Victim, Aggressor or both ("Debug" => "Exclude Actor" Settings) MCM I already stated that I wasnt happy with the MCM and wanted to rework it. So thats just what I did. On a personal note, I was swapping back to V1 the other day and I have to say, the MCM pre V3 is very poorly structured. I was having issues finding the options I wanted and it was just very cluttered and unorganized. The V3 MCM is somewhat empty here and there but I think even so its a lot easier on the eyes, better structured & faster to go through everything Reworked MCM Fixed most? all? typos & capitalization Errors All Filter Options are now on a single Page (with the exception of Reapers Mercy, as those override the Filter) Knockdown Conditions no longer are per Class (Player/Reaper/NPC/Follower) but now use 2 Profiles (Scorpion/Spider) which can be fully customized and then assigned to a Class. The Class will use the Settings of its assigned Profile NPC & Follower now share the same MCM Page Moved all SexLab related Options into their own MCM Page Futa & Gendered Creatures now use the same Option ("SexLab" => "More Filter Options") Removed & replaced "Female 1st Position" Option with a Tagging System While 3p+ options are already there & fully functional, the mod isnt using them yet. Consider this a sneak peak of whats to come The Aftermath Page isnt used yet Misc Yamete will start disabled. Its MCM will also be blocked out until you enable the mod for the first time SexLab Framework is no longer a hard dependency Bugfixes Fixed an issue causing NPCs to become Hostile again before your Knockdown Scenario is finished Fixed an issue causing Followers to not regain their Teammate Flag on Combat End Fixed some MCM options changing the wrong settings Fixed NPC & Follower Master Setting being applied in reverse (enabling the option disables Followers/NPC from becomming Victims) Fixed Alliance Factions being applied to the wrong targets, causing some hostile Actors to become friendly when they shouldnt 15
rbx3 Posted April 2, 2021 Posted April 2, 2021 That is one unnecessarily convoluted mod description in the original post especially, arranged backwards in more than one way, and it is very difficult to understand exactly what the mod does. I think it does not actually state anywhere in the description simply what the mod does. I may or may not like the mod, because I like defeat mods, but my gosh I don't want to try it, because it is trying so very hard to not be understood. Thank you for improving the mod description!
tuxagent7 Posted April 2, 2021 Posted April 2, 2021 @Scrab Here is Yamete! V.3 for Skyrim LE Can't wait to try it Yamate! V3 LE.7z
lanastara Posted April 2, 2021 Posted April 2, 2021 Hi, The newest update with combat stripping sounds really interresting and reminds me of a mod I used in Fallout 4. I think I'll use this the next time I make a new save. Thanks for making it and I can't wait to see what might get added in future updates
Basilius Posted April 2, 2021 Posted April 2, 2021 You're doing gods work here. I'm looking forward to trying this out for my next playthrough but I do have a question. How feasible would it be to provide OStim/OSex support for this? I loved Defeat but agree there were bugs that needed to get ironed out plus you're actively developing this which is wonderful to see nowadays. I'd love to see support between the two since OStim also has an active developer.
Scrab Posted April 2, 2021 Author Posted April 2, 2021 58 minutes ago, Basilius said: I'd love to see support between the two since OStim also has an active developer. The reasoning behind making SL optional was to allow Yamete to be used with other Animation Frameworks or none at all The next Step in that regard would be to make it work properly with Flowergirls and without a Framework (latter is basically just "get the Aftermath Scenarios workin") once I got that, Id be open to also look into OStim 1
Illana Posted April 2, 2021 Posted April 2, 2021 I keep get a notification popup now and again that says: Arena: Setstage 999 I'm assuming this isn't intended ?
Scrab Posted April 2, 2021 Author Posted April 2, 2021 18 minutes ago, Skyrim4DERS said: Does this mean if I currently have Yamete, i'm good to install the new version on an existing save? and if I don't does it mean I have to start a new game? I posted a second WIP on Page9 which already included part of the MCM overhaul n stuff If you currently have that, you can just install over, otherwise you need a clean save/new game (Thats why Im worried I might be rushing content too much, I seem to have a Talent for requiring new games with each major version ? ) 12 minutes ago, Illana said: I'm assuming this isn't intended No, I used that to hunt down your free Cam Bug Ill try to get a quick update out this week to also get the MCM Load/Save Feature in place, will fix it with that hen 1
Illana Posted April 3, 2021 Posted April 3, 2021 This question is specific to my load order since my test profile seems to work fine, however on the main profile it appears I do not go into bleedout after a scene. Wondering if you could give me a high level explanation of how the code works there so I can narrow down my search on what mod is conflicting with Yamete to produce this.
MonVert Posted April 3, 2021 Posted April 3, 2021 7 hours ago, Basilius said: You're doing gods work here. I'm looking forward to trying this out for my next playthrough but I do have a question. How feasible would it be to provide OStim/OSex support for this? I loved Defeat but agree there were bugs that needed to get ironed out plus you're actively developing this which is wonderful to see nowadays. I'd love to see support between the two since OStim also has an active developer. People would actually use Osex if it had Yamete, guaranteed. ? Since this would be the first such actual gameplay integration.
Scrab Posted April 3, 2021 Author Posted April 3, 2021 5 hours ago, Illana said: explanation of how the code works there When youre being knocked down, your Script Instance is put into a State which is equal to the Scenario you set in the MCM Once the Instance finished going over into that State, it calls the Mainscript to tell him what happens know, this Mainscript will then start an Animation and return either positive if the Animation started or negative if anything went wrong Since your Animation starts(?) it should have given back positive so the Instance will then register for an Event which should be send by SL after the Animation ended. This Event will then play the actual Scenario & knock you down into Bleedout (If the Call returns negative, you just skip the Animation and should go straight into Bleedout) I assume you are talking about the Player, which has their Instance nested in an exclusive Quest called.... no clue. Yam_PlayerVictim? Yam_PlayerMonitor? something like that but if the Scene starts, your Quest should be running properly since its the only way for the Player to be used as a Victim, so it sounds like something is interfering with SL sending its Hook Event to my Scripts
Illana Posted April 3, 2021 Posted April 3, 2021 4 hours ago, Scrab said: When youre being knocked down, your Script Instance is put into a State which is equal to the Scenario you set in the MCM Once the Instance finished going over into that State, it calls the Mainscript to tell him what happens know, this Mainscript will then start an Animation and return either positive if the Animation started or negative if anything went wrong Since your Animation starts(?) it should have given back positive so the Instance will then register for an Event which should be send by SL after the Animation ended. This Event will then play the actual Scenario & knock you down into Bleedout (If the Call returns negative, you just skip the Animation and should go straight into Bleedout) I assume you are talking about the Player, which has their Instance nested in an exclusive Quest called.... no clue. Yam_PlayerVictim? Yam_PlayerMonitor? something like that but if the Scene starts, your Quest should be running properly since its the only way for the Player to be used as a Victim, so it sounds like something is interfering with SL sending its Hook Event to my Scripts Hmm, do u have sexlab utility plus by any chance?
Scrab Posted April 3, 2021 Author Posted April 3, 2021 13 minutes ago, Illana said: Hmm, do u have sexlab utility plus by any chance? no, thats regular SL stuff
Illana Posted April 3, 2021 Posted April 3, 2021 1 hour ago, Scrab said: no, thats regular SL stuff Hmm I don't know why but I'm pretty sure it's this mod: 360 movement behaviour. The mod comes with script source, maybe can make sense of it? Seems to fix itself if i swap my fov using the F key after the scene and i get into another. Without switching my fov and if I get into another scene the bleedout animation will not play. Really odd interaction lol but I'm assuming it's to do with this part of the script: Event OnControlDown(string control) If control == "Toggle POV" && !Utility.IsInMenuMode() float counter = 0 While (counter < 5.00) && ((PlayerRef as objectReference).GetAnimationVariableBool("bIsThirdPerson360") != (PlayerRef as objectReference).GetAnimationVariableBool("IsFirstPerson")) utility.wait(0.01) counter += 0.01 EndWhile If counter < 5.00 PlayerRef.SetAnimationVariableBool("bIsThirdPerson360", !(PlayerRef as objectReference).GetAnimationVariableBool("IsFirstPerson")) EndIf EndIf EndEvent
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