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Posted

Well, I tried to make this mod work, but for some reason I have many issues on bleedout (maybe is because Inpa Sekiro Combat), because... the first time it triggers without issues, but after that, I have problems, like mod triggering in already death enemies, sometimes combat is still triggered and enemies attacks while the SexLab animation is happening, or even when my character is dead (obviously a problem triggered with Inpa Sekiro Combat)... Something I can say is that this mod is absolutly cool, the idea itself brings a more stable defeat mod than SL Defeat. So, I'll wait for the new update, because I really liked this mod.

Posted
5 hours ago, KingstonPrince7 said:

Well, I tried to make this mod work, but for some reason I have many issues on bleedout (maybe is because Inpa Sekiro Combat), because... the first time it triggers without issues, but after that, I have problems, like mod triggering in already death enemies, sometimes combat is still triggered and enemies attacks while the SexLab animation is happening, or even when my character is dead (obviously a problem triggered with Inpa Sekiro Combat)... Something I can say is that this mod is absolutly cool, the idea itself brings a more stable defeat mod than SL Defeat. So, I'll wait for the new update, because I really liked this mod.

dont use resurrection

Posted
2 minutes ago, KingstonPrince7 said:

But... is Inpa, its more probable that my charactwr will be killed than fucked.

 

Hmmmm... I'll search for a solution for this.

V4 has a new setting that allows you to alter the Hp Interval required for a hp based knockdown. Currently is set from [MCM setting; 0[
The new one will be [MCM Setting; MCM Setting], which should hopefully avoid the mod firing in those instances

Posted (edited)

Alright.. time for.. idk. Something

 

This is the 1st WIP of V4. This is NOT intended for regular play. Do NOT use this on a real game. EVERYTHING is subject to change

Im going to use this post not just to post V4 but I also want to back to Naked Defeat and compatibility in general as well as the big events I want to focus on with V5+. My first reaction when someone noted the incompatibility with Naked Defeat wasnt exactly fair, I dont like the Player essential approach but I shouldnt have expressed it the way I did (my apologies @Nymra); Hence I want to come back to it and properly go over my reasoning there again and properly explain why things are the way they are, including the Question about why I dont split the 2 content Blocks for Yamete into their own mod and compatibility with Yamete in general

 

But first, the WIP:

Yamete!.7z

 

New Content:

  • Creature Filter
  • Strip Editor
  • Added Consequences:
    • Withered (NPC)
    • Terror (NPC)
    • Death Sentence (Player/NPC)
    • Left for Dead (Player)
  • Basic Knockdown
  • Knockdown will be canceled if the Player is in Bleedout
  • Added OStim compatibility
  • Added Flowergirls compatibility

Other & Changed Content

  • Weakened Condition (HP Threshold) now has a Slider to manipulate the lower boundary of the Interval, if an Actor is below this Threshold, the Condition becomes invalid
  • A frenzied aggressor should no longer enter a Knockdown Group, the Victim will still be knocked down however (Yes the frenzied Actor will not be stopped to continue hitting the knocked down Actor)
  • Stripped & Stripping should no longer work on Creatures
  • Checking for "PlayerFollowerFaction" instead of "CurrentFollowerFaction", this should now also recognize custom Followers
  • Reduced Damage Immunity Damage Reduction: 100% -> 90%
  • Reworked MCM
  • Player will no longer start with Reapers Mercy
  • Improved Script Performance & Reduced Script Usage
  • Added MCM Translation Files
  • Fixed an issue with the Combat Quest attempting to clear a mandatory Alias, throwing an Error to the log
  • powerofthrees's Papyrus Extender is now a requirement

Removed Content

  • Removed Scenarios; Replaced by Groups
  • Removed Victim Toggles,; use % Chances instead
  • Removed Follower specific Filters; Follower Victims get no special Treatment anymore and Follower Aggressor is all, none or inherit from Gender

Currently Disabled/Non-Functional Content

  • Reapers Mercy; The current Version is Player Victm only
    • * You can select and customize it in the MCM but Reapers Judgement (the thing that evaluates if the Player knocks down a Victim) is currently empty, youll only throw errors to the logs trying to use it
  • Clocked Out; Need to think about its concrete integration into the new System
  • (Reverse) Bleedout Knockdown Groups
    • * You can select it, but they dont do anything - except glitching out the Script Instance, making the Instance unusable for the Duration of the fight - or forever in the Players case
  • Colored MCM Notifications
    • * You will see that I added a Color Choice into the MCM to choose the color of the colored Notificaion (yes), I wont promise that that one will make it into V4 but thats the reason why Color currently doesnt work. Still need to implement the System to translate the Hex Number into String (not as easy as it sounds in Papyrus)
  • Execution Feature of Death Sentence: NPC can execute others but usually dont line up, Player cant really execute right now, gotta kill them manually for the time being I guess
  • The Left for Dead Consequence still needs to be fleshed out a bit when a follower is with you

===================================================================

What is V4?

V4 is basically a large scale rework of Yamete that still shares some common traits and content with V3 but I wouldnt be suprised if you couldnt find just 10 lines of code in the entire multiple 1.000 lines large project that hasnt been touched by this Update

V3 was... dynamically build, with the intention to be able to grow in any direction but that had the concequence that it wasnt only uncomfortable to update but also got very messy very quickly. Youd say that my code pre V4 would be frankly pathetic and anyone who actually knows how to write code would laugh at it. ye. Even for Papyrus Standards it was rather poor designed

In V4 I heavily altered a large quotion of content to make room for other things. The entire Combat Frame is a lot more static than before but has clear links to other parts of the mod which can be expanded. My intention with V4 is to basically finish of the Combat Frame and not going back to it again (for other things than bugfixing ofc). The performance of the frame has been improved a lot compared to V3 and it is technically more stable but because of the Updates Scale, I dare to assume that there will be bugs, old and new ones and maybe even some that have been fixed in the past

I upload this WIP - this clearly unfinished WIP - in case someone wants to help me hunting down some bugs before the actual V4 releases. Load it up in your game and just see where youre going, how well it works - if at all, yay!

 

===================================================================

 

Compatibility and Performance

Yamete is by no means a light mod. Its just not. You cant expect a large scale Combat frame to be lightweight, just doesnt work. I focus a lot on making sure Yamete works reliably and stable but that doesnt prevent the mod from being script heavy. In fact, Yamete is one of the very few mods which use script so excessively that there is a notable delay in some of its functions. You will be clearly seeing this with V4; there is a considerably delay between getting Hit and going down. That delay was always there but with V4 you can clearly see it and trust me, it annoys you just as much as it annoys me :) 

There isnt really much I can do against that (I already optimized all Functions as much as my abilities allow me), this is just the limitations Papyrus puts onto you.. and my subhuman quality code of course

 

Something to consider here however, is that the more I try to do compatibility stuff from within Yamete, the slower the whole thing gets. Its not about not wanting to do anything for compatibility, its about literally not being able to without harming the mods quality. Which leads me to the issue with Naked Defeat, I made 2 new options which will be primarily useful to people who are using mods making use of this essential flag on the Player but as mentioned above, doing any more of that just harms Yamete more than it benefits the mod. Im not in the position to make any excessive checks to ensure that two mods (one of them being Yamete) dont do anything stupid in certain situations

 

With V4 going forward, Yamete will make use of a multitude of Mod Events to allow Authors to ensure compatibility with Yamete. Yamete itself will not implement any checks in its main combat algorithm to avoid delaying the knockdown further

*This includes the check for BaboDialogue. I did add this check in this WIP and it may stay for a while but I will remove it at a later point in time again. By my current time schedule, it will be removed by the time V6 releases if not earlier

 

(Ill get to the Events at the bottom of this post)

 

Splitting Yamete! V5+ in two

Well, there are two reasons why I dont wanna do this

The first one being context. That may sound silly but Im a fanatic when it comes to properly writing out a story. Even in Yametes radiant Setting, to me there is a large difference in randomly making you wake up in some random dungeon and having you beaten up by bandits and kicked into some Arena or being beaten up by Bears and randomly waken up in a cave with 2 limbs missing

At the end of the day, from a technical perspective, giving the context alongside the Event wouldnt be a major deal but if I cant properly introduce specific Events the whole thing feels eextremely empty to me

 

More importantly however: Yamete already offers me a lot of utility. And I mean a lot of utility. Stripping, Knockdown, Actor analyzing, basic concequences such as Terror or Death Sentence can be very powerful in those settings too. 

Imagine an Arena fight where the idea is to not just leave it at kill or be killed. There are Actors crying around in panic, some getting unconscious, there are toxic traps leaving you bleeding in the corner, just waiting to be executed. Those are all things Yamete already offers me, I can literally just use them in any way I please at any time

Splitting the two mods would mean that I either put a hard dependency on Yamete to still have access to all of this utility or copying them over - but if I copy them over Id not only have twice the work if theres a bug somewhere or I want to update it but also: Why split the mod in first place if Yametes content ends up in that mod anyway? 

 

You may not consider the first reason valid, just Scrab being stupid, but I think the second one is certainly a strong one to not split the mod

It will be possible to use Yametes owned Consequences in your own mod. I actually intend to design the System using Mod Event as triggers, to allow other mods hooking into them - even while Yamete is paused - without putting a dependency on Yamete whatsoever and if a User doesnt want to use Yametes Combatframe, thats completely fine. You can disable the Update Polling or large parts of it and jsut move on (mean :< )

 

 

Interacting with Yamete

Right, last one. Will be a quick one too since there isnt a whole lot yet. Yamete listens to a few Events at all times, 2 of them will be to play a Consequences - 1 for Player the other for NPC (incl. Followers). This is currently very much WIP, Im just telling you that its there and you will be able to either let Yamete do its own calculations on which Event to start or you can overwrite this algorithm and start a custom Event of choice directly

Then there are two mods Events which I consider usable already and should be used if you want to avoid Yamete doing weird stuff

 

The first one is "Yam_Pause", which pauses the Scan and will kill off the Combat Quest if its currently playing. This should in theory set any Actor in Yamete free -as long as they are still handled by the Combat Frame (With V4 going forward, the Combat Frame and Consequence Frame are two individual Frames, there will be another Event in the Future handling breaking free of Consequences)

> Syntax: SendModEvent("Yam_Pause")

 

The second one is "Yam_Resume" which as you may suggest, simply restarts the Scan. The player can technically also restart the Frame manually but Im just going to trust them to not purposefully break their game, kek. 

> Syntax: SendModEvent("Yam_Resume")

 

(Not all  Events going forward will use the Default Syntax btw)

Aaand thats all I think. 

So much Text and Im not even halfway done with V4. Feelsgood
 

Edited by Scrab
Posted

oh my christmas has come early :)

 

50 minutes ago, Scrab said:

This is NOT intended for regular play. Do NOT use this on a real game. EVERYTHING is subject to change

Not gonna listen :P mostly cause I start a new game (or maybe 2) every day (I know I'm fussy, I like things to be perfect).

Posted
4 hours ago, Scrab said:

This is the 1st WIP of V4. This is NOT intended for regular play. Do NOT use this on a real game. EVERYTHING is subject to change
 

Hmmm... then, I'll wait for V5.

Can you add a simple option to make player essential? I know you don't like that idea, but it can be very useful for the mod, or the left for death option can work as a alternate option for that?

Posted

Cant see how it would be useful

 

14 hours ago, KingstonPrince7 said:

or the left for death option can work as a alternate option for that?

and Im not sure what you mean by that

Posted
1 hour ago, Illana said:

The MCM does not register @Scrab for V4

mine did with all the new options, but I couldn't get any npc-npc assaults so I put it down to me getting confused with the new filter (prefer just man, creature or futa assaults on females) or not setting something right. Will probably wait for it to come out of WIP.

 

Quote

and my subhuman quality code of course

this annoys me to no end as I consider you very,very clever!!

Posted
23 minutes ago, pinkfluf said:

I put it down to me getting confused with the new filter (prefer just man, creature or futa assaults on females) or not setting something right

 

The new Filter is from the Aggressors POV, so to enable Male, Futa & Creature on Female, youd need to tick Female in all categories and leave everything else unselected. Old filter was Victim POV. My pardon for this constant rework of the filter. I wanted to have that one as detailed as possible but kinda overdid it and removing options always ended up in completely redoing it, sigh

 

2 hours ago, Illana said:

The MCM does not register

Youre certain you installed it properly?

 

the .esp you send me doesnt show anything weird (and I need the .psc of the MCM but Id assume that ones alright too if it works for pink. Can you show me a Papyrus log perhaps?

Posted (edited)
2 hours ago, Scrab said:

 

The new Filter is from the Aggressors POV, so to enable Male, Futa & Creature on Female, youd need to tick Female in all categories and leave everything else unselected. Old filter was Victim POV. My pardon for this constant rework of the filter. I wanted to have that one as detailed as possible but kinda overdid it and removing options always ended up in completely redoing it, sigh

 

Youre certain you installed it properly?

 

the .esp you send me doesnt show anything weird (and I need the .psc of the MCM but Id assume that ones alright too if it works for pink. Can you show me a Papyrus log perhaps?

 

So far the MCM registers sometimes on new game seems hit and miss. After enabling Yamete in MCM and then saving, the save will then crash on load. Papyrus and netscript log attached:

 

 

EDIT: tried it on my test profile with minimal mods enabled, still the same

 

Papyrus.0.log Crash_2021_6_25_20-47-0.txt

Edited by Illana
Posted

Ok, using Yamete it seems to be doing a good job of having my follower defeat an npc.  Unfortunately, it also had my Summon do it too, taking both my follower and my summon out of combat.

Could you fix it so the summons and followers don't knockdown anyone for sex until there is only one left?  There were about 6 NPCs attacking, and my follower started raping one, my Death Lich started raping another, and then I was still in combat with the other four.

 

Thank you.

Posted
14 minutes ago, delgathar said:

Ok, using Yamete it seems to be doing a good job of having my follower defeat an npc.  Unfortunately, it also had my Summon do it too, taking both my follower and my summon out of combat.

Could you fix it so the summons and followers don't knockdown anyone for sex until there is only one left?  There were about 6 NPCs attacking, and my follower started raping one, my Death Lich started raping another, and then I was still in combat with the other four.

 

Thank you.

this is the whole point of the mod...

Posted (edited)
1 hour ago, Illana said:

So far the MCM registers sometimes on new game seems hit and miss.

For some reasons my properties dont initialize in your game properly. As if your scripts dont line up with the .esp version

You are 100% certain that your version is up to date? no old files lost somewhere conflicting with the v4?

 

Not sure if pink's game works now but neither of us have issues with the mod loading at least

 

Which MCM Settings did you change?

 

38 minutes ago, delgathar said:

No.

Actually yes, there are people here using Yamete specifically for this unique behavior

 

but to answer your question:

Yes, I have plans on more traditional defeat scenarios where everyone needs to be knocked down first before any Scenes start. Thats one of the highlights for V4 in fact :)

.. alongside gang rapes, and consequences. Pretty much anything that has been requested in those past 20 pages. I guess Ima be homeless after fixing V4

 

 

 

Edited by Scrab
Posted (edited)

hmm wanted to test the filters on a new profile after scrabs info but now I can't get the yamete mcm up either :(

opening up resave gives the following

 

Spoiler

This savefile has 1 script instances whose data is missing.
yammcm

SCRIPT yammcm extends ski_configbase
Contains 24 member variables, 24 were inherited.
There are 1 instances of this script.
yammcm: *1c00aa01 (000002a954691540)
There are 0 references of this script.


INSTANCE of yammcm
This instance is attached to an object from Yamete.esp.
ID: 000002a954691540 Type: RefID@: 1c00aa01 Unknown2bits: 0 UnknownShort: FFFF UnknownByte: 01
There are zero threads attached to this script instance.
There are zero stackframes with member data referring to this script instance.
There are 2 instances with member data referring to this script instance.
yamanimationframe: *1c00aa01 (000002a998435300)
yammain: *1c00aa01 (000002a884ea3e40)
There are zero references with member data referring to this script instance.
There are zero arrays with member data referring to this script instance.
There are zero structs with member data referring to this script instance.

heres a piccie if this helps digging further into resaver

 

 

Spoiler

yammcm.jpg

 

Edited by pinkfluf
put piccy in spoiler plus typos
Posted
4 hours ago, Scrab said:

 

Actually yes, there are people here using Yamete specifically for this unique behavior

 

but to answer your question:

Yes, I have plans on more traditional defeat scenarios where everyone needs to be knocked down first before any Scenes start. Thats one of the highlights for V4 in fact :)

.. alongside gang rapes, and consequences. Pretty much anything that has been requested in those past 20 pages. I guess Ima be homeless after fixing V4

 

 

 

Thank you.

 

Not saying it is not a desired behavior by a group of people using the mod.  But since the description doesn't define this behavior as the sole benefit, or even a benefit, of using the mod, it can hardly be called the "whole point" of the mod.

Posted
On 6/23/2021 at 5:15 AM, Scrab said:

No clue what u mean "with Undeath"?

sorry it took me so long to notice your comment, i ment with undeath classical lichdom mod.

 

if youre a lich it resses you at phylarchy if you die, is it compatible?

Posted (edited)

So trying to move up from v3 to v4, but having some issues of the mod not updating properly on an existing character. (Just trying to see if I can preserve some of my progress without having to reset everything.)

Installing v4 and uninstalling v3 works when starting a new game with no issue. However trying to get v4 to load on a save that had v3 enabled (then disabled once v4 is added) does not seem to be working. Even entirely disabling v3 and v4 still shows the Yamete Menu when neither are installed. I have learned that you can refresh SkiUI and the MCM menu by entering in:

 

setstage ski_configmanagerinstance 1

 

This does fix the menu so that Yamete no longer shows in the MCM menu. After doing this and saving the game I have installed v4 and so far things seem to be working correctly. However I can keep updated in case things start to break.

 

So it does not work to move from v3 to v4 directly, but I have so far gotten a save moved up to v4. I have gotten a clean install (I think) at this point, and  you should be able to do so as well with the steps below. I will also preface this with saying I am a bit of a noob when it comes to modding so there is probably a much easier and possibly safer way to get this done. If anyone had an easier way please let me know and I can get the steps updated here. This is untested and may break your game, so attempt at your own risk.

 

Steps I followed:


1. Save game on v3 (this should be done at the start), this will be Save 1 in case you need to go back to it.

 

2. Disable and uninstall Yamete v3 and run FNIS

 

3. Load the game and confirm the risk of not having Yamate.esp installed and load into the game.

 

4. Open the command prompt and enter the following line:

     setstage ski_configmanagerinstance 1

 

5. Save your game as a new save, Save 2

 

6. Install and enable Yamate v4 and run FNIS

 

7. Load in and wait about 2-3 minutes, and you should get a message saying a new menu has been added to MCM. Yamete v4 should now be installed, and allow you to enable it, as you did the first time.

 

8. (Optional) Make another new save file, save file 3, then continue playing from this save. This way you have a save in all 3 states and can more easily move between steps to trouble shoot.

 

As of now I am at the point of "Installed" but have not done any testing to see how and if it still works, though I have faith in Scrab's coding that it should be working just fine. Any errors I get I will be sure to update this with any issues I have.

 

Hope this works out for anyone else having an issue moving from v3 to v4.

 

If this does not work, you should hopefully have a few saves to back up to.

Edited by Treble123
Posted (edited)
50 minutes ago, Treble123 said:

So trying to move up from v3 to v4, but having some issues

 

I wrote in big red letters that you shouldnt put this on an existing, "regular", "real" savefile. I didnt do this because I thought its fun to make fun of people. V3 and V4 have little in common, its almost like using a completely new mod with that update and uninstalling Yamete midgame can be fairly rough due to its size, and V3 is heavier than V4 and a lot of V4 is incompatible with V3 so a "clean save" wont necessarily do the trick here :)

 

8 hours ago, pinkfluf said:

but now I can't get the yamete mcm up either

Thats great news! So now we know it isnt @Illanas game being weird but something within Yamete itself.. most likely. Yay. I just cant reproduce it, which is not so much a yay

 

Meaning I can only trial and error here. Great.

I try something radical first. There is a Limitation in Papyrus to how many States a Script can hold, I am using a new semantic which I definetly didnt steal from Ashal to create a large quantity of those States without actually defining a State in my Script. Unfortunately, Yametes MCM is a lot bigger than SLs one, so maybe that limitation exists after all just not.. as reliable as before

 

YamMain.pex  YamMCM.pex

 

This here will remove roughly 100 of those States by disabling the Stripping Editor & both Filter, those pages should now be empty

I recommend a new game when trying out those things as the failed initialization might have corrupted the mod in other areas

 

 

Edited by Scrab
Posted
3 hours ago, Scrab said:

 

I wrote in big red letters that you shouldnt put this on an existing, "regular", "real" savefile. I didnt do this because I thought its fun to make fun of people. V3 and V4 have little in common, its almost like using a completely new mod with that update and uninstalling Yamete midgame can be fairly rough due to its size, and V3 is heavier than V4 and a lot of V4 is incompatible with V3 so a "clean save" wont necessarily do the trick here :)

 

Thats great news! So now we know it isnt @Illanas game being weird but something within Yamete itself.. most likely. Yay. I just cant reproduce it, which is not so much a yay

 

Meaning I can only trial and error here. Great.

I try something radical first. There is a Limitation in Papyrus to how many States a Script can hold, I am using a new semantic which I definetly didnt steal from Ashal to create a large quantity of those States without actually defining a State in my Script. Unfortunately, Yametes MCM is a lot bigger than SLs one, so maybe that limitation exists after all just not.. as reliable as before

 

YamMain.pex 19.55 kB · 0 downloads    YamMCM.pex 53.77 kB · 0 downloads

 

This here will remove roughly 100 of those States by disabling the Stripping Editor & both Filter, those pages should now be empty

I recommend a new game when trying out those things as the failed initialization might have corrupted the mod in other areas

 

 

 

 

Nop, did not help unfortunately. I'm pretty sure there's nothing else interfering as I use MO2 and it's a fresh installation of v4 with a very minimal load order

Posted
4 hours ago, Scrab said:

I wrote in big red letters that you shouldnt put this on an existing, "regular", "real" savefile.

 

Yeah, no worries, I did see the message, As mentioned I am a bit of a Noob when it comes to mods still, but I also like to try to break things and seeing if it can be fixed. Also part of the reason I highly recommended the v3 save before doing anything so that way a back up is available.

 

It does seem to run just fine after doing the steps I did (no major CTDs that I noticed), followers seem to react to downing an enemy and being downed themselves. At least from what I saw, however I did not seem to be able to trigger any player victim animations. This was both in my "real" game as well as a New Save (just to be sure it wasn't part of the copy over). In both I get knocked down and the actor that hit me gets the calm effect, but nothing else happens. They somewhat get locked into place and cannot move but then de-calm themselves and attack again. However perhaps this could be due to first setting up Yamate v4 on an existing save before a new save.

 

Funnily enough jumping does seem to break out of the knockdown state. I did have knockdown to 100% chance and it did not seem to want to return me so maybe something to note for future updates.

 

Otherwise NPC > Follower or Follower > NPC does seem to be working fine. However not seeing NPC > Player situations yet. I do see that the Reapers Mercy is currently inactive, so obviously no Player > NPC/Follower.


Not sure if that is an intended set up while continue to work to v5, but hope that some of this may be of some help and not just an annoying extra reply to make. Having fun with the mod so far and excited to see where you end up taking it to!

Posted (edited)
9 hours ago, Illana said:

Nop, did not help unfortunately. I'm pretty sure there's nothing else interfering as I use MO2 and it's a fresh installation of v4 with a very minimal load order

 

Try this

 

YamMCM.pex

 

Together with the Main script I posted above. Going by the assumption now that my MCM works correctly but has a too heavy a startup, so I delayed the Startup to until you enable it the first time

Considering Treble above apparently doesnt have this issue and neither do I, it might be just that. Cant know for sure though until someone that has issues tries ? 

Edited by Scrab

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