KingstonPrince7 Posted September 2, 2021 Posted September 2, 2021 (edited) I'm coming back to mod Skyrim after a rage attack lol I wanted to try OStim in my new playtrought, and I remembered this mod has integration for OStim. Reading the 2nd beta features makes me feel very interested in this mod, but I have some questions: Is this mod only giving support to just 1 slot? Or it has changed to a some little more slots via OStim? How compatible this mod can be using together with combat mods like Inpa Sekiro Combat? (it has a compatibility patch for Daymol and it works flawless) Cheers! Edited September 2, 2021 by KingstonPrince7
Scrab Posted September 2, 2021 Author Posted September 2, 2021 1 hour ago, KingstonPrince7 said: Is this mod only giving support to just 1 slot? Or it has changed to a some little more slots via OStim? Its not Yamete that only supports 1 slot, its OStim that only supports 1 Slot. There is 0 reason why Yamete would restrict OStim to one slot if it wouldnt have to If this isnt the case anymore, Id like to see the official source for it 1 hour ago, KingstonPrince7 said: How compatible this mod can be using together with combat mods like Inpa Sekiro Combat? (it has a compatibility patch for Daymol and it works flawless) No clue. I think someone uses both mods together If you only want to play, you shouldnt be using beta2 though, if you read the few Posts above, Beta2 is heavily unstable 6 hours ago, pinkfluf said: and shot 122 = me adding a custom spell to yamete, always bothered me how you can get up and walk around scott free, wanted to introduce some trauma like sore legs (reduced speed), health, stamina & majicka damage, cum covered (speech debuff). Added it to aftermath section it fires now and again and sometimes it removes the previous debuff spell. Adding this kinda stuff is part of things I want to do after I got Beta4 running. When I got hooks for things like SlaveTats, Toys & DD I can easily add some traumas too The fact that Rushed seems bugged is worrying though.. 8 hours ago, semper_solus said: Sofia (who magically rejoined as a proper follower before this round After Combat ends, Followers will be listed back as proper Teammates even if that failed before somehow 8 hours ago, semper_solus said: I should also note that during these stages after she went immediately into Bleedout in the first round, using the sqv script, it was not reading Sofia as a Follower or Combatant An Actor not listed in that Quest is impossible to be knocked down through Yamete; The Quest was still running when you typed that? 8 hours ago, semper_solus said: After combat, Lydia and Tania stuck in animation loop until I Fus Roh them out of it... they then stand in place, not following but still registered as Followers. That would be the Stun Script doing its work, SL bugged out there huh... wonder why
semper_solus Posted September 2, 2021 Posted September 2, 2021 8 hours ago, pinkfluf said: and shot 122 = me adding a custom spell to yamete, always bothered me how you can get up and walk around scott free, wanted to introduce some trauma like sore legs (reduced speed), health, stamina & majicka damage, cum covered (speech debuff). Added it to aftermath section it fires now and again and sometimes it removes the previous debuff spell. I like this idea
pinkfluf Posted September 2, 2021 Posted September 2, 2021 (edited) 4 hours ago, Scrab said: Adding this kinda stuff is part of things I want to do after I got Beta4 running. When I got hooks for things like SlaveTats, Toys & DD I can easily add some traumas too The fact that Rushed seems bugged is worrying though.. Cool I'll scrap my stuff, I forgot to mention for your standard 2p scenarios I wanted to introduce traumas that last say 3mins and 5mins for 3p+ scenarios with heavier penalties (health,stamina,majicka, speech etc) but all will include a speed debuff and say stuff like "gangbanged" etc. Edited September 2, 2021 by pinkfluf
Scrab Posted September 2, 2021 Author Posted September 2, 2021 (edited) Yamete!.7z V4.B2.1 Combat Quest should no longer start if the Combat in the environment is focused on Prey (e.g. Wolfs hunting a Deer) Another rework of the Combat Quest, streamlining Functions, cleaning up Code, improving structure, stability, performance Moved "Rushed" Settings in "Defeat" to "Resolution" "Blocked" & "Melee" Conditions are now shared among Stripped (Kockdown by Worn Armor) & Weakened (Knockdown by HP) instead of having one option for each Stripping now works for any Hit as long as the Combat Quest is running Not working: Essential Flag (Due to some of the changes, Code executes before the Bleedout Flag is applied properly, causing the mod to no longer recognize Bleedout in time) Traditional & Mixed Reapers Mercy My focus here was to stabilize the Combat Quest as much as possible since thats the foundation for everything else. This Quest is now a lot more linear & easier to follow on so I hope even if I didnt manage to get all issues, its a lot easier to understand them now & fix them. My testings went pretty well so I thought instead of keeping that back, Ill just upload it and have certain people here testing Rushed show me how incredibly terrible I am at testing things Thanks a lot @everyone testing & reporting bugs Edited September 2, 2021 by Scrab
pinkfluf Posted September 2, 2021 Posted September 2, 2021 2 minutes ago, Scrab said: testing & reporting bugs I forgot a bug when I tested briefly ..... I seem to trip up in 1st person
Scrab Posted September 2, 2021 Author Posted September 2, 2021 (edited) 3 hours ago, pinkfluf said: Cool I'll scrap my stuff, I forgot to mention for your standard 2p scenarios I wanted to introduce traumas that last say 3mins and 5mins for 3p+ scenarios with heavier penalties (health,stamina,majicka, speech etc) but all will include a speed debuff and say stuff like "gangbanged" etc. Dont worry, Ill get back to this once V4 isnt breaking on every occasion possible but currently those QoL things would just make things worse ? The good thing is thus far nobody complained about the MCM breaking or the Filter not working (assuming you use the correct filter behavior kek), so Scrappies V3 might be very much in reach huh... 3 minutes ago, pinkfluf said: I forgot a bug when I tested briefly ..... I seem to trip up in 1st person Meaning? Edited September 2, 2021 by Scrab
pinkfluf Posted September 2, 2021 Posted September 2, 2021 48 minutes ago, Scrab said: Meaning? It's like I walked over a stone, the camera kinda wobbles. Tried to go in 3rd person but couldn't trigger the effect.
Someone92 Posted September 2, 2021 Posted September 2, 2021 2 hours ago, Scrab said: My focus here was to stabilize the Combat Quest as much as possible since thats the foundation for everything else. So if I understood it correctly no changes where made to the Traditional scenario? Cause it has the same issues as before, knockdown / bleedout but not anims are starting.
Scrab Posted September 2, 2021 Author Posted September 2, 2021 (edited) 22 minutes ago, Someone92 said: So if I understood it correctly no changes where made to the Traditional scenario? Cause it has the same issues as before, knockdown / bleedout but not anims are starting. Yep In Traditional, the whole thing is split in 2 Quests: The Combat Quest & The Resolution Quest. Resolution is started after Combat is over I already started on the Resolution Quest, should upload another quick Beta in a couple of days covering the Resolution Quest but the Combat Quest builds up the foundation for the Resolution Quest to start in first place so that one has priority and Rushed is a great way of testing only the Combat Quest to its limits 1 hour ago, pinkfluf said: It's like I walked over a stone, the camera kinda wobbles. Tried to go in 3rd person but couldn't trigger the effect. Can you reproduce this somehow? Nya Edited September 2, 2021 by Scrab
Someone92 Posted September 2, 2021 Posted September 2, 2021 I don't know if it was possible before, but in this version I was able to strip my opponents by hitting them. Is that intended behavior? And is it possible / is it planned to enable stripping only for NPCs / PC? Also, what exactly is the difference between knockdown and bleedout? Is there even any?
Scrab Posted September 2, 2021 Author Posted September 2, 2021 41 minutes ago, Someone92 said: I don't know if it was possible before, but in this version I was able to strip my opponents by hitting them. Is that intended behavior? And is it possible / is it planned to enable stripping only for NPCs / PC? It is intended, I changed it this version to no longer respect gender n all that stuff and Id need to change it back to only make it work for certain things 43 minutes ago, Someone92 said: Also, what exactly is the difference between knockdown and bleedout? Is there even any? A Knockdown describes the entire Process once one of the Conditions in the Conditions pages is valid, a Bleedout is just the act of bleeding out with the fancy stuff on top like the Calming n stuff In Traditional, a Knockdown is only defined by the Bleedout, in Rushed a Knockdown is defined by an entry bleedout followed by a rape followed by a potentially exiting bleedout
Someone92 Posted September 2, 2021 Posted September 2, 2021 I think I have found a bug. Rushed breaks if last attacker is not a valid actor it seems. I think I was attacked by the wolf companion last, and thus no anim started and the PC stayed in bleedout. In the second test a farmer (I think) came along and killed my rapist. Is hostility not deactivated during Rushed scenario? Third run. Bleedout -> anim -> maybe Bleedout seemed to work fine. What I noticed is thought that the enemies did not always switched back to aggressive. I could kill several without them fighting back, or they quickly became non-hostile again. Maybe in addition to making the NPCs non-hostile for x seconds, make the player unable to draw their weapons / spells for x+y seconds so you cannot exploit them. Papyrus.0.log Papyrus.0_second run.log Papyrus.0_third run.log
pinkfluf Posted September 3, 2021 Posted September 3, 2021 8 hours ago, Scrab said: Can you reproduce this somehow? Nya It disappeared once i installed your latest build 4.b2.1 1
mcnv Posted September 3, 2021 Posted September 3, 2021 (edited) Hello. I have an unhealthy amount of mods running on Skyrim right now. What I am about to report could possibly be an incompatibility and is useless to you. I am not asking for help. During the set-up phase of the mod (first start up, you are required to click on the enable button) if you click on the "enable and load" button with NO mcm data saved, the conditions tab would freak out, numbers and check boxes stay 0 and the condition chances goes up to the 1000%. effectively disabling the mod. This was easily avoided by just pressing the enable only button. i was using the latest one beta2.1 Sorry if I have contributed something useless. Edited September 3, 2021 by mcnv added mod version
Scrab Posted September 3, 2021 Author Posted September 3, 2021 (edited) 13 hours ago, Someone92 said: Rushed breaks if last attacker is not a valid actor it seems. I think I was attacked by the wolf companion last, and thus no anim started and the PC stayed in bleedout The log tells me that it recognized that no Animation managed to start, skipping the Animation and moving straight to Resolution (well Bleedout), which did happen and thus threw you into Bleedout Type 1, which is the regular Bleedout with no extra gimmicks that lasts until Combat Ends. Until then there were no issues as far as I can tell What worries me more is that the Scan polled 3 more times, with Default Setting thats 20~30 seconds. There was no combat anymore going on anywhere? Was someone bleeding out in your game? 13 hours ago, Someone92 said: In the second test a farmer (I think) came along and killed my rapist. Is hostility not deactivated during Rushed scenario? It should apply a Calm Mark to both you and the rapist and judging by my Code it should always be doing that when entering Rushed unless the Actor is frenzied in which case the Scene wouldnt start however Might need a more reliable approach, this looks like one of those Papyrus being Papyrus things. If that ever happens again, you can check if the Actor has a Spell with the ID "xx0156CC". xx is replaced with Yametes load order Slot. Thats the ID of the Calm Mark that should be applied for this Duration (With more informative Console you can also check if the Actor is affected by a "Yam Calm Mark" Also I though I added a quick Event to the Calm Mark that would pull them out of Combat when being hit, I apparently moved that into the Bleedout Mark instead of the Calm Mark. I moved that into the actual Calm Mark now: YamCalmMark.pex In case that would ever happen again, this Script should stop the attacking Actor from attacking the Wearer again, it will also note down the ID of the 2 Actors, wearer & attacker, into the Papyrus Log in case they dont stop attacking to trace back the issue Theres always the possibility that my Friend Faction is incomplete or another mod adds a Combat Causing Faction my Friend Faction doesnt recognize 13 hours ago, Someone92 said: Maybe in addition to making the NPCs non-hostile for x seconds, make the player unable to draw their weapons / spells for x+y seconds so you cannot exploit them. Sure I also see I forgot to compile a few Scripts in that version, thats why the Log is spammed so much with the CombatQuest() Function Edited September 3, 2021 by Scrab
Scrab Posted September 3, 2021 Author Posted September 3, 2021 4 hours ago, mcnv said: "enable and load" button with NO mcm data saved, the conditions tab would freak out Ill make sure to disable the "load" part if no MCM.json can be found
semper_solus Posted September 3, 2021 Posted September 3, 2021 (edited) 19 hours ago, Scrab said: Meaning? I had this happening too. It would essentially signify the "End of Combat" trigger for me... but whether I was the one involved in Combat or not didn't matter. If Combat was happening somewhere and stopped, I'd stagger. Once Combat ended for me (and the rare occurrence that it worked) everyone would stand up and I would stagger. Edited September 3, 2021 by semper_solus
Scrab Posted September 3, 2021 Author Posted September 3, 2021 17 hours ago, Someone92 said: And is it possible / is it planned to enable stripping only for NPCs / PC? Not sure if I understood this Question correctly, In my first post I was assuming you meant to respect Filters before stripping, now Im wondering, did you mean to disable it for NPC or Player respectively? Stripping is defined in the MCM under conditions, if you want to disable it for NPCs you would do that by assigning NPCs a profile that has stripping disabled 1 hour ago, semper_solus said: I had this happening too. It would essentially signify the "End of Combat" trigger for me... but whether I was the one involved in Combat or not didn't matter. If Combat was happening somewhere and stopped, I'd stagger. Once Combat ended for me (and the rare occurrence that it worked) everyone would stand up and I would stagger. It could be that before this rewrite I didnt check if the player is bleeding out before pulling them out of Bleedout, did this issue also got fixed on your part with the last update?
semper_solus Posted September 3, 2021 Posted September 3, 2021 (edited) 1 hour ago, Scrab said: It could be that before this rewrite I didnt check if the player is bleeding out before pulling them out of Bleedout, did this issue also got fixed on your part with the last update? Stagger no longer happening. But here's my attempt thus far (same settings as before): Round 1 Attacked by Saber Cats this time. Armor Break seems to be working, but Lydia won't go down at first. (It seems the whole sheathing and unsheathing bug is realated to armor break? It's the same animation when armor disappears, only she doesnt have any armor left to break that isnt protected/unchecked. Maybe it's trying to break those?) Lydia finally goes down and animation triggers Sofia goes down, animation triggers Tania takes a while to go down but finally does. Female NPC rushes into fight. It's not triggering. Also at this point I realize that I'm losing armor pieces as well even though with the same settings as last time, it wasnt happening. Female NPC goes into standard bleedout, I try and heal her (use spell Healing Hands), I start a scene with her instead. (Reapers Mercy not active). Combat ends, Lydia and Sofia stand up, Tania does not. My scene ends, NPC scene still wont trigger with 3 cats on her (NPC set on Spider with the 90% health trigger) Heal npc again, after checking Reapers wasnt running, start another scene. NPC finally triggers. Lydia and Sofia wont go down, stuck in the unsheathing, reengaging loop. (every time they sheath, they drop aggro on the cats, and the cats run at me) Round 1.log EDIT: Add Round 2 Nothing triggered. I ran the SQV scan and found Sofia was never one of the registered followers at all. Lydia and Tania, yes but never Sofia... yet previously she would trigger. But yeah, nothing Triggered, no NPCs no Followers, and this time I tried healing Lydia with Healing Hands and again I started a scene with her instead. This time it was giants that spawned in and no knockdowns triggered, no scenes, nothing other than my own with Lydia. (Switched my profile to something else and didn't lose armor this time at least) Round 2.log Edited September 3, 2021 by semper_solus
pinkfluf Posted September 3, 2021 Posted September 3, 2021 3 minutes ago, semper_solus said: same settings as before Do you have a settings json to hand? So I can try it out, cheers ears
semper_solus Posted September 3, 2021 Posted September 3, 2021 18 minutes ago, pinkfluf said: Do you have a settings json to hand? So I can try it out, cheers ears I believe this is what you're looking for? MCM.json
pinkfluf Posted September 3, 2021 Posted September 3, 2021 15 minutes ago, semper_solus said: I believe this is what you're looking for? Yep thanks!
Someone92 Posted September 3, 2021 Posted September 3, 2021 5 hours ago, Scrab said: There was no combat anymore going on anywhere? Was someone bleeding out in your game? I was using Fort Greymoor for testing again. No followers. I doubt somewhere nearby was in the bleedout state. 2 hours ago, Scrab said: if you want to disable it for NPCs you would do that by assigning NPCs a profile that has stripping disabled Oh great, I didn't understood how the profile thingy worked before.
Scrab Posted September 3, 2021 Author Posted September 3, 2021 (edited) Beta 2.2 Yamete!.7z We stay a bit longer on the Combat Quest, sorry for the ppl waiting for Traditional Reimplemented Essential Flag The Player can no longer enter Combat after Resolution, I might add an exhausted walking Animation into that at some point Moved BlackOut Chance from "Defeat" to "Resolution" Animation Frames are now enabled by default when they are present when first installing Yamete There were a lot of Outdated ReadMes & Option Highlights, I updated them to the current Design You can no longer Load your MCM (either through enabling or the regular Load MCM option) if your MCM.json has errors or doesnt exist Colored Notifications use html tags (Are they called html tags in this case?) in common Debugmessages instead of SkyLib, which should allow them to be properly affected by your UI mod. Currently only Knockdown & Strip Notifications are affected, the next version will properly remove SkyLib and convert all remaining Options Cleaned up some Errors thrown to the Log Fixed an issue with Stripping (Armor Break) using the wrong MCM Option Fixed an issue with the Essential Flag undesirably closing the Combat Quest, breaking it in the process Fixed an issue with the Combat Quest undesirably closing while an OnHit Event is being evaluated, breaking itself in the process Fixed an issue causing the mod to no longer recognize & use OStim in Rushed I was able to recreate the issue with the Combat Quest not closing somehow, there was indeed one Actor which never exited Combat for some reason but I dont know yet how to reproduce this issue. I also only encountered it once when doing some stresstesting with the Essential Flag About OStim integration: I finally found out that OStim supports multiple threads.. except that it doesnt really do that. The Threads in Yamete work all independent from one another, meaning they dont actually interact with one another. OStims "multithread" System has the issue that its always linked to its Mainthread. This is a major issue as Yametes Threads to manage Actors mid combat isnt capable of communicating with each other Think of the 2 Following: Im in a 2v2 Situation, in Team A, the first Actors gets knocked down and starts an Animation with OStim. That isnt really an issue on its own but now 10 seconds later the second Actor of Team A gets beaten and starts an Animation with OStim. Technically, if both Animations would last exactly the same amount of time (about isnt enough as 10 seconds could as well be 1 second or less), that wouldnt be an issue as the Animation that starts first would get its Event first too and then the 2nd Event would belong the the Animation that started second. However, Animations in OStim dont have a set Duration and Animations can end early This is an issue as receiving Events in the wrong order would break Yamete. I already did a quick writeup in OStims Discord about this but havent received an answer to this yet. If there is no 100% reliable Solution to this issue OStim will not be capable of supporting Yametes Rushed Scenario more than it is doing that now For Traditional, this may be different as the entire Scenario is only centered around a single Actor, though no promises made. I will attempt to make use of OStims multi Scene support but you will have to accept I write Yamete with a multithreaded System in mind, meaning each Actor is on their own and will take Actions on their own. This mod doesnt operate like a Hivemind where there is 1 brain telling everyone what to do For the Combat Quest alone there are 21 different instances which work independent from one another, this mod doesnt call it a day when one gets knocked down, when one goes down there are still 20 others doing their thing and the one gets just replaced whenever there is someone new. The entire Rushed Algorithm wouldnt be possible if I did it any other way How exactly Traditional will work I havent decided on yet, I wont promise it will be designed in a way that compliments OStims design though I will try to utilize it Edited September 3, 2021 by Scrab
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