Scrab Posted October 5, 2021 Author Posted October 5, 2021 (edited) 1 hour ago, pinkfluf said: with vokri mod can my heal aura negate the need for a potion like it does for vanilla injured npcs in the wild? No clue. Depends on how that spell is made; if it has the restoration "RestoreHealth" keyword on its Effect & fires Hit Events, it will interact with Yametes Bleedouts yes Edited October 5, 2021 by Scrab
Mark Antony Posted October 5, 2021 Posted October 5, 2021 3 hours ago, Scrab said: Are you using an old MCM.json file? Oh yeah i guess i am how can i fix it?
Scrab Posted October 5, 2021 Author Posted October 5, 2021 4 hours ago, Mark Antony said: Oh yeah i guess i am how can i fix it? By either doing a clean save or have someone send you an updated .json to override your bugged settings I can give you a MCM.json with the default settings later
Scrab Posted October 5, 2021 Author Posted October 5, 2021 7 hours ago, Mark Antony said: Oh yeah i guess i am how can i fix it? Almost forgot, heres the default settings for the MCM: MCM.json Loading this json should fix your MCM issue(s)
dutchb Posted October 7, 2021 Posted October 7, 2021 is there an option to change how fast going into bleed out happens cause i happens quite often. a bit to fast in my opinion, exapmle once i only dropped during big fight 25% health total during the fight but went 3 times in to bleed out
Someone92 Posted October 7, 2021 Posted October 7, 2021 In the MCM, go to Conditions. There you can set under which circumstances (default: less than 50% health or wearing less than iirc 2 clothing items) you enter a bleedout, and the chance to enter bleedout if one of the conditions is met.
crajjjj Posted October 9, 2021 Posted October 9, 2021 On 9/30/2021 at 10:40 AM, Scrab said: The repopulation of the Combat Quest doesnt respect the new filter settings, Ill give you a new esp when my CK crashes the next time You might consider installing CK fixes mod if you haven't already. Works like a charm for me.
Scrab Posted October 10, 2021 Author Posted October 10, 2021 (edited) 14 hours ago, crajjjj said: Works like a charm for me. That doesnt prevent all ctds, there are still a few dozen left and even if you know about them its hard to avoid them all the time Quick PSA regarding V4: Content wise Im done with it, but Ill have to wait for some Meshes to finish before I can release it Regarding Reapers Mercy, the way you knockdown targets is mostly the same as in V3, one thing that bothered me slightly about it and became really pronounced when I worked more on progression systems for it though, was that the Feature felt really Alien to the overall concept of Yamete. You basically had NPC that do regular Knockdown and then you had the Player that was just sitting there like a layer of oil basically on top of this system For that matter I tried an entirely new approach for Reapers Mercy and redesigned it from a System that is used to allow the Player to knockdown targets more to a System that allows the Player to become stronger in the sense of Yametes "Combat enhancements", in a way you can think of this as "Everyone can knockdown targets but the Player is able to become frighteningly efficient at it" I also added a certain amount of Lore behind Reapers Mercy to no longer just have it "be there" but be explained & properly introduced in a way, something like your Shout Power except that its actually useful if you want to focus on Yametes BlackMarket/Enslavement Overall Yamete with V4+ will go far beyond a regular Defeat mod and even far beyond that of a Death Alternative one but I will focus on this in a way that will not impact your game in any meaningful way if you dont care about it. Yamete will always be able to just be used as Combat Defeat mod if thats all you care about I also made 2 Screenshots from my testings here: Spoiler *If you do not use the Custom Skills Framework, you will get a Menu build with UI Extensions which will feel slightly clunky but still do the job, you are at no disadvantage beyond the difference in UI Edited October 10, 2021 by Scrab
semper_solus Posted October 11, 2021 Posted October 11, 2021 23 hours ago, Scrab said: Quick PSA regarding V4: Content wise Im done with it, but Ill have to wait for some Meshes to finish before I can release it Reveal hidden contents *If you do not use the Custom Skills Framework, you will get a Menu build with UI Extensions which will feel slightly clunky but still do the job, you are at no disadvantage beyond the difference in UI Too late for one more thing? After some playing around this weekend, I noticed that the Sexlab filter, where I put in Aggressive works for people but not for creatures. Any way to implement that?
pinkfluf Posted October 11, 2021 Posted October 11, 2021 14 minutes ago, semper_solus said: Too late for one more thing? pls Noooooooooooo, I'm waiting on scrappies
Scrab Posted October 11, 2021 Author Posted October 11, 2021 1 hour ago, semper_solus said: After some playing around this weekend, I noticed that the Sexlab filter, where I put in Aggressive works for people but not for creatures. Any way to implement that? I did that on purpose because I consider it to be very much a possibility to have aggressive human but not aggressive creature anims in a game, so using the Settings together might cause unnecessary errors I can technically add sure, only takes 5min (@fluffy) 1
greenmango12 Posted October 11, 2021 Posted October 11, 2021 10 minutes ago, Scrab said: I did that on purpose because I consider it to be very much a possibility to have aggressive human but not aggressive creature anims in a game, so using the Settings together might cause unnecessary errors I can technically add sure, only takes 5min (@fluffy) Actually I hope you not add agressive filter for Yamete manage creature animations, when I use it for human. I actually had issue, about one creature mod, it strictly apply filter as agressive when mod trigger animaiton >> I may really see a few animation even though there are many submissive animation for the creature. Worst case user need to custom edit script to run all animation of the creature... (ideally if we can choose filter for creature and a human separately, it is not problem though, maybe someone strictly add tag for each creature animation one by one ,,, then it work perfectly...)
semper_solus Posted October 11, 2021 Posted October 11, 2021 2 hours ago, Scrab said: I did that on purpose because I consider it to be very much a possibility to have aggressive human but not aggressive creature anims in a game, so using the Settings together might cause unnecessary errors I can technically add sure, only takes 5min (@fluffy) 2 hours ago, greenmango12 said: Worst case user need to custom edit script to run all animation of the creature... (ideally if we can choose filter for creature and a human separately, it is not problem though, maybe someone strictly add tag for each creature animation one by one ,,, then it work perfectly...) With Aroused Creatures, you can go in and manually add or remove the Aggressive tag, but as I was going through and taking some tags out of the Aggressive tagging, I noticed they were still activating during Yamete. I mean, this seems like an easier option than having to go into the mod itself to customize it. Just like I have to use SLATE (SexLab Tag Editor) to do the same with Human Animations.
semper_solus Posted October 11, 2021 Posted October 11, 2021 4 hours ago, pinkfluf said: pls Noooooooooooo, I'm waiting on scrappies As long as Scrappies doesn't randomly cause my Followers to strip naked when I leave cities, I'll definitely be happy. I need a reliable mod like Aroused Creatures, but for Humans.
Scrab Posted October 11, 2021 Author Posted October 11, 2021 7 hours ago, greenmango12 said: Actually I hope you not add agressive filter for Yamete manage creature animations, when I use it for human. I actually had issue, about one creature mod, it strictly apply filter as agressive when mod trigger animaiton >> I may really see a few animation even though there are many submissive animation for the creature. I only added another Input option below the 5p Tag Fields called "Creature" Leave it blank and everything will stay as is, if you want to put an "Aggressive" in there itll only look for aggressives anims first. That should cover both sides to an acceptable degree
Scrab Posted October 12, 2021 Author Posted October 12, 2021 (edited) On 10/5/2021 at 2:36 PM, pinkfluf said: I have my followers arousal set to 100, combination of seeing me in skimpy gear and seeing enemy npcs screwing quickly shifts them to 100 arousal. So male followers will screw the next thing leaving me open to attack. Where do I disable them in the filters? If not possible can you set follower arousal to 101? thanks I expanded an Option in Filters, to further specify what Followers & NPC are allowed to attack For Followers you can set Anyone/Noone/Only NPC (latter is still kinda redundant cause Followers would never attack other Followers/Player but meh), which should hopefully cover this? You can also always put the specific Follower(s) into the Aggressor-Exclude List Im aware that theres always someone who only wants their brown eyed male followers with red hair and a cross shaped scare on their left foot to be able to assault female NPC and anyone else only does males or smth but I think as for realistic purposes this should cover everything now? Ayayah.. If there are no other (minor) QoL Feature Requests Id conclude V4 with this and start working on other Projects now. V4 will be released once the meshes Im waiting for are finished Edited October 12, 2021 by Scrab
pinkfluf Posted October 12, 2021 Posted October 12, 2021 1 hour ago, Scrab said: For Followers you can set Anyone/Noone/Only NPC Sounds great! 1 hour ago, Scrab said: If there are no other (minor) QoL Feature Requests Id conclude V4 You: "Ugh...Cough...Splutter... gimme a health potion" Follower : "Looks like you ain't gonna make it" You : "W..Why are you unbuckling your belt?" Follower : "I won't get this chance again" PC or followers health is low and follower decides he/she will never get to screw you again so decides to perform Last Rites... Chance Follower to attack Player/Follower on low health 0-100 Hmm thinking about this more the above is probably already included in some way!
pinkfluf Posted October 12, 2021 Posted October 12, 2021 4 hours ago, Scrab said: If there are no other (minor) QoL Feature Requests Id conclude V4 Ack sorry I forgot to mention this one.... Is it possible when using reapers mercy on a defeated foe (bandit) to make them follow you, turn them into a guard (get a reward?!) and then witness their execution? once again sorry
Scrab Posted October 12, 2021 Author Posted October 12, 2021 (edited) 40 minutes ago, pinkfluf said: Is it possible when using reapers mercy on a defeated foe (bandit) to make them follow you, turn them into a guard (get a reward?!) and then witness their execution? once again sorry When activating a bleeding out Target and after starting the Black Market Intro - taking on your first task, you will gain a new Ability added to the Player Aggressor Feature, which allows you to Capture bleeidng out NPC and force them to walk after you with a set of restrictions. This ability can later be upgraded into Enslavement Captured or Enslaved NPC can be taken to the Black Market Leader and sold there for some money The entire System is a bit janky but should work fine otherwise. Selling to Guards is technically also a possibility I guess. Maybe with a new Bounty Quest attached to it to instead of killing a NPC youre supposed to capture them alive, huh.. So many possibilities I wont hide that the Selling is more of a "do it so its done" kinda thing; I tried it and it didnt work as well as I hoped to and now Im lacking motivation to redo the Black Market selling. Fleshing out Black Market Intro & Selling is one of the high priority tasks for after V4.0 and any other kinda things like Guard Selling & Bounty Quests, or Follower interacting with the Bleeding out Player will also be V4.1+ features Edited October 12, 2021 by Scrab
pinkfluf Posted October 12, 2021 Posted October 12, 2021 16 minutes ago, Scrab said: Capture bleeidng out NPC and force them to walk after you with a set of restrictions hmm guessing it'll have fallback in place to prevent using on followers accidentally. 17 minutes ago, Scrab said: now Im lacking motivation to redo the Black Market selling maybe you need a rest, sip a pinacolada, recharge them batteries and stop listening to semper (and me!) I shall be quiet now with my crackpot ideas
Someone92 Posted October 15, 2021 Posted October 15, 2021 (edited) Haven't been following the thread closely since my vacation, has the advanced Death Alternative thingy already been implemented or will be implemented for V4, or is that postponed? edit: How does the algorithm work which selects with actor goes next during a Resolution, and who joins in a 3p, 4p, 5p animation? I suspect it works through the victoire list from the top to bottom, as suspiciously often the same actor goes again. My suggestion is that a valid actor is chosen at random. Edited October 16, 2021 by Someone92
Scrab Posted October 18, 2021 Author Posted October 18, 2021 On 10/15/2021 at 11:43 PM, Someone92 said: has the advanced Death Alternative thingy already been implemented or will be implemented for V4, or is that postponed? Im planing on adding some basic ones for V4.X (with X > 0) and more advanced ones with V5 The death alternative Block for Player Victim is supposed to be fairly advanced, taking the Aggressor that knocked you down into Account if possible. May also collaborate with Nem from ODefeat on this On 10/15/2021 at 11:43 PM, Someone92 said: How does the algorithm work which selects with actor goes next during a Resolution, and who joins in a 3p, 4p, 5p animation? The algorithm depends on how Actors position themselves and how PapyrusUtil serves me the Actors - basically map geometry and AI behavior is in charge of everything that happens there, making it mostly random from my POV The actual rape algorithm orders any Victoire into a "victoire faction" which marks them as a potential partner in a chain rape. When the algorithm starts, it merely takes all Actors in the environment (they dont even need to be part of the Quest, they only need the Faction) and cycles through them until the Scene participants are being created. From there it splits based on your MCM Settings: Either the Scene plays and just decides after that wheter or not another Scene should start or on Scene end it repeats this scneario, pulling out all Actors from that Faction based on the Chance you set in the MCM; it does that until not enough Actors for an Animation can be found The reason why the Quest is needed is not really because of the algorithm but to store the Dialogue and have everything being clean n tidy. Technically though if you really wanted you could create the entire Algorithm without a Quest allowing 100 participants and more to take turns but this requires you to micromanage packages and factions which is kind of annoying
pinkfluf Posted October 18, 2021 Posted October 18, 2021 One thing that bugs me in V4 is the robbing, even with tweaking chances to zero my followers get thieved with no notification. Anyway for an option to disable it?
Scrab Posted October 18, 2021 Author Posted October 18, 2021 (edited) 38 minutes ago, pinkfluf said: Anyway for an option to disable it? I still dont know why that even happens in your game. If there is no notification, Yamete didnt call for a rob (its really just that simple) so whatever causes your follower to randomly lose weapons is not going back to the actual robbing Feature Might it be the stripping perhaps? or maybe another mod? if only in combination I still dont understand why your follower would lose their weapon Edited October 18, 2021 by Scrab
semper_solus Posted October 18, 2021 Posted October 18, 2021 (edited) 1 hour ago, Scrab said: I still dont know why that even happens in your game. Because whatever you fix for me breaks pinks game and vice versa ? Edited October 18, 2021 by semper_solus
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now