Guest Hollaatthekid Posted November 3, 2021 Posted November 3, 2021 I just started the blackmarket quest. Captured my first npc and they won't follow me into the cave at all. Either they break free and run as soon as I go in, or they just stand outside.
rodrigo2 Posted November 3, 2021 Posted November 3, 2021 13 hours ago, alex77r4 said: That happen when SetPlayerAIDriven was enabled but not disabled. Is a Papyrus command that, as i know, not have equivalent in Console Command. Then, the only way to enable and disable SetPlayerAIDriven is, in a strictly and obligatory way, execute a script that make it. I presume you have Aroused. Then, press the aroused key, by default N, for at least 3 second and release it to launch a masturbation over the player and solve the problem. Additionally, if you have ZAZ Animation Pack, you can go to the MCM and, in Player Control Center, press Force Player AI and Release. Thanks for the explanation! I have both Aroused and ZAZ installed. Next time, I'll try out your suggestions!
Scrab Posted November 3, 2021 Author Posted November 3, 2021 (edited) 9 hours ago, alex77r4 said: Create some alias in Yam_ScanReload with special conditions like IsActor, IsBleedingOut, HasLoaded3D, GetDistance > 4000 or 4500 and attach a script to reset the Bleeding state and the animation Can you confirm that this works? Because they are not in a proper Bleedout but just an animation thats stuck and from previous tests Im fairly sure the "Isbleedingout()" function returns false for that reason /E That aside, the reload Quest is only active mid combat and shouldnt be called outside of it. Actors "stuck" in Bleedout mid combat may very well be in bleedout on purpose. The Combat Reload wouldnt interact with this bug at all because this issue is exclusively related to the player leaving the Cell while an Actor is in a Bleedout Animation without having a Bleedout Mark. The only way to create this bug is when leaving the area shortly after an Actor got affected by Type0. Even Regular would stick if the Actor isnt loaded in after Combat and the other two are permanent by definitioon and can only be removed by the player themselve The only reasonible way to fix this is by having a "CellChange" Event that would pick up every Actor in the loaded area that is A) Bleeding out by Yametes Doing - not the Vanilla Bleedout - and B) not affected by a Bleedout Mark to avoid helping Actors up that are intentionally bleeding out 7 hours ago, Hollaatthekid said: I just started the blackmarket quest. Captured my first npc and they won't follow me into the cave at all. Either they break free and run as soon as I go in, or they just stand outside. Use the console. Select the target then enter the cave go a few steps forward then type "moveto player" Ill be sure to put the NPC you sell Victims to will be placed outside the Cave in a future version Edited November 3, 2021 by Scrab
Miller826 Posted November 3, 2021 Posted November 3, 2021 Wonderful! Can't wait to test this new version out Speaking of which: after updating, Yamete gives the following indication on its main MCM page: "Mod paused". Can't seem to get rid of it. Also, all of its other pages are empty. Do you have any clue what might be going on?
Scrab Posted November 3, 2021 Author Posted November 3, 2021 (edited) 44 minutes ago, Miller826 said: Yamete gives the following indication on its main MCM page: "Mod paused" There is no such Error as "Mod Paused" when loading the MCM What can happen is that the Mod disabled when you first load it up in which you simply have to enable it with one of the options below ("Enable"/"Enable and Load MCM" (or so) (the one with "load MCM" only works when you got a preset where the mod can load the settings from)) Edited November 3, 2021 by Scrab
alex77r4 Posted November 3, 2021 Posted November 3, 2021 3 hours ago, Scrab said: The only way to create this bug is when leaving the area shortly after an Actor got affected by Type0. Then, if i understand you correctly, this problem only happen when mix, for example, the following conditions: 1 - The actors are very far from the player inside a REPEAT animation loop and just have finished an animation NOW. 2 - When the animation end call EnterBleedout() that call Main.BleedOutEnter(mySelf, 0) that put Debug.SendAnimationEvent(me, "BleedoutStart") Of course, if that animation is not corrected the NPC go to make the Bleedout animation forever. But, while the Animation Framework make the necessary work, the actors must be in a false Bleed-out. Additionally, the spell Yam_BleedoutMark0_EFF disappear after 5 or 10 seconds and the actor lost the keyword. 3 - The player just cross a cell border while the Animation Framework is preparing the animation causing the actors lost their 3DLoaded 4 - Of course, the animation start FAIL because the actors not have 3DLoaded. 4 - The call to ResetGroup(!fromScene) is made and call Main.standUp(mySelf) but, as the actor NOT have 3DLoaded, can NOT execute Debug.SendAnimationEvent(me, "BleedoutStop") Result, the actor is locked in an eternal Bleed-out Animation. The most simple solution can be verify the distance from the player inside Main.BleedOutEnter(mySelf, 0) When the actor is very far with distance from player > 2000 or 3000, not make Debug.SendAnimationEvent(me, "BleedoutStart") If the actor is too far away from the player.... Why play an animation like BleedoutStart if the player can NOT see it? We are the Player and is fantastic see an actor in Bleed-Out when we are near them. But, when the actor are as so far that We (the Player) can NOT see it... why play that animation??? I think adding that simple verification can solve the problem. If not, simply say it... I have more possible solutions...
Scrab Posted November 3, 2021 Author Posted November 3, 2021 1 hour ago, alex77r4 said: The most simple solution can be verify the distance from the player inside Main.BleedOutEnter(mySelf, 0) The most common situation in which this bug happens to my knowledge is when you constantly change cells from exterior to interior, so distance wouldnt help Then the reason why playing an Animation the Player cant see in that moment is a design choice. Yes I could put everything behind a LOS and distance check & whatnot but the consequence would be that those people that come by from time to time and write up their recent encounters with some bandits getting banged by some Soldiers near a Giant camp not realizing that theyre provoking a Giant until said Giant joins the party, that would be gone and imo thats one of the things that makes this mod unique compared to all others There is more loss than gain from overanalyzing those things for nothing more than fixing a minor inconvenience. Considering that nobody complained about this bug over the past 40 pages or so Id argue nobody really feels bothered by it either, meaning that any price that the mods design would have to pay will be too expensive
alex77r4 Posted November 3, 2021 Posted November 3, 2021 49 minutes ago, Scrab said: The most common situation in which this bug happens to my knowledge is when you constantly change cells from exterior to interior, so distance wouldnt help If the problem normally happen when change from exterior to interior you can add the event OnCellDetach() in YamActor and YamFollower. Seem that is reliably fired and we have 3DLoaded while the game process the events. See my code: Spoiler Event OnCellDetach() If myself.is3Dloaded() Debug.Trace("[Yamete] YamActor:"+mySelf+ "whit name:"+mySelf.GetName()+" OnCellDetach but have 3Dloaded") Utility.wait(5) If myself.is3Dloaded() Debug.Trace("[Yamete] YamActor:"+mySelf+ "whit name:"+mySelf.GetName()+" OnCellDetach and have 3Dloaded AFTER 5 SECONDS") else Debug.Trace("[Yamete] YamActor:"+mySelf+ "whit name:"+mySelf.GetName()+" OnCellDetach but LOST 3Dloaded in 5 SECONDS") endif ELSE Debug.Trace("[Yamete] YamActor:"+mySelf+ "whit name:"+mySelf.GetName()+" OnCellDetach and NOT HAVE 3Dloaded") ENDIF endEvent Of course, my log say we have 3DLoaded over that actors AFTER 5 SECONDS. Log: Spoiler 2257 [11/03/2021 - 04:23:14PM] [Yamete] YamActor:[lvlpredatorscript < (00084700)>]whit name: OnCellDetach but have 3Dloaded 2258 [11/03/2021 - 04:23:14PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach but have 3Dloaded 2493 [11/03/2021 - 04:23:19PM] [Yamete] YamActor:[lvlpredatorscript < (00084700)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 2494 [11/03/2021 - 04:23:19PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 3870 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (FF0024C3)>]whit name: OnCellDetach but have 3Dloaded 3871 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[lvlpredatorscript < (000DC55F)>]whit name: OnCellDetach but have 3Dloaded 3872 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (000543E6)>]whit name: OnCellDetach but have 3Dloaded 3873 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (4200F5F5)>]whit name: OnCellDetach but have 3Dloaded 3874 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (000543E7)>]whit name: OnCellDetach but have 3Dloaded 3875 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (000543E8)>]whit name: OnCellDetach but have 3Dloaded 3876 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (000543C5)>]whit name: OnCellDetach but have 3Dloaded 3877 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[SIC_ActorRemove < (FF0025E2)>]whit name: OnCellDetach but have 3Dloaded 3878 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[SIC_ActorRemove < (FF00264B)>]whit name: OnCellDetach but have 3Dloaded 3889 [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[lvlpredatorscript < (000DC556)>]whit name: OnCellDetach but have 3Dloaded 3979 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[SIC_ActorRemove < (FF0025E2)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 3980 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (4200F5F5)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 3981 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[SIC_ActorRemove < (FF00264B)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 3982 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (FF0024C3)>]whit name: OnCellDetach but LOST 3Dloaded in 5 SECONDS 3983 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (000543C5)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 3984 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (000543E8)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 3985 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (000543E7)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 3986 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (000543E6)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 3987 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[lvlpredatorscript < (000DC55F)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 3988 [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[lvlpredatorscript < (000DC556)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 7970 [11/03/2021 - 04:31:18PM] [Yamete] YamActor:[lvlpredatorscript < (00084700)>]whit name: OnCellDetach but have 3Dloaded 7971 [11/03/2021 - 04:31:18PM] [Yamete] YamActor:[SIC_ActorRemove < (FF000D12)>]whit name: OnCellDetach but have 3Dloaded 7972 [11/03/2021 - 04:31:18PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach but have 3Dloaded 8084 [11/03/2021 - 04:31:23PM] [Yamete] YamActor:[lvlpredatorscript < (00084700)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 8085 [11/03/2021 - 04:31:23PM] [Yamete] YamActor:[SIC_ActorRemove < (FF000D12)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 8086 [11/03/2021 - 04:31:23PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9794 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (FF0024C3)>]whit name: OnCellDetach but have 3Dloaded 9795 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[lvlpredatorscript < (000DC55F)>]whit name: OnCellDetach but have 3Dloaded 9796 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (4200F5F5)>]whit name: OnCellDetach but have 3Dloaded 9797 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (000543E6)>]whit name: OnCellDetach but have 3Dloaded 9798 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (000543E7)>]whit name: OnCellDetach but have 3Dloaded 9799 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (000543E8)>]whit name: OnCellDetach but have 3Dloaded 9800 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[SIC_ActorRemove < (FF0025E2)>]whit name: OnCellDetach but have 3Dloaded 9801 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (000543C5)>]whit name: OnCellDetach but have 3Dloaded 9802 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[SIC_ActorRemove < (FF00264B)>]whit name: OnCellDetach but have 3Dloaded 9809 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach but have 3Dloaded 9810 [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[lvlpredatorscript < (000DC556)>]whit name: OnCellDetach but have 3Dloaded 9897 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[lvlpredatorscript < (000DC55F)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9898 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (FF0024C3)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9899 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (4200F5F5)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9900 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (000543E6)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9901 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[SIC_ActorRemove < (FF00264B)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9902 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[SIC_ActorRemove < (FF0025E2)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9903 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (000543E8)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9904 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (000543E7)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9905 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (000543C5)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9906 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[lvlpredatorscript < (000DC556)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 9907 [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS 12899 [11/03/2021 - 04:34:54PM] [Yamete] YamActor:[Actor < (0005439A)>]whit name: OnCellDetach but have 3Dloaded 13033 [11/03/2021 - 04:35:00PM] [Yamete] YamActor:[Actor < (0005439A)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS I think 5 seconds is enough time to make everything that we want over that actors.
Scrab Posted November 3, 2021 Author Posted November 3, 2021 19 minutes ago, alex77r4 said: I think 5 seconds is enough time to make everything that we want over that actors. Event OnCellDetach() Debug.SendAnimationEvent(mySelf, "staggerStart") CleanUp() EndEvent This here should be all we need, placed in YamScanReferences.psc I believe the Player can never receive OnCellDetach() Events, so no need to check here Type0 is the only Bleedout we can track with the Combat Quest. Actors in any other Bleedout are released and no longer stored inside this Quest and thus inaccessible. In such instances a Regular Bleedout would behave similar to Withered but I dont think thats an issue
pinkfluf Posted November 3, 2021 Posted November 3, 2021 anybody else getting turned on by all this code talk? or jus me
berri Posted November 4, 2021 Posted November 4, 2021 (edited) just downloaded the mod, setting up a modlist as i type. i noticed the black market section in mod description, i hope there is a way to get yourself sold. even if there is not i want to ask, will black market break SS++? EDIT: FINIS said: Warning: \character\behaviors\FNIS_Yamete_Behavior.hkx not Skyrim compatible. how did i F up? Edited November 4, 2021 by berri
Scrab Posted November 4, 2021 Author Posted November 4, 2021 2 hours ago, berri said: even if there is not i want to ask, will black market break SS++? There isnt and the Black Market wont fill the same niche as SS++; I dont even know if it will offer to sell you as a radiant feature. Currently Im leaning more towards no cause I dont to rival SS++ 2 hours ago, berri said: EDIT: FINIS said: Warning: \character\behaviors\FNIS_Yamete_Behavior.hkx not Skyrim compatible. how did i F up? You either didnt create the LE FNIS Behavior FIle or used the SE version, There is a quick guide on the mainpage how to create a new one
berri Posted November 4, 2021 Posted November 4, 2021 27 minutes ago, Scrab said: There isnt and the Black Market wont fill the same niche as SS++; I dont even know if it will offer to sell you as a radiant feature. Currently Im leaning more towards no cause I dont to rival SS++ You either didnt create the LE FNIS Behavior FIle or used the SE version, There is a quick guide on the mainpage how to create a new one Both, Im a fucking dumbass.
Jezrail Posted November 4, 2021 Posted November 4, 2021 Just decided to swap over to try out this mod, and I've been seeing a series of issues, though I can see the promise. I am running version 4.1 for Skyrim SE, I am having an issue with getting creature animations to fire. I've trawled the thread and I haven't been able to find other instances of this issue happening or its solution. I'm using SLAL with Billy's and Babo's animations. I tested the animations and was able to get them to fire with HC, so I know the animations are working. I'm able to trigger knockdowns in combat, but not the animations themselves. Debug mode gives the message "imagine an animation is playing now". I've run Yamete as it is coming default out of the box, and also tried it with different filters. When opening console while encountering issue, I can see an error - Invalid Animation List, then later - Cannot Find Valid Animation. Other minor issues I am seeing include the stamina/magicka limit knockdowns not firing, and animations not being restricted to aggressive animations for human, though I see a lot of discussion above that seem related to the latter.
pinkfluf Posted November 5, 2021 Posted November 5, 2021 5 hours ago, Jezrail said: Just decided to swap over to try out this mod, and I've been seeing a series of issues, though I can see the promise. I am running version 4.1 for Skyrim SE, I am having an issue with getting creature animations to fire. I've trawled the thread and I haven't been able to find other instances of this issue happening or its solution. I'm using SLAL with Billy's and Babo's animations. I tested the animations and was able to get them to fire with HC, so I know the animations are working. I'm able to trigger knockdowns in combat, but not the animations themselves. Debug mode gives the message "imagine an animation is playing now". I've run Yamete as it is coming default out of the box, and also tried it with different filters. When opening console while encountering issue, I can see an error - Invalid Animation List, then later - Cannot Find Valid Animation. Other minor issues I am seeing include the stamina/magicka limit knockdowns not firing, and animations not being restricted to aggressive animations for human, though I see a lot of discussion above that seem related to the latter. Hi A couple of things you can check within yamete are: Filter (creatures) - Try checking the animations are enabled, on the right hand side there should also be a drop down that allows you to pick certain scenarios i.e. "Use list below" Sexlab - Having more than one tag for creatures might make it struggle getting animations.
Mark Antony Posted November 5, 2021 Posted November 5, 2021 How can i prevent males and creatures from getting knocked? I tried turning off their valid aggressors in the filters
Scrab Posted November 5, 2021 Author Posted November 5, 2021 (edited) 31 minutes ago, Mark Antony said: How can i prevent males and creatures from getting knocked? I tried turning off their valid aggressors in the filters Use the Restrictive Filter 11 hours ago, Jezrail said: and animations not being restricted to aggressive animations for human, though I see a lot of discussion above that seem related to the latter. I dont see anything regarding that here. If you want aggressive animations you gotta add them to the Tag List in the MCM Edited November 5, 2021 by Scrab
HabibHanson Posted November 5, 2021 Posted November 5, 2021 Is there any way in the settings to limit knockdowns by gender? I've tried using restrictive and selective filters but am slightly confused by the wording. Even when I say that females/nobody can target males in the first table for example, I still get dudes being knocked out. I also have a major issue in that men keep thinking they can fuck a dragon which isn't something I want to be going on. This isn't shrek after all.
Scrab Posted November 5, 2021 Author Posted November 5, 2021 (edited) 19 minutes ago, HabibHanson said: I've tried using restrictive and selective filters but am slightly confused by the wording Restrictive = Annulate the entire Knockdown This means that the Victim cant be knocked down/enter Bleedout/etc if the Filter is invalid Selective = For Animations only Meaning anything can knockdown anyone but only if the Filter allows it an Animation can start Reapers Mercy overwrites the Filter This here is probably how you want the Filter: Spoiler This will disallow Male NPC & Follower as well as Creatures from being engaged by anyone and you say this doesnt work? Edited November 5, 2021 by Scrab
Jezrail Posted November 5, 2021 Posted November 5, 2021 12 hours ago, pinkfluf said: Hi A couple of things you can check within yamete are: Filter (creatures) - Try checking the animations are enabled, on the right hand side there should also be a drop down that allows you to pick certain scenarios i.e. "Use list below" Sexlab - Having more than one tag for creatures might make it struggle getting animations. I tried all manner with the filter, using all, select, reverse, etc. checking boxes or checking exceptions, and it didn't go. Same with the filter before that, trying Restrictive vs Selective. For Sexlab, I didn't mess around with the tags, just installed out of box with SLAL, but maybe SLAL does something with the animations it loads that makes it a struggle to get animations. But if this were the case, wouldn't Hentai Creatures also fail to grab the correct animations, or does that work differently? Either way, I have swapped to Defeat for time being in order to verify issues by using similar mod. On my first startup there was a little wonkiness where the creatures weren't animating but the player character was, and I would also see the Invalid Animation List error even though it would grab the correct animation to play, but when I spawned and interacted with the same creature via Hentai Creatures, it seemed to fix non-animation issues, even for Defeat, and the Invalid Animation List error went away. Could not replicate this fix for Yamete. Wondering if it could be Creature Framework or MNC SE conversion at fault, as no issue with human interactions. MNC thread at least shows a metric ton of issues.
Someone92 Posted November 5, 2021 Posted November 5, 2021 (edited) 9 hours ago, Scrab said: This will disallow Male NPC & Follower as well as Creatures from being engaged by anyone To explain further: Because the filter is set to RESTRICTIVE, it will also disallows Creatures to know down Female NPCs and Followers (because they are not ticked). If you had set the filter to SELECTIVE, Creatures could knock them down, and the mod then searches for male and female NPCs to potentially start a sex scene. If none are found bleedout is aborted. Edited November 5, 2021 by Someone92
Mark Antony Posted November 5, 2021 Posted November 5, 2021 (edited) 16 hours ago, Scrab said: Use the Restrictive Filter I dont see anything regarding that here. If you want aggressive animations you gotta add them to the Tag List in the MCM Thank you it worked. I was also wondering if this mod worked with modded creatures I had a draugr dog from demonic creatures knock a vigilant of stendarr but it seemed to just stand there and I wasn't sure if it was cause it was still in combat or not or just slow to start the animation. Edited November 5, 2021 by Mark Antony
HabibHanson Posted November 6, 2021 Posted November 6, 2021 On 11/5/2021 at 8:38 AM, Scrab said: Restrictive = Annulate the entire Knockdown This means that the Victim cant be knocked down/enter Bleedout/etc if the Filter is invalid Selective = For Animations only Meaning anything can knockdown anyone but only if the Filter allows it an Animation can start Reapers Mercy overwrites the Filter This here is probably how you want the Filter: Hide contents This will disallow Male NPC & Follower as well as Creatures from being engaged by anyone and you say this doesnt work? I have something similar but allowed creatures, will test with your configuration and see if it works. Thanks for the advice.
rodrigo2 Posted November 7, 2021 Posted November 7, 2021 I keep seeing a problem with other NPCs attacking an NPC that's being assaulted. I just had this occur during a PT. I have "Dangerous Nights" installed. My PC is in the "Sleeping Giant" inn at Riverwood. My PC is grabbed by one of the regular PCs of the inn and a mod-generated "bandit-thief." The two assault my PC. Then, in accordance with Dangerous Nights, the mod-generated bandit NPC turns hostile against my PC. However, every other NPC in the room turns on the bandit and they take turns assaulting her. Sometimes during the assaults on the bandit, one NPC would assault the bandit while another would attack the bandit. Are there any settings that would've prevented the attacks on the NPC being assaulted? Any way to limit the number of assaults?
crajjjj Posted November 7, 2021 Posted November 7, 2021 After defeat npcs are becoming non-aggressive forever. Can attack them till they die without problems. Tested on some traders. (Using together with simple offense suppression - maybe that is the reason)
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