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Guest Hollaatthekid
Posted

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.

Posted
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!

Posted (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 by Scrab
Posted

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?

Posted (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 by Scrab
Posted
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...

 

Posted
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

 

Posted
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.

Posted
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

Posted (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 by berri
Posted
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

Posted
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. :(

Posted

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.

Posted
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.

Posted (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 by Scrab
Posted

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.

Posted (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

image.png.e3dc7eb0aca3f852a198e47bc36b14f7.png

image.png.958c355325507acb150a3f1273fbd996.png

 

This will disallow Male NPC & Follower as well as Creatures from being engaged by anyone

and you say this doesnt work?

Edited by Scrab
Posted
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.

Posted (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 by Someone92
Posted (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 by Mark Antony
Posted
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

image.png.e3dc7eb0aca3f852a198e47bc36b14f7.png

image.png.958c355325507acb150a3f1273fbd996.png

 

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.

Posted

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?

Posted

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) 

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