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Alright, uh.. 2nd Beta. yay.

 

Yamete!.7z

 

Replaced Quest Polling with a Cloak Trigger, allowing the Combat Quest to start in Real Time, no longer bound to an Interval

This is the full version of the mod, use this or the above

Going forward, I will probably use the version below for future development unless there are issues reported with the Combat Quest starting unreliably or other issues leading back to this Trigger

Yamete! Cloak Trigger.7z

 

Requires a Clean Save

Your saved .json can be used but there are many new Options so make sure to look over the MCM anyway

 

Actually, I can barely remember what exactly I did since the first Beta, yay. Might have forgotten a thing or two

..First things first:

Above I wrote a little "bad news for LE users"
I shove that back. I decided against putting that in just yet, went back 2 steps and recreated part of this Resolution Quest to be fully playable for LE users too. I decided that I want to keep all fundamental content to be playable for both SE and LE equally, I dont think its fair nor do I like the idea of denying content to some of the people playing this mod only because they dont play on SE
.. However, I also want to emphasize that in situations in which I require SE exclusive resources, I will not pull back because LE does not have access to those kind of resources. I have no intention of telling anyone what version to play or somehow starting a war which version is better but truth is, LE is frozen solid where SE is taking steps. There are tools being developed, resources created and I see no reason to deny those resources only because LE has no access to them

 

Quick Vocabulary hint: 

A "marked" Actor is an Actor that is unable to participate in Combat, usually because they are Bleeding out or are used by an Animation Framework

As of V4.B2 Yamete uses Bleedout and Calm Marks to "mark" an Actor, turning them non hostile and "stunning" them (unable to move and fight), both Player and NPCs can be marked

 

New & Changes Content in V4.B2

  • Added a Regular Bleedout Type
  • Removed Terror Bleedout Type
    I dont know if anyone uses this or wants to use is, if so let me know. I wont promise to reintroduce it as Terror is rather complicated to work with due to it having a duration and thus NPC affected by it are never truly marked which requires me to consider it as an exception any and everywhere, complicating the whole process a whole lot
  • Bleedout Types (Regular, Withered, Death Sentence) no longer Cloak every Actor in the surrounding Area, instead they only grant the Player the Option to interact with them
  • The Calm Cloak is no longer a Cloak and will be referenced as "Calm Mark" going forward
  • The Calm Mark will now properly reset an Actors aggression when an Aggressor continues attacking a Victim wearing it
  • Renamed "Basic" Scenario into "Rushed"
  • Implemented Scenario: "Traditional"
    This is the big thing in this WIP I will come back to later. To keep it short, Traditional is Yametes definition of Defeats "basic" Scenario with the stuff gets downed and combat ends and then stuff happens, its what has been asked for idk how many times the past 25 pages. Yw :)
  • Implemented Scenario: "Mixed"
    Mid Combat Rushed, Post Combat Traditional
  • The Player is now handled by the Combat Quest, no longer split from it
    This is to ensure the Player will be in sync with the Resolution Quest and to allow proper management of the Bleedout Chance in Rushed
  • Redid MCM Structure (should be the last big rework)
  • When enabling the MCM, you can now load your saved .json Settings alongside it
  • Added one more Condition Profile: Termite
  • You can now use Colored Notifications again, custom Colors for Notifications works
  • Added an Option to only Strip if a Hit wasnt blocked
  • Added an Option to only be knocked down through Stripped when a Hit wasnt blocked
  • Added an Essential Condition
  • Added 3~5p Animation Support
  • Improved Performance & Stability (agane)
  • Fixed an issue with overlapping Calm Marks will negate each other, causing unwanted hostilities
  • Finished decorating Left for Dead
    Left for Dead now recognized if you have an Animation Framework and/or Devious Followers installed and adjusts its Dialogue appropriatly if you have a Follower with you that isnt Marked by the time LfD triggers

Overall Im slightly disappointed how long this took me but oh well, Anyway..

 

The Essential Flag

Yes, I did it, You got me to do it. I give up, I surrender my stubborn opinions. congratz. Now go dance around some fire in your garden or so ? 

 

Few things to note here:

Most importantly; You are only essential while you are in Combat. Yamete does not apply a permanent essential Flag to avoid conflicting with other mods. Additionally, even if another mod would turn you essential for whatever reason, Yamete will not take action unless you specifically enabled the Option in the MCM. Thats probably self explanatory but I wanted to note it anyway

I did it this way to make sure that Yamete continues to play along with other mods using the Essential Flag for their owns reasons and in case you jump down High Horthgar you can still see your clunky ragdoll ragging down the mountain before reloading your save and wont have this weird free fall essential animation reborn thing playing. I think thats something often underappreciated by other mods that make the Player essential, yes

 

Also; because the entire Mod is designed with the expectation that you are alive during everything it does, a real Bleedout in Yamete will be instantaneously cured when falling into it, you will gain Hp and put into one of Yametes own Bleedouts afterward. This does however have the slight consequence that Animations sometimes bug out and you just stand around when you should be bleeding out

 

Also essential is available for both NPC and Player. I thought that since Yamete is making barely any differentiation between Player and NPC, this shouldnt change with this feature. Yamete wont turn NPC essential but you can technically now decide if Yamete should recognize essential NPC upon Bleedout or ignore them as it did all this time until now

 

 

The Scenarios

  • Rushed (Basic)
    I didnt intend to change anything on this Scenario except its name. Of course with the introduction of Traditiional and Mixed this isnt entirely possible but I hope it will still feel mostly the same and doesnt have any new bugs. Aye..
    I decided on renaming it to Rushed as I felt simply calling it "basic" is kinda lame. Yamete is by no means a small mod anymore and "Basic" is really flat, so rushed it is. Sounds flashy, shows some character. I like it.. I think.. its cool, non? ? 
  • Traditional
    Traditional will play out as most other Defeat Mods, when you get knocked down, you will  stay knocked down until Combat ends and once it does, a Resolution Quest will play. This Quest picks up all Losers (Victims) and Winners (Victoires) of a battle and plays a Scene with them. In this first release, all Victoires will move group up around a single Victim and depending on your MCM then rob or rape it (I know you all are using the 2nd option so I didnt really care about making 10 victoires standing around 1 Victim jsut to have one of them rob it being kinda overkill :) )
    This Resolution Quest is why this Update took so long. Even though the thing sounds very simple (and if you check the source it probably does look very simple, especially considering half the content in those scripts is unused)  the thing took quite a while to develop and bugfix, I doubt I got all but one can hope 
  • Mixed
    This is Rushed and Traditional together. Basically mid combat you will be treated as you do in Rushed and once everyone gets knocked down based on Rusheds algorithm, a Resolution will start (Rushed skips this Resolution Quest to keep the original character of the mod intact)

 

"Dont overload this mod with content!"

Thats a common fear so lets quickly go over that too

My plans with Yamete stretch very far admittedly. There is stuff for some soft slavery and some custom dungeons and all that, nevertheless:

V4s goal is to finish Yamete regarding Combat Mechanics. In V5+ I want to consider the entire Combat Quest; Rushed Traditional and Mixed to be completed. I might add some Knockdown Conditions, I will improve performance and I will fix bugs but in general I dont want to add any new systems to it at the scale of Resolution. I actually dont even want to touch Resolutions algorithm anymore once Im done with it (That thing is a pain)

 

Once V4 is fully released, you will have all basic features Yamete has with you. The mod is about enhancing Combat and while it already does it in a way that some of you may consider overkill (Defeat has one Bleedout, Yamete has 3; Defeat has 1 Algorithm to handle Combat, Yamete has 3; you name it), at the end of the day Yamete will always be this Combat Mod it is now

I wont add Content to this md that doesnt require you to first interact with this mods V4 Features, may that be being knocked down or using Reapers Mercy

 

All future Content - after V4 - will be about filling up that Consequence Page & introducing more content to Reapers Mercy. All of this can be disabled or ignored. If youre only here for the Combat Algorithm then there should never be a reason to say "this mod no longer does what I want it to do" because all Updates going forward will always be coming back to it

 

Soft Integrations, because why not

Next to the 3 Animation Frameworks Yamete now supports, I also want to introduce more other mods to it. All of those will be soft integrations but the more we can abuse other mods the more fun it is, aye

I want to hook into the following mods before starting on V5:

  • Devious Devices & Toys
    Randomly equipping things on you. The exact timing will still need to be discussed. Do I add one in every Bleedout in Rushed? or maybe after every Rape? When do I do it in Resolution? Do robbers send you off with a couple devices and a chain rape after every round? Aye Aye
  • SlaveTats
    Will probably be after every SL Scene 1 Tat or so. Not sure though
  • SD+
    No clue if people are still using that mod, I havent seen anyone mentioning it in ages but I believe it would allow me to just take a random NPC and have them enslave you?
  • Daymol
    Sounds pretty standard to me. I mean that mod is basically only used to be hooked into
  • SimpleSlavery
    I almost forgot that one, but obvsly Ill also hook into that
  • Paradise Halls
    Victims you claim & then enslave through Reapers Mercy, if possible I want to be able to make them usable by Paradise Halls. I have no clue how that works but if I remember correctly it is possible so I think..? I hope..?
  • Naked Defeat(?)
    Now this one might be critical but Id argue that ND does a good job at its post Combat stuff, certainly a much better one than Yamete kek - but for that Yamete has the advanced combat features I guess. I think if its possible to let Yamete start ND you could get the best of both worlds but that would require some input from @Nymra

That aside, I also want to add a thrown into Prison Outcome to get some soft links with Prison Mods. I think theres a lot of potential mod integration between Yamete and other mods, being a mod that supports both NPC and Player Victim as well as Player Aggressor, there should be alot you can do

 

Hooking into Yamete..

Yamete registers the following Events

 

  • Yam_ConsequencePlayer(int type)
    Play one of Yametes Player Consequences (currently only LfD so meh). This is a custom Event which needs to be created with the ModEvent.Create() function
    Type -> 
    -1 - for a random one based on the Players MCM Settings
    0 - Left for Dead
  • Yam_Pause(string eventName, string strArg, float numArg, Form sender)
    A default Event to pause Yamete
    Note that the Player can reenable the mod manually
  • Yam_Resume(string eventName, string strArg, float numArg, Form sender)
    A default Event to unpause Yamete

 

As already mentioned, for the time being Yamete supports Babo Dialogue natively, once V4 is fully released, I will remove this check for performance reasons. Make sure to let the author of that mod know so they can disable & enable Yamete when necessary - if they are interested in ensuring compatibility

 

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

 

ToDo for V4

 

Green -> Done

Yellow -> Currently working on

Red -> Not started yet

  • Flowergirls Support
  • OStim Support
  • Improve Filter
  • Add Creature Filter
  • Add Stripping Editor
  • Redo Scenarios
  • Restructure MCM
  • Bleedout Types
    • Terror (NPC)
    • Regular (NPC)
    • Regular (Player)
    • Withered (NPC)
    • Withered (Player)
    • Death Sentence (NPC)
    • Death Sentence (Player)
  • Aftermath
    • Left for Dead (Player)
  • Add Post-Combat Defeat
  • Add 3~5p Adult Scenes
  • Add more Options to Reapers Mercy
    • Basic Enslavement
    • 1 Black Market Agent for Basic Interaction

 

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

 

This version includes a new Animation used in Resolutions robbing Scenario made by audhol. The animation for LE:

 

Yam_searchBleedout32bit.hkx

 

 

Edited by Scrab
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On 8/29/2021 at 1:20 PM, Caco Demon said:

Temporal Break

The way I intended to implement this is by giving every Actor in the Area an Ability which stores their Armor and equips it when Combat or Resolution ends

I am unsure if there is a sufficient way to delay this reequipping process though

 

On 8/29/2021 at 1:20 PM, Caco Demon said:

Ripping/Unequipping Sounds

That would technically be easy to implement, Id had to look for some fitting SFX first though

 

On 8/29/2021 at 1:20 PM, Caco Demon said:

Barrier Items

Why would you define a Barrier Item through the MCM if the chance that one is a barrier item is chosen by RNG and why is that System necessary if it just adds another RNG variable to the already RNG based System?

 

3 hours ago, Someone92 said:

Traditional scenario does not seem to be working.

I just get knocked down and ignored

Trivial Question but if you are using only the rape outcome, did you also enable an Animation Framework in the MCM? Those are disabled by default

also what exactly do you mean by ignored? Nothing happens after combat and you just stand up again?

How many followers where with you?

 

Edited by Scrab
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41 minutes ago, Scrab said:

Trivial Question but if you are using only the rape outcome, did you also enable an Animation Framework in the MCM? Those are disabled by default

also what exactly do you mean by ignored? Nothing happens after combat and you just stand up again?

How many followers where with you?

Yes. SexLab is enabled (and it seems to have been enabled by default, I don't remember clicking on the box).

I have tested Rushed and Traditional scenario.

Rushed seems to work fine.

Not working = I am stuck in the bleedout position, and the NPCs just wander around and act as if the PC weren't there. Strangely enough, it worked once, but not in the last three tests. Below are the log files of the last to times I tried it and it didn't work.

 

edit:

No follower.

Papyrus.0.log Papyrus.1.log

Edited by Someone92
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57 minutes ago, Someone92 said:

Not working = I am stuck in the bleedout position, and the NPCs just wander around and act as if the PC weren't there. Strangely enough, it worked once, but not in the last three tests. Below are the log files of the last to times I tried it and it didn't work.

Well your log seems incomplete.. er

What I mean by that is that it looks like the mod just got stuck after you fell into Bleedout

If that happens again, can you type "sqv Yam_Scan"

You will have to scroll up the console log a bit but there should be a line right after the line where you entered the command that should tell you that the mod registered for an Update, if you find that line then it would probably mean that Combat was still going on somewhere since thats the only way the system can go without throwing anything to the Log .. that or the polling just disabled itself

 

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2 hours ago, Scrab said:

Well your log seems incomplete.. er

Yeah, that's what I thought as well.

 

This time the Traditional scenario started, but broke midway due to an error. Looking at the log it seems it was searching for an anim type that does not exist.

 

edit:

Another error I noticed is that you can walk around just before the first anim starts and between two anims during the Traditional scenario.

Papyrus.0.log

Edited by Someone92
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I added a second download to the 2nd Beta Post

This will only replace the Quest Poll with a Scan Trigger, which should signifiacntly increase responsibility of the Combat Quest

 

You can overwrite the 2nd Beta posted yesterday with it, once inGame type into the console:

player.addspell xx5F036E

 

where xx is replaced with Yametes Load order Index

 

I did not take a look at someones report yet, will do that tomorrow

Edited by Scrab
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I randomly see the message "An unexpected error has occurred, Resetting resolution" quite often. Dunno why, I had not even been in combat.

 

Still having the issue that sometimes the cloak trigger does not start a Traditional scenario. It only happens at Fort Greymoor, the other location it worked every time so far.

 

If it starts, it seems to break if the second enemy wants to have their way with me. using SexLab Beta 9, another modder said it might not start anims correctly anymore.

 

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19 minutes ago, Someone92 said:

I had not even been in combat

Was there combat near you?

 

21 minutes ago, Someone92 said:

Still having the issue that sometimes the cloak trigger does not start a Traditional scenario

Im currently restructuring some things in the Combat Quest to more reliably control & follow the starting of Resolution & will then jump to Resolution to do the same. I mentioned that I redid parts of Resolution to make the system work properly in LE so maybe I just messed up and left some fragments of the old system in there

Fortunately (or unfortunately) Yamete primarily uses spells utilized as Flags to control different aspects of the mod, so everything is stored inside their own bubbles - Combat Quest cant cause bugs in Resolution - other than in the starting process of course, nya

Ironically though, Fort Greymoor is the very location I do most of my testing with, weird that it doesnt work there of all places

 

22 minutes ago, Someone92 said:

SexLab Beta 9, another modder said it might not start anims correctly anymore.

What not starting correctly? SexLab or Yametes call to it?

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29 minutes ago, Scrab said:

Was there combat near you?

I was running from Whiterun to the Fort. Maybe some wolfs attacked a deer?

It generally pops up when I am running around in front of Whiterun. I don't think I have ever seen the error message in Whiterun.

 

34 minutes ago, Scrab said:

What not starting correctly? SexLab or Yametes call to it?

That SexLab tried to put / access actors in position 10 or so, even though anims can only have up to 5 actors.

I have tested it with Beta 8, though, same bug. Sometimes during the Traditional scenario the scenario stops with an error message.

 

Just realized it would properly be very helpful to have the .log file for that. Let me quickly produce one.

In the first try the scenario started, but then was aborted due to resolution error.

In the second try the scenario ended with the "Error starting a scene" message after the first anim.

 

Oh, I use Immersive and More Deadly Wenches. So properly all of the NPCs there are not vanilla ones in case that might make a difference.

 

A suggestion for Traditional scenario (not sure if it is already implemented):

Only viable aggressors become spectators. E.g. if you have creatures disabled nearby wildlife does not come running towards you.

 

Papyrus.0 - Resetting resolution error message at the start of Traditional scenario.log Papyrus.0 - Error starting a scene.log

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1 hour ago, Someone92 said:

So properly all of the NPCs there are not vanilla ones in case that might make a difference.

Shouldnt

 

The first log says that there was no Action found to play. The first one certainly isnt cleaning up properly but there at least in that instance everything went fine, the Question is why was no action found :)

  • In the Resolution Page of the MCM, the leftern side which lists Rape & Robbing, what Numbers do you have set for both?
  • Where there creatures sitting around you? Were you able to identify who the leading Victoire is? Usually one of the Actors should be closer to you than any of the others, thats the leading one 

 

The second throws an error because the Array used to start Animations with wasnt filled, huh.. How many Actors where there around you?

 

I knew this update was gonna be trouble ayah..

 

1 hour ago, Someone92 said:

Maybe some wolfs attacked a deer?

That could be. Ill disallow the Quest to start when someone hunts down Wildlife, aye

There are a lot of details that will have to be found going forward, the Spectators one being another one though I thought I already managed to exclude wildlife. Are you sure that its real wildlife and not some bandits pet or so?

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18 minutes ago, Scrab said:

In the Resolution Page of the MCM, the leftern side which lists Rape & Robbing, what Numbers do you have set for both?

For now I have set Robbing to 0 and Rape to 100 to ensure that the gangrape event triggers.

 

19 minutes ago, Scrab said:

Where there creatures sitting around you? Were you able to identify who the leading Victoire is? Usually one of the Actors should be closer to you than any of the others, thats the leading one

Yes, wolf familiars. They disappear after a while, though.

I am not absolutely sure, but I think it was one of the woman. I mean the dialog "What is a handsome boy like you doing here?" or something similar was displayed.

 

22 minutes ago, Scrab said:

The second throws an error because the Array used to start Animations with wasnt filled, huh.. How many Actors where there around you?

Should have been around 4-5.

 

23 minutes ago, Scrab said:

 

There are a lot of details that will have to be found going forward, the Spectators one being another one though I thought I already managed to exclude wildlife. Are you sure that its real wildlife and not some bandits pet or so?

It only happened once so far, but a vulpine (those small red ones that are also hunted by wolves) run up to me. Pretty sure that was not a familiar.

Do you also exclude male NPCs / female NPCs / creatures if the player is not a valid target for them?

 

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3 hours ago, Someone92 said:

Do you also exclude male NPCs / female NPCs / creatures if the player is not a valid target for them?

Basically what happens in Yamete after Combat ends in a Traditional/Mixed Scenario is that the Combat Quest will first look for an Actor that is still standing.

Logic demands that in an environment where nobody is fighting anymore, everyone is either Bleeding Out, Dead or allied and thus there will be an Actor that was participating in the previous fight and that is not knocked down which can be considered part of the winning party, making the winning party the party of the found Actor (last man standing, basically)

 

Actors participating in the previous fight are expected to also be part of the Combat Quest as the Combat Quest only stores Actors that were participating in battle. Due to the fact that a Bleeding out Actor is self centered - not managed by the Combat Quest - Yamete is theoretically capable of handling an infinite amount of Actors with V4+

.. now, with that in mind, what Yamete needs to do now to find the winning Party is looking through all Actors still stored in the Combat Quest, picking one of them as the Lead Victoire of the winning Party and with the knowledge of which party has won, it can all of members of that party, flagging them as Victoires while flagging all remaining bleeding out Actors as victims. Actors that are neither Bleeding out nor part of the winning party are considered neutral bystanders (this should include your wildlife)

Now to your question: This flagging is controlled by the engine; Yamete is using barely any Papyrus Scripting during this process, I cannot use any filters there. The only Actor which I define manually is the very Actor which is used to decide the winning party.. and that one isnt filtered admittedly. I will probably add that, most certainly add that

 

TL;DR no

 

Edited by Scrab
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I think my game is just eternally broken for mods like this ?

 

So, trying to test out v4 and all sorts of things just still aren't working for me.

 

Although I only have Female NPCs/Followers checked, creatures are knocking out creatures, women knocking out men (I set the KD % to 90 for quick testing). No animations for those are triggering but they either lay there, go into the after assault bleedout, or just run away and stare at us from a distance, no longer aggressive. 

 

I had 4 bears get knocked out by a Flame Atronach and a Necromancer, and they ran away from me and my followers.

 

I had a Vigilant of Stendar and a Bandit knock each other down at the same time, and then a scene triggered (the "another round" nor "endless" triggered) then when they stood up, the Vigilant went back into combat but the Bandit didn't.

THEN the rest of the bandit camp finally joined in, and the Vigilant knocked the entire camp down. Most were stuck in bleedout, or run away, but one was still attacking her, and he wouldn't knock her down at all. Then my followers got involved and killed her, but we were friendly with the bandits now.

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29 minutes ago, semper_solus said:

I think my game is just eternally broken for mods like this

Go step by step, Im having issues following what exactly your settings are and what isnt working

 

30 minutes ago, semper_solus said:

Although I only have Female NPCs/Followers checked, creatures are knocking out creatures, women knocking out men (I set the KD % to 90 for quick testing). No animations for those are triggering but they either lay there, go into the after assault bleedout, or just run away and stare at us from a distance, no longer aggressive. 

Check that the Filter is set to Restrictive and not Selective, a Restrictive Filter completely disables Knockdowns if Genders dont match, Selective only disables the animation itself, which seems to be what youre experiencing

 

Running away should happen after the Combat Quest (or Resolution) ended; any Victim that isnt directly associated with the Player (follower) should run away from actors near them

 

Cant really follow the last paragraph

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1 hour ago, Scrab said:

Go step by step, Im having issues following what exactly your settings are and what isnt working

 

Check that the Filter is set to Restrictive and not Selective, a Restrictive Filter completely disables Knockdowns if Genders dont match, Selective only disables the animation itself, which seems to be what youre experiencing

 

It is telling me CaveBear knocked down by FlameAtronach. Flame atronach moves on, Cave Bear flees. I DON'T want creatures knocking each other down but it is. I assume that because I don't have them checked, then there is no animation.

I don't want this happening.

 

All I want is:

Creature to knockdown Female NPCs and Followers

NPCs to knockdown Female NPCs and Followers.

 

Thats it.

 

So here's what I have, each page:

 

General:

 

Tick - 10s

Check Hostility - unchecked

Check distance - 100

Importance Definition - Unique

- Player unchecked

- Follower checked

 

Combat Quest is active, and I have Alternate Bleedouts checked as well as Notification on Knockdown

 

 

Reapers Mercy:

 

I'm not using this so it's as disabled as I can make it

 

 

Defeat: 

 

Player by NPC = 0

P by Follower = 0

F by NPC = 100

NPC by NPC = 100

NPC by F = 0

 

Bleedout - Regular = 100, all others 0

 

 

Scenario - Rushed, blackout 0

 

Rush Bleedout chance = 100

 

Bleedout resistance - checked

 

Potion usage - Quantity (Did not work the two times I had a follower go through an animation and lay there in bleedout)
 

Player Bleedout all 3 set to 0

 

Heal after knockdown 30%

KD buffer 7s

 

 

Resolution:

 

Robbed 0

Only bandits - unchecked

Raped 100

 

Max rounds 30

Next round chance 100 (not working)

Chance endless 100 (also not working)

 

 

Conditions:

 

Follower on Scorpion - Weakened set to 0, Armor Break 50%, Stripped 25% < 3 (This seemed to be working the first time, did not work after setting Filter to Restrictive)

NPCs/Creature on Spider - Weakened set to 90%, all else disabled. (I was using this to test if custom followers still triggered under NPCs instead of Followers)

- The above seems to be where some issues were occurring. NPCs and Creatures were knocking each other down even though I had them unchecked in the Filter menu. After setting to Restrictive, nothing triggered.

 

 

Stripping: Was working great (Until the filter change)

 

Adult Frames: Omly changed 2 things. Sexlab was already checked, I dropped Flowergirls weight to 0 and checked Notification

 

Filter:

 

Now set to Restrictive

 

All Follower Behavior set to "Use Settings Below"

 

Male NPC - Only Female NPC checked

Female NPC - none checked

Creature - Only Female NPC checked

 

Filter(Creatures):

 

Filer Behavior - None

Only Dragons unchecked

 

Consequences: Left for Dead set to 0

 

 

1 hour ago, Scrab said:

Cant really follow the last paragraph

 

Vigilant of Stendarr, we'll name her Susan was fighting with a Bandit, named Bob.

 

Susan and Bob knock each other down at the same time (the messages come up in the corner 'Bob knocked down by Susan' 'Susan knocked down by Bob')

Scene triggers (Another round, or endless do not happen)

They stand up.

Susan begins attacking Bob.

Bob shouts angry things at her and runs up to her with weapons sheathed.

Susan eventually kills Bob.

Coincidentally, the Bandit camp on the hill finishes fighting... something... and rushes down the hill to Bobs aid.

Susan knocks them ALL down except one.

Susan keeps attacking a downed Bandit, while another one is attacking her.

Her health goes well below 90% and no more scenes trigger.

I get a little closer and my Followers attack Susan, killing her with arrows.

Bandits high five me and walk off into the sunset. (back towards the camp)

 

 

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33 minutes ago, semper_solus said:

Resolution:

Resolution is only working in Traditional, thats the follow up to it so those Options arent used in Rushed.. though I guess there wouldnt be any issue in working Resolution into Rushed, huh...

 

33 minutes ago, semper_solus said:

Now set to Restrictive

 

All Follower Behavior set to "Use Settings Below"

 

Male NPC - Only Female NPC checked

Female NPC - none checked

Creature - Only Female NPC checked

Right so what this should do is

Female NPC & Followers will only be knocked down when either being attacked by a male NPC OR a Creature

 

33 minutes ago, semper_solus said:

Filer Behavior - None

Only Dragons unchecked

Filter Behavior "none" will completely disable any and every Creature from this mod, combined with the Restrictive Setting it means that Creatures cant do a thing anymore

You probably want to use the "Use List" setting, which would only consider Creatures that are checked - every Vanilla Creature except Dragons in your case

 

33 minutes ago, semper_solus said:

This seemed to be working the first time, did not work after setting Filter to Restrictive

A restrictive Filter will disallow Armor Stripping if not hit by the Actor that is valid by the filters definition. Thats working as intended though I should probably change that

 

33 minutes ago, semper_solus said:

custom followers

What followers exactly?

The mod is intended to be looking for PlayerFollowerFaction now, are your Followers not in this Faction?

 

33 minutes ago, semper_solus said:

Vigilant of Stendarr, we'll name her Susan was fighting with a Bandit, named Bob.

Hilarious

 

Was the Bandit part of the Bandits further up?

It could be that Susan got stuck in a State she doesnt belong in and thus the OnHit would never been registered. Might be because they both got knocked down simultaneously, the mod doesnt recognize this behavior, Susan probably never got out of her "Knocked down" State because she took precedence over the first bandit that knocked her down, canceling out her own Knockdown without going back into the State which is responsible for evaluating hits while the bandit she attacked should have been resetted properly

The beauty of Rushed, everythings is an utter mess .. I guess

 

Do you still have a Papyrus Log of this session?

Edited by Scrab
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58 minutes ago, Scrab said:

Resolution is only working in Traditional, thats the follow up to it so those Options arent used in Rushed.. though I guess there wouldnt be any issue in working Resolution into Rushed, huh...

 

I would love this

 

58 minutes ago, Scrab said:

Right so what this should do is

Female NPC & Followers will only be knocked down when either being attacked by a male NPC OR a Creature

 

That's what I thought and how it appeared to work in v3 so I wasn't sure what would be different here.

 

58 minutes ago, Scrab said:

Filter Behavior "none" will completely disable any and every Creature from this mod, combined with the Restrictive Setting it means that Creatures cant do a thing anymore

You probably want to use the "Use List" setting, which would only consider Creatures that are checked - every Vanilla Creature except Dragons in your case

 

This might be part of my problem, I'll try this next

 

58 minutes ago, Scrab said:

A restrictive Filter will disallow Armor Stripping if not hit by the Actor that is valid by the filters definition. Thats working as intended though I should probably change that

 

Ah, that makes sense.

58 minutes ago, Scrab said:

What followers exactly?

The mod is intended to be looking for PlayerFollowerFaction now, are your Followers not in this Faction?

 

I have Sofia and Tania the Hermit right now. It seems to be working properly. I was just testing it in comparison to v3 because they weren't considered Followers then.

 

58 minutes ago, Scrab said:

Was the Bandit part of the Bandits further up?

It could be that Susan got stuck in a State she doesnt belong in and thus the OnHit would never been registered. Might be because they both got knocked down simultaneously, the mod doesnt recognize this behavior, Susan probably never got out of her "Knocked down" State because she took precedence over the first bandit that knocked her down, canceling out her own Knockdown without going back into the State which is responsible for evaluating hits while the bandit she attacked should have been resetted properly

The beauty of Rushed, everythings is an utter mess .. I guess

 

Do you still have a Papyrus Log of this session?

 

Yes he was. When they all loaded in, he chased something off one side of the camp and they went after something on the other side.

 

And no, I do not have those logs, Ive been activiely restarting and tweaking things nonstop >.< 

 

 

EDIT: one of the issues I came across was a Knockdown spam. Necromancers were attacking, and the first round of Rushed went off, but the Followers would start the animation and then drop into normal bleedout until the animations ended. Then a new one would start with a new aggressor, but it would do the same thing, start and bleedout. All the while my top left corner is being spammed with 'lydia knocked down by x' over and over.

 

The other issue was a troll attack but that might be because of the Creatures tag, I'll check that now.

 

EDIT 2: Just ran 5 lady Vigilants vs 8 Frost Trolls with the Filter (Creatures) set to On List... good news and bad news

Good news is it triggered against the Vigilants

Bad news is that the Vigilants were also knocking down Trolls... somehow. Still can't figure that one out.

Also it wasn't triggering against my Followers

 

Should this be below or above NFF in the LO?

Edited by semper_solus
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2 hours ago, semper_solus said:

That's what I thought and how it appeared to work in v3 so I wasn't sure what would be different here.

It shouldnt but in V4 I changed the filters algorithm, using math instead of brute force which significantly speeds up the check but meh

I did look through the code though and didnt find anything that would cause this. If in the Filter you disabled the Creature Toggle in the "Female" Sub Menu then this should return as invalid and thus not knockdown

 

2 hours ago, semper_solus said:

Also it wasn't triggering against my Followers

You mean your followers were not knocked down by the trolls?

 

2 hours ago, semper_solus said:

Should this be below or above NFF in the LO?

Shouldnt matter the both mods dont interact with each other ( - unless of course Nether does some weird combat tweaks that indirectly conflicts with Yametes design but that would not be a loard order issue :) )

 

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45 minutes ago, Scrab said:

It shouldnt but in V4 I changed the filters algorithm, using math instead of brute force which significantly speeds up the check but meh

I did look through the code though and didnt find anything that would cause this. If in the Filter you disabled the Creature Toggle in the "Female" Sub Menu then this should return as invalid and thus not knockdown

 

Correct, but that's not the case. Those are the only two things I have marked in Filter is Male NPC -> Female and Creature -> Female.

 

48 minutes ago, Scrab said:

You mean your followers were not knocked down by the trolls?

 

That is correct. After they decimated and actual mated 2 of the 5 Vigilants (the others died) then my followers went back into the perpetual state of sheathing their weapons, getting hit, fighting for 3 seconds, and then sheathing and running up to me.

 

I ran it again and similar situation played out... but I ended up toggling God mode and standing there... 5 minutes later it finally triggered on 1 of the 3 followers.

 

Also, still can't get the Potion thing to work. I have to Fus Roh my followers up off the ground. Sometimes combat ends and they stand up, other times, combat is over and they and the NPCs just lay there.

52 minutes ago, Scrab said:

Shouldnt matter the both mods dont interact with each other ( - unless of course Nether does some weird combat tweaks that indirectly conflicts with Yametes design but that would not be a loard order issue :) )

 

I wanted to ask because I noticed in Mod Organizer that NFF overwrites Yamete (and vise versa) so I didn't know if one would be better over the other.

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1 hour ago, semper_solus said:

Correct, but that's not the case. Those are the only two things I have marked in Filter is Male NPC -> Female and Creature -> Female.

Can you save your current MCM and send me the MCM.json? To have a look at the Array listing the filter settings

 

1 hour ago, semper_solus said:

combat is over and they and the NPCs just lay there.

in the console, type sqv yam_scan, at the bottom you will have a couple of infos: enabled, stage, stopped

Tell me the values of those variables if youre running into that issue again

 

1 hour ago, semper_solus said:

I wanted to ask because I noticed in Mod Organizer that NFF overwrites Yamete (and vise versa) so I didn't know if one would be better over the other.

Those are modders ressources to display the colored notifications, doesnt matter which one wins here, they are identical :) 

Edited by Scrab
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2 hours ago, Scrab said:

Can you save your current MCM and send me the MCM.json? To have a look at the Array listing the filter settings

 

As long as I have it on Restrictive now, this seems to be fixed

 

2 hours ago, Scrab said:

in the console, type sqv yam_scan, at the bottom you will have a couple of infos: enabled, stage, stopped

Tell me the values of those variables if youre running into that issue again

 

Enabled? No

State Stopped

Current Stage 999

Priority 99

 

This is what I've gotten each time... and I've had different outcomes with each attempt

 

#1 Worked as intended. NPC v Followers, NPC vs NPC, combat ended, event fired and everyone stood up.

#1B I then turned around and spawned trolls v vigilants again. Worked at first... but only 1/3 Followers went down. Tania kept running and shooting arrows and Lydia would attack a few times, get hit once or twice, sheath weapon, trolls would disengage, and then she'd pull out her weapon again.

After combat, no one stood up. Everyone stayed down.

 

Reloaded

 

#2 3v3 NPC v NPC bandits v soldiers. Soldier assaults bandit, bandit doesnt go into bleedout afterwards, but instead stands up, and walks slowly after me, non aggressive

 

Reloaded. Moved to cleared interior space.

 

#3 Trolls v Followers

Lydia got first knockdown, but combat continued against her and she went into bleedout while the scene was triggering after being hit by 3 more trolls

Sofia went into Knockdown but no scene triggered and immediately switched to bleedout. (would not stand up after combat ended)

Tania went into Knockdown scene triggered, and immediately fell into bleedout.

 

#3B Trolls v Followers pt 2

Sofia was now in pseudo-Follower mode (following me but wont stealth and can be pickpocketed) Trolls ignore her

Lydia is back to sheathing after a hit and the unsheathing and fighting again (its like she puts the weapon away when a scene TRIES to trigger but it fails)

Tania gets knockdown and scene, but once in bleedout, everything attacks her.

 

#3C Trolls v Followers pt 3

Sofia (who magically rejoined as a proper follower before this round) gets knockdown and a scene triggers... and then goes back into psuedo-follower mode after. (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)

Lydia is knockdown, scene begins, but no Troll is present. Lydia stuck in Stage 2 of animation endlessly by herself

Tania, same as above

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.

 

Attached I have the logs of attempt 1 and 3

 

 

#1.log #3.log

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you boys having fun?!

 

tried v4 (yamete Cloak Trigger version) and this is what happened...

 

shot 118 = Bandit got defeated, aggressor went on merry way and bandit remained friendly (guess it didn't clear even after a couple of mins)

shot 119 = Reveler - you know the guys drinking beer, anyway they come attacking I'm assuming they see the bandit in shot 118 as hostile (or me?!) anyway my followers slaughterize him.

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. :(

 

Wanted to introduce different traumas for things like gangbangs but things aren't working :(. So I'm going back to tweaking my scrappies, my follower decided to screw me whilst i was in combat (with spell hands drawn) so I added ...

 

if (akActor == PlayerRef) && akActor.IsWeaponDrawn() && !MCM.bCombatSkipSheep
    return true
  endif

into doingstuff...it works.

 

shot119

Spoiler

ScreenShot119.jpg.18f6dad12b1d58946df3b517660130d9.jpg

shot 122

Spoiler

ScreenShot122.jpg

 

shot 118

Spoiler

ScreenShot118.jpg

 

Edited by pinkfluf
put the piccies in spoilers
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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 by KingstonPrince7
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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

 

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