RedDotGecko Posted September 3, 2021 Posted September 3, 2021 On 9/1/2021 at 6:22 PM, Þursona said: I think the bandit loot is supposed to spawn. It was added with one of the previous updates if I'm not mistaken. well i do have them drop their enchanten weapons a lot of time tho, and in some times their restrains aswell, tho that might only be the times i killed them with console, which is why i did not add that
neghthraw Posted September 3, 2021 Posted September 3, 2021 (edited) 13 hours ago, BreadDain said: It seems like this mod causes heavy interference with devices and make them flicker every 3-5 seconds. Probably creates race condition since Strikers are also trying to re-equip everything. Didn't encounter respawn bug though, but neither it was a long run to be sure. Will look more. I had "Better NPC Support for Devious Devices" in my loadorder since before I discovered "Devious Strike" and never had a problem with Strikers stopping to respawn. Edited September 3, 2021 by neghthraw
neghthraw Posted September 3, 2021 Posted September 3, 2021 (edited) 14 hours ago, BreadDain said: causes heavy interference with devices and make them flicker every 3-5 seconds I never thought about it, but now that you mentioned it I tested it in my game and it seems you are right. The flickering probably depends on the interval set in "Better NPC Support for Devious Devices" MCM. Edit: In my game (LE) this does happen far less often than every 3-5 seconds, and it is not really a problem. Edited September 3, 2021 by neghthraw
Þursona Posted September 4, 2021 Posted September 4, 2021 On 9/3/2021 at 2:58 AM, RedDotGecko said: well i do have them drop their enchanten weapons a lot of time tho, and in some times their restrains aswell, tho that might only be the times i killed them with console, which is why i did not add that Enchanted weapon drops happen more frequently when Striker equip normal weapons. Restraints drops (restraints not being deleted upon death) happens usually if you've updated the mod on an active save file. This should not happen on a fresh (new) save file.
Cursed Raccoon Posted September 5, 2021 Author Posted September 5, 2021 On 9/3/2021 at 2:58 AM, RedDotGecko said: well i do have them drop their enchanten weapons a lot of time tho, and in some times their restrains aswell, tho that might only be the times i killed them with console, which is why i did not add that On 9/4/2021 at 5:23 PM, Þursona said: Enchanted weapon drops happen more frequently when Striker equip normal weapons. Restraints drops (restraints not being deleted upon death) happens usually if you've updated the mod on an active save file. This should not happen on a fresh (new) save file. Well, about the problem you too have and some other stuff in wanted to mention: If i remember correctly, striker should always spawn their devices when killed by console Yes, Pursona is correct, they should always drop normal bandit loot, no matter what The drop chance of their weapons should only depend on your MCM setting, unless they dont have a striker weapon equipped It shouldnt matter, whether the weapon comes form a mod or not I will need to do some testing myself to figure out if this is an individual or collective issue. But thanks for the reports so far!
Cursed Raccoon Posted September 5, 2021 Author Posted September 5, 2021 @BreadDain & @neghthraw In my own game the mod 'Better NPC support for Devious Devices' also LE, does not cause any problems at all. Or atleast non i have noticed so far.
Cursed Raccoon Posted September 5, 2021 Author Posted September 5, 2021 On 8/31/2021 at 5:31 PM, Þursona said: I'm having a similar issue, though I thought this only happened because I use mods that equip bandits with items from other mods through levelled lists so I didn't bother reporting it, thinking it was a minor incompatibility that only affected me. Devious Strikers (Melee and Archer) sometimes equip regular weapons like two-handed swords or unenchanted bows. In my case specifically those weapons are either enchanted with mod enchantments or are weapons added by other mods+levelled list patches that are no longer available on the Nexus. The mod I use forces the weapon to be equipped, overwriting the striker weapons. As a result, Strikers cannot equip devices on other actors through hit-events anymore since they've got a different weapon equiped. As a side effect, even with 0% drop chance for Striker weapons, they will drop striker weapons on death since they're added to their inventory as a result of unequipping them. A possible solution for this could be to force-equip the Striker weapons. But I'm not a modder so I can't guarantee if that'll work or not. Might even break it more with other force-equipped weapons, making the Strikers switch weapons non-stop, now that I'm thinking about it. But it's a little idea I had. I will consider your idea, eventhough i have never heard of force equipping a weapon or prioritizing one over another via script. But i will still take a look at it.
Cursed Raccoon Posted September 5, 2021 Author Posted September 5, 2021 (edited) Oh boi i really need to get back to scripting soon, my to do list has reached a peak of 1,5 pages on word with a font size of 11. And i do not even want to mention the suggestions list, my god this is getting crazy. I am still amazed by how much this mod boomed since the start, I have to thank all of you for this! Edited September 5, 2021 by CrymH 3
kupa11 Posted September 6, 2021 Posted September 6, 2021 Whenever striker hits me with it's strike weapon devices are not transfered. It says that "somebody is being wraped" something like that but nothing really happen, they just become a goo.
neghthraw Posted September 7, 2021 Posted September 7, 2021 (edited) 18 hours ago, kupa11 said: Whenever striker hits me with it's strike weapon devices are not transfered. It says that "somebody is being wraped" something like that but nothing really happen, they just become a goo. Do you have version 0.3.0.1 installed? This was a bug with the version 0.3.0 that got patched in 0.3.0.1. If you are using version 0.3.0.1, please post a papyrus log. Edit: From the main page of this mod: Spoiler TROUBLESHOOTING If you encounter any problems along the way besides the already mentioned ones, just tell me so i can try and fix the broken stuff. This goes for compatibility, bugs, etc. BUG REPORTING: - enable log messages, needs to already be enabled when encountering a bug - in Skyrim.INI or SkyrimPrefs.INI these options need to be enabled or the log file wont be created: - bEnableLogging=1 - bEnableTrace=1 - Disabling log messages from other mods e.g. DD/Sexlab keeps the log file clean, thiis would be very helpfull - Log file can be found in: C:\Users\Name\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log - send the file to me and i will take a look Edited September 7, 2021 by neghthraw 1
kupa11 Posted September 7, 2021 Posted September 7, 2021 7 hours ago, neghthraw said: Do you have version 0.3.0.1 installed? This was a bug with the version 0.3.0 that got patched in 0.3.0.1. If you are using version 0.3.0.1, please post a papyrus log. Edit: From the main page of this mod: Reveal hidden contents TROUBLESHOOTING If you encounter any problems along the way besides the already mentioned ones, just tell me so i can try and fix the broken stuff. This goes for compatibility, bugs, etc. BUG REPORTING: - enable log messages, needs to already be enabled when encountering a bug - in Skyrim.INI or SkyrimPrefs.INI these options need to be enabled or the log file wont be created: - bEnableLogging=1 - bEnableTrace=1 - Disabling log messages from other mods e.g. DD/Sexlab keeps the log file clean, thiis would be very helpfull - Log file can be found in: C:\Users\Name\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log - send the file to me and i will take a look Alright, so... My stupid butt thought that having DDA DDE DDI downloaded separately would work just like having DD all in one. Sorry for inconvenience.
Cursed Raccoon Posted September 8, 2021 Author Posted September 8, 2021 13 hours ago, kupa11 said: Alright, so... My stupid butt thought that having DDA DDE DDI downloaded separately would work just like having DD all in one. Sorry for inconvenience. No Problem Thanks for helping out @neghthraw
BreadDain Posted September 8, 2021 Posted September 8, 2021 On 9/5/2021 at 11:27 PM, CrymH said: @BreadDain & @neghthraw In my own game the mod 'Better NPC support for Devious Devices' also LE, does not cause any problems at all. Or atleast non i have noticed so far. I've retried a different client builds with NPC support enabled and disabled and I am sure that it causes flickering, and not only just for this mod. But DD Strike is not one to blame for sure. Small issue - if you set limited arrows for npcs, Striker archers stop shooting pretty soon and just strafing left and right without doing anything. Also, here is a result of cooperation between Strike and Andromeda mods. Looks cool, everything is fine, no issues: Spoiler 1
Cursed Raccoon Posted September 10, 2021 Author Posted September 10, 2021 On 9/8/2021 at 12:27 PM, BreadDain said: I've retried a different client builds with NPC support enabled and disabled and I am sure that it causes flickering, and not only just for this mod. But DD Strike is not one to blame for sure. Small issue - if you set limited arrows for npcs, Striker archers stop shooting pretty soon and just strafing left and right without doing anything. Also, here is a result of cooperation between Strike and Andromeda mods. Looks cool, everything is fine, no issues: Hide contents I think the small incompatibility is worth mentioning on the main page, just incase. About the small issue: how can i not set limited arrows for npcs? i thought they will always use the strongest arrow but it will never deplete. The combination of Strike and andromeda really does look interesting.
BreadDain Posted September 10, 2021 Posted September 10, 2021 38 minutes ago, CrymH said: About the small issue: how can i not set limited arrows for npcs? i thought they will always use the strongest arrow but it will never deplete. I did it with ini file, there is an option to enable limitation globally. I think supplying them with a bigger amount of arrows, lets say 30, can be a decent workaround. Or add much more than that and then remove it with weapon. 1
Cursed Raccoon Posted September 10, 2021 Author Posted September 10, 2021 7 hours ago, BreadDain said: I did it with ini file, there is an option to enable limitation globally. I think supplying them with a bigger amount of arrows, lets say 30, can be a decent workaround. Or add much more than that and then remove it with weapon. The second idea is probably the better one, thanks for telling me.
ck2modfan Posted September 17, 2021 Posted September 17, 2021 Any thought for future support for Toys? Either in addition to DD or as a separate mod?
Cursed Raccoon Posted September 19, 2021 Author Posted September 19, 2021 On 9/17/2021 at 6:51 PM, ck2modfan said: Any thought for future support for Toys? Either in addition to DD or as a separate mod? Yes this is somewhere further down the list, i think @Baltasarr80 requested this already. 2
shiftbitlogic Posted September 20, 2021 Posted September 20, 2021 On 9/19/2021 at 7:33 AM, CrymH said: Yes this is somewhere further down the list, i think @Baltasarr80 requested this already. If/When you choose to persue that route, these thoughts may be helpful to consider: It could be abstracted away as precursor files that could be selected when your mod is installed. That way you wouldn't have to make multiple mods, and you could develop the mod to support both (avoiding the confusion and headaches of separate mod development.) Based on the user's install selection simply including the files that correspond to DD-Only, Toys-Only, or Both. 2
Cursed Raccoon Posted September 21, 2021 Author Posted September 21, 2021 16 hours ago, shiftbitlogic said: If/When you choose to persue that route, these thoughts may be helpful to consider: It could be abstracted away as precursor files that could be selected when your mod is installed. That way you wouldn't have to make multiple mods, and you could develop the mod to support both (avoiding the confusion and headaches of separate mod development.) Based on the user's install selection simply including the files that correspond to DD-Only, Toys-Only, or Both. That is probably a good idea but atm i have no idea how i would do something like that. Because i am still new to most of this (mod integration). but i will get it to work somehow
shiftbitlogic Posted September 21, 2021 Posted September 21, 2021 7 hours ago, CrymH said: That is probably a good idea but atm i have no idea how i would do something like that. Because i am still new to most of this (mod integration). but i will get it to work somehow I believe it uses something called a FOMOD? Kimy and crew use the process for Devious Devices installation, and many other mods use them to scan the mods directory for currently installed mods to automatically select compatible mods. They are pretty handy. Admittedly, if I knew more, I would show you how to do it.
Cursed Raccoon Posted September 22, 2021 Author Posted September 22, 2021 16 hours ago, shiftbitlogic said: I believe it uses something called a FOMOD? Kimy and crew use the process for Devious Devices installation, and many other mods use them to scan the mods directory for currently installed mods to automatically select compatible mods. They are pretty handy. Admittedly, if I knew more, I would show you how to do it. Yeah you are right, now that you mention it i can recall many mods which utilize FOMOD. No worries i will figure it out when the time is right or some genie comes in here and enlightens me
lacie_ Posted October 14, 2021 Posted October 14, 2021 Getting an odd problem where any device that uses an idle animation that is equipped via this mod (e.g. armbinder, yoke, straight jacket, etc) does not load the idle animation/weapon lockout. Wonder if anyone else has encountered this and if there is a fix? It only happens with this mod for me, DD devices equipped by any other means are fine
Cursed Raccoon Posted October 14, 2021 Author Posted October 14, 2021 3 hours ago, asdj1239 said: Getting an odd problem where any device that uses an idle animation that is equipped via this mod (e.g. armbinder, yoke, straight jacket, etc) does not load the idle animation/weapon lockout. Wonder if anyone else has encountered this and if there is a fix? It only happens with this mod for me, DD devices equipped by any other means are fine I havent heard of this weird behaviour before, therefore i can only recommend you all the standard issue-solving-stuff: checking your load order, re-rennung fnis, cleaning your saves, trying to recreate the bug in a new game, upgrading mods to their newest versions (if not already), reinstalling mods that potentially cause this issue (like DS), etc..
Cursed Raccoon Posted October 22, 2021 Author Posted October 22, 2021 (edited) QUICK ANNOUNCEMENT: i picked up development again ?. I already have quite some fixes and changes plus a couple of things done, but i want to reduce my to do list a little more before releasing the update. With that in mind, stay sturdy and hang in for a couple more days. I hope you all are still looking forward to this project ?. The progress so far. just a little spoiler though (if you can read it ? ) : Spoiler Edited October 22, 2021 by CrymH 9
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