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Posted
6 hours ago, Scrab said:

The two mods wouldnt interact with each other in any meaningful way. What makes you think they conflict

 

Also the menu is handled by Acheron, not YK, and is opened through a interaction perk when activating any actor that holds the "AcheronDefeated" keyword

I think so because the interaction menu stops appearing only after installing the milk mod economy mod, with the rest of the mods, the menu normally appears (the only thing I didn’t check is just put acheron above the milk mod, and yes, in the mcm menu I have acheron in the mod special characters appear in option names)

20230628004639_1.jpg

Posted
23 hours ago, masterthrusterbuster said:

2.1.2.2 would be nice to have as a download archive somewhere. since a lot of modpacks take time to update to newer versions of mods. cheers!

 

On 6/27/2023 at 10:38 AM, smegmatit said:

@Scrab  Y, i need version 2.1.2.2 too :-(. Its important for modpack. Plz ?

 

On 6/27/2023 at 3:44 AM, gata777 said:

@ScrabCould you also add the previous 2.1.2.2 ver ?? 

It's bad etiquette to beg mod authors for things related to a modpack. Some modpack authors have delisted their packs because people kept begging mod authors for things. Just wait for it to be updates, shouldn't take more than a day or two.

Posted (edited)
6 hours ago, RagnarrLothbrok said:

 

 

It's bad etiquette to beg mod authors for things related to a modpack. Some modpack authors have delisted their packs because people kept begging mod authors for things. Just wait for it to be updates, shouldn't take more than a day or two.

 

I don't think there is anything wrong with asking the author. Nobody asks him to do anything extra for us. We would just like access to the older version that is part of the follow-up stuff. If he says no, I will respect that, but I see no reason not to ask him.

Edited by smegmatit
Posted
11 hours ago, smegmatit said:

 

I don't think there is anything wrong with asking the author. Nobody asks him to do anything extra for us. We would just like access to the older version that is part of the follow-up stuff. If he says no, I will respect that, but I see no reason not to ask him.

There's the simple fact that list authors don't like it when people ask mod authors for things related to their lists because it makes them look bad.

Posted
4 hours ago, RagnarrLothbrok said:

There's the simple fact that list authors don't like it when people ask mod authors for things related to their lists because it makes them look bad.

And how's that related?

Posted
14 hours ago, Ramajam said:

Any chance of adding back in VR compatibility? The older version of Yamete worked

 

VR compatibility isnt up to YK but to Acheron and there wasnt really much going for VR here for a long while

I do have plans to look into a VR version for Acheron, but this wont happen anytime soon. Not within the next couple months

 

11 hours ago, clewecks said:

Is there a way to have an assault event followed by a robbed event?

Im p sure you can be robbed before the assaults happen, but Id have to check the conditions. I do plan on adding some more things into YK regarding soft integrations, e.g. with DD or even Toys and will likely expand side events such as robbing before/after an assault as an option there as well

 

Posted
On 6/27/2023 at 8:41 AM, LewdZenn said:

Some feedback on this newer version of Yamete so far:

This has nothing to do with YK, but expanding on auto recovery for NPC is part of Acherons road map

Posted

Does YK handle knockdowns well when there a multiple followers that are eligible for assault but the player isn't? eg. 3 female followers and a male PC defeated by 1+ male bandits?

Posted
On 11/24/2022 at 6:41 PM, DonQuiWho said:

 

I'd be interested to see if it was going to use / plug in to Bane Master's Follower Slavery mod before I considered this in any game as an alternative to his Defeat 5.3.6 + AndrewLRG's addon

 

Sorry to necro, but did you ever find out if this uses FSM?

Posted
1 hour ago, johnhamm said:

 

Sorry to necro, but did you ever find out if this uses FSM?

 

Not for certain

 

Looking at the dev't stages in YK, Sexlab P+, etc, my gut feeling is that 'straight out of the box' it probably doesn't.  It might well do if you have the knowledge to write whatever code needs plugged into YK to make it happen

 

Sorry I can't be more helpful than that.  maybe some others here can help?

 

DQW 

Posted (edited)
4 hours ago, johnhamm said:

Does YK handle knockdowns well when there a multiple followers that are eligible for assault but the player isn't? eg. 3 female followers and a male PC defeated by 1+ male bandits?

YK doesnt handle knockdowns at all, its not a defeat mod its just an extension to one

 

2 hours ago, johnhamm said:

Sorry to necro, but did you ever find out if this uses FSM?

I have no intention to add integrations between other mods and Acheron into YK

If a mod wants to integrate into Acheron it should do so on its own, either direct (hard dep), indirect (soft dep) or through a patch

 

The reason for that is that I wish to keep Acheron mostly decentralized. While YK will likely always be the first thing that comes up when looking for NSFW additions for Acheron, I dont want this mod to be considered mandatory, solely because its that one thing that adds all these 234293 soft integrations between some other mod and Acheron. It harms the idea of molecularity that Im aiming for

To that end, YK will never have any soft integrations into mods that it doesnt personally benefit from

 

Edited by Scrab
Posted

 

5 hours ago, johnhamm said:

Does YK handle knockdowns well when there a multiple followers that are eligible for assault but the player isn't? eg. 3 female followers and a male PC defeated by 1+ male bandits?


Funny, I was thinking on making these changes on my local machine because I have 5 female followers, and only 2 have sex while other 3 are just defeated. So, I could improve your YK mod to handle a larger group of followers, and integrate it with a few other mods like devious devices with some defeat animations, maybe, just for fun. So... if I make these changes, can I share them with other people? Would it be my own mod, or just post the changes here in a thread?

 

Posted (edited)
7 hours ago, darkdesires04 said:

 


Funny, I was thinking on making these changes on my local machine because I have 5 female followers, and only 2 have sex while other 3 are just defeated. So, I could improve your YK mod to handle a larger group of followers, and integrate it with a few other mods like devious devices with some defeat animations, maybe, just for fun. So... if I make these changes, can I share them with other people? Would it be my own mod, or just post the changes here in a thread?

 

 

I actually noticed the same thing when I was testing YK yesterday. I run 3 female followers and even though they were all down only 2 of them ever got assaulted, despite there being enough aggressors. I also found that my own male PC didn't get assaulted, which was good, but I would get robbed and set free to fight again almost immediately, while my followers were still being assaulted. Is that intended? I was expecting to stay down until it was all over

 

@Scrab that makes sense, the modularity is my favourite part of acheron. With that said, how would a mod that adds post assault content work with the current setup? Since something like FSM can take place after an assault is there a way for it to be queued to take place after YK? I know there's practical defeat that's working on something like that but I was curious if it is intended to do that in the first place

Edited by johnhamm
Posted (edited)

So, I take it that after being assaulted and let go, there's some sort of a grace period with the assaulters? Because the bandits sort of just let me walk around wherever I liked for awhile, even slow to react after being smacked around, and then when I found two goblins (Immersive Creatures spawns, I think), their AI was very bizarre. Hostile, but refused to attack me. 

 

Sort of feels like that grace period applied a little too harshly? I dunno, very odd. 

Edited by VulpineScream
Posted (edited)
10 hours ago, darkdesires04 said:

Funny, I was thinking on making these changes on my local machine because I have 5 female followers, and only 2 have sex while other 3 are just defeated. So, I could improve your YK mod to handle a larger group of followers, and integrate it with a few other mods like devious devices with some defeat animations, maybe, just for fun. So... if I make these changes, can I share them with other people? Would it be my own mod, or just post the changes here in a thread?

The way YK works here is that it will pick up the player and up to 2 allies (hence only 2 allies are assaulted) and will then distribute assailants in a cyclic behavior

If you add another follower then the (static) distribution will distrbute less actors to each actor - including the player

 

If you want more than that, you need to add another follower alias and adjust the distribution to give this 3rd follower another set of actors. I do this in my quest by simply naming the groups A (Player), B (Ally 1) and C (Ally 2), you should see that the distribution is roughly A ABC ABC ABC ..., and what you want to change it to A ABCD ABCD ABCD, with D being populated by the same rules as B and C. Then you need to create another Scene which handles the D actors (which is build up the same way Scene B and C are), you need to add another completion quest stage and then adjust the script to appropriately respect this 4th group of assaults

 

I did choose 2 as the maximum as I assume it would draw the line for most players and allow a somewhat dense distribution for each actor considering Skyrim usually has <6 actors fighting you (s.t. each Victim gets 2-3 assailants). But fundamentally the quest can be expanded to allow any number of groups it just a lot of manual work to setup everything and you might end up with each actor only having 0-1 assailants available, as opposed to 2-3 which is what I was after

 

2 hours ago, johnhamm said:

With that said, how would a mod that adds post assault content work with the current setup? Since something like FSM can take place after an assault is there a way for it to be queued to take place after YK? I know there's practical defeat that's working on something like that but I was curious if it is intended to do that in the first place

Add ons can do w/e they want to do, its just discouraged doing anything that another mod could do

 

I might have misunderstand what FSM is or does, or how it would interact with YK tho. I admittedly never took a look at this mod or would know how this mod behaves. I assumed it was about adding an option to Hunter Pride, but it seems that isnt the case?

 

1 hour ago, VulpineScream said:

Sort of feels like that grace period applied a little too harshly? I dunno, very odd

The "grace period" is Acherons pacification being applied for a little while longer after youve been released from the quest

I could change it to only affect your assailants, but consider that there may be instances in which the assailants arent all captured by the quest, and if I dont let Acheron handle this pacification, I would need to do it manually which means these assailants that arent part of the quest would just attack you during the actual assault

The alternative is to use the default pacification which is what I do right now and handles that case but on the other hand causes potentially unrelated actors to not attack. And here agian, consider that you may not want a random wolf walking down the street to engage into direct contact while an assault is running

 

Its all trade offs, but I argue that the situation you describe is too rare to give up on the advantages that an absolute pacification offers

 

Edited by Scrab
Posted
2 hours ago, Scrab said:

I might have misunderstand what FSM is or does, or how it would interact with YK tho. I admittedly never took a look at this mod or would know how this mod behaves. I assumed it was about adding an option to Hunter Pride, but it seems that isnt the case?

 

It's designed to send a follower off to be enslaved by a random NPC if you are defeated. Not using a slavery framework, just following that NPC around, getting assaulted, and being unavailable until you buy/take them back. The mod begins after an assault in all its current implementation, though I suppose there's no reason for that to be a rule. It isn't actually an acheron addon, it's just designed in a way that makes it easy for other mods to hook in to

Posted (edited)

I've been trying to use YK for hours now, but I keep running into issues. The very first time the mod activated, it worked well. Ever since then, my PC and followers often get up immediately after getting knocked down. Eventually they stay down for a while and everyone goes down at the same time. When that happens the enemies just go back to whatever they were doing and ignore us. There are valid animations available for aggressors/victims but none of them are triggering. Acheron gives the notification that someone has been defeated whenever it happens, but thats about it. Is this something I can fix? I've attached the papyrus log if it helps

Papyrus.0.log

Edited by johnhamm

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