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Posted (edited)
3 hours ago, cryingcrow122 said:

so it exits the loop one before the end of akOldPosition.

Papyrus arrays index from 0 to n-1, what youre quoting there to be an issue is a standard implementation of a for-loop

 

When you write the condition the way you prupose, checking for equality, the loop will never be entered as i begins at 0, and 0 is always going to be less than the length of this array

Assuming you meant <= instead, you would iterate from 0 to n, i.e. over n + 1 elements, but the array only carries n elements, not n + 1, so youd do 1 past-end iteration

Edited by Scrab
Posted
1 hour ago, Scrab said:

Papyrus arrays index from 0 to n-1, what youre quoting there to be an issue is a standard implementation of a for-loop

 

When you write the condition the way you prupose, checking for equality, the loop will never be entered as i begins at 0, and 0 is always going to be less than the length of this array

Assuming you meant <= instead, you would iterate from 0 to n, i.e. over n + 1 elements, but the array only carries n elements, not n + 1, so youd do 1 past-end iteration

Nah, so what does it mean that one person is sticking around after the second round of the loop ......?

Posted (edited)

@Scrab Could you make it so when npcs defeat other npcs they sit on the ground for a period of time then die automatically, cause in an npc war I get a lot of npcs stuck on the knockout phase until I deal with them.

Also the roles are switched, how do I fix that?

Edited by mythcraft
Posted
27 minutes ago, mythcraft said:

@Scrab Could you make it so when npcs defeat other npcs they sit on the ground for a period of time then die automatically, cause in an npc war I get a lot of npcs stuck on the knockout phase until I deal with them.

From the MCM settings in Acheron, you can adjust the probability that an NPC will enter the Defeat state when its health reaches zero.

However, if this is set to 0, the defeated Follower will enter a bleed-out state with no automatic recovery, so you may want to make a distinction between Follower and other NPCs.

Posted
12 minutes ago, cryingcrow122 said:

From the MCM settings in Acheron, you can adjust the probability that an NPC will enter the Defeat state when its health reaches zero.

However, if this is set to 0, the defeated Follower will enter a bleed-out state with no automatic recovery, so you may want to make a distinction between Follower and other NPCs.

does this mod actually support npc vs npc? cause it does not work for me they just get into knockout without the other npcs doing anything to them

Posted
On 8/6/2023 at 12:40 AM, mythcraft said:

Could you make it so when npcs defeat other npcs they sit on the ground for a period of time then die automatically, cause in an npc war I get a lot of npcs stuck on the knockout phase until I deal with them.

The defeat state is specifically made to prevent an actor from dying. Delaying death this would be counterproductive. Disable lethal protection (or limit its usage) if you think too many NPC are being defeated

 

On 8/6/2023 at 12:40 AM, mythcraft said:

Also the roles are switched, how do I fix that?

Thats an issue in SL

 

On 8/6/2023 at 1:24 AM, mythcraft said:

does this mod actually support npc vs npc? cause it does not work for me they just get into knockout without the other npcs doing anything to them

yes

Posted
6 hours ago, Scrab said:

The defeat state is specifically made to prevent an actor from dying. Delaying death this would be counterproductive. Disable lethal protection (or limit its usage) if you think too many NPC are being defeated

I meant after the npc is defeated he automatically gets killed by himself, not from other npcs, like a timer when he's in the knocked state

Posted
6 hours ago, mythcraft said:

I meant after the npc is defeated he automatically gets killed by himself, not from other npcs, like a timer when he's in the knocked state

 

So a "bleedout" option instead of recovering?

Posted (edited)
19 hours ago, Mister X said:

 

So a "bleedout" option instead of recovering?

yes, should be togglable if others don't want that

Edited by mythcraft
Posted

Hello, I get the following message when I attempt to start an assault on a Defeated character:

 

"[SEXLAB - NOTICE - StartSex() - Failed to claim an available thread"

 

I have tried console command `stopquest KudasaiAssault` in case there was something funky going on there, but I got the following message:

 

"Item 'KudasaiAssault' not found for parameter Quest. Compiled Script not saved!"

 

I'm uncertain exactly where to report this, as I also use Simple Assault (the Acheron plugin) as well as Kudasai - Neither of their assaults seem to work though. Both give the same Failed to claim available thread message. Where should I go looking for this, and what all information should I gather to help folks debug it?

 

Thanks!

Posted
4 hours ago, lightspeed77 said:

downloaded acheron, acheron extension library, YK, but its saying I'm missing acheron ESL master......whats going on?

I believe the latest update of acheron and extension library are more recent than the YK and other acheron dependent mods. You'll have to use an older version or wait for YK to update.

Posted

A with this latest release of Acheron compatible version of YK is curretnly available on my discord as Im implementing a variety of fixes that I want to have some tests for first

Ill likely release it next week if there are no complains coming (or well, less complains than there already are)

Posted

I used acheron's assault on a defeated character but I get "failed to start a scene" and in the console command I get the message "Ostim: Dom actor not loaded" and with yamete kudasai I got the message "[Kudasai] error starting scene" along with the same command console message

Posted

Two issues with Kudasai. First, once after getting assaulted, the scene would not end. Bandits would follow me around cheering and clapping, if I tried to kill them they'd say they're on my side and basically all npcs became my "friends", I fixed it, but ended up disabling the mod because the MCM options "Allow: Male on female, male on male, female on male, female on female" boxes keep getting unchecked, I check the one I want "Male on Female" and after any loading screen/reload the option would be uncheked again, all of them. Which seems to result in another bug, again with bandits, scene would not start. Got defeated and the whole scene was ready (PC without clothes, everyone looking and etc) but nothing would happen, the scene do not progrese further, and I believe the fact that all the boxes were unchecked is the reason why, with everything unchecked I wasnt allowing any animations to play, that's how I discovered this annoying bug. 

Posted

The post-defeat assault scene only plays one man and one woman animation each time, but I would like to be able to play sex animations with multiple men.

What is the process for making these decisions?

Posted

Iirc Acheron got recently updated (1.3.0.1 --> 1.3.1) which changed Acheron.esl to Acheron.esm.

So "old" versions of YK do not find it anymore. New version of YK is currently in testing and will be uploaded to LL soonâ„¢.

 

Either use 1.3.0.1 of Acheron for the time being, or get the test version of YK from the Discord server.

Posted

Yamete Kudasai 2.1.2.8

  • Updated for Acheron 1.3.1
  • A victim being rescued now shuts down their respective assault loop
  • Slightly lowered the difficulty of the struggle game
  • Fixed various issues causing the assault quest to become stuck active
  • Fixed the "Max Assaults" MCM setting to not correctly treat as 0 as "no upper bound"
  • Fixed key binds to not update correctly when loading a settings profile

 

Posted

Acheron 1.3.1 says a new game is required... I'd like to update this stuff (ADA-1.3.1, AEL-1.1.1, YK-2.1.2.8), but if I can't update the older version in my save (1.3.0.1, 1.1, 2.1.2.5) it ain't possible. I've tried removing them and making a clean save before installing but that arrangement can't be played for long (only a few minutes or so) before it (more or less randomly) hangs (not responding... ever) or CTDs. Is there any way I can fix up my save so I can update to the new versions ?

Posted

To make a clean save in Skyrim you need to clean it via an external tool.

Just saving with the mods disabled won't create a clean save like you could in Oblivion.

Posted (edited)

I used an external tool: re-saver. I removed old versions and then did a save, Then I used the re-saver tool and removed orphaned scripts and unused instances from the save (the 'safe' cleaning options according to the help instructions). I made a save of the 'cleaned' version and then loaded it into re-save once more to see if the previous 'problems' were gone. That save can be played without any noticeable problems but if I install and enable the newer ADA, AEL & YK set and load the save I get the unstable (unusable) behavior. I've also tried more radical 'cleaning' maneuvers in re-saver (like removing some or even all suspended scripts from the active script list. Surprisingly, this does NOT seem to break the save (it can still be loaded and played forward with no noticeable problems) and can get rid of the 'large number of suspended stacks' warning. Unfortunately, neither 'cleaned' save type will work right if I load up the new YK stuff.

Edited by hippie47

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