mastga Posted July 21, 2024 Posted July 21, 2024 If I get knocked down as a PC and robbed but not assaulted, I seem to stay in knock down forever. Is there a way to get back up or did I mess up something? 3
emicoto Posted July 22, 2024 Posted July 22, 2024 the game cannot recognize the esp file. seems the lates version on labs is broken files.
cryingcrow122 Posted July 23, 2024 Posted July 23, 2024 11 hours ago, emicoto said: ゲームは esp ファイルを認識できません。ラボの最新バージョンはファイルが壊れているようです。 Open esp in xedit and change the version from 1.71 to 1.70.
kaxat Posted July 28, 2024 Posted July 28, 2024 On 7/19/2024 at 2:22 PM, waiyan said: Npc vs Npc assault is not working when they are in defeat state even though I set the chance to 100. Can someone please help? I have the same issue. Do your Acheron.log files show this around the time of the assault? [19:04:13] [info] Looking up quest of type 4 for 26118770 and 1 aggressors. During Combat? false [19:04:13] [info] Cannot start event: FE450842 (Kudasai_Adult_NPC) [19:04:13] [info] No event quest found After poking around the relevant code I felt like it was having trouble filling the 2 required aliases for the Kudasai_Adult_NPC quest. Both of those aliases have conditions that check for hostility. The Victim alias checks if they are currently hostile to the Victoire. I removed that. And the Victoire alias fails when checking GetCombatTargetHasKeyword(AcheronDefeated). With both of those lines removed the quest would now start and Acheron would stop generating errors. I tested this repeatedly with the same save, and regression tested each condition function. Those conditions are certainly the cause of my NPC scene failing to start. And that makes sense to me logically. I can understand why a pacified victim would not be hostile. And why a pacified actor would not be the current combat target for someone who just left combat. Which is odd. Is Acheron broken for everyone on NPC scenes? Or there is something unique in my load order that affects those two functions? I am on SE 1.5.97. 1
Scrab Posted July 28, 2024 Author Posted July 28, 2024 1 hour ago, kaxat said: Those conditions are certainly the cause of my NPC scene failing to start. And that makes sense to me logically. I can understand why a pacified victim would not be hostile. And why a pacified actor would not be the current combat target for someone who just left combat. Acheorn doesnt change hostility, a pacified actor is still hostile to the one they were in combat with under the condition that they were hostile beforehand as well Similarly, the quest in Acheron is started before any actor exits combat, so the combat target should still be valid even if already defeated, though Acherons code base changed quite significantly since I first implemented this, so that one in particular might no longer hold Did you check both conditions missing individually? Do both conditions failing still result in the correct actors being chosen as victim and victoire respectively?
waiyan Posted July 28, 2024 Posted July 28, 2024 6 hours ago, kaxat said: I have the same issue. Do your Acheron.log files show this around the time of the assault? [19:04:13] [info] Looking up quest of type 4 for 26118770 and 1 aggressors. During Combat? false [19:04:13] [info] Cannot start event: FE450842 (Kudasai_Adult_NPC) [19:04:13] [info] No event quest found After poking around the relevant code I felt like it was having trouble filling the 2 required aliases for the Kudasai_Adult_NPC quest. Both of those aliases have conditions that check for hostility. The Victim alias checks if they are currently hostile to the Victoire. I removed that. And the Victoire alias fails when checking GetCombatTargetHasKeyword(AcheronDefeated). With both of those lines removed the quest would now start and Acheron would stop generating errors. I tested this repeatedly with the same save, and regression tested each condition function. Those conditions are certainly the cause of my NPC scene failing to start. And that makes sense to me logically. I can understand why a pacified victim would not be hostile. And why a pacified actor would not be the current combat target for someone who just left combat. Which is odd. Is Acheron broken for everyone on NPC scenes? Or there is something unique in my load order that affects those two functions? I am on SE 1.5.97. Try Archeon 1.5.2.3. I'm on AE 1.6.640 but change my Archeon to 1.4.4.6 to 1.5.2.3 and now NPC scenes work. Try spawning soldiers near their enemy's camp and let me know if it works for you.
kaxat Posted July 29, 2024 Posted July 29, 2024 (edited) 18 hours ago, Scrab said: Acheorn doesnt change hostility, a pacified actor is still hostile to the one they were in combat with under the condition that they were hostile beforehand as well Similarly, the quest in Acheron is started before any actor exits combat, so the combat target should still be valid even if already defeated, though Acherons code base changed quite significantly since I first implemented this, so that one in particular might no longer hold Did you check both conditions missing individually? I did probably 20 rounds of testing on this. Only some things were consistently reproducible. Others were random and are driving me a bit crazy. I have the perfect save file for testing. It is the same one I used earlier this weekend. It is immediately prior to an OBIS bandit noticing and attacking a low level NPC. He nearly immediately wins the 1 on 1 battle and triggers a defeat. I am hidden out of sight and he never notices me. To get to the bottom of this issue ASAP I had decided to duplicate the existing aliases, mark the duplicates as optional, allow reuse in quest, and then trim specific condition functions from them to see which condition was causing the alias fill to fail. In a few of the aliases I had deleted the function GetCombatGroupMemberCount(). Around 50% of the time I could get those aliases to fill. But the other 50% they would not fill. I could reload my save, wait for the attack/defeat, then run sqv in the console and see if the alias filled. With just a save reload it would cause it to behave different half the time. I never saw an alias fill that checked GetCombatGroupMemberCount(). I tried multiple iterations of this test, including tweaking the aliases to try and get a better understanding. I never did come to understand the random nature. Something else started happening that was quite puzzling. I marked the Victoire00 alias as optional/allow reuse for a number of my tests. This allows the subsequent Victoire aliases to fill when possible. And for some reason the 5th or 6th one would occasionally populate with the same bandit actor. Not the 4th alias, not the 3rd, it was always Victoire05 or Victoire06. I can't explain that. They all have the same condition functions. The only way I possibly could explain that is if there is a timing issue. A brief window in which the conditions were valid. Quote Do both conditions failing still result in the correct actors being chosen as victim and victoire respectively? When any of the conditions failed the vanilla YK quest won't start, and so no aliases get populated. When I altered the Victoire00 alias to remove GetCombatGroupMemberCount() and GetCombatTargetHasKeyword() in my initial "patch", that alias was populating with a random actor. I had to add other conditions to get it to populate with the victor. But my other conditions were not nearly as specific, they would have issues in larger battles where both teams have downed actors. My hacky patch assumed anyone that is downed is an opponent, and anyone still standing is not. If that makes sense. I wish I could be of more help. I now have more questions than answers. 14 hours ago, waiyan said: Try Archeon 1.5.2.3. I'm on AE 1.6.640 but change my Archeon to 1.4.4.6 to 1.5.2.3 and now NPC scenes work. Try spawning soldiers near their enemy's camp and let me know if it works for you. I am on Acheron 1.4.4.6. I'm running a newish load order. But I used the downgrader patch to jump back to SE. There was a host of mods I wanted to install that don't offer AE variants. So unfortunately going back to AE/1.5.2.3 is not an option for me. At least I think I'm on version 1.4.4.6. When I click the SE download link on the Nexus the filename says it is 1.5.5.6. When I check my Acheron.log, it says it is version 1.4.4.0. 🤷♂️ I redownloaded it a couple times just to be sure I had installed the latest version. Edited July 29, 2024 by kaxat
waiyan Posted July 29, 2024 Posted July 29, 2024 6 hours ago, kaxat said: I did probably 20 rounds of testing on this. Only some things were consistently reproducible. Others were random and are driving me a bit crazy. I have the perfect save file for testing. It is the same one I used earlier this weekend. It is immediately prior to an OBIS bandit noticing and attacking a low level NPC. He nearly immediately wins the 1 on 1 battle and triggers a defeat. I am hidden out of sight and he never notices me. To get to the bottom of this issue ASAP I had decided to duplicate the existing aliases, mark the duplicates as optional, allow reuse in quest, and then trim specific condition functions from them to see which condition was causing the alias fill to fail. In a few of the aliases I had deleted the function GetCombatGroupMemberCount(). Around 50% of the time I could get those aliases to fill. But the other 50% they would not fill. I could reload my save, wait for the attack/defeat, then run sqv in the console and see if the alias filled. With just a save reload it would cause it to behave different half the time. I never saw an alias fill that checked GetCombatGroupMemberCount(). I tried multiple iterations of this test, including tweaking the aliases to try and get a better understanding. I never did come to understand the random nature. Something else started happening that was quite puzzling. I marked the Victoire00 alias as optional/allow reuse for a number of my tests. This allows the subsequent Victoire aliases to fill when possible. And for some reason the 5th or 6th one would occasionally populate with the same bandit actor. Not the 4th alias, not the 3rd, it was always Victoire05 or Victoire06. I can't explain that. They all have the same condition functions. The only way I possibly could explain that is if there is a timing issue. A brief window in which the conditions were valid. When any of the conditions failed the vanilla YK quest won't start, and so no aliases get populated. When I altered the Victoire00 alias to remove GetCombatGroupMemberCount() and GetCombatTargetHasKeyword() in my initial "patch", that alias was populating with a random actor. I had to add other conditions to get it to populate with the victor. But my other conditions were not nearly as specific, they would have issues in larger battles where both teams have downed actors. My hacky patch assumed anyone that is downed is an opponent, and anyone still standing is not. If that makes sense. I wish I could be of more help. I now have more questions than answers. I am on Acheron 1.4.4.6. I'm running a newish load order. But I used the downgrader patch to jump back to SE. There was a host of mods I wanted to install that don't offer AE variants. So unfortunately going back to AE/1.5.2.3 is not an option for me. At least I think I'm on version 1.4.4.6. When I click the SE download link on the Nexus the filename says it is 1.5.5.6. When I check my Acheron.log, it says it is version 1.4.4.0. 🤷♂️ I redownloaded it a couple times just to be sure I had installed the latest version. Sorry for the confusion. What I meant is to use the latest Archeon version even if you are on Skyrim(1.5.97). My Skyrim is 1.6.640 but I use Archeon(1.5.2.3) which says it's for Skyrim(1.6.1170). 1
Nuascura Posted August 2, 2024 Posted August 2, 2024 @waiyan @kaxat Hopefully this isn't spam for you guys and not premature on my part. For the other lucky few who see this, I can confirm with my setup (on both a minimal and main) that Flash Games QTE is breaking the connection between Acheron and Acheron events. The issue affects both human and creature actors on my end. In such a case, once defeated, the PC is unable to get up until Acheron recovery kicks in. Hostile actors go passive once player is downed, and refuse to assault the PC. Acheron actors are still prone to being sidetracked by other actors (ex. deers) in the vicinity. But once I kicked off Flash Games, Acheron works as long as my PC is the one the actors remain focused on. Hopefully this helps Acheron users. This is my setup: Game Version: 1.6.1170 Acheron: 1.5.2.3 Yamete Kudasai: 2.2.1.2 Flash Games - Struggling QTE: 1.2.1 Scrab's Papyrus Extender: 1.1.0.0 All files double-checked to be used with 1170 4
kamoewarrior Posted August 9, 2024 Posted August 9, 2024 Can this be configured to function just like SL Defeat? Surrendering is just straight up sex and nothing else. Also does this have an equivalent feature similar to SL Defeat's Tie Up and Put In Sack feature?
lovalter Posted August 13, 2024 Posted August 13, 2024 On 8/10/2022 at 12:08 AM, Nohrin said: I spoke too soon. Been experimenting with the mod (just adventuring around, mostly) and now the mod has stopped working properly. Whenever an animation starts from the mod (and I made sure its just this mod having trouble) mid scene the animation will just stop out of nowhere and the assaulters will begin attacking me again. I'm really not sure what I did to break it. This wasn't happening yesterday. I just can't figure it out. The mod changes I have made recently were updating Sexlab Utility+ and Public Whore to their latest versions. And animations play just fine in all other mods. It's only this mod where animations stop within the first 10-15 seconds of the animation. Sorry for the massive necro but did you ever fix this 😅 1
ASDASDASD_Smasher Posted August 14, 2024 Posted August 14, 2024 Currently when using this mod the robbed scene doesn't seem to be working properly. The robbed quest starts but my player characters is not teleported but instead stays on the ground and wont recover. The quest also completes instantly as my items are dropped right next to my character? What could be messing with it? Also, the blackout is not happening after assault scene even if I change the chance to 100%. The assault scene is otherwise working correctly, though. 3
shane400m Posted August 15, 2024 Posted August 15, 2024 final page in YK in blank on latest and previous version using the latest P+ and 1170 skyrim with latest acheron. Creature encounters in response do not work as nothing can be anabled.
hepari1 Posted August 16, 2024 Posted August 16, 2024 I have a question. When the player is in bleedout and switches to first-person perspective, another torso is strangely visible. Is there a patch that can fix this?
abinisa Posted August 21, 2024 Posted August 21, 2024 found a serious bug in this mod. reason why people have sometimes CTD without reason. i try to delete the record but that did not work
Lucci213 Posted September 2, 2024 Posted September 2, 2024 Is Skyrim SE 1.5.97 no longer supported? I'm running Acheron 1.5 from Nexus (though the website and meta.ini file from MO2 says it's version 1.4.4.6) and YK version 2.2.1.2. The MCM for YK does not appear at all. I tried save/load, playing for 30 mins, but the MCM just never appears. Also Acheron doesn't register YK's events. I tested the older version, YK 2.1.3. The MCM appears the defeat/sexlab/release system works, but breaks after a while. I assume the updated 2.2.1.2 version fixes these but I can't even get them to work. Can anyone help?
throwawaymyswagger Posted September 3, 2024 Posted September 3, 2024 I can't seem to get YK's "blackout after assault" to work. Occasionally my gear gets stolen, but I have blackout and gear stealing set to 100% in YK. Acheron logs seem to call for a teleport, but it never actually happens. I'm clueless.
GingerToast6 Posted September 4, 2024 Posted September 4, 2024 Hi! Great mod. Was really annoyed to see how buggy SL Defeat is with AE after upgrading from LE. Unfortunately I've found myself really liking AE's Survival Mode, and have found that this mod gets broken by it in cold environments. Since the player doesn't regenerate health, yet cold damage continues to deal damage, if you've been knocked down due to having 0 health then you'll often find yourself in an infinite loop of getting knocked down from cold damage as soon as you recover from a defeat. Sometimes it glitches out and does an infinite loop of stand-up animations. A way I've found around this is to use the console command player.resethealth immediately on defeat, so that the player is guaranteed to have health when standing up. Perhaps an option could be added for Survival Mode to integrate something like this automatically? A second suggestion would be for the struggle minigame. Would it be possible to add difficulty multiplier settings based on number of previous defeats in a certain time range? Or perhaps based on utilized armor slot count, since that seems to be integrated already into Acheron. Sorry if this has come up before -- I tried using the search function but it didn't return any results. Again, great work!
GingerToast6 Posted September 4, 2024 Posted September 4, 2024 Upon playing some more, I've also found that Survival Mode's cold damage will cause Strip events to occur, which I doubt is intentional since it does mention unblocked enemy hits in the description. I guess this is more of an Acheron issue, though I thought I'd mention it here since it's related to my above post.
Guest Posted September 13, 2024 Posted September 13, 2024 Hi, how is it possible i can't see the YK events on Acheron? I installed Acheron 1.5.1.2 (1.5.97) and Yamete Kudasai 2.2.1.0 I cannot see Yamete Kudasai MCM also... Let me know Thanks
TheElderBaka Posted September 21, 2024 Posted September 21, 2024 So couple of problems I noticed IDK if this is only me or others as well: Assault always fails due to unexpected Error. (No clue what the actual error is since it's not printed onto console) Struggling options are Greyed out even tho I have both Acheron extension and QTE optional Mod from Nexus.
altbleak Posted October 2, 2024 Posted October 2, 2024 I have to add to the pile here but the robbed event is bugged over here too (infinite ko state). Something I noticed is that changing the chance value of being robbed (or assaulted) by creatures in Acheron's event menu always defaults to 50 + somehow changes the relevant value over at the npc side to whichever you set the creature one to. 4
loversusers Posted October 5, 2024 Posted October 5, 2024 For the Assault NPC quest what's considered player not involved. e.g. if followers go ahead to defeat or get defeated, while pc hides in the corner, does this count as player not involved? Just wondering if it works like SL defeat. or is this purely for random spawns of npc vs npc. 1
TiwazVonKlit Posted October 7, 2024 Posted October 7, 2024 How can I uninstall this mod, I would be very grateful? I installed it with NMM. When I uninstall it, the game always says the save is broken.
randommaninzawarudo Posted October 7, 2024 Posted October 7, 2024 1 hour ago, TiwazVonKlit said: How can I uninstall this mod, I would be very grateful? I installed it with NMM. When I uninstall it, the game always says the save is broken. Your biggest mistake is using NMM in this day and age. You can't uninstall scripted mods with NMM. Get Mod Organizer or Vortex.
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