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Acheron Extension Library


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Posted

Acheron Extension Library


Acheron Extension Library

A small library to add various misc utility to Acheron

This mod features no playable content on its own and is merely supposed to streamline some popular features into a single project

 

Currently included:

  • An API to create struggle animations with a small flash QTE-style mini game

 

Customization:
Flash games have an associated .json files in the same folder as their respective .swf file. You can adjust various settings to slightly alter the behavior of the flash file (such as changing its difficulty)

 

Spoiler

 

  • Quick Timer Event:
    • Controls
      The key codes available during the event. See https://www.creationkit.com/index.php?title=Input_Script for a list of valid key codes
      Note that not all keys are support. Valid inputs are 1-9, A-Z and Arrow Keys. For GamePad, Start/Back are not supported
    • Multipliers
      • Damage: The amount of damage you take when failing an event
      • Regeneration: The amount of health you regenerate on a successful event
      • Delay: The delay between individual events
      • Time: The time you have to react during each event
      • Events: The maximum number of events that can occur
    • Coordinates
      The width of the border at the edge of your screen, in % relative to your screen resolution, at which no events can happen
      Example: SpanX = 10% with a 1920 monitor, means that at there can be no events happening at the outer 1920*0.1 = 192 pixels of your screen, left and right

 

 

For Authors:

Documentation on integration can be found on the ReadMe included in the download

 

Requirements:

 

---------------------------------------------

 

Some links if you want to support me:

 

Discord Link for good measure:

 

---------------------------------------------

 

Credits:

  • BakaFactory - Included animations files

 

 

Previous Changelogs

Spoiler

V1.1.1

  • Update for Acheron 1.3.1

 

V1.1

  • Fixed misalignment issues
  • Fixed an issue causing break free animations to not play correctly

 


  • Submitter
  • Submitted
    05/11/2023
  • Category
  • Requires
    Acheron
  • Regular Edition Compatible
    Not Applicable

 

Posted

JIC in addition to Baka's struggle animations, does this Extension Library also include their bleedout/downed animation which they use for SexLab Defeat when actor hits 0hp? 

Posted
11 hours ago, Gyra said:

JIC in addition to Baka's struggle animations, does this Extension Library also include their bleedout/downed animation which they use for SexLab Defeat when actor hits 0hp? 

No, only the struggle motions

Posted
2 hours ago, Scrab said:

No, only the struggle motions

Is it something you could consider implementing into this framework or Kudasai? Or nah?

Posted
46 minutes ago, Gyra said:

Is it something you could consider implementing into this framework or Kudasai? Or nah?

People complained about it in YK cuz the motions were too... "different" from the default bleedouts, so I wont implement them in YK

 

For the sake of streamlining I could have them added as loose idles in the library tho I guess

  • 1 month later...
Posted

Hiya.  Previously used YK with the OSuite,, love Alternate Perspective and am reasonably happy to go beck to SL to use this - but does it currently support or is it likely to support AE version 1.6.353, please?
Thank you for sharing your work with us.

Posted (edited)

There is a typo in the QTE json for controllers here.

 

image.png.436d77ca73bdee3dc29e986d29b42917.png

 

177 is meant to be 277, I'm sure, considering 177 isn't a supported value.

 

 

EDIT: Additionally, I am having major issues getting this working and configured. This is my current setup.

 

image.png.ca591cb5d90b33662b55aa82a1d874ca.png

 

The initial problem is that the gamepad inputs don't line up with what the actual gamepad buttons are. Instead, they follow in-game inputs, meaning if you remap any of these buttons, the prompt on-screen is incorrect. For example, I have remapped A (activate) to X on my gamepad, so if X pops up in the minigame, I have to press A for the minigame to regard that as a successful input.

 

But even beyond that, it's just busted for me. I completely removed the keyboard inputs, yet "M" prompts still pop up for me. None of my gamepad inputs have any correlation to M (map?), so that's just totally out of left field and I can't explain it.

 

The delay/time values seem... sort of functional? But I also keep cranking them higher and the time given for inputs seems to still just flash by at a similar speed, so I don't really understand if any of these settings are having an effect.

 

Any ideas?

Edited by VulpineScream
  • 3 weeks later...
Posted (edited)
On 7/2/2023 at 8:59 AM, VulpineScream said:

There is a typo in the QTE json for controllers here.

 

image.png.436d77ca73bdee3dc29e986d29b42917.png

 

177 is meant to be 277, I'm sure, considering 177 isn't a supported value.

 

 

EDIT: Additionally, I am having major issues getting this working and configured. This is my current setup.

 

image.png.ca591cb5d90b33662b55aa82a1d874ca.png

 

The initial problem is that the gamepad inputs don't line up with what the actual gamepad buttons are. Instead, they follow in-game inputs, meaning if you remap any of these buttons, the prompt on-screen is incorrect. For example, I have remapped A (activate) to X on my gamepad, so if X pops up in the minigame, I have to press A for the minigame to regard that as a successful input.

 

But even beyond that, it's just busted for me. I completely removed the keyboard inputs, yet "M" prompts still pop up for me. None of my gamepad inputs have any correlation to M (map?), so that's just totally out of left field and I can't explain it.

 

The delay/time values seem... sort of functional? But I also keep cranking them higher and the time given for inputs seems to still just flash by at a similar speed, so I don't really understand if any of these settings are having an effect.

 

Any ideas?

I'm also having these problems if you come up with a solution can you let me know thanks

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

I'm also having these problems if you come up with a solution can you let me know thanks

 

A number of people brought it up in the Acheron thread, but Scrab more or less said they didn't have trouble with it and would look into it further if more people had issues? Idk, I recommend just turning it off. It's not really needed.

Edited by VulpineScream
  • 5 weeks later...
Posted (edited)

Am I missing something? This requires Acheron.esp is MO2, but I have Acheron.esl and it shows a warning. 

Downloaded the wrong Acheron. 

Edited by BeefyJackal
  • 4 weeks later...
  • 4 weeks later...
Posted

Is there an existing add-on for this mod that spawns a player clone as a corpse with all items on it, and changes the player into a ghost?

 

From there, there could be several ways to merge back into the body and become corporeal again, almost like a secondary step in the framework...

  • 2 weeks later...
  • 4 weeks later...
Posted
On 9/10/2023 at 1:32 PM, Park Simp said:

Anyone else have an issue with Acheron in general not saving MCM settings? When making changes unpausing/pausing the settings are back to default.

 

I have the exact same problem. Do you use Skyrim 1.6.3 by any chance instead of 1.5 (SE) or 1.6.6 (AE)?

 

  • 1 month later...
Posted
9 hours ago, sirkkeliraato said:

 

Same issue, same version.

 

Is it possible to get this to work for 1.6353 somehow? :) (Acheron)

 

I (finally) bumped my game to 1.6.6 and the problem was gone. Quite a bit of work though.

 

  • 5 weeks later...
Posted
On 7/1/2023 at 6:59 PM, RileyRileyRiley said:

There is a typo in the QTE json for controllers here.

 

image.png.436d77ca73bdee3dc29e986d29b42917.png

 

177 is meant to be 277, I'm sure, considering 177 isn't a supported value.

 

 

EDIT: Additionally, I am having major issues getting this working and configured. This is my current setup.

 

image.png.ca591cb5d90b33662b55aa82a1d874ca.png

 

The initial problem is that the gamepad inputs don't line up with what the actual gamepad buttons are. Instead, they follow in-game inputs, meaning if you remap any of these buttons, the prompt on-screen is incorrect. For example, I have remapped A (activate) to X on my gamepad, so if X pops up in the minigame, I have to press A for the minigame to regard that as a successful input.

 

But even beyond that, it's just busted for me. I completely removed the keyboard inputs, yet "M" prompts still pop up for me. None of my gamepad inputs have any correlation to M (map?), so that's just totally out of left field and I can't explain it.

 

The delay/time values seem... sort of functional? But I also keep cranking them higher and the time given for inputs seems to still just flash by at a similar speed, so I don't really understand if any of these settings are having an effect.

 

Any ideas?

 

Oh man.

Just found this Json file for edit.

 

Well if it does not actually change the key on screen that will be really weird.

Also I have noticed default that the key presses come up on screen extremely fast and go onto the next extremely fast.

 

Really would like for it to be much more simple just left trigger to right trigger and so on.

 

  • 3 months later...
Posted (edited)

any way to remove the minigame? its annoying as hell for some of the buttons that Im supposed to be pressing dont exist on controller! like wtf is the "M" button? A, X, Y, all on controller but no M.

 

Some clarification on how to customize the mini game would be nice also, Nothing here indicating where to find the files to alter!!!

Edited by Unorthodox1979
Posted

The whole point of this mod is to add a mini game.

 

There should be a config file, I think it was a .json file. Open it with a txt editor and change the values.

  • 1 month later...
Posted
2 hours ago, Someone92 said:

Do you still need Acheron Extension Library until authors updated their mods, or is it a complete replacement?

The Nexus release completely replaces this one

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