FxD2 Posted April 21, 2024 Author Posted April 21, 2024 On 4/18/2024 at 8:08 AM, terms said: I'm still on YameteKudasai but I want to try this out at some point and see if it's better or worse. Yamete Kudasai is definitely better than this mod, it has more features (NPC v NPC, more consequences). I made this since OStim compatibility was removed from YK, with the author stating no further attempts at compatibility was going to be attempted. Unfortunately, I am not an experienced modder, so progress will be slow as I work out what I can do. I'll take the idea into consideration though.
terms Posted April 23, 2024 Posted April 23, 2024 On 4/20/2024 at 5:09 PM, FxD2 said: Yamete Kudasai is definitely better than this mod, it has more features (NPC v NPC, more consequences). Honestly it would just be nice to have a mod work consistently. I don't care about NPC v NPC stuff. Not to sound overly bitter. But Yamete Kudasai, for example, doesn't work out of the box with OStim and requires tweak it to start a scene at all. Even then, most of the settings in YK do not work sensibly. Now all of a sudden it no longer starts a scene; no error just a permanent downed state. And OSimpleDefeat won't start saying no animations can be found. There is probably an underlying issue behind both, but every single defeat mod I've ever used has been incredibly fragile. It's so tiring. Anyway I didn't mean to say if either was better in an absolute sense just something that I find enjoyable.
FxD2 Posted April 23, 2024 Author Posted April 23, 2024 37 minutes ago, terms said: I don't care about NPC v NPC stuff. Yh, that's fair. It is something I want to add to this mod though, but I'll try to make sure it doesn't break anything else... 39 minutes ago, terms said: doesn't work out of the box with OStim I tried to get it working, but it turned out to be easier to just write one from scratch. 44 minutes ago, terms said: OSimpleDefeat won't start saying no animations can be found Could you elaborate on this? I could try to see what's causing this with a little more information.
terms Posted April 24, 2024 Posted April 24, 2024 (edited) 1 hour ago, FxD2 said: I tried to get it working, but it turned out to be easier to just write one from scratch. I changed two lines where it assigns startanim and when it tries to start the scene. But it doesn't always select actors properly and, just as with all of these mods, the quest is a janky state machine that can get stuck in a bad state and you have to stop it from with a console command to unfuck things. (At least I should be grateful that people are including the source with their mods these days.) String startanim = "" If(OStim.StartScene(p[1], p[0], false, false, false, startanim, zThirdActor = p[2])) 1 hour ago, FxD2 said: Could you elaborate on this? I could try to see what's causing this with a little more information. My guess is that it selected actors that it didn't have an animation pack for? But I have about twenty animation packs. So it isn't as if there are no animations. That was just the message in the top right screen IIRC, it appeared after "OSimpleDefeat loading..." and "OSimpleDefeat starting...". I don't know how to debug any of this stuff. So I don't know what kind of information is useful to you. If I see it happen again maybe I'll have more to offer than just complaining. Edited April 24, 2024 by terms
FxD2 Posted April 25, 2024 Author Posted April 25, 2024 23 hours ago, terms said: So I don't know what kind of information is useful to you. A modlist (modlist.txt from MO2/profiles/<profile name> if you use MO2 - I don't know where Vortex puts this list) and an Acheron.log (from Documents/My Games/Skyrim Special Edition/SKSE) would be a good place to start. Also other general information such as mod version, game version, Acheron version and checking all prerequisite mods are installed as well (check the description for all the details) will also be helpful.
manpanake Posted April 25, 2024 Posted April 25, 2024 (edited) the surrender hotkeytriggers the ostim cutscene, then crashes my game, and when im normally defeated in combat i kinda just fall on the ground and watch as my health goes back up but i cant move nor exit the bleed out state and the npcs become unhostile and just walk away from me Edited April 25, 2024 by manpanake
FxD2 Posted April 25, 2024 Author Posted April 25, 2024 5 hours ago, manpanake said: the surrender hotkeytriggers the ostim cutscene, then crashes my game, and when im normally defeated in combat i kinda just fall on the ground and watch as my health goes back up but i cant move nor exit the bleed out state and the npcs become unhostile and just walk away from me Could you provide more details on what game, mod and Acheron version you are using? The mod works fine when I test it myself on two different systems and load orders.
manpanake Posted April 25, 2024 Posted April 25, 2024 (edited) Game version 1.6.1170.0 Osimple defeat 1.1.0 Acheron version: Acheron v1-4-4-0 (This is what it says in my documents.) load order attached crashlog attached acheron log attached I got it to work first download after surrendering to some bandits in a cave, everything went right, then when i tried to surrender with a different group of hostile enemies it made my game crash, so i went to a diff area to see if itll crash when i surrender.. I noticed in some places ill surrender and my game wont crash, however the scene will start and im left with single female animation choices. Its either that or it crashes completely when surrendering and starting scene. order.txt crashlog.txt acheron.txt Edited April 25, 2024 by manpanake
HDMFanatic Posted April 26, 2024 Posted April 26, 2024 On 4/12/2024 at 11:41 AM, FxD2 said: I'm not sure why that would be, it should only be Acheron itself calling my quest and script to run, unless you are always surrendering in the combat. If you use the surrender option in this mod, it will always call the defeat quest, causing this mod's event to trigger every time. Perhaps try reinstalling Acheron, or check that the other events run without this mod installed first. I finally managed to get another event to occur by drastically decreasing OSimpleDefeat's relative chance of triggering. I suppose the luck of the draw was pretty heavily given to OSimpleDefeat even when my other events were at a higher relative chance.
FxD2 Posted April 26, 2024 Author Posted April 26, 2024 On 4/25/2024 at 4:39 PM, manpanake said: I noticed in some places ill surrender and my game wont crash Do these happen to be outside, in the Tamriel worldspace? I'll admit to limited testing in the open world, so I actually don't know how it may differ. Next update I will test more thoroughly though, and hopefully solve this issue. 16 hours ago, Insultedreference445 said: does it work with creatures? No, this uses the OStim Animation framework, which does not support creatures. There is this attempt, which I have not tested and judging from the comments doesn't seem to function anyway. I also am not fond of creature content, so I will not actively try to incorporate it into this mod. If someone were to find an easy method then I would add it, but I will not be actively attempting to make it work. 1 hour ago, HDMFanatic said: I finally managed to get another event to occur by drastically decreasing OSimpleDefeat's relative chance of triggering. I suppose the luck of the draw was pretty heavily given to OSimpleDefeat even when my other events were at a higher relative chance. Must be something with Acheron's own code, as its Acheron itself that chooses the consequences, not this mod. That's interesting to note though. With the next update, this shouldn't be a problem though as this mod should (hopefully) be the only consequence that needs to be active.
Plebtierre Posted April 30, 2024 Posted April 30, 2024 On 4/9/2024 at 3:56 PM, EMBER1998 said: I do not understand what the problem is. When OSimpleDefeat is triggered and the OStim scene is launched, after a few seconds the scene is interrupted and the battle begins again, only the opponents are running around without weapons. As I understand it, OStim disables scenes with enemy characters, but how can I fix this? Having nearly the same issue, except on my end they will still have their weapons. Still looking through things on my end, but just wanted to drop a post that Im having a similar issue.
FxD2 Posted May 1, 2024 Author Posted May 1, 2024 15 hours ago, Plebtierre said: Having nearly the same issue, except on my end they will still have their weapons. Still looking through things on my end, but just wanted to drop a post that Im having a similar issue. Are there other enemies causing the combat or is it the enemies involved in the scene? Either way, check that all the NPCs are added to a "Spectator" or "Aggressor" faction. In theory, and my testing, these factions should be set up to be friendly with the player so no combat can start. There is a possibility they are not added to a faction, or there is another mod overwriting this faction change - maybe some kind of AI changes/ factions to enemies mod.
Zachariasz Posted May 3, 2024 Posted May 3, 2024 Unfortunately, it doesn't work too well for me. Some enemies work just fine (i.e. bandits), but some just return to their own business instead of starting the scene (like attacked Thalmor patrol; after defeat they just go their own way while the PC is in bleedout). I don't thing I have any AI altering mods installed unless things like Smilodon counts.
afshin76 Posted May 5, 2024 Posted May 5, 2024 Hi there, thank you for your mod I'm having an issue where no npc attacks me anymore, and this is not just npc, pretty much nothing attacks me anymore. I think this is because one time when I was defeated, ostim scene did not start and I got out of it by drinking a potion and then I moved on. Is there a way to fix this?
FxD2 Posted May 5, 2024 Author Posted May 5, 2024 On 5/3/2024 at 7:50 PM, Zachariasz said: Unfortunately, it doesn't work too well for me. Some enemies work just fine (i.e. bandits), but some just return to their own business instead of starting the scene (like attacked Thalmor patrol; after defeat they just go their own way while the PC is in bleedout). I don't thing I have any AI altering mods installed unless things like Smilodon counts. What are your MCM settings? Could be the case that the Thalmor have too high morality to assault? I don't believe Smilodon should have any effect, but it could be worth testing without. 12 hours ago, afshin76 said: Hi there, thank you for your mod I'm having an issue where no npc attacks me anymore, and this is not just npc, pretty much nothing attacks me anymore. I think this is because one time when I was defeated, ostim scene did not start and I got out of it by drinking a potion and then I moved on. Is there a way to fix this? Use console commands to remove them from the OSimpleDefeat Spectator/ Aggressor factions. The script should have done this automatically though? At least, in theory, it should work that way.
afshin76 Posted May 7, 2024 Posted May 7, 2024 On 5/5/2024 at 8:46 AM, FxD2 said: What are your MCM settings? Could be the case that the Thalmor have too high morality to assault? I don't believe Smilodon should have any effect, but it could be worth testing without. Use console commands to remove them from the OSimpleDefeat Spectator/ Aggressor factions. The script should have done this automatically though? At least, in theory, it should work that way. Thank you for responding, I used "player.removefromfaction FE7F9802" and "player.removefromfaction FE7F9803". I got those IDs from SSEEDIT. Unfortunately the problem is still there. Just had a dragon attack and the dragon is totally ignoring me.
FxD2 Posted May 7, 2024 Author Posted May 7, 2024 5 hours ago, afshin76 said: Thank you for responding, I used "player.removefromfaction FE7F9802" and "player.removefromfaction FE7F9803". I got those IDs from SSEEDIT. Unfortunately the problem is still there. Just had a dragon attack and the dragon is totally ignoring me. I'm pretty sure it's the enemies that need to be removed from that faction. Do you have More Informative Console? Check the faction lists of the enemies. Also check the player factions, any factions from Acheron need to be removed as well from the player. 1
afshin76 Posted May 7, 2024 Posted May 7, 2024 13 hours ago, FxD2 said: I'm pretty sure it's the enemies that need to be removed from that faction. Do you have More Informative Console? Check the faction lists of the enemies. Also check the player factions, any factions from Acheron need to be removed as well from the player. I will check that the next time I'm playing, thank you so much for quick responses here.
drocke896 Posted May 9, 2024 Posted May 9, 2024 Thank you for this much needed addition to OStim! Running on AE 1.6.1170 and no major issues encountered. However, after scene ends the aggressors immediately enter combat with me and if I'm not tough enough or can't run away I end up in a loop of defeats. Is there some way to add a cooldown to their aggression post scene so I can run away?
FxD2 Posted May 11, 2024 Author Posted May 11, 2024 On 5/9/2024 at 10:51 AM, drocke896 said: Thank you for this much needed addition to OStim! Running on AE 1.6.1170 and no major issues encountered. However, after scene ends the aggressors immediately enter combat with me and if I'm not tough enough or can't run away I end up in a loop of defeats. Is there some way to add a cooldown to their aggression post scene so I can run away? I'll add a cooldown in next update for you. 23 hours ago, COCI_alle said: 1.5.97 最新SOtim独立版 , 倒地无动画 倒地动画不是这个mod, 因该是 Acheron 来的。你的Acheron是什么版本? 1.5.97 因该要 Acheron 1.5 和 Backported Extended ESL Support。
COCI_alle Posted May 11, 2024 Posted May 11, 2024 1 hour ago, FxD2 said: 我将在下次更新中为您添加冷却时间。 倒地动画不是这个mod,因该是Acheron 来的。你的Acheron是什么版本? 1.5.97 因该要Acheron 1.5和 反向移植扩展ESL支持。 都是1.5.97版本N网最新的,倒地后没办法激活OStim,一直在地上无法起身,ostim7.3c可以正常的单独开始与结束。
FxD2 Posted May 11, 2024 Author Posted May 11, 2024 7 hours ago, COCI_alle said: 都是1.5.97版本N网最新的,倒地后没办法激活OStim,一直在地上无法起身,ostim7.3c可以正常的单独开始与结束。 试试新本版啊 Version 2.0.0 is now out. Assaults are no longer forced every time. You will now roll a number of outcomes and a release event (all customizable in the MCM). There are only a few outcomes and releases right now, but I am open to more suggestions. As of right now, you can be assaulted any number of times you want and/or robbed any number of times. The only releases are the old right back into combat one (now with a cooldown/ immunity period for you to actually run) and being sent to SS++. More outcomes and releases will be added, but for the next couple weeks I have exams, so will not be as active. 1
COCI_alle Posted May 12, 2024 Posted May 12, 2024 (edited) 14 小时前,FxD2 说: 试试新本版啊 2.0.0版本现已发布。 每次都不再强制进行攻击。您现在将滚动一些结果和发布事件(所有这些都可以在 MCM 中自定义)。目前只有一些结果和版本,但我愿意接受更多建议。此外,您可以被攻击任意次数和/或被抢劫任意次数。唯一的版本是回到旧的右侧战斗版本(现在有冷却/免疫期供你实际运行)并被发送到 SS++。 将添加更多结果和版本,但在接下来的几周里我有考试,所以不会那么活跃。 使用2.0新版本,重新开始新游戏,OStim恢复默认设置,击败模组正常运行了,开启ostim自动模式,模组提示已启动后需要5到10秒才能自动开始动画(这确实太慢了,直接用ostim系统最多秒一开始动画)(角色已经就位,我的女神复仇大约有1万5千个动作)。使用改进的相机SE模组,在ostim动画中第一视角按F(改变视角)按键)会100%闪退(这应该是ostim的BUG建议改掉按键只使用ostim的视角按键)。*被重复击败的次数设定2次就永远是两次吗?应该是概率的吧?也许我手动翻译的选项有问题?我测试了不低于20次+每次都是两次。 Edited May 12, 2024 by COCI_alle
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