SweetNectah Posted August 6 Author Posted August 6 I know its been quiet the past week, but I have been hard at work! You might have already noticed that the main page shows the release of 1.1.2. It is incredible to look back on systems that seemed safe and logical and say to myself "What was I thinking leaving it that way?" Anyway, I am excited about this update as there have been a lot of quality of life updates to almost every system in place. The MCM is more functional, spells and their effects are more concrete, and notably, my Target Animation Awareness system is no longer riding Papyrus anywhere nearly as badly as it was. As promised, there is just a touch of fun to this update as well, particularly for male players and npc's as they are now able to be targeted by the Zealot and Acolyte cultist spells, previously female only. Additionally, what better way to showcase this than a custom follower? Oren can now be found after talking with Cassian via his "You seem off..." dialogue option. So have fun and feel free to post any bugs or issues you might run into. And thanks to anyone and everyone, playing, testing, and (most helpfully) reporting! 2
LoverKing21 Posted August 6 Posted August 6 This is actually a pretty good mod to go with bimbo the Skyrim and I'm just asking for my own part of curiosity will it involve a long quest line as the development happens or will it just be simple update just curious that's all 1
SweetNectah Posted August 6 Author Posted August 6 18 minutes ago, LoverKing21 said: This is actually a pretty good mod to go with bimbo the Skyrim and I'm just asking for my own part of curiosity will it involve a long quest line as the development happens or will it just be simple update just curious that's all Glad you are enjoying it so far! I am definitely interested in expanding the lore in a few different ways. And I have a few ideas on how to involve longer quests (nothing DLC sized but still) that will actually make an impact while feeling fair with tantalizing rewards, so definitely stay tuned. I still have a few other things I want to add before I get to that point, however.
anonymous515 Posted August 7 Posted August 7 Oren is "gender-bending"? Does that mean he gender-transforms the player?
SweetNectah Posted August 7 Author Posted August 7 8 hours ago, anonymous515 said: Oren is "gender-bending"? Does that mean he gender-transforms the player? Player gender bending as a male player already occurs at 100% corruption via BOS. However this does not affect NPCs, other than Oren anyway.
ebbluminous Posted August 7 Posted August 7 41 minutes ago, SweetNectah said: Player gender bending as a male player already occurs at 100% corruption via BOS. However this does not affect NPCs, other than Oren anyway. Needs some sprawling bimbos to gender bend male characters... 1
HayleX Posted August 7 Posted August 7 when i tested i was not able to gender bend oren i got to 105% corruption then i tried waiting a bunch make corruption roll every hour but nothing ever happens to him idk if its a me issue
SweetNectah Posted August 7 Author Posted August 7 31 minutes ago, HayleX said: when i tested i was not able to gender bend oren i got to 105% corruption then i tried waiting a bunch make corruption roll every hour but nothing ever happens to him idk if its a me issue Almost forgot about that, you need to sleep in order for the change to occur. I will update the main page to reflect that.
HayleX Posted August 7 Posted August 7 i did try to sleep a bunch cause i had the sleep required option in bos before switching it off to test but maybe i did not do it right i will test again
SweetNectah Posted August 7 Author Posted August 7 2 hours ago, HayleX said: i did try to sleep a bunch cause i had the sleep required option in bos before switching it off to test but maybe i did not do it right i will test again Let me know how that goes, it was working fine last I tested. I’ll test again soon when I get the chance.
HayleX Posted August 8 Posted August 8 yeah it saddly doesnt do anything when i sleep it did say that the curse got him when he go corrupted to 100 but after nothing else
Chzgrk Posted August 8 Posted August 8 (edited) A very excellent mod, but since I updated it to 1.1.1~1.1.2, bimbo mages encountered in the wild will no longer attack players but will attack followers. Bimbo guards will attack normally. I don't know if I am the only one who encounters this problem. Edited August 8 by Chzgrk 2
SweetNectah Posted August 8 Author Posted August 8 8 hours ago, HayleX said: yeah it saddly doesnt do anything when i sleep it did say that the curse got him when he go corrupted to 100 but after nothing else Got it, I will test when I have a minute. The script associated with that event is pretty isolated so if there is anything wrong it should be an easy fix. 3 hours ago, Chzgrk said: A very excellent mod, but since I updated it to 1.1.1~1.1.2, bimbo mages encountered in the wild will no longer attack players but will attack followers. Bimbo guards will attack normally. I don't know if I am the only one who encounters this problem. Glad to hear you have been enjoying it! I have two immediate thoughts. 1. Is this on a fresh save? Old saves might be carrying some funky data from their target awareness ability. 2. Did you try the reset encounter button in the mcm? I can’t speak to 1.1.2 on an old saves might be, but that might work.
Chzgrk Posted August 8 Posted August 8 1 hour ago, SweetNectah said: Got it, I will test when I have a minute. The script associated with that event is pretty isolated so if there is anything wrong it should be an easy fix. Glad to hear you have been enjoying it! I have two immediate thoughts. 1. Is this on a fresh save? Old saves might be carrying some funky data from their target awareness ability. 2. Did you try the reset encounter button in the mcm? I can’t speak to 1.1.2 on an old saves might be, but that might work. I specially opened a new archive for version 1.1.1, and then upgraded to 1.1.2 on this archive. I clicked reset. I am not sure if it is a problem with the 1.1.1 archive. Wait for a while to see if other brothers have similar problems before opening a new archive. It is too troublesome to reopen the archive to debug MCM, hahaha.
Garfieldcat Posted August 8 Posted August 8 6 hours ago, Chzgrk said: A very excellent mod, but since I updated it to 1.1.1~1.1.2, bimbo mages encountered in the wild will no longer attack players but will attack followers. Bimbo guards will attack normally. I don't know if I am the only one who encounters this problem. I actually have the same issue. Disciples attack me, but mages are just chilling and I can "talk" to them (no actual dialogue pops). It's a brand new game.
SweetNectah Posted August 8 Author Posted August 8 6 hours ago, Chzgrk said: I specially opened a new archive for version 1.1.1, and then upgraded to 1.1.2 on this archive. I clicked reset. I am not sure if it is a problem with the 1.1.1 archive. Wait for a while to see if other brothers have similar problems before opening a new archive. It is too troublesome to reopen the archive to debug MCM, hahaha. 4 hours ago, Garfieldcat said: I actually have the same issue. Disciples attack me, but mages are just chilling and I can "talk" to them (no actual dialogue pops). It's a brand new game. A very weird issue indeed. I suspect that my script is doing what it is supposed to for Animation Target Awareness as it is an innate ability that each of my npc's posses including. I think there might be something off about the mage's profile for combat AI as they should have no reason to not have the same behavior as the guards. Is it possible they attacked an npc first and then became docile? That would at least imply the script/ability had something to do with it. In 1.1.3 I hope to include an mcm button that will provide notifications based on that combat system specifically (its already in place, just disabled for release), that way you guys have more info that I can hopefully fix.
dethnite007 Posted August 8 Posted August 8 Sorry to post the same thing, but I am also having this issue with only the guards attacking me. I have encountered just the mage on top of a mountain with no other followers/npcs and could not get them to attack me.
Garfieldcat Posted August 8 Posted August 8 (edited) 2 hours ago, SweetNectah said: A very weird issue indeed. I suspect that my script is doing what it is supposed to for Animation Target Awareness as it is an innate ability that each of my npc's posses including. I think there might be something off about the mage's profile for combat AI as they should have no reason to not have the same behavior as the guards. Is it possible they attacked an npc first and then became docile? That would at least imply the script/ability had something to do with it. In 1.1.3 I hope to include an mcm button that will provide notifications based on that combat system specifically (its already in place, just disabled for release), that way you guys have more info that I can hopefully fix. It's possible that they attacked some NPC 1st. I rarely play with followers on, but I do have all sorts of immersive this and that with extra encounters, so my Skyrim can be quite lively. I actually often notice the mages from afar cause they are casting fireballs at travelers, merchants etc. They are actually quite hard to turn hostile. I kept poking and prodding them with a sword and they just keep on warning me not to do it. I actually often kill them before they turn hostile on me. Edited August 8 by Garfieldcat
SweetNectah Posted August 9 Author Posted August 9 3 hours ago, Garfieldcat said: It's possible that they attacked some NPC 1st. I rarely play with followers on, but I do have all sorts of immersive this and that with extra encounters, so my Skyrim can be quite lively. I actually often notice the mages from afar cause they are casting fireballs at travelers, merchants etc. They are actually quite hard to turn hostile. I kept poking and prodding them with a sword and they just keep on warning me not to do it. I actually often kill them before they turn hostile on me. I suppose it’s possible that the temporary faction for calming is not getting cleaned up. And if the behavior is that consistent then it needs to be fixed. I’ll see what I can do for a quicker update soon on fixing it and adding an mcm debug enabled option for the suspected system that is failing. I just don’t get why it’s only them, they use the exact same framework as the guards. I just need more data before I can really sink my teeth into it. 1
Wut1969 Posted August 9 Posted August 9 It could also be that Skyrim is being Skyrim on your code and/or the problems arise from having long modlists:I have several mods that change NPC Ai behavior. Like @Garfieldcat I have several mods that spawn NPCs and some of them sometimes also have issues with aggression, factions and probably cleanups as well. And as I was able to find workarounds (paycrimegold 0 0 for some, and disable/enable for others) on the interwebz, plenty of other people have the same experience. So it could be that the best solution is to make it easier for yourself. - no guards - guards only defend the priest - the priest runs/goes away after an attack and the guards follow or something similar. I know I have suggested these before and I'm not going to claim that I saw this exact issue coming, because I didn't. But maybe I had some gut feeling that what you try to achieve is something that somehow is tough in Skyrim and/or with large modlists. Or maybe I was lucky. 😁 TL;DR the problem may be outside your code. 1
Garfieldcat Posted August 9 Posted August 9 1 hour ago, Wut1969 said: TL;DR the problem may be outside your code. That is very true. Especially since only a handful of people have that issue - if more had it, we'd be swimming in reports. I'm guessing something conflicts with it 1
SweetNectah Posted August 9 Author Posted August 9 1 hour ago, Wut1969 said: It could also be that Skyrim is being Skyrim on your code and/or the problems arise from having long modlists:I have several mods that change NPC Ai behavior. Like @Garfieldcat I have several mods that spawn NPCs and some of them sometimes also have issues with aggression, factions and probably cleanups as well. And as I was able to find workarounds (paycrimegold 0 0 for some, and disable/enable for others) on the interwebz, plenty of other people have the same experience. So it could be that the best solution is to make it easier for yourself. - no guards - guards only defend the priest - the priest runs/goes away after an attack and the guards follow or something similar. I know I have suggested these before and I'm not going to claim that I saw this exact issue coming, because I didn't. But maybe I had some gut feeling that what you try to achieve is something that somehow is tough in Skyrim and/or with large modlists. Or maybe I was lucky. 😁 TL;DR the problem may be outside your code. I do personally run a pretty clean set-up with no changes to combat ai so there may definitely be a piece or two that I am missing. Anyway, I did a super quick test and things run pretty neatly for me. I do think there is room for improving an element or two on my system. I have an idea to make it even cleaner and hopefully fix overly calm mages. Either way, I will put out a toggle for the mcm to allow everyone access to the debug mode of the animation target awareness system, that should help clear up some confusion on whether the system is not working genuinely, or there is some other mod mucking things up. As for your other suggestions, I did implement the "no guard" mode via the random pursuit encounters (the others would imply doing a lot of backtracking/de-tangling/adjusting). But, I am unsure if that would play out much smoother.
dethnite007 Posted August 9 Posted August 9 I have been able to confirm that the mages completely de-aggro after killing anything even if its a rabbit or fox since they attack the first thing they find, which is probably why I found a lone mage doing nothing on top of a cliff. If its truly a confliction with another mod, I don't have any combat defeat mods. As for AI changes, I am running immersive citizens and immersive patrols lite. I also have the "modern brawl bug fix" which is the only mod I know of that would try to calm npcs. I understand that this will probably be better handled when the debug mode becomes available for direct info, but I figured I'd try to give more insight.
Wut1969 Posted August 10 Posted August 10 10 hours ago, dethnite007 said: I have been able to confirm that the mages completely de-aggro after killing anything even if its a rabbit or fox since they attack the first thing they find, which is probably why I found a lone mage doing nothing on top of a cliff. If its truly a confliction with another mod, I don't have any combat defeat mods. As for AI changes, I am running immersive citizens and immersive patrols lite. I also have the "modern brawl bug fix" which is the only mod I know of that would try to calm npcs. I understand that this will probably be better handled when the debug mode becomes available for direct info, but I figured I'd try to give more insight. If you use USSEP (or USLEP on LE), that would already have the Modern Brawl fix, and it fixes all sorts of things, including some (probably a lot) behavior stuff. The mages probably shouldn't attack rabbits, foxes or deer, or any animals for that matter. I doubt they can handle bears or dragons. 😁
asuranow Posted August 10 Posted August 10 I'm having an issue where Bimbo Mages are not hostile towards me. When I started a new game, they were properly hostile during the first two encounters. However, ever since my character got hit by their spell and went into the masturbation animation, Bimbo Mages no longer become hostile. Only Bimbo Guardians attack me. Sometimes, even the Bimbo Guardians don't become hostile, and when that happens, they just attack nearby rabbits or foxes instead.
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