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Failure Mode Effects Analysis in Skyrim (FMEA)

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DESCRIPTION

 

Has it ever bothered you that rather than going off adventuring and risking your life you can get rich in Tamriel using an alchemy lab in an inn and a few septims worth of Garlic and Salt? Do you wonder why people lock valuable items in chests or in rooms but hardly ever use magic or poison to deter thieves? Are you amazed that at level one you know the name of every useful alchemy ingredient and how to harvest it safely?

 

FMEA is designed to provide additional risks and failure effects to non-combat skills and resource harvesting. Since many of the consequences are based around sex and slavery FMEA has been written with the female adventurer in mind, however FMEA works perfectly well for male adventurers there are just fewer outcomes available.

 

The current release includes plugins for Lockpicking, Alchemy, Enchanting, Mining and Harvesting potion ingredients. Each plugin is highly configurable with its own MCM page and any or all of the plugins can be enabled or disabled as required.

 

Enchanting

  • Whilst disenchanting an item there is a risk that you may lose control of the Magicka flow as you destroy the item
  • The risk of losing control when disenchanting is dependent on the magnitude of the enchantments and the skill of the enchanter
  • Whilst enchanting an item there is a risk that you may lose control of the Magicka flow from the Soulgem as you complete the enchantment
  • Whilst recharging an item there is a risk you may lose control of the Magicka flow and fail to charge the item, or worse!
  • The risk of losing control when enchanting or charging is dependent on the level of Soulgem used and the skill of the enchanter
  • Uncontrolled Soulgem flows can result in dimensional anomalies or allow the imprisoned soul to use its psychic energy to lash out seeking revenge
  • An uncontrolled release of Soulgem Magicka may attract an interdimensional parasite
  • Uncontrolled Soulgem flows will render the enchanting workbench dangerously unstable and unusable until they dissipate
  • Endangering the lives of innocent bystanders as a result of recklessly allowing uncontrolled Magicka flows is a serious crime

 


Lockpicking

  • Any locked door or container might now be trapped
  • Traps can be set to either rearm or be cleared when triggered
  • Traps may have tamper detection built in – just inserting a lock pick might trigger the trap, also, the longer you take picking the lock the more likely it is that the trap will trigger
  • There is a chance you may spot a trap before you trigger it, or you may THINK you spot one
  • Traps are persistent in the world – as is their individual level of difficulty. Maybe you should come back to that dangerous looking chest with the master level lock when you’ve got a bit more skill?
  • Setting off a trap can result in a range of consequences including audible alarms, darts & gas traps
  • There is also an option to add an Alteration skill based Open Locks spell to the world
    • The level of magicka control required means the Open Locks spell has a very short range, take care not to trigger any traps!
    • The risk of a trap being triggered (if one is present) by the Open Locks spell increases with each failed attempt
    • The tome required to learn Open Locks can be bought from specialist merchants selling rare Alteration spells, it might also be found as loot

 


Alchemy

  • Any attempt to make a potion may fail based on the Alchemists skill and their experience at making that particular formula
  • Alchemical research is particularly risky even when successful , if unsuccessful it’s downright dangerous
  • When an Alchemist fails to make a potion the resulting mixture may be unstable, if they are lucky it will result in some fumes and a bad smell, or they could be unlucky…
  • Reckless use of alchemy workbenches in inns and shops poses a risk to innocent bystanders, endangering the public is a crime
  • Alchemical failures tend to be noisy and smelly and are likely to attract the attention of anyone (or anything) nearby

 


Ingredients

  • Plant and fungal ingredient sources will be renamed to “Plant” or “Fungus” until the one of the ingredients magic effects is learned. Optionally harvesting of plants and fungi can be blocked until an effect is learned
  • Insects and other activator type ingredients can be blocked from harvesting until an effect of the ingredient is learned
  • When an ingredient is harvested there is a risk of adverse effect, due to allergy, poisoning or something taking offence at having its friends torn to pieces…
  • The risk of an event is based on the number of unknown effects on an ingredient. Once all the effects are known the ingredient is safe to harvest

 


Mining

  • Any attempt to mine may fail based on the difficulty of the ore vein and the skill of the miner
  • Miners may lose track of an ore vein as they dig
  • Pickaxes may break if used incorrectly
  • Inexperienced miners may find the "Ore" they have mined is in fact just useless rubble
  • Sparks from the pick may ignite a pocket of flammable gas, injuring innocent bystanders is a crime
  • Miners may encounter things that were best left buried
  • Ore veins may contain pockets of noxious gas
  • Poor mining technique may result in injury

 


REQUIREMENTS

 

Skyrim Legendary Edition / SE
Sexlab 1.62+ / Sexlab SE 1.63 Beta9
SkyUI 5.1+ / SkyUi SE 5.2

 

RECOMMENDED

 

Follower Slavery Mod V1.320+

SLDefeat V5.3.6 Bane 18112023+ (Should be compatible with other SLDefeat versions but not tested)

Estrus Chaurus+ 4.390+
Sanguine Debauchery enhanced: SD+ (November 2021)+
Simple Slavery 4.6+

Devious Followers 1.72+
Prison Overhaul Patched V3.59+
Learn Alchemy From Recipes - so you don’t have to eat ingredients to learn them!
SexLab Parasites - Kyne's Blessing (November 2021)+ for the FMEA Dimensional Parasite & Flowering Spriggan effects

 

INSTALLATION

 

Install using NMM or ModOrganiser – make a save first so you can go back if you don’t like the mod or it makes the world explode!
You should see an MCM initialisation message when you load the game. Once the MCM is initialised you need to install the plugins from the FMEA menu.

 

UPDATING

 

Updates can be installed over an existing save. A clean save is not required.

 

FUTURE DEVELOPMENT

 

If there’s sufficient interest I plan on developing a FMEA Plugin for Smithing, along with more effects & outcomes for the current plugins. Suggestions welcome!

 

TROUBLESHOOTING

 

If a plugin is not working as intended try disabling it in the MCM, waiting a few minutes and then reactivating it.

 

PERMISSIONS

 

Under no circumstance can this mod or any of its parts be posted outside of LL without my permission. You may not use the code as part of a for-profit project.

 


  • Submitter
  • Submitted
    12/17/2016
  • Category
  • Requires
  • Special Edition Compatible
    Yes

 

Link to comment
On 12/17/2016 at 8:33 PM, skyrimll said:

What about compatibility with mods relying on harvesting or lockpicking as triggers?

Deviously cursed loot for one... Parastes also triggers effects when harvesting certain plants.

 

Very happy to work with you or Kimy or anyone on compatibility where possible.  :)

 

AFAIK Chaurus Eggs from parasites should be fine at the as FMEA harvesting effects don't occur on activators only Flora and Trees - drop me a PM and I'll take a look at anything else that needs excluding.

 

If it isn't possible to exclude a particular function then people can disable whichever bit of FMEA they don't want - it's all independently configurable.  

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So what kind of consequences do these traps trigger?

 

The traps are part of the lockpicking plugin - outcomes depend on what other mods you have installed but the current full list is

 

 

 

Alarm - In town if you are seen you get a 500 gold bounty, anywhere else creates a big detection event so hostiles may come running

Darts -  two different types  

  1. Feeblemind - doubles spell costs halves magika recovery rate, reduced bribery & intimidation, reduced skill gain rate
  2. Lethargy - Melee damage reduced 50%, carry weight reduced by 100 

Gas - knocks you unconscious, outcome depends on were you are and what mods you have. In town you may be imprisoned either vanilla or by Prison Overhaul if installed, alternatively you may be enslaved by SD or SImple slavery, if not you may be used for sex by a nearby NPC, if that is not possible then if you have beeingfemale you may come round having been inseminated by a number of "Strangers" whilst unconscious - if none of the above apply then a bounty and detection event is triggered which may get you in trouble with the locals. Out of town all of the above apply except being put in prison.

 

A random amount of time passes whilst you are unconscious which may have consequences for needs mods, other disease or pregnancy processes or just meaning you are out in the dark when you intended to be back in town before nightfall.

 

 

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So how does the blurred vision go away? I noticed there is no timer on it and I personally find the Skyrim blur nauseating to look at.

 

The effects are based on game time rather than real time  - each effect has its own possible duration range and the time it will last is selected random from that when it is applied.

 

Short version - You can wait it out/sleep it off if you wish

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I love the idea of this, gonna give it a go now :D

Although intended for Female characters, is it still usable by male ones?

 

if my skyrim is stable enough, its a little borked atm...

 

FMEA itself will work fine with male characters however some of the optional  mods outcomes are  intended for females and so would need to be disabled e.g. EC+ Tentacles and SD+ Flowering Spriggan.

 

 

Link to comment

This is a very intriguing mod!

 

I guess compatibility with other mods that alter/overhaul lockpicking, harvesting and alchemy is going to be iffy at best?

I'm thinking about mods like Chesko's Simply Knock and kryptopyr's Cooking and Alchemy Overhaul.

 

Hopefully not too big a problem from my end - I'm not modifying anything in game to do with alchemy or locks just detecting the activity.

 

Obviously there is the potential issue of two mods trying to trigger an effect on the player at the same time but as I mentioned previously I'm happy to work with mod authors on solutions to this - if a solution can't be found then the design of FMEA should make it possible for users to deactivate the failure effect that conflicts (or the entire relevant FMEA plugin if necessary)  if they wish.

Link to comment

 

This is a very intriguing mod!

 

I guess compatibility with other mods that alter/overhaul lockpicking, harvesting and alchemy is going to be iffy at best?

I'm thinking about mods like Chesko's Simply Knock and kryptopyr's Cooking and Alchemy Overhaul.

 

Hopefully not too big a problem from my end - I'm not modifying anything in game to do with alchemy or locks just detecting the activity.

 

Obviously there is the potential issue of two mods trying to trigger an effect on the player at the same time but as I mentioned previously I'm happy to work with mod authors on solutions to this - if a solution can't be found then the design of FMEA should make it possible for users to deactivate the failure effect that conflicts (or the entire relevant FMEA plugin if necessary)  if they wish.

 

 

Thank you! Now it sounds even more interesting. So if I understood you correctly, you mod might even be compatible with mods that add/alter alchemy ingredients to the game?

 

I'm can't say how Simply Knock works under the hood, I don't know *%$§ about coding, but it intercepts (for lack of a more technical term) the lockpicking activity. And then cancels/pauses it, to implement its own routine to offer the player the chance to knock on the door. If successful, the door will be unlocked. If not, the vanilla lockpicking mini-game will start as usual (or the player can cancel the whole entry attempt).

 

Very great news that the possibility to modularly toggle off certain aspects of FMEA already exists, if indeed there are some clashes with existing mods.

 

Tell you what -- thanks to MO I can just give it a try and see what happens when I knock at a door while your and Chesko's mods are both running. I'll report back.

Link to comment

 

 

This is a very intriguing mod!

 

I guess compatibility with other mods that alter/overhaul lockpicking, harvesting and alchemy is going to be iffy at best?

I'm thinking about mods like Chesko's Simply Knock and kryptopyr's Cooking and Alchemy Overhaul.

 

Hopefully not too big a problem from my end - I'm not modifying anything in game to do with alchemy or locks just detecting the activity.

 

Obviously there is the potential issue of two mods trying to trigger an effect on the player at the same time but as I mentioned previously I'm happy to work with mod authors on solutions to this - if a solution can't be found then the design of FMEA should make it possible for users to deactivate the failure effect that conflicts (or the entire relevant FMEA plugin if necessary)  if they wish.

 

 

Thank you! Now it sounds even more interesting. So if I understood you correctly, you mod might even be compatible with mods that add/alter alchemy ingredients to the game?

 

I'm can't say how Simply Knock works under the hood, I don't know *%$§ about coding, but it intercepts (for lack of a more technical term) the lockpicking activity. And then cancels/pauses it, to implement its own routine to offer the player the chance to knock on the door. If successful, the door will be unlocked. If not, the vanilla lockpicking mini-game will start as usual (or the player can cancel the whole entry attempt).

 

Very great news that the possibility to modularly toggle off certain aspects of FMEA already exists, if indeed there are some clashes with existing mods.

 

Tell you what -- thanks to MO I can just give it a try and see what happens when I knock at a door while your and Chesko's mods are both running. I'll report back.

 

 

Altering ingredients won't matter if the base form remains the same.  New Ingredients can be made compatible by adding to FMEAs Ingredient FomList (and their source to the relevant list as well) - this could in theory be done by either mod.

 

If Chesko is intercepting the event before the lockpicking menu opens then it should be fine - let's see what your test reveals

Link to comment

 

 

Thank you! Now it sounds even more interesting. So if I understood you correctly, you mod might even be compatible with mods that add/alter alchemy ingredients to the game?

 

I'm can't say how Simply Knock works under the hood, I don't know *%$§ about coding, but it intercepts (for lack of a more technical term) the lockpicking activity. And then cancels/pauses it, to implement its own routine to offer the player the chance to knock on the door. If successful, the door will be unlocked. If not, the vanilla lockpicking mini-game will start as usual (or the player can cancel the whole entry attempt).

 

Very great news that the possibility to modularly toggle off certain aspects of FMEA already exists, if indeed there are some clashes with existing mods.

 

Tell you what -- thanks to MO I can just give it a try and see what happens when I knock at a door while your and Chesko's mods are both running. I'll report back.

 

 

Altering ingredients won't matter if the base form remains the same.  New Ingredients can be made compatible by adding to FMEAs Ingredient FomList (and their source to the relevant list as well) - this could in theory be done by either mod.

 

If Chesko is intercepting the event before the lockpicking menu opens then it should be fine - let's see what your test reveals

 

 

OK. Some preliminary testing results on Chesko's Simply Knock. Mixed results, but not bad. Not a single error/warning message in the log.

 

Neither mod's machanic seems to be adversely affected, but they don't exactly cooperate either. Simply Knock's features work as before. However, it also seems (but I'm guessing now) that Chesko is in fact not using the vanilla lockpicking minigame, but maybe a duplicate of it. Even at 100% trap chance and 0% disarm chance in FMEA, nothing happens when attempting to pick a locked door. I verified that your mod does in fact work by picking the lock of a crate, and in that case I triggered a trap at the first broken lockpick.

 

My testing setup is maybe not  too reliable though as I'm also running Cursed Loot (had switched off "trapped doors" though) and Perkus Maximus which massively changes the lockpicking perks (but again, even so your mod worked fine on a locked crate, just not with a door altered by Simply Knock).

 

Haven't tested the alchemy stuff very much yet, a first glance indicates it works fine although there's some redundancy with Cursed Loot (tentacle attacks when harvesting, SD+ Spriggan infection) and players should probably switch off one of the two mod's features to avoid clashes. Actually, with skyrimll's Kyne's Blessing, that's now three mods with a potential clash over the tentacle attacks after harvesting certain things. But it's all MCM configurable according to player choice, so not an incompatibility at all.

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Only had a chance to test briefly as I'm working this weekend.

 

The lockpicking routines work well and I love the alert sound :)

 

The alchemy worked but I noticed that if I tried to change the event sliders at the bottom of the page they seemed to stick on 1, but the unstable mixture kept firing as normal. This wasn't on a new game so could be my end.

 

Hopefully I'll have a bit more time in the week look again

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Only had a chance to test briefly as I'm working this weekend.

 

The lockpicking routines work well and I love the alert sound :)

 

The alchemy worked but I noticed that if I tried to change the event sliders at the bottom of the page they seemed to stick on 1, but the unstable mixture kept firing as normal. This wasn't on a new game so could be my end.

 

Hopefully I'll have a bit more time in the week look again

 

The event probability sliders are set so that you can't make them all 0 to disable all events as this would leave the plugin running and using up resources it didn't need - the idea is to disable the plugin in the system menu which shuts down associated quests and scripts completely. Maybe I should add a popup message advising that users disable the plugin if they want no events?

 

I've tried to make FMEA as lightweight and configurable as possible - there should be minimal script load other than when an failure mode is selected and that is set up to happen when the player is picking locks, crafting or unconscious so it should notice at all.. I've also tried to make it easy to add more effects or plugins  - right now I'm working on Enchanting failure modes.

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