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Failure Mode Effects Analysis in Skyrim (FMEA)


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Posted
On 2017. 11. 30. at 8:14 PM, Bane Master said:

Do you have EC+ installed and working - it is required for the parasite to be enabled

I didn't realize I need EC too, thank you.

 

  • 2 weeks later...
Posted

Here's another Failure Mode suggestion.

 

How about Taxes?  "Good Government" can't be free!

 

Perhaps use the existing courier system to spawn a messenger, either randomly or event triggered, to collect taxes in gold and/or goods from PC inventory.

Posted

hmmm taxes  ideas below

 

Tax Collector (a special courier type) show up every so often (mcm adjustable time rate from 1 week to 6 months??) and delivers a "Tax Bill"  (a letter stating how much

is owed and when and where the money is due).  The "Tax Bill" is for cash only (you have to sell stuff yourself, they do not want the hassle of selling your junk).

 

Adventuring Tax Rate - 100 gold - adjustable by MCM from 100 gold to 1000 (or more??).

 

manual buttons to add or remove a house, mansion, or follower (this would make it so the player can manually add/remove mod added houses and followers to the taxes owed).

 

rate for each follower could be 1/2 the rate for the PC, the same amount additional is also added per house, and 2 times the normal rate for mansions.

Whiterun (Breezehome), Riften (Honeyside), Markarth would be houses, and Windhelm, Solitude, and the Hearthfire Houses would be mansions.

 

additional add and remove buttons for slaves (1/4 rate per slave) would cover mods that let PC own slaves.

 

taxes should be paused if the PC is a slave{PC is in zbf slave faction maybe? i think that is the one most mods use} (no more taxes added while the PC is enslaved but

will restart when PC is no longer enslaved), and due dates from before the PC got enslaved would still be due at normal times and locations (you were not a slave when

the "Tax Bill" was issued).

 

should have a "Home Hold" (could use Whiterun as a default until set otherwise) that is set by the PC (and can be changed later) for a "Home Hold" where the PC owns a house.

 

a "Taxes Deposit"  to pax the "Tax Bill" (some container{placed outside} added by the Jarl's Residence location in each hold that will remove the gold deposited in it from

the game and clear the "Tax Bill")

 

Taxes should have a set amount of time to be payed in (1/4 of the time between payment due dates)

 

should have penalties for not paying the "Tax Bill" on time:

          between 1/4 to 1/2 after due date would be a 

          Late Payment = +25% to the "Tax Bill" (if using a month for the time between "Tax Bills" a late payment is made after 1 week but before week 2 ends)

 

          between 1/2 to next due date would be a

          Very Late Payment = a Bounty in the "Home Hold" for the whole "Tax Bill" plus the "Late Payment" amount is still due (Late Payment still due to the 

                                         collection point plus the original non late "Tax Bill" amount is added as the Bounty). for using a monthly due date this would

                                         occur from 2 weeks to the next "Tax Bill" issuing date.

 

          after due date would be a 

          Missed Payment = Something really punishing (sent to Simple Slavery?? Enslaved by Master of Captured Dreams Shop?? Automatic Arrest by

                                     Guards?? Become a Whore of the Red Wave?? Rubber Doll/Cursed Collar/Leon/Leah Quest started??? other things depending

                                     on what other mods are installed).

 

 

just a few ideas for consideration.

 

Posted

Or perhaps like a sales tax system where the amount due would be based on the value of the transaction( set by MCM), both buying and selling, and the probability of the tax man showing up to empty your pockets or send you to debters prison ( Prison Overhaul) set by MCM.

 

Perhaps also the tax man could also approach you anywhere in Skyrim(MCM setable) and lighten your pockets by a percentage of what is in your inventory. (Either coin or property). You are breathing their air, so pay up, or off to prison by direct arrest or the bounty system.

 

I'm thinking for scripting simplicity it needs to be an event much like the crafting failures. Event happens, then either pay up or handoff to Prison Overhaul or other punishment mod. Perhaps tie the probability of having the tax man showing up to the "Speech" level, much like the others are tied to Enchanting, Alchemy, ect ..levels.

 

I would find that having a set real property tax consistantly draining my pocket would just annoy me and make me work around it or disable it. Too much like reality I suppose.

 

Perhaps We could give the tax guy the proverbial "arrow in the knee"!

 

 

Posted

There is already a quite developped taxes system in a mod : https://www.nexusmods.com/skyrim/mods/65519

Although, it clearly lacks the possible SexLab payment-alternatives ... ;)

 

In my mind - a proper SL-taxes mod would be nice - must be somehow related to your Thane status or to a playerhome. Just look at the huge variety of LAL beginnings :smile:

 

BUT - Taxes are about money , FMEA is about your doing or better: your ability to get it done without utterly faiiling

Soooo I would say, taxes do not belong in FMEA but in a sister mod MMEA (money mode effects analysis) :tongue:

Posted
41 minutes ago, worik said:

There is already a quite developped taxes system in a mod : https://www.nexusmods.com/skyrim/mods/65519

Although, it clearly lacks the possible SexLab payment-alternatives ... ;)

 

In my mind - a proper SL-taxes mod would be nice - must be somehow related to your Thane status or to a playerhome. Just look at the huge variety of LAL beginnings :smile:

 

BUT - Taxes are about money , FMEA is about your doing or better: your ability to get it done without utterly faiiling

Soooo I would say, taxes do not belong in FMEA but in a sister mod MMEA (money mode effects analysis) :tongue:

Thanks for pointing this mod out. This mod seems to do most of what I was thinking about. Plus it is already made!:tongue:

 

If I read the description properly it will make tax non-payment a minor crime and add the unpaid amount to the bounty. Coupled with Prison Overhaul the player will have Bounty Hunters chasing them with plenty of SexLab content to follow! I will load it in game and see how it works out!

Posted

Here's a quick question on a possible addition I'm considering - Should it also be possible to lose control of Magicka flows when using a soulgem to recharge an enchanted item?

 

Losing control would trigger an enchanting failure mode as failing when crafting enchants does now.

 

In addition, charging items in combat could be made even more risky than doing it when relaxing at your local inn.

 

Thoughts?

Posted

Spoken simply: yes, please :thumbsup:

 

Spoken complex: what could go wrong?

  • while recharging: soul gem is lost, degraded+emptied, degraded+filled or just emptied without effect (depending on difficulty)
  • while recharging: enchantment is lost, degraded, charges emptied, or no change at all (depending on difficulty)
  • while recharging: player receives shock damage (depending on difficulty)
  • while recharging: the location receives shock explosion (depending on difficulty)
  • other effects - better not in combat - the engine is fragile enough without spawning another burden in the middle of combat
  • other effects out of combat - enchanting failure mode is fine :smiley:
Posted

Other ideas for consideration:

 

Is it be possible to shift arousal levels into any direction without making SLA or SLAR a hard dependency?

If yes, I suggest an effect for magic, ingedrient and alchemy failures to shift the player's arousal into a random direction. The amount would be a random range, depending on the difficuty level)

 

For non SLA/SLAR users it would change nothing. SLA/SLAR users would have another nice uncertainty to cope with  :blush:

Posted

ohhh i do like the sound of both those ideas.

the charging of items can trigger a failure effect, and the random arousal shift (if its possible).

 

Posted

Would it be possible to add another difficulty modifier to alchemy?

As it is right now in the beginning almost every potion just explodes into your face until you get your skill high enough.

What I'd like to achieve is that the game punishes you if you try to concote something that goes beyond your skill levels, but is still easy on alchemy novices.

 

It could be something that takes the worth of the ingredients into account to determine, whether the potion making fails or not.

The higher the worth the higher the risk to fail.

With this you could have varying difficulties for ingredients.

Posted
4 hours ago, Sceadugengan said:

Would it be possible to add another difficulty modifier to alchemy?

As it is right now in the beginning almost every potion just explodes into your face until you get your skill high enough.

What I'd like to achieve is that the game punishes you if you try to concote something that goes beyond your skill levels, but is still easy on alchemy novices.

 

It could be something that takes the worth of the ingredients into account to determine, whether the potion making fails or not.

The higher the worth the higher the risk to fail.

With this you could have varying difficulties for ingredients.

One of the hardest things to get right is the balance between challenge at high skill level and playability at lower skill levels particularly as individual play styles differ.

 

The existing modifiers allow for a lot of control over how likely a failure is and how quickly the failure chance drops based on skill, experience with making the particular potion or both.

 

The formula for calculating failure chance is:

 

Spoiler

100 - (fBaseSuccess + (AlchemySkill * fSkillModifier) + fExperienceModifier)

 

This gives you around a 67% failure rate at 15 skill if you've never made the potion before (if you research the potion without knowing the ingredient effects then the first time you make it and discover the effects the risk is even greater but that is a one-off research penalty).

 

The potion exploding in you face is a critical failure - so at the default values that happens 0.5 * 67% of the time = 1 in 3 

 

Of those (at default values 45 in 100 will actually be noxious fumes (or worse) so the overall chance of it exploding in your face is about 1 in 6.

 

So you have a range of options to affect this but the one with the most effect is the critical fail modifier - if you make this smaller (0.25) you will reduce face explosions to 1 in 12!

 

You could also increase the formulation experience from 0.5% (around 125 successful potions to be 99% (max) safe) to 2% (only 50 to be safe and of course the arte at which you succeed increases as you get more proficient - success breeds success in the alchemy business :smile:

 

Anyway - hope this helps!

 

Posted

Thanks for clearing it up.

I guess I could increase the experience and decrease the critical failure modifier to make it easy to concote something.

Although then it becomes pretty easy in general to make potions.

 

Another mod I'm using is Complete Alchemy and Cooking Overhaul, which increases the potency of potions when more valueable ingredients are used.

That gave me the idea for my earlier suggestion of adding a modifier based on ingredient value.

 

I guess I'm a greedy person.

I want both; an easy step into alchemy but also dangerous ingredients that are difficult to work with and are very likely to make you fail :tongue:

Posted
1 hour ago, Sceadugengan said:

Thanks for clearing it up.

I guess I could increase the experience and decrease the critical failure modifier to make it easy to concote something.

Although then it becomes pretty easy in general to make potions.

 

Another mod I'm using is Complete Alchemy and Cooking Overhaul, which increases the potency of potions when more valueable ingredients are used.

That gave me the idea for my earlier suggestion of adding a modifier based on ingredient value.

 

I guess I'm a greedy person.

I want both; an easy step into alchemy but also dangerous ingredients that are difficult to work with and are very likely to make you fail :tongue:

Well it's debatable for sure, but I'm not clear that the value of an ingredient would necessarily translate to risk - in fact one could argue that the easier an ingredient is to use the more expensive it would be, supply and demand and all that....

 

But more potent potions being more hazardous to make - Hmmmmm..... interesting, the issue would be is there a simple way to determine relative potency via script to use as a modifer? 

Posted

There are plenty of factors that can have an effect on the price of something in the real world and I'm not that knowledgeable about all that stuff to even debate properly D:

My guess is just that commonly found ingredients are researched more thoroughly and more people know about the details of it, thus getting knowledge about common stuff is easier which reduces the risk using them.

And since threy're common the inredients are pretty cheap, too.

 

As far as I know vanilla ingredients don't have an attribute for potency - they're pretty much all the same regardless of price.

The author of CACO just used the price as crutch to determine the potency.

  • 2 weeks later...
Posted
1 minute ago, leander31 said:

Hi

 

Will POP features work with latest Prison Overhaul Patched 3.40 from December 25, 2017 (https://www.loverslab.com/files/file/1935-prison-overhaul-patched/) ?

I have not tested it - the detection method FMEA uses to check for PO is compatible so it depends if other things have changed under the hood.

 

If you get issues let me know and I'll take a look.

Posted

Just want to chime in, this is an awesome mod. Once I can stop myself from looking at other peoples pictures and downloading mods.. I can get back to my lvl 20 Spellsword and my lvl 12 Tyris Flare playthroughs. I've experienced a bit of FMEA with some dangerous alchemy explosion at an Inn.. lol! oops!

Posted
1 hour ago, Dojo_dude said:

Just want to chime in, this is an awesome mod. Once I can stop myself from looking at other peoples pictures and downloading mods.. I can get back to my lvl 20 Spellsword and my lvl 12 Tyris Flare playthroughs. I've experienced a bit of FMEA with some dangerous alchemy explosion at an Inn.. lol! oops!

Glad you are enjoying it :smile:

Posted

My initial reaction to having a magicka flow issue when recharging is . . . No.

 

You're not really using any skill or touching magicka at all, are you? To me it's like replacing a battery. Any dangers with the battery are likely to be in making the battery, not replacing it. Now, if you could do something when capturing a soul and the magicka has a real chance to get out of control . . .

Of course, if this puts too much stuff in a combat situation that doesn't help.

 

What about Azura's Star? That's one soul gem that should never have any problems, imo.

 

I usually charge in the middle of combat, so there is no way to avoid overburdening the combat system unless I don't use the option at all.

 

What about adding a failure option to learning the enchantment?

Posted
8 hours ago, Seeker999 said:

My initial reaction to having a magicka flow issue when recharging is . . . No.

 

You're not really using any skill or touching magicka at all, are you? To me it's like replacing a battery. Any dangers with the battery are likely to be in making the battery, not replacing it. Now, if you could do something when capturing a soul and the magicka has a real chance to get out of control . . .

Of course, if this puts too much stuff in a combat situation that doesn't help.

 

What about Azura's Star? That's one soul gem that should never have any problems, imo.

 

I usually charge in the middle of combat, so there is no way to avoid overburdening the combat system unless I don't use the option at all.

 

What about adding a failure option to learning the enchantment?

Thanks for the feedback :smile: - if I do decide add this feature then you will be able to toggle it off if it doesn't suit your play style 

  • 4 weeks later...
Posted

I have used FMEA some time ago as a replacement for DCUR. Then I went back to DCUR until my game became unstable (save/load) and I decided to drop DCUR again. Now I am wondering how big the overall script-load is, compared to DCUR and if you would do a playthrough with FMEA? Is there for example save game bloat from saving the trap-status for the whole time, etc.

Posted
On 25/01/2018 at 9:54 AM, hexenhaus said:

I have used FMEA some time ago as a replacement for DCUR. Then I went back to DCUR until my game became unstable (save/load) and I decided to drop DCUR again. Now I am wondering how big the overall script-load is, compared to DCUR and if you would do a playthrough with FMEA? Is there for example save game bloat from saving the trap-status for the whole time, etc.

FMEA should be fairly script light - there are no scripts running in the background and they are usually triggered (by perks) only when you craft/lockpick/harvest items

 

The only one effect that could put some load on the game is the "numb hands" effect as this has to track attacks etc. in combat. If you think a fmea plugin is slowing your game down just disable it - this will stop all script/quest activity for that plugin so you will be able to see if that is the cause.

 

The state of traps is saved using StorageUtil therefore it shouldn't cause any bloat problems at all.

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