Bane Master Posted August 19, 2018 Author Posted August 19, 2018 FMEA Version 1.392 released Added: MCM toggle to control unconscious abuse in player houses BugFix: Fixed an error in the Enchanting Table effect script that occasionally caused it to fail to terminate gracefully 3
Invidiam Posted September 4, 2018 Posted September 4, 2018 Hello, I have a little problem, or maybe I'm just doing it wrong. When my character black out, things get dark then I get a message like "You wake up round and abused". However, my character is neither round nor abused, not even stripped or with cum on her. I got this everything and I tried in populated area such as Dragonreach or Sleeping Giant Inn. Did I miss something ? Here is my papyrus log, looks like there is problem but I can't figure what it is. Thanks to anyone willing to help ! Otherwise, great mod, keep up the good work ! Papyrus.0.log Edit : Mea maxima culpa. After a clean save and a full reinstall, it seems to work. At least, a sexlab scene always fire when a character is near my unconscious girl. Thus, I wonder, what triggers the unseen rape (still haven't seen it)...
Bane Master Posted September 6, 2018 Author Posted September 6, 2018 On 9/4/2018 at 11:42 PM, Invidiam said: I wonder, what triggers the unseen rape (still haven't seen it)... The unseen rape is a fallback for the SL scene failing to fire. If SL scenes are working you are unlikely to see the unseen version. Looking at the log from your broken game FMEA was using the fallback as it couldn't pass the Player Actor to SL (?mod order changes) As it was not able pick up the Player it also couldn't apply the unconscious effects.
Invidiam Posted September 6, 2018 Posted September 6, 2018 50 minutes ago, Bane Master said: The unseen rape is a fallback for the SL scene failing to fire. If SL scenes are working you are unlikely to see the unseen version. Looking at the log from your broken game FMEA was using the fallback as it couldn't pass the Player Actor to SL (?mod order changes) As it was not able pick up the Player it also couldn't apply the unconscious effects. Okay, thank you for the answer ! And good job for this mod !
Bane Master Posted September 7, 2018 Author Posted September 7, 2018 On 9/6/2018 at 10:59 PM, Invidiam said: Okay, thank you for the answer ! And good job for this mod ! Thanks - glad you are enjoying it! ?
popvirus2 Posted September 17, 2018 Posted September 17, 2018 you have got to be a reliability engineer or at least familiar with the process...…..could it really be a FMECA? C being criticality? pops 1
Rogwar002 Posted September 18, 2018 Posted September 18, 2018 nope. FEMA= Failure Effect Mode Analysis... if it is lent by what I´m thinking it is lend ups... speeling error... FMEA Failure Mode Effect Analysis
Bane Master Posted October 7, 2018 Author Posted October 7, 2018 BugFix: Fixed an error that was causing formulation experience for potions with levelled effects to be reset when an effect levelled up 1
Bane Master Posted October 7, 2018 Author Posted October 7, 2018 12 minutes ago, AkiKay said: Can´t seem to register the Kynes Blessing Mod . Its Option is always greyed out although i have it installed. I even reinstalled it. -Aki I'm not sure what you are referring too - FMEA has no MCM code that detects Kynes Blessing, if you mean the Parasitic Intruder entry under enchantments it requires Estrus Chaurus.
Bane Master Posted October 7, 2018 Author Posted October 7, 2018 2 minutes ago, AkiKay said: What Mod is it then ? I believer in the Alchemy MCM Menu theres an Option for some kind of parasite. If you mean the "Parasitic Intruder" entry under enchantments - it requires Estrus Chaurus.
Bane Master Posted October 7, 2018 Author Posted October 7, 2018 1 hour ago, AkiKay said: The first thing that came in mind for me was "Kynes blessing" The OP does mention that it requires EC but I'll add that info. to the MCM mouseover text next time I update as well.
Morferous Posted December 20, 2018 Posted December 20, 2018 Hey, guys. I have been away from Skyrim modding for a while. I just returned and added FMEA to my mod list. I wanted to ask a question about the alarm. Does the alarm cause an effect around the character, or otherwise alert distant guards? I picked my way through suspicious lock in Helgen. Now guards in Whiterun are slapping me with 500 septim bounty, exactly 07:00 at morning. I am asking, because I am unsure if this is intended behavior, or if my game game is somehow bugged by FMEA or POP department. If someone knows, then that information would be good to have. I don't plan to continue playing the game, before I get an idea what is working correctly what might not. Thank's for the mod, Bane Master. I have been enjoying the game with it. This is the only thing that I haven't been able to figure out yet.
sapho888 Posted December 20, 2018 Posted December 20, 2018 18 minutes ago, Morferous said: Hey, guys. I have been away from Skyrim modding for a while. I just returned and added FMEA to my mod list. I wanted to ask a question about the alarm. Does the alarm cause an effect around the character, or otherwise alert distant guards? I picked my way through suspicious lock in Helgen. Now guards in Whiterun are slapping me with 500 septim bounty, exactly 07:00 at morning. I am asking, because I am unsure if this is intended behavior, or if my game game is somehow bugged by FMEA or POP department. If someone knows, then that information would be good to have. I don't plan to continue playing the game, before I get an idea what is working correctly what might not. Thank's for the mod, Bane Master. I have been enjoying the game with it. This is the only thing that I haven't been able to figure out yet. I've never had FMEA put a daily bounty on me... perhaps you have a mod that puts a tax on you for being in town such as Sexlab Adventures?
Morferous Posted December 20, 2018 Posted December 20, 2018 4 minutes ago, sapho888 said: I've never had FMEA put a daily bounty on me... perhaps you have a mod that puts a tax on you for being in town such as Sexlab Adventures? That isn't the case. Maybe explained myself poorly. I started from Helgen, after initializing game and mods from ASLAL cell. There was one lock in Helgen, which seemed to have alarm, but I (seemingly) picked it without problem. My character slept in Riverwood and headed toward Whiterun next morning. I get the bounty of 500 septims, when I enter to area. It seems to tick itself at 07:00. Guards come after my character, yelling "Thief." Only data in Papyrus logs was about FMEA lockpicking quest. This is why I asked, if alarm uses an lasting effect, or is just a single shot call in the script. There are no other 500 septim bounties in my MCM. It could be that POP is messing up. I had disabled it's random bounty system and the bounty is always exactly the 500 septims, which is set as a bounty for lockpicking in FMEA.
Bane Master Posted December 20, 2018 Author Posted December 20, 2018 37 minutes ago, Morferous said: That isn't the case. Maybe explained myself poorly. I started from Helgen, after initializing game and mods from ASLAL cell. There was one lock in Helgen, which seemed to have alarm, but I (seemingly) picked it without problem. My character slept in Riverwood and headed toward Whiterun next morning. I get the bounty of 500 septims, when I enter to area. It seems to tick itself at 07:00. Guards come after my character, yelling "Thief." Only data in Papyrus logs was about FMEA lockpicking quest. This is why I asked, if alarm uses an lasting effect, or is just a single shot call in the script. There are no other 500 septim bounties in my MCM. It could be that POP is messing up. I had disabled it's random bounty system and the bounty is always exactly the 500 septims, which is set as a bounty for lockpicking in FMEA. This is FMEA and is working as intended Glad you are enjoying the mod Spoiler Tripping an alarm triggers a detection event in a 500' radius and also gives you a bounty of 500 gold for criminal damage with the local crime faction, you can set the criminal damage bounty level in the MCM if you wish. If you are in an area with no crime faction (wilderness, most dungeons etc.) then you get no bounty.
Morferous Posted December 20, 2018 Posted December 20, 2018 Now I am back at the map. It took some time to catch up with all the things I had not tried before. Thank you. ?
Guest Posted December 22, 2018 Posted December 22, 2018 On 10/7/2018 at 4:41 PM, Bane Master said: The OP does mention that it requires EC but I'll add that info. to the MCM mouseover text next time I update as well. I'm confused by this as well. The OP says: "SexLab Parasites - Kyne's Blessing for the FMEA dimensional parasite effect"
Bane Master Posted December 22, 2018 Author Posted December 22, 2018 7 minutes ago, pym said: I'm confused by this as well. The OP says: "SexLab Parasites - Kyne's Blessing for the FMEA dimensional parasite effect" RECOMMENDED Estrus Chaurus+ 4.22+Sanguine Debauchery Enhanced 3.53+Simple Slavery 4.6+Prison Overhaul Patched V3.51Learn Alchemy From Recipes - so you don’t have to eat ingredients to learn them!SexLab Parasites - Kyne's Blessing for the FMEA dimensional parasite effect
Guest Posted December 22, 2018 Posted December 22, 2018 3 minutes ago, Bane Master said: RECOMMENDED Estrus Chaurus+ 4.22+Sanguine Debauchery Enhanced 3.53+Simple Slavery 4.6+Prison Overhaul Patched V3.51Learn Alchemy From Recipes - so you don’t have to eat ingredients to learn them!SexLab Parasites - Kyne's Blessing for the FMEA dimensional parasite effect That's the section I was referring to, yes. But above it sounds like you are saying Kyne's is not used? Quote I'm not sure what you are referring too - FMEA has no MCM code that detects Kynes Blessing, if you mean the Parasitic Intruder entry under enchantments it requires Estrus Chaurus. Maybe "dimensional parasite effect" in the Recommended section is referring to something other than the Parasitic Intruder entry under enchantments? Or maybe EC+ is needed to enable the option, but then Kyne's is used additionally if it is installed? Thank you for your generosity and patience. I don't have any experience with EC or Kyne's (or FMEA yet - I'm still working through some of the same install issues a few others have posted)
Bane Master Posted December 22, 2018 Author Posted December 22, 2018 1 minute ago, pym said: That's the section I was referring to, yes. But above it sounds like you are saying Kyne's is not used? Maybe "dimensional parasite effect" in the Recommended section is referring to something other than the Parasitic Intruder entry under enchantments? Or maybe EC+ is needed to enable the option, but then Kyne's is used additionally if it is installed? Thank you for your generosity and patience. I don't have any experience with EC or Kyne's (or FMEA yet - I'm still working through some of the same install issues a few others have posted) You need EC installed for the Parasitic Intruder to occur. If you also have Kyne's installed then you get an additional surprise when attacked by the Parasitic Intruder.
Guest Posted December 22, 2018 Posted December 22, 2018 2 minutes ago, Bane Master said: You need EC installed for the Parasitic Intruder to occur. If you also have Kyne's installed then you get an additional surprise when attacked by the Parasitic Intruder. Thank you for clarifying that for me. I do like surprises.
Guest Posted December 22, 2018 Posted December 22, 2018 I'm new to FMEA, and I've installed v1.393. Most (but not all) of the MCM options are starting off at 0 or false, and the difficulty dropdown isn't populating with options for me. Thank you for providing the source files in the download. I'm new to Skyrim scripting as well, but looking in fmea_mcmscript.psc, I see where the difficulty strings get populated when updating to version 8 of that script, but I don't see them being set anywhere else or in any of the other script files. This is the case for many other settings as well - they look like they will only get initialized if the user is updating to a specific version. Since I'm starting off with version 9 of that script, could this be why most of my settings are 0, false, or missing - should OnConfigInit include initial values for all the settings that were added over time to OnVersionUpdate? I'm encountering some unexpected behavior that may be related to these missing values: - the flowering spriggan option/weight is enabled, but I don't have SD+ (I don't have EC+ either and the options that I understand to be related to EC+ are properly disabled) - when I pick a flower that I have an allergy to (I think that's what's happening), my chest tightens and then I immediately feel fine. Perhaps the duration of the effect is zero because my uninitialized difficulty dropdown is setting fmea_difficulty to an invalid value. Thanks for any help. Apologies for wasting your time if I'm misunderstanding all of this.
Bane Master Posted December 23, 2018 Author Posted December 23, 2018 14 hours ago, pym said: I'm new to FMEA, and I've installed v1.393. Most (but not all) of the MCM options are starting off at 0 or false, and the difficulty dropdown isn't populating with options for me. Thank you for providing the source files in the download. I'm new to Skyrim scripting as well, but looking in fmea_mcmscript.psc, I see where the difficulty strings get populated when updating to version 8 of that script, but I don't see them being set anywhere else or in any of the other script files. This is the case for many other settings as well - they look like they will only get initialized if the user is updating to a specific version. Since I'm starting off with version 9 of that script, could this be why most of my settings are 0, false, or missing - should OnConfigInit include initial values for all the settings that were added over time to OnVersionUpdate? I'm encountering some unexpected behavior that may be related to these missing values: - the flowering spriggan option/weight is enabled, but I don't have SD+ (I don't have EC+ either and the options that I understand to be related to EC+ are properly disabled) - when I pick a flower that I have an allergy to (I think that's what's happening), my chest tightens and then I immediately feel fine. Perhaps the duration of the effect is zero because my uninitialized difficulty dropdown is setting fmea_difficulty to an invalid value. Thanks for any help. Apologies for wasting your time if I'm misunderstanding all of this. Something is not right that's for sure - I haven't seen any other reports of this behavior before The MCM script contains all the initial values needed Spoiler OnConfigInit() runs when first installed and is the version 1 settings, OnVersionUpdate(int a_value) then runs. Since a_value == 0 as first run and currentversion == 9 as defined in Getversion() all the updates from version 2 to version 9 are then applied. I suspect the issue is with your setup but to try to work out what is going wrong I would need to see a log.
Guest Posted December 23, 2018 Posted December 23, 2018 10 hours ago, Bane Master said: Something is not right that's for sure - I haven't seen any other reports of this behavior before The MCM script contains all the initial values needed Reveal hidden contents OnConfigInit() runs when first installed and is the version 1 settings, OnVersionUpdate(int a_value) then runs. Since a_value == 0 as first run and currentversion == 9 as defined in Getversion() all the updates from version 2 to version 9 are then applied. I suspect the issue is with your setup but to try to work out what is going wrong I would need to see a log. That makes sense - thank you for explaining. I'll attach two papyrus logs. The first is me logging into the LAL cell, then loading a game outside the cell, enabling FMEA, saving and quitting to desktop. EnableFMEA.Papyrus.log The second is logging into the LAL cell, loading the save from above, fiddling with FMEA settings including disabling lockpicking and adjusting ingredients settings, and quitting to desktop. FiddleFMEA.Papyrus.log I really appreciate you taking a look Bane - I have never looked inside a Papyrus log. If I didn't want the difficulty dropdown to work so badly, I would just quietly close these logs, sweep them under the carpet, and pretend I never saw them. FMEA is working... it's just VERY easy because my difficulty multiplier appears to be zero. P.S. Strangely, the difficulty dropdown in my MCM is labelled "difficulty" - lower case 'd'. I don't see a lower-case d anywhere in the script files except in the highlight comment (which displays correctly when I hover over where the dropdown should be). I don't know if that's a meaningful clue.
Bane Master Posted December 24, 2018 Author Posted December 24, 2018 21 hours ago, pym said: That makes sense - thank you for explaining. I'll attach two papyrus logs. The first is me logging into the LAL cell, then loading a game outside the cell, enabling FMEA, saving and quitting to desktop. EnableFMEA.Papyrus.log The second is logging into the LAL cell, loading the save from above, fiddling with FMEA settings including disabling lockpicking and adjusting ingredients settings, and quitting to desktop. FiddleFMEA.Papyrus.log I really appreciate you taking a look Bane - I have never looked inside a Papyrus log. If I didn't want the difficulty dropdown to work so badly, I would just quietly close these logs, sweep them under the carpet, and pretend I never saw them. FMEA is working... it's just VERY easy because my difficulty multiplier appears to be zero. P.S. Strangely, the difficulty dropdown in my MCM is labelled "difficulty" - lower case 'd'. I don't see a lower-case d anywhere in the script files except in the highlight comment (which displays correctly when I hover over where the dropdown should be). I don't know if that's a meaningful clue. There are no errors in your enable log, in your fiddle log it is clear that the MCM has not set up correctly as there are two "[fmea_mcmscript <fmea_PluginManager (BE000D62)>] ERROR: Cannot use SetOptionFlagsST outside a valid option state" messages I can't reproduce this at my end - everything appears to work fine Can you provide a log where the FMEA esp is loaded for the very first time - there should be a message like "FMEA MCM: Updating script to version 9" in that log to indicate that the MCM inited OK. Maybe we will get a clue from what happens when the MCM first loads.
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