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Failure Mode Effects Analysis in Skyrim (FMEA)


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Posted
On 12/24/2018 at 11:33 AM, Bane Master said:

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.

 

The plot thickens - I started a new game, accepted the default male character, waited for all the MCM action to cool down, enabled FMEA, and the defaults were all there....!

 

So I quit, started a new game, created a female character using a preset (so it only took 10 seconds or so if that matters), waited for all the MCM action to cool down, enabled FMEA, and I see the same missing defaults again.

 

Here is the papyrus log from the new game with the missing defaults on the female character:

NewGameFMEA.Papyrus.log

Posted
On 12/26/2018 at 4:00 PM, pym said:

 

The plot thickens - I started a new game, accepted the default male character, waited for all the MCM action to cool down, enabled FMEA, and the defaults were all there....!

 

Seems to be related to how much time I spend in character creation. If I spend less than 3 seconds or so, FMEA initializes properly. Male characters seem to have no problem no matter how long I spend. /shrug In any case, I'm up and running. Sorry to clog your support thread with this weird issue that I'm sure is only me. Thanks Bane!

Posted
7 hours ago, pym said:

 

Seems to be related to how much time I spend in character creation. If I spend less than 3 seconds or so, FMEA initializes properly. Male characters seem to have no problem no matter how long I spend. /shrug In any case, I'm up and running. Sorry to clog your support thread with this weird issue that I'm sure is only me. Thanks Bane!

Glad you got it sorted - apologies I couldn't be more help but I've not seen anything like this before and couldn't replicate it at my end.

 

Posted

I've been thinking about blacksmithing.  SexLab Dialogues has a fairly neat (and, ironically, completely non-sexualized) blacksmith chain where you have to do legwork to get some supplies to make an apron (which is relatively anti-climactic, but I still won't spoil it).

 

Would it be possible to introduce a couple events to blacksmithing for FMEA?  I can think of a couple off-hand:

 

1) Burn: "You just burned yourself!"  You suffer a 10-20 HP injury.  If you are wearing a blacksmith's apron (ClothesBlackSmithVariant or ClothesBlackSmith), you are safe ("Hot metal fragments land on you, but your apron protects you").

2) Accident: "Ow! You just hit yourself with the tool!"  You suffer a 5-20 HP injury.  A blacksmith's apron is no protection, but gauntlets are.

3) Ignition: "You catch on fire! Stop, crouch, and stand repeatedly!" You catch on fire, causing 5 HP of fire damage for 30 seconds (enough to kill a newbie smith).  To put yourself out sooner, you can crouch and stand repeatedly -- a 5% chance of extinguishing the flames with each change of state (if Papyrus is up to the task).  If you are wearing a blacksmith's apron, you are safe ("Hot coals bounce off your apron! That could have been drastic.").  Bonus points if it applies a charring skin shader which goes away after the player heals. ?

4) Explosion: "You create an accidental hot spot in the forge, and the coals explode!" 10-20 HP of fire damage to everyone in 192 units, like a fireball spell.  Conforms to the standard rule that endangering others is a crime.  A blacksmith's apron is no protection.

5) Flame Atronach: "A flame atronach appears, infuriated by your ineptitude!"

6) Horny Flame Atronach: "A flame atronach appears. Your ineptitude has stimulated her!"

Posted
21 hours ago, antediluvian said:

I've been thinking about blacksmithing.

Thanks for the ideas - Adding some blacksmithing risks is on the to-do list so all suggestions welcome!

 

My only issue is ever finding the time to actually add anything.

  • 2 weeks later...
Posted

This was a fun mod to play, and I commend you on it! Unfortunately, I found that it interferes with Deviously Cursed Loot; I installed both at the same time, on a brand new game, and didn't pick up a single piece of cursed loot until I uninstalled FMEA. Is this a known issue? If so, is there any possible workaround or fix for this?

Posted
14 hours ago, BeneathThePlass said:

This was a fun mod to play, and I commend you on it! Unfortunately, I found that it interferes with Deviously Cursed Loot; I installed both at the same time, on a brand new game, and didn't pick up a single piece of cursed loot until I uninstalled FMEA. Is this a known issue? If so, is there any possible workaround or fix for this?

Hmmm - nobody else has ever reported that problem, and I'm currently on a play through using both with no issue. Did you ever see any errors in your log from either mod?

Posted

I'm not sure how to view the log? Which, is probably something I should know >.>, as much as I tend to mod my games. I do know that both were working, because I was able to do quests from DCL, like the Chloe quest, Leon, Dollmaker quests. I just was never finding any cursed loot. As soon as I uninstalled FMEA, though, I found loot in the first container I looted, ffft.

 

How do I enable/view logging? I can reinstall and check it out, see if any errors pop up. I definitely enjoyed playing with the mod, so whatever I can do to help figure out what was going on in my game.

Posted
19 hours ago, Bane Master said:

Ashal has written an excellent guide on how to do this as  part of his Sexlab support topic

Thank you! I'll check that out, reinstall, and see if anything pops up!

 

EDIT: Hahahahaaaa, soooooo. For the record, my error log was full of so many errors from so many different things, I just decided it was time to start a new game, because I had absolutely no hope of figuring it all out or fixing it. On the new game, FMEA and DCL are getting along perfectly, no problems. In other words, my issue was clearly a PICNIC error of my own making. >.> Sorry for the bother!

  • 2 weeks later...
Posted

Performing alchemy in the shop in Falkreath...

 

Mixture exploded... Bounty added ... to the Rift?!

 

Seems this shop adds bounty to the wrong hold.

Posted
6 hours ago, Lupine00 said:

Seems this shop adds bounty to the wrong hold.

? I can at least tell where it did the right thing:

  • burning down Arcadia's => Whiterun => worked fine (an older version, 1.3.7 I think)
  • burning Elgrim => Riften => worked fine (last one before the current version 1.3.9.x ?)
  • troubling Mistveil Keep with arcane anomalies => worked fine (older version again, v1.3.7, I think)
Posted

There's an incompatibility with Simply Knock: if you knock on a door in a civilised area without opening the lockpicking menu, a trapped door will become very confused and will send out continuous alarms, racking up a crime bounty every time and making the city completely unenterable, because your crime gold will infinitely increase whenever in the area, even days after the lockpicking attempt, and you will be prosecuted on sight.  Not certain if this is also a side effect of Skyrim Souls (Unpaused Game Menus) or not, since this mod seems to timestamp the lockpicking attempt.

 

Number one: it should ensure that the lockpicking menu actually opened before the tamper check sends off an alarm.  Simply Knock activates the door but the lockpicking menu doesn't/shouldn't ever open when it runs properly.

Number two: tamper alarms should never re-arm themselves and/or should require another lockpicking attempt before they can send off another alarm.

 

I wrote this tweaked version of fmea_lockpickingscript.psc / fmea_lockpickingscript.pex which seems to work (satisfying number one, but not number two), though it might need the eyes of the original creator to ensure everything is copacetic.  (I had to download half of LoversLab, including all the optional mods as well as DDE/Cursed Dreams Shop, before I could finally get things compiling without linker errors, incidentally.  I've said it once, I'll say it a million times, Papyrus sucks a Tijuana donkey. ;-))

 

 

4 hours ago, ZarkNightmares223 said:

For some reason no matter what I do, there are no tentacle attacks when harvesting ingredients even when I change the sliders

While I've never had that event fire off myself (I've actually never had an ingredient failure at all, come to think of it -- perhaps a mod incompatibility with CACO), there are a couple prerequisites you didn't mention the status of:

1) FNIS + FNIS Creature Pack installed?

2) Estrus Chaurus+ installed?

3) FNIS for Users generated?

Posted
3 hours ago, antediluvian said:

There's an incompatibility with Simply Knock: if you knock on a door in a civilised area without opening the lockpicking menu, a trapped door will become very confused and will send out continuous alarms, racking up a crime bounty every time and making the city completely unenterable, because your crime gold will infinitely increase whenever in the area, even days after the lockpicking attempt, and you will be prosecuted on sight.  Not certain if this is also a side effect of Skyrim Souls (Unpaused Game Menus) or not, since this mod seems to timestamp the lockpicking attempt.

 

Number one: it should ensure that the lockpicking menu actually opened before the tamper check sends off an alarm.  Simply Knock activates the door but the lockpicking menu doesn't/shouldn't ever open when it runs properly.

Number two: tamper alarms should never re-arm themselves and/or should require another lockpicking attempt before they can send off another alarm.

 

I wrote this tweaked version of fmea_lockpickingscript.psc / fmea_lockpickingscript.pex which seems to work (satisfying number one, but not number two), though it might need the eyes of the original creator to ensure everything is copacetic.  (I had to download half of LoversLab, including all the optional mods as well as DDE/Cursed Dreams Shop, before I could finally get things compiling without linker errors, incidentally.  I've said it once, I'll say it a million times, Papyrus sucks a Tijuana donkey. ;-))

 

 

While I've never had that event fire off myself (I've actually never had an ingredient failure at all, come to think of it -- perhaps a mod incompatibility with CACO), there are a couple prerequisites you didn't mention the status of:

1) FNIS + FNIS Creature Pack installed?

2) Estrus Chaurus+ installed?

3) FNIS for Users generated?

I definitely have all of those installed. After checking all my mods out it seems to be an animation error that causing it... 

I'm gonna try and fix it for a bit

Posted
8 hours ago, antediluvian said:

 

Number one: it should ensure that the lockpicking menu actually opened before the tamper check sends off an alarm.

I suspect the lockpicking menu is opening and then Simply Knock is closing it instantly as the fmea lockpicking script will only fire a tamper check when it receives an OnMenuOpen or OnMenuClose event specifically for the Lockpicking menu.

 

I think all that is needed is to only set bIsLockPicking = UI.IsMenuOpen("Lockpicking Menu") after the 0.25 second delay I allow when the menu opens. That way if the menu is closed before 0.25s the close event check on bIslockpicking will be false and no tamper check will occur.

 

See how this version works in your game - if it's OK I'll push it out in an update

 

 

 

 

 

 

FMEA Simply Knock Patch V01.7z

Posted
On 1/27/2019 at 9:37 AM, Bane Master said:

I suspect the lockpicking menu is opening and then Simply Knock is closing it instantly as the fmea lockpicking script will only fire a tamper check when it receives an OnMenuOpen or OnMenuClose event specifically for the Lockpicking menu.

Simply Knock is using a perk-based Activate Choice -- an old Fallout 3 feature that has been sadly underused everywhere in the mod community over the last 10 years compared to the number of mods that rely on sneak-activation.  When the door is activated, the game bypasses the default activation entirely and shows a menu that allows selecting the desired activation, then runs an entirely different activation script (but also sending an OnActivate/OnActivateLockedObject event).  To assert, nope, the lockpicking menu isn't opening at all.

 

I can't remember exactly what I did (it was close to a month ago now =)) but it did seem like there was a logic error in the original script that I wound up fixing -- it was lacking a return statement in a conditional, so it would fall through the OnActivate events.  (It wasn't limited to doors -- I had the same problem with a trapped chest spamming an alarm in the middle of the wilderness.  Fortunately, since the chest wasn't owned and my character was currently enslaved by a sabre cat (ahem), that one didn't spam a bounty and was merely annoying hearing the gong going off ad infinitum.)

 

I'll give your edit a shot, although I'll have to ramp up the trap chance to test it...

 

[edit] Doing a source-for-source comparison, the only notable difference is when I added/re-enabled in OnMenuOpen():

    If !bIsLockPicking
        Return
    elseif (menuName != "Lockpicking Menu" || !UI.IsMenuOpen("Lockpicking Menu"))
        bIsLockpicking = false
        Return
    Endif

whereas your new version comments out the assignment of bIsLockpicking in OnActivateLockedObject and now explicitly sets bIsLockPicking directly at the time it is checked instead:

    bIsLockPicking = UI.IsMenuOpen("Lockpicking Menu")
    If !bIsLockPicking
        Return
    Endif

OnMenuClose() will also probably need to explicitly check to make sure it's the lockpicking menu that was closed... otherwise it might break at a bad time if using, e.g., Skyrim Souls and the player receives a message box at an inopportune moment.  I'm lacking that in my version as well.  Anyway, your fix will almost certainly work perfectly fine.  Now that I'm back at the computer I can give it a whirl to confirm. ?

Posted
3 hours ago, antediluvian said:

an old Fallout 3  feature that has been sadly underused everywhere in the mod community

You'll be pleased to hear then that FMEA uses perk based activation scripts to grab the object in question

 

3 hours ago, antediluvian said:

To assert, nope, the lockpicking menu isn't opening at all

If you say so but I can't see how the tamper check or trap trigger conditions can be met when they are only present in the OnMenuOpen and OnMenuClose  events and the Event registration is only for the lockpicking menu.

 

Either way - let me know how you get on and we can take it from there.

Posted
3 hours ago, antediluvian said:

OnMenuClose() will also probably need to explicitly check to make sure it's the lockpicking menu that was closed.

Hopefully shouldn't be necessary as the only menu event the script is registered for is Lockpicking.

  • 2 weeks later...
  • 1 month later...
Posted

Just discovered FMEA and my jaw dropped. What an excellent brain you have! I'm slightly embarrassed to have ever played without it, like I've been cheating this whole time, and the gig is up. Unfortunately I'm on SSE, so until you port this mod, I'll have to endure the mild disappointment of "Really, that easy?" any time I pick a lock or disenchant an item.

 

I also use CACO, which is amazing, and undoubtedly incompatible. I think on my next playthrough, I'll have a go at an SSE conversion and CACO patch for this mod. Because jaw drops like this are few and far between.

Posted
16 hours ago, Bane Master said:

FMEA Version 1.394 released

LL notifications still seem to be buggy :classic_sad:

Neither got I a notification, nor appeared it in my "recently updated mods".

I just found this accidentially.

 

But thanks for the new version ? :classic_happy:

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