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Failure Mode Effects Analysis in Skyrim (FMEA)


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Posted

I haven't tried myself - assuming all the normal LE resources are available in an Endereal game it should be fine. 

 

It may not pick up additional stuff that Endereal adds and any accidental dimensional vortexes will open to  points in Skyrim ;)

 

If you do give it a try let us know how you get on.

  • 3 weeks later...
Posted

FMEA Version 1.40 released

  • Added an option to add an Alteration skill based Open Locks spell to the world

 

 

There now an option to add an Alteration skill based Open Locks spell to the world - this option is initially disabled.

  • 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
Posted
On 4/25/2019 at 11:49 AM, Bane Master said:

Added an option to add an Alteration skill based Open Locks spell to the world

Cool! That's a brilliant idea (and I love the execution of it).

  • 2 weeks later...
Posted

Great mod! Can't make money or build skills from Alchemy, Enchanting, or Lockpicking like in vanilla! 

 

Please consider adding negative effect to smithing as well. I may not be able to mine so easy, but I can still buy materials to raise smithing skill and make money from selling new items.

 

Also, lockpicking makes stealing harder but need to use Bondage Furniture mod to make it punishing. Perhaps something similar in this mod that would make stealing have negative effect (like harvesting ingredients).

 

Lastly, please consider more tentacle attacks (or comparable) in all the possible effects because... reasons.

 

Keep up the good work.

Posted
On 4/6/2019 at 11:03 AM, neokio said:

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.

Would love to see this ported to SSE as well. Definitely changes the game!

Posted
On 5/16/2019 at 8:21 PM, Xiaron said:

Was wondering if the 'What lies beneath' option in Mining was just dragur, or if it also took advantage of EC?

Spoiler

It is a number of creatures that might be found buried - not just Draugr although they are most common. There is no EC+ effect on mining at the moment although tentacles could be added if there was enough interest.

 

Posted
28 minutes ago, Bane Master said:
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It is a number of creatures that might be found buried - not just Draugr although they are most common. There is no EC+ effect on mining at the moment although tentacles could be added if there was enough interest.

 

I must have odd RNG then, so far only dragur have popped up! And I'd be interested, though that's only one vote.

Posted

FMEA Version 1.411 released

  • Added: Devious Followers support to enslavement outcomes
  • Updated: A Bounty will only be applied if an NPC (other than a teammate) is injured by a summoned creature
  • Updated: Summoning bounties have been reduced
  • Bugfix: Fixed a cause of log spam in fmea_effectmanagerscript
  • 3 weeks later...
Posted

Love the Open Lock spell!

 

A few ideas for the ingredients plugin, if you're interested:

 

"Domestic" harvestables like wheat and chicken eggs should probably be exempt from danger.

 

A scaling factor based on the ingredient's price would add a risk/reward aspect.

Posted
On 5/17/2019 at 5:42 PM, Bane Master said:
  Hide contents

It is a number of creatures that might be found buried - not just Draugr although they are most common. There is no EC+ effect on mining at the moment although tentacles could be added if there was enough interest.

 

Yes please add EC+ to FMEA.  It might actually make me go mining. 

 

Posted
On 5/5/2019 at 12:57 PM, ck2modfan said:

 

 

Lastly, please consider more tentacle attacks (or comparable) in all the possible effects because... reasons.

 

Keep up the good work.

Seconded. 

Posted
17 hours ago, HexBolt8 said:

Love the Open Lock spell!

 

A few ideas for the ingredients plugin, if you're interested:

 

"Domestic" harvestables like wheat and chicken eggs should probably be exempt from danger.

 

A scaling factor based on the ingredient's price would add a risk/reward aspect.

Interesting ideas!  Thanks for the input.

Posted
17 hours ago, Celedhring said:
On 5/5/2019 at 6:57 PM, ck2modfan said:

 

 

Lastly, please consider more tentacle attacks (or comparable) in all the possible effects because... reasons.

 

Keep up the good work.

Seconded. 

I'll look at adding EC tentacles as an optional mining outcome for the next update - probably won't be before July though as RL is busy ATM

Posted
3 hours ago, Bane Master said:

I'll look at adding EC tentacles as an optional mining outcome for the next update - probably won't be before July though as RL is busy ATM

Actually could you add it to enchanting and maybe alchemy as well. If you've ever watched "From Beyond" (old Lovecraftian horror movie from the 80's with Barbara Crampton and Jeffrey Coombs)  You know..extradimensional Cthulhu shit.  Er...Hermaneus Mora because we're all dabbling in forbidden lore and knowledge. 

 

"A mind is a terrible thing to waste"  

 

-Nyarlathotep

  • 2 weeks later...
Posted
On 6/5/2019 at 1:26 PM, Celedhring said:

Actually could you add it to enchanting and maybe alchemy as well. If you've ever watched "From Beyond" (old Lovecraftian horror movie from the 80's with Barbara Crampton and Jeffrey Coombs)  You know..extradimensional Cthulhu shit.  Er...Hermaneus Mora because we're all dabbling in forbidden lore and knowledge. 

 

"A mind is a terrible thing to waste"  

 

-Nyarlathotep

Stop me if I'm wrong, but isn't it already added to enchanting and ingredients? I've had a slime spawn on me after an enchantment and I'm pretty sure it was from this mod... and tentacle attacks are listed as a slider whose risk you can change for ingredients, or did you also want them for making a potion?

Posted
On 6/17/2019 at 12:51 AM, Xiaron said:

isn't it already added to enchanting and ingredients

Spoiler

Yes - a Slime Creature can be an enchanting outcome and Tentacles are an ingredients harvesting outcome

 

Posted
On 6/4/2019 at 7:45 PM, Celedhring said:

FMEA does work in SSE although I'm only on version 1.393 so YMMV on later versions. 

Did you use CK to convert it? Or just using it unconverted? Sometimes some plugin records gets broken by saving them in CK beyond repair.

  • 2 weeks later...
Posted
On 6/5/2019 at 12:28 AM, HexBolt8 said:

"Domestic" harvestables like wheat and chicken eggs should probably be exempt from danger.

Turns out Wheat and Chicken eggs are already always safe to harvest - Messing around trying to make them into Potions is another matter!

Posted

FMEA Version 1.42 released

  • Added: Chance to lose of control of magicka flows when charging enchanted items
  • Added: On failing to charge the item it will be dropped (may be disabled in the MCM. Quest Items are excluded)
  • Added: Dropped items will be depleted of any remaining charges
  • Added: Dropped items will be hazardous to handle until the uncontrolled magicka dissipates
  • Added: Dropped items that are inaccessible due to Navmesh bugs etc. may be located via the FMEA System MCM
  • Added: Failure to charge an item may result in a critical loss of control and associated consequences
  • Added: Chaurus Tentacle attacks to Mining failure modes (Requires EC+)
Posted

@Bane Master

 

I've been using FMEA in my load order for awhile now. Usually, the main impact of your mod has been with alchemy and ingredients. FMEA works wonderfully.

 

I'm doing a stealth playthrough now and it's also working wonderfully... meaning... FMEA has made my game much more difficult. I thank you.

 

But I just ran straight into a major bug. And I have no idea whether it's because of "Thieves Guild Reborn" https://www.nexusmods.com/skyrim/mods/97629 or whether it happens with the vanilla thieves guild.

 

Thieves Guild Reborn replaces the practice chests with practice lockboxes. Well, I was practicing and got knocked out and slapped with a 1500 septim bounty... I doubt the thieves guild wants that for their trainees. ?

 

Anyway, not sure if this is a "bug" that's present in the vanilla game with FMEA or specific to Thieves Guild Reborn. And if it is specific to Thieves Guild Reborn, I have no idea whether that's something you'd want to take the time to patch up... but I'm letting you know anyway.

 

Solid work on this mod. It's a staple in my load order.

Posted
12 hours ago, pewp43 said:

Thieves Guild Reborn replaces the practice chests with practice lockboxes. Well, I was practicing and got knocked out and slapped with a 1500 septim bounty... I doubt the thieves guild wants that for their trainees. ?

I'm sure you are right! 

 

As things stand FMEA has no way of determining that these are practice chests or lockboxes - I think practice chests  are part of the vanilla game.  I can take a look at exempting them from bounties/disabling trap consequences/removing the traps altogether - anyone have any views on which option would be best?

 

In the meantime, as a workaround, you can disable the lockpicking plugin whilst you are practicing 

Posted
32 minutes ago, Bane Master said:

In the meantime, as a workaround, you can disable the lockpicking plugin whilst you are practicing 

Yeah, that's what I've been doing.

 

As for your question, I'd say remove the traps altogether, however there is the idea that the thieves guild would want their recruits to be familiar with the various traps that the people of Skyrim place on their locks soooo... at least exempt the practice chests from bounties.

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