user9120975435 Posted April 7, 2019 Posted April 7, 2019 Anybody know if this excellent mod is compatible with Endereal?
Bane Master Posted April 7, 2019 Author Posted April 7, 2019 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.
Bane Master Posted April 25, 2019 Author Posted April 25, 2019 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 2
El_Duderino Posted April 26, 2019 Posted April 26, 2019 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). 1
ck2modfan Posted May 5, 2019 Posted May 5, 2019 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.
ck2modfan Posted May 11, 2019 Posted May 11, 2019 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!
Xiaron Posted May 16, 2019 Posted May 16, 2019 Was wondering if the 'What lies beneath' option in Mining was just dragur, or if it also took advantage of EC?
Bane Master Posted May 17, 2019 Author Posted May 17, 2019 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.
Xiaron Posted May 17, 2019 Posted May 17, 2019 28 minutes ago, 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. I must have odd RNG then, so far only dragur have popped up! And I'd be interested, though that's only one vote.
Bane Master Posted May 19, 2019 Author Posted May 19, 2019 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 2
Hex Bolt Posted June 4, 2019 Posted June 4, 2019 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.
Celedhring Posted June 4, 2019 Posted June 4, 2019 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.
Celedhring Posted June 4, 2019 Posted June 4, 2019 FMEA does work in SSE although I'm only on version 1.393 so YMMV on later versions. 1
Celedhring Posted June 4, 2019 Posted June 4, 2019 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.
Bane Master Posted June 5, 2019 Author Posted June 5, 2019 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.
Bane Master Posted June 5, 2019 Author Posted June 5, 2019 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
Celedhring Posted June 5, 2019 Posted June 5, 2019 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
Xiaron Posted June 16, 2019 Posted June 16, 2019 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?
Bane Master Posted June 20, 2019 Author Posted June 20, 2019 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
Nepro Posted June 28, 2019 Posted June 28, 2019 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.
Bane Master Posted July 9, 2019 Author Posted July 9, 2019 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!
Bane Master Posted July 9, 2019 Author Posted July 9, 2019 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+) 1
pewp43 Posted July 10, 2019 Posted July 10, 2019 @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.
Bane Master Posted July 11, 2019 Author Posted July 11, 2019 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
pewp43 Posted July 11, 2019 Posted July 11, 2019 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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