silveredgold Posted May 4, 2020 Posted May 4, 2020 Okay cop out question time: how do I get rid of the blurred vision effect? I've tried waiting it out but it's been well over a day in-game and it's still present. I saw a comment suggesting there's an "immersive" way of clearing it, but everything I've tried hasn't done anything to clear it up. Hadn't expected a failed potion to take days to fix
PubliusNV Posted May 4, 2020 Posted May 4, 2020 13 hours ago, silveredgold said: how do I get rid of the blurred vision effect? Does your PC pray regularly at shrines? Or cure diseases with potions? I could be misremembering, perhaps it's a poison that needs a potion to cure, but I'm pretty sure it's one of those.
worik Posted May 4, 2020 Posted May 4, 2020 16 hours ago, silveredgold said: Okay cop out question time: how do I get rid of the blurred vision effect? I've tried waiting it out but it's been well over a day in-game and it's still present. Last time that I failed it took me about 2 or 3 in-game days ..
silveredgold Posted May 5, 2020 Posted May 5, 2020 8 hours ago, PubliusNV said: Does your PC pray regularly at shrines? Or cure diseases with potions? I could be misremembering, perhaps it's a poison that needs a potion to cure, but I'm pretty sure it's one of those. I'll have to try a shrine. Pretty sure I tried the Cure Disease and it didn't clear it up (but might be misremembering so I'll give it a shot next time it happens).
Bane Master Posted May 6, 2020 Author Posted May 6, 2020 On 5/4/2020 at 9:36 PM, worik said: Last time that I failed it took me about 2 or 3 in-game days .. If it's too long for your taste change the difficulty setting in the MCM. If you want to remove this (and any other FMEA effects) at once use the "Reset FMEA Player State" toggle in the MCM.
worik Posted May 6, 2020 Posted May 6, 2020 23 minutes ago, Bane Master said: If it's too long for your taste change the difficulty setting in the MCM. Not for me To be honest, from a roleplay perspective my character considered herself lucky to be "only" blinded for a few days. That's the price to pay for fooling around with dangerous nonsense like alchemy. Better leave it to the village witches! conclusion: it's perfect the way it is ? 1
silveredgold Posted May 9, 2020 Posted May 9, 2020 On 5/7/2020 at 4:06 AM, Bane Master said: If it's too long for your taste change the difficulty setting in the MCM. If you want to remove this (and any other FMEA effects) at once use the "Reset FMEA Player State" toggle in the MCM. Is there a way of removing the effects in-game without resorting to MCM resets? I don't mind it being a punishing thing, but (personally!) I like having the ability to either wait it out *or* do something about it. I tried a Potion of Cure Disease and it didn't seem to do anything.
donttouchmethere Posted May 9, 2020 Posted May 9, 2020 On 5/6/2020 at 8:20 PM, worik said: Better leave it to the village witches! Don't tell me there is a mod that adds village witches? ? 1
Bane Master Posted May 9, 2020 Author Posted May 9, 2020 1 hour ago, silveredgold said: Is there a way of removing the effects in-game without resorting to MCM resets? I don't mind it being a punishing thing, but (personally!) I like having the ability to either wait it out *or* do something about it. I tried a Potion of Cure Disease and it didn't seem to do anything. Spoiler That's strange because assuming it is the blinding effect caused by alchemy fumes it should be cured - can you try again and send me a log of the attempt
Sgt. Marge Posted May 9, 2020 Posted May 9, 2020 On 5/3/2020 at 7:17 AM, Marg597 said: The only thing I could think of was Sexlab Adventures, which also has the capability to change the weight of gold, but I did not have the extra esp'SLAdv_GoldWeight.esp' installed and I never configured that function on that save file. I have removed Adventures from my load order and am making a new character, but I added Sexlab Survival which apparently also has a gold weight mechanic. Another thing that I tested was that I was using an early save in the "Abandoned Prison' to start the game with, as it seemed much more stable to load that save first and then load the current save. The early save did not have FMEA enabled. So my theory was that maybe I needed to have it enabled on the early save with the same weight setting. But that did not change the behavior of the coin weight returning to zero when loading the current save. I'm going to try and use FMEA's gold weight again to see if it works for me this time. Of course, with Survival installed, my character might never have 1000 gold (haha)... I'll let you know what I find out. Thanks The gold setting is working now for me. I finally got a new run going with a new save and I made sure to set Sexlab Survival's gold weight to 0 and I set FMEA to 10, and it's working perfectly as far as I can tell. I have FMEA loading after Survival if it makes any difference. I tested putting gold into containers and taking it out, and the weight appears to be updating correctly and I don't have to set it up each time I load into the game. So it very well could have been Sexlab Adventures interfering in my previous save configuration. I didn't try playing with the load order at that time, so it may be possible to get the mods to play nicely together. Thanks for a great mod! Edit: Also I added Load Game CTD Fix, Thanks @HexBolt8 for that recommendation, seems to have fixed loading in for the most part (only 1 crash loading so far and i suspect it was a specific mod I had that changed what NPC's were wearing, which I have removed and so far fine) 1
Durante Posted May 16, 2020 Posted May 16, 2020 Oddly enough I had two events trigger after black out. One was simple slavery, the other was SD where PC got enslaved to a follower who was in Markarth, PC was in Falkreath lol. Is it a conflict of load order? This, if my memory serves me correctly, happened before as well, for example being assaulted and also transported to simple slavery cell at the same time.
Bane Master Posted May 16, 2020 Author Posted May 16, 2020 2 hours ago, Durante said: Oddly enough I had two events trigger after black out. One was simple slavery, the other was SD where PC got enslaved to a follower who was in Markarth, PC was in Falkreath lol. Is it a conflict of load order? This, if my memory serves me correctly, happened before as well, for example being assaulted and also transported to simple slavery cell at the same time. Strange - I've not seen this myself, it would be really useful to see a log of when it happened. Unless I have screwed the logic up somehow (always possible! ) this is an If... elseif... scenario so that shouldn't be possible.
Xiaron Posted June 12, 2020 Posted June 12, 2020 Quick question. FMEA isn't triggering an EC+ pregnancy when it fires an ooze/slime animation. Possible troubleshooting? Chaurus and tentacle animations appear to work correctly.
Bane Master Posted June 13, 2020 Author Posted June 13, 2020 On 6/12/2020 at 3:11 AM, Xiaron said: Quick question. FMEA isn't triggering an EC+ pregnancy when it fires an ooze/slime animation. Possible troubleshooting? Chaurus and tentacle animations appear to work correctly. That's by design - as things stand FMEA will only impregnate you with Tentacle animations
Xiaron Posted June 17, 2020 Posted June 17, 2020 On 6/13/2020 at 3:09 AM, Bane Master said: That's by design - as things stand FMEA will only impregnate you with Tentacle animations Oh! Well at least nothing's broken on my end then. I am a little curious as to why though.
Bane Master Posted June 18, 2020 Author Posted June 18, 2020 22 hours ago, Xiaron said: I am a little curious as to why though. TBH there is no particular why - just that when I coded it I was thinking Classic Tentacles = EC+ When I next have time to work on FMEA I'll see about adding a toggle for slimes/oozes to be included. 1
Xiaron Posted June 19, 2020 Posted June 19, 2020 21 hours ago, Bane Master said: TBH there is no particular why - just that when I coded it I was thinking Classic Tentacles = EC+ When I next have time to work on FMEA I'll see about adding a toggle for slimes/oozes to be included. That would be great, thanks!
griffinjohn59 Posted July 16, 2020 Posted July 16, 2020 I love this mod to death, but having to wait multiple days to enchant is getting old. I'd kill for either a slider to allow us to choose max/min Unstable Enchanter effect, or preferably a more immersive way to deal with it such as through repeated use. or maybe hit it with the right spell? fire effect on enchanter=fire/fireball spell? If nothing else just a way to know how long until the enchanter will be back online. Just spitballing as the enchanter is the only part of the mod (so far as i know) that doesn't have some way to mitigate the negative effects short of disabling.
Bane Master Posted July 18, 2020 Author Posted July 18, 2020 FMEA Version 1.46 released Added: Parasitic Intruders will now use the EC+ infection if SL Parasites is not installed Added: Parasitic Intruder infections can be toggled on/off in the MCM Added: Maximum Duration Slider for the Unstable Enchanter effect 2
donttouchmethere Posted July 18, 2020 Posted July 18, 2020 This is exactly what we need: More Parasitic Intruders! Thanks for the update =D
Operand Posted July 19, 2020 Posted July 19, 2020 Vote for an MCM option to remove crime from injuring anyone through mining plugin. Kind of "breaks immersion" because we all know YOU DONT STAND UNDER THE CRANE! In other words, summoning an angry atronach due to clumsiness when enchanting - that's on PC. Getting hurt because standing to a dangerous work space due to mining - that's on them. Don't be bystanders to these works. Don't be stupid
ck2modfan Posted July 27, 2020 Posted July 27, 2020 Please consider a minimum ingredient chance slider. Once learned all the ingredient effects, there is no chance of anything happening. Would like to set minimum chance regardless if ingredients discovered. A fantastic mod!
Bane Master Posted July 27, 2020 Author Posted July 27, 2020 13 hours ago, ck2modfan said: Please consider a minimum ingredient chance slider. Once learned all the ingredient effects, there is no chance of anything happening. Would like to set minimum chance regardless if ingredients discovered. A fantastic mod! I'll add it to the list ?
ck2modfan Posted July 27, 2020 Posted July 27, 2020 42 minutes ago, Bane Master said: I'll add it to the list ? Thank you! In the interim, could you ***please*** post a modified fmea_ingredientsscript.pex. I see the Return iUnknownEffects. Could you set that to zero? I have no idea how to compile and don't want to mess things up. I can place the file in the right folder.
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