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Failure Mode Effects Analysis in Skyrim (FMEA)


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Posted
9 hours ago, Karkhel said:

I wish there was a smithing part to this mod

 

I will be looking at Smithing again, it wasn't easily doable in the past but fixes/changes to AE means it may be possible now. 

Posted
7 minutes ago, Bane Master said:

 

In my testing it's installing fine on a new game - can either/both of you let me have a log of when you install please

I would gladly, but I have no idea where this log would be located. 

Posted
4 hours ago, TheDethToad said:

Funny thing, went and enabled all that logging, now the mod works fine. Still want the log or?

If it's working then the log isn't necessary thanks, if you ever see the same thing again at any point then posting a log would be useful.

Posted
6 hours ago, Bane Master said:

 

I will be looking at Smithing again, it wasn't easily doable in the past but fixes/changes to AE means it may be possible now. 

Wait so you didn't do it because AE couldn't handle it, or will it only be possible to do that in AE now?

Posted
7 minutes ago, Karkhel said:

Wait so you didn't do it because AE couldn't handle it, or will it only be possible to do that in AE now?

I didn't do it in SE/LE because I wasn't happy with the methods needed to do it (unreliable and script heavy)

 

It may be possible in AE due to some of the new/fixed stuff that's available - I can't promise but I'm going to take a look.

Posted
2 hours ago, Bane Master said:

I didn't do it in SE/LE because I wasn't happy with the methods needed to do it (unreliable and script heavy)

 

It may be possible in AE due to some of the new/fixed stuff that's available - I can't promise but I'm going to take a look.

Ah gotcha, sadly I only have LE currently so don't count my msg as a demand.

Posted (edited)
14 hours ago, deviant51 said:

any plans for adding devious devices to the traps?

If I add devices (either DD and/or Toys) it will have to be dependency free, which may or may not be possible for DD  - I can see an argument for added them to lockpicking or possibly enchanting effects but I'm not totally sold on the idea.

 

Maybe a deluge of support for the idea here would convince me ?

Edited by Bane Master
Posted
7 hours ago, SomeDragonbornGuy said:

If this was in esl / espfe format it would be locked in my loadorder.

It can be converted to espfe - however converting FormIDs would mean that the light version could only be used on new games

Posted

Got question about compatibility, would it work with Crafting Requires Tools/Crafting Requires Tools Redone or what exactly would mod need to change to have problems with this mod? I dunno anything about CK but if its something that I can check in TesEdit I could take a look just wanna know what to look out for.

Posted
5 hours ago, Karkhel said:

Got question about compatibility, would it work with Crafting Requires Tools/Crafting Requires Tools Redone or what exactly would mod need to change to have problems with this mod? I dunno anything about CK but if its something that I can check in TesEdit I could take a look just wanna know what to look out for.

The crafting triggers are based on the OnSit event detecting when the Player uses an Alchemy or Enchanting Table, as long as that event still fires for Enchanting and Alchemy you should be fine.

  • 1 month later...
Posted
On 11/9/2022 at 5:28 PM, Bane Master said:

The crafting triggers are based on the OnSit event detecting when the Player uses an Alchemy or Enchanting Table, as long as that event still fires for Enchanting and Alchemy you should be fine.

 

We were talking about alchemy on reddit today and ur mod came up.

Idk if ur open to ideas but have u thought of adding failures upon "eating ingredients"? Might be funny :P

 

Posted (edited)
2 hours ago, nun56unn5ufg said:

Idk if ur open to ideas but have u thought of adding failures upon "eating ingredients"?

Always open to ideas - I'll give it some thought but tbh I'm not a fan of the whole eat to learn effects mechanic

Edited by Bane Master
  • 3 weeks later...
Posted (edited)

When it comes to spoiled potions, what do they do when consumed? The only effect I've experienced was the one that made you masturbate.

 

Would be nice if you could use them for something more, like drinking them gives you Alchemy EXP but there's a chance that you get hit with a poison effect like stamina/magicka/health drain. Even better if you could place them on a delay, like you drink the potion but the side effects hit like 30 in-game minutes later

 

Edited by Lucci213
Posted
18 hours ago, Lucci213 said:

Would be nice if you could use them for something more

That was/is the intention but real life and then developing the Follower Slavery Mod got in the way.

 

Right now the spoiled potions are just placeholders, they don't do anything.

  • 2 weeks later...
Posted

Bug Report: Always the same aggressor after failure

 

Everytime you fail and it leads to getting raped, you always get the same character as the aggressor regardless if the character is across the entire map. Even killing them doesn't stop/reset it. They come back to life just to fuck you! For example:

  • Fail at Alchemy
  • Magicka Discharge event, 1st time this occurs
  • Get raped by shopkeep (Arcadia)
  • Travel across the map, into a dungeon, some 10 hours later
  • Fail at Alchemy
  • Magicka Discharge event
  • Get raped by shopkeep (Arcadia) (again)
  • Using a portable Mortar and Pestle, purposely fail at Alchemy in the center of Riften with a lot of NPCs roaming around
  • Magicka Discharge event
  • Get raped by shopkeep (Arcadia) (again) (again)
  • Kill Arcadia via weapon/console
  • Purposefully fail at Alchemy in a crowded place again
  • Get raped by shopkeep (Arcadia) (back from the dead!)

I tested it multiple times and even on a new game and it still happens but the character changes depending on who was your first aggressor. Mostly tested with Alchemy so I'm unsure if other activities can trigger the same bug.

  • Skyrim SE 1.5.97
  • FMEA 1.482

Wasn't an issue on the previous version of FMEA. I did install Cooking & Alchemy Complete Overhaul aswell along with the new version. Not sure if that's related.

Posted (edited)
8 hours ago, Lucci213 said:

Bug Report: Always the same aggressor after failure

 

There has been no change to FMEA's NPC detection for a long time. The selection is based on an NPC cell scan centred on the Alchemy workbench you are using and then filtered using your gender filter settings.

 

8 hours ago, Lucci213 said:

I did install Cooking & Alchemy Complete Overhaul

 

I suspect this is because you are using a CACO portable Pestle and Mortar and so the update for the NPC list is not firing - I will try and find a moment to take a look and see if I can find a solution

 

 

Edited by Bane Master
Posted
19 hours ago, Bane Master said:

 

There has been no change to FMEA's NPC detection for a long time. The selection is based on an NPC cell scan centred on the Alchemy workbench you are using and then filtered using your gender filter settings.

 

 

I suspect this is because you are using a CACO portable Pestle and Mortar and so the update for the NPC list is not firing - I will try and find a moment to take a look and see if I can find a solution

 

Did some further testing and tried removing CACO but the Same Aggressor bug still persists. Tho when I downgraded back to a previous version of FMEA, the bug disappeared. With the older FMEA version the bug doesn't occur even with CACO installed and when using the CACO-specific Mortar&Pestle.

Posted

What's New in Version V1.483 SE/LE (01/02/2023)

Released 

V1.483

  • Completing The Alchemy Tutorial Quest will now grant knowledge of the Health effects of Wheat & Blisterwort
  • Fixed a bug in Alchemy NPC selection
  • Fixed a bug in Toys & Love faction handling

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