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Failure Mode Effects Analysis in Skyrim (FMEA)


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Posted
18 hours ago, ImmortalDreamer27 said:

I found it, It's not a Billyy animation. It's an animation by Sir Nibbles.

Would you link the page please?

Posted
On 6/2/2023 at 5:29 AM, Bane Master said:

Would you link the page please?

Not 100% sure since I wasn't the original commenter, but I suspect this has the animation they mentioned. It's one of the examples pictured.

 

  • 3 weeks later...
Posted
On 6/23/2023 at 8:43 AM, Mr. Sunshine said:

Hello.

Will FMEA only work with Toys&Love without Sexlab?

I mean the sex scenes.

It should work with only Toys & Love Installed

  • 3 weeks later...
Posted

Just found and tried mod today - good, little and immersive addition to my other "Immersive Skyrim modpack" staff, not played with it too much yet (just fast check on CTDs/content and quick feature/MCM sliders check and setting for most realistic/immersive way), but looks really cool and immersive without heavy loading script system, perfect)

 

Only one question (just to know - need to check updates or just play with current version and enjoy it) - Are you planning to add Smithing as well?

 

Alchemy and Enchanting already covered by mod, only Smithing (and Cooking i guess) left uncovered from all "crafting in-game activities to earn coin"

(Cooking optional since its more likely side-craft, not "full-craft school" as Smithing, Enchanting and Alchemy, but can be covered as well ofcource if you have time and interest to expand immersion even further (with check by Alchemy as "mastery" for it i guess? or just with "every time this food was cooked = better chances to not spoil/fire it next time". same option as for potions or ore mining)

 

For Smithing it would be really nice - to have chances to destroy/ruin item you crafting/tempering/smelting depending of your Smithing skill and times you already did this before (also from complexity of material - leather or iron simple, ebony - only for masters, not for "im blacksmith 5 days already, lets craft some ebony masterpiece")

 

No pressure, just suggesting/asking - is it planned/possible, or forget about it and enjoy current last version as "final"?

 

Cheers)

Posted
12 hours ago, Fnakasjg said:

Are you planning to add Smithing as well?

I would like to - when I originally write FMEA there was no straightforward/lightweight  way to do what I wanted.

 

It might be possible now, using functions from PO3's papyrus extender - I need to take a look at what can be done, no  promises on the outcome but I do plan to spend some time evaluating.

Posted (edited)
26 minutes ago, Bane Master said:

I would like to - when I originally write FMEA there was no straightforward/lightweight  way to do what I wanted.

 

It might be possible now, using functions from PO3's papyrus extender - I need to take a look at what can be done, no  promises on the outcome but I do plan to spend some time evaluating.

Awesome, that way i save mod page for now and will check it sometimes, with Smithing and Cooking "hazards" it would be full immersive "if you have no skill and knowledge in something - here the risks to botching everything", without this umimmersive "im smite/enchanter/alchemist/miner/cooker for 5 minutes - lets make some masterpiece stuff other people learning and training for years to create and sell it for 1000 gold")

 

Good luck in working)

Keep it up)

Edited by Fnakasjg
  • 2 weeks later...
Posted

Hello.

 

This is already a great mod. It adds a little spice to the game, and is a good way to motivate you to level up your crafting skills. ?

Cooking would be a nice addition, although it does not have a level (unless you have a mod like CACO).

The effects could be:

* The classic "you spoil your meal".

* Alternatively, the "looks good but tastes horrible" effect: a food item has a hidden effect that hurts you or makes you pass out if you eaty

* In opposition, a benefic "looks horrible but tastes great" effect, where a "spoiled meal" item actually has positive effects.

* When not in a city or an indoor cell, the smell attracts a hostile creature or a pack. This can range from a wolf to a dragon, a troll, a werewolf, etc.

   ** This one would go well with mods that add some sort of outdoor cooking functionality

* The smell is so foul/strong that it knocks you out

 

I have a couple suggestions:

* Is there a possibility for you to add a way to filter the NPCs who molest you when you get knocked out? Something like "only hostile factions" or "exclude friendly/essential NPCs"? Getting knocked out and being molested by Delphine has no effect, gameplay-wise. But roleplay-wise, things get a little awkward afterward. ?

* During these events, I think a couple of dialogue lines during the black screen or during the scene would be a nice addition, to reinforce the immersion. Stuff like "Hey, what do we have here?", "Looks like she knocked {him|her}self out. Heh heh." or "That smell... It's making me horny".

Posted (edited)
21 minutes ago, Kernog said:

Cooking would be a nice addition

It's certainly a possibility - I am working on Follower Slavery Mod at the moment but I'll add it to the list of ideas for when I get back to FMEA

 

21 minutes ago, Kernog said:

* Is there a possibility for you to add a way to filter the NPCs who molest you when you get knocked out?

A relationship/morality filter could be added fairly easily - If I can find time I'll take  alook

Edited by Bane Master
Posted
8 hours ago, Bane Master said:
8 hours ago, Kernog said:

* Is there a possibility for you to add a way to filter the NPCs who molest you when you get knocked out?

A relationship/morality filter could be added fairly easily - If I can find time I'll take  alook

 

Molestation, it's what friends are for!  If you can't count on them to take advantage when you're helpless, what good are they?  ?

Posted (edited)

Im already suggest "Cooking" as well earlier (in same post as "Smithing", just with a lesser focus on "Cooking" and more focus on "Smithing" since "Smithing" full/main "school of crafting" and "Cooking" is side one, if we need to chose only one of them - "Smithing" better to be implemented first ofcource, but if we can get both - would be really awesome for sure)

 

As you can read in this previous suggestion - i suggested to feature mechanics almost like in "Alchemy" for chances which can work same good since its almost same processes in "brewing potion" and "cooking meal" ("improvement by repeating same recipe multiple times to master it" - same for potions and for meals), also it very possible be good to bound "Cooking" skill with "Alchemy" skill as well for more debuffs/buffs for "check emergency chances", same as for "Smithing" skill for "Mining" (and with same MCM toogable options so everyone would can to edit chances/immersion for their own standards), possible even with few exp gained into "Alchemy" while cooking (not a lot ofcource, like 1-5% of usual "potion brewing" exp)

 

 

Also im glad that not only i interesting in further mod expansion/improvement, hoping its increasing chances to this from author side (usually "more people with interest to mod" = "more author interest to furhter updates")

 

 

Edited by Fnakasjg
  • 4 weeks later...
Posted

I'm not sure what is causing it but this mod is causing my game to hang on transitions. The game mostly loads the next area then just leaves me with a black screen. The issue only happens after hitting install in the MCM. 

 

Could it be something to do with dependencies? No errors are outputted to Papyrus.

 

I am running on SE (not AE) with the following mods NOT installed:

Estrus Chaurus+ 4.390+
Sanguine Debauchery enhanced: SD+ (November 2021)+

Prison Overhaul Patched V3.59+

Learn Alchemy From Recipes

SexLab Parasites - Kyne's Blessing (November 2021)+

 

I have toys & love latest version and SL P+ installed. 

 

Leaving the mod off and not hitting install it does not cause any problems.

Posted (edited)
13 hours ago, Bratty Cheeks - RMCW said:

Could it be something to do with dependencies? No errors are outputted to Papyrus.

Those are all soft dependencies so I wouldn't expect any issues from them not being installed

 

13 hours ago, Bratty Cheeks - RMCW said:

this mod is causing my game to hang on transitions.

FMEA doesn't have any functions that run at transition, and there are no other reports of a similar issue so I'm doubtful that FMEA is the root cause. Without any errors in the log and a way to reproduce the issue I'm not sure how I can help 

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

FMEA doesn't have any functions that run at transition, and there are no other reports of a similar issue so I'm doubtful that FMEA is the root cause. Without any errors in the log and a way to reproduce the issue I'm not sure how I can help 

 

Thanks for letting me know, I might debug it at some point and I'll post here if I do in-case anyone has the same issue.

  • 2 weeks later...
Posted (edited)

Question - if/when you will add "Cooking" and "Smithing" plagins - is it will be safe to remove current (old) version, just replace it with newest one and play further mid-game without issues/conflicts?

 

I guess MCM tooltips (both for old and for new plagins) will be need to toogle/edit again from zero any way after undate since removing and replacement of all mod files, since i dont think it will be standalone additional mod plugins "Smithing" and "Cooking", more likely as it now "all in one mod file", just with 2 new more?

Edited by Fnakasjg
  • 2 months later...
Posted

First, I have to say I love this mod and it's been in my load order since Oldrim.

Something weird is happening with the lockpicking choking event. I'm in Lost Knife Hideout and picking a lock on a chest.

  • I was gassed - "You are choking!"
    "You are vaguely aware that you are being carried..."
    "You slowly drift back towards consciousness..."
    "It seems the Jarl is less than pleased with you..."
  • my vanilla follower (also a Dev. Follower) is stuck in a loop where he goes into combat mode and is constantly forcegreeting me. The dialog options are the same as if I approached him (trade, wait, etc.)

I tested by reloading a save, setting slavery to '0' and only enabling the gas trap option. Same thing happened. If I'm not fast enough I can't even open the MCM or the main menu before he starts up again.

I did try 'Removing FMEA Player effects' in case he was reacting to something on me. Didn't help.

I searched the thread, and the closest thing I found goes back to 2017.

Here's my info:

  • I'm level 62
  • Skyrim SE 1.6.640 (this is my first pt on this game version, fwiw)
  • skse 2.2.3
  • FMEA 1.484

I don’t know if it means anything, but I did somewhat recently increase the chance of failure in order to trigger more traps. It doesn't matter if he's right next to me or not. I clicked on him in console, and didn't see any effects/spells/etc. that might account for it. If there's a console command to clear whatever's going on, great. Otherwise I'll have to disable that part of the mod :(.

 

FMEA Papyrus.0.log LOAD ORDER.txt MOD LIST.txt 
 

Spoiler


image.thumb.png.d750a839e688344bd31b60ea91f39f59.png


 

Posted
8 hours ago, Seeker999 said:

First, I have to say I love this mod and it's been in my load order since Oldrim.

Something weird is happening with the lockpicking choking event. I'm in Lost Knife Hideout and picking a lock on a chest.

  • I was gassed - "You are choking!"
    "You are vaguely aware that you are being carried..."
    "You slowly drift back towards consciousness..."
    "It seems the Jarl is less than pleased with you..."
  • my vanilla follower (also a Dev. Follower) is stuck in a loop where he goes into combat mode and is constantly forcegreeting me. The dialog options are the same as if I approached him (trade, wait, etc.)

I tested by reloading a save, setting slavery to '0' and only enabling the gas trap option. Same thing happened. If I'm not fast enough I can't even open the MCM or the main menu before he starts up again.

I did try 'Removing FMEA Player effects' in case he was reacting to something on me. Didn't help.

I searched the thread, and the closest thing I found goes back to 2017.

Here's my info:

  • I'm level 62
  • Skyrim SE 1.6.640 (this is my first pt on this game version, fwiw)
  • skse 2.2.3
  • FMEA 1.484

I don’t know if it means anything, but I did somewhat recently increase the chance of failure in order to trigger more traps. It doesn't matter if he's right next to me or not. I clicked on him in console, and didn't see any effects/spells/etc. that might account for it. If there's a console command to clear whatever's going on, great. Otherwise I'll have to disable that part of the mod :(.

 

FMEA Papyrus.0.log 4.79 MB · 0 downloads LOAD ORDER.txt 7.04 kB · 0 downloads MOD LIST.txt 8.02 kB · 0 downloads  
 

  Reveal hidden contents

 

 

I have had a look at your log and I'm afraid the prognosis is not good ? - you have multiple Stack dumps as well as a vast number of repeated errors from 

[_ButtSlapMFGQuest (34004E09)]._buttslapmfgref.Expression1Sequence() - "_ButtSlapMFGRef.psc"  in your play session. 

 

The stack dumps will cause any mods which have scripts dumped and are holding variables or using states to be left in an inconsistent state. I suspect this is the cause of the issues you are seeing.

 

"The Jarl is Less than pleased with you..." is the FMEA vanilla jail outcome all it does is add a bounty to you and then call Skyrim's standard SendPlayerToJail function.

 

Follower handling for this outcome is managed by Skyrim,  FMEA generally takes no action with followers other than starting Sexlab scenes with the player as an outcome and there is no Follower dialogue in the mod.

 

Sorry, but I suspect your save game is broken.

Posted

@Bane Master, thanks for taking a look. I'll see what I can do.

I admit, when I triggered the trap I was expecting to wake up in the middle of an assault or a message about being used while I was unconscious. After all, why would the Jarl care about picking locks on a bandit's chest? lol

Posted

Darn! I went back to a level 9 save, and everything worked as intended. Now to see how far back the corruption goes. I don't mind replaying a bit, and at my level I don't really need to have the lockpicking on if that's the only 'fatality' as it were. But I do worry about something else not working. (No longer getting that same script/stack dump at least).

Anyway, thanks for your help. Appreciate it. ?

 

Papyrus.0.log

  • 4 weeks later...
Posted

What's New in Version V1.50 SE/LE (11/12/2023)

Released 

  • Added SLDefeat Integration to incapacitated outcomes in hostile areas  (Tested with SLDefeat V5.3.6 Bane 18112023)
  • Added Follower Slavery Mod integration to Slavery & Incapacitated Outcomes
  • Fixed - The FMEA Unlock spell will now check lock difficulty vs Alteration skill correctly
  • Fixed - Failing to open a trapped lock with the FMEA unlock spell may trigger the trap
Posted
12 hours ago, Bane Master said:

What's New in Version V1.50 SE/LE (11/12/2023)

Released 5 minutes ago

  • Added SLDefeat Integration to incapacitated outcomes in hostile areas  (Tested with SLDefeat V5.3.6 Bane 18112023)
  • Added Follower Slavery Mod integration to Slavery & Incapacitated Outcomes
  • Fixed - The FMEA Unlock spell will now check lock difficulty vs Alteration skill correctly
  • Fixed - Failing to open a trapped lock with the FMEA unlock spell may trigger the trap

Thank you for sharing the update. I'm (probably stupidly) unclear if this is compatible with Deviously Enchanted Chests...?

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