Jump to content

Failure Mode Effects Analysis in Skyrim (FMEA)


Recommended Posts

Posted

You might think it's a stupid question to ask because of your in depth understanding of mod making. However, in my mind (and not sure if it works this way) you got the first thing, which is opening the chest and the consequences from trying to open the chest -you fail, you succeed, whatever. Next part, is actually having the chest open and then the consequences from that. I've tried them both in my load order and rather than conflicting, the consequences would be random. One time FMEA the next Devious or nothing at all. 

 

There's nothing on the main page that says that they will conflict. They are both your mods (I'll say it again, they are both great).

 

I guess it drives me nuts in a autistic way that they kind of effect the same thing and it's never been said as to whether or not they are compatible (At least in my findings of scouring loverslab).

 

Fuck it, I don't care. It's just a thought I had in my head and a compulsive urge I couldn't seem to get rid of at the time. 

Posted
3 hours ago, Tseverin said:

You might think it's a stupid question to ask

I don't ?

 

5 hours ago, Tseverin said:

if this is compatible with Deviously Enchanted Chests...?

It is compatible, but you run the risk of having both events trigger on the same Door/Chest if the gods of RNG decide it should be so!

 

If you want to be sure of separating a FMEA lockpick trap from a DEC's open a container trap then I recommend using  No Lockpick Activate (SKSE) - Updated so that the chest doesn't automatically open when you pick the lock.

Posted

Hi,

Quick question:  Is there a way for me to make a patch in XEdit to exclude one of my companions from 'participating' in the punishments of the mod? Snowball is a white mouse, and a custom race.

If there isn't, there isn't. Just thought I'd ask. Thank you for your mod.

Posted (edited)
5 hours ago, Seeker999 said:

Is there a way for me to make a patch in XEdit to exclude one of my companions from 'participating' in the punishments of the mod?

Afraid not, it's going to involve some script changes - I hadn't really considered this scenario but I can take a look. 

 

Which scenarios is Snowball being caught in? Also - apart from being a custom race, what keywords or Factions does Snowball have that might differentiate  it from standard followers?

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

Afraid not, it's going to involve some script changes - I hadn't really considered this scenario but I can take a look. 

 

Which scenarios is Snowball being caught in? Also - apart from being a custom race, what keywords or Factions does Snowball have that might differentiate  it from standard followers?

The sex in the lockpicking plugin. I'm far enough along in the game I can't remember if he took part in the sex consequences of the other plugins, but probably. I even blocked his arousal in SL Aroused, but that didn't help. Other than a unique race, he's in the normal follower factions. I just took a quick look in XEdit and he has these flags under ACBS configuration:  Essential, Auto calc stats, Unique, PC Level Mult, and Summonable. I don't think that helps.

 

Don't sweat it. I was just hoping I could do something with my limited skills. I have a couple of hubba hubba followers I would much rather take advantage of me :classic_laugh:.

Posted (edited)
3 hours ago, Bane Master said:

Does he have the ActorTypeNPC keyword?

No keywords at all. Neither do my other mod followers, one of whom is another custom race. The little dog doesn't get involved. Maybe I should look for differences between mouse and dog....

 

***I'm trying something using another patch I made for the mouse. We'll see if it works.  Thanks for your help.

Edited by Seeker999
***update
Posted
16 hours ago, Bane Master said:

I don't ?

 

It is compatible, but you run the risk of having both events trigger on the same Door/Chest if the gods of RNG decide it should be so!

 

If you want to be sure of separating a FMEA lockpick trap from a DEC's open a container trap then I recommend using  No Lockpick Activate (SKSE) - Updated so that the chest doesn't automatically open when you pick the lock.

Cool! Thank you for your response. I had no idea that existed.

Posted
7 hours ago, Seeker999 said:

No keywords at all.

Actually a good thing as I could look at filtering on HasKeyword(ActorTypeNPC)

 

I'll take a look at the implications next time I'm working on FMEA

Posted
14 minutes ago, Bane Master said:

Actually a good thing as I could look at filtering on HasKeyword(ActorTypeNPC)

 

I'll take a look at the implications next time I'm working on FMEA

Appreciate it. I haven't seen that keyword used before - I know my other followers don't have it. Would it be easier to just target an NPC and just block them from all events/interactions? Or would that involve adding a keyword to the npc? I have 2 mods that allow you to target an NPC and, in the MCM, block them from some or all aspects of the mod by adding them to a special faction - I suppose in this case it would be a 'NoFMEA' faction.

 

Thank you looking at this, but really, don't spend a lot of time on. I truly didn't mean to ask you to do a lot of work for what must be a pretty minor issue. At least, I don't recall seeing it brought up before. Anyway, thanks for all your input.

Posted
7 hours ago, Bane Master said:

Actually a good thing as I could look at filtering on HasKeyword(ActorTypeNPC)

 

6 hours ago, Seeker999 said:

I haven't seen that keyword used before - I know my other followers don't have it.

ActorTypeNPC is usually on the Race record, not the NPC, so if you only look at the follower's NPC record you won't see it.  The easiest way to check would be in-game, just target your follower in the console and enter HasKeyword ActorTypeNPC.  This could save some disappointment if BaneMaster adds the filtering and it doesn't work for that follower.

Posted (edited)

@Bane Master, @HexBolt8 I just checked the mod in XEdit and checked the race keyword. Yep, that little mouse does have the ActorTypeNPC keyword.

 

Thanks for letting me know, Hex. Sometimes a little knowledge is a dangerous thing! I never thought to check anything other than the npc record.

 

*I already have a patch for the mouse to use w/ another mod. Is there any reason that either of you know why I couldn't try changing the race keywords from ActorTypeNPC to ActorTypeAnimal and ActorTypeCreature? My little dog has those keywords and seems to be behaving - no illicit rendezvous! If that works, and the mouse otherwise acts as he's supposed to, then Bane wouldn't need to do anything.

 

1/6/24- The patch worked! And no ill effects for my little mouse, as far as I can tell. Woohoo!

Edited by Seeker999
Success
Posted
33 minutes ago, Seeker999 said:

Is there any reason that either of you know why I couldn't try changing the race keywords from ActorTypeNPC to ActorTypeAnimal and ActorTypeCreature?

I think that would be okay.  It would match Skyrim's DogCompanionRace keywords.  Try it, and if problems do turn up then just change it back.  You won't wreck your game with an edit like that.

  • 2 weeks later...
Posted
48 minutes ago, Errorrrr said:

tntr implementation?

Interesting but the current animations don't seem to offer any particular outcomes other then being fired 1000' in the air or eaten.

Posted

Still no plans|roadmap for now to expand "Cooking" and "Smithing" modules to make FMEA fully complete and cover all aspects of game?

 

If you have no time|wish right now its fine, just asking to know))

 

Happy New Year by the way :)))

  • 1 month later...
Posted
On 1/1/2024 at 2:36 PM, Bane Master said:

Interesting but the current animations don't seem to offer any particular outcomes other then being fired 1000' in the air or eaten.

The Nibbles pack has long had very good animation with mimic

Posted
7 hours ago, kurotatsu said:

My guess - via recipes or experimenting by combining ingredients.

 

7 hours ago, kurotatsu said:

You have checkbox to enable or disable this block

 

Yep, if you use Learn Alchemy From Recipes then recipes (and some books) will teach you the properties of ingredients

 

  • 4 months later...
Posted

Are any known conflicts with FMEA? I've noticed my game freezing when walking around in the open world after clicking the Install button from the menu. It doesn't really matter where. After walking for a while the game freezes. As it doesn't crash outright, I don't get a crash log. I've tried it both with and without Enchanted chests, and I don't use Deviously Cursed Loot or Mimics. I installed FMEA about the same time as the Bishop Romance mod, though I'd be surprised if that conflicts. 

 

I grep'd your source files to look for referenced esp/esm files. In my recent runs, I do use the following:

- Devious Followers Continued v2.14.6

- Estrus AE NG "test" version

- Estrus Chaurus V4.390 SE

- Estrus-Chaurus Dwemer 4.342-3

- Estrus-Chaurus Spider 4.342-5

- Fertility Mode v3.0.1

- Fertility Mode 3 Fixes and Updates v2.61. 

- Simple Slavery Plus Plus v6.3.21

- Sexlab Parasites (Kyne's Blessing) DBF SE version 20230410

 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...