Sgt. Marge Posted June 6, 2024 Posted June 6, 2024 5 hours ago, lavatube said: 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 Have you tried testing in a new game? I haven't noticed any freeze like that with this mod installed. Changing the load order at all during a save game and attempting to continue the same save could impact the performance up to and including straight up crashing depending on what and how the change was made.
lavatube Posted June 6, 2024 Posted June 6, 2024 (edited) 1 hour ago, Sgt. Marge said: Have you tried testing in a new game? I haven't noticed any freeze like that with this mod installed. Changing the load order at all during a save game and attempting to continue the same save could impact the performance up to and including straight up crashing depending on what and how the change was made. Yep. I start from the abandoned prison, initialize everything before I leave, do the usual save/reload, and then run toward Whiterun. It freezes on the run up the mountain toward Whiterun before I get to the bandit tower. I've tried other starts also with similar freezes at places out in the wild. It's probably either a mod version conflict, or papyrus getting overwhelmed. FMEA sounds like it could be a bit script heavy with possible interactions on every plant. When I have a chance, I'll try it with a more paired down load order to see if I can narrow it down a bit. It's just a pain to diagnose since it's not an instant failure. It takes like 5-10 minutes to test each time, and if the freeze doesn't happen I don't know for certain if because I solved it, or because the conditions weren't right for it to freeze. Anyhow, I was just curious if anyone else ran into the game freezing with this mod. I know I've run this mod successfully before, but that was about 1.5 years ago when I was running the 1.6.640 SKSE on a much smaller load order. Edited June 6, 2024 by lavatube
Hex Bolt Posted June 6, 2024 Posted June 6, 2024 9 hours ago, lavatube said: 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. 2 hours ago, lavatube said: FMEA sounds like it could be a bit script heavy with possible interactions on every plant. I've never noticed a performance impact with FMEA, myself. I don't think it adds much to script load, certainly not while just walking around. It only responds when you do something that could fail (picking a lock, making a potion, harvesting a plant, and so on). So, walking by a plant would do no nothing until/unless you click on the plant. You might generate a papyrus log and look to see what's going on when you notice the freezing. 1
Bane Master Posted June 7, 2024 Author Posted June 7, 2024 On 6/6/2024 at 11:39 AM, lavatube said: FMEA sounds like it could be a bit script heavy with possible interactions on every plant. FMEA runs a process to update/set the Plant Names when the game loads - after that as @HexBolt8 says it does nothing with Plants until you activate one, even then there's not that much processing unless you trigger an effect. I've not seen any other reports of this being an issue with FMEA so I suspect it's something in your setup - a script log from one of these slowdowns is the best chance of working out what's going on.
Bane Master Posted August 8, 2024 Author Posted August 8, 2024 An update to FMEA has been released What's New in Version V1.510 SE/LE Released Just now Added: Alchemy failures now have a chance to produce contaminated Potions or Poisons Contaminated Potions will have side effects in addition to their intended effect Contaminated Poisons give off noxious fumes affecting the user when applied to a weapon If Sexlab Skooma Whore is installed side effects & fumes can include SLSW narcotic effects Critical Alchemy failures destroy the potion being formulated The chance of contamination, the balance between harmful and beneficial effects and the chance for SLSW effects are configurable via the MCM The additional random potion effects applied by contaminated potions & poisons are specified in FMEA's "Potions.json" file Potions.json has been custom formatted as a string including the Potion Name before the form data for ease of editing 2
A_guy_with_the_plan Posted August 10, 2024 Posted August 10, 2024 (edited) i dont get it what is the point of less than 10% failure for alchemy. im at level 50 and im getting a failure event every 5 potions or so. edit: man now thinking about it i left this question too open. im making a simple healing potion with 2 ingredients wheat and blue mountain flower. im playing with requiem so the potion is only worth like 20 gold at most i dont understand the method for calculating the out come of potions with default stats. Edited August 10, 2024 by A_guy_with_the_plan
Bane Master Posted August 10, 2024 Author Posted August 10, 2024 8 hours ago, A_guy_with_the_plan said: i dont get it what is the point of less than 10% failure for alchemy. im at level 50 and im getting a failure event every 5 potions or so. edit: man now thinking about it i left this question too open. im making a simple healing potion with 2 ingredients wheat and blue mountain flower. im playing with requiem so the potion is only worth like 20 gold at most i dont understand the method for calculating the out come of potions with default stats. I'm not sure what you are asking - you can set a minimum fail chance in the MCM if you always want a minimum level of risk regardless of skill and experience.
A_guy_with_the_plan Posted August 10, 2024 Posted August 10, 2024 7 hours ago, Bane Master said: I'm not sure what you are asking - you can set a minimum fail chance in the MCM if you always want a minimum level of risk regardless of skill and experience. in short i was asking for a formula for failure chance
Bane Master Posted August 10, 2024 Author Posted August 10, 2024 (edited) 41 minutes ago, A_guy_with_the_plan said: in short i was asking for a formula for failure chance It's quite complex - along with the MCM settings failure risk is also affected by the Experimenter Perk I have posted the code below - Experimental Fail Risk is added to the base Fail risk if Experimenting. Critical fail risk is simply the total fail risk * the MCM Critical Fail modifier Spoiler Int iPotionsCrafted = 0 ;Bool bIsCritFail String PotionKey = "fmea_exp_" + LastPotionAdded.GetName() If StorageUtil.HasIntValue(Self, PotionKey) iPotionsCrafted = StorageUtil.GetIntValue(Self, PotionKey) if iPotionsCrafted > 100 iPotionsCrafted = 100 Endif Else StorageUtil.SetIntValue(Self, PotionKey, 0) Endif float fSkillModifier = StorageUtil.GetFloatValue(none, "fmea_AlchemySkillModifier") * PlayerRef.GetActorValue("Alchemy") float fExperienceModifier = iPotionsCrafted as Float * StorageUtil.GetFloatValue(none, "fmea_AlchemyExperienceModifier") float fEffectsRisk = (LastPotionAdded.GetNumEffects() - 2) * StorageUtil.GetFloatValue(none, "fmea_AlchemyComplexityModifier") If PlayerRef.HasPerk(fmea_NoLearningbyEating) If PlayerRef.HasPerk(Experimenter90) fExperimenterMod = 0.25 ElseIf PlayerRef.HasPerk(Experimenter70) fExperimenterMod = 0.5 ElseIf PlayerRef.HasPerk(Experimenter50) fExperimenterMod = 0.75 EndIf Else fExperimenterMod = 1.0 EndIf float fExperimentalRisk = StorageUtil.GetFloatValue(none, "fmea_AlchemyResearchModifier") * fExperimenterMod * akEffectsDiscovered * 0.5 float fFailRisk = ( ( 100 - (StorageUtil.GetFloatValue(none, "fmea_AlchemyBase") + fSkillModifier + fExperienceModifier) - fExperimentalRisk + fEffectsRisk) / 100 ) float fMinFailRisk = StorageUtil.GetFloatValue(none, "fmea_AlchemyMinFailChance") / 100 If fFailRisk < fMinFailRisk fFailRisk = fMinFailRisk EndIf Edited August 10, 2024 by Bane Master
A_guy_with_the_plan Posted August 10, 2024 Posted August 10, 2024 (edited) 1 hour ago, Bane Master said: It's quite complex - along with the MCM settings failure risk is also affected by the Experimenter Perk I have posted the code below - Experimental Fail Risk is added to the base Fail risk if Experimenting. Critical fail risk is simply the total fail risk * the MCM Critical Fail modifier Hide contents Int iPotionsCrafted = 0 ;Bool bIsCritFail String PotionKey = "fmea_exp_" + LastPotionAdded.GetName() If StorageUtil.HasIntValue(Self, PotionKey) iPotionsCrafted = StorageUtil.GetIntValue(Self, PotionKey) if iPotionsCrafted > 100 iPotionsCrafted = 100 Endif Else StorageUtil.SetIntValue(Self, PotionKey, 0) Endif float fSkillModifier = StorageUtil.GetFloatValue(none, "fmea_AlchemySkillModifier") * PlayerRef.GetActorValue("Alchemy") float fExperienceModifier = iPotionsCrafted as Float * StorageUtil.GetFloatValue(none, "fmea_AlchemyExperienceModifier") float fEffectsRisk = (LastPotionAdded.GetNumEffects() - 2) * StorageUtil.GetFloatValue(none, "fmea_AlchemyComplexityModifier") If PlayerRef.HasPerk(fmea_NoLearningbyEating) If PlayerRef.HasPerk(Experimenter90) fExperimenterMod = 0.25 ElseIf PlayerRef.HasPerk(Experimenter70) fExperimenterMod = 0.5 ElseIf PlayerRef.HasPerk(Experimenter50) fExperimenterMod = 0.75 EndIf Else fExperimenterMod = 1.0 EndIf float fExperimentalRisk = StorageUtil.GetFloatValue(none, "fmea_AlchemyResearchModifier") * fExperimenterMod * akEffectsDiscovered * 0.5 float fFailRisk = ( ( 100 - (StorageUtil.GetFloatValue(none, "fmea_AlchemyBase") + fSkillModifier + fExperienceModifier) - fExperimentalRisk + fEffectsRisk) / 100 ) float fMinFailRisk = StorageUtil.GetFloatValue(none, "fmea_AlchemyMinFailChance") / 100 If fFailRisk < fMinFailRisk fFailRisk = fMinFailRisk EndIf does the experimenter perk values work with modded perks paths like requiem? Edited August 10, 2024 by A_guy_with_the_plan
Bane Master Posted August 11, 2024 Author Posted August 11, 2024 (edited) 16 hours ago, A_guy_with_the_plan said: does the experimenter perk values work with modded perks paths like requiem? FMEA uses the three perks Experimenter50, Experimenter70 & Experimenter90 from the base game - if Requiem's (or any other Mod's) versions are modifications of these existing perks maintaining the same FormID then FMEA will use them. Edited August 11, 2024 by Bane Master
DuskWanderer Posted August 16, 2024 Posted August 16, 2024 Out of curiosity, would you be possibly interested in adding compatibility with Baka's TNTR traps mod? (And O Skyrim Has Insane Traps by result)? Right now there isn't any consequence to the Baka traps, at least for female characters. Adding appropriate FEMA triggers to them could therefore be a nice concept. The existing parasite infections, sicknesses/debuffs, etc could all fit rather well.
Bane Master Posted August 17, 2024 Author Posted August 17, 2024 21 hours ago, DuskWanderer said: Out of curiosity, would you be possibly interested in adding compatibility with Baka's TNTR traps mod? (And O Skyrim Has Insane Traps by result)? Right now there isn't any consequence to the Baka traps, at least for female characters. Adding appropriate FEMA triggers to them could therefore be a nice concept. The existing parasite infections, sicknesses/debuffs, etc could all fit rather well. As the Trap triggers the consequence it would be up to the Trap mod authors to decide if they want consequences and add them via their mod. Many of the FMEA consequences are actually called from Estrus Chaurus, Follower Slavery Mod, Sexlab and Simple Slavery with nothing much going on at the FMEA end other than cosmetics to hide transitions etc. Where effects are actually all FMEA I can easily add a simple API to expose them to external mods if any authors are interested. 2
Hex Bolt Posted September 6, 2024 Posted September 6, 2024 (edited) On 8/8/2024 at 11:00 AM, Bane Master said: Contaminated Poisons give off noxious fumes affecting the user when applied to a weapon I love the concept of contaminated potions. Thank you for that. However, contaminated poisons don't seem to actually poison the weapon, making their use entirely undesirable rather than merely dangerous. Is that intended? This is on LE with LE's PO3 Papyrus Extender. Edit: Several PO3 functions that FMEA uses are not supported on PO3 for LE. That seems to be the problem. A few that I found: GetEquippedWeaponIsPoisoned ApplyPoisonToEquippedWeapon AddMagicEffectToSpell RemoveMagicEffectFromSpell Also, a minor point, the mod page doesn't tell players that PO3 is required. Edited September 6, 2024 by Hex Bolt
Bane Master Posted September 8, 2024 Author Posted September 8, 2024 On 9/7/2024 at 12:39 AM, Hex Bolt said: Is that intended? This is on LE with LE's PO3 Papyrus Extender. Unfortunately the lack of those functions in LE PO3 means the poison function will not work for LE users and it's unlikely I can fix it unless I can come up with a totally different solution. I'll take a look but it's likely that all I can do in the short term is disable Contaminated Poisons in LE. On 9/7/2024 at 12:39 AM, Hex Bolt said: Also, a minor point, the mod page doesn't tell players that PO3 is required. Good spot! - I will add it to the list
jbezorg Posted September 12, 2024 Posted September 12, 2024 Running into a Alchemy CTD using the non-standard alchemy tables in Chanterelle. Gonna see if I can find a vanilla alchemy table. My guess is that the explosion effect is looking for the nearest vanilla alchemy table, not finding it. What I can tell from the crash logs it's just past FindAllReferencesOfFormType and applying an image space modifier.
Bane Master Posted September 12, 2024 Author Posted September 12, 2024 (edited) 7 hours ago, jbezorg said: Running into a Alchemy CTD using the non-standard alchemy tables in Chanterelle. Gonna see if I can find a vanilla alchemy table. My guess is that the explosion effect is looking for the nearest vanilla alchemy table, not finding it. What I can tell from the crash logs it's just past FindAllReferencesOfFormType and applying an image space modifier. Edit: I have loaded Chanterelle and COC'd to Bragon's Tower and tested alchemy there - everything works fine. I don't see any obvious difference in the Alchemy Workbench that would cause this issue - are you using LE or SE/AE? Does the crash happen regardless of the alchemy failure mode (Unstable Mixture, Blinded, Shock or Explosion?) If you are on LE try the new version 1.511 - Otherwise I'm at a bit of a loss - unless something is messing with your PO3 Extender? Edited September 12, 2024 by Bane Master
Bane Master Posted September 12, 2024 Author Posted September 12, 2024 What's New in Version V1.511 SE/LE Released Just now Disabled Contaminated Poisons for Legendary Edition as PO3's LE Script Extender does not support the functions required Contaminated Potions are still supported in both LE and SE/AE 2
Hex Bolt Posted September 12, 2024 Posted September 12, 2024 I just wanted to thank you for basing contaminated "discolored" potions on poisons, which makes them so easy to exclude. I was going to update Submissive Lola to prevent mischievous slaves from slipping Master some leftover contaminated healing potions to use in combat, but I found that I didn't need to do anything, because Master always rejects poisons. No NPC is going to drink something that looks weird. Nice! 1
jbezorg Posted September 13, 2024 Posted September 13, 2024 (edited) 17 hours ago, Bane Master said: Does the crash happen regardless of the alchemy failure mode (Unstable Mixture, Blinded, Shock or Explosion?) Can't tell. It's one of those but there's a screen freeze just before the failure and then CDT. 17 hours ago, Bane Master said: unless something is messing with your PO3 Extender? That may be it. Looking at the crash dump it was in po3_PapyrusExtender.dll looping through "FindAllReferencesOfFormType" PROBABLE CALL STACK: [ 0] 0x7FF734FCB0B3 SkyrimSE.exe+030B0B3 -> 20543+0x43 mov rdi, [rsi+0xF8] [ 1] 0x7FFEAEC93163 po3_PapyrusExtender.dll+00F3163 [ 2] 0x7FFEAEC27519 po3_PapyrusExtender.dll+0087519 [ 3] 0x7FFEAEC79FBA po3_PapyrusExtender.dll+00D9FBA mov rbx, [rsp+0x50] | C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\MSVC\14.40.33807\include\functional:878 ?_Do_call@?$_Func_impl_no_alloc@P6A?AV?$vector@PEAVTESObjectREFR@RE@@V?$allocator@PEAVTESObjectREFR@RE@@@std@@@std@@PEAUStaticFunctionTag@RE@@PEAVTESObjectREFR@4@IM@ZV12@PEAU34@PEAV54@IM@std@@EEAA?AV?$vector@PEAVTESObjectREFR@RE@@V?$allocator@PEAVTESObjectREFR@RE@@@std@@@2@$$QEAPEAUStaticFunctionTag@RE@@$$QEAPEAVTESObjectREFR@5@$$QEAI$$QEAM@Z [ 4] 0x7FFEAEC604AC po3_PapyrusExtender.dll+00C04AC nop | D:\a\PapyrusExtenderSSE\PapyrusExtenderSSE\extern\CommonLibSSE\include\RE\N\NativeFunction.h:106 ?MarshallAndDispatch@?$NativeFunction@$0A@$$A6A?AV?$vector@PEAVTESObjectREFR@RE@@V?$allocator@PEAVTESObjectREFR@RE@@@std@@@std@@PEAUStaticFunctionTag@RE@@PEAVTESObjectREFR@4@IM@ZV12@PEAU34@PEAV54@IM@BSScript@RE@@UEBA_NAEAVVariable@23@AEAVVirtualMachine@Internal@23@I0AEBVStackFrame@23@@Z [ 5] 0x7FF7360FDE05 SkyrimSE.exe+143DE05 -> 104651+0x205 test al, al [ 6] 0x7FF73610EAF9 SkyrimSE.exe+144EAF9 -> 104853+0x789 mov r14d, eax [ 7] 0x7FF73610F7B3 SkyrimSE.exe+144F7B3 -> 104857+0x193 call 0x00007FF73598A240 [ 8] 0x7FF736104314 SkyrimSE.exe+1444314 -> 104767+0x104 lea r8, [rbp+0x67] [ 9] 0x7FF7356809E7 SkyrimSE.exe+09C09E7 -> 53926+0xEE7 test r15b, r15b [10] 0x7FF735392CF3 SkyrimSE.exe+06D2CF3 -> 39074+0x23 xor ebx, ebx [11] 0x7FF7359B7888 SkyrimSE.exe+0CF7888 -> 69378+0xD8 mov ecx, [rbx+0x0C] [12] 0x7FF7359B7E51 SkyrimSE.exe+0CF7E51 -> 69380+0x361 mov r15d, eax [13] 0x7FF7359B61DA SkyrimSE.exe+0CF61DA -> 69344+0x8A movzx eax, byte ptr [rbx+0xA74] [14] 0x7FF735990DBD SkyrimSE.exe+0CD0DBD -> 68445+0x3D mov rcx, [0x00007FF737E8C318] [15] 0x7FFF61B6257D KERNEL32.DLL+001257D [16] 0x7FFF62EAAF28 ntdll.dll+005AF28 Edited September 13, 2024 by jbezorg
jbezorg Posted September 13, 2024 Posted September 13, 2024 17 hours ago, Bane Master said: unless something is messing with your PO3 Extender? That was it. Fixed by placing PO3 and it's dependencies as the last in the stack of engine fixes, console tools, Fuz Ro D-oh, widgets, unofficial patches, etc. 1
jbezorg Posted September 13, 2024 Posted September 13, 2024 On 8/17/2024 at 10:32 AM, Bane Master said: As the Trap triggers the consequence it would be up to the Trap mod authors to decide if they want consequences and add them via their mod. Many of the FMEA consequences are actually called from Estrus Chaurus, Follower Slavery Mod, Sexlab and Simple Slavery with nothing much going on at the FMEA end other than cosmetics to hide transitions etc. Where effects are actually all FMEA I can easily add a simple API to expose them to external mods if any authors are interested. Deathworm could be an alternate outcome for the Estrus tentacle attack. Mining, harvesting ingredients, etc..
Fnakasjg Posted September 21, 2024 Posted September 21, 2024 Are "Smithing" and "Cooking" failures still "on the list" for future updates?
Bane Master Posted September 22, 2024 Author Posted September 22, 2024 On 9/21/2024 at 8:50 AM, Fnakasjg said: Are "Smithing" and "Cooking" failures still "on the list" for future updates? I would like to do Smithing - and in fact looked at it again a few weeks ago but sadly there is still no simple reliable way to catch smithed items and allocate risks to them due to they way the engine handles stacks of objects in inventories. So no progress there at present sadly, I'm afraid food isn't a priority right now.
Fnakasjg Posted September 23, 2024 Posted September 23, 2024 (edited) 6 hours ago, Bane Master said: I would like to do Smithing - and in fact looked at it again a few weeks ago but sadly there is still no simple reliable way to catch smithed items and allocate risks to them due to they way the engine handles stacks of objects in inventories. So no progress there at present sadly, I'm afraid food isn't a priority right now. Thats sad - i really like your mod in term of adding realism into game, bcs when you "with 1 level starting to do staff like Alcnemy or Enchanting or Mining with 146% success, like "5 minutes in job and already handle it like a master with 10 years of expirience" as it is in vanilla game - very unimmersive)) This expirience must be gained by failures and attempts with "broken result", as it is in real life during studing and practice, and as it is adding by your mod)) Even in current view i loving that mod very much, and its already "constant member" in my mod list for sure)) And with "Smithing" and "Cooking" covered it would be "whole aspects of game" covered) Hope you will find way around (and wish for food ) later in future, and one day it will become a "complete whole thing")) Btw, about "items in inventory" for Smithing failures Some mods i using in-game - "Honed methal" or "Loot and Degradation" https://www.nexusmods.com/skyrim/mods/51024 https://www.nexusmods.com/skyrimspecialedition/mods/21744 (didnt remember which exactly of those) adding mechanic of "broking item like armor or weapon right when you using or wearing it by usage" - its just removing it from inventory and replace with "broken pieces of scrap" if condition of that "breaking" is met by script (they also adding few other very cool and immersive features, but we need this one with "breaking equipment" most of all, i guess) May be it will help as way around with failures for "Smithing" as well? Like - when script check successfull failure - just remove 1 item you creating from inventory, and replacing it with "broken result", or "creating bad outcome script" (same as for like "Alchemy epxlosion") Edited September 23, 2024 by Fnakasjg
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