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Failure Mode Effects Analysis in Skyrim (FMEA)


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Posted
20 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,

 

Does the failure have to be tied to the item? Can the dialog to confirm that you want to create/upgrade item x be the trigger instead? Or am I just showing my modding ignorance again?

Posted
2 hours ago, Seeker999 said:

Does the failure have to be tied to the item? Can the dialog to confirm that you want to create/upgrade item x be the trigger instead?

I don't know of any way to capture the item from the Smithing Menu and even if you could, the problems are more around how equipment is "stored" in the inventory and the order in which multiple copies of an item are handled by the game engine when equipped or removed

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

I don't know of any way to capture the item from the Smithing Menu and even if you could, the problems are more around how equipment is "stored" in the inventory and the order in which multiple copies of an item are handled by the game engine when equipped or removed

The way to just "remove 1 copy of that item fype from inventory" and replace with "destroyed|failed item" from mod (as it is for "botched potions" from "Alcnemy" in your mod, for example), or "remove item and make failure event (like "burn while melting ore|poke yourself during tempering") willnt work?

In different mods which i mentioned about above looks like its working that way (remove item and then do whatever mod feature providing after that by its scripts)

"Remove item" is simple "basic" core feature as i understand

 

Im pretty far from digging|understanding Skyrim modding system deep, so its just suggestion bcs i really loving your mod and will be glad to see it as "finished and complete" one day))

Sorry if i suggesting just stupid|impossible thing :)))

Edited by Fnakasjg
  • 4 weeks later...
Posted

Hi, I just installed the mod, and did a quick test.

I have a small problem.
When I taste an ingredient to discover its effects, the discovered effect is not added to the effects of the ingredient.

 

I have never delved into alchemy in Skyrim but I seem to have understood that I can only learn 1 effect out of 4 by tasting the ingredient.
In fact I tried to taste ingredients of which I have 0 information.

 

Is it a bug or is it a desired function?

Posted
4 hours ago, Balmung889 said:

When I taste an ingredient to discover its effects, the discovered effect is not added to the effects of the ingredient.

If you enabled the mod's setting for "No effect discovery by eating" then it's working as designed.

Posted
17 hours ago, Hex Bolt said:

If you enabled the mod's setting for "No effect discovery by eating" then it's working as designed.

Thanks, that was exactly the problem.
Sorry, I could have figured it out myself, but I'm not good with English. I communicate with Google Translate

 

I'll take this opportunity to ask you a few questions, if you don't mind.
1) Does the mod have some experience mechanic? Or is everything random? That is, can my character become better at various activities, or is everything random?
2) I've tried the side effects (blindness) of alchemy and another similar effect due to the collection of ingredients.
Are these effects permanent? I mean, I've already seen that by praying at the altars, these effects disappear. So they are treated like the normal "illnesses" of the game, right? Are there any options in the MCM menu to make them temporary?

Posted
2 hours ago, Balmung889 said:

Are these effects permanent? I mean, I've already seen that by praying at the altars, these effects disappear.

You can also use a Cure Disease potion. Usually, until I have a store of Cure Disease potions in my inventory, I do my alchemy near a shrine. The number of times I've run from the alchemy station in Breezehome/Arcadia's Shop/Dragonsreach to the Talos shrine where I have to listen to Helmskr ....

Posted
22 hours ago, Seeker999 said:

You can also use a Cure Disease potion. Usually, until I have a store of Cure Disease potions in my inventory, I do my alchemy near a shrine. The number of times I've run from the alchemy station in Breezehome/Arcadia's Shop/Dragonsreach to the Talos shrine where I have to listen to Helmskr ....

Like normal diseases in the game, ok!

 

However I came across (picking plants) an effect that is not removed by prayer or by the potion for diseases.

 

The effect is "Confused".
The other effects are removed, "Confused" is not.

Posted
44 minutes ago, Balmung889 said:

Like normal diseases in the game, ok!

 

However I came across (picking plants) an effect that is not removed by prayer or by the potion for diseases.

 

The effect is "Confused".
The other effects are removed, "Confused" is not.

There is a solution for this too... Think about what caused the effect and how (or read the spoiler if you wish)

 

Spoiler

The plants are toxic - you need Cure Poison to remove the effect 

 

Posted
On 10/23/2024 at 1:57 PM, Bane Master said:

There is a solution for this too... Think about what caused the effect and how (or read the spoiler if you wish)

 

  Reveal hidden contents

The plants are toxic - you need Cure Poison to remove the effect 

 

It works, thanks!

  • 2 weeks later...
Posted (edited)
On 10/23/2024 at 2:57 PM, Bane Master said:

There is a solution for this too... Think about what caused the effect and how (or read the spoiler if you wish)

 

  Hide contents

The plants are toxic - you need Cure Poison to remove the effect 

 

If player already a vampire - is he immune to those effects since he is immune to desease and posison mechanic by vampire traits?

 

Also side-question - i planning in soon time start another full Skyrim playthrough, i guess no point to wait for "Smithing" FMEA in near future, so i can just play current last version, without waiting for "Smithing"? (at least for now, i hope at SOME point it would be a thing, in future, even in 1-2 years at least)

Edited by Fnakasjg
Posted
17 hours ago, Fnakasjg said:

If player already a vampire - is he immune to those effects since he is immune to desease and posison mechanic by vampire traits?

TBH I have not tested - the effects are flagged correctly so if the game engine uses those flags to grant immunity then it should work but there's nothing specifically built into FSM to handle it.

 

18 hours ago, Fnakasjg said:

i guess no point to wait for "Smithing" FMEA in near future

I think that's a fair assumption - I've never found a reliable way to hook  items being tempered (or smithed when more than 1 of the made item is in the inventory) so I haven't progressed it

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

I think that's a fair assumption - I've never found a reliable way to hook  items being tempered (or smithed when more than 1 of the made item is in the inventory) so I haven't progressed it

But you still planning to try in some point in future?

Or already fully abandoned attempts, and current version can be counted as "final", and no need to check this thread from time to time for any further updates?

 

As i already said few weeks ago - even in current view mod is very cool and interesting to have in mod list and to play with

But if it would be "full palette" with "Smithing" (and probably - with "Cooking" as well), to cover "all in-game aspects of craftsmanship and activities with progressions) - it would be even more immersive and cool, obviously))

Edited by Fnakasjg
Posted
1 hour ago, Fnakasjg said:

But you still planning to try in some point in future?

Yes - I would still add it if I could reliably hook individual smithed/tempered items

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

Yes - I would still add it if I could reliably hook individual smithed/tempered items

Btw which problem you describing as 

Quote

items being tempered (or smithed when more than 1 of the made item is in the inventory

Am i wrong, but with "Alchemy" and potions system is the same?

 

Why just not normally "remove 1 item from stack" if crafting is "failure"?

Items in player inventory having same Ref|BaseID, like each "Iron Dagger" has same ID, so removing it would be not so hard?

I linked few mods previously for you where it is implemented like this - item just "breaking" by removing from player inventory and adding "scrap pieces"

 

Btw any tempered items having SAME ID in inventory as untempered, as i spotted after playing with that described mod which "breaking items when using them in combat"

If you thinking about problem as "you creating new item, but bcs of failure you removed already old one tempred in your inventory", and here it is where problem is - well, i guess we can just "it is as it is" and live with it, even if solution is unperfect this way?

Anyway here no way to separate IDs for tempered and untempered as i understand - so only way would be "just live with it and accept mechanic for failures as it is, with few "unperfect sides"))

For roleplaying with your mod for those who playing with it in their mod list - it should be enough anyway i guess

 

And if craft is "just botched" - you can "add item normally by vanilla craft, then immediately remove it by normal "removeitem" script for it ID and just add in inventory "botched item" from mod, sort of placeholder with 1-10 gold cost with "crap" tag without usage")

 

Playing just effects like "burn yourself with smelter" or "cut finger during tempering sword" without breaking item is even simplier, i guess

 

 

I dont know if it would work properly and may be here some "underwater stones", but its looks simple enough by idea - may be it will work like this, if just "implement simple role-play mechanic", not "hard and heavy system for covering ALL aspects"?

Edited by Fnakasjg
Posted (edited)
3 hours ago, Fnakasjg said:

Btw which problem you describing as 

I know you are trying to be helpful and clearly you would love to see this addition but I'm afraid I'm not motivated to put the work in if the result won't be something I personally feel happy with - so the answer is no for now, sorry.

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

I know you are trying to be helpful and clearly you would love to see this addition but I'm afraid I'm not motivated to put the work in if the result won't be something I personally feel happy with - so the answer is no for now, sorry.

K, no problems here)) Its fine)

Im not pressuring at all))

 

Ye, i just was trying to be helpfull as much as i can)) Clearly it was not so much since im not pretty familiar with aspects of Skyrim modding patterns))

If its not helping - sure, so i guess i just will wait and check from time to time this thread in hope of "update finally became a thing sooner or later"))

Edited by Fnakasjg
  • 2 weeks later...
Posted (edited)

soooo FMEA tentacle animation doesnt work yes estrus chaurus is installed yes it is registered still wont work i just stand there doin nothing 

 

edit: doublechecked everything ran fnis twice .... nothing happens either i miss a mod or something doesnt work with the mod 

list : estrus chaurus+ (and normal version bc somewhere i read about having both needed but i tried every combination)
SL obviously
skyui 

papyrus extender

defeat

parasites and all other requirements AND their requirements

 

edit2: fixed it .... idk how .... idk why .... its just fixed.... just reinstalled parasites... which makes no god damn sense 
 

Edited by ShoDanSilent
  • 1 month later...
Posted (edited)

Suggestion: Add a toggle for adult scenes happening or not, and also what animations/tags are allowed for what setup. So far it seems to just use animations installed with no control over which one the user want to actually use for the character or the situation. Alternatively, this mod could just trigger a defeat/bleedout, that then is handled by an installed defeat mod.

Edited by Emerald982
Posted
11 hours ago, Emerald982 said:

Suggestion: Add a toggle for adult scenes happening or not, and also what animations/tags are allowed for what setup. So far it seems to just use animations installed with no control over which one the user want to actually use for the character or the situation. Alternatively, this mod could just trigger a defeat/bleedout, that then is handled by an installed defeat mod.

Adult scenes are linked to specific Failures so you can prevent them from occurring by making the chance of those failure modes to 0.

 

I can take a look at adding tag support via a json next time I'm working on FMEA but it might not be for some time.

Posted

this is a great mod but it doesn't play nicely with some of the other mods i use

 

fmea_ingredientplayeraliasscript keeps stack dumping in cells with lots of people. i'm assuming one or more of my mods apply magical effects as some sort of actor processing, which causes that script to kick off many times at once

 

unforgiving devices creates lockpicking interfaces to remove devious devices, and the lockpicking module will sometimes trap them. this on its own is actually some neat mod interplay, but toggling off both 'trapped containers' and 'trapped doors' does not stop them from being trapped, and it can lead to crashes if the poisoning sequence occurs during one of UD's struggle sequences.

Posted
12 hours ago, FrySalmonidae said:

fmea_ingredientplayeraliasscript keeps stack dumping in cells with lots of people. i'm assuming one or more of my mods apply magical effects as some sort of actor processing, which causes that script to kick off many times at once

I have never seen this behaviour from FMEA and there are no other reports - can you share a log please

 

 

12 hours ago, FrySalmonidae said:

but toggling off both 'trapped containers' and 'trapped doors' does not stop them from being trapped

Again not seen/heard of this before but I'll check the code

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

I have never seen this behaviour from FMEA and there are no other reports - can you share a log please

it seems like this is a known issue for this kind of event handler when using mods that utilize cloak effects for npc processing. i'm happy to provide logs, but you'd need to specify which files you're looking for since it doesn't seem like that ingredient script emits logs for the OnMagicEffectApply event handling. i was able to fix this myself by recompiling the script without the handler and making the necessary edits to the triggering quest.

 

10 hours ago, Bane Master said:

Again not seen/heard of this before but I'll check the code

i took a peek at the source code, and in theory it seems like disabling trapped doors should also disable trapped UD devices since that block handles everything not categorized as a container, but in my testing i kept seeing the "this lock seems suspicious" message even after doing so. 

Edited by FrySalmonidae
Posted (edited)
20 hours ago, FrySalmonidae said:

it seems like this is a known issue for this kind of event handler when using mods that utilize cloak effects for npc processing.

I'll switch it to the PO3 solution

 

Edited by Bane Master
Posted

What's New in Version V1.512 SE/LE

Released 

  • Fixed a possible cause of stack dumps when other mods use cloak effects
  • Unforgiving Devices will no longer trigger FMEA traps when lockpicking devious devices

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