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Failure Mode Effects Analysis in Skyrim (FMEA)


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  • 1 month later...
Posted

What's New in Version V1.516 SE/LE

Released 

  • Mannequins are now excluded from sex scenes
  • Removed some test code accidently left in Version 1.512
  • Finally added Glowing Mushrooms to the ingredients list - it's only taken 8 years to get around to it!
Posted
7 hours ago, Bane Master said:

Mannequins are now excluded from sex scenes

Aw, there goes one of my fetishes. :D 

Seriously though, thanks so much for making this mod and expanding & polishing it through all those years! It has been a core item in my load order from right after you first released it.

Posted
On 5/19/2025 at 6:47 AM, El_Duderino said:

Aw, there goes one of my fetishes. :D 

Seriously though, thanks so much for making this mod and expanding & polishing it through all those years! It has been a core item in my load order from right after you first released it.

 

Well I recently discovered that the Troubles of Heroine mod has a "strange mannequin" in one of the player homes, I think the Solitude one. Not sure what it does, but it has an NPC idle.

Posted
30 minutes ago, lavatube said:

 

Well I recently discovered that the Troubles of Heroine mod has a "strange mannequin" in one of the player homes, I think the Solitude one. Not sure what it does, but it has an NPC idle.

It is the Soltitude one. It basically sexaully assaults you when you enter the house...

Posted
58 minutes ago, ebbluminous said:

It is the Soltitude one. It basically sexaully assaults you when you enter the house...

 

Ah, figured it was something like that. I was only trying out a modlist with an alternative start, so I didn't have time to fully explore it.

 

Every rare once in a while though, when I'm in a player home that has mannequins, some mod will fire off a group sex action and grab a nearby mannequin. Apparently the mannequins are technically NPCs, but sadly there's no animations or anatomy for them... well usually. There are mods like SOS Mannequin or Mannequins Revamped

 

 

Posted
On 5/20/2025 at 2:23 PM, lavatube said:

 

Well I recently discovered that the Troubles of Heroine mod has a "strange mannequin" in one of the player homes, I think the Solitude one. Not sure what it does, but it has an NPC idle.

You can even copy the Strange Mannequin to other places.....especially your own other homes.  ;)

Posted
On 5/22/2025 at 11:34 AM, kaizersoze27 said:

Hello Bane,

 

Thanks for the new version, can it be updated mid-game?

Yes - should be fine  to update mid game.

  • 3 weeks later...
Posted

How do I add ingredients from Beyond Skyrim Bruma to this mod so it's possible when picking a mod-added ingredient it could trigger a FMEA effect?

Posted
On 6/14/2025 at 5:50 PM, Krashark said:

How do I add ingredients from Beyond Skyrim Bruma to this mod so it's possible when picking a mod-added ingredient it could trigger a FMEA effect?

Unfortunately there's no quick way to do this.

 

It would need a json containing the harvestables and ingredients formatted in the same way as the existing Json that adds support for CACO.

 

Once that was built I could then add a check for Bruma being installed and load the json if it is - again as the code for CACO currently works.

 

It's a quite  lot a of work to compile the json and I don't use Bruma at present - but if you or anyone wants to do it I'm happy to use it to add Bruma ingredient compatibility

  • 2 weeks later...
  • 1 month later...
Posted (edited)

I'm having an issue where the Devious Lockpicking failure doesn't appear to work as intended. With all the requirements installed, I noticed that the enchanted chest outcome never seemed to happen. Thus I set every single other outcome to 0, the devious setting to 100, and... It only ever does the alarm punishment even with it disabled.

This is in a playthrough that updated from an older FMEA version if that has an impact.

Edited by DuskWanderer
Posted (edited)
22 minutes ago, DuskWanderer said:

I'm having an issue where the Devious Lockpicking failure doesn't appear to work as intended. With all the requirements installed, I noticed that the enchanted chest outcome never seemed to happen. Thus I set every single other outcome to 0, the devious setting to 100, and... It only ever does the alarm punishment even with it disabled.

This is in a playthrough that updated from an older FMEA version if that has an impact.

It's worth switching on Debug messages in DEC's MCM to check that the area you are in/lock you are picking is eligible for a DEC trap.

 

Assuming that's  ok can you post a papyrus log of a failed lockpick attempt with everything set to 0 except the DEC outcome please

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

It's worth switching on Debug messages in DEC's MCM to check that the area you are in/lock you are picking is eligible for a DEC trap.

 

Assuming that's  ok can you post a papyrus log of a failed lockpick attempt with everything set to 0 except the DEC outcome please

Will do. I'll try and get you one later today

Posted (edited)
13 hours ago, DuskWanderer said:

The container is valid, so here's my log

 

This is strange - there are no errors in your log from DEC or FMEA so I'm not sure why nothing is being equipped. Equipping the Player works in my testing and I haven't seen any other reports of this.

 

That said I did find a bug in DEC that was causing Followers to not be affected by devious traps triggered via FMEA so I have fixed that and some other log spam - I don't think it's the cause of your issue but give the updated version of DEC a go just in case!

Edited by Bane Master
Posted
On 8/17/2025 at 5:21 AM, Bane Master said:

 

This is strange - there are no errors in your log from DEC or FMEA so I'm not sure why nothing is being equipped. Equipping the Player works in my testing and I haven't seen any other reports of this.

 

That said I did find a bug in DEC that was causing Followers to not be affected by devious traps triggered via FMEA so I have fixed that and some other log spam - I don't think it's the cause of your issue but give the updated version of DEC a go just in case!

Sorry for the delay. Updated everything and gave it a try. Still doesn't work, but hopefully this new log is of some use.

Papyrus.0.log

  • 5 weeks later...
Posted

I've been having the same issue of no device events. Since I use Dev. Ench. Chests I thought this was a cool option for lockpicking. At first I thought I just had the chance too low (and my lockpicking skills are high enough to bypass most traps at this point) so I increased my chances in FMEA and DEC to trigger events.  I turned on DEC's debug, I get notices in the upper left hand corner:

 

"The lock is trapped!
Trigger Trap ModEvent Received.
Character is in a dungeon.
Chance to find trapped loot = 1000:1000"

 

Nothing happens. I stand there, I can move, I open and close the console. Nothing. I just go on my way. Doesn't seem to matter if I have cuffs, piercings, or nothing at all already equipped.

 

Failure Mode Effects Analysis in Skyrim (FMEA) v. 1.5.12    upgraded 5/19/25 --> v. 1.5.16  and  7/1/25 --> 1.5.17 

Deviously Enchanted Chests  v. 3.215    upgraded 7/1/25 --> 3.217

FMEA DEC Papyrus.0.log

 

I've rebuilt the cache in DEC, will report back. 

Posted (edited)
2 hours ago, Seeker999 said:

Nothing happens. I stand there, I can move, I open and close the console. Nothing.

From the look of your log your save game is not in a good state. It is dumping stacks and is erroring repeatedly. The most common error seems to be

 

[09/20/2025 - 04:33:42AM] ERROR: Cannot call GetRelationshipRank() on a None object, aborting function call
stack:
    [alias Player on quest RavenBeakPrisonDialougeQuest (32009A28)].RavenBeakFightPlayer.OnHit() - "ravenbeakfightplayer.psc" Line 28

 

Although there are several others.

 

I have added some extra debug to the Equip script cooldown to test out a theory about a possible cause - drop this into your game and see what it says (needs DEC debug enabled).

 

If that doesn't help may I suggest you try starting a new game to test for issues with FMEA dD etc. That might give us a better idea of what's going on.

 

dtraps_dDevices.pex dtraps_dDevices.psc

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

I have added some extra debug to the Equip script cooldown to test out a theory about a possible cause - drop this into your game and see what it says (needs DEC debug enabled).

Went to a trap that did nothing before and now it works! Woo hoo, I'm in a hobble dress!

Yeah, I know about Raven Beak. I was going to try it out for SS++ but I don't really need it. 

Thanks for your help 😃

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