Bane Master Posted March 31, 2017 Author Posted March 31, 2017   I hat this FMEA Lockpicking 0.0 too. Only way for me to get rid of this was by disabling the whole DD Mod Family. Dont know which of them exactly conflicted with FMEA. Seems also load order related (first try was putting FMEA on top of the Load order, it worked but saves got corrupted then, om the second try i left FMEA on the bottom and disabled all DD - this did the trick)  That is strange because FMEA doesn't use Devious Devices atm so there are no references to DD mods - was this a new game or an update from a previous fmea version (or fmea newly installed on a game in progress) It would be useful see a script log from when this happens  Sorry for my late reply. Cant provide any logs (dont know where to find them) but i think i nailed it. Started a new game with some DD Mods activated and got the FMEA lockpicking 0.0 again. I then deactivated Deviously Enslaved Continued, started a new game and FMEA worked. So FMEA and DEC conflict somehow   Without a log there's no way of knowing if there is a conflict with another mod or it is a situation particular to your game setup, all I can say is nobody else has reported a conflict with deviously enslaved continued thus far and I can't see where they would conflict.  Either way I'm glad you got it working  A small QOL issue I've noticed with the mod is that if I want to disable individual modules ( I generally use this mod for the lock picking mechanic only) The page's checkboxes become greyed out after I uncheck one of the modules.  This is easily resolved by clicking on another page in the MCM for FMEA and then going back to the main page but I figured I would bring it up.  Otherwise I like the lock mechanic and how there is there is an increasing chance of things to go wrong if i break a pick.  It actually adds some difficulty to my rogue playthru.  I actually wish this kind of mechanic was used for trying to pick locks for Device Devices rather than just a % chance to fail.  The menu greying out is by design as I want to be sure the mod disable/enable is processed before another is attempted - there's probably a better way to do this but I'm up to my armpits in mining and smelting FMEA development right now...
sapho888 Posted March 31, 2017 Posted March 31, 2017  A small QOL issue I've noticed with the mod is that if I want to disable individual modules ( I generally use this mod for the lock picking mechanic only) The page's checkboxes become greyed out after I uncheck one of the modules.  This is easily resolved by clicking on another page in the MCM for FMEA and then going back to the main page but I figured I would bring it up.  Otherwise I like the lock mechanic and how there is there is an increasing chance of things to go wrong if i break a pick.  It actually adds some difficulty to my rogue playthru.  I actually wish this kind of mechanic was used for trying to pick locks for Device Devices rather than just a % chance to fail.  The menu greying out is by design as I want to be sure the mod disable/enable is processed before another is attempted - there's probably a better way to do this but I'm up to my armpits in mining and smelting FMEA development right now...   Makes sense and it isn't a large inconvenience.  Although now I'm curious what you planning next  O.O
ercramer69 Posted April 5, 2017 Posted April 5, 2017    I hat this FMEA Lockpicking 0.0 too. Only way for me to get rid of this was by disabling the whole DD Mod Family. Dont know which of them exactly conflicted with FMEA. Seems also load order related (first try was putting FMEA on top of the Load order, it worked but saves got corrupted then, om the second try i left FMEA on the bottom and disabled all DD - this did the trick)  That is strange because FMEA doesn't use Devious Devices atm so there are no references to DD mods - was this a new game or an update from a previous fmea version (or fmea newly installed on a game in progress) It would be useful see a script log from when this happens  Sorry for my late reply. Cant provide any logs (dont know where to find them) but i think i nailed it. Started a new game with some DD Mods activated and got the FMEA lockpicking 0.0 again. I then deactivated Deviously Enslaved Continued, started a new game and FMEA worked. So FMEA and DEC conflict somehow   Without a log there's no way of knowing if there is a conflict with another mod or it is a situation particular to your game setup, all I can say is nobody else has reported a conflict with deviously enslaved continued thus far and I can't see where they would conflict.  Either way I'm glad you got it working  Well after a complete reinstall I can concur with Heinz01 that DEC was causing the same issue for me. After putting things back in as before minus the buggy old mods I had at a new start had the same as before. Was going to report the issue then saw the possible DEC conflict so removed DEC, started another new game and then everything installed correctly when enabling FMEA for the first time.
Wyrade Posted April 5, 2017 Posted April 5, 2017     I hat this FMEA Lockpicking 0.0 too. Only way for me to get rid of this was by disabling the whole DD Mod Family. Dont know which of them exactly conflicted with FMEA. Seems also load order related (first try was putting FMEA on top of the Load order, it worked but saves got corrupted then, om the second try i left FMEA on the bottom and disabled all DD - this did the trick)  That is strange because FMEA doesn't use Devious Devices atm so there are no references to DD mods - was this a new game or an update from a previous fmea version (or fmea newly installed on a game in progress) It would be useful see a script log from when this happens  Sorry for my late reply. Cant provide any logs (dont know where to find them) but i think i nailed it. Started a new game with some DD Mods activated and got the FMEA lockpicking 0.0 again. I then deactivated Deviously Enslaved Continued, started a new game and FMEA worked. So FMEA and DEC conflict somehow   Without a log there's no way of knowing if there is a conflict with another mod or it is a situation particular to your game setup, all I can say is nobody else has reported a conflict with deviously enslaved continued thus far and I can't see where they would conflict.  Either way I'm glad you got it working  Well after a complete reinstall I can concur with Heinz01 that DEC was causing the same issue for me. After putting things back in as before minus the buggy old mods I had at a new start had the same as before. Was going to report the issue then saw the possible DEC conflict so removed DEC, started another new game and then everything installed correctly when enabling FMEA for the first time.   And yet you don't upload a log either, nor a loadorder or any other hard info. Oh well, it's not like people can't disable DEC if it comes to that, though there might very well be some Skyrim and/or Papyrus magic, and it might not be DEC after all. Anyway, a note on the first post might be useful that DEC is a possible conflict according to some users.
Bane Master Posted April 5, 2017 Author Posted April 5, 2017      I hat this FMEA Lockpicking 0.0 too. Only way for me to get rid of this was by disabling the whole DD Mod Family. Dont know which of them exactly conflicted with FMEA. Seems also load order related (first try was putting FMEA on top of the Load order, it worked but saves got corrupted then, om the second try i left FMEA on the bottom and disabled all DD - this did the trick)  That is strange because FMEA doesn't use Devious Devices atm so there are no references to DD mods - was this a new game or an update from a previous fmea version (or fmea newly installed on a game in progress) It would be useful see a script log from when this happens  Sorry for my late reply. Cant provide any logs (dont know where to find them) but i think i nailed it. Started a new game with some DD Mods activated and got the FMEA lockpicking 0.0 again. I then deactivated Deviously Enslaved Continued, started a new game and FMEA worked. So FMEA and DEC conflict somehow   Without a log there's no way of knowing if there is a conflict with another mod or it is a situation particular to your game setup, all I can say is nobody else has reported a conflict with deviously enslaved continued thus far and I can't see where they would conflict.  Either way I'm glad you got it working  Well after a complete reinstall I can concur with Heinz01 that DEC was causing the same issue for me. After putting things back in as before minus the buggy old mods I had at a new start had the same as before. Was going to report the issue then saw the possible DEC conflict so removed DEC, started another new game and then everything installed correctly when enabling FMEA for the first time.   And yet you don't upload a log either, nor a loadorder or any other hard info. Oh well, it's not like people can't disable DEC if it comes to that, though there might very well be some Skyrim and/or Papyrus magic, and it might not be DEC after all. Anyway, a note on the first post might be useful that DEC is a possible conflict according to some users.   As a matter of interest - once you have FMEA installed and lockpicking running can you then install DEC and have both working? Â
ercramer69 Posted April 5, 2017 Posted April 5, 2017       I hat this FMEA Lockpicking 0.0 too. Only way for me to get rid of this was by disabling the whole DD Mod Family. Dont know which of them exactly conflicted with FMEA. Seems also load order related (first try was putting FMEA on top of the Load order, it worked but saves got corrupted then, om the second try i left FMEA on the bottom and disabled all DD - this did the trick)  That is strange because FMEA doesn't use Devious Devices atm so there are no references to DD mods - was this a new game or an update from a previous fmea version (or fmea newly installed on a game in progress) It would be useful see a script log from when this happens  Sorry for my late reply. Cant provide any logs (dont know where to find them) but i think i nailed it. Started a new game with some DD Mods activated and got the FMEA lockpicking 0.0 again. I then deactivated Deviously Enslaved Continued, started a new game and FMEA worked. So FMEA and DEC conflict somehow   Without a log there's no way of knowing if there is a conflict with another mod or it is a situation particular to your game setup, all I can say is nobody else has reported a conflict with deviously enslaved continued thus far and I can't see where they would conflict.  Either way I'm glad you got it working  Well after a complete reinstall I can concur with Heinz01 that DEC was causing the same issue for me. After putting things back in as before minus the buggy old mods I had at a new start had the same as before. Was going to report the issue then saw the possible DEC conflict so removed DEC, started another new game and then everything installed correctly when enabling FMEA for the first time.   And yet you don't upload a log either, nor a loadorder or any other hard info. Oh well, it's not like people can't disable DEC if it comes to that, though there might very well be some Skyrim and/or Papyrus magic, and it might not be DEC after all. Anyway, a note on the first post might be useful that DEC is a possible conflict according to some users.   As a matter of interest - once you have FMEA installed and lockpicking running can you then install DEC and have both working?    Okay, enabled DEC on game with FMEA working properly and all options appeared active except spriggan because I don't have the mod in my load order. Before DEC I had fungus or plant as the identifier with DEC it reverted back to Namira's Rot and Thistle. Went to an alchemy table set all the lower settings negative results to 90 crated 25 potions only negative effect was 18 spoiled potions.   Papyrus.0.log
Bane Master Posted April 5, 2017 Author Posted April 5, 2017 Thanks - that's useful, would you mind letting me have a log of a the same game load with FMEA in but no DEC for comparison
ercramer69 Posted April 5, 2017 Posted April 5, 2017 Thanks - that's useful, would you mind letting me have a log of a the same game load with FMEA in but no DEC for comparison  Here you go. Papyrus.0.log
Bane Master Posted April 6, 2017 Author Posted April 6, 2017 Thanks for sharing - much appreciated.  I'm afraid I don't think I'm going to be able to help much - the log from the save without DEC is nearly all stack dumps - sadly that means something is seriously wrong with the save game, I'm not an expert in sorting out those sort of issues but hopefully there are folks on the tech. support forum can give you some pointers.  The log from the game with DEC installed has loads of messages about FMEA properties not being present in game - I suspect that because the FMEA initialisation fails due to the same problem that causes the stack dumps.
Wyrade Posted April 7, 2017 Posted April 7, 2017 Thanks for sharing - much appreciated.  I'm afraid I don't think I'm going to be able to help much - the log from the save without DEC is nearly all stack dumps - sadly that means something is seriously wrong with the save game, I'm not an expert in sorting out those sort of issues but hopefully there are folks on the tech. support forum can give you some pointers.  The log from the game with DEC installed has loads of messages about FMEA properties not being present in game - I suspect that because the FMEA initialisation fails due to the same problem that causes the stack dumps.  See, Skyrim / Papyrus magic after all.
Bane Master Posted April 7, 2017 Author Posted April 7, 2017 Indeed - In fact I have just spent a day wrestling with the Demons of Papyrus to come up with an acceptable trigger & basic experience system for Mining (functionally similar to alchemy), now that's done I can have some fun coming up with some failure modes.
El_Duderino Posted April 7, 2017 Posted April 7, 2017 Hi Bane Master, Â Just discovered a rather nice interaction between your mod here and iNeed. Â So my character made a mess of her alchemical experiment yet again and was running around barely able to see anything for all those bad fumes she had inhaled. Not sure if what I did next was intended to be possible that way when you wrote the mod, but I thought it a rather nice way to expand my options: Attention: the spoiler tags actually contain gameplay spoilers! Â Â When I heard all the passers-by commenting about a disease ("you look awful" etc.), I wondered whether that might not be the toxic fumes effect from FMEA. So why not try and visit a temple and ask the healer for help. iNeed has that neat option where shrines don't heal, but priests do (for a hefty fee). My char came ouf the temple of Kynareth many septims poorer but healed of the toxic fumes' effects. Very nice! A roleplaying way to end the blurred vision effect early if one has enough gold for it. Â Â
Bane Master Posted April 8, 2017 Author Posted April 8, 2017 Thanks for the report - it's nice to see FMEA playing nice with other mods.  I'm getting close (i.e. a week or so) to a beta release of Mining if you (or anyone else in the thread) is interesting in doing some testing  Â
El_Duderino Posted April 8, 2017 Posted April 8, 2017 That is great news! I'm using MO so I can test a new version easily. I'd be happy to do so.
ercramer69 Posted April 8, 2017 Posted April 8, 2017 I'd be happy to do some testing for you as well.
Bane Master Posted April 9, 2017 Author Posted April 9, 2017 Thanks both - I'll PM you once I have something ready
YuanTiki Posted April 17, 2017 Posted April 17, 2017  Enjoying the mod so far, but I seem to have an issue with the lockpicking module. Specifically, it doesn't seem to do anything. So far the rest work, but lockpicking does diddly squat. No effect whatever I change.  Now admittedly, it's installed on a very not clean install and a clustered and chaotic load order of far too many mods, but is there anything in particular that springs to mind that could prevent Lockpicking module from functioning but leave the rest unaffected?  Hard to say without seeing a log - something may be interfering with the lockpicking plugin initialising or starting but can't say what without more info.  Which of the options are you using out of EC+, Simple Slavery, SD,+ XPO with Inte's XPO patch and Kynes' Blessing?   My load order is a bloated and tortured mess.  Off the top of my head, I think I'm using all of those except Kynes Blessing.
Bane Master Posted April 18, 2017 Author Posted April 18, 2017   Enjoying the mod so far, but I seem to have an issue with the lockpicking module. Specifically, it doesn't seem to do anything. So far the rest work, but lockpicking does diddly squat. No effect whatever I change.  Now admittedly, it's installed on a very not clean install and a clustered and chaotic load order of far too many mods, but is there anything in particular that springs to mind that could prevent Lockpicking module from functioning but leave the rest unaffected?  Hard to say without seeing a log - something may be interfering with the lockpicking plugin initialising or starting but can't say what without more info.  Which of the options are you using out of EC+, Simple Slavery, SD,+ XPO with Inte's XPO patch and Kynes' Blessing?   My load order is a bloated and tortured mess.  Off the top of my head, I think I'm using all of those except Kynes Blessing.   If you upload a papyrus script log I'll take a look and see if I can identify any issues
Bane Master Posted April 20, 2017 Author Posted April 20, 2017 The release candidate for FMEA 1.30 with Mining is now available so if anyone else fancies doing a bit of final testing/game balance feedback let me know.
Morferous Posted April 20, 2017 Posted April 20, 2017 The release candidate for FMEA 1.30 with Mining is now available so if anyone else fancies doing a bit of final testing/game balance feedback let me know. Â I am just starting a new game, to test out some other candidates. I will have to restart the game anyway, so I could just as well FMEA 1.30 while at it.
Bane Master Posted April 20, 2017 Author Posted April 20, 2017 Â The release candidate for FMEA 1.30 with Mining is now available so if anyone else fancies doing a bit of final testing/game balance feedback let me know. I am just starting a new game, to test out some other candidates. I will have to restart the game anyway, so I could just as well FMEA 1.30 while at it. I've added you to the testing conversation
Bane Master Posted April 23, 2017 Author Posted April 23, 2017 FMEA Version 1.30 released  New content  Mining Any attempt to mine may fail based on the difficulty of the ore vein and the skill of the miner Miners may lose track of an ore vein as they dig Pickaxes may break if used incorrectly Inexperienced miners may find the "Ore" they have mined is in fact just useless rubble Sparks from the pick may ignite a pocket of flammable gas, injuring innocent bystanders is a crime Miners may encounter things that were best left buried Ore veins may contain pockets of noxious gas Poor mining technique may result in injury  Updated  Improved detection and selection of Abusers
Dapper Dan Pomade Posted April 23, 2017 Posted April 23, 2017 Ha, I just got 4 notifications that this mod had been updated. Â Looking forward to trying out mining. Are the 'things best left buried' tentacle related?
Bane Master Posted April 24, 2017 Author Posted April 24, 2017 Ha, I just got 4 notifications that this mod had been updated. Â Looking forward to trying out mining. Are the 'things best left buried' tentacle related? Not at the moment although that had crossed my mind as a possible addition
Khuun Posted April 24, 2017 Posted April 24, 2017 Does it work with complete Crafting Overhaul especially regarding the mining part.
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