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#3441
skyliner390

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In response to post #19542809. #19552729 is also a reply to the same post.

I gave in and opened the CK and took a look. This is what's going on:

REQ_MechanicsPerk_Stress_Exhaustion perk adds the REQ_Mechanics_Stress_Exhaustion ability, which in turn adds a few stamina debuffs.
Of them, three are relevant:

* REQ_MechanicsEffect_Stress_UntrainedArmor_Wearing has a script attached that adds a spell with the effect REQ_MechanicsEffect_Stress_UntrainedArmor_Wearing_Effect, which checks for juggernaut00.

* REQ_MechanicsEffect_Stress_Running has a script that adds a spell with REQ_MechanicsEffect_Stress_Running_Effect_Magicka and REQ_MechanicsEffect_Stress_Running_Effect_Stamina. This is the normal running debuff, it occurs with or without heavy armor.

* REQ_MechanicsEffect_Stress_UntrainedArmor_Sprint has a script that adds a spell with effect REQ_MechanicsEffect_Stress_UntrainedArmor_Sprint_Effect. This checks for juggernaut20, if not found it will go ahead and drain your stamina.

The last effect is the one causing the problem. My followers do not have the Juggernaut20 perk, as their base heavyArmor level is only 15 and Juggernaut20 has a minimum requirement of 20. As a result the skyProc patcher does not add it; even when their in-game skill level is well beyond 20. This is a known drawback of the patcher. It can only account for base skill level.

Because followers seem to sprint all the time, this all results in them depleting their stamina pool in less than 5 seconds, and moving at snail's pace afterward. When combat ensues, they are dead before even starting; With 0 stamina they might as well have 1 hp. Stamina is more important than health for a melee character in Requiem.

To fix the problem I could either modify the effect's conditions or change my followers base heavyArmor skill. Both solutions have its pros and its cons. I opted for the first.

I don't know if you are aware or not of this issue OgerBoss. You might wish to consider adding an extra condition check for NPCs.

Edited by skyliner390, 27 October 2014 - 12:43 PM.


#3442
ogerboss

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In response to post #19542809. #19552729, #19556064 are all replies on the same post.

Maybe you should clarify about which followers you are talking. All Vanilla/Dawnguard followers that are designed to be heavy armor wearers have sufficient perks including the "Relentless Onslaught" (which is Juggernaut20) to overcome this penalty.

So this leaves two possibilities:
a) You have another (beauty?) mod overwriting Requiem's changes to these Vanilla/Dawnguard followers.
b) You have an issue with third-party followers (in this sense Hearthfires and Dragonborn are also third-party) and did not mention it in your help request.

And your argumentation of the patcher is wrong. First of all, it does not add any "real" (i.e. selectable in perktrees) perks at all, only hidden game mechanics perks. Secondly, the patcher can query all relevant information to calculate an NPC's skill at a given level.

#3443
skyvalr

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I have an unusual bug where melee attacks randomly fail to deal damage. The strange part is if I attack with magic first, then damage is dealt as normal, and from that point forward the foe is susceptible to melee. But until then they simply shrug off melee attacks without their health bar showing up (then even stagger and show blood decals). Anyone else have this happen?

I also use Duel Combat Realism and Ultimate combat, but the bug persists even when both of those are disabled

#3444
ogerboss

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In response to post #19563674.

Which foes are you fighting? Some enemies, like Vampires, have extra health in the form of a fortify health effect. Unfortunately, the Skyrim engine fails to properly reflect this in the health bar and thus your first strikes, blasting through the magic extra health, seem to deal no damage, because the health bar uses their normal health as the "full" value.

#3445
skyliner390

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In response to post #19542809. #19552729, #19556064, #19561984 are all replies on the same post.

Ah, that makes sense. Yes I was referring to Dragonborn followers. With the exception of Ahtar which is a vanilla follower and while he has all the standard perks like AA000XarrianGeneralHeavyArmorProtectionFollower he doesn't have the Juggernaut perks.

According to Tes5Edit, this NPC's Requiem-assigned HeavyArmor skill is 16 and LightArmor is 5. Not that this matters anyway since from what you tell me I gather you have added these perks manually. My mistake, I was under the impression you had set up your patcher to work like Dienes' ASIS, recognizing NPCs skills and adding perks automatically according to whether it passed the perk criteria or not. (I strongly encourage you to take a look at his code).

In any case I found a more elegant solution for all my Dragonborn and 3rd party HeavyArmor NPCs; Simply adjusting the juggernaut20 HeavyArmor skill requirement from 20 to 15 ensures the patcher ( Dienes' ) adds the perk to all heavyArmor wearer NPCs that have at least that much skill.

Edited by skyliner390, 27 October 2014 - 09:41 PM.


#3446
ogerboss

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In response to post #19542809. #19552729, #19556064, #19561984, #19569814 are all replies on the same post.

I have no intention to follow the ASIS path. ;) Take as an example the new twohanded-weapon wielding bandits... There are three kinds of them: axe-wielding, sword-wielding and hammer-wielding. While they have no dramatic differences, there are several subtle ones: They have different attribute distributions and skill weights, e.g. swordsman focus more on defense, while the hammer-guys tend more towards offense oriented skilling. Also, they do not have all perks they could have at their given level, e.g. the Swordsman has no clue how to use a hammer. If you shout his sword away and he grabs the hammer of his already dead friend, he will be much less effective than before. Also I took care that none of them has more perks than you could have at the same level.

While it is relatively simple to set up a code that generically fills up all perktrees up to the NPC's skill, it's by far more complicated to get such a fine-grained perk distribution. Assume e.g. a NPC has more perks to choose from than he would be allowed to have at this level, how to choose automatically the "right" one? If you ask me, this would require by far too many rules to be coded into the patcher.

Or in other words: I don't claim that I can predict with a (simple) algorithm what profession the author of an another mod had envisioned for his NPCs, thus I think perk distribution for NPCs is generally something that should be left to hand-made compatibility patches.

EDIT: Ahtar was left out intentionally. In cases where skills and default equipment contradicted, I took into account whatever background lore the UESP had about the character and if there was evidence that he is indeed trained in heavy armor, I gave him/her the necessary perks.

Edited by ogerboss, 28 October 2014 - 02:34 PM.


#3447
skyvalr

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In response to post #19563674. #19564014 is also a reply to the same post.

Wolves and low level bandits. I'd have scenarios where a wolf or light-armored bandits would stagger, and I beat then upside the head with a greatsword yet they take no damage. I can reload the saves, and sometimes I'll kill them in two hits, other times they'll survive twenty hits with no damage (using the exact same weapon)

#3448
ogerboss

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In response to post #19563674. #19564014, #19585679 are all replies on the same post.

Then it's definitely not expected behaviour. However, since I use neither Duel nor Ultimate Combat, I do not know if simply disabling them is sufficient to solve the issue, if they are cause...

#3449
LordOfTheDirt

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Requiem 1.8.1.1

For some reason the attributes I add when I level up do not seem to stick and it continues to stay at initial values. Requiem is the only combat / leveling overhaul I have that I can think of that would affect the attributes. The rest are many graphical and utility mods.

#3450
LordOfTheDirt

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In response to post #19592389.

Also I cant seem to get blessings from praying at any shrine




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