XaiJu
Pamatronic
Pamatronic

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Deadly Furnitures V 3.2.1 - Fountain Release

Depending on your Timezone, There is a possibility that I actually managed to get this Release out in Time, and I apologize to everyone else. Had some unexspected issue with the Water Shader at the very end, but managed to fix it.

So, what do we get Today?
The Feature-Ready new Device "The Fountain" (duh...)
Currently it only supports single Actor operation, but 2 Actor support will follow shortly in one of the Next updates.
There shouldn't be any obvious Issues. It even comes with PaSo support already enabled.

Overall operation is very simple and only reqires 4 buttons which can be brought up by activating the Device or using Space/Lshift/E buttons as usual. I dont wanna spoil it too much, So I'll just let you experiment a bit :)
(MCM has a few flavor options to customize timers)

Installation

-Remove Previous Versions of the Mod
-Install with MO2 or Vortex
-Run FNIS/Nemesis/Pandora
-start new Game
-Profit

Notes

Device has NO sample in the Testzone. You need to spawn one with the Debug spells.

Download

Pama Deadly Furnitures V 3.2.1 (For SE/AE)

The Plan for the Next week is to Iron out the remaining kinks (if any are reported) and gather some feedback (especially on Audio choices). So if everything goes smoothly, I'll be able to start working on the 2-Actor functionalities.

Until then, as always, thank you for your support and patience. This one took a long time to get made, but thanks to you, we once more managed to bring something very unique into Skyrim.
I hope you enjoy it :)

Deadly Furnitures V 3.2.1 - Fountain Release Deadly Furnitures V 3.2.1 - Fountain Release

Comments

My understanding of Papyrus VMA is correct. A nullptr within a papyrus function in itself wont cause issues. at least it doesn't when I test it on my game. My guess is that Nioverride is the issue for you. The eject() function invokes it when cleaning up overrides. Nio is chronically unstable and MIGHT potentially be a bit more sensitive to a nullptr then the games native functions, But that depends on a lot of variables. Try keeping your Nioveride updated to most recent version. Or simply tell Delzaron to write his own scripts properly and include such safety checks on his end. He is doing modding for far longer then me, and its not my job to make my mods impervious to his sloppiness.

Pamatronic

EEEm, Sorry, I think there is something wrong with your understanding of Papyrus VMA, I tested it, and it is indeed the nullptr call function UB problem. it`s like this specifically, Ravenous has a npc named Maya, a task will make her pierce the barbecue. Ravenous`s script did not transfer the cooked her to the plate and call the plate function eject. At this moment the plate`s victim is nullptr, so game CTD. I manually transferred Maya to the plate, game was not CTD. So Papyrus VMA is not as advanced as Unreal Engine BP VM. It may not be safe.

Cloodshop

the UI doesnt support multiple lines by default, best option I have it to shuffle the subsections around

Pamatronic

Not quite. The Papyrus VMA automatically does handle nullpointer issues, so there is no need to check for any none-objects within your papyrus script. It will show up in the log, but something like this wont cause an issue or crash. The script will simply ignore such a call and continue. Also, Ravenous is an extremely unstable mod and the issue is most likely located there. But it could also be something completely unrelated. Check the SKSE crash log. NOT the papyrus log.

Pamatronic

I have a report that you should edit more code: I used your mod and other one`s mod name Ravenous SE 3.31.but it CTD,Crash is like this: [a1R_Kitchen_PamaPresentSpikeREF (FD0AF216)].PamaFurn_PresentationSpike.StopOverrides() - "kattoionkysxqruobtelnxzeuvqlsl" Line 360 [a1R_Kitchen_PamaPresentSpikeREF (FD0AF216)].PamaFurn_PresentationSpike.eject() - "kattoionkysxqruobtelnxzeuvqlsl" Line 194 [a1RHunt (FD00290B)].QF_a1RHunt_0300290B.Fragment_9() - "QF_a1RHunt_0300290B.psc" Line 130"  this is his code: ;BEGIN FRAGMENT Fragment_9 Function Fragment_9() ;BEGIN CODE SetObjectiveCompleted(100) a1RCarnificinaREF.additem(a1RHumanMeat, 5) (a1R_Kitchen_PamaPresentSpikeREF as PamaFurn_PresentationSpike).eject() setstage(200) ;END CODE EndFunction ;END FRAGMENT  so I know the error is he call your function PamaFurn_PresentationSpike.eject ,but because the victim is none(may be this character is dead and auto removed from the PresentationSpike). Your code has not check if the victim is none.

Cloodshop

In addition, the UI of debug spells is too wide. Can it be modified to display on two lines in the next version and added to display on more lines when there are more types in the future?

Cloodshop


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