Since NPCs are stupid and navmeshes are not always very detailed I suggest the following:
Make fire safe for stupid NPCs either in specific location types like Inns, Player Homes, etc and/or make it hurt them only 'while in combat' state.
I usually have additional NPCs in game via mods and some cells like Inns are crowded or extra followers get in the way in Breezehome.
I still get haunted in my dreams with screams of some random guy/chick getting burned alive in the cozy Bannered Mare Inn, while absolutely everyone is drunk, listens to Michael scream his songs with a lute and no one gives a s..t about it.
Have you considered fire hurts the followers too? They are immortal so ... As I showed you in the Image, followers smiling over the bonfires, really breaks the immersion.
Hey bro, you hear me now, i want the player character to be lit up on fire after 2 seconds of being in contact with the fire source, but i dont know how to do this, In Xedit i see no value in the .esp. in the description you wrote about a delay time in N seconds, and i didnt understood how to do this. And thanks for this mod, its mega immersive. mega cheers.
239 comments
Alright who else?
:)
Make fire safe for stupid NPCs either in specific location types like Inns, Player Homes, etc and/or make it hurt them only 'while in combat' state.
I usually have additional NPCs in game via mods and some cells like Inns are crowded or extra followers get in the way in Breezehome.
I still get haunted in my dreams with screams of some random guy/chick getting burned alive in the cozy Bannered Mare Inn, while absolutely everyone is drunk, listens to Michael scream his songs with a lute and no one gives a s..t about it.
NetScriptFramework says:
Probable callstack
{
[0] 0x7FFF8066CD29 (KERNELBASE.dll+2CD29)
[1] 0x7FFF215462E4 (FireHurtsRE.dll+662E4)
[2] 0x1C1993EFD0
[3] 0x7FFF21532CB3 (FireHurtsRE.dll+52CB3)
}
Uninstalling it was the solution :(
Edit: I'm using 1.5.97
PROBABLE CALL STACK:[ 0] 0x7FF7DE6CB0B3 SkyrimSE.exe+030B0B3 -> 20543+0x43mov rdi, [rsi+0xF8][ 1] 0x7FFDCE87ECBE FireHurtsRE.dll+003ECBE[ 2] 0x7FFDCE872DE0 FireHurtsRE.dll+0032DE0[ 3] 0x7FFDCE8731B6 FireHurtsRE.dll+00331B6mov rcx, [rsp+0x90] | D:\GitHub\FireHurtsNGactual\src\XSEPlugin.cpp:246 ?tick@TickerPlayer@@QEAAXM@Z[ 4] 0x7FF7DEA07573 SkyrimSE.exe+0647573 -> 36581+0xB3mov rax, [0x00007FF7E15474F8][ 5] 0x7FF7DEA0614C SkyrimSE.exe+064614C -> 36564+0x2ACcmp byte ptr [0x00007FF7E154714B], 0x00[ 6] 0x7FFDC57CF1F9 hdtSMP64.dll+00BF1F9cmp byte ptr [rbx+0x10], 0x00 | C:\Games\Faster HDT-SMP\skse64_2_02_06\src\skse64\hdtSMP64\Hooks.cpp:314 ?onFrame@UnkEngine@hdt@@QEAAXXZ[ 7] 0x7FFDCE2E5EC7 MuJointFix.dll+0025EC7call 0x00007FFDCE3032E0 | D:\VS\MuJointFix\src\Hook.cpp:25 ?onFrame@UnkEngine@Mus@@QEAAXXZ[ 8] 0x7FF7DE9FEAD5 SkyrimSE.exe+063EAD5 -> 36544+0x165test bl, bl[ 9] 0x7FF7DF8FBB8E SkyrimSE.exe+153BB8E -> 109636+0x106mov ebx, eax[10] 0x7FFE4C1A7344 KERNEL32.DLL+0017344[11] 0x7FFE4E0026B1 ntdll.dll+00526B1REGISTERS:RAX 0x24B88C5A310 (void*)RCX 0x768 (size_t) [1896]RDX 0x0 (size_t) [0]RBX 0x2 (size_t) [2]RSP 0xB0F9EFF490 (void*)RBP 0xB0F9EFF690 (void*)RSI 0x4517A00044D08000 (size_t) [4978623836096331776]RDI 0x0 (size_t) [0]R8 0x24B8FA09AD0 (void*)R9 0x7D6971AEED139409 (size_t) [9036879123411342345]R10 0xB0F9EFF4B0 (void*)R11 0x24CE6860814 (void*)R12 0x24B8299AC00 (Main*)R13 0x0 (size_t) [0]R14 0x24BF0514F08 (char*) "j"R15 0xB0F9EFF688 (std::_Func_impl_no_alloc<`TickerPlayer::update'::`2'::<lambda_1>,RE::BSContainer::ForEachResult,RE::TESObjectREFR &>*)STACK:[RSP+0 ] 0x7FF7DE3C0000 (void*)[RSP+8 ] 0x503F (size_t) [20543][RSP+10 ] 0x24D198FA880 (void*)[RSP+18 ] 0x7FFDCE87F3A8 (void* -> FireHurtsRE.dll+003F3A8mov qword ptr [rsi+0x38], 0x00 | D:\dev\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\T\TESObjectCELL.cpp:21 ?ForEachReference@TESObjectCELL@RE@@QEBAXV?$function@$$A6A?AW4ForEachResult@BSContainer@RE@@AEAVTESObjectREFR@3@@Z@std@@@Z)[RSP+20 ] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2][RSP+28 ] 0x503F (size_t) [20543][RSP+30 ] 0x24C2D5D0100 (TES*)[RSP+38 ] 0x0 (size_t) [0][RSP+40 ] 0xB0F9EFF8D0 (void*)[RSP+48 ] 0x7FFDCE87ECBE (void* -> FireHurtsRE.dll+003ECBEtest rax, rax | D:\dev\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\T\TES.cpp:41 ?ForEachReference@TES@RE@@QEAAXV?$function@$$A6A?AW4ForEachResult@BSContainer@RE@@AEAVTESObjectREFR@3@@Z@std@@@Z)[RSP+50 ] 0x24C00000002 (void*)[RSP+58 ] 0xB0F9EFF508 (std::_Func_impl_no_alloc<`RE::TES::ForEachReference'::`5'::<lambda_1>,RE::BSContainer::ForEachResult,RE::TESObjectREFR &>*)[RSP+60 ] 0x24C139290C0 (PlayerCharacter*)Flags: 0x00000448 Name: "Barbie"FormID: 0x00000014FormType: ActorCharacter (62)Flags: 0x00000448 Name: "Barbie"FormID: 0x00000014FormType: ActorCharacter (62)Object Reference: File: "ccbgssse018-shadowrend.esl"Modified by: Skyrim.esm -> ccbgssse018-shadowrend.eslFlags: 0x00040009 kDestructible | kInitializedName: "Barbie"FormID: 0x00000007FormType: NPC (43)Flags: 0x00000448 kInitialized | kBorderRegionFormID: 0x00000014FormType: ActorCharacter (62)[RSP+68 ] 0xB0F9EFF8D0 (void*)[RSP+70 ] 0x627FA (size_t) [403450][RSP+78 ] 0x7FFDCE8A6898 (void* -> FireHurtsRE.dll+0066898 | __real@34000000_66898)[RSP+80 ] 0xB0F9EFF688 (std::_Func_impl_no_alloc<`TickerPlayer::update'::`2'::<lambda_1>,RE::BSContainer::ForEachResult,RE::TESObjectREFR &>*)[RSP+88 ] 0x7FF7DF0890CF (void* -> SkyrimSE.exe+0CC90CFcmp [rdi], eax)[RSP+90 ] 0x10907 (size_t) [67847][RSP+98 ] 0x10E48 (size_t) [69192][RSP+A0 ] 0x0 (size_t) [0][RSP+A8 ] 0x7FFDCE87ED88 (void* -> FireHurtsRE.dll+003ED88mov rax, [rax+rbx*1] | D:\dev\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\T\TES.cpp:15 ?GetSingleton@TES@RE@@SAPEAV12@XZ)[RSP+B0 ] 0x0 (size_t) [0][RSP+B8 ] 0xB0F9EFF688 (std::_Func_impl_no_alloc<`TickerPlayer::update'::`2'::<lambda_1>,RE::BSContainer::ForEachResult,RE::TESObjectREFR &>*)[RSP+C0 ] 0x112A4DD09B38 (size_t) [18873391815480][RSP+C8 ] 0x7FFDCE87CF13 (void* -> FireHurtsRE.dll+003CF13mov rcx, [rsp+0x40] | D:\dev\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\U\UI.cpp:48 ?IsMenuOpen@UI@RE@@QEAA_NAEBV?$basic_string_view@DU?$char_traits@D@std@@@std@@@Z)[RSP+D0 ] 0x1 (size_t) [1][RSP+D8 ] 0x0 (size_t) [0][RSP+E0 ] 0x24B8299AC00 (Main*)[RSP+E8 ] 0x0 (size_t) [0][RSP+F0 ] 0xB0F9EFF8D0 (void*)[RSP+F8 ] 0x7FFDCE872DE0 (void* -> FireHurtsRE.dll+0032DE0mov r14, [rsp+0x30] | D:\GitHub\FireHurtsNGactual\src\XSEPlugin.cpp:193 ?update@TickerPlayer@@AEAA@PEAVActor@RE@@@Z)[RSP+100] 0xFF7FFFFF (size_t) [4286578687][RSP+108] 0x0 (size_t) [0][RSP+110] 0x24C139290C0 (PlayerCharacter*)
If you need more of it let me know ill be happy to help out with debugging this problem. Also i have NG loaded after it but that didn't seem to help.
in the description you wrote about a delay time in N seconds, and i didnt understood how to do this.
And thanks for this mod, its mega immersive. mega cheers.