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Pama´s Deadly Furniture (scripts)

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This is an ongoing work to bring actual functionality to Execution/torture devices added by zap ZAP (or any other source if i can get my hands on them).

 

Features

-works on player and NPC´s

-Fully interactive. The garotte for example allows to slowly suffocate your victims, or to keep going until their necks break.

-Fully self contained. doesn´t require any Quest scripting to work. (well, at least partially)

-Nonlethal mode available which will knock you/NPC out for a adjustable time rather than killing.

-Fully reusable

-MCM with tons of options (death camera duration, knock out duration, amount of chocking damage to PC/NPC ...)

-(coming soon) options for equippables like gags/blindfolds

-sound Options

-Self construction routine. This allows you to place these things via console /cell builder/other placement mod (description below)

 

 

Hard requirements! (if you complain about any error thats caused by ignoring these, i WILL make fun of you!)

-Powerofthree´s Papyrus Extender

 For LE: https://www.nexusmods.com/skyrim/mods/95017

 For SE: https://www.nexusmods.com/skyrimspecialedition/mods/22854

 

-Zap8:

 For LE: https://www.loverslab.com/files/file/4688-zaz-animation-pack-v-80-2017-11-15/

            https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/

For SE:  https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/

           (You need to scroll down a bit to see the links for version the 8.0 version)

 

-Fnis/Nemesis

           I believe that you can find one of these on your own.

 

- SE converted animations (PamaDeadlyFurniture_SSE_ConversionFiles_VX.X.X) can be found under downloads.

          !Always use the most recent version, even if its version doesn't match the main mods!

          Do NOT download these if you are on LE!

 

 

Installation

-Mod manager of your choice or drop manually into you data Folder

-SSE users install the the SSE-conversion files just like a regular mod

       -Install them AFTER the main mod and make sure they overwrite anything from the main mod

-Run FNIS/Nemesis

 

Demo Location

-outside of the regular world.

type the following into your console

"coc pamaTestZone"

 

 

 

Issues/Compatibility :

Crash when using Guilloutine/Chopping Block

This is caused by Nioverride. A quick workaround:

Open Data\SKSE\Plugins\nioverride.ini try to find [Overlays/Face] and make it look like this

 

[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"

; Determines how many face overlays there should be

iNumOverlays=0 ; Default[3]

iSpellOverlays=0 ; Default[1]

 

For special Edition users, this setting can be found in

Data\SKSE\Plugins\skee64.ini

 

For Sexlab-Defeat users:

You need this version: SexLab Defeat v5.3.5 fixed - Eng 180903 Bane Version Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018) ESP

which you can find here: https://www.loverslab.com/topic/19941-sexlab-defeat/page/505/

The old default v5.3.5 WON´T work properly!

 

Interactive BDSM

Not fully compatible right now.

Only the NON-Lethal variants will work properly.

 

General

All mods which place the Player or NPC´s under an Essential Alias will be problematic, since these characters cannot be killed by anything

 

 

SE Version

-It should work in SSE, but i didn't test it. It cannot damage your savegames, so using it shouldn't come with any risks.

 

Already implemented:

-The Garotte

-The Wayrest Guilloutine

-The MK2 Guilloutine

-The chopping Block

-Generic painfull script for stuff like static Racks/Crosses/spikey stuff/....

 

 

In the Works/planned (not necessarily in that order)

-torture Rack

-modified self-constructing Gallow

-t.ara´s more kinky Garotte

-impalement spike

-spitroast

-iron maiden

-hanging from arms/feet/all fours utilizing the havoc rope.

-and many more

 

For those who cannot use the Creation Kit, but still want to place this somewhere else

currentlyAvailable.jpg.35011097b2075d8c1d306dad34d745aa.jpg

1. use the console/placement mod to spawn one of these.

2. For Furnitures with activators (i.e. Garotte, some Racks, ....) you need to attack the main Furniture first to spawn in the remaining parts. (if it doesnt work first time, keep trying)

 

 

If you want to vote on which device i should do next, Want exclusive early access to new Stuff, or Just like my work, consider supporting me:

patreon_logo.png.0fefe68ab9dfd4b45ac6edafe6b400ca.pnghttps://www.patreon.com/Pamatronic

 

 

Detailed Descriptions/property Explanations

TheGarotte (pamaGarotteFurniture):

Spoiler

This Thing works like This:

1. Victim Enters (NPC will be set to restrained, so they will remain locked)

2. turning the wheel will increase "intensity"

  -initial intensity is 0. nothing will happen

  -on intensity 1, victim will start to loose health every second. damage increases slightly every second (this is to ensure characters with high health cannot out-regenerate the damage)

  -on intensity 2, the damage will be dealt at double the speed.

3. If health of the victim reaches zero or "intensity" reaches 3, the victim will die/be knocked out (depending on lethal/nonlethal settings)

4. NPC´s have to be released manually by turning the wheel again.

5. if set to nonLethal, the player will be ejected automatically after an adjustable time period

6. resets itself automatically

 

Properties

-automaticForNPC: not used yet

-automaticForPlayer: not used yet

-damageNPC: the initial value dealt to NPC´s every second, if intensity is rising.

-damagePlayer: the initial value dealt to the Player every second, if intensity is rising.

-equipOption1: not used yet

-equipOption2: not used yet

-equipOption3: not used yet

-equipOption4: not used yet

-GarotteDummyID: For t.ara to use. select the fitting dummy-Furniture here

-wheelID: For t.ara to use. select the wheel here (this is only used by the self-construction routine. Modders wont need this.)

-humansound0: sound to be played while intensity = 0

-humansound1: sound to be played while intensity = 1

-humansound2: sound to be played while intensity = 2

-humansoundFinal: sound to be played when Character dies/gets knocked unconscious

-soundIntervall: seconds between sounds (leave blank to disable sounds)

-lethal: when set to true, characters will die. if false, they will just be knocked unconscious.

-deathCamDuration: controls the deathcamduration IF the player is killed BY the Garotte. when lethal is false, this will control the time the player remains unconscious.

-wheel: select the individual wheel you want to associate with this garotte.

-zbf: select zbf (this is the link to Zap bondageShellScript)

 

Note

the Garottewheel needs to be fitted with the helper script "activatorForExecutioner"

its property "targetFurn" needs to be set to the Garotte

 

 

The Chopping Block (pamaHeadChoppingBlockFurniture)

Spoiler

Works like This:

-Player or follower uses the Block, He/She will be registered as the victim and locked in place. someone else can be made to use the Block by using the"setFavorState 1" console command.

-The script will search for the two closests Guards (within a 30 meter-ish radius) and and will send send them to their way to be the executioner/executionerGuard

-if it doesnt find Guards, it will grab the nextbest NPC´s

-if someone other than the player/follower is being executed, your follower will by default asume the role of the executionerGuard

-if someone other then the player is beeing executed, The player can assume the Role of the executioner by using the Block AFTER a victim is in place and BEFORE someone alse has arrived to do the job.

 

Properties

internal stuff (please leave this alone if you not sure what you are doing)

-zbf: select zbf (this is the link to Zap bondageShellScript)

-Block: set to PamaFurnitureAlias of the zbf Quest

-executionerAlias: set to PamaExecutioner of the zbf Quest

-executionerGuardAlias: set to PamaExecutionerGuard of the zbf Quest

-executionerGuardKeyword: set to isExecutionerGuard

-executionerKeyword: set to isExecutioner

-victimChoppingIdle: set to IdleHeadChop

 

optional stuff

cuffs: the type of cuffs to automatically equip on the victim. the default zbf cuffs break the PlayerLocking due to their enchantment. please use something without an effect if you want to change it.

followerAlias: This is used to find yhe current follower. Can be changed if a custom follower mod is used.

GuardFaction: The selected Faction´s members will be prioritized when searching for an executioner/executionerGuard

 

Predefined Executioner: this can be set to a certain Alias, if you want a fixed actor as your executioner. for example if you want to use this for a scene in your own mod. this should obviously only be changed on a specific reference, rather than at the BaseObject.

PredefinedExecutionerGuard: see above

 

The Guillotine:

Spoiler

If you want to spawn a new one, you need to spawn in the basic table first, and then start the self-construction routine by attacking it (flames/frostbite spells or a bow work better for this, since its a bit difficult to hit with melee.

 

How it works:

Just as you would expect if you pull the release handle while someone is inside, that someone will die.

The MCM option "Autoplay" will lock you in and kill you automatically after an adjustable time.

Otherwise you have to pull the lever yourself.

 

When you command an NPC to use it, you need to wait until the cuffs appear before leaving command mode. otherwise the NPC can escape.

When the NPC is in Place, you have to activate the release handle to start the execution.

After an execution, you have to raise the Blade first, before someone else can enter the device.

 

 

The Generic Painfull Furniture (pamaGenericPainfullFurniture):

Spoiler

This can be attached to any Type of Furnitures which are supposed to be painfull, but not deadly.

 

-NPC´s will be locked upon use. You need to attack the Furniture to release them.

-comes with sound Options and screenspace modifications to make it "feel" painfull

-healt will be reduced. It will dance around 1/3 of the victims health.

 

Properties

-zbf: select zbf (this is the link to Zap bondageShellScript)

-bloodyScreenIntervall: the intervall between visual effects (recommended = 2)

-humansound: sound to be played when active

-soundIntervall: seconds between sounds. (leave blank to disable sounds)

 

 

 

For Modders

-If you want any modifications for Use in your own mod, just ask. I´m always happy to help :)

 

Permissions

-NOT FOR COMMERCIAL STUFF

-if you want to use/upload it somewhere else, please give proper credit and include a link to the original.

 

 

Also, check out the Gallow:

 

Special Thanks / Credits

-T.ara for all the Furnitures/animations/Motivation

-very Special thanks to Erholung for Fixing the Wayrests collision Model

-To All my Patrons for the support, love you Guys :)

 

 


  • Submitter
  • Submitted
    04/13/2020
  • Category
  • Requires
    ZAP8, PowerofThree´s Papyrus Extender, SKSE, FNIS/Nemesis
  • Special Edition Compatible
    Yes

 

Link to post

You again make the stuff become alive:-)

(Ich hoffe, dass Du die Integration der neuen "Garottes" in den Framework hinbekommst...würde mich sehr freuen!)

 

If you think you can also CREATE a script for the "Guiloutine", I prepare another model for the guiloutine as well.

The BLADE and a LEVER would come as activators, like the old model has. The old model has no ideal blade animation, because I have not been able to create own gamebryo-animations, in between, I can add such stuff more better, and perhaps with editor-markers for more easy alignment.

 

And this script is maybe not far away for a use inside of RACKS, which could be using also an activator-wheel-I made two of them, available inside of ZAP 8(plus).

A further reduction could become a script for torture like the CRUX-stuff and maybe some "hanging on the feet"-stuff-hanging on the feet is maybe also causing the screen-effects (bluring)...unsharping-effects-maybe some blind-effects, heart-beat (which is maybe a vanilla-mechanic-part) and from zap....blindfold-pulsating (this is also a zap-framework-option!)

 

And my last hint is the addition of a script, which could maybe bring the WHIP-MARKER of ZAP to become alive.

The whip-marker is a furnitue, which could be used in front of whipping-devices. The advantage: the quest-writer is not any longer in the hole, to script an attack with angular precission-you can simply use AI-packs to use this marker if maybe the dedicated furniture is in use. This whipping furniture would need a script, so to cause the effects of a VIRTUAL-attack: sound, decals onto the skin of the victim and maybe some crying and torture effect as well. SYNCING the hits of the whip is not necessary-but maybe can a property spend an interval-related-timer for the whipping-audio...(this is of course only a suggestion-a real-whipping-attack is of course more professional).

 

This are only some suggestions for your work-I would of course be happy, if you could bring them in.

 

I think that this modular furniture-related functions will make zap to become more interesting for modding in future. And I have no idea, why scripters in the past did not think about this more early. You work in the style, like Bethesda is adding scripts to furnitures and connect this great work with AI-packs and quest will make a smooth-working gameplay happen.

I hope you have your fun with creating it and you may be happy with your working results inside of the ZAP 9 later;-)))

 

Link to post

I found a strange bug with throwing out the body. It may work only for me, but still I will share with you its essence: to play it, you must first use the non-lethal garrote, after the animation the character will be ejected from the device. And now if you use the flyal version, the body of a dead character will fall through the textures of the device and fall to the ground
The problem i solved only by re-entry into the game.

Link to post
40 minutes ago, staspidaras said:

I found a strange bug with throwing out the body. It may work only for me, but still I will share with you its essence: to play it, you must first use the non-lethal garrote, after the animation the character will be ejected from the device. And now if you use the flyal version, the body of a dead character will fall through the textures of the device and fall to the ground
The problem i solved only by re-entry into the game.

I tried it in LE and SE but i cannot reproduce this Bug. would you mind making a short video of the process? that is usually very informative on what exactly happens.

Link to post
5 hours ago, t.ara said:

And I have no idea, why scripters in the past did not think about this more early.

I think there is an easy answer to that.

If you really want all furniture functions to be fully contained within that single piece of furniture. you´ll hit limitations very soon. Looking at Zairas stuff illustrates that very well.

you need additional scripts to handle aliases, effects, spells and so on if you really want detailed results as seen in Maria Eden for Example (In case someone didn't notice, I really am a fan of Zaira :) )

 

And going for such an high level of detail in a framework mod probably isn't that interesting for serious modders anyway. People as skilled as Zaira/Musje/Inte/.... can easily implement such furniture functions for their mods themselves, and they already did.

 

I think having my modular scripts included in Zap is primarily interesting for end users who just want to play around with it, and MAYBE some smaller modders who lack the experience to make complex scenes on their own.

The Gallow and the Guillotine(If i get it work) might be a bit of an exception, since they actually did something completely new (as far as i know at least), But i doubt that you´ll find my scripts for the Garotte and similar stuff unaltered in something as big as ME or POP.

 

 

Link to post
2 hours ago, Pamatronic said:

I think there is an easy answer to that.

If you really want all furniture functions to be fully contained within that single piece of furniture. you´ll hit limitations very soon. Looking at Zairas stuff illustrates that very well.

you need additional scripts to handle aliases, effects, spells and so on if you really want detailed results as seen in Maria Eden for Example (In case someone didn't notice, I really am a fan of Zaira :) )

 

And going for such an high level of detail in a framework mod probably isn't that interesting for serious modders anyway. People as skilled as Zaira/Musje/Inte/.... can easily implement such furniture functions for their mods themselves, and they already did.

 

I think having my modular scripts included in Zap is primarily interesting for end users who just want to play around with it, and MAYBE some smaller modders who lack the experience to make complex scenes on their own.

The Gallow and the Guillotine(If i get it work) might be a bit of an exception, since they actually did something completely new (as far as i know at least), But i doubt that you´ll find my scripts for the Garotte and similar stuff unaltered in something as big as ME or POP.

 

 

Anyway do I keep to my position and I can only defend your unique work here: for SKYRIM it´s ideal to use the functions on the assets-it´s vanilla style. And it works. In whole, I would not degrade this of your work in compare to huge quest-line-mods. Lot of people do not have the skills of creating mods like those modders which you, mentioned, but others could add maybe some AI-packs, build a cell and share a light-weighted and working quest as a new mod, based on ZAP...if it´s a cell-bound-mod, it´s also okay-one is creation a torture-house, another one builds a bandit-camp. A nicely created autonom ZAP- pack is probably a good choice for people, who don´t have the time to learn the quest-scripting-and btw. have lot of mods their issures by strangulating the engine with too much code. If code is running, the overall engine is going more busy-not seldom are different factors the result to let skyrim crash or stop a quest-line. I think, the modular stuff is very creative and can be combined with each other by using AI-packs and suiting NPC-maybe also simply a follower. This is very much flexiable.

 

I do not remember to play with any form of gallow before in such a way-I do not miss here a detail-and I do not remember in the older versions such higher degree of detail-only thing was a lock-mechanism, which was depending of the lifeline of the quest-if the quest crashed-I had to load the last gameplay...so here the options inside the script is making it MOSTLY flexiable and more analythic. It´s not allone the script for the gallow, there are different new aspects which make it to become a better stuff:  it´s the rope, the furniture with the set-up-the trap-door....the collision of the trapdoor....this functionallity is totally NEW. In the higher gallows, the victims falls down thru the trap-hole and fall down into the grass-they stand up again and you can go on (by option)-this are very precise DETAILS of only your new stuff. It´s the first time, such stuff can be played autonom. Without a CRASH, with a recall, with screen info, what is happening. And I guess in future is such stuff maybe a good chance to keep a quest-line alive. Questers have the OPTIONS, to use this stuff-or they do it inside of their script-lines. If there´s such an option, it´s much more better. (as usually only my personal opinion)

What is btw. happening if I use GOD MODE on the gallow-has somebody tested that?...I did not check that yet. Anyway is my NPC, which has god mode, simply dying.

 

 

 

 

 

 

 

 

Link to post
9 minutes ago, t.ara said:

You can of course use the zbfTestzone !!!!

I was thinking about that, but i decided against it due to technical reasons.

On my old 8GB Ram machine, i would pretty much always get a crash on entering the zbftestzone, due to insufficient ram. (closing firefox before playing solved that issue, but i need something playing in the background)

Also, testing the scripts involves an awfull amount of launching skyrim/loading saves, so you really want your loading times to be short. Therefore a small testzone is the better option for me.

But thanks for the offer.

Link to post
2 minutes ago, Pamatronic said:

I was thinking about that, but i decided against it due to technical reasons.

On my old 8GB Ram machine, i would pretty much always get a crash on entering the zbftestzone, due to insufficient ram. (closing firefox before playing solved that issue, but i need something playing in the background)

Also, testing the scripts involves an awfull amount of launching skyrim/loading saves, so you really want your loading times to be short. Therefore a small testzone is the better option for me.

But thanks for the offer.

 

Maybe you can place a new house accessible from zbfTestzone? Furniture can be placed inside, similar to other houses.

 

 

Link to post

nah,  the duplicated battle born Farm has a bit of a meaning to me, so i´ll stay with that for the time being. If i run out of space at some point i can think about moving.

Besides, if you want to try this stuff out for yourself, you can just spawn it as described on the modpage.

Link to post
11 minutes ago, Pamatronic said:

nah,  the duplicated battle born Farm has a bit of a meaning to me, so i´ll stay with that for the time being. If i run out of space at some point i can think about moving.

Besides, if you want to try this stuff out for yourself, you can just spawn it as described on the modpage.

I've already created a road sign :'(

 

Never mind 😀

roadsignscities004.png

Link to post
2 hours ago, poblivion said:

I've already created a road sign :'(

 

Never mind 😀

roadsignscities004.png

Hi Poblivion-I like that.

I am spreading the furnitures all over the zap-park-anyway could I also add a NEW house - "an special" (haunted-house) for pama ´s inside of the park-you simply please send me that sign and I will create a CUTE location for his work inside the park. I will drop some mountains again and then build a nice area-that´s a nice idea:-)

Link to post
2 hours ago, Pamatronic said:

I was thinking about that, but i decided against it due to technical reasons.

On my old 8GB Ram machine, i would pretty much always get a crash on entering the zbftestzone, due to insufficient ram. (closing firefox before playing solved that issue, but i need something playing in the background)

Also, testing the scripts involves an awfull amount of launching skyrim/loading saves, so you really want your loading times to be short. Therefore a small testzone is the better option for me.

But thanks for the offer.

I send you a p.m.

Link to post

 

"" 1. use the console/placement mod to spawn one of these two. (keep in mind that the FormID´s might be different for your game)

2. when spawned, punch it until the GarotteWheel appears (might take a few try´s) ""

 

What does "punch it" mean ?

 

I entered " player.placeatme (BaseID)". Garotte appeared, but without the wheel. Tell the noob how and what to enter in the console to place your garotte in the world. From the description, I didn't know how to do it at all.

Link to post
40 minutes ago, gogelmogel100 said:

What does "punch it" mean ?

the first time someone asked this, i was a bit surprised.

 

But now.... I´m just disappointed.

Seriously Guys, just use your imagination for once! -.-

 

seriously.jpg.7e5b9d6b592bf3757fb768422e34d0b3.jpg

 

Link to post

I translate text using a Google translator,I don't understand English. Because YOUR  " punch " misleads everyone,no one has ever used this" punch " in the description of their mods.

Punch nothing happens at all, the same with the gallows !

 

Link to post

Punch is a common word within the english language and not misleading to people who have a basic idea of it. ("punch" = "attack")

google translate not working properly is something i simply cannot account for.

 

But because i´m such a nice person, I tried it with German and Japanese, and apparently google translate really refuses to give a usefull translation for this phrase.

So i´ll go and change the description.

 

And Yes, i does work. it just might require a few attempts since the hitboxes are a bit off.

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