Pamatronic Posted July 28, 2020 Author Posted July 28, 2020 On 7/26/2020 at 4:15 PM, Flegmenth said: Is it possible to tied hands together after chopping block execution, just like your Interactive Gallows? Yup, can do. will be in the coming update. On 7/26/2020 at 4:15 PM, Flegmenth said: Or will you creat a new execution animation to match your deadly furnitures?(Well, seems ask t.ara better lol) I´m not an Animator, so yes, its t.ara again... (hopefully) 2
DonQuiWho Posted July 28, 2020 Posted July 28, 2020 3 minutes ago, Pamatronic said: For those of you who are in need of context, t.ara is talking about the new whipping Mod i briefly mentioned on the previous page. It will be uploaded as a seperate mod soon. Thank goodness for the explanation. I was beginning to think that this was one of those cases where trying to follow the thread was just flogging a dead horse
CeBlue123 Posted July 29, 2020 Posted July 29, 2020 On 7/9/2020 at 10:38 AM, Erholung said: Hi Pama, is this bug currently not fixable in the new slightly fixed guillotine 1.5 Version? And the whipping mod works perfectly. thanks for it
Flegmenth Posted July 30, 2020 Posted July 30, 2020 On 7/29/2020 at 5:24 AM, Pamatronic said: Yup, can do. will be in the coming update. I´m not an Animator, so yes, its t.ara again... (hopefully) Thanks for your reply. Can't wait for your update!
Pamatronic Posted July 31, 2020 Author Posted July 31, 2020 @Erholung Its difficult. It has the same cause as the earlyer visible dupe Issue, which is the games unreliable nature when it comes to time sensitive stuff. on my system, that error has an approximate 30% chance of occuring, but i will try to tweak the timers a bit to minimize it. But Ultimately, this entire thing just really pushes the limits on whats possible with papyrus. And as i already mentioned, any more time spent on trying to counter a native game issue with papyrus is just a waste of time. There is so much stuff i still want to make, and by now, this thing is just preventing me from doing it and having fun while doing it. i hope you can understand that. 3
poblivion Posted July 31, 2020 Posted July 31, 2020 I fully agree with Pamatronic. I also think that it is necessary to move a bit forward. There are still many interesting furniture and other stuff that deserves attention.
CeBlue123 Posted July 31, 2020 Posted July 31, 2020 2 hours ago, Pamatronic said: @Erholung Its difficult. It has the same cause as the earlyer visible dupe Issue, which is the games unreliable nature when it comes to time sensitive stuff. on my system, that error has an approximate 30% chance of occuring, but i will try to tweak the timers a bit to minimize it. But Ultimately, this entire thing just really pushes the limits on whats possible with papyrus. And as i already mentioned, any more time spent on trying to counter a native game issue with papyrus is just a waste of time. There is so much stuff i still want to make, and by now, this thing is just preventing me from doing it and having fun while doing it. i hope you can understand that. Hey Pama don’t be that serious like I am going to blame you. I just wonder if that bug could be fixed. I understand that and looking forward to seeing your progress on more projects in future
Pamatronic Posted August 6, 2020 Author Posted August 6, 2020 While I still need to do some scouting on a nice location for the new Execution Ground (thanks for the suggestions ), i´m gonna release the current version now. As already mentioned extensively, the Guillotine has some issues, so please be merciful on me. Especially the SE version has some more serious visual issues. But im not sure whether this is caused by SSE´s way of script execution, or by my heavily modded game. Also, SSE users need to pay special attention during installation (see FrontPage). This Upload also includes some other Features i wanted to get out, namely the MCM and the tied Hands as requested by Flegmenth. see the update log for more. But despite all the shortcomings, i hope you can still enjoy it. Happy chopping 7
Nymra Posted August 6, 2020 Posted August 6, 2020 oh boy... this is getting better and better... Now I just hope we see mods that pick this up soon @Inte alternate ending for POP sentence? @DeepBlueFrog masters getting rid of lazy slaves? I also wonder if it could be a simple public exectution quest + scenes that can be triggered by Simple Slavery, POP or other mods if needed. Aaaah, I wish I would be better at scripting
9322 Posted August 6, 2020 Posted August 6, 2020 Thank you so much pama. One question, how do I take of the corpse off from the Guillotine?
Flegmenth Posted August 6, 2020 Posted August 6, 2020 3 hours ago, Pamatronic said: While I still need to do some scouting on a nice location for the new Location (thanks for the suggestions ), i´m gonna release the current version now. As already mentioned extensively, the Guillotine has some issues, so please be merciful on me. Especially the SE version has some more serious visual issues. But im not sure whether this is caused by SSE´s way of script execution, or by my heavily modded game. Also, SSE users need to pay special attention during installation (see FrontPage). This Upload also includes some other Features i wanted to get out, namely the MCM and the tied Hands as requested by Flegmenth. see the update log for more. But despite all the shortcomings, i hope you can still enjoy it. Happy chopping Download at once, chop tons of head haha⊙▽⊙. It seems that you use part of vanilla execution script to kill victim? Amazing idea! Thanks Pama!
N.Gamma Posted August 6, 2020 Posted August 6, 2020 I have a question that has nothing to do with your mod. Which Bikini Armor Mod do you use? With all the different versions of TAWOBA on the internet you won't know which one to use. I only ask because in one of your pictures Lydia is wearing shoes with quite high heels, which I have never seen before. and then I would like to know which bodyslide you use for your bijin warmaids?
Pamatronic Posted August 7, 2020 Author Posted August 7, 2020 10 hours ago, vjtod said: Thank you so much pama. One question, how do I take of the corpse off from the Guillotine? currently you have to resort to using the disable/enable console commands on the victim. after decapitation, the victim gets stuck in the front part of the guillotine. I´ll try to remove the collision block and see if that works.
9322 Posted August 7, 2020 Posted August 7, 2020 7 minutes ago, Pamatronic said: currently you have to resort to using the disable/enable console commands on the victim. after decapitation, the victim gets stuck in the front part of the guillotine. I´ll try to remove the collision block and see if that works. Thank you so much. Right now I am using body collecting mod to solve this problem. Looking forward to your next update XD
Pamatronic Posted August 7, 2020 Author Posted August 7, 2020 7 hours ago, AreaGamer said: I have a question that has nothing to do with your mod. Which Bikini Armor Mod do you use? With all the different versions of TAWOBA on the internet you won't know which one to use. I only ask because in one of your pictures Lydia is wearing shoes with quite high heels, which I have never seen before. and then I would like to know which bodyslide you use for your bijin warmaids? The Boots come with Bad Dogs Armor replacer. but they have a small issue which becomes more apparent if you don't have a dark backdrop to mask it: I'm using the CBBE SMP conversion, but maybe this issue isn't present in the original UNP version (i doubt it, but you can see yourself) If anyone here knows how to fix this, that would be very welcome. I believe it has something to do with partitions, but i don't have much knowledge in that field. Heres the shape Data: BD 3BF Steel boots.nifBD 3BF Steel boots.osd As For the Bodyslide preset: I do believe i made it myself, using the CBBE 3BBB Advanced Body as a base and trying to stay true to the standard shape of Bijin Warmaidens (CBBE), but of course i forgot to save it as a preset. sorry ?
Achronight Posted August 7, 2020 Posted August 7, 2020 Amazing work. We get closer to a grim dark skyrim each time you update. About your guillotine... what can i say. In the words of todd howard, it just works. I got a few questions. The MCM menu options for gallows are for your other mod, or do you plan to add a gallow furniture in this mod ? Any plans to add MCM option, damage per second for garrotte ? Any plans for a guillotine with facing up body position ?
N.Gamma Posted August 7, 2020 Posted August 7, 2020 7 hours ago, Pamatronic said: The Boots come with Bad Dogs Armor replacer. but they have a small issue which becomes more apparent if you don't have a dark backdrop to mask it: I'm using the CBBE SMP conversion, but maybe this issue isn't present in the original UNP version (i doubt it, but you can see yourself) If anyone here knows how to fix this, that would be very welcome. I believe it has something to do with partitions, but i don't have much knowledge in that field. Heres the shape Data: BD 3BF Steel boots.nif 172.68 kB · 0 downloads BD 3BF Steel boots.osd 214.56 kB · 0 downloads As For the Bodyslide preset: I do believe i made it myself, using the CBBE 3BBB Advanced Body as a base and trying to stay true to the standard shape of Bijin Warmaidens (CBBE), but of course i forgot to save it as a preset. sorry ? Thanks for the answer. I did not know that the "CBBE 3BBB Advanced Body" was also available for Oldrim. But here is a version of "BD's 3BB Armor and Clothes Replacer" for SE Too bad you don't have your body bodyslide anymore.
poblivion Posted August 7, 2020 Posted August 7, 2020 11 hours ago, Pamatronic said: The Boots come with Bad Dogs Armor replacer. but they have a small issue which becomes more apparent if you don't have a dark backdrop to mask it: Spoiler Spoiler I'm using the CBBE SMP conversion, but maybe this issue isn't present in the original UNP version (i doubt it, but you can see yourself) If anyone here knows how to fix this, that would be very welcome. I believe it has something to do with partitions, but i don't have much knowledge in that field. Heres the shape Data: BD 3BF Steel boots.nif 172.68 kB · 0 downloads BD 3BF Steel boots.osd 214.56 kB · 0 downloads As For the Bodyslide preset: I do believe i made it myself, using the CBBE 3BBB Advanced Body as a base and trying to stay true to the standard shape of Bijin Warmaidens (CBBE), but of course i forgot to save it as a preset. sorry ? I think the problem is not in the shoes, but in the body. The body, which is contained in the clothes, lacks part of the legs. It will probably be necessary to replace the body with a body that is complete. If you send me a link to this outfit (armor), I can try to fix it. PS: My skills are small, but maybe I can do it ?
Pamatronic Posted August 7, 2020 Author Posted August 7, 2020 30 minutes ago, poblivion said: I think the problem is not in the shoes, but in the body. The body, which is contained in the clothes, lacks part of the legs. It will probably be necessary to replace the body with a body that is complete. If you send me a link to this outfit (armor), I can try to fix it. yup you're right, I´m an idiot. just looked again at the nif and there is indeed no triShape data for the legs. Thanks For your Offer, its this one: https://www.nexusmods.com/skyrimspecialedition/mods/32518. Boots in Question being the steelboots (duh...)
Pamatronic Posted August 7, 2020 Author Posted August 7, 2020 4 hours ago, AreaGamer said: I did not know that the "CBBE 3BBB Advanced Body" was also available for Oldrim. But here is a version of "BD's 3BB Armor and Clothes Replacer" for SE Too bad you don't have your body bodyslide anymore. Its not available for Oldrim, the screenshots are all from my SSE game. so i´m using the one you linked( well, actually the merged version from nexus, rather than the patch, but same result) Also, i went over my existing presets again and remembered that the unsaved one for the Bijin´s was a derivative of the shape i use for the default femaleBody. It only had a slight difference in the Breast shape. I tried recreating it, and it should be almost identical to the one used in the screenshots:Bijin Imitation.xml
Dojo_dude Posted August 7, 2020 Posted August 7, 2020 I hope to see these integrated in some quests soon, who knows? It's a framework so I could even give it a try.
N.Gamma Posted August 7, 2020 Posted August 7, 2020 1 hour ago, Pamatronic said: I tried recreating it, and it should be almost identical to the one used in the screenshots:Bijin Imitation.xml Oh that's really nice of you, thank you very much.
poblivion Posted August 7, 2020 Posted August 7, 2020 1 hour ago, Pamatronic said: yup you're right, I´m an idiot. just looked again at the nif and there is indeed no triShape data for the legs. Thanks For your Offer, its this one: https://www.nexusmods.com/skyrimspecialedition/mods/32518. Boots in Question being the steelboots (duh...) I tried something, but I don't know if it will work. BD 3BA Steel armor.nif
Nersond Posted August 7, 2020 Posted August 7, 2020 I tried to improve the guillotine script for my own because the idea is interesting. First of all I added two NiNodes to the guillotine table and changed the animation to sleep instat of sit. After that I changed the sleeping position so that the npc will sleep with the neck in the hole. Then my script reads the position and switch-over the animation. But see for your self. --------------------------------------------------------------------------------------------------------- Scriptname pamaGuiloutineMkIIFurniture extends ObjectReference GlobalVariable Property Global_Xoffset Auto GlobalVariable Property Global_Yoffset Auto GlobalVariable Property Global_Zoffset Auto GlobalVariable Property Global_Roffset Auto GlobalVariable Property Global_Timer Auto GlobalVariable Property Global_ContructOffset Auto GlobalVariable Property Global_DeathTimer Auto Armor Property InvisibleBody Auto ;Armor Property InvisibleHands Auto Armor Property InvisibleHead Auto Armor Property DecapBody Auto Armor Property DecapHead Auto Armor Property cuffs Auto ReferenceAlias Property DupeAlias Auto ReferenceAlias Property BlockAlias Auto Objectreference Property Blade Auto Objectreference Property Lever Auto string lh ="NPC L Hand [LHnd]" string rh ="NPC R Hand [RHnd]" string rf ="NPC R Foot [Rft ]" string lf ="NPC L Foot [Lft ]" string lt = "NPC L Thigh [LThg]" string rt = "NPC R Thigh [RThg]" string gh = "HalsLoch" string gfb = "FussBrett" string NeckAttachNode = "npc neck [neck]" float x_ float y_ float z_ actor victim actor dupe objectreference dummy objectReference leverPlacementHelperDummy objectreference AuxBlock bool phase1underway = false bool phase2underway = false bool tieFeet = true bool bladeDown = false Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if !Blade construction() endIf EndEvent Event OnActivate(ObjectReference akActionRef) if !dummy || !AuxBlock spawnDummys() endIf If akActionRef != Lever && !phase1underway && !phase2underway && !BladeDown victim = akActionRef as Actor commence() ElseIf akActionRef == lever && victim != none if DupeAlias.getRef() debug.notification("Wait for the other execution to be finished") return EndIf phase1() ElseIf akActionRef == lever && BladeDown debug.Notification("resetting Blade") dupe.delete() blade.activate(self) bladeDown=false self.blockActivation(false) ElseIf akActionRef == AuxBlock && !phase2underway phase2() Else debug.notification("No Victim or Blade not reset") return EndIf EndEvent ;Update Block/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Event OnUpdate() EndEvent ;End Update Block / Start Function Block+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Function commence() if victim != game.getPlayer() victim.equipItem(cuffs, true, true) AttachHavocConstraints() AlignmentCorrection() victim.setUnconscious(true) else cleanupConstraints() AlignmentCorrection() Game.setPlayerAIDriven(true) Game.DisablePlayerControls(abMovement = true, abFighting = true, abCamSwitch = false, abLooking = false, abSneaking = true, abMenu = true, abActivate = true, abJournalTabs = false, aiDisablePOVType = 0) Game.SetGameSettingFloat("fPlayerDeathReloadTime", Global_DeathTimer.getValue()) victim.equipItem(cuffs, true, true) phase1() EndIf EndFunction Function phase1() If !BladeDown && !phase1underway && !phase2underway self.blockactivation(true) phase1underway = true debug.Notification("commencing murderization in 5, 4, ...") dupe = dummy.placeatme(victim.getActorBase()) as actor dupe.removeallitems() ;dupe.setscale(0.0) utility.wait(0.3) dupe.equipitem(invisibleHead, false, true) dupe.equipitem(invisibleBody, true, true) ;dupe.equipitem(invisibleHands, true, true) dupe.translateTo(translateLocal(0.0, -70.0, true), translateLocal(0.0, -70.0, false), Z+(0.0), 0, 0, self.getAngleZ()+(180.0), 1000.0, 0.0) BlockAlias.forceRefto(AuxBlock) DupeAlias.forceRefTo(dupe) dupe.evaluatePackage() ;phase1underway=false else return endIf EndFunction Function phase2() phase1underway=false phase2underway=true utility.wait(3.0) victim.SetDontMove(false) Game.RemoveHavokConstraints(Self, gh, victim, "NeckAttachNode") Game.RemoveHavokConstraints(Self, gfb, victim, rf) Game.RemoveHavokConstraints(Self, gfb, victim, lf) Blade.activate(self) dupe.equipItem(DecapHead, true, true) dupe.MoveToNode(self, gh) float dx = dupe.GetPositionX() float dy = dupe.GetPositionY() float dz = dupe.GetPositionZ() dupe.SetPosition(dx , dy + 10.0, dz - 90.0 ) victim.equipItem(DecapBody, true, true) victim.SetAV("Paralysis", 1) victim.killessential(game.getplayer()) dupe.SetAV("Paralysis", 1) dupe.killessential(game.getplayer()) victim.SetPosition(x_ , y_ - 10.0, z_ +40.0 ) utility.wait(0.2) self.PushActorAway(victim,0.001) utility.wait(0.1) float fh = victim.GetActorValue("Health") victim.DamageActorValue("Health", fh) victim.ModAV("Health", -fh) fh = dupe.GetActorValue("Health") victim.DamageActorValue("Health", fh) dupe.ModAV("Health", -fh) victim.AllowPCDialogue(false) BladeDown=true cleanup() EndFunction Function spawnDummys() dummy= self.placeAtMe(Game.GetFormFromFile(0x000D19BA, "Skyrim.esm")) AuxBlock= self.placeAtMe(Game.GetFormFromFile(0x0300CAFB, "PamaFurnitureScr.esp")) utility.wait (0.1) AuxBlock.setScale(0.01) (AuxBlock as pamaAuxiliaryBlock).ParentFurn = self utility.wait(0.5) ;dummy.translateTo(translateLocal(0.0, -70.0, true), translateLocal(0.0, -70.0, false), Z-(10.0), 0, 0, self.getAngleZ()+(180.0), 1000.0, 0.0) dummy.translateTo(translateLocal(0.0, -70.0, true), translateLocal(0.0, -70.0, false), Z+(1000.0), 0, 0, self.getAngleZ()+(180.0), 1000.0, 0.0) AuxBlock.translateTo(translateLocal(90.0, 0.0, true), translateLocal(90.0, 0.0, false), Z+(0.0), 0, 0, self.getAngleZ()-(90.0), 1000.0, 0.0) EndFunction Function AttachHavocConstraints() game.addHavokBallAndSocketConstraint(victim,rh,victim,lh,0,0,0) if(TieFeet) game.addHavokBallAndSocketConstraint(victim,rf,victim,lf,8,0,0) EndIf EndFunction Function CleanupConstraints() game.removeHavokConstraints(victim, rf, victim, rf) game.removeHavokConstraints(victim, lf, victim, lf) game.removeHavokConstraints(victim, lh, victim, lh) game.removeHavokConstraints(victim, rh, victim, rh) EndFunction Function Cleanup() phase2underway=false phase1underway=false victim=none DupeAlias.clear() BlockAlias.clear() EndFunction Function AlignmentCorrection() x_ = victim.GetPositionX() y_ = victim.GetPositionY() z_ = victim.GetPositionZ() victim.SetDontMove() Game.FadeOutGame(false, true, 5.0, 8.0) Debug.SendAnimationevent(victim, "ZaZAPCSHME2") Utility.Wait(0.1) victim.SetPosition(x_ , y_ , z_ + 44.5 ) Game.AddHavokBallAndSocketConstraint(Self, gh, victim, "NeckAttachNode", 40.0, 0.0, 4.0) Game.AddHavokBallAndSocketConstraint(Self, gfb, victim, rf, 10.0, 0.0, 50.0) Game.AddHavokBallAndSocketConstraint(Self, gfb, victim, lf, 10.0, 0.0, 50.0) EndFunction Function construction() self.translateTo(X, Y, Z, 0, 0, self.getAngleZ(), 1000, 1000) leverPlacementHelperDummy=self.placeAtMe(Game.GetFormFromFile(0x000D19BA, "Skyrim.esm")) leverPlacementHelperDummy.translateTo(translateLocal(0.0, 4.0+Global_ContructOffset.getValue(), true), translateLocal(0.0, 4.0+Global_ContructOffset.getValue(), false), Z, 0.0, 0.0, self.getAngleZ(), 10000, 10000) ;utility.wait(0.5) Blade= leverPlacementHelperDummy.placeAtMe(Game.GetFormFromFile(0x03008FA4, "PamaFurnitureScr.esp"), 1, true, false) leverPlacementHelperDummy.translateTo(translateLocal(20.3, 85.5+Global_ContructOffset.getValue(), true), translateLocal(20.3, 85.5+Global_ContructOffset.getValue(), false), Z+97.4, 90.0, self.getAngleZ()*(-1), 0, 1000, 1000) utility.wait(0.5) lever = leverPlacementHelperDummy.placeAtMe(Game.GetFormFromFile(0x03009A71, "PamaFurnitureScr.esp"), 1, true, false) leverPlacementHelperDummy.delete() (lever as activatorForExecutioner).targetFurn = self spawnDummys() Debug.notification("Guilotine ready!") EndFunction ;Diagnostics and Utility//////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float Function translateLocal(float OffsetX, float OffsetY, bool XorY) ;XorY=true >> calculate x offset / XorY=true >> calculate y offset float tmpRotation =self.getAngleZ()+(90.0) if XorY return X+(math.sin(tmpRotation)*OffsetX)+ (math.cos(tmpRotation)*OffsetY) else return Y+(math.sin(tmpRotation)*-(OffsetY))+ (math.cos(tmpRotation)*OffsetX) EndIf EndFunction Function diagnostics() ;Debug.Notification("selfAngle= "+self.getAngleZ()) ;Debug.notification("lever Offset X= "+ (lever.getPositionX() -self.getPositionX())) ;Debug.notification("lever Offset Y= "+ (lever.getPositionY() -self.getPositionY())) ;Debug.notification("lever Offset Z= "+ (lever.getPositionZ() -self.getPositionZ())) Debug.notification("lever rotation X = " + lever.getAngleX()) Debug.notification("lever rotation Y= " + lever.getAngleY()) EndFunction ------------------------------------------------------------------------------------------------------------------------- Actually the two new NiNodes are not important. Important is that the Npc needs to sleep witch the neck in the hole after entering the table. ( you can change the position with NifScope. ) zazGuiloutineTable01.nif
Pamatronic Posted August 7, 2020 Author Posted August 7, 2020 @Nersond Ok, first off: please, for the Love of God, use the spoiler Function when posting such a huge textwall. About your changes: I gave it a try, and my conclusion is: Nette Idee, aber das mit der Ausführung üben wir nochmal. (can be translated as: "I´m not fully convinced") Im not quite sure why you would make this into a sleep marker. this will only cause issues when used by the player. also, you kinda butchered the AlignmentCorrection() Function. And the the victim and the head have a tendency to wildly fly in all directions upon death. Also, im not quite sure what purpose the additional 2 NiNodes serve. the havocConstraints you apply on them wont have any effect on a living actor. (and you accidentally scaled the whole table up.) But the Up-facing Animation is a nice Idea, i think i will do some experimentation with that. 2
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now