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Posted

@Pamatronic

 

Thanks for taking the time to reply.  Doubtless, life is busy right now ?

 

8 hours ago, Pamatronic said:

Thats indeed an interesting one. usually it shouldn't be possible for any NPC without the "IsExecutionerGuard" Keyword to Enter the Block at the backposition. If i had to guess, i would say its some dark magic from puppetmaster or your follower OverHaul mod. Since the teleportation cannot be caused by the Block.

 

The other Furnitures are probably safe from this anomaly, because they only have a single sit-marker (as opposed to the Blocks 3), and even puppetmaster cannot change the fact that a sit-marker can only hold a single actor,

 

OOIC, does your code assume that the NPC being executed HAS to be a 'follower'?  Or is it like Kimy's 'Contraptions' where ANY NPC can be selected, in her case by her 'capture' type prep command' and then placed by the PC in the furniture of choice? 

 

I got the weird 2 head removal by assuming it was 'followers only' and was trying to 'beat the system' by creating a pseudo follower of a random NPC.  If it is 'followers only' is there any merit in looking at Kimy's capture mechanic methodology - I don't mean the 'visual DDs and the NPC march to the whatever contraption is in use etc  -  more just as a means of 'setting aside' ANY NPC for your mod's entry, and subsequent demise?

 

If I have the general idea right, would that not expand your mod's possible use?

 

8 hours ago, Pamatronic said:

The Guillotine has an adjusted variant of this script build in and NPC´s will therefore align correctly.

I DID implement this for the Garotte as well before releasing the last update, but it seems VORTEX didn't like that and decided to discard the change.

I will try again in the next update.

 

Look forward to that

Posted
22 hours ago, Pamatronic said:

Im not sure what the HelperAddon does, but i assume it´s using something very similar to my own AlignmentHelper.

 

The Guillotine doesn't need it, because (as mentioned above) is has this function build in.

 

The chopping Block is a Vanilla Object and uses Vanilla animations, so it doesn't have this problem to begin with.

 

The Garotte will have it build in in the next update.

 

But thank you for making this discovery. Its something people can use until i get the correction in.

The chopping block doesn't work with the addon helper. Maybe because IT IS a vanilla item. The ZAZ 8.0 Helper addon only supports ZAZ furniture. Will try out the rack and Guillotine soon.

22 hours ago, Pamatronic said:

 

 

Posted
On 8/11/2020 at 10:47 PM, Nymra said:

I need to admit the 8th pose are perfect for beheading execution, better than original positions, except the neck struggling anim kinda makes it misalign. thanks for your information!

Spoiler

955403086_zapwripose08(1).png.5d5c2dea1aaf7e5db00ed130d6cb5cf3.png1417739609_zapwripose08(2).png.80cd221cb1885a08320b90b568a5aa03.png1743112082_zapwripose08(3).png.86953647485dd96e4bb2874d1505061d.png1579661477_zapwripose08(6).png.33be415775689a761081f427b40d6c80.png219449761_zapwripose08(7).png.c093c1a8e2061c6aa694eaf3e70e287b.png

 

Posted

The immediate plan is fixing the guillotine. I found some new way of making it work much more reliable and without the need of aliases.

For the impalement stuff, do you know of any furnitures animations which would be usable for this?

Posted
21 hours ago, Erholung said:

I need to admit the 8th pose are perfect for beheading execution, better than original positions, except the neck struggling anim kinda makes it misalign. thanks for your information!

looks usable. Do you or @P39QNA still have that .nif for that bloody woodchunk? this would make a neat alternative Block for use by bandits and the likes.

 

@Nymra assuming you got these animations from Zap anyway, could you just tell me the names of the animevents? I want to avoid a double implementation.

Posted
On 8/19/2020 at 11:46 PM, Ralph.B said:

The chopping block doesn't work with the addon helper. Maybe because IT IS a vanilla item. The ZAZ 8.0 Helper addon only supports ZAZ furniture. Will try out the rack and Guillotine soon.

I believe the HelperAddon just checks for the ZAP-Keyword. so you can just add this keyword to your Furniture of choice to make it work with the addon.

Posted
On 8/19/2020 at 10:04 AM, donkeywho said:

OOIC, does your code assume that the NPC being executed HAS to be a 'follower'?  Or is it like Kimy's 'Contraptions' where ANY NPC can be selected, in her case by her 'capture' type prep command' and then placed by the PC in the furniture of choice? 

Nope, It doesn't care.

The only time its interested in followers is when you execute someone other than the player. It will then always prioritize the Follower as the Rear-Guard, before looking for someone else.

looking at your video, this seems to work as intended. But the animationSystem seems to not have its act together.

 

Technical Details incoming:

the way the chopping scene is handled is as follows: when all actors are found, the script uses

 

victim.AddDependentAnimatedObjectReference(executionerGuard)

victim.AddDependentAnimatedObjectReference(executioner)

 

to set animationLinks between the actors

 

it then manually starts the animation for the victim, and the two others will automatically play their respective paired animations.

 

This is by the way the EXACT same way the Vanilla Block handles this.

 

but this entire thing just has a few Ghosts in the system. There can be some problems with custom followers, In my case for example the follower "Selene Kate" either straighout refuses to go anywhere near the Block in the first place, or will display the same behavior as your follower in your video.

 

So in conclusion, i have to say  I cant really do much about it since the problem lies within the behavior Files, and we have no insight into them.

Posted
1 hour ago, Pamatronic said:

looks usable. Do you or @P39QNA still have that .nif for that bloody woodchunk? this would make a neat alternative Block for use by bandits and the likes.

 

@Nymra assuming you got these animations from Zap anyway, could you just tell me the names of the animevents? I want to avoid a double implementation.

It's just a HD retexture of original chopping block. You can find it here:

https://www.nexusmods.com/skyrim/mods/100619

 

Since I don't know modding, I am not sure about what do you mean exactly by Animevent. but according to the fnis list file, it's called ZapWriPose08. Can be played in game by sae command.

it's okay to accept to use this anim on chopping block, but the struggling on guillotine is quite annoying.

 

Spoiler

b -md ZapWriPose08 ZapWriPose08.hkx            ' Standing on knees, bent over

 

Posted
Spoiler
Spoiler

            {
              "id": "PsycheExecRape_A1_S1"
            },
            {
              "id": "PsycheExecRape_A1_S2"
            },
            {
              "id": "PsycheExecRape_A1_S3"
            },

ignore the struggling, those anims from Psyche's pack would also be useful for guillotine. It's with the animobject (I mean with the guillotine when I use SAE command to test it in game) so I don't know if it could be used.

Or maybe the best way is asking Psyche for help, creating some less struggling animations for these...

PsycheExecRape_A1_S1.hkx PsycheExecRape_A1_S2.hkx PsycheExecRape_A1_S3.hkx

Posted
2 hours ago, Pamatronic said:

Nope, It doesn't care.

The only time its interested in followers is when you execute someone other than the player. It will then always prioritize the Follower as the Rear-Guard, before looking for someone else.

looking at your video, this seems to work as intended. But the animationSystem seems to not have its act together.

 

Technical Details incoming:

the way the chopping scene is handled is as follows: when all actors are found, the script uses

 

victim.AddDependentAnimatedObjectReference(executionerGuard)

victim.AddDependentAnimatedObjectReference(executioner)

 

to set animationLinks between the actors

 

it then manually starts the animation for the victim, and the two others will automatically play their respective paired animations.

 

This is by the way the EXACT same way the Vanilla Block handles this.

 

but this entire thing just has a few Ghosts in the system. There can be some problems with custom followers, In my case for example the follower "Selene Kate" either straighout refuses to go anywhere near the Block in the first place, or will display the same behavior as your follower in your video.

 

So in conclusion, i have to say  I cant really do much about it since the problem lies within the behavior Files, and we have no insight into them.

Appreciate your taking the time to give such a clear explanation.  

 

I'm sure we can all live with it.  Skyrim would quickly become boring without such quirks   ?

Posted
5 hours ago, Pamatronic said:

looks usable. Do you or @P39QNA still have that .nif for that bloody woodchunk? this would make a neat alternative Block for use by bandits and the likes.

 

@Nymra assuming you got these animations from Zap anyway, could you just tell me the names of the animevents? I want to avoid a double implementation.

The block I used is a vanilla skyrim one. Look for the form ID 109e7d. There are multiple versions of it, regular one, light one and the bloody one. The one I used was downscaled just for the sake of looks. And there are sooo many nice stumps in the vanilla game, here are some of my favorites:

 

stumps.png

Posted
On 8/22/2020 at 1:46 AM, P39QNA said:

The block I used is a vanilla skyrim one. Look for the form ID 109e7d.

thats what i wanted to hear. Thanks alot :)

Posted
On 8/21/2020 at 11:24 PM, Pamatronic said:

For the impalement stuff, do you know of any furnitures animations which would be usable for this?

To my regret, I barely used furniture animations before until I found Bad Ends and your gallows thread. As far as I remember, only Proxy worked with the animation of putting on a stake, but the first phase already began with the "receiver" being at the top of the stake.
But as an option, you can use the initial stages of the holding animation where the player's character will be held by the executioner over the stake emerging from the ground, and the piercing will be shown in the next stage. I apologize right away for such descriptions, because I have a very poor understanding of the technical part.

Posted
On 8/21/2020 at 10:44 PM, Erholung said:

ignore the struggling, those anims from Psyche's pack would also be useful for guillotine. It's with the animobject (I mean with the guillotine when I use SAE command to test it in game) so I don't know if it could be used.

Or maybe the best way is asking Psyche for help, creating some less struggling animations for these...

Asking someone to just create custom animations for someone elses Project is a EXTREMELY hefty favor to ask. with Psyches usual quality, making animations for both actors would require a huge amount of time. Considering that he has his main project running, this is a favor i don't want to ask.

Also, I´m really getting tired of the Guillotine related stuff by now. I´ll  do the mkII with one upfacing option, the Wayrest with the default animation, and then I´m gonna move on to something new.

 

Posted
9 hours ago, staspidaras said:

To my regret, I barely used furniture animations before until I found Bad Ends and your gallows thread. As far as I remember, only Proxy worked with the animation of putting on a stake, but the first phase already began with the "receiver" being at the top of the stake.
But as an option, you can use the initial stages of the holding animation where the player's character will be held by the executioner over the stake emerging from the ground, and the piercing will be shown in the next stage. I apologize right away for such descriptions, because I have a very poor understanding of the technical part.

I know proxys animation, but they wont work for this scenario due to their high initial Z-offset (actor being in the air). I cannot move the Actor down from this position, because the game would interpret this as an attempt to move a character below the map and instantly reset him.

(And Proxys Anims are way to stiff and low quality for my taste anyway)

 

I have seen a few screenshots in the Zap9 WIP thread which had some interesting options, so i might ask around there.

Posted

at this point I just have to ask if this would not be better be integrated into ZAP framework somehow? 

ZAP 8+ is the only mod right now that offers whipping (with sounds and all) and basically all mods use that. 
Now you create a new framework that is basically using Zap Framework as dependency. 

Zap is in dire need of a real update (script and function wise) because it is the only real alternative to DD and also is more focussed on immersion than DD. 

T.ara is basically only adding furnitures afaik, but the basic Zap code I think is unchanged from Zap 7 or even earlier. 

Improving furniture whipping in such a way in cooperation with animators would be just awesome. 

Maybe even whipping in general. 


I m just thinking from a big picture, because this mod is currently very isolated and I dont see any mod that could really use this (POP would be the first I can think of, but it got no real content updates for years), Slaverun is obvious but no longer maintained, DD mods will only use their own furniture framework, Defeat is not updated... and yeah :P

I was trying to have a look at ZAP to see if I can make some sense of the code, improve for example basic whipping (prevent NPCs from using power attacks), add DD-gags as keyword (so you get gag sounds), improve the ZAP Furnitures camera wise (remove collision) and much more... 

Posted
1 hour ago, Pamatronic said:

Asking someone to just create custom animations for someone elses Project is a EXTREMELY hefty favor to ask. with Psyches usual quality, making animations for both actors would require a huge amount of time. Considering that he has his main project running, this is a favor i don't want to ask.

Also, I´m really getting tired of the Guillotine related stuff by now. I´ll  do the mkII with one upfacing option, the Wayrest with the default animation, and then I´m gonna move on to something new.

 

Sorry I did't know about that. and yes, move on a new furniture is a better choice after you finish this

Posted

I tested the new reworked guillotine and found some bugs.

one bug was shown in the testzone which the guillotine doesn't work properly since i put the trigger without a victim, but when the blade was lifted it just disappeared. when i order the victim to use the guillotine, the blade dropped at the same time, but when i put the trigger again, the blade lifted and the victim get killed.

 

I am not sure about if other bugs was caused by multitasking stress testing. sometimes i will get duplicated blades after the execution, sometimes the blade might not spawn currectly.

 

but anyway I think this version is near perfect. thanks again

Posted

It currently has the problem that it basically just uses dead reckoning to keep track on the Blades position, meaning it can easily get confused on whether the Blade is  up or down (for example by activating the release multiple times in quick succession). I´ll adapt the vanilla Lever script to make this fail-safe, but i wanted to get something out within the week as promised.

As for the dissapearing Blade, this is a problem with the .nif file and therefore outside of my control. you´ll have to nag t.ara about this, but she´s aware of the issue.

Posted
3 hours ago, WhyAmIDoingThisRightNow said:

Is it possible to make the death cam longer than 30s (or override it with other mods)?

 

I have the 30m deathcam mod and put it below the mod in the modlist and it still overrides the 30m deathcam mod.

Not in its current version, but there will be a small quality of live update soon with this feature included.

 

You might want to check out the mod "postmortem". that could be interesting for you.

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