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Today I can finally present to the Public:

The Final version of the MK and Wayrest Guilloutines

 

Completely reworked The MK2 Guilloutine from scratch. whats different?

   -now completely free of errors and visible Glitches/actor Dupes

   -Blade will now drop immediatly after pulling the release Handle

   -dead victims no longer get Stuck and can now be removed.

   -Added Sounds

   -Added an Alternative version with an up-facing animtion

 

Implemented The Wayrest Guilloutine

   -reworked the original animation

   -added an alternative version with a BoxTie-animation

 

Both of these can now initiate their construction routine simply by activating the main part.

You no longer need to attack them.

 

Very special Thanks to @Erholung for fixing the Wayrests collision model.

I´ve made new animations both for the straight -Tie and the Box-Tie to better work with the new model.

transitions to Ragdoll state should be really smooth now.

 

The scripts have been returned to a modular state and no longer require any aliases. which means they can be used in other mods without requiring my esp

 

I needed to add an external Dependency (esp-free, no worries). check the Requirements on the Frontpage. I have linked them.

 

some previews:

 

MK2 original

20201016204615_1.jpg.5e9992fb7570f051f4417c03f3905ab0.jpg

 

MK2 Upfacing:

20201016204742_1.jpg.ed2744fd29f6a870f3fb5ebf5a63590d.jpg

 

Wayrest reworked straight:

20201016204442_1.jpg.c5cc7cdc62cc6c79289f80440f128bab.jpg

 

Wayrest BoxTie

20201016204459_1.jpg.951a421226af04ccede41d6bd49193f6.jpg

 

I know it was a long wait, But I hope you all can enjoy it :)

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13 minutes ago, Pamatronic said:

Today I can finally present to the Public:

The Final version of the MK and Wayrest Guilloutines

 

Completely reworked The MK2 Guilloutine from scratch. whats different?

   -now completely free of errors and visible Glitches/actor Dupes

   -Blade will now drop immediatly after pulling the release Handle

   -dead victims no longer get Stuck and can now be removed.

   -Added Sounds

   -Added an Alternative version with an up-facing animtion

 

Implemented The Wayrest Guilloutine

   -reworked the original animation

   -added an alternative version with a BoxTie-animation

 

Both of these can now initiate their construction routine simply by activating the main part.

You no longer need to attack them.

 

Very special Thanks to @Erholung for fixing the Wayrests collision model.

I´ve made new animations both for the straight -Tie and the Box-Tie to better work with the new model.

transitions to Ragdoll state should be really smooth now.

 

The scripts have been returned to a modular state and no longer require any aliases. which means they can be used in other mods without requiring my esp

 

I needed to add an external Dependency (esp-free, no worries). check the Requirements on the Frontpage. I have linked them.

 

some previews:

 

MK2 original

 

Spoiler

20201016204615_1.jpg.5e9992fb7570f051f4417c03f3905ab0.jpg

 

 

MK2 Upfacing:

 

Spoiler

20201016204742_1.jpg.ed2744fd29f6a870f3fb5ebf5a63590d.jpg

 

 

Wayrest reworked straight:

 

Spoiler

20201016204442_1.jpg.c5cc7cdc62cc6c79289f80440f128bab.jpg

 

 

Wayrest BoxTie

 

Spoiler

20201016204459_1.jpg.951a421226af04ccede41d6bd49193f6.jpg

 

 

I know it was a long wait, But I hope you all can enjoy it :)

 

Great job ??

 

What's next on your list?

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23 hours ago, Gurnar96 said:

it does not work with Special Edition. Fnis catch error about missing animation and all I have is T pose :(

POSTING the FNIS_log here would be great thing,

but even without looking at it, i can already tell that Reading the requirement section was to much for you.

Install the mod, then re-download the new SSE-Conversion Files (V1.7.0) install them as well and let them overwrite anything from the original mod.

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On the FrontPage i stated, that I may say mean things if you fail to read the installations instructions.

I just made good on my promise.

 

Please understand that, if you report a problem, i kinda feel compelled to double check if i made some mistake.

And if i have to waste my time by trying to find a non-existing problem, which could have easily been avoided if you had just spent 10 seconds on READING THE INSTRUCTIONS,

then, well...

I might be a tad Annoyed.

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On 10/18/2020 at 3:59 PM, 373977538 said:

Dear pama,
how can I extend the General Deathcam duration time to a longer time?Such as 300 seconds.The 30 seconds is too short XD.
By the way,I had already install the 30minute death cam mod,but the death cam mod was ineffective after I install the DeadlyFurniture.

The mod "Postmortem" should be the most elegant solution.

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On 10/18/2020 at 6:35 PM, P39QNA said:

Now that's one glorious update. Now the guillotine works like a charm without any awkward countdowns before the blade falls. Wonderful! This update literally made my day. :D

Still nice to see that people get some enjoyment out of my work :)

 

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On 10/17/2020 at 2:48 PM, poblivion said:

What's next on your list?

Don´t know yet. Have to do the next patreon-vote first,

But my personal favorite would be those things which t.ara gave me ages ago:

sillimeria.jpg.37bc9d32b0a77f718299fd5fc7b5c57f.jpg

This would be a relatively save thing to implement, something i really would welcome after all the roadblocks i´ve run into with the Guillotines.

Together with the newly found animation-capability, this could make for a nice new lethal/nonLethal device.

 

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Thank you for the great work pama, but I met 2 problems. First, there is no options in mcm menu, I cant change it to face up or boxtie. Second, the blade does not chop off heads. The victims die but with their head on. Any idea why? 

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6 hours ago, Pamatronic said:

The mod "Postmortem" should be the most elegant solution.

Thank you,and I had find the way to solve this problem,just use the "free death cam" mod and then type ‘tfc’ in the free camera mode,and do not exit the 'tfc' mode,the death time will be unlimited.

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2 hours ago, Achronight said:

I have tripple checked i have all the requirments so dont make fun of me..

I have CTD  when the blade drops just before it touches the neck. 

 

If you could drop a hint on what could be causing this.

This might be caused by mods like Blush when Aroused. Anything about face makeup with racemenu/nioverride will cause CTD while decapitation happens.

in nioverride.ini you can change:

 

[Overlays/Face]

iNumOverlays=3

iSpellOverlays=1

 

to

 

[Overlays/Face]

iNumOverlays=0

iSpellOverlays=0

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I changed the overlay values and now it works like a charm. 

Only mod i had that was affecting this is i think    "WetFunctionRedux_37" 

That means no more sweaty faces right ? 

 

Thanks a lot for the help Erholung.

Looking forward to more Garrotes Pamatronic, will support you on patreon :) 

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21 hours ago, vjtod said:

Thank you for the great work pama, but I met 2 problems. First, there is no options in mcm menu, I cant change it to face up or boxtie. Second, the blade does not chop off heads. The victims die but with their head on. Any idea why? 

Same here about chop off heads,old guillotine still works tho.

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Maybe i can help a bit here. 

You need to spawn the correct guillotine. There are 4 guillotines if im not mistaken + the old legacy one. 

Just type in the console  "Help Pama" it will give you the codes for all pamatroncs furnitures. 

Then just type "Player.placeatme xxxxxxxx"  where x is the code.  Make sure its on a level surface.  Then just use it and it will complete construction. 

 

About not chopping heads, i cant help you much, just check you have installed the requirments. 

 

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13 hours ago, Achronight said:

Maybe i can help a bit here. 

You need to spawn the correct guillotine. There are 4 guillotines if im not mistaken + the old legacy one. 

Just type in the console  "Help Pama" it will give you the codes for all pamatroncs furnitures. 

Then just type "Player.placeatme xxxxxxxx"  where x is the code.  Make sure its on a level surface.  Then just use it and it will complete construction. 

 

About not chopping heads, i cant help you much, just check you have installed the requirments. 

@vjtod, @vldi4,

this is the correct answer to both of your questions.

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