meatman420 Posted November 6, 2021 Posted November 6, 2021 I read earlier in the thread that the impaler was on hold, but I noticed in the latest update there is one added to the test zone that I can't seem get to do anything other than getting attached to the pole. Is that how it is supposed to be for now or am I missing something? Love how all the other furniture works btw and I'm really excited to see progress on this mod
CeBlue123 Posted November 6, 2021 Posted November 6, 2021 3 hours ago, meatman420 said: I read earlier in the thread that the impaler was on hold, but I noticed in the latest update there is one added to the test zone that I can't seem get to do anything other than getting attached to the pole. Is that how it is supposed to be for now or am I missing something? Love how all the other furniture works btw and I'm really excited to see progress on this mod The impaler is on hold because there are no animators providing animation. Pama is concentrating himself on bad end revived „deadly furniture scenario mod“ now. 1
EdtheNord Posted November 9, 2021 Posted November 9, 2021 On 11/6/2021 at 6:46 PM, CeBlue123 said: The impaler is on hold because there are no animators providing animation. Pama is concentrating himself on bad end revived „deadly furniture scenario mod“ now. I hope the author is able to apply the furniture to make a mod like "Public Execution". Let NPCs and players to use them in a more immersive way. Bad end seems mainly apply to players right? like an another fancy way to die mod.
Pamatronic Posted November 10, 2021 Author Posted November 10, 2021 On 11/6/2021 at 9:46 AM, CeBlue123 said: Pama is concentrating himself on bad end revived „deadly furniture scenario mod“ now. Also busy with an independent Unreal4 project, but yes. Without some dedicated Animations, there´s not point in continuing the Impaler. While I CAN make animations myself, I have very little love for it and it would take unreasonable amounts of time. Time better spend on the aforementioned "Bad Ends Reveived" mods. 1
Pamatronic Posted November 10, 2021 Author Posted November 10, 2021 On 11/4/2021 at 9:57 AM, EdtheNord said: Question: Some furnitures (specifically, two torturing rack, impaler), cannot hold npcs. In other words if i command them to use the furniture, they will go there and then as soon as i exit command mode they will get off. This is also true for many bdsm furniture from zaz pack. Is there a way to hold them? like your crucifier or gallotine do. Or how does your crucifier achieve that which can be copied to other furnitures? The torturing racks and the Impaler have no functionality yet, and therefore have no scripts attached to them. So there's nothing holding the NPC inside. Same is true for Zap furnitures. If you are curious: The Guillloutine uses the unconscious state. The Crucifier uses a dedicated AI package. I was at some point working on a small mod which allows applying this locking feature to generic/Zap furniture, but I believe there are other mods which do something very similar. On 11/9/2021 at 1:39 PM, EdtheNord said: I hope the author is able to apply the furniture to make a mod like "Public Execution". Let NPCs and players to use them in a more immersive way. Bad end seems mainly apply to players right? like an another fancy way to die mod. Bad ends Windhelm works perfectly fine with NPC´s. you just have to know the correct console command ? Bad ends Riften has this as well. Even built in a natural trigger for NPC Execution.
donttouchmethere Posted November 11, 2021 Posted November 11, 2021 2 hours ago, Pamatronic said: I was at some point working on a small mod which allows applying this locking feature to generic/Zap furniture, but I believe there are other mods which do something very similar. Badly needed. What other mods would that be? The ones I know of don't focus just on the locking mechanism and come with lots of stuff that cause me clusterfuck nightmares. Closest would be devious framework by legume, but it also tries to win the LL bug contest. So if you are able too create some mod that adds a locking mechanism to zap furniture you would become THE MASTER OF ZAP also known as ZAP-MAN (while making ZAP 50% more interesting). Simplest mod is Musje's Interactive BDSM, but it's development just stopped somewhat half way. 2
EdtheNord Posted November 12, 2021 Posted November 12, 2021 On 11/11/2021 at 9:49 AM, Pamatronic said: Bad ends Windhelm works perfectly fine with NPC´s. you just have to know the correct console command ? Bad ends Riften has this as well. Even built in a natural trigger for NPC Execution. Dude you are making me so curious. I am going to dig into the mod now. Bad end riften not yet released?
EdtheNord Posted November 12, 2021 Posted November 12, 2021 On 11/11/2021 at 11:58 AM, donttouchmethere said: Badly needed. What other mods would that be? ZAZ helper and extension
donttouchmethere Posted November 12, 2021 Posted November 12, 2021 13 hours ago, EdtheNord said: ZAZ helper and extension That's true for NPC... OH, no one thought about the PC right? It's all about NPC.
EdtheNord Posted November 14, 2021 Posted November 14, 2021 Why do you need that for PC.... If you want to pretend you are helplessly locked onto the device just use it and dont press wasd or space key.....
donttouchmethere Posted November 14, 2021 Posted November 14, 2021 (edited) 13 minutes ago, EdtheNord said: Why do you need that for PC.... If you want to pretend you are helplessly locked onto the device just use it and dont press wasd or space key..... and prevent any idle to play... Yeah, why could that be of interest ? Wait, aren't you the guy that said something about: "Let NPCs and players to use them in a more immersive way. " ? Edited November 14, 2021 by donttouchmethere
EdtheNord Posted November 14, 2021 Posted November 14, 2021 Well for player it means "allow players to use the device to restrain npcs". What a sadist am i.
Pamatronic Posted November 15, 2021 Author Posted November 15, 2021 16 hours ago, EdtheNord said: Why do you need that for PC.... If you want to pretend you are helplessly locked onto the device just use it and dont press wasd or space key..... @donttouchmethere, I kinda have to agree here. I mean, without a mod that actually DOES something with a locked player, I don't see much point in having this feature. You walk up to a random zap furniture, get locked, and then... ? Do you see the Problem?
donttouchmethere Posted November 15, 2021 Posted November 15, 2021 3 hours ago, Pamatronic said: You walk up to a random zap furniture, get locked, and then... ? Do you see the Problem? Timer and/or end if NPC approaches via force greet. Approach can be triggered by any mod that causes NPC approaches (lots of em outta there). The kick is to escape or find a solution before your scripts kill someone off (or trigger defeat) Actually I simulate that already with NDUN + DEC + Corsec patches. ?♂️ The RP variant (hey, look I can use awsd) is always an option, so don't see that as a solution for anything, it's like just pretend to mod Skyrim ?
EdtheNord Posted November 15, 2021 Posted November 15, 2021 (edited) 4 hours ago, donttouchmethere said: Actually I simulate that already with NDUN + DEC + Corsec patches. ?♂️ Do you know any mod or animation that interacts with bounded actor? I know interactive bdsm has some animation with bound actor. But i dont know any stuff beyond that. Let's say that, you lock a victim onto one zaz bound furniture, take chain restrain standing position as an example, then the player may approach the bound actor to play further animation, lets say standing position sex. The problem is to align the pc with the npc who is already aligning with the furniture. I can think of a method which only plays animation for the pc, while keeping the npc intacted (since they are already in place anyway). But i dont know anything doing that anyway. Edited November 15, 2021 by EdtheNord
EdtheNord Posted November 15, 2021 Posted November 15, 2021 I got another question. Is there any real cage or jail furniture that actually contain npcs within without applying ai package? I am using furniture placement mods and the cages are just pure cosmetics. Npcs just banging against bars before clipping through, like quantum channelling super power
frobhub Posted November 18, 2021 Posted November 18, 2021 Hey! Since you updated your Deadly Furnitures to the FOMOD thing (and i fking love the new chopping block animation because it is far more strict then the original one) i cant get any follower that is managed by NFF to get assigned Executioner/Executionerguard when there is something else within a mile away. even if i edit em with sseedit for a specific role. can you tell me whats the problem? it worked flawless before. ps.: as you use a modded axe in your screenshots... i wanted to switch it out with something else before and there is no chopping animation afterwards (unrelated from the problem above). how can i get this to work? (yes i also switched the animated weapon entry also)
Pamatronic Posted November 19, 2021 Author Posted November 19, 2021 23 hours ago, frobhub said: Hey! Since you updated your Deadly Furnitures to the FOMOD thing (and i fking love the new chopping block animation because it is far more strict then the original one) i cant get any follower that is managed by NFF to get assigned Executioner/Executionerguard when there is something else within a mile away. even if i edit em with sseedit for a specific role. can you tell me whats the problem? it worked flawless before. I didn't make any changes to the scripts or the esp. If functionality changed for you, there is some other reason. I not a big fan of NFF, so im not entirely sure how it works, but since the chopping block checks for the Vanilla follower, I dont think NFF managed NPC´s wouldnt even be considered followers Notes: -The Thing prefers Guards over regular NPC´s, but other than that, the selection is random. -Assigning keywords with SSedit or whatever wont designate NPC´s for specific Roles. 23 hours ago, frobhub said: ps.: as you use a modded axe in your screenshots... i wanted to switch it out with something else before and there is no chopping animation afterwards (unrelated from the problem above). how can i get this to work? (yes i also switched the animated weapon entry also) If you are referring to this One: Spoiler Thats not related to the Animation. Its a regular weapon from "Immersive Weapons". I just had my char stand there without using the Block. Easiest way to switch out the Axe within the Animation would be to switch out the actual .nif for the Executioners Axe. (Or the corresponding AnimObject)
Pamatronic Posted November 19, 2021 Author Posted November 19, 2021 On 11/15/2021 at 2:11 PM, EdtheNord said: I got another question. Is there any real cage or jail furniture that actually contain npcs within without applying ai package? I am using furniture placement mods and the cages are just pure cosmetics. Npcs just banging against bars before clipping through, like quantum channelling super power As long as these cages a re placed on Navmesh, the will see a valid path to walk away. And if not, the game will eventually reset them onto a navmeshed place. So in short, No. without ai packages, it wont work.
EdtheNord Posted November 22, 2021 Posted November 22, 2021 On 11/20/2021 at 5:44 AM, Pamatronic said: As long as these cages a re placed on Navmesh, the will see a valid path to walk away. And if not, the game will eventually reset them onto a navmeshed place. So in short, No. without ai packages, it wont work. Now i see how it works. Thanks for explanation. So creating separate navmesh cannot be done in game. must be done in CK, like what is required to restrain manniquien (well this word is so hard to spell). But i can immediately imagine the problem that if i want to lock an npc to a small navmesh separated to simulate that they are locked in cell, the npc wont be able to get in there in the first place.....must be teleported in
Pamatronic Posted November 23, 2021 Author Posted November 23, 2021 On 11/22/2021 at 3:28 PM, EdtheNord said: Now i see how it works. Thanks for explanation. So creating separate navmesh cannot be done in game. must be done in CK, like what is required to restrain manniquien (well this word is so hard to spell). But i can immediately imagine the problem that if i want to lock an npc to a small navmesh separated to simulate that they are locked in cell, the npc wont be able to get in there in the first place.....must be teleported in Im not entirely sure if this approach would hold up when the cell unloads. In fact, I really doubt it. I wouldnt waste any effort on this Idea. Just out of curiosity, whtas the problem with ai-packages?
EdtheNord Posted November 29, 2021 Posted November 29, 2021 On 11/24/2021 at 7:37 AM, Pamatronic said: Just out of curiosity, whtas the problem with ai-packages? No problem actually. Easiest is to use the indefinite (almost) wait from any follower frameworks. I just kind of want to see NPCs walking inside a cage a little bit and cannot get out.....pretty evil thought indeed.
Pamatronic Posted December 23, 2021 Author Posted December 23, 2021 For those who always wanted to see the Guillotine integrated into a an actual quest mod: 5
Network Posted December 25, 2021 Posted December 25, 2021 Is there any update on a fix that works with face overlays? It's quite a big thing to get rid of, since so many mods like SlaveTats require them to function properly and I assume I'm not the only one who feels the same.
Pamatronic Posted December 26, 2021 Author Posted December 26, 2021 15 hours ago, Network said: Is there any update on a fix that works with face overlays? It's quite a big thing to get rid of, since so many mods like SlaveTats require them to function properly and I assume I'm not the only one who feels the same. Tried it, but this problem is deeply rooted within Nioverride´s .dll , so i cant do anything about i, sorry. I was planning on implementing an optional "fake" beheading for those who need face overlays. Basically just equipping the bloody stump on the character so he looks headless. 1
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