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Posted

Hi!

I have a couple questions:

- How are the guillotine components tied together? (in my project mod, I have a room with 4 guillotines, all copied from the test cell, and somehow, one of the levers doesn't active his guillotine but the one next to it (which has its own functioning lever as well))

--- Also, double oddity: when using a lever on a second victim in a row (I have a package that cause a NPC to take the place on a guillotine once the first victim is registered dead, the guillotine didn't killed the second victim on multiple attempts (the blade went through the NPC without results. Exiting and reenterring the interior cell where the guillotine is placed made the next attempt a success, but the blade and the NPC slided left of the guillotine, and the blade did not return in place. By picking or activating (unsure) the blade, it levitated out of the room. I've tested only once the situation as packages don't all work each time in my tests =/ and I implemented the situation only today.

--- I also got a 5 gold bounty each time I use a lever (will have to check if this is related to the fact the lever is owned by a faction) (at least it's easier for testing than earlier versions testing with the garrote, when all NPCs in the room attacked me)

- Is there any way to restrict the role at the chopping block by faction? (as there is only one object to set the ownership, I don't know how to separate executioners from victims who sometimes takes an executioner role)

Sorry if I missed it on the forum or in the CK.

 

Thanks again for all your amazing resources mods ! (I haven't checked out the the Bad Ends/prison mods yet)

I'll have to have a look at the last version of Working Gallows.

Posted
3 hours ago, ExodusTransonicMercury said:

How are the guillotine components tied together?

The Guillotines main Body has these amongst its script properties:

Lever: (needs to point at the Lever)

Blade: (needs to point at the Blade)

 

The Lever (or handle) has a script attached "activatorForExecutioner". It has the single property "targetFurn". This needs to point back at the Guillotines main body.

 

3 hours ago, ExodusTransonicMercury said:

--- Also, double oddity: when using a lever on a second victim in a row (I have a package that cause a NPC to take the place on a guillotine once the first victim is registered dead, the guillotine didn't killed the second victim on multiple attempts

The device needs to be reset after killing something. This can be done via a simple activation by literally anything, after the original victim is dead.

usually, the device blocks itself until its reset itself, but NPC´s can somehow ignore this.

 

so the beast course of action would be something like this


 

[NPC Dead]
utility.wait(0.2)  									;give it a few moments to finish its active scripts
Guillotine.activate(LiterallyAnyObjectReference) 	;this will trigger the cleanup function
;new victim can now Enter

 

 

3 hours ago, ExodusTransonicMercury said:

By picking or activating (unsure) the blade, it levitated out of the room

Thats some oddity with the object itself, this happens even without any scripts attached to it. @t.ara might know more about this.

 

 

3 hours ago, ExodusTransonicMercury said:

--- I also got a 5 gold bounty each time I use a lever (will have to check if this is related to the fact the lever is owned by a faction) (at least it's easier for testing than earlier versions testing with the garrote, when all NPCs in the room attacked me)

Likely caused by ownership relations set on your end. This isn't scripted, and the Devices in the Testzone dont have ownership either.

 

3 hours ago, ExodusTransonicMercury said:

- Is there any way to restrict the role at the chopping block by faction? (as there is only one object to set the ownership, I don't know how to separate executioners from victims who sometimes takes an executioner role)

The roles for multi-actor furnitures are usually set by keywords.

 

The executioner needs the (Vanilla) keyword "isExecutioner"

The Guard needs the (Vanilla) keyword "isExecutionerGuard"

 

The script of the Block usually assigns them dynamically to nearby actors once a victim enters. But there might be some mixup if you try using multiple ones at the same time or in rapid succession.

The thing really is a tad outdated and will see a major revision in the Future.

Posted
5 minutes ago, ExodusTransonicMercury said:

To be noted that the attacks by NPCs were in the test zone without ownership applied to, but most NPCs used were from the same faction. It acts as if using the garotte was considered as an attack.

Possible explanation here is, that the Player is passed in as the killer when an NPC is murdered with the garotte.

That was a dirty workaround to get past followers protected status, but i guess its high time to address this. Thanks for reminding me.

Posted

Sorry to add stuff to your list, but after keywording my NPcs, it didn't worked.

Honestly, I think my navmeshing/furniture placement was in question here, as they had difficulty to join the spot.

But the thing I was wanted to point out was the chopping block overrode the packages of NPCs, which are clear of interrupt flags, to assign them as executioners.

Posted (edited)

With ZAP Helper Addon, it is possible to add ZAP furniture through a spell, including for example a "Wayrest Guillotine Dynamic". Are those "Dynamic" ZAP furniture types something Deadly Furniture scripts should work with out of the box? Would the scripts already be included in those furnitures?

Spoiler

grafik.png.98fe14edc8844d5dfd8ae2028835849e.png

 

Edited by Gudulba
Posted
On 1/8/2022 at 9:08 PM, ExodusTransonicMercury said:

Honestly, I think my navmeshing/furniture placement was in question here, as they had difficulty to join the spot.

That will remain an issue. navmesh cannot be adjusted at runtime. so there´s nothing to be done about that.

 

On 1/8/2022 at 9:08 PM, ExodusTransonicMercury said:

But the thing I was wanted to point out was the chopping block overrode the packages of NPCs, which are clear of interrupt flags, to assign them as executioners.

The Block has 2 Objectreference properties which can be used to pre-determine executioner/Guard. Filling these in the CK/TESEdit should prevent it from assigning the roles randomly to nearby npc´s

Also, you cant have more than a single block active at any given moment.

Posted
On 1/12/2022 at 10:52 AM, Gudulba said:

With ZAP Helper Addon, it is possible to add ZAP furniture through a spell, including for example a "Wayrest Guillotine Dynamic". Are those "Dynamic" ZAP furniture types something Deadly Furniture scripts should work with out of the box? Would the scripts already be included in those furnitures?

My devices use the the .nif models provided by Zap, but have otherwise nothing in common with Zap-Devices. So no, this helper addon wont do anything.

Posted (edited)
8 hours ago, Pamatronic said:

My devices use the the .nif models provided by Zap, but have otherwise nothing in common with Zap-Devices. So no, this helper addon wont do anything.

Ok, thank you very much for clarifying.

 

I have now tried to spawn in one of your furnitures, but with no luck. I always get the following error: "Invalid inventory object"

 

I checked the IDs in SSEEdit (see screenshot in spoiler section). What am I doing wrong?

Spoiler

grafik.png.09687cb36182b4c188bab681d8cd502b.png

 

grafik.png.94e5c305077e65271a4edad3695852e0.png

 

 

Edited by Gudulba
Posted
1 hour ago, Gudulba said:

Ok, thank you very much for clarifying.

 

I have now tried to spawn in one of your furnitures, but with no luck. I always get the following error: "Invalid inventory object"

 

I checked the IDs in SSEEdit (see screenshot in spoiler section). What am I doing wrong?

the correct command for furniture spawning is "placeatme" instead of "additem".

Posted
9 hours ago, CeBlue123 said:

the correct command for furniture spawning is "placeatme" instead of "additem".

 

 

@Gudulba

 

IIRC, when using the 'placeatme' command, you should position the player PC facing the direction in which you want the orientation to be, ie in line with BOTH longitudinal and horizontal axes.  So:

 

- face the direction in which you want it to be set, and

 

- look straight in front of you, horizontally, to make sure the item is level.  If you look at the ground, or up in the air, it will tip downwards. or upwards. along the 'line of sight' 

 

Doubtless, someone will correct me if I've got that wrong ?

 

Posted
15 hours ago, DonQuiWho said:

 

 

@Gudulba

 

IIRC, when using the 'placeatme' command, you should position the player PC facing the direction in which you want the orientation to be, ie in line with BOTH longitudinal and horizontal axes.  So:

 

- face the direction in which you want it to be set, and

 

- look straight in front of you, horizontally, to make sure the item is level.  If you look at the ground, or up in the air, it will tip downwards. or upwards. along the 'line of sight' 

 

Doubtless, someone will correct me if I've got that wrong ?

 

Using Mod "Jaxons Positioner" can easily adjust position, copy and delete almost everything.

Posted
On 1/15/2022 at 12:16 PM, Flegmenth said:

Using Mod "Jaxons Positioner" can easily adjust position, copy and delete almost everything.

 

Yes, I know that thanks

 

Really was just trying to help possibly new users, should they get confused by whaat they see first time they use this

Posted

Thank you all for your various tips and suggestions!!

 

With "player.placeatme" I am able to spawn Pama's various furniture types. I have tested the garotte and the guillotine. They both are working just fine ?

Posted

Small sneak peak on the current Device:

20220121030543_1.jpg.16bebf4cd682c3e1895e0467452a14eb.jpg

20220121031756_1.jpg.254022702f8194c8f409145584eea61b.jpg

Features include:

-Fully spawn-able this time

-2 different animation styles (toggleable via MCM)

-Pole and Wall-mounted variant

-Unlimited persistent corpses throughout the world when used on NPC´s (AND unlimited corpses per cell(!))

-escape minigame for Player

Posted

I think I might have broken something... I installed the mod today, along with the prerequisite ZAZ and I already have FNIS. I tried to place some of the furniture using the commands given in the screenshot on the description, but its saying invalid item. [player.placeatme 130497E] for example. I went to the practice room, with a follower, and found only 3 items of furniture in there, is this correct? I was hoping to see one of each, in case the ID numbers were different in my game. Either way, I instructed my follower to use the items which were there and she walked up to them and nothing happened, I tried to use them myself and same thing. The guillotine makes me slide into he corner of the room, activating the impaler or its lever doesn't do anything, and the block says no executioner available. I also cannot leave the area - I assumed that's what the door was for - when activating it, it just opens and closes. It looks like the animations don't work, but also some of the furniture isn't there either. 

 

I've tried installing every patch available in the download options, right from the earliest, up to the latest, overwriting each time, in case there are files which may be missing, but that hasn't fixed it. Any ideas? I made sure the versions of the mods were all AE compatible as well 

Posted
On 1/21/2022 at 3:34 AM, Pamatronic said:

Small sneak peak on the current Device:

20220121030543_1.jpg.16bebf4cd682c3e1895e0467452a14eb.jpg

20220121031756_1.jpg.254022702f8194c8f409145584eea61b.jpg

Features include:

-Fully spawn-able this time

-2 different animation styles (toggleable via MCM)

-Pole and Wall-mounted variant

-Unlimited persistent corpses throughout the world when used on NPC´s (AND unlimited corpses per cell(!))

-escape minigame for Player

Aaaaaand now I can't wait for this to be released....

 

Posted

Hello, I'm using the original version of Sexlab Defeat.
The improved version of the link caused many problems.
But I couldn't give up Defeat.
And I think I found a way after 24 hours of struggle.

I took 'defeatdatrigger.pex' from Defeat mod(bane Ver) of the link and put it in the script folder of the existing original.

Then Defeat worked well without any problems. Of course, I don't know where the problem will occur yet. But I think it's worth the experiment.

Anyway, I work well. If you want to refer to it, please refer to it.

 

I'm attaching a file for those who can't find it.

This may also work in the Baka version.

Defeat PamaPatch.zip

Posted

Really good new stuff. And unlimited victims wow. You are going to update that to your crucifix mod as well? What a medieval witch hunt scene to create a long line of crucifix

Posted
6 hours ago, EdtheNord said:

Really good new stuff. And unlimited victims wow. You are going to update that to your crucifix mod as well? What a medieval witch hunt scene to create a long line of crucifix

That definitely sounds great. And then more punisher/whippers for Pama´s Interactive Beatup Module, please ;-)

Posted
On 1/29/2022 at 12:54 AM, UniFors said:

hi, how to use alternative chopping Block Animations?

klick the checkbox in the FOMOD installer.

Posted

When using the garotte with my PC, the alignment is perfect. However when I command an NPC to use the furniture, they are always misaligned (see screenshot in spoiler section).

 

Is there a way for force alignment for NPCs?

Spoiler

grafik.png.7483a1b363fbc41664ecd522b2853e5f.png

 

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