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Posted
18 hours ago, donttouchmethere said:

You could also try and use FNIS "gender specific animations" patch.

That repaired my ZAP whipping scenes (for what ever reason).

Nop.. this not worked for me... I have the same problem.... the whipper still stop until end of animation, 

Posted

It has nothing to do do with the animations, its a problem with my script.

looking at your screenshots, i see a few script heavy mods already, and i don't want to know what else you have running there.

so the issue with my mod is most likely a sensitivity to script lag.

 

I'm in a bit of a low-motivation phase right now, so progress on fixing this is slow, but i´ll be sure to let you know somewhere when i get around to do it.

Posted
8 hours ago, NobodyImportant33333 said:

This mod is crazy OP. I can just have a ring get added to my inventory, and by telling an NPC to get punished, I can just rob them completely blind, and there's nothing they can do about it. They even forget that I did the crime once I release them, and since I can have two people affected, I can even rob Radiant Rainment blind. Overall, a pretty good and unique cheat mod.

 

But it could probably stand to be rebalanced as something that is rewarded to you for completing a quest or something. Right now, it's pretty busted.

I probably should add the "just for fun" tag to this. It was never really supposed to be something serious / lore-friendy. And the vanilla pickpocket skill three is one big cheat anyway. you wouldn't need my mod for this.

Posted
21 minutes ago, Pamatronic said:

I probably should add the "just for fun" tag to this. It was never really supposed to be something serious / lore-friendy. And the vanilla pickpocket skill three is one big cheat anyway. you wouldn't need my mod for this.

What shall I say? ?‍♂️

I have PAHE installed with all addons + SCB! ?

Let's go over to the PAHE thread and demand it to be flagged as "just for fun"too ?

Posted
On 9/16/2020 at 6:02 PM, donttouchmethere said:

You could also try and use FNIS "gender specific animations" patch.

That repaired my ZAP whipping scenes (for what ever reason).

As usual the second I posted here, the problem went away. but if it comes up again, I'll keep that in mind, thanks

Posted
7 hours ago, Pamatronic said:

It has nothing to do do with the animations, its a problem with my script.

looking at your screenshots, i see a few script heavy mods already, and i don't want to know what else you have running there.

so the issue with my mod is most likely a sensitivity to script lag.

 

I'm in a bit of a low-motivation phase right now, so progress on fixing this is slow, but i´ll be sure to let you know somewhere when i get around to do it.

Ok..i understood.. and thanks for the mod... i put my char as dom, and works like a charm...

Posted
On 9/17/2020 at 12:32 PM, Pamatronic said:

I probably should add the "just for fun" tag to this. It was never really supposed to be something serious / lore-friendy. And the vanilla pickpocket skill three is one big cheat anyway. you wouldn't need my mod for this.

I suppose, but I never really got invested in pickpocketing, since it's probability based, and you get fined if you fail. I suppose I could try it on bandits or lone people in the wilderness, and kill them if I fail.

Posted

All is working OK. Want a custom ring to PC being punished without must to initiate dialog. On some events or in some locations. There may be many different rings. Like to PC be punished on manual interupting sex scenes for example, bumping guards, pickpocketing and so on where another actor presents. Just idea. Thanks for mod.

 

p.s. In SE have trouble with pc punishment. Putting in device but no action from npc. Similiar pc punishment in ShoutLikeAVirgin by npc or Nocturnal works perfectly in SE port.

Posted

@crococat, adding more triggers for a scene is beyond the scope of this mod. I´ve listed the Api-call for starting a scene on the frontpage. I will leave any integration for different scenarios to other modders.

 

the Problem in the SE version is known.

  • 2 weeks later...
Posted
On 9/16/2020 at 12:15 PM, Pamatronic said:

that's just the script fighting against the engine, which wants the NPC to equip its best weapon, rather than the low-Damage whip.

Try again, or try with some npc that doesnt have multiple weapons.

 

It seems to occur when the NPC has multiple weapons along with the whip in their inventory.  Here is some data from that particular situation in LE (Olga has a sword and whip) using the Punish me Daddy dialog to initiate.  Removed the sword from the inventory and still gets the non-equip loop.

 

Spoiler

986190316_TESV2020-10-0715-02-39-68.jpg.b1cc6c0efe99ca7bf31d8d29a2173617.jpgTESV 2020-10-07 15-02-43-32.jpgTESV 2020-10-07 15-02-45-88.jpg

 

 

 

  • 1 month later...
Posted

Excellent stuff!

 

What would be the easiest and most "self-service" way for me to alter the player position when tied to the furniture? Specifically, I want to rotate 180 (so it gets beaten on the back instead of the front), and maybe raise the position in the double post by a few units, feet are clipping in the floor.

 

In FO4 there are position offsets in the furniture record (in the esp), Skyrim doesn't seem to have this option. 

 

Really hope you follow up on this mod and the gallows one, really good stuff!

 

Thanks!

Posted
2 hours ago, SAC said:

Which hkx do I need to edit?

For the double Pole:

pamaPBU_DP_Idle.hkx

pamaPBU_DP_hit1.hkx

pamaPBU_DP_hit2.hkx

 

for the standing gallow:

pamaPBU_pillory_Idle.hkx

pamaPBU_pillory_hit1.hkx

pamaPBU_pillory_hit2.hkx

 

the animation

ZazFurnitureExit.hkx

can be edited optionally, if you want it to align with the other ones.

Posted
33 minutes ago, Pamatronic said:

For the double Pole:

pamaPBU_DP_Idle.hkx

pamaPBU_DP_hit1.hkx

pamaPBU_DP_hit2.hkx

 

for the standing gallow:

pamaPBU_pillory_Idle.hkx

pamaPBU_pillory_hit1.hkx

pamaPBU_pillory_hit2.hkx

 

the animation

ZazFurnitureExit.hkx

can be edited optionally, if you want it to align with the other ones.

 

I can't make the animations to rotate, they look rotated in the tool but perform the same in-game. I did run FNIS after editing, no joy.

 

I managed to do it via the script but the pole rope is misaligned because the furniture does not rotate perfectly symmetrical.

 

For the moment all I want is to rotate them 180, SE version. Help? :) 

 

Posted
26 minutes ago, SAC said:

I managed to do it via the script but the pole rope is misaligned because the furniture does not rotate perfectly symmetrical.

assuming that you problem with hkxPoser is limited to rotation, just edit the anim to fix the misalignment. adding a location offset IS possible with that tool.

Posted
20 minutes ago, Pamatronic said:

assuming that you problem with hkxPoser is limited to rotation, just edit the anim to fix the misalignment. adding a location offset IS possible with that tool.

 

I managed to rotate the animation using hkxposer (I was supposed to find and click the root bone... zero documentation), but it's imprecise, there is no reference grid or possibility to specify offset values, it's just dragging a skeleton in a void and hoping it will align. Also rotating just Z is not enough because the root bone is not vertical, it's slanted, so the body does not rotate symmetrically (at least in the double pole anim).

 

Good suggestion about rotating everything in script and offsetting the gallows animations instead, I'll give it a thought. Should be easier than rotating all the animations with that tool and hoping they will fit the furniture.

 

Script rotation worked, the only problem was that the NPC marker goes behind the furniture and the NPC gets stuck trying to get there, depending on the local navmesh. Trying to rotate the PC to have the back facing the NPC (or scripting the PC to do basically anything) and placing the furniture in front of the PC results in breaking the NPC beating function, for some reason, it's just sitting with the whip in hand until it times out.

 

Posted

Thanks for your work, Pamatronic.

But I have the same problem.

After the 'punish me' conversation, NPC draw weapon(not whip) and do nothing until PC is released.

And 'add whip' in MCM didn't work too.

Here's some information you asked.

 

1.png.d0ca9d676a5ef1912205eebcf4a8056e.png

 

zap 7.0 and 8.0+ both didn't work.

I've tried to remove NPC's belongings and add whip... nothing changed.

hope this can be help.

Posted
14 hours ago, CptHAM said:

Thanks for your work, Pamatronic.

But I have the same problem.

After the 'punish me' conversation, NPC draw weapon(not whip) and do nothing until PC is released.

And 'add whip' in MCM didn't work too.

Here's some information you asked.

 

 

I've seen a variation of this: they draw the whip then do nothing (until the PC is released)

 

I do believe it's a matter of various AI packages triggering at the wrong time

 

Posted

@CptHAM, thank you for including that screenshot. that really helps a lot :thumbsup:

 

it appears the specific whip the mod is looking for cannot be detected within your game.

if you type into your console: "help OldCrop", something like this should show up

OldCropSmall.jpg.e162a860895bb021321c7937cd1cb53f.jpg

If it doesn't, you have the wrong/faulty zap version installed. the right one is 8 or 8+ (doesn't matter which one, but having the more complete  8+ obviously makes more sense)

 

 

The error with the inactive beater is likely caused by an alias fill error.

marker = none

usually this shouldn't be empty.

this marker actually denotes the point where the beater will be standing when dishing out punishment.

if its empty, he doesn't know where to go and will do nothing until the session ends.

 

This is an error in my script , and there's nothing on your end you can do.

But this tells me where the error lies and i think i know whats causing it.

 

can you tell me, if you are using LE or SSE?

Posted
On 12/10/2020 at 11:04 PM, Pamatronic said:

assuming that you problem with hkxPoser is limited to rotation, just edit the anim to fix the misalignment. adding a location offset IS possible with that tool.

 

 

Made the 180deg rotation work eventually, see the "SAC" commented lines, you might choose to add a MCM global. Rotated the gallows anims as well, the double pole animations work "out of the box"

 

 

Spoiler

 

State Initiation
    Event OnBeginState()
        ;debug.notification("active now")


        follower=followerAlias.getRef() as actor
        player=game.getPlayer()

        victim=self.getReference() as actor


    
        if victim ==player

            victim.setangle(victim.getanglex(), victim.getangley(), victim.GetAngleZ()+180)    ; SAC


            Game.setPlayerAIDriven(true)
            Game.DisablePlayerControls(abMovement = true, abFighting = true, abCamSwitch = false, abLooking = false, abSneaking = true, abMenu = true,  abActivate = true,  abJournalTabs = false, aiDisablePOVType = 0)

        Else
            victim.setDontMove(true)
        EndIf

        
        debug.sendAnimationEvent(victim, IndexAnimationIdle[FurnIndex])

        selectedFurniture=victim.placeAtMe(IndexFurniture[FurnIndex])
        utility.wait(0.5)
        selectedFurniture.setAngle(0.0, 0.0, victim.getAngleZ()+180)    ; SAC +180

        if victim == player
            victim.setVehicle(selectedFurniture)
        EndIf

        marker = selectedFurniture.placeatMe(Game.GetFormFromFile(0x00000034, "Skyrim.esm"))        ; SAC move marker relative to furn instead of victim
        
        marker.setposition(translateLocal(-100.0, 0.0, true),  translateLocal(-100.0, 0.0, false), marker.Z) ; SAC -100
        marker.setAngle(0, 0, victim.getAngleZ())                                                                ; SAC +180)

        setMarkerAlias()


        if victim.getCrimeFaction()
            crimeFaction=victim.getCrimeFaction()
            victim.removeFromFaction(crimeFaction)
        EndIf


        if victim == follower
            ;followerAlias.Clear()
            victim.equipItem(invisibleWeapon, true, true)
        EndIf


        victim.evaluatePackage()
        game.getPlayer().addPerk(releasePerk)
        gotoState("Idle") 
    EndEvent
EndState

 

 

 

 

pamaPBU_pillory_hit2.hkx pamaPBU_pillory_hit1.hkx pamaPBU_pillory_idle.hkx

Posted
On 12/16/2020 at 3:39 AM, Pamatronic said:

can you tell me, if you are using LE or SSE?

 

I gave "zbf OldCropSmall" to NPC in advance, but NPC did nothing too. And yes, I'm using SSE.

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