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Posted
3 hours ago, Flegmenth said:

Hi, SAC, thanks for your work.

Here is a question, when I use suicide magic, I stay in 3rd view and it seems endless. Bug?

 

Feature :) it's in the mod description

 

It didn't seem much fun to suicide and be stuck for a couple of seconds into a fixed position camera then auto-reload. While there are mods to set longer autoreload after player death, the only mod for unlocking the death camera does not work for SSE (see my sig). I have received a working version of that mod from someone (thank you again) but it's not mine to share.

 

So, I made my own infinite duration free death camera :) Just reload when you're done looking at the scene.

 

Posted

 

Also, at some point in the future I'll be definitely looking into zaira's suggestion about a 1st person view, but my focus is still on persistence, I think I'm at the 4th version of implementation by now and I'm still not happy with the way it works. Until I find a method I'm completely comfortable with, and clean up the mod from all the previous attempts and workarounds, I don't think I'll be looking into adding new features.

Posted
1 hour ago, SAC said:

 

Feature :) it's in the mod description

 

It didn't seem much fun to suicide and be stuck for a couple of seconds into a fixed position camera then auto-reload. While there are mods to set longer autoreload after player death, the only mod for unlocking the death camera does not work for SSE (see my sig). I have received a working version of that mod from someone (thank you again) but it's not mine to share.

 

So, I made my own infinite duration free death camera :) Just reload when you're done looking at the scene.

 

Got it. Thanks for your reply. English is not my first language, so I must misunderstand some informations.

Still a good mod, wait for next version?

Posted

Hi SAC, thanks for ur mod, it's great and i love it.

I test V1.9.0 and some questions made me confused:

 

1. How can I cancel a NPC's hanging status?

Is there a spell cast again to a NPC to cancel the noose from gallow again? And can I pick up the gallow funiture as an item?

 

2. when I cast the spell "Manoose Hang" to a NPC, sometimes the NPC die, and sometimes not die.

And I cant see any setting about it in MCM. Can I set the gallow not kill the NPC?

 

thanks.

Posted
8 hours ago, mrc0580 said:

Hi SAC, thanks for ur mod, it's great and i love it.

I test V1.9.0 and some questions made me confused:

 

1. How can I cancel a NPC's hanging status?

Is there a spell cast again to a NPC to cancel the noose from gallow again? And can I pick up the gallow funiture as an item?

 

You can’t. Once you hang them, they die (or should die) and hang forever. You cannot abort or revive them

 

8 hours ago, mrc0580 said:

 

2. when I cast the spell "Manoose Hang" to a NPC, sometimes the NPC die, and sometimes not die.

And I cant see any setting about it in MCM. Can I set the gallow not kill the NPC?

 

thanks.


They should all die. I need an example of an NPC who does not die - easiest is with advanced console, see their actor base in the low right corner (there are some example screenshots earlier in the thread)

Posted
8 hours ago, SAC said:

They should all die. I need an example of an NPC who does not die - easiest is with advanced console, see their actor base in the low right corner (there are some example screenshots earlier in the thread)

I tested in Whiterun, as you mentioned, I tried several times and some NPCs always die, and some always not die.

 

Here is some example:

Always die:

Carlotta Valentia

Whiterun Guard

Hulda

Saadia

Bondaged Girls (from cursed loot)

 

Always not die:

Ysolda

Posted
1 hour ago, mrc0580 said:

Always not die:

Ysolda

 

Thank you for reporting this, I'll test on Ysolda. I am away from my computer for the weekend, will return on Monday

Posted
1 hour ago, SAC said:

 

Thank you for reporting this, I'll test on Ysolda. I am away from my computer for the weekend, will return on Monday

 

BTW, NPCs from other mod would not die too, such as:

 

wenches from mod "Immersive Wenches"

Sasha from mod "cursed loot"

etc.

 

Thanks.

Posted
13 hours ago, mrc0580 said:

 

BTW, NPCs from other mod would not die too, such as:

 

wenches from mod "Immersive Wenches"

Sasha from mod "cursed loot"

etc.

 

Thanks.



Understood, thank you for testing and  reporting. I’ll look into it when I return to my computer

Posted

Hello ! So as always reporting from LE for 1.9 version with papyrus extender for LE. 

I think a can say that everything works fine in some way. I will not mention the furnitures anymore. It's main difference between LE and SSE.
So:
 - about Autohang function - It works ! And maybe I was wrong about that, when I mention it from my last report. It could be my own problem with the load or something so sorry about that. Anyway it works. 

 - chain - The issue I mentioned from my last report with hanged body is gone. Everyone, who was been hang is stil on gallow when I change location or teleport to somewhere and come back. 

 

The new Issue is what the Guy above your last comment mentioned. I can't hang everyone. Some NPC just stay under the gallow and just stay.... 
Another one .. this version is really crushy at least for me ? 1.7 was alright but from 1.8 I can't play it more than 20 minutes ? maybe less

 

Third thing I want to comment is the clothing management. If you can, please add On/Off setting in MCM for this function. When I suicide my character, then i got Iron set armor and I don't like this ? 

 

Last thing... About the function suicide on death- It's really good. And I really liked it at the first time, when I used it in this version. But after that I found a fatal error ? Enemies remain Agro against you and that's just ...  annoying. 

And that's all. Thank you for your attention and of course your work ^^ 

Can't hang everyone.bmp Before.bmp Midle.bmp After.bmp

Posted

@Coolhidan123

 

I will not mention the furnitures anymore. It's main difference between LE and SSE.

 

Would you like to publish a LE patch for the furnitures?

 

about Autohang function - It works !

 

Good to hear. Autohang must be the oldest script without changes by now 

 

I can't hang everyone. Some NPC just stay under the gallow and just stay.... 

 

Next version will have an option to auto-detect and clone essential actors instead of attempting to hang them (good for quests too)

 

clothing management

 

Clothing management in Skyrim is fucking idiotic. And random. It is testing the limits of my (in)competence. I just don't know a way to predictably control it. Haven't abandoned it yet, but close.

 

 Enemies remain Agro against you

 

Not sure I understand this

 

 

Posted
15 hours ago, Coolhidan123 said:

Another one .. this version is really crushy at least for me ? 1.7 was alright but from 1.8 I can't play it more than 20 minutes ? maybe less

 

Forgot to address this in my post above. My mod can CTD in two scenarios:

 

1. Trying to clone an actor (player or NPC) with HDT / physics-enabled hair

 

- I have built in 1.9.0 a workaround for this, which is properly tested on SSE (equip/unequip an execution hood)

- Do you have actors with HDT hair?

- Please test console "equipitem 5A9DF" on an NPC and confirm they will equip an execution hood (to make sure LE does not have a different base id for the hood)

 

2. (this is theoretical, in my opinion) Papyrus "overload" when entering a cell with many victims that need cloning and reattaching

 

- is this the case? does it crash when entering a cell with many victims?

- anyway, in the meantime I have abandoned the cloning approach because I have found a way to resurrect the actors (with proper physics), which is a lot faster and lighter on papyrus than cloning; I haven't published this version yet because I am still working on properly correlating victims with nooses and avoiding doublehanging, it's proving a lot more difficult than expected (partly due to skyrim engine just behaving unpredictably, as with clothing)

 

 

Posted
21 hours ago, SAC said:

Would you like to publish a LE patch for the furnitures?

Of course. Just have to make it more like yours. Just to be sure - my attachment of the rope to the gallow is little bit off. I used the Nif Scope to made it little more higher by 30 in Z axis as you said, but still it's looks how it looks. Is it right or am I did something wrong ? ? 

 

And the other furnitures in your pack - Pyro Post and HorizontalBondageSomething... You didn't use it anywhere so I didn't touch them and I don't know, if you made with them somehting in Nif Scope, but I can definitely add them from Zaz LE Pack. 

 

21 hours ago, SAC said:

Clothing management

Well, thanks to you I got back my interrest in creation kit and started to learn again. Whole creation kit is idiotic and I'm more and more depressed ? But I'm happy when something what I create do the same thing what I wanted to made. So don't lose Hope ^^ 

 

21 hours ago, SAC said:

Enemies remain Agro against you

 

Not sure I understand this

I mean - when I attack someone and they want to take me down and i got specific % of my Health bar to die by the gallow, they still trying to kill me. I suppose that you clone the player character and make the clone hang. And the original character is inivisible but not his sins. I Leave here screenshot. 
 

 

7 hours ago, SAC said:

Do you have actors with HDT hair?

I don't think so. I'm using Appachi's hair. 
 

 

7 hours ago, SAC said:

Please test console "equipitem 5A9DF" on an NPC and confirm they will equip an execution hood (to make sure LE does not have a different base id for the hood)

I used it on myself and got a hood. Tried to used on NPC and no problem either. 

 

7 hours ago, SAC said:

2. (this is theoretical, in my opinion) Papyrus "overload" when entering a cell with many victims that need cloning and reattaching

 

- is this the case? does it crash when entering a cell with many victims?

 

Nope. I'm moving in town or around without autohang. For example I provoke the fight with Hang on my Dead On. I hang maybe 3 people and then they "kill me" and then got a crush. 

Attachment and Agro enemies.bmp Hood.bmp

Posted

@Coolhidan123

 

 

1. Gallows - yes, there is something wrong, you have not raised it effectively vs the original zap model

 

You need to go to each trishape element and specifiy a +40 z displacement, see ss (initially it was +30, then I've raised it to +40 to accommodate the chain)

 

image.thumb.png.47e43fae26601c81fd2f7048e05a7436.png

 

Another thing that I did was remove the collision to stop it messing with the ropes and chains. Deleted this block altogether (not the best solution, but the best I can do for now)

 

 

image.thumb.png.5e2dbd1bf6682991080d129ce578bd9d.png

 

 

Pyro post and Horizontal something are experiments, not used for now, you can ignore them.

 

 

2. Interesting about the aggro, I did not get the same result. Not sure how to fix it, either. And yes, you caught my trick, it's actually a clone which is hanging, not the actual player :) (because hanging the player results in a stuck camera and autoload)

 

Are they attacking the clone, or the invisible player?

 

 

3. I do not believe the crashes are from my mod (or there is something which never happened to me). v2.0 should be out in the weekend and change the way persistence is handled, internally. Beside persistence, the only possible crash reason I am aware of would be HDT hair, but I am handling that with the hood and the hood is working in your install.

 

Do you have this mod? (not sure if there is a LE variant)

 

It generates crash reports which are quite suggestive, pls install it if available for LE then let's look at a crash report. Crash reports are stored in \Data\NetScriptFramework\Crash 

 

Posted

? ... I did it just for that BSFadeNode ? .. Well, First time Nif Scope, thanks for tutorial 

Anyway I did it and test it on my LE version. I gave my models same name like yours and replace them in your pack. Add to game whole pack and it's works ! Looks good ... till I got CTD ? 

 

 

1 hour ago, SAC said:

Are they attacking the clone, or the invisible player?

Invisible player. Well, they tried ?I think there is console command for ignore player by enemies. 

 

 

1 hour ago, SAC said:

do not believe the crashes are from my mod

1.7 version was actually more stable for me and I didn't change anything till 1.9 version. I cleared some things after that and nothing change unfortunately. Maybe there is something, that don't like my other mods or the cloning system is too much for my load up (but I don't have much mods). Well, I will see. 

 

1 hour ago, SAC said:

Do you have this mod? (not sure if there is a LE variant)

Nope. I looked on it and try to found LE, but it seems that it's doesn't exist. And for this mode I need some dependencies for SSE.  So I don't think, I can use it. But there will be another way. I will find it out. 

And of course- the models: 

sac_invisible_commontablesquare01_LE.nif ZazGallowFreeForOutsideZ30_LE.nif

Posted

 

Due to substantial internal rework which needs regression testing, plus other fixes and fine-tuning, I will take a few more days before releasing 2.0. Expecting to upload on the weekend the latest.

 

Thanks again to @Coolhidan123 for his help beta testing. If anyone else wants to beta test, let me know.

 

 

Posted

2.0 is up

 

A lot of changes, clean or cleaned save is mandatory, please follow the full cleaning procedure on the mod description page.

 

Also please note the new sexlab dependency - I don't think this should be an issue for most of the LL community, I needed it to avoid hanging or auto-hanging NPCs which are sexlab animating.

 

Thank you to @Coolhidan123 for beta testing, anyone else who wants to beta-test is welcome, let me know

 

Going forward I want to focus on a feature to save the victims and nooses in a persistent file to be able to re-load them after cleaning the save for updating. I have an idea, I need to follow up

 

 

2.0.0

 

  • (feature) faster and better persistence, based on resurrecting instead of cloning
    • a lot faster and a lot lighter on papyrus than the cloning method
    • reloading a save in the same cell can still trigger wonky physics sometimes, if needed teleport back and forth once and the bodies should settle
  • (feature) (almost) perfect allocation of victims / nooses upon cell re-visit (persistence), no more bodies lying around because the noose is too far away to automatically re-attach, no double hangings (double hangings may occasionally happen on game load only, but should be very rare)
  • (feature) MCM option to clone essential actors, or to attempt to kill the original actors; default setting is to clone them, in order to protect quest integrity and avoid trying to kill unkillable actors 
  • (feature) clones NPCs which cannot be killed because they are quest objectives, hangs the clones instead of the original actor 
    • the original actor will enter bleedout due to pre-kill test, they will be recover fully upon cell re-visit 
  • (feature) adds longer chain and longer rope variants, available through the spawn noose spell; since they are too long for the gallow's height, the auto-placed gallows will not spawn this type of rope / chain 
  • (feature) adds an option to hang a clone of the player, instead of the player, upon suicide; no limit on number of hanged player clones 
  • (fix) improved equipment handling (again...)
  • (usability) unified spawn + hang spell => if the spell is cast on an NPC it will hang the NPC, otherwise it will spawn a noose 
    • the original hanging spell is still available for now and functions correctly, it will be removed in the next version as it becomes redundant (it is just labeled "legacy" for now)
    • attempting to spawn a noose close (*) to an actor will result in nothing happening (neither spawn nor hang); re-try on a spot which is farther from an actor 
    • conversely, sometimes a noose will also be spawned when shooting an actor, just choose "delete noose" and the hanging will proceed normally
    • (*) added an MCM setting to enable the user to fine-tune the sensitivity of actor presence detection around the spell's point of impact, see the MCM description, default value should work fine out of the box
  • (fix) pacifies the enemies when hanging the player on lost combat 
  • (fix) hanging the player in combat will now fire consistently, and only on health < 0
    • no more preset health threshold, no more missed player kills
  • (usability) added an "abort hanging" option to the hanging spell 
  • (usability) adds a menu for the user to manage those attempts to hang a victim on a spawned noose which would result in failure (no noose available, or double hanging)
  • (internals) more modular scripts, renamed all scripts for consistency and easier packaging 
  • (internals) moved autohanging into a referce alias + associated script 
  • (dependecy) added sexlab dependecy to avoid hanging or auto-hanging sexlab animating actors 
  • (fix) on cell return, removes weapons instead of dropping to avoid dropped weapons spam 
  • (modding decision) all victim weapons get removed instead of dropped, in order to prevent dropped weapon spam upon cell return 
  • (feature / MCM) user can toggle slavetats cloning for the player; disabling slavetats cloning reduces player-related (suicide, hang a clone, combat hanging) script lag by a few seconds; default is to enable slavetats cloning 

 

Known issues and limitations

 

  • the rope has some intrinsic elasticity, I cannot fix this because I don't know how to edit 3d objects
  • sometimes the victims will animate at some distance from the rope; this is cosmetic during the animating phase, once dead they will hang properly, and I am looking for ways to fix this 
  • if there are multiple victims close to each other, the empty noose detection may fail and trigger a false positive <noose is occupied> message; you can use your judgement and proceed regardless (choose the <double hang> option)
  • when returning to a cell which contains multiple hanged victims, the victims will be allocated to nooses randomly, irrespective of the initial hanging positions
  • physics may fail when hanging indoor or under a low roof (i.e. on a perch)

 

 

LE patch by @Coolhidan123 is attached, I will post it properly in the file section at the next update. Install after my mod, overwrite as needed (it replaces some meshes in LE format)

 

 

SAC Just Hang LE patch by Coolhidan123.zip

Posted

 

2.1.0 rolling changelog

 

ETA: weekend of 13-Feb, intended

 

2.1.0

  • (major feature) each victim, rope and gallow is saved in persistent json files located in Data\SKSE\Plugins\SAC_JH
    • they will be restored automatically after loading a clean save, provided the indicated clean save procedure is followed
    • still WIP, might come with caveats, but no serious blocker identified so far - storage works, retrieval proof-of-concept works, need more testing 
  • (fix) fixed the slavetats cloning function 
  • (fix) no more random re-shuffling of victims between nooses upon cell revisit - in testing
  • (modding decision / usability) as announced in 2.0.0, will remove the initial hanging-only spell from the player inventory
  • (usability) unified spell is a lot faster to cast and fly to target
  • (usability) added a suicide option to the hanging/spawning spell, purpose is to have a single universal spell for all features
    • suicide spell will be considered legacy as of 2.1.0 and will be removed from the player inventory in 2.2.0

 

 

Posted

Hi there :D

pardon me but I have a small question/request: could you give me a brief rundown of how to install the mod properly and what other mods are required (and where to find/download them) for the mod to work?
 

I'm asking because, while this seems to be working fine for the most part, I don't seem to be able to get an animation playing during the kill phase. my character (been using the suicide option a lot ? ) is standing awkwardly hovering in the air until the kill timer runs down and he's hanging dead... in which case he assume a normal limp hanging ragdoll form which looks very nice

 

i just can't seem to be getting any kind of animation/struggling to play while the character is still "alive" when dangling from the noose and I assume that is because I haven't quite installed the mod correctly. either because I'm missing a required mod file or because there's something else i need to check or tick or something which i haven't done. I've been using nexus mod manager for years so I'm not as experienced in manually installing mods like this ^^;;

 

so... yeah, a step by step installation guide would be greatly appreciated.❤️

 

also, a slightly different question:

 

I'm not the biggest fan of the chains, is there a way for me to replace them with ropes by renaming some .nif files in the meshes folder?

Posted
2 hours ago, Sek-Raktaa said:

Hi there :D

 

Hi :) 

 

Quote

pardon me but I have a small question/request: could you give me a brief rundown of how to install the mod properly and what other mods are required (and where to find/download them) for the mod to work?

 

Pls let me know if this works (it should)

 

 

 

Quote

I'm not the biggest fan of the chains, is there a way for me to replace them with ropes by renaming some .nif files in the meshes folder?

 

image.png.821d79aee3a615eb5c36750e2e816323.png

 

Posted

hi there :D

 

sorry, me again, lol XD
 

and odd thing happened to me today: long story short, i started a new game and now, for some reason, when I go into the MCM menu of the mod, I'm having some mild issues. I don't want the feet tied so I go into the MCM, set the Tie Feet option to 0%, hit enter to accept, the MCM seems to be saving it (cause the slider remains at 0%) but when my char gets hanged either by suicide or by getting killed by enemies, the feet still end up getting tied ?

 

got any ideas on how to fix this? XD

Posted
22 hours ago, Sek-Raktaa said:

got any ideas on how to fix this? XD

 

From console, enter help sac_

 

Then page up, you will reach the global variables section, check out SAC_Tie_Feet_Prob_GLOB, let me know what it shows.

 

If that value is different from MCM, then I need to look into the MCM script again. If it's the same, then it's weird, I'll need to test more

 

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