loriam Posted February 10, 2021 Posted February 10, 2021 Is it possible to see a video on how to place the npc on the cross or guide ?. I have not been able to place anyone on the cross thanks
Nepro Posted February 11, 2021 Posted February 11, 2021 Is there any crime mod or external mod (quests/story) that uses any of Pama's scripted execution furniture/devices (mods)?
Pamatronic Posted February 12, 2021 Author Posted February 12, 2021 On 2/8/2021 at 2:52 AM, endersgame said: So if I understood this correctly, at the moment you can only put living npc followers on the cross? You can't do things like putting an already dead NPC on the cross? That´s correct. only live NPC´s. If you wanted to crucify a dead NPC, you´d have to resurrect them and have em walk up to the cross. Which would be slightly weird, so i didn't bother with that case.
lolll999999 Posted February 13, 2021 Posted February 13, 2021 great mod, i hope to see more crux, crux animation of pain and sound and at end when you choose kill put the animation of broke the leg of victim i repeat great mod ;D
Pamatronic Posted February 17, 2021 Author Posted February 17, 2021 New Update. -Added new Crosses: Spoiler Nailed with Anal-spike: 2 roped Versions: As well as an additional Nailed version, similar to the pose on the right in the Image above. -Added an spell to make it easier to crucify people (Warning: if you use an existing save and upgrade the mod Version, you need to check and uncheck the new MCM option "Hide Spells" in order for the Spells to show up in your magic menu. new Games don't need this. Spoiler -Added new MCM option ti hide spells from your Magic menu Have Fun! 5
RomulusAugustulus Posted February 18, 2021 Posted February 18, 2021 Maybe I'm really dumb but I can't find a SSE version.
Pamatronic Posted February 18, 2021 Author Posted February 18, 2021 12 minutes ago, RomulusAugustulus said: Maybe I'm really dumb but I can't find a SSE version. This works for both LE and SSE. Admittedly, MO might complain about the Form 43 plugin, but this can safely be ignored.
RomulusAugustulus Posted February 19, 2021 Posted February 19, 2021 10 hours ago, Pamatronic said: This works for both LE and SSE. Admittedly, MO might complain about the Form 43 plugin, but this can safely be ignored. Thanks!
RomulusAugustulus Posted February 20, 2021 Posted February 20, 2021 On 2/18/2021 at 9:21 PM, Pamatronic said: This works for both LE and SSE. Admittedly, MO might complain about the Form 43 plugin, but this can safely be ignored. Works fine, indeed. Just with "Rope 1" the actor is a bit off symmetry but it's nothing to be bothered.
Network Posted February 20, 2021 Posted February 20, 2021 Using the latest version, I put 5 NPCs on crosses in Whiterun (the cell Whiterun - without Open Cities), then I put another NPC on a cross straight outside of Whiterun (outside of the world - Tamriel cell). As soon as that NPC got on the cross, the game told me I exceeded the limit of 5 NPCs and immediately set one from the other cell (Whiterun) free. Since they were in different cells, to my understanding, this shouldn't have happened. My question is, can I safely uncheck the MCM option controlling this as long as I make sure not to use more than 5 crosses in a cell? And, how does the mod behave in regards to putting crosses in the Tamriel worldspace? Is it 5 in the entire worldspace, 5 per loaded area/hold, or how would I measure that limit? Or is it generally not recommended to do and I should stick to cities instead?
DanteGreenwood Posted February 20, 2021 Posted February 20, 2021 Have you think about a version where they not die? I just want the decoration
deznuts2000 Posted February 20, 2021 Posted February 20, 2021 On 2/10/2021 at 7:18 PM, loriam said: Is it possible to see a video on how to place the npc on the cross or guide ?. I have not been able to place anyone on the cross thanks Get the Puppet Mod on here, then you can turn any NPC you want into a companion and order them to go on the cross!
Pamatronic Posted February 20, 2021 Author Posted February 20, 2021 1 hour ago, DanteGreenwood said: Have you think about a version where they not die? I just want the decoration Setting the "Victim Endurance" Setting in the MCM to Zero will achieve just that. 1
Pamatronic Posted February 20, 2021 Author Posted February 20, 2021 1 hour ago, Network said: Using the latest version, I put 5 NPCs on crosses in Whiterun (the cell Whiterun - without Open Cities), then I put another NPC on a cross straight outside of Whiterun (outside of the world - Tamriel cell). As soon as that NPC got on the cross, the game told me I exceeded the limit of 5 NPCs and immediately set one from the other cell (Whiterun) free. Since they were in different cells, to my understanding, this shouldn't have happened. My question is, can I safely uncheck the MCM option controlling this as long as I make sure not to use more than 5 crosses in a cell? And, how does the mod behave in regards to putting crosses in the Tamriel worldspace? Is it 5 in the entire worldspace, 5 per loaded area/hold, or how would I measure that limit? Or is it generally not recommended to do and I should stick to cities instead? The Mod can only handle 5 LIVE victims at any given time. In your Scenario, you´d have to kill the five characters in Whiterun before setting up new ones outside. About the Tamriel Worldspace: It is divided into countless smaller "Wilderness" cells. they are usually smaller than the default drawing distance. which means: If you place 5 crosses, you´d have to move away until you cant see them anymore, then it should be safe to place new ones. But even if you get above the limit, this isnt a big Deal. The Mod will notify you, and the worst thing that could happen is that Victims exceeding the limit will T-Pose. Also, disabling the Warning in the MCM will just prevent the Message to pop up, it wont change how the mod functions.
deznuts2000 Posted February 20, 2021 Posted February 20, 2021 6 minutes ago, Pamatronic said: The Mod can only handle 5 LIVE victims at any given time. In your Scenario, you´d have to kill the five characters in Whiterun before setting up new ones outside. About the Tamriel Worldspace: It is divided into countless smaller "Wilderness" cells. they are usually smaller than the default drawing distance. which means: If you place 5 crosses, you´d have to move away until you cant see them anymore, then it should be safe to place new ones. But even if you get above the limit, this isnt a big Deal. The Mod will notify you, and the worst thing that could happen is that Victims exceeding the limit will T-Pose. Also, disabling the Warning in the MCM will just prevent the Message to pop up, it wont change how the mod functions. Pamatronic, I want to please know how to use different type of crosses?
Pamatronic Posted February 20, 2021 Author Posted February 20, 2021 56 minutes ago, deznuts2000 said: Pamatronic, I want to please know how to use different type of crosses? The construction spell should show the available Variants. If not, you aren't using the current version ( V2.0 )
kaimiya Posted February 22, 2021 Posted February 22, 2021 Thank you so much for this. Now I can crucify bandits who try to rob me on the roads. 2
poblivion Posted February 22, 2021 Posted February 22, 2021 2 hours ago, kaimiya said: Thank you so much for this. Now I can crucify bandits who try to rob me on the roads. That sounds like an interesting idea, but I meet very few bandits on the way. Maybe it would like to add some more ? https://www.nexusmods.com/skyrim/mods/31264
Vegetius Posted February 23, 2021 Posted February 23, 2021 I just tried your mod and it works great, as always! It seems that a victim death does not trigger the OnDeath() event. Is it intentional or could it be fixed? That would help integration with other mods.
Pamatronic Posted February 25, 2021 Author Posted February 25, 2021 On 2/23/2021 at 10:03 PM, OrionGhost said: I just tried your mod and it works great, as always! It seems that a victim death does not trigger the OnDeath() event. Is it intentional or could it be fixed? That would help integration with other mods. Are you sure about this? Because on my games, it definitively does. Its however possible, that the SSE version behaves differently, since it uses a different SKSE function. could you tell me what you did to come to this conclusion?
Vegetius Posted February 26, 2021 Posted February 26, 2021 On 2/25/2021 at 5:49 AM, Pamatronic said: Are you sure about this? Because on my games, it definitively does. Its however possible, that the SSE version behaves differently, since it uses a different SKSE function. could you tell me what you did to come to this conclusion? Yes I'm using the SSE version. I use your mods with Temple of Molag Bal, which monitor NPC death as part of the mod. On a monitored NPC death, it triggers a reward. It works if I kill said NPC "the normal way", by follower, with your guillotines from your other, with defeat, etc... The only exception so far is your crucifixes. I've tried several times to kill a crucifixed NPC via the pop up menu or just by waiting for it to die because of time, and it did not trigger the ToMB event. So I concluded the OnDeath() event was the cause, but I may be wrong. I've checked your script and I indeed saw that you use PO3_SKSEFunctions.KillNoWait() for SSE and in the PapyrusExtender sources I've only found a comment regarding this function (no code) : ;Quick and dirty hack to instantly kill the actor and set as dead. It seems to confirm what I was thinking. I've no idea why you wanted to use the SKSE function so I can't help more. Is it to avoid having to declare the PC as the killer?
Pamatronic Posted February 26, 2021 Author Posted February 26, 2021 7 hours ago, OrionGhost said: It seems to confirm what I was thinking. I've no idea why you wanted to use the SKSE function so I can't help more. Is it to avoid having to declare the PC as the killer? The main reason for using this is a technical One. Using the Default kill() or KillEssential() will prevent the Player from accessing the corpses Inventory, so i went for the PO3_SKSE function. Not Having the player declared as the killer was a nice side Effect. would be a bit stupid if you had the Guards come after you after any city denizen dies on a cross. Another explanation for your situation could be that the OnDeath() event from TOMB only triggers when the PC IS the killer. you can test this pretty easily: Go into the Bannered Mare and kill Saadia with a Crux. If you dont get the "Quest failed" notification, the the Event does indeed not Fire. If you do get it, its TOMB´s fault.
Vegetius Posted March 1, 2021 Posted March 1, 2021 On 2/26/2021 at 7:35 PM, Pamatronic said: The main reason for using this is a technical One. Using the Default kill() or KillEssential() will prevent the Player from accessing the corpses Inventory, so i went for the PO3_SKSE function. Not Having the player declared as the killer was a nice side Effect. would be a bit stupid if you had the Guards come after you after any city denizen dies on a cross. Another explanation for your situation could be that the OnDeath() event from TOMB only triggers when the PC IS the killer. you can test this pretty easily: Go into the Bannered Mare and kill Saadia with a Crux. If you dont get the "Quest failed" notification, the the Event does indeed not Fire. If you do get it, its TOMB´s fault. I just tried and you are right, the quest fails. Ok, I guess TOMB is doing something weird, but that's no bother, I can just resurrect victims to get them on the crux. Sorry to have bothered you, and thanks for having taken time to answer me, that's really nice of you. Did I said your mods are great? Well, I'm saying it again
belegost Posted March 8, 2021 Posted March 8, 2021 Is there a way to display an already dead actors? Say, I'd snatch Susanna the Wicked's body from the crime scene and would like to put her body on the display in my lair.
Chosen_One Posted March 10, 2021 Posted March 10, 2021 Hi, just passing by to ask if you remember what bodyslide preset you used when took screenshots for that mod. Thanks in advance
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