Pamatronic Posted May 12, 2023 Author Posted May 12, 2023 4 hours ago, DanteGreenwood said: I like habing em hunging around, and maybe freeing them to move em to another prison or something Try Display model, that one is more suited to handling live victims. 2
DanteGreenwood Posted May 15, 2023 Posted May 15, 2023 On 1/22/2021 at 6:17 AM, Pamatronic said: Setting the "Victim Endurance" Slider in the MCM to 0 will make it nonlethal. (does not apply to characters which are already on a cross when changing the setting) Oh, nice! Ty ^^
SkatingJesus Posted May 17, 2023 Posted May 17, 2023 On 2/25/2022 at 2:33 AM, DrBuksgfegh said: I expanded this mod with a few things. I added 2 poses and now the player can use the crosses as well. I commented the LE commands in the script, so it needs to be recompiled if you want to use it with the LE version. This zip only contains the changed files. Just overwrite the original. Crux_m.zip 13.61 kB · 36 downloads Thanks a lot for this!!
DanteGreenwood Posted May 22, 2023 Posted May 22, 2023 On 5/12/2023 at 1:55 PM, Pamatronic said: Try Display model, that one is more suited to handling live victims. I was using It, but furniture disappears some times. Dont worry, tho ^^
Exploited Kiri Posted November 23, 2023 Posted November 23, 2023 One of the animation-dependent mods I want to work most, and it's animations firing when needed that's vexed me most. This has left me able to post up crosses wherever I want, but not able to use them. And my plan to edit a follower or NPC to the appearance of my Kiri, and nail her up on one. And so, the crosses stand in many places in Skyrim, empty and silent, but softly beckoning with the bittersweet promise of absolute helplessness, enforced exhibitionism, and inimitable, exquisite suffering. My Faux Dragonborn and fanatic pain-slave unable to finish a huge step on her main quest as one of Skyrim's most infamous public whores and slaves. *sigh ?
dragonrend Posted February 3, 2024 Posted February 3, 2024 On 11/16/2021 at 5:55 PM, Pamatronic said: Not even remotely. Run FNIS, that should do the trick. If that doesn't work, you placed the cross on a non-navmeshed position. Try putting it somewhere where NPC can reach. what is FNIS? Im also having this issue
dillondillon Posted March 11, 2024 Posted March 11, 2024 (edited) Feeling a bit silly right now, having used this without any issues several times in the past, but for some reason the NPCs in my current game aren't placing themselves on the constructed cross. using ZAP8+2023 and the latest versions of SKSE and Papyrus Extender. using Pandora Behavior Engine, confirmed that ZAP animations are running NPCs do respond to Puppetmaster NPCs do acknowledge Call of Crucifix spell ("Sure thing," "Can do," "I understand" etc) but then do nothing, as though the animation is failing to fire using diagnostic on crucifix with Call of Crucifix spell cast on NPC returns this: https://imgur.com/qf1EWzQ This must be user error on my part, but I would love some advice on how to troubleshoot! SSEEdit shows no conflicts I do not have Deadly Furniture installed, but I don't *think* it's a requirement as an aside, I also only seem to be able to construct 2 types of cross -- Nailed Type 3, and the plain rope/hung version while Pandora is definitely in beta, it has worked with all other animations I've thrown at it so far, including FNIS creature-dependent stuff, so I don't suspect that it is the issue. But I might be wrong. Anyway, any suggestions would be appreciated! I'll keep working on it and update this comment if I resolve it. Edited March 11, 2024 by dillondillon
Exploited Kiri Posted May 8, 2024 Posted May 8, 2024 Can anyone here please link off to the newest/most relevant version of Papyrus Extender that works with this thing?
Pamatronic Posted May 8, 2024 Author Posted May 8, 2024 2 hours ago, Exploited Kiri said: Can anyone here please link off to the newest/most relevant version of Papyrus Extender that works with this thing? Its on the Nexus. Which version you need depends on your game version. (same as always) 1
mod3r Posted May 20, 2024 Posted May 20, 2024 On 3/11/2024 at 10:25 PM, dillondillon said: Feeling a bit silly right now, having used this without any issues several times in the past, but for some reason the NPCs in my current game aren't placing themselves on the constructed cross. using ZAP8+2023 and the latest versions of SKSE and Papyrus Extender. using Pandora Behavior Engine, confirmed that ZAP animations are running NPCs do respond to Puppetmaster NPCs do acknowledge Call of Crucifix spell ("Sure thing," "Can do," "I understand" etc) but then do nothing, as though the animation is failing to fire using diagnostic on crucifix with Call of Crucifix spell cast on NPC returns this: https://imgur.com/qf1EWzQ This must be user error on my part, but I would love some advice on how to troubleshoot! SSEEdit shows no conflicts I do not have Deadly Furniture installed, but I don't *think* it's a requirement as an aside, I also only seem to be able to construct 2 types of cross -- Nailed Type 3, and the plain rope/hung version while Pandora is definitely in beta, it has worked with all other animations I've thrown at it so far, including FNIS creature-dependent stuff, so I don't suspect that it is the issue. But I might be wrong. Anyway, any suggestions would be appreciated! I'll keep working on it and update this comment if I resolve it. Same problem here also working with Pandora. I am not using FNIS anymore neither Nemesis because I don't know how to handle both.
mod3r Posted May 20, 2024 Posted May 20, 2024 1 hour ago, mod3r said: Same problem here also working with Pandora. I am not using FNIS anymore neither Nemesis because I don't know how to handle both. I tried this tutorial and it didn't work but maybe for you it will solve the problem: https://www.nexusmods.com/skyrimspecialedition/mods/118153
dillondillon Posted May 24, 2024 Posted May 24, 2024 On 5/20/2024 at 3:59 PM, mod3r said: I tried this tutorial and it didn't work but maybe for you it will solve the problem: https://www.nexusmods.com/skyrimspecialedition/mods/118153 Thank you very much! I'll give it a try.
mod3r Posted July 1, 2024 Posted July 1, 2024 On 5/24/2024 at 6:00 AM, dillondillon said: Thank you very much! I'll give it a try. Did it work for you?
mod3r Posted July 2, 2024 Posted July 2, 2024 @Pamatronic do you have any idea why is not working for us? When I order the NPC to use the cross it responds affirmatively but it doesn’t move. @dillondillonhas the same problem. Thank you!
Pamatronic Posted July 2, 2024 Author Posted July 2, 2024 3 hours ago, mod3r said: do you have any idea why is not working for us? Because you are using pandora (propably)
xJRev Posted May 7, 2025 Posted May 7, 2025 Strange issue, everything seemed to work fine, but I had a couple of NPCs on crosses and I returned after a few in-game days, and they are both just stood there in the middle of the cross clipping through it. Unable to move. They're not actually on the cross like they're supposed to be. I click the cross, select option to remove the NPC, but they are just stuck there. Selecting the option to kill does nothing either. I tried resetai, nothing. Tried disabling/enabling but even this does not work. Recycleactor seems to do something but it dumps them back in their original location, and they're still stuck unable to move. Then the weirdest thing, if I initiate conversation with them, I'm permanently stuck in conversation with no options or way to get out of it. If I hit them, it teleports me (yes you read that right) miles and miles away from where they are standing. So it's as if the NPC scripting/AI is completely messed up after they are put on the cross and removed. I don't mind if once they are on the cross, there's no going back. But I can't even remove the NPC from the game now and it's not even doing what it's supposed to.
Dez65 Posted March 4 Posted March 4 Has anyone tested whether executed corpses will decompose using this mod? Immersive Decomposing Dead
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