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Player gets Necro'd (SLPGN, "remake")


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Posted (edited)

As the name suggests, when the player dies, there is a configurable chance they may get necro'd by NPCs. 

This is, as the title suggests...when the player character dies, there is a configurable chance that they will be necro'd by the nearby NPCs.
I am not the original mod creator, and  I cannot find who it was as it seems to have been deleted to give credit to. If anyone knows who, (or you are the author reading this) please do let me know and I will add credit.


In the original posts comment thread, another user made a scanning "variant" which made the mod not a run once event, and it would loop endlessly. Again, I don't know the creator of this "variant". This version of the mod is based upon the scanning variant and I do not take credit for the original mod, nor the scanning. I only take credit for the things I implemented /changed and nothing more.

 

Anyways, with that out of the way, one may be wondering what's different about this one? I changed and added quite a few things.

 

What I changed / added:

  •  Re-wrote how the player was resurrected, as to avoid the awkward "stuck halfway in the ground" part while waiting on the scene to start.
  •  Removed some of the in-game notifications as I found them rather odd.
  •  Restructured most of the MCM code.
  •  Added a configurable start and end time for the scanning process.
  •  Added user selectable tags so it can play mostly necro tagged animations, or add aggressive (non necro) tagged animations into the mix. (Note: I do not know if this works 100%, but it should in theory.)
  •  Added a configurable chance for the PC to be "sex'ed back to life"
  •  Added a configurable amount of time after the act before the PC is killed again, if they're not revived.
  •  Added a toggle-able option to turn off the menus (toggle menus) during the act and re-enable afterwards.
  •  Added an option that would remove the breathing effects added by Wet and Cold, and R.A.S.S (Rain, Ash and Show Shaders) on death, and re-add them on "resurrection" if enabled. 
  •  Works if the player was decapacitated, albeit a little funky. It should not CTD.
  •  Added compatibility and an option for deflating on death if Fill Her Up is installed. Will not deflate if decapitated. This caused a CTD.
     

 

Now, here is a to do list of things I would like to add, or I have planned to add. (Italics = in progress, Underline = under investigation for how to do)

Spoiler

 

  • Rename the "You have been sex'ed back to life" notification to something else that sounds better...Comments, help me out here.
  • If FaceLight (or Facelight Plus) is installed, remove the illumination effect on death.
  • Add an option for current companions (as in, are in Current Companion Faction.. Immoral plus companions only) to get in on the act.
  • No blinking when the PC is being animated...They are supposed to be dead after all.
  • Maybe when "sex'ed back to life" it could be "a trade of life forces" the last person to sex the PC dies when the PC comes back to life.  (And an option for this to happen too.)
  • A user configurable option on the "sex'ed back to life". Maybe a dragon soul is consumed? maybe a black soul gem is required? I may end up not doing this.
  • If sex'ed back to life, is it possible for the NPC to react to that? If so do that. Voices can be done with XVaSynth if needed.
  • Perhaps a configurable chance/option for the NPC to take the PC with them "for later". If it's a hostile faction, like Bandits, or Forsworn the chance is higher.
  • Perhaps NPCs may comment on the player. Kind of something like Babo Dialogue except they're dead already. This may be cut as I can't write dialogue worth a damn.
  • The longer the PC has been dead, maybe like...their skin starts going grey.. Once (or if) properly revived the color would then come back. (I have ideas on how to do this)
  • Building upon the above, maybe change the eye textures to begin to fog over the longer they remain dead.
  • If decapitated, the head should stay off. It seems to get re-equipped with odd visual effects. This should not happen. 
  • Again, once decapitated, figure out how to filter out oral tagged animations as there's no longer a head to do this to anymore.

 

 

As a note, anything on this list is just "something I wish to do". There is no absolute guarantee that this will be a feature in the mod. Even if it is marked as under investigation, it may not happen due to either being too complex to implement or I have no idea how to make it work. Though, any help on these would be appreciated if any veteran scripters see this. 

 

I am not sure I am able to do everything on the above list, but I will gladly accept help/advice from people who know more about scripting than I do on anything 
listed on the to do list, or even if you have your own suggestions. Those are welcome too. Any ideas used/implemented will be credited, and especially any assistance/ additional script writing.

See the below spoiler if you wish to help or read my thoughts on how some of these may be done. 

 

Spoiler

    Welcome to the rambling hole, where my thoughts on how the various things I have on the to do list may be implemented. 
    
    "Maybe when "sex'ed back to life" it could be "a trade of life forces" the last person to sex the PC dies when the PC comes back to life." 
    I know SexLab has a thing that keeps track of the last actor to "Do" the player character. Maybe that can be accessed?
    
    "If 'Fill her up' is in use, have there be an option to auto-deflate on death." 
    I already had this working, to a point. the tricky part is that I want to have it happen without requiring the file as a master plugin.

    I basically copied the code that ran the regular deflater, except I got it to trigger on death. (OnDying event)

 

    "Perhaps a configurable chance/option for the NPC to take the PC with them "for later". If it's a hostile faction, like Bandits, or Forsworn the chance is higher."

    May end up using Pama's deadly furniture and have the player's body be hung up for 'decoration' sort of like in meat farm. Hard part will be un-doing this once/if the NPC decides they want some more of  you.

 

    "The longer the PC has been dead, maybe like...their skin starts going grey.. Once (or if) properly revived the color would then come back."
    I know some functions of NIOverride can be used to play with the colors of the player character's skin. This is how I'm thinking this will be done.
    The hardest part is the "over time" aspect. I'm clueless as to how this would be done.
    

 

 

Known Issues:

  • Necro and animations when the player gets decapitated are just...broken as hell. 

 

Compatibility:

  • Death alternative mods, yes. The majority of those listen for the "OnBleedout" event, not the "OnDying" which this one does. 
  • Wet and cold. Please do not use an ESL converted variant of it... This is not supported.
  • Game Versions. This was made in SE, but it'll work just fine in LE and AE provided the required mods also exist for them

 

 

Requirements (hard requirements, will not work without):

  • Script Extender (obvious but..eh, it is kinda important) 
  • Sexlab Framework (and all its requirements)
  • SexLab Animation Loader (for animation packs)
  • Sky UI for the inbuilt Mod Configuration Menu. SSE/AE Link , LE Link

 

 

Recommended mods in addition to this:

 

Changelog (Original mod seemed to leave off at V1.13..Let's call the scanning a major feature so let's bump it up to V 1.2)

 

Spoiler

Version 1.4.0:

  • [Fix] Fixed the "spell re-adding" messages that may have popped up when resurrected again.
  • [Refactor] Overhauled the internals, splitting the code up into more manageable chunks to avoid both god-classing and spaghetti code in the future.
  • [Feature] Added a fomod installer which gives an option to mute the horrid droning sound on ragdoll/death.
  • [Feature] Added compatibility and an option for deflating on death if Fill Her Up is installed. Will not deflate if decapitated. This caused a CTD.
  • [Tweak] Upped default necro chance to 50 instead of 20. This can still be adjusted as desired in the MCM.
  • [Tweak] Lowered the default multiple chance from 30 to 25. Again, you can adjust to whatever you feel is appropriate.
  • [Tweak] Upped the scan end time to 30 from 20.
  • [Tweak] Upped the max resurrect wait time to 600 from 60.

 

 

Version 1.3.0:

  • Initial re-release and added changes.

 

Old versions (if you need them, for whatever reason) can be found here on google drive.

Enjoy the fun, and please report any issues encountered. 

 

SLPGN Version 1.4.0.zip

 

Edited by FoxinTale
Version 1.4 release and changelog addition.
Posted

Thanks! The player blinking during the animations takes away from the whole necro part of the mod, I am glad you are planning on finding a way to remove that. Looking forward to future updates

Posted

Well,here are some problems.when my player died,then start the necro sence,but my pc 'get up' from the ground  and then start the scence?,how can I solve it?

Posted

I cant believe not only someone reupload the mod, but also improve it. Thank you so much.

Tried this mod just now, got a weird animation/positioning bug at first but seems fine afterward. 

 

On 9/14/2022 at 1:48 AM, FoxinTale said:
  • Perhaps a configurable chance/option for the NPC to take the PC with them "for later". If it's a hostile faction, like Bandits, or Forsworn the chance is higher.
  • Perhaps NPCs may comment on the player. Kind of something like Babo Dialogue except they're dead already. This may be cut as I can't write dialogue worth a damn.

Nice, I was hoping for these too, but I am not proficient enough at modding to actually able to implement them. I hope you can make them come true.

 

For the first point I am wondering whether it possible for the PC to be tied/posed to a device afterward as a base decoration/furniture, such as Pama's Gallow. I think Meat Farm has this functionality, where PC get hanged after decapitated on a chopping block.

Also a suggestion, automatically disable the mod (or at least the necro part) if the player get decapitated, because I'm pretty sure it will lead to CTD if the sex scene was fired while decapitated. Alternatively, I think there is also an equipable decapitation (to make one's head looks decapitated), so perhaps "attach" PC's head back while simultaneously equip the said gear.

 

Once again, nice job, and keep up the good work.

 

On another note, I'm still hoping for more necro animations, especially creature necro animations.

Posted
5 hours ago, Setsugekka said:

Well,here are some problems.when my player died,then start the necro sence,but my pc 'get up' from the ground  and then start the scence?,how can I solve it?

 The original mod, when resurrected for the scene had the player character stuck halfway in the ground, which I decided this was rather annoying. That's what This change note is about: "Re-wrote how the player was resurrected, as to avoid the awkward "stuck halfway in the ground" part while waiting on the scene to start.".

 

Internally, an actor has to be alive (non-zero HP) for a SexLab scene to start animating as there are checks in the scripts if they are dead and it will not animate otherwise. There really is no other way around this part. If it was between "stuck halfway in the ground in the relaxed T-pose while waiting on the scene to start" and "standing idle while waiting for the scene to start" I decided on the second one. 

Posted
34 minutes ago, LittleWhiteNeko said:

I cant believe not only someone reupload the mod, but also improve it. Thank you so much.

Tried this mod just now, got a weird animation/positioning bug at first but seems fine afterward. 

 

For the first point I am wondering whether it possible for the PC to be tied/posed to a device afterward as a base decoration/furniture, such as Pama's Gallow. I think Meat Farm has this functionality, where PC get hanged after decapitated on a chopping block.

Also a suggestion, automatically disable the mod (or at least the necro part) if the player get decapitated, because I'm pretty sure it will lead to CTD if the sex scene was fired while decapitated. Alternatively, I think there is also an equipable decapitation (to make one's head looks decapitated), so perhaps "attach" PC's head back while simultaneously equip the said gear.

 

Once again, nice job, and keep up the good work.

 

On another note, I'm still hoping for more necro animations, especially creature necro animations.

 

 

Tied up to furniture is an idea I hadn't considered, I've looked into meat farm a bit but never really gave it much other thought into seeing how it does some of the things. Could end up being good resources.

As for decapitations, I'm not sure how I would check for this.  It's been a while since that's happened but I vaguely recall the mod still working with such an event happening. Could be thinking of another mod but this is worth looking into. I'm not skilled enough to be able to exclude oral tagged animations if this were to happen.

 

I do know there is an internal variable that controls it, and can be set using console commands  "set decapitationchance to 100" will do it, but it doesn't seem to fire all of the time.

 

It would be nice if there were more necro anims, but that's why I added the options to select from necro/aggressive. It isn't as immersive but it is what it is.

Posted
2 hours ago, FoxinTale said:

It's been a while since that's happened but I vaguely recall the mod still working with such an event happening.

So I tried this mod while PC was decapitated. To my surprise, it actually works like you said. Either your version of mod somehow fixed it or my previous Skyrim installation was faulty (or maybe something else idk). Anyway, thanks for that, I now know it works.

Posted (edited)
4 hours ago, LittleWhiteNeko said:

Tried this mod just now, got a weird animation/positioning bug at first but seems fine afterward. 

 

After a session of trying to replicate this bug, I think found the cause of why this happen. TLDR: It was caused by active Free Camera when the get up animation was running, which I think broke the animation and cause the positioning issue.

 

I was using Enhanced Death Camera (https://www.nexusmods.com/skyrimspecialedition/mods/46449), which did not automatically turn Free Camera off when player get resurrected like Postmortem TFC does, hence Free Camera was still active when player was resurrected and the get up animation was running. While using Enhanced Death Camera, staying in death cam or toggling off Free Camera cause no issue. (Or it could also because my Enhanced Death Camera configuration was improper, haven't tried playing around with the configuration)

 

Although I am still not sure if this is a common issue or I have configured the mods wrongly. Need someone else to confirm/deny it.

Edited by LittleWhiteNeko
Posted
45 minutes ago, LittleWhiteNeko said:

 

After a session of trying to replicate this bug, I think found the cause of why this happen. TLDR: It was caused by active Free Camera when the get up animation was running, which I think broke the animation and cause the positioning issue.

 

I was using Enhanced Death Camera (https://www.nexusmods.com/skyrimspecialedition/mods/46449), which did not automatically turn Free Camera off when player get resurrected like Postmortem TFC does, hence Free Camera was still active when player was resurrected and the get up animation was running. While using Enhanced Death Camera, staying in death cam or toggling off Free Camera cause no issue. (Or it could also because my Enhanced Death Camera configuration was improper, haven't tried playing around with the configuration)

 

Although I am still not sure if this is a common issue or I have configured the mods wrongly. Need someone else to confirm/deny it.

 

I did not know that mod was a thing. I use PostmortemTFC (linked on the initial post for LE/SSE..No AE version) and SexLab's "Enable TFC" option enabled in its MCM. I'll give it a swap-out and see if I get the same issues sometime soon.

Posted (edited)

How long should I expect to have to wait for something to happen to my character? I've been hearing the heartbeat and the "rushing" death sound for... 5 minutes?, and even tho there is a bandit very nearby, and I have it set to both immoral and moral (just in case), I'm still not seeing anyone come over to my character to raise her.

 

EDIT: Guess I just needed a bit more patience, waited a bit longer and finally the bandit came and had his way with my PC. Unfortunately, I then experienced the typical "permanent death cam" bug that results when ressurrecting a character in vanilla... usually via console. pushactoraway player 500 worked (in TGM ofc), but something is definitely not quite right here.

Edited by MysticDaedra
Posted

I use this mod called Tera Elin race, it is an anime race mod and I notice that this mod does not work with that race. My character stands up and is ready for the necro but no animations or anything happens and my character just ends up going back to death state. Would there be a way to make this mod work with anime race?

Posted
1 hour ago, baenessie said:

I use this mod called Tera Elin race, it is an anime race mod and I notice that this mod does not work with that race. My character stands up and is ready for the necro but no animations or anything happens and my character just ends up going back to death state. Would there be a way to make this mod work with anime race?

There's no code within this mod that doesn't allow certain races to work with it. I've tested it with most vanilla races, the Femboy race, most races in Crimes Against Nature (with extended skeletons found on this site) and two custom races I've made that are still in development.

 

The most likely thing that I can think of that could be happening is there are not any animations installed that work with the race in particular (or that are necro tagged). The other possible cause could be Sexlab (for whatever reason) doesn't allow this race to be utilized in animations.

 

 

Go into this mod's settings and change the animation tags to "aggressive". Might not have any compatible necro tagged animations installed. While this option isn't as 'immersive' as most aggressive animations have a live player character, it's better than nothing I suppose. 

 

You can also go into Sexlab's MCM and go to the Animation Options tab, over on the right side there should be a "Race/Gender Specific Animations". Try un-checking that and see what happens.  

 

I would also recommend (ignore this if you do already) SexLab Animation Loader plus at least one pack that has necro tagged animations. Here's a list of some (with tags) https://www.loverslab.com/topic/94228-se-compatibility-tracking-sep-11-7326/#taz-conv-list-animations

 

Posted
5 hours ago, nonofyodambiznes said:

im having a problem, player's head gets reattached after she dies by decapitation when mod takes effect

what do i do to keep her beheaded?

 

This mod doesn't support that yet. Apparently, the old version led to a CTD on attempting this. Though I am working on making this work. The hard part for me is figuring out if the actor was decapitated in the first place. (there's no like, internal variable I can check that tells me this) Once I have that figured out, I can do something akin to how Pama's Deadly Furniture does it with a fake decapitated neck. 

 

I'll add it to the to-do list and mark it as "under investigation for how to implement". 

Posted (edited)
9 hours ago, MysticDaedra said:

How long should I expect to have to wait for something to happen to my character? I've been hearing the heartbeat and the "rushing" death sound for... 5 minutes?, and even tho there is a bandit very nearby, and I have it set to both immoral and moral (just in case), I'm still not seeing anyone come over to my character to raise her.

 

EDIT: Guess I just needed a bit more patience, waited a bit longer and finally the bandit came and had his way with my PC. Unfortunately, I then experienced the typical "permanent death cam" bug that results when ressurrecting a character in vanilla... usually via console. pushactoraway player 500 worked (in TGM ofc), but something is definitely not quite right here.

 

By default, unless you've changed the time it takes to start scanning it starts scanning 10 seconds after death and finishes roughly 20 seconds afterwards. However, the default necro chance is only 20%.You can configure this in the mod configuration menu to your liking. ..I should mention that Sky UI is a requirement for that. Only just realised I totally forgot to mention that anywhere in the post.

 

I would suggest Immersive Sounds Compedium to remove the droning on sound effect. The next release of this mod will have that as an option though if you wish to wait. 

 

I'm also not sure what you mean by "death cam bug" You mean like it gets stuck in one position, orthe camera just bugs out like you can't move it around. If the second one, sometimes equipping and pulling out a weapon fixes it. Though I've found using console commands and placing a piece of furniture that requires an animation (I use a smelter) and trying to activate it should force the camera into a usable state again.. Then disable-ing, or markfordelete-ing the placed furniture works. 

Edited by FoxinTale
Forgot about bug.
Posted
57 minutes ago, FoxinTale said:

 

By default, unless you've changed the time it takes to start scanning it starts scanning 10 seconds after death and finishes roughly 20 seconds afterwards. However, the default necro chance is only 20%.You can configure this in the mod configuration menu to your liking. ..I should mention that Sky UI is a requirement for that. Only just realised I totally forgot to mention that anywhere in the post.

 

I would suggest Immersive Sounds Compedium to remove the droning on sound effect. The next release of this mod will have that as an option though if you wish to wait. 

 

I'm also not sure what you mean by "death cam bug" You mean like it gets stuck in one position, orthe camera just bugs out like you can't move it around. If the second one, sometimes equipping and pulling out a weapon fixes it. Though I've found using console commands and placing a piece of furniture that requires an animation (I use a smelter) and trying to activate it should force the camera into a usable state again.. Then disable-ing, or markfordelete-ing the placed furniture works. 

So I was playing around with console TFC which may have caused my death cam issue. I wish I had a video of what happened... but yeah the camera was stuck in one position, but I could move my character around normally. I also could not interact with anything while the bug was happening.

 

I should note that after reloading to a previous save, this bug has not occurred again, even though I have been resurrected at least once since then. I'm going to install the PostmortemTFC mod (cause why the hell not) and continue playing. I love the whole theme/idea of this mod, and I look forward to seeing what you do with it in the future :)

 

 

Posted
1 hour ago, FoxinTale said:

 

This mod doesn't support that yet. Apparently, the old version led to a CTD on attempting this. Though I am working on making this work. The hard part for me is figuring out if the actor was decapitated in the first place. (there's no like, internal variable I can check that tells me this) Once I have that figured out, I can do something akin to how Pama's Deadly Furniture does it with a fake decapitated neck. 

 

I'll add it to the to-do list and mark it as "under investigation for how to implement". 

thanks

Posted

Version 1.4.0 has been released. Adding some tweaks and compatibility with Fill Her Up.

Death on decapitation is still under investigation for how to make things work. 

I am still investigating work on stopping the blinking during the animation. I'm coming closer to figuring it out but it's slow going. 

 

Check out the changelog for full list of changes and do let me know of any issues, comments and thoughts on it. 

Posted
Just now, FoxinTale said:

Version 1.4.0 has been released. Adding some tweaks and compatibility with Fill Her Up.

Death on decapitation is still under investigation for how to make things work. 

I am still investigating work on stopping the blinking during the animation. I'm coming closer to figuring it out but it's slow going. 

 

Check out the changelog for full list of changes and do let me know of any issues, comments and thoughts on it. 

Thanks for the update! Able to update on an existing save by any chance?

 

Also, it'd be great if you could upload these as a regular file download on Loverslab, that would let us interested folks get updates without having to subscribe to the support thread itself.

Posted
3 minutes ago, MysticDaedra said:

Thanks for the update! Able to update on an existing save by any chance?

 

Also, it'd be great if you could upload these as a regular file download on Loverslab, that would let us interested folks get updates without having to subscribe to the support thread itself.

Should be able to do so on an existing save, as  that's what I tested with.

 

As for regular files, I'm not actually sure how to do that. This is the first mod post/release I've done here.

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