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Player gets Necro'd (SLPGN)


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Posted (edited)

Player gets Necro'd (SLPGN)

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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.

If the first version number changes (2.x.x -->3.x.x) a new game is required. Otherwise, you can easily update mod versions mid game.

 

What I changed / added:

 

Spoiler
  • 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.
  • Overhauled the internals of the mod to be split up and easier to maintain.
  • Added compatibility and an option for deflating on death if Fill Her Up is installed.
  • Along with the above, added an option to deflate once filled up, if the aggressors keep going at the player character long enough.
  • Added single companion necro with either vanilla follower system or NFF.
  • Added an option if EBT is installed, only one blood spatter on the initial death occurs.
  • Added an inbuilt death cam extender for if you are not using a mod that does such a thing.

 

 

 

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.
  • Compatibility with "Milk Mod Economy", as it seems to reset on death (or, rather once resurrected).
  • No blinking when the PC is being animated...They are supposed to be dead after all.
  • An option for the killer only to be the one who necros the player character. (Idea from user ShenGo. Tis' a good one)
  • 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.
  • Integration with SL Defeat as a possible "Bad end" type thing, where once defeated the aggressor kills the PC and this mod takes over.

 

 

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?

 

    "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.
    

 

 

Development:

Spoiler

I fully encourage everyone to give a crack at implementing things on my to do list. Poke at this mods innards, see how it works. Tweak some things, maybe it breaks, maybe it does something cool. Go for it. Now, if you really do want to help implement a feature, have fixed a bug, a better way to do something, etc...Send me a message on here of your GitHub so I can invite you to join the private repo. (Privated because I work in computer science. I don't need companies looking at my GitHub going "WTF is this SLPGN?").

 

I'm rather open to working with others, and if you do end up getting something working, you'll get credit for whatever you end up doing. Even if it's a small thing, credit given where its due. 

Note: For compiling scripts and development you'll need to download the scripts package. Whatever mod manager you use, it is okay to let these scripts be over-written / over-rode except for Nether's Follower Framework (NFF) those must over-ride. 

 

There should be enough documentation comments to help you figure out what's going on, but if not let me know and I should be able to assist / help. 

 

 

Known Issues:

  • Necro and animations when the player gets decapitated are just...broken as hell.
  • If FHU compatibility is enabled, when killed surrounding enemies may be hostile during the deflation. You have god mode during this "process" to prevent dying,  but this is a known issue.
  • If the fade out/in option is enabled, it doesn't always work. Like sometimes it does, but when it doesn't it fades back in too early.
  • Lore friendly resurrection doesn't work. I realised I forgot to implement it. Oops. I'll aim for that in v3.1.

 

Compatibility:

  • Death alternative mods, yes. The majority of those listen for the "OnBleedout" event, not the "OnDying" which this one does. SL Defeat is included in the "yes, it works".
  • 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 you have the requirements. 
  • Race mods: Tested with Crimes Against Nature races (with extended skeleton), FemBoy and two custom races I made myself.

 

Requirements:

 

 

Recommended mods in addition to this (These are not requirements, just suggestions):

 

Changelog:

 

Spoiler

V 3.0.0:
    [Note] Changes marked with a "*" were done by [https://www.loverslab.com/profile/173750-littlewhiteneko/], and incorporated into this.
    [Refactor] - Split the mod detection code up into its own file.
    [Feature] - Added an option to toggle debug to console or log file.
    [Feature] - Config importing and exporting is now a thing to make it easier when a new game or clean save is required. (Or when you feel like starting a new game too).
    [Fix] - Fixed an issue where the resurrection flat out failed due to the code being placed after the animation began. (Only noted in AE, but it seems like it's a good idea)
    [Fix] - Fixed FHU deflation not working when on AE.
    [Feature] - Added a toggle to disable blinking during the act.*
    [UI] - Added new section to the MCM for adjusting the facial expressions.*
    [UI} - Renamed "Second menu" to "Additional options".*
    [UI] - Added section for followers and companions. to MCM.* (More features may come in the future)
    [UI] - Added a new "Post-Necro" menu.
    [UI] - Split off the resurrection options into their own section under the post-necro menu.
    [UI] - Added Debug menu where debug toggle and file importing / exporting will now live.
    [UI] - Moved the old resurrection option to the debug menu.
    [UI] Added a new "Mod compatibility" menu.
    [UI] - Moved FHU options to the mod compatibility menu.
    [UI] - Changes the MCM code to auto-disable compatibility if the mod required is not found.
    [Feature] - Added lore friendly resurrection. Can use Soul gems, daedra hearts or dragon souls. A "trade of life forces" is in the works.
    [UI] - Added a section for the lore friendly resurrection to the MCM (Under the Resurrection section on post-necro).
    [Feature] - Made it so female followers would also deflate like the player's body does.
    [Refactor] - Moved around the calming code so deflation also worked.
    [Refactor] - Compacted form IDs for light plugin.
    [Refactor] - Internally overhauled the MCM code to use states.
    [Feature] - Added a Ghost mode. This allows you to watch your body be used as a toy, and more.*

    [Feature] - Compatibility with Next Gen Decapitations.*

    [Docs] - More documentation throughout the scripts.

 

Version 2.1.0:

    - [Note] Changes marked with a "*" were done by LittleWhiteNeko, and incorporated into this.
    - [Refactor] Split the code handling player necro into its own function.*
    - [Refactor] Reworked the calming function to accept an actor instead of using just the player.*
    - [Feature] Detection of follower frameworks to begin laying the ground for proper follower necro.
    - [Feature] Added code to handle follower necro.* (see notes further down)
    - [Feature] Added an inbuilt death cam extender in the MCM if none is detected.
    - [UI] Gave Fill Her Up options their own little area in the MCM.
    - [Feature] Added an option to disable blood pools on death caused by EBT.
    - [Refactor] Re-arranged some of the code in the utility script to be better organised.
    - [Feature] Added an option for FHU to additionally deflate when filled up.
    - [Feature] Added an option to have a cut to black when the scene is starting. (Note that this is...a little broken)
    - [Docs] Added extensive comments and documentation to the scripts for anyone who wishes to help with development.

 

 

Version 2.0.4:

  • Fixed the hostility for good this time. I did a dumb and managed to remove the very code that was fixed.

 

Version 2.0.3:

  •     [Fix] Hopefully fixed the hostile actors problem for good this time with the help of LittleWhiteNeko
  •     [Feature] Added an option to use the old resurrection method as a means of debugging.
  •     [Refactor] Removed the MCM option to select a companion under morality for the time being as it was unused in the code.
  •     [Refactor] Changed facelight from multiple bools to an int value. 

 

Version 2.0.2:

  • [Fix] - Removed auto-enabling of compatibility until I can make the mod remember that compatibility was turned off, if turned off by the user. 

 

Version 2.0.1:

  • [Fix] - Hopefully fixed the random actor hostility. Turns out the function that calms and uncalms the surrounding actors was getting an empty actor array every  time. Oops.

 

Version 2.0.0:

  • [Refactor] - Overhauled the internals, splitting the code up into more manageable chunks to avoid both god-classing and spaghetti code in the future...except it actually works this time.

 

Version 1.4 Hotfix:

  • Rolled back the internal changes and splitting things up. It wants to make my life more difficult.

 

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. 

 


  • Submitter
  • Submitted
    09/21/2022
  • Category
  • Requirements
    SexLab, Script Extender, SkyUI
  • Regular Edition Compatible
    Yes

 

Edited by FoxinTale
Version 3.0.0 update. Apparently the changelog didn't save last time.
Posted (edited)

Wow! Sounds good. Finally someone create death alternative mod without bleeding options (that options broke player ragdoll).

But somehow it doesn't work for me. After death nothing happen. Where I can found logs?

 

I havn't Sexlab Fill Her Up and SexLab Inflation Framework - maybe that is why didn't work? Sexlab, PostMortem TFC and all animations I have

Edited by tessory2
Posted
10 minutes ago, tessory2 said:

Wow! Sounds good. Finally someone create death alternative mod without bleeding options (that options broke player ragdoll).

But somehow it doesn't work for me. After death nothing happen. Where I can found logs?

 

I havn't Sexlab Fill Her Up and SexLab Inflation Framework - maybe that is why didn't work? Sexlab, PostMortem TFC and all animations I have

Those aren't hard requirements so this mod should've worked without it, as I don't have those either; although I haven't used the v1.4 yet. Do your animations works outside this mod, as in can you do sex normally? Also there is configurable chance for the necro to start, default at 20% in older version, 50% in new version, you might just got unlucky.

@FoxinTale
I think the hard requirements list should be in the mod description, better readability and can be linked to the said mod page.
Also, the Death Cam Options link have an additional ")" behind it, making the link somewhat broken

 

10 hours ago, FoxinTale said:
  • Necro and animations when the player gets decapitated are just...broken as hell. 

Wondering what is broken actually. Looks fine in mine. (V1.3)

Posted
5 hours ago, LittleWhiteNeko said:

Those aren't hard requirements so this mod should've worked without it, as I don't have those either; although I haven't used the v1.4 yet. Do your animations works outside this mod, as in can you do sex normally? Also there is configurable chance for the necro to start, default at 20% in older version, 50% in new version, you might just got unlucky.

@FoxinTale
I think the hard requirements list should be in the mod description, better readability and can be linked to the said mod page.
Also, the Death Cam Options link have an additional ")" behind it, making the link somewhat broken

 

Wondering what is broken actually. Looks fine in mine. (V1.3)

 

I've fixed the link to that now. As for how it looked broken. For me on 1.4 what happened is the first "round" after beheading it did odd little t-pose like animations, and put the head back on after the first round. The versions should be compatible with existing saves, but I would recommend backing them up before updating.  I'm trying to follow versioning semantics with this so if the first number jumps, (like I release a 2.0.0) a new save is for sure required.  With 1.4, it would be suggested, but not much further than that. I'll pull a Minecraft and go 1.10+ once the version passes 1.9.

 

And yes, I made the scripts so the compatible mods are automatically checked for without them being required as master plugins/files.  If it detects the plugins are loaded or not loaded it adjusts itself accordingly. If you have FHU, and for whatever reason you uninstall it later, it'll see that and change its behavior. 

 

Posted

Tried different configurations in the menu, but nothing gets triggered on death. (when get killed by bandits, followers or just NPC). 

Any ideas? I have all dependencies installed except for light me up. Thx. 

Posted
46 minutes ago, molott said:

Tried different configurations in the menu, but nothing gets triggered on death. (when get killed by bandits, followers or just NPC). 

Any ideas? I have all dependencies installed except for light me up. Thx. 

There's a 50% chance default of it happening. I usually put it at 95%+ for my game. Light me up isn't a dependency, just a "paring".. like how some wines are said to pair better with specific foods. My settings are usually 95% necro chance, both male and female, immoral only with a time setting of between 10 and 60 seconds., plus combat necro turned on.

Posted
On 9/22/2022 at 4:03 PM, LittleWhiteNeko said:

Those aren't hard requirements so this mod should've worked without it, as I don't have those either; although I haven't used the v1.4 yet. Do your animations works outside this mod, as in can you do sex normally? Also there is configurable chance for the necro to start, default at 20% in older version, 50% in new version, you might just got unlucky.
 

 

 

Yes, working fine. I a lot time ago already searching for way how to keep originall death ragdoll and start sexlab scene after death.

I did that video that show that it possible, but I am not good in scripting. So just have way using console to resurect or start scene. Now FoxinTale create that wonderful mod. I am so happy... but still didn't understand why it dont' wort. I set to 100% all settings in MCM. I also try to add some debug.Notificationdebug in script, but for compile it need so many dependences (Sexlab Fill Her Up Baka Edition, SexLab Inflation Framework and something that I didn't found). Still can't debug to find why it not work :(



That old video show my idea about way to defeat. That is not Player gets Necro'd (SLPGN) mod. I'm sure Player gets Necro'd (SLPGN) is better ;)

Posted (edited)

@FoxinTale
So I tried the new version since everyone seems to have trouble with it. It looks like something screwed up and the necro also not triggering for me.

Version 1.3 still works fine for me though. In the meantime I might try debugging the 1.4 and see what causing it to break. I assume there might be an additional requirements because of the new features.


Edit: Seems like updating from 1.3 to 1.4 while 1.3 still active can make the mod working normally, but fresh installation wont work

Edit2: In my case, uninstalling v1.4 and loading the saved game when it was active caused the saved game to be corrupted, had to load to previous save without the mod active. Gonna try deactivate the mod first.  Deactivating the mod still cause saved game to be corrupted.

Edit3"
If I may suggest something, maybe add a debug function so user can know what the mod is doing when it is enabled. Such as "Player is dead, activating mod", "Scanning for actors", etc. So when none of those are printing, we know something is wrong.


Edit4: 

On 9/22/2022 at 5:16 AM, FoxinTale said:

No blinking when the PC is being animated...They are supposed to be dead after all.

While I don't exactly find a way to make this works, I have a workaround using another mod called More Realistic Death (modified version by bindudindu). It has an option to apply (custom) death expression that can persist even after resurrection by SLPGN, so the player still looks dead. Maybe you can see how the code works and implement it to your own code. Good luck
 


@tessory2@whyyouhateme@harems

For people who can't get the necro to work, try the older version 1.3 and see if the necro works
Link in the bottom of the mod page or this link https://drive.google.com/drive/folders/1q3Ms1YlvnLik7JnxmnRGYxs2A9j3vLjJ?usp=sharing

Edited by LittleWhiteNeko
Additional info from debugging/testing
Posted
3 hours ago, LittleWhiteNeko said:

@FoxinTale
So I tried the new version since everyone seems to have trouble with it. It looks like something screwed up and the necro also not triggering for me.

Version 1.3 still works fine for me though. In the meantime I might try debugging the 1.4 and see what causing it to break. I assume there might be an additional requirements because of the new features.


Edit: Seems like updating from 1.3 to 1.4 while 1.3 still active can make the mod working normally, but fresh installation wont work

Edit2: In my case, uninstalling v1.4 and loading the saved game when it was active caused the saved game to be corrupted, had to load to previous save without the mod active. Gonna try deactivate the mod first.  Deactivating the mod still cause saved game to be corrupted.

Edit3"
If I may suggest something, maybe add a debug function so user can know what the mod is doing when it is enabled. Such as "Player is dead, activating mod", "Scanning for actors", etc. So when none of those are printing, we know something is wrong.


Edit4: 

While I don't exactly find a way to make this works, I have a workaround using another mod called More Realistic Death (modified version by bindudindu). It has an option to apply (custom) death expression that can persist even after resurrection by SLPGN, so the player still looks dead. Maybe you can see how the code works and implement it to your own code. Good luck
 


@tessory2@whyyouhateme@harems

For people who can't get the necro to work, try the older version 1.3 and see if the necro works
Link in the bottom of the mod page or this link https://drive.google.com/drive/folders/1q3Ms1YlvnLik7JnxmnRGYxs2A9j3vLjJ?usp=sharing

 

 

If you have Papyrus logging enabled, or are able to tap the debug menu screen, it outputs stuff to both. After death, tap the debug/dev console key (~). Make sure toggle menus is off in the mod settings to see if it all works, otherwise the menu will go poof once things start. If you don't have Papyrus logging enabled https://www.nexusmods.com/skyrim/articles/368/ tells you how to do so. If you're seeing log spam from other mods, just use "ctrl+f" and search for SLPGN in the log file. All output from this mod is prefixed with that.

Posted

Hey, just wanted to say thanks for reviving this mod and even offering your time to continue development and bug fixes.

 

I have one feature request and that would be humanoid enemies looting the player after death. Bonus points if they equip stolen weapons and armor.

Posted

Look like at my side only SLPGNv1.13.zip begin work with bandits. But bandits was few people. So after death scene begin with one bandit, but all other begin fight and broke SL scene. Very sad, but version 1.3 also didn't begin scene for me (

Posted (edited)
4 hours ago, thelongbanana said:

humanoid enemies looting the player after death. Bonus points if they equip stolen weapons and armor.

More Realistic Death have that option, which is actually one of the main reasons why I use that mod. Just remember to turn off that mod's necro option since it is less robust and have weird interaction with this mod.

 

They cant equip the stolen equipment though, just looting.

 

23 hours ago, FoxinTale said:

 

 

If you have Papyrus logging enabled, or are able to tap the debug menu screen, it outputs stuff to both. After death, tap the debug/dev console key (~). Make sure toggle menus is off in the mod settings to see if it all works, otherwise the menu will go poof once things start. If you don't have Papyrus logging enabled https://www.nexusmods.com/skyrim/articles/368/ tells you how to do so. If you're seeing log spam from other mods, just use "ctrl+f" and search for SLPGN in the log file. All output from this mod is prefixed with that.

Yeah it is hard to read papyrus logging, especially if I am not the one developing the scripts. But I still appreciate you telling me this, always nice to have logs around especially when things go south (crash).

Edited by LittleWhiteNeko
Posted (edited)
2 hours ago, LittleWhiteNeko said:

More Realistic Death have that option, which is actually one of the main reasons why I use that mod. Just remember to turn off that mod's necro option since it is less robust and have weird interaction with this mod.

 

They cant equip the stolen equipment though, just looting.

 

Yeah it is hard to read papyrus logging, especially if I am not the one developing the scripts. But I still appreciate you telling me this, always nice to have logs around especially when things go south (crash).

I might add some features of that into this mod. But in the meantime I've put out a "hotfix" that is essentially 1.3 with the settings tweaks of 1.4, and deflate option on death. And I still need to figure out how to make this work. As right now, it's just one, massive nearly 900 line long script file that is just going to get worse and worse to manage and develop as I add more so.. I tried to nip that in the bud now and make my life easier but the game was having none of my improvements.

 

I investigated the logs and the events straight up weren't firing. All I got was literal null pointers. (If you know Minecraft crashes, it's Java.Lang.NullPointerException...which I hate these because they're a pain to troubleshoot) Which, essentially means that it goes to find something it expects to be there, but the thing (in this case, the split up scripts) apparently aren't there when I know damn well they should be.

 

Edit: Apparently the reason 1.4 worked on a save with 1.3 is because Skyrim stores running scripts as is and maintained references to the old ones and is how it managed to keep working. With a new save, everything broke. Still no idea why. Might just give up on that and do the best I can with one messy ass script.

Someone more talented than me can split it up as I intended to but I don't have the patience with the game to troubleshoot.

Edited by FoxinTale
Posted
5 hours ago, MysticDaedra said:

Compatibility with Milk Mod Economy would be great. Currently the milkmaid level gets reset to 0 every time the player is resurrected.

 

That may take a bit to implement, but it's going on the "to do" list.

Right now, my main concern is splitting the mod up like I intended to do in version 1.4 to make it easier to manage and code for. God Object on Wikipedia , here , and here as to why I'm trying so hard to do this. But, in essence the current main script is a massive single file that does everything. This, generally is a no-no in programming as it makes maintaining it in the long run a tremendous pain in the ass. Splitting things up into easier to manage smaller files (or "classes" as they're called in most other languages)  and maintain in the long run. 

 

Once I can get this working for sure, I can add compatibility for other mods, and go crazy with working on it. 

Basically: Totally, once I get the mod in a state where it makes it easier for me (and any others) to develop for it.  

Posted
18 hours ago, DarkRavage said:

Hey, I love the original mod and I wish there are more varieties and options. Is it possible to have NPCs also necro NPCs as well?

 

I've thought of that, but I feel it may get too difficult to implement, or taxing on the script engine. I've added quite a bit more options as indicated by the section of what was changed...and am continuing to work on things, but it is just me. A much more talented scripter/modder can help implement this as I think it'd be interesting but NPCs doing so is currently beyond me. 

Posted

I had a look at your deflation script to see what changes would be needed for the FHU Baka version, and in my attempt to make that work, I just combined the pools together and drained that, then zero'd everything out afterwards. I still need to test it, but I feel confident.

Posted (edited)

Awesome mod!?

 

Just because of the limitations of the SL framework, it is impossible for the player to behave like a dead body during resurrection and matching, which completely destroys the sense of immersion.

 

Can it be designed like this? Before planning to do something bad to the player's body, the enemy will always have a pre-action to cast necromancy to bring the player back to life? Or can make an optional setting that only allows necromancers or those with a necromancy staff in their inventory can start the SL behavior after casting, and the other enemies just use player's corpse for decoration or something (I noticed that there seems to be a plan for decoration in the future)?

Edited by sagiriff
Posted
22 hours ago, dweezer said:

I had a look at your deflation script to see what changes would be needed for the FHU Baka version, and in my attempt to make that work, I just combined the pools together and drained that, then zero'd everything out afterwards. I still need to test it, but I feel confident.

 I really just copy/pasted the code in the "sr_DeflateAbility" script which runs when you hold a key to expel what is inside, and modified it for vaginal only. Shouldn't be too hard to incorporate it, I just didn't trust my own scripting enough to do both at the same time. As in, visually have both happen at the same time primarily. 

Posted
16 hours ago, sagiriff said:

Awesome mod!?

 

Just because of the limitations of the SL framework, it is impossible for the player to behave like a dead body during resurrection and matching, which completely destroys the sense of immersion.

 

Can it be designed like this? Before planning to do something bad to the player's body, the enemy will always have a pre-action to cast necromancy to bring the player back to life? Or can make an optional setting that only allows necromancers or those with a necromancy staff in their inventory can start the SL behavior after casting, and the other enemies just use player's corpse for decoration or something (I noticed that there seems to be a plan for decoration in the future)?

 

Oooh. I might be able to do something like looking into how the resurrection powers work, if there's a script of some kind that works, or if I can get the animations to play.  Internally, they have to be resurrected regardless as SexLab will not animate on a dead actor. So they have to be resurrected to some degree. I settled on the neutral "stand up" type as opposed to the "player is awkwardly stuck halfway in the ground" for this way. 

 

I have thought about making a mod that if killed by a necromancer the may resurrect the player character... May make that as its own thing first before I merge it into this. 

Or, do you mean the after death resurrection chance having an option to only work with necromancy capable enemies and the rest when they decide they're done with the player character (how I'll do this is...yet to be determined) will end up decorating the environment, maybe if killed by predators they eat the player. Something like this.

 

The issue I was considering is, once used for decoration would this be like meat farm where it just "game over, you have to reload now" or should there be a chance for them to feel like having some more "fun" and undo the decoration for some fun times.

Posted
On 9/26/2022 at 3:40 PM, FoxinTale said:

 

I've thought of that, but I feel it may get too difficult to implement, or taxing on the script engine. I've added quite a bit more options as indicated by the section of what was changed...and am continuing to work on things, but it is just me. A much more talented scripter/modder can help implement this as I think it'd be interesting but NPCs doing so is currently beyond me. 

 

Really? I thought the code logic would be very similar. Maybe add a script based on arousal level of a NPC. If NPC reaches certain arousal level, he/she would look for a dead npc to fuck?

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