Jump to content

Player gets Necro'd (SLPGN)


Recommended Posts

Posted
2 hours ago, LittleWhiteNeko said:

Progress update from me:

 

  • Customizable SL Animation Tags - Complete, I think
    • Select Tags and Filters
       
  • Ghost Mode - Complete?further testing needed
     
  • Decapitation Handling - Code is finished, but not tested yet
    • Both the head and the body should be necroed at the same time, with proper tags filtering
    • Also compatible with Ghost mode, or at least it supposed to be. Need testing.
       
  • Necro trigger rework - Scrappedapparently it is harder than I thought, and I need to learn Threading for it.
    • No major impact though

 

If things is going well, probably gonna release it in a few days latest

 

A sample screenshot for ghost mode in action
 

  Hide contents

Surprise face not included.

Screenshot2024-03-09050900.thumb.png.c86a48518cbd2e0f62096a2b07e270fb.png

 

Looks good! Can't wait to get some of these patches. Thanks for the updates ! Also any chance I can snag that Miku race/outfit from ya! Cheers!

Posted
2 hours ago, loodoojr1 said:

Looks good! Can't wait to get some of these patches. Thanks for the updates ! Also any chance I can snag that Miku race/outfit from ya! Cheers!


Miku race is subscriber only in Beofuled Patreon, currently not available for public but usually it will be in later date.
https://www.patreon.com/posts/miku-94226103
 

Optionally you can get the previous, less quality older version of the author's race mod, called Anime Race (ported to SSE by someone else)

https://www.loverslab.com/topic/68536-24-09-21-additional-face-texture-anime-race-all-in-one-12/page/21/#comment-2792588

 

The outfit is GarudaB's
https://twitter.com/GarudaB1/status/1666747664623616002

 

Posted

My character is thrown around and when animation kicks in is not aligned with the npc. Instead she is in the ground. Any tips on how to fix this?

Posted
14 minutes ago, kupa11 said:

My character is thrown around and when animation kicks in is not aligned with the npc. Instead she is in the ground. Any tips on how to fix this?

I remember this happening to someone else, but ultimately we don't know what causing this. When they changed location (it was in Orotheim), it suddenly fixed itself.
Naked Defeat can also cause issue with positioning after death.
Other than that, I'd suggest cleaning up SexLab.

Posted
2 hours ago, LittleWhiteNeko said:

I remember this happening to someone else, but ultimately we don't know what causing this. When they changed location (it was in Orotheim), it suddenly fixed itself.
Naked Defeat can also cause issue with positioning after death.
Other than that, I'd suggest cleaning up SexLab.

I don't have naked defeat, I'll try changing locations, but how can i clean up sexlab? It can be done manually, or via mcm?

Posted
3 hours ago, LittleWhiteNeko said:

I remember this happening to someone else, but ultimately we don't know what causing this. When they changed location (it was in Orotheim), it suddenly fixed itself.
Naked Defeat can also cause issue with positioning after death.
Other than that, I'd suggest cleaning up SexLab.

Nvm, now it seems to work. I've removed some animations and now it works just fine. Thanks for you help.

Posted
32 minutes ago, kupa11 said:

Nvm, now it seems to work. I've removed some animations and now it works just fine. Thanks for you help.

Interesting. May I know what animations did you remove? I want to try investigate that.

Posted
1 hour ago, LittleWhiteNeko said:

Interesting. May I know what animations did you remove? I want to try investigate that.

Just a few from sexlab framework, don't remember their names. I was checking which ones I don't really need nor use. Sorry that I can't help you more.

Posted

Hey I wanted to let you know I sometime have this issue and it seems to be caused in my game by affects that carry over from death such as magic or the death spasms from enhanced blood. When disabling the spasms from enhanced blood death from melee would work fine but the magic users it still wouldn't. However if I toggled on TGM before the mod took over the animation would be fine and then I just take off TGM. I hope this helps anyone having the same issue. Also just to let you know I'm using the older version death expressions version you released and Frozen Electricity  and Combustion so that could be why I sometimes have the animation issue. I hope this helps.

Posted
6 minutes ago, Cokebottle123188 said:

Hey I wanted to let you know I sometime have this issue and it seems to be caused in my game by affects that carry over from death such as magic or the death spasms from enhanced blood. When disabling the spasms from enhanced blood death from melee would work fine but the magic users it still wouldn't. However if I toggled on TGM before the mod took over the animation would be fine and then I just take off TGM. I hope this helps anyone having the same issue. Also just to let you know I'm using the older version death expressions version you released and Frozen Electricity  and Combustion so that could be why I sometimes have the animation issue. I hope this helps.

Edit: I typed this out quickly but I mean if I take damage carried over from magic or melee itll ruin the positioning sometimes. I have the effects for FEC turned off for my character but sometimes take magic damage after death. TGM usually fixes it.

Posted
10 hours ago, kupa11 said:

Just a few from sexlab framework, don't remember their names. I was checking which ones I don't really need nor use. Sorry that I can't help you more.

Ah so the default ones then. Is alright, thank you.

 

10 hours ago, Cokebottle123188 said:

Hey I wanted to let you know I sometime have this issue and it seems to be caused in my game by affects that carry over from death such as magic or the death spasms from enhanced blood. When disabling the spasms from enhanced blood death from melee would work fine but the magic users it still wouldn't. However if I toggled on TGM before the mod took over the animation would be fine and then I just take off TGM. I hope this helps anyone having the same issue. Also just to let you know I'm using the older version death expressions version you released and Frozen Electricity  and Combustion so that could be why I sometimes have the animation issue. I hope this helps.

 

9 hours ago, Cokebottle123188 said:

Edit: I typed this out quickly but I mean if I take damage carried over from magic or melee itll ruin the positioning sometimes. I have the effects for FEC turned off for my character but sometimes take magic damage after death. TGM usually fixes it.

Thanks for the report and the workaround for the issue. I also do notice in my gameplay and testing that some DoT (Damage over Time) effects especially the really high damaging one can kill the player right after they are resurrected. I will try to patch it, though I cant be certain if it will works since it is quite hard to test (happened only a few time over the time I play the game)

Posted
7 hours ago, LittleWhiteNeko said:

Ah so the default ones then. Is alright, thank you.

 

 

Thanks for the report and the workaround for the issue. I also do notice in my gameplay and testing that some DoT (Damage over Time) effects especially the really high damaging one can kill the player right after they are resurrected. I will try to patch it, though I cant be certain if it will works since it is quite hard to test (happened only a few time over the time I play the game)

I guess it doesn't matter which one, but rather how many. I have 23k animations and it happened when i had more than that. I'll also add that It works after one scene, but after that one scene my character is stuck in ground, so I believe lesser animations then.

Posted (edited)

Right, here is another updated version from me. This time it is quite an extensive update that I am not even 100% sure this is gonna be stable even after many tests.

 

Additional Requirements:

 

New features/fixes:

  • Decapitation handling (Requires: ConsoleUtil SSE.)
    • Now decapitation is (to some degree) properly handled
    • Decapitated player will have her head and her body be necroed separately.
    • Old Resurrection method will be automatically disabled to prevent crash
    • Without ConsoleUtil SSE, the followings may happen:
      • There might be two decapitated player head
      • Player head may still fall off on necro scene
         
  • Ghost mode
    • Turn the player into ghost, this enables player to walk around and watch from 3rd person perspective.
    • A copy of player to be spawned and be necroed instead.
    • Compatible with decapitated player
      • A headless player copy and a decapitated player head will be spawned to be necroed separately
      • Player will have her head attached again
        • While it seems like the player has returned to normal, the player is still considered decapitated by game. Do not resurrect player or the game will crash.
           
  • Follower group necro
    • A configurable chance in MCM (default 30%) for the player/follower to be necroed together with another, available (dead) follower.
    • Requires Follower Handling enabled.
    • This mean the Almost never used FB_Necro3wayMFF which requires two dead females and one aggressor can be picked.
      • Since there is only 1 animation that can cater to multiple necro victims, this feature can only handle 2 victims for now. FunnyBiz, please add more. :classic_sad:
    • This can only trigger if the check for Group Necro chance fails
      • In another words, Follower group necro can only happen only when the 1 victim 1 aggressor is about to happen.
    • Also compatible with ghost mode.
    • Will not work if the player/follower is decapitated
       
  • Reworked gender checking
    • Before, player gender is always considered Female, even if you play as a Male. Resulting in animations picked always for Female + Aggressors genders (FM, FMM, FMMM, etc)
    • Now, player actual gender will be considered.
      • This will opens up possibility for male victim necro animation. Though as far as I know, there is no such animation yet.
         
  • Animation filter tags (Feature asked by @Someone92)
    • Now you can pick your own animation tag, in case you want certain animation tags to be used.
    • Comma delimited, default value: "Necro,Snuff,Guro,Sleeping"
      • It uses OR (Does not require all tags, only 1 required)
      • So if you put in FemDom, for example, all FemDom animations will be included, including non necro ones.
    • You can also specify what tags you do not want to be picked.
      • For example, putting in Cowgirl,FemDom will prevent any cowgirl AND femdom animations to be picked.
         
  • Misc fixes and improvements
    • Some changes to expression handling and follower killing, potentially making them more stable/faster.
      • Or may cause more problems, who knows.


This probably gonna be my last big features update for the time being, gonna focus on Player Death Aftermath mod to make it at least to Alpha version. Patches and Fixes update may be possible.

Also, I probably need to clean the mod up, it is quite messy right now.
 

Credits and Acknowledgements:

  • There should be another requirements: Toast's Guro Outfits, however @SoggyToast99 gave the permission to copy the required decapitation parts to be used in this mod and thus the mod is no longer required. Thank you, kind sir.
    • That being said, they still have another amazing mod you can use in conjunction with SLPGN: Toast's Poses and Animations. The SLAL have some decapitated animations that you can use
      • One animation in particular will be played incorrectly when decapitated: Toast Body Neck Fuck. This is because the decapitated body necro will filter out Oral and Blowjob tags, but this animation is tagged Oral
      • You can select the animation manually using SexLab Tools
         
  • Also big thanks to the testers and friends that helped me test the mod while in development. They also provide me with motivations to improve the mod.
    • If only I have the same motivation to play the game again...

 

SLPGN - LWN Fix 1.2.6.zip

Edited by LittleWhiteNeko
New Fixes
  • 3 weeks later...
Posted
5 minutes ago, LittleWhiteNeko said:

Enhanced Death Camera
Though it may have issues with other camera changing mods like True Directional Movements, etc

Thanks. I checked that one out and it may have been broken by the game updates (it has a DLL).

I'll keep an eye on it.

Thank you!

Posted
On 4/1/2024 at 7:04 AM, Bluegunk said:

Postmortem Death Camera is old and has issues. Have you any other suggestions, please?

just press keypad 3?

Posted
2 hours ago, Sirschlongslinger69 said:

Game seems to CTD with the newest update a few posts above, I assume it relates to having to update the requirements. Anyone else with a similar issue? Everything works fine, up until the animations actually start. 

The only way I know think this mod can crash is when starting a necro while player is decapitated, while using old resurrection method. 

Old resurrection method will be automatically turned off to prevent this, but the detection requires PowerofThree SKSE Functions mod.

 

If it is not the case, I may need more info, as what state the player was, in which place, etc. Also a crash log if you have it as well.

Posted (edited)

When I manualy reload or the game automatically relaods a save after dying, sometimes my character seems to appear double in herself (as if two bodies have been merged). I use KS HDT SMP wigs. So I see my character with the vanilla hair, and my wig clips over the vanilla hair. Also sometimes the eyes appear closed, but the pupils clip through.

 

Only solution I ve found is to reboot Skyrim. If I just reload saves, the problem is on each save I have on the game.

 

Any one having the same issue or solution?

Image001slpgn.jpg.4bcb1734423a7ad028345b97cb4a2552.jpg

Edited by btasqan
Posted

Odd little problem but since the new update, I've had a weird issue where after necro, the corpse doesn't properly ragdoll back into death. She instead just floats midair usually in the basic idle pose while standing still but with their eyes closed like they're still dead (which I assume means part of it working right.) Not the biggest issue but wondering if anyone else has seen this issue.

Other than that, hope the aftermath mod is going well! I'd love to alphha/beta test if possible LWN. Especially excited for the necromancy idea as ive never seen any mod properly use necromancers on the PC properly. Thanks! Good luck in the modding! 

Posted
8 hours ago, loodoojr1 said:

Odd little problem but since the new update, I've had a weird issue where after necro, the corpse doesn't properly ragdoll back into death. She instead just floats midair usually in the basic idle pose while standing still but with their eyes closed like they're still dead (which I assume means part of it working right.) Not the biggest issue but wondering if anyone else has seen this issue.

Other than that, hope the aftermath mod is going well! I'd love to alphha/beta test if possible LWN. Especially excited for the necromancy idea as ive never seen any mod properly use necromancers on the PC properly. Thanks! Good luck in the modding! 

I have heard that interaction before, but didn't know what caused it yet. I will check the code again and see if I fucked up somewhere.

 

As for the aftermath mod, it is... just works...? The functionalities are working, but probably not as efficient or made properly, which is why I am a bit hesitant to release the alpha version yet. If you want, I can send you a personal message with the mod if you want to test it out.

Posted
5 hours ago, LittleWhiteNeko said:

I have heard that interaction before, but didn't know what caused it yet. I will check the code again and see if I fucked up somewhere.

 

As for the aftermath mod, it is... just works...? The functionalities are working, but probably not as efficient or made properly, which is why I am a bit hesitant to release the alpha version yet. If you want, I can send you a personal message with the mod if you want to test it out.

Sounds good! Yea was just a weird new interaction that happened suddenly on the newest version of PGN. 

And sure i don't mind testing out Aftermath. Super excited for it. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...