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Player gets Necro'd (SLPGN)


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Posted
59 minutes ago, ItsPrivate said:

is it normal, that the pc is necro'd repeatedly? npc's won't stop to necro the player. pc dead -> gets necrod -> lay dead -> gets necrod again and so on.

Yep. It will go on forever until you load a previous save or turn off the mod/necro chance

Posted (edited)
19 hours ago, LittleWhiteNeko said:

Yep. It will go on forever until you load a previous save or turn off the mod/necro chance

 

Any chance to disable this? Without turning the mod off.

Edited by ItsPrivate
Posted
22 minutes ago, ItsPrivate said:

 

Any chance to disable this? Without turning the mod off.

No, I dont think there is any way to stop the necro without going into the MCM menu to disable the mod or turning the chance to 0.

 

Or you can just kill everyone nearby. No necro if no one is alive to do so.

Posted (edited)
On 7/3/2024 at 6:18 PM, WCSC said:

@LittleWhiteNeko I just noticed your sig...what's that mod Player Death Aftermath?

Refer to the second part of this message

 

https://www.loverslab.com/topic/198009-player-gets-necrod-slpgn/?do=findComment&comment=4314002

 

There has been many updates, but I do not release it yet because I need to clean up some stuffs before I can release the Alpha/Beta (idk what the difference) version. Though I hope I can release it soon.

 

Below is the example for the updates, featuring Ayaka

Spoiler

image.thumb.png.b9c522a602d7927af01fbec843f5aaab.png

 

image.thumb.png.60c453ea688415fe8839432d64953e3e.png

 

image.thumb.png.0d35b3b470fd72d76a72ccd44d03a49e.png

 

 

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image.thumb.png.f7250c6ed16105bc0a0acd1f6be83ef9.png

 

image.thumb.png.ac952b13f4143322aca5c0fdeff1a32e.png

 

image.thumb.png.9c18e6df7d2ea1bf57db1ec26a9a5df7.png

 

 

Edited by LittleWhiteNeko
Images reupload
Posted
On 7/3/2024 at 1:06 PM, LittleWhiteNeko said:

Refer to the second part of this message

 

https://www.loverslab.com/topic/198009-player-gets-necrod-slpgn/?do=findComment&comment=4314002

 

There has been many updates, but I do not release it yet because I need to clean up some stuffs before I can release the Alpha/Beta (idk what the difference) version. Though I hope I can release it soon.

 

Below is the example for the updates, featuring Ayaka

  Reveal hidden contents

image.thumb.png.b9c522a602d7927af01fbec843f5aaab.png

 

image.thumb.png.60c453ea688415fe8839432d64953e3e.png

 

image.thumb.png.0d35b3b470fd72d76a72ccd44d03a49e.png

 

 

image.thumb.png.a9b06218e4be560fc971a1c2bd3f7d4c.png

 

 

image.thumb.png.f7250c6ed16105bc0a0acd1f6be83ef9.png

 

image.thumb.png.ac952b13f4143322aca5c0fdeff1a32e.png

 

image.thumb.png.9c18e6df7d2ea1bf57db1ec26a9a5df7.png

 

 

Looks Great Man, looking forward to installing it when you release it. 👍

  • 2 weeks later...
Posted (edited)

This is probably not a bug or anything but I just wanted to bring it up just incase you wanted to look into it. 


I'm running Soulgem oven with body scaling and the spawned dead bodies don't match the same scaling, this is understandable because I doubt that your mod looks into SGO and check their body scales.

 

Another thing in the same vein is that my character is also a Futa and also the scaling of this is not matched on the spawned bodies, even though the only mod involved is SOS.

 

Also I noticed the Guro items is used to either hide the head or the body during Necro, however when Necro happens without Ghost mode, I notice the Guro item is added to the inventory but it cannot be equipped so when the scene starts the decaptiated head "reattaches" to the body. Is it possible to allow for this item to be equipped on the PC during "Non ghost mode"? Maybe changing it so it is not a head slot so it can be equipped even after decap?

Edited by ray314
  • 2 weeks later...
Posted
On 7/14/2024 at 7:35 AM, ray314 said:

I'm running Soulgem oven with body scaling and the spawned dead bodies don't match the same scaling, this is understandable because I doubt that your mod looks into SGO and check their body scales.

 

Another thing in the same vein is that my character is also a Futa and also the scaling of this is not matched on the spawned bodies, even though the only mod involved is SOS.

I have never used SGO so I do not know the compatibility between the two.

 

On 7/14/2024 at 7:35 AM, ray314 said:

Also I noticed the Guro items is used to either hide the head or the body during Necro, however when Necro happens without Ghost mode, I notice the Guro item is added to the inventory but it cannot be equipped so when the scene starts the decaptiated head "reattaches" to the body. Is it possible to allow for this item to be equipped on the PC during "Non ghost mode"? Maybe changing it so it is not a head slot so it can be equipped even after decap?

It should be equip-able and is equipped to the PC when in decap necro, it is the main point of adding the equipment lol.

Do you have ConsoleUtil SSE? This mod is needed to "restore the head properly" and then equip the guro head so it is invisible. As for the body/head slot, I am not sure I can tinker with it yet.

Posted (edited)
On 7/22/2024 at 1:44 PM, LittleWhiteNeko said:

I have never used SGO so I do not know the compatibility between the two.

 

It should be equip-able and is equipped to the PC when in decap necro, it is the main point of adding the equipment lol.

Do you have ConsoleUtil SSE? This mod is needed to "restore the head properly" and then equip the guro head so it is invisible. As for the body/head slot, I am not sure I can tinker with it yet.

 

Sorry about that, I must have a mod that has my character equipping an item that doesnt have a name and doesnt show in the inventory, but also sharing the same slot.

Edited by ray314
  • 3 weeks later...
Posted (edited)

Just a minor fix to hopefully prevent the player from dying on resurrection/necro start because of lingering Damage over Time from spells.

 

Also for the other news:

On 7/4/2024 at 3:06 AM, LittleWhiteNeko said:

Refer to the second part of this message

 

https://www.loverslab.com/topic/198009-player-gets-necrod-slpgn/?do=findComment&comment=4314002

 

There has been many updates, but I do not release it yet because I need to clean up some stuffs before I can release the Alpha/Beta (idk what the difference) version. Though I hope I can release it soon.

 

Below is the example for the updates, featuring Ayaka

  Reveal hidden contents

image.thumb.png.b9c522a602d7927af01fbec843f5aaab.png

 

image.thumb.png.60c453ea688415fe8839432d64953e3e.png

 

image.thumb.png.0d35b3b470fd72d76a72ccd44d03a49e.png

 

 

image.thumb.png.a9b06218e4be560fc971a1c2bd3f7d4c.png

 

 

image.thumb.png.f7250c6ed16105bc0a0acd1f6be83ef9.png

 

image.thumb.png.ac952b13f4143322aca5c0fdeff1a32e.png

 

image.thumb.png.9c18e6df7d2ea1bf57db1ec26a9a5df7.png

 

 

Player Death Aftermath beta version is about to be released. I will replace this message with the link to the mod when it is fully uploaded to LoversLab.
It is released: 

 

SLPGN - LWN Fix 1.2.6.zip

Edited by LittleWhiteNeko
Posted
On 3/14/2024 at 12:03 PM, LittleWhiteNeko said:

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 138.88 kB · 4 downloads

 

The Death Expression is a cool feature, but I don't seem to be able to edit any of the values. I've tried hitting enter on them/clicking them/etc. Is ti bugged or am I doing something wrong?

Posted (edited)
29 minutes ago, sierrra said:

 

The Death Expression is a cool feature, but I don't seem to be able to edit any of the values. I've tried hitting enter on them/clicking them/etc. Is ti bugged or am I doing something wrong?

It is not editable from MCM, it save the current expression your character currently have.

 

What you need to do is modify your character expression outside MCM using console command, and then open the SLPGN MCM and save the expression. 

 

Yeah it is a bit convoluted, but I currently have no time to modify it further.

Edited by LittleWhiteNeko
  • 5 weeks later...
Posted

After a longer time I came back and reinstalled this mod. registered animations etc. WhenI get defeated, my char is just laying around on the ground. no animation is playing. 
Any idea why?
 

Papyrus.0.log

  • 1 month later...
  • 1 month later...
Posted

I don't know what cause it but I can't get the mod to properly triggered. when my character is dead, Bandit will come and punch the air? then there will pop up that said "cling on to life" or "accept  death" or something, nothing happens when I press both of them, my character just lay there and they all leave, is there anything you can help?

 

Posted
29 minutes ago, patrolstranger said:

I don't know what cause it but I can't get the mod to properly triggered. when my character is dead, Bandit will come and punch the air? then there will pop up that said "cling on to life" or "accept  death" or something, nothing happens when I press both of them, my character just lay there and they all leave, is there anything you can help?

 

You are commenting on the wrong page, this is for SLPGN, and the popup you are referring is from PDA

 

Also it is a known issue for some people but I do not know why yet, thus I cant really fix that issue

Posted
3 minutes ago, LittleWhiteNeko said:

You are commenting on the wrong page, this is for SLPGN, and the popup you are referring is from PDA

 

Also it is a known issue for some people but I do not know why yet, thus I cant really fix that issue

oh sorry, I got both page open and type my question in a wrong one lol. I hope the issue will be solves soon.

 

thx

Posted

Will installing Next Gen Cap https://www.nexusmods.com/skyrimspecialedition/mods/135254 conflict with this mod in anyway?

Posted (edited)

Additional Requirements:

 

You think with me focusing all my attention to Player Death Aftermath, I would forget about this, did ya? Well, I don't.

 

LWN Fix Version 1.2.7 adds compatibility with Next Gen Decapitation (https://www.nexusmods.com/skyrimspecialedition/mods/135254)

 

Though I haven't tested this fully due to limited amount of time available. Quick test seems to be working fine.

 

@WCSC Here's a good news for ya. I somehow missed your message.

Is PDA finally working for you?

SLPGN - LWN Fix 1.2.7.zip

Edited by LittleWhiteNeko
Posted
On 12/10/2024 at 6:37 AM, LittleWhiteNeko said:

You think with me focusing all my attention to Player Death Aftermath, I would forget about this, did ya? Well, I don't.

 

LWN Fix Version 1.2.7 adds compatibility with Next Gen Decapitation (https://www.nexusmods.com/skyrimspecialedition/mods/135254)

 

Though I haven't tested this fully due to limited amount of time available. Quick test seems to be working fine.

 

@WCSC Here's a good news for ya. I somehow missed your message.

Is PDA finally working for you?

SLPGN - LWN Fix 1.2.7.zip 139.3 kB · 17 downloads

I'll give it  a try, thanks.  Glad u got your patreon  up

  • 3 weeks later...
Posted

Running Skyrim 1.5.97..  It runs great with the Next Gen Decapitation.  In an animation after the decap, the head is supposed to be missing.  But it plays with the head fully restored.   

  • 4 weeks later...
Posted
On 12/31/2024 at 7:39 AM, CPL254 said:

Running Skyrim 1.5.97..  It runs great with the Next Gen Decapitation.  In an animation after the decap, the head is supposed to be missing.  But it plays with the head fully restored.   

I get this exact issue but I'm using dismembering framework. Currently cannot find a fix. I can still see the dismembered limbs on the floor but the animation restores them when it loads. Would love to find a solution

  • 1 month later...
Posted

A PSA

If you use my version of SLPGN and Toast's Guro Outfit at the same time, make sure that Toast Guro Outfit has the priority over SLPGN, as in Guro Outfit overwrites SLPGN.

 

In the meantime, I will update it to no longer interfere with Guro Outfit, and pick it accordingly

Posted
On 2/27/2025 at 4:06 PM, LittleWhiteNeko said:

A PSA

If you use my version of SLPGN and Toast's Guro Outfit at the same time, make sure that Toast Guro Outfit has the priority over SLPGN, as in Guro Outfit overwrites SLPGN.

 

In the meantime, I will update it to no longer interfere with Guro Outfit, and pick it accordingly

 

Do you mean the load order?

I think, the meshes will get overwritten with Bodyslide building Toast's Guro files, so i wonder if i miss something else...?

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