lollipop0000 Posted October 3, 2022 Posted October 3, 2022 1 minute ago, lollipop0000 said: Â That's great. Actually I tried to compile the script but failed. Creation Kit said some arguments have no default value (Mostly starting with "a_", but not included in MCMConfig or any other SLPGN sources), seems like there's another source with variable initialization? Or maybe I'm just stupid so missing something. Haven't done programming for almost 5 years... I could barely edit Skyrim Outfit System's feature a little bit by myself Still, It's very thankful that script sources have comments inside. Most of the mods never have this so It's hard to find what I want. Â Oh wait a second, there's a development version... Maybe this would help. I'll try next time when I need to compile
ShenGo Posted October 4, 2022 Posted October 4, 2022 11 hours ago, FoxinTale said:  Yep. CurrentCompanionsFaction, probably with a rank of 1 and higher.  The current "morality check" is kind of amusing. I did not write this part and it is still part of the original mod's scripts. (It's in SLPGNActorLib, if you're curious, ValidNecroActorCheck function) There is an internal actor value called Morality, but according to uesp.net, this determines "will this follower comply when the player asks him/her to perform a crime? Any Crime, Violence Against Enemies, Property Crime Only, No Crime (0-3)" Most bandits and hostile NPCs have this as 0 (or, really any who haven't had it changed). This is how the mod does that checking.  As for killer only, that may be possible. I know the onDying event automatically has the killer actor as a parameter so I may be able to pass that through t9o the other function and maybe ignore the other checks. That is an interesting idea, and is going on the to-do list. Good to hear that killer only is being considered.  I'll probably wait until that is the case to install this, or until followers can otherwise be disabled, as it seems pretty much all custom followers have an "any crime" morality level, and I REALLY don't want followers to drop everything and rape her dead body mid-combat, LOL!  Thank you for the reply! I'll keep an eye on this one.
FoxinTale Posted October 4, 2022 Author Posted October 4, 2022 43 minutes ago, ShenGo said: Good to hear that killer only is being considered.  I'll probably wait until that is the case to install this, or until followers can otherwise be disabled, as it seems pretty much all custom followers have an "any crime" morality level, and I REALLY don't want followers to drop everything and rape her dead body mid-combat, LOL!  Thank you for the reply! I'll keep an eye on this one.  I may end up changing the immoral checking to faction based (Bandits, Forsworn...) and any other hostile faction checking.  I can see one scenario in which this would fail, if, say the player themselves is the killer (or..well, fall damage, drowning...any sort of self-inflicted things) and in this case it probably will over-ride the "killer only" setting, or if the killer later is killed by anything. I do not think I can get their killer, and therefore will just end up over-riding the settings. I am also wondering if the "killer only", presuming it's an NPC should over-ride the gender checks, and combat checks and just go at it regardless.  While, sure I'm the one scripting I like the idea too. I'm open for suggestions on this and any other features. What I cannot say is when it'll be ready.. As with programming something that seems easy to do (it seems like it'll take a few hours), ends up taking weeks. Besides, I do my best to make sure a new game isn't required with every update. If the first number jumps, it's required (2.x.x --> 3.x.x), but otherwise it's just features and bug fixes.Â
ShenGo Posted October 4, 2022 Posted October 4, 2022 11 hours ago, FoxinTale said:  I may end up changing the immoral checking to faction based (Bandits, Forsworn...) and any other hostile faction checking.  I can see one scenario in which this would fail, if, say the player themselves is the killer (or..well, fall damage, drowning...any sort of self-inflicted things) and in this case it probably will over-ride the "killer only" setting, or if the killer later is killed by anything. I do not think I can get their killer, and therefore will just end up over-riding the settings. I am also wondering if the "killer only", presuming it's an NPC should over-ride the gender checks, and combat checks and just go at it regardless.  While, sure I'm the one scripting I like the idea too. I'm open for suggestions on this and any other features. What I cannot say is when it'll be ready.. As with programming something that seems easy to do (it seems like it'll take a few hours), ends up taking weeks. Besides, I do my best to make sure a new game isn't required with every update. If the first number jumps, it's required (2.x.x --> 3.x.x), but otherwise it's just features and bug fixes. Totally understandable, I personally can't even understand programming. Scripts all look like gibberish to me. To be honest it doesn't even matter to me how it's achieved, I just really prefer followers not participate. ? I wish I could help you with this, but I only have experience with the most basic of modding.Â
sickboy791 Posted October 5, 2022 Posted October 5, 2022 (edited) good mod, works as intended, the link Death Cam Options on the front page leads to an error site https://www.nexusmods.com/skyrimspecialedition/mods/2289 i guess we don´t need it if a different mod doing this, for free cam just use sl hotkey?  uh..nevermind i guess i need both mods death cam & postmortem edit: postmortem is outdated and prevents other mods from loading, first the mod worked fine for me but later don´t...with enhanced deathcam Edited October 6, 2022 by sickboy791
jjp7373 Posted October 6, 2022 Posted October 6, 2022 (edited) I'm very happy that this mode has been revived. 1. Prevent changing outfits after sex 2. Disabling Sex Lab Facial Expressions Of course, before the player has sex, I can deactivate it in Sex Lab. But it's too cumbersome and it's not natural... Will it be possible? Â Edit: Oh, are you already planning number two? I read the articles and saw the related contents. Edited October 6, 2022 by jjp7373
LittleWhiteNeko Posted October 6, 2022 Posted October 6, 2022 3 hours ago, jjp7373 said: 1. Prevent changing outfits after sex You can disable this in the SexLab MCM option "Animation Settings" -> "Victim's Re-dress"
lollipop0000 Posted October 6, 2022 Posted October 6, 2022 Speaking of remembering the MCM option, I don't know how it works, but many mods create .json files in SKSE plugins folder. Some mods even have profile system so that the player can download other players' settings. As long as the file itself is not removed, even if the mod is disabled, the setting will be remembered. Â And about NPCs reacting to players resurrection, maybe you can add an effect or spell to nearby npcs who witnessed the second coming, so that If they have the keyword, they can freak out and try to run away (Or just kneel, praising Dovahkiin like a goddess or a god)
someoneww1 Posted October 7, 2022 Posted October 7, 2022 (edited) I'm getting a problem sometimes after being brought back to life the death cam mode remains and not give me back control so my character just stand there until the enemy is aggressive again and kills me again. does not happen every time, maybe 1 in 3 times. Â Oh and if decapitated the bloody neck stump sticks to the head instead of the body. only got decapitated once so far though, bit hard to reproduce. Edited October 7, 2022 by someoneww1 extra part
FoxinTale Posted October 7, 2022 Author Posted October 7, 2022 22 hours ago, lollipop0000 said: Speaking of remembering the MCM option, I don't know how it works, but many mods create .json files in SKSE plugins folder. Some mods even have profile system so that the player can download other players' settings. As long as the file itself is not removed, even if the mod is disabled, the setting will be remembered.  And about NPCs reacting to players resurrection, maybe you can add an effect or spell to nearby npcs who witnessed the second coming, so that If they have the keyword, they can freak out and try to run away (Or just kneel, praising Dovahkiin like a goddess or a god)  Saving MCM options may end up being a thing.. But I'm not sure which "method" is best to do it. Ideally, I would like to do so with as few other requirements as possible (IE, using FISS may be out) as the fewer requirements the less chance there is something breaks. May do this once all the main features are implemented.  I'm not sure how how I'll do reactions, but that is one possible way I may be able to do so.Â
FoxinTale Posted October 8, 2022 Author Posted October 8, 2022 3 hours ago, someoneww1 said: I'm getting a problem sometimes after being brought back to life the death cam mode remains and not give me back control so my character just stand there until the enemy is aggressive again and kills me again. does not happen every time, maybe 1 in 3 times. Â Oh and if decapitated the bloody neck stump sticks to the head instead of the body. only got decapitated once so far though, bit hard to reproduce. Could be a mod or settings conflict. For the most part, I leave SL's camera settings defaulted. (This mod auto enables free cam.. Maybe I should add an option to disable that) Â I am aware of the decapitation thing happening. I've played around with fixing it and there isn't a whole lot it seems I can do about it without getting into headpart checking which is...a pain to deal with from previous experience
1ostAndFound Posted October 8, 2022 Posted October 8, 2022 On 9/27/2022 at 5:26 PM, FoxinTale said:  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. If you are messing with fill her up, maybe possible sexed-to-life scenario could be that after dying, you still collect cum, once the "tank" is full the body deflates. The trade is between your life and the sperm inflating the player.
Eisekil Posted October 10, 2022 Posted October 10, 2022 Finally some snuff mod (god pls kill me I'm retarded). Just two questions. First - is it compatible with nonsexlab? I mean OSA and Ostim. Second - is kinda suggestion. I guess it will be hard if you don't know animation, but maybe there will be also some kind of "snuff" finishing animation of pc?
LittleWhiteNeko Posted October 11, 2022 Posted October 11, 2022 (edited) Seems like the latest version of the mod still cannot be uninstalled without corrupting the saved game. If I remember it correctly, I think you did said that you aren't putting it on priority right now (and waiting for someone more capable to fix it).  Anyway, I have a situation I wanna address right now, not necessarily about this mod though, but maybe can be implemented. Right now, if the player died while having follower, the follower will still be a follower of the dead player, meaning they are usually Protected or Essential, and cannot be killed unless they are dismissed with MCM options.  Is there any way or workaround to make the follower killable after player death, or automatically dismissed? Setting them unprotected or unessential before player death will make them killable in battle so I wanna avoid that.  This also open up the opportunity for the follower to be necro'ed by the enemy, a simplified version of NPC-NPC necro; since iirc NPC scanning is very expensive, this will filter out to only follower (and player ofc)  ==== Edit: So I decided to try to develop the companion necro feature myself. Will include Dead Companions - NPC necro that will trigger at the same time as player necro. To save up on scanning time, it will use the same actor array gathered from existing actor scan.  However, since I am really new on this whole scripting business, I may failed on doing this, so no promises :3  Currently I will include "PotentialFollowerFaction" so even unhired companion will be counted in. Until I know better way, this will do Edited October 11, 2022 by LittleWhiteNeko
FoxinTale Posted October 12, 2022 Author Posted October 12, 2022 12 hours ago, LittleWhiteNeko said: Seems like the latest version of the mod still cannot be uninstalled without corrupting the saved game. If I remember it correctly, I think you did said that you aren't putting it on priority right now (and waiting for someone more capable to fix it).  Anyway, I have a situation I wanna address right now, not necessarily about this mod though, but maybe can be implemented. Right now, if the player died while having follower, the follower will still be a follower of the dead player, meaning they are usually Protected or Essential, and cannot be killed unless they are dismissed with MCM options.  Is there any way or workaround to make the follower killable after player death, or automatically dismissed? Setting them unprotected or unessential before player death will make them killable in battle so I wanna avoid that.  This also open up the opportunity for the follower to be necro'ed by the enemy, a simplified version of NPC-NPC necro; since iirc NPC scanning is very expensive, this will filter out to only follower (and player ofc)  ==== Edit: So I decided to try to develop the companion necro feature myself. Will include Dead Companions - NPC necro that will trigger at the same time as player necro. To save up on scanning time, it will use the same actor array gathered from existing actor scan.  However, since I am really new on this whole scripting business, I may failed on doing this, so no promises :3  Currently I will include "PotentialFollowerFaction" so even unhired companion will be counted in. Until I know better way, this will do  Most mods probably shouldn't be un-installed mid-game, especially script heavy ones..which this one really...isn't too bad. The scripts aren't constantly running I believe. I may end up working on the companion aspect myself but a little while on down the line. I'm taking a short (week or two) break as I noticed burn-out creeping up on me from other projects I was working on. If you wish to remove the mod, I believe there is an ioption to turn the mod off in the MCM..and it should work.  I've thought of dismissing companions after death before, honestly. Never gave it a whole lot of thought beyond a rough idea as to how to do it. It would be a neat thing to have (configurable, of course) at some point, and may be one of the easier (compared to the others) feature to implement.  I know I have "CurrentCompanionFaction" as the main faction that is checked, and is a property of the ActorLib script already that you can probably use... You could check if they are a member of that faction and then if their rank is 0 (not currently following) or 1 (currently following).Re-using the actor array (from SLPGNDetection Quest, it's a parameter called Aggressors in the main script, SexLabPlayerNecroScript)...  May need to add a getter function in the main script to be able to access it. I would recommend using Visual Studio Code with a Papyrus addon/extension if you're looking to do serious development as that's what I use.. but whatever works for you in the end.Â
FoxinTale Posted October 12, 2022 Author Posted October 12, 2022 On 10/10/2022 at 2:41 PM, Eisekil said: Finally some snuff mod (god pls kill me I'm retarded). Just two questions. First - is it compatible with nonsexlab? I mean OSA and Ostim. Second - is kinda suggestion. I guess it will be hard if you don't know animation, but maybe there will be also some kind of "snuff" finishing animation of pc?  I don't think it is compatible, no. It uses the SL framework and SexLab.esm is a master file of this one. I'm not opposed to someone making a version of this that is compatible, as long as they give credit to me, and mention the original author is unknown like I did at the top of the mod page.  Finishing animations are a neat idea, but I haven't the faintest idea of how to make, let alone even edit animations for skyrim. Anyone is welcome to do so and add on to this mod in the end. I may be able to look into other mods that have like, kill-move type animations, or something of the like and see about using those with it. 1
LittleWhiteNeko Posted October 12, 2022 Posted October 12, 2022 (edited) 2 hours ago, FoxinTale said: I know I have "CurrentCompanionFaction" as the main faction that is checked, and is a property of the ActorLib script already that you can probably use... You could check if they are a member of that faction and then if their rank is 0 (not currently following) or 1 (currently following).Re-using the actor array (from SLPGNDetection Quest, it's a parameter called Aggressors in the main script, SexLabPlayerNecroScript)... I noticed the CurrentCompanionFaction in the code, although I was unsure on using it for two reasons.  First, there are follower frameworks (Currently using Nether Follower Framework) that may or may not change the CurrentCompanionFaction interaction. Still need to investigate on this but if they still using said faction, dismissal-on-death should be a simple task. => A quick check on the framework shows that the framework still utilize the vanilla faction. Will check some more and see if dismissal-on-death is possible.  Second, if a companion is killed, will they get removed from faction, or will they have the faction rank set to something else. The latter will make things easier. => Testing without framework, the result seems inconsistent with the companion seems to either lose CurrentCompanionFaction or it is set to -1. The only faction that always stays is PotentialFollowerFaction Edited October 12, 2022 by LittleWhiteNeko Testing results
FoxinTale Posted October 12, 2022 Author Posted October 12, 2022 33 minutes ago, LittleWhiteNeko said: I noticed the CurrentCompanionFaction in the code, although I was unsure on using it for two reasons.  First, there are follower frameworks (Currently using Nether Follower Framework) that may or may not change the CurrentCompanionFaction interaction. Still need to investigate on this but if they still using said faction, dismissal-on-death should be a simple task. => A quick check on the framework shows that the framework still utilize the vanilla faction. Will check some more and see if dismissal-on-death is possible.  Second, if a companion is killed, will they get removed from faction, or will they have the faction rank set to something else. The latter will make things easier. => Testing without framework, the result seems inconsistent with the companion seems to either lose CurrentCompanionFaction or it is set to -1. The only faction that always stays is PotentialFollowerFaction  Oh, good point. Totally forgot about follower frameworks...despite having NFF in my load order as well. Feel free to change that to PotentialFollowerFaction in the script properties vial the creation kit (or even SSE Edit if you're able to do so). Yeah, if that faction works in this scenario, then go for it. Changing the name in the script is optional. The dismissal should be a fire once event most likely, so you'd put a function call to the process within the "If (totalDeaths == 1)" block within the "OnDying" function in the main script.  Check the Dev version scripts with added comments as to where to put it. Â
Uxot Posted October 12, 2022 Posted October 12, 2022 This doesn't seems to work well..after i die it does animation but its all misplacement and when i got back to life character was having a seizure under the world o.O
LittleWhiteNeko Posted October 12, 2022 Posted October 12, 2022 (edited) 20 hours ago, Uxot said: This doesn't seems to work well..after i die it does animation but its all misplacement and when i got back to life character was having a seizure under the world o.O As far as I know it can be caused by multiple probabilities: The usual culprit is FreeCam was turned on when the resurrection (pre-necro) takes place. Using PostmortemTFC helps prevents that for me. Sexlab Framework is having a seizure and need to be cleaned up   ======= @FoxinTale This whole papyrus scripting is really confusing, and is more complicated than I expected :3  So far I managed to dismiss a follower, but only vanilla, because NFF (and I assume other frameworks) handle followers very differently and that includes the dismissal. Therefore, only 1 vanilla follower can be dismissed for now until I can reverse engineer the dismissal function, or just use the framework dismissal function (but may add requirements or dependencies, idk).  Current problem is I cant seem to make the Quest for scanning to works. Already made the quest and set the criteria but always return None. Edited October 13, 2022 by LittleWhiteNeko grammar
FoxinTale Posted October 12, 2022 Author Posted October 12, 2022 10 hours ago, LittleWhiteNeko said: As far as I know it can be caused by multiple probabilities: The usual culprit is FreeCam was turned on when the resurrection (pre-necro) takes place. Using PostmortemTFC helps prevents me for that. Sexlab Framework is having a seizure and need to be cleaned up   ======= @FoxinTale This whole papyrus scripting is really confusing, and is more complicated than I expected :3  So far I managed to dismiss a follower, but only vanilla, because NFF (and I assume other frameworks) handle followers very differently and that includes the dismissal. Therefore, only 1 vanilla follower can be dismissed for now until I can reverse engineer the dismissal function, or just use the framework dismissal function (but may add requirements or dependencies, idk).  Current problem is I cant seem to make the Quest for scanning to works. Already made the quest and set the criteria but always return None.  You may be able to process through the existing actor array without doing it through the quest this way...Like, something along the lines of "if the actor is in the given faction, add them to another list, or that is what the valid actor check returns." Â
NeedleHead Posted October 12, 2022 Posted October 12, 2022 excellent job!! im so happy someone is reviving this mod, I made a series of videos using the old version and it worked perfectly, the fact that you are even making it better makes me so happy!
Uxot Posted October 14, 2022 Posted October 14, 2022 Using "PostmortemTFC" and sexlab clean up didn't work,even it CTD lol
LittleWhiteNeko Posted October 14, 2022 Posted October 14, 2022 2 hours ago, Uxot said: Using "PostmortemTFC" and sexlab clean up didn't work,even it CTD lol Weird, I almost never had any CTD except when decapitated. It might be mods incompatibilities, but I can't exactly say what for sure unless I have more details, like error log, papyrus log, or mod load order. and even if I have those, I cant guarantee I can find what is wrong
Uxot Posted October 15, 2022 Posted October 15, 2022 13 hours ago, LittleWhiteNeko said: Weird, I almost never had any CTD except when decapitated. It might be mods incompatibilities, but I can't exactly say what for sure unless I have more details, like error log, papyrus log, or mod load order. and even if I have those, I cant guarantee I can find what is wrong Is "PapyrusUtilDev.log" the file?
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