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Player gets Necro'd (SLPGN)


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Posted
14 hours ago, Zeldriik said:

Hello, is it possible to blackout the odd transition when the surrounding NPCs search and navigate their way to the player's body? rather than seeing your character stand up.

OOooo, and i read your SL Defeat idea. I admire the creative thought process behind that and i would LOVE to see it happen. Really appreciate this mod and stoke to see the end results of your script/coding magic!

 

 

 

I know SL has a fadeout, and another mod, Alternate Actors does a similar thing to a fadeout while it does its own things. I could look into how that works and add it to  be a toggleable option. Are you thinking a fade-out that starts right before the "resurrection", and fades back in as the animation scene starts? That could be quite possible, yeah. 

 

Other things like integration with Defeat, and other things on the current to-do list, to be honest, I'm not sure how to do.  Sort of feeling like I'm reaching the upper edge of what I can do with scripting.  I gladly accept help, though skilled scripters are hard to come by it seems...

Posted
On 11/24/2022 at 6:06 PM, FoxinTale said:

 

I know SL has a fadeout, and another mod, Alternate Actors does a similar thing to a fadeout while it does its own things. I could look into how that works and add it to  be a toggleable option. Are you thinking a fade-out that starts right before the "resurrection", and fades back in as the animation scene starts? That could be quite possible, yeah. 

 

Other things like integration with Defeat, and other things on the current to-do list, to be honest, I'm not sure how to do.  Sort of feeling like I'm reaching the upper edge of what I can do with scripting.  I gladly accept help, though skilled scripters are hard to come by it seems...



Yeah especially on very, "unique" mods such as this. Scripting is something I don't have talent for unfortunately. Best I can do is offer suggestions lol. And in regards of your earliest statement here, yeah the "right before the "resurrection," Was what I was referring to. So like in the near future you don't have to worry about doing some funky transition unless you feel capable enough of filling in that void; if that makes sense.

Posted (edited)
3 hours ago, Lebleuh8r said:

Any update soon?

 Eventually, yep. I've slowly been working on a 2.1.0 release which adds a few things. (single) Follower necro as an option (with the help of LittleWhiteNeko), an inbuilt death cam extender slider if you don't have one, and an option to disable blood pools after death for the player character if you have Enhanced Blood Textures installed. 

 

I'm playing around with deflating once the FHU "tank" is full, and a what I'm calling "lore friendly resurrection", wherein the option for either a dragon soul to be consumed or a black soul gem if found in the inventory. Either one would be required otherwise there is no life afterwards if this setting is enabled. Having problems figuring out how to implement and write the second one, and the first other feature is implemented, just with issues. 

 

As for when that will come out? I'm not sure.  I don't want to put too much pressure on myself and burnout, losing interest in developing by listing a release date / time to be honest. I'm aiming for before the new year, but don't hold me to it.  

Edited by FoxinTale
Posted
59 minutes ago, Delite said:

Does it work with Death Alternative and Sanguine Debauchery? These mods doesn't kill a player character, but I'm not entirely sure.

 

Death alternative, it should work with as that listens for the "on bleedout" event (when the player character enters bleedout, or are protected) , whereas this listens for the "on dying" event (The player character straight up dies or is killed). I had compatibility in mind when overhauling and modifying this mod. Sanguine's.. I have no idea. As long as it doesn't kill the player, it should.  Though feel free to give it a try and report bac whether or not it does work.

Posted

 

On 10/6/2022 at 3:14 PM, 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)

 

 

I finally got around to looking into how to do this. It is totally possible, but so much of the scripts will need re-worked to pull this off. While I don't mind reworking scripts, as that's just how programming works, I worry that it may require a 3.0.0, which would mean a new game is required for this feature (importing and exporting settings). I'm not sure if I want to force that for others using this mod. 

 

I don't know how many people will see this, but is the ability to import and export your settings worth requiring a new game (or one without this mod installed / enabled)?
I don't have any issues restarting my own game, but, I at least try and take the other users into consideration. Figured I'd throw this out there at the very least.

Posted
8 hours ago, FoxinTale said:

 

 

 

I finally got around to looking into how to do this. It is totally possible, but so much of the scripts will need re-worked to pull this off. While I don't mind reworking scripts, as that's just how programming works, I worry that it may require a 3.0.0, which would mean a new game is required for this feature (importing and exporting settings). I'm not sure if I want to force that for others using this mod. 

 

I don't know how many people will see this, but is the ability to import and export your settings worth requiring a new game (or one without this mod installed / enabled)?
I don't have any issues restarting my own game, but, I at least try and take the other users into consideration. Figured I'd throw this out there at the very least.

 

I cannot 100% guarantee, but usually uninstalling mid-game is OK through using Resaver (Just remove the mod and clean the savefile).

When the mod is ESL flagged, It could cause problems because FE indexes change, and eventually leads to loading wrong data.

I insert dummy espfe files instead, but anyway, SLPGN 2.0+ is esp so I guess it's fine.

I once removed SLPGN v1 during mid-game, and even 'eslized' it, but no problems occured. However 2.0+ seems not to work when esl flagged so I'm just using it raw.

Posted
13 hours ago, lollipop0000 said:

 

I cannot 100% guarantee, but usually uninstalling mid-game is OK through using Resaver (Just remove the mod and clean the savefile).

When the mod is ESL flagged, It could cause problems because FE indexes change, and eventually leads to loading wrong data.

I insert dummy espfe files instead, but anyway, SLPGN 2.0+ is esp so I guess it's fine.

I once removed SLPGN v1 during mid-game, and even 'eslized' it, but no problems occured. However 2.0+ seems not to work when esl flagged so I'm just using it raw.

 

I've had mixed success with resaver and this mod myself. Sometimes it works, sometimes the save file is corrupted. Hence why I'm unsure about doing a v3.0.0. though, that would be a good time to split off the Mod Checks into their own script (currently in the Utils), and make it a light plugin.

 

Two reasons I don't want to release both an ESL version and a non-ESL, is one, it's more work since I would have to do essentially two separate versions of the mod due to different IDs utilised in the scripts (see below paragraph). While it isn't much of a difference it is enough to essentially have to copy over all changes and test each version of the mod. And the second, is for LE users. LE doesn't even have light plugins.

 

The reason it breaks when ESL-ified is parts of the scripts rely on particular IDs in the plugin itself. Specifically, the MCM "quest" ID. is outside the range of ESL IDs (Max is FFF [4096], ID for the MCM "quest" is 22ED [8941] to be exact.) and nearly every script relies on the settings having that ID. It's not too hard a change to make in the scripts and, in fact if you want to do so yourself: 

 

Spoiler

You'll need the creation kit to compile scripts, of course, and its base scripts package.

 

Open the mod in SSE Edit expand the quest tab, and find the Form ID of the MCM quest. Now, in each script (any text editor will work, Notepad, Notepad++..I use Visual Studio Code with a Papyrus syntax extension)  look for the "LoadLibraries()" function (should be towards the bottom of each script, can always use ctrl + f to find it) where you see  "Settings = Game.GetFormFromFile(0x22ED, "SLPGN.esp") as SLPGN_MCMConfig" change that 0x22ED to the ID you got in SSE edit. 

You can skip the leading zeroes and the plugin load position. So, for example if it is "5600084A" or "FE00F84A", replace the 0x22ED with 0x84A. Save every modified script and compile with the creation kit. 

 

You will probably need to install some scripts for development to not get compilation errors before you do this.. Note, that all except Nether's Follower Framework (if installed) it is okay to let your installed mods overwrite regardless of mod manager.

 

Posted
3 hours ago, FoxinTale said:

 

I've had mixed success with resaver and this mod myself. Sometimes it works, sometimes the save file is corrupted. Hence why I'm unsure about doing a v3.0.0. though, that would be a good time to split off the Mod Checks into their own script (currently in the Utils), and make it a light plugin.

 

Two reasons I don't want to release both an ESL version and a non-ESL, is one, it's more work since I would have to do essentially two separate versions of the mod due to different IDs utilised in the scripts (see below paragraph). While it isn't much of a difference it is enough to essentially have to copy over all changes and test each version of the mod. And the second, is for LE users. LE doesn't even have light plugins.

 

The reason it breaks when ESL-ified is parts of the scripts rely on particular IDs in the plugin itself. Specifically, the MCM "quest" ID. is outside the range of ESL IDs (Max is FFF [4096], ID for the MCM "quest" is 22ED [8941] to be exact.) and nearly every script relies on the settings having that ID. It's not too hard a change to make in the scripts and, in fact if you want to do so yourself: 

 

  Hide contents

You'll need the creation kit to compile scripts, of course, and its base scripts package.

 

Open the mod in SSE Edit expand the quest tab, and find the Form ID of the MCM quest. Now, in each script (any text editor will work, Notepad, Notepad++..I use Visual Studio Code with a Papyrus syntax extension)  look for the "LoadLibraries()" function (should be towards the bottom of each script, can always use ctrl + f to find it) where you see  "Settings = Game.GetFormFromFile(0x22ED, "SLPGN.esp") as SLPGN_MCMConfig" change that 0x22ED to the ID you got in SSE edit. 

You can skip the leading zeroes and the plugin load position. So, for example if it is "5600084A" or "FE00F84A", replace the 0x22ED with 0x84A. Save every modified script and compile with the creation kit. 

 

You will probably need to install some scripts for development to not get compilation errors before you do this.. Note, that all except Nether's Follower Framework (if installed) it is okay to let your installed mods overwrite regardless of mod manager.

 

 

 

Wow... didn't expect for the detailed guide. Much appreciated.

 

Anyways, you're the one who's developing this mod, so If you think something has to be done, just do it.

Most of us mod users would respect whatever you're working on this.

And I'll try to give any opinions or ideas when something pops up.

Posted

Ah, nice, ver 2.10 is out. Time to playtest the new version :D

 

I may update the calming function again later on, I still find some scenarios where enemy still aggroed, especially with Defeat NPC vs NPC function.

As for follower necro, I have a few ideas for improvements.

 

Although it may take a long while, I haven't been into modding Skyrim for a long time, and I think my Creation Kit is having a seizure right now (crash on saving).

Posted
On 12/2/2022 at 11:28 AM, sweet777cj said:

Don't know if this is a just me issue, but the newest version doesn't show in MCM. It does show "MCM registered 1 new menu" but I can't find it anywhere

same cant see the mcm

 

Posted
1 hour ago, no_way said:

same cant see the mcm

 

 

That is interesting. I don't believe I changed anything that would result in the MCM nope-ing out. It should be titled "Player Gets Necro'd" in the MCM. I'd check papyrus log, searching for "SLPGN", seeing if there's any errors related to this mod. I remember some time ago I had a problem where some MCMs wouldn't show up, and I can't remember why, or how I fixed it unfortunately. 

Posted

 

10 hours ago, no_way said:

same cant see the mcm

 

I'm getting this too. Tried reinstalling, changing load order, don't see anything in my logs either. Didn't get a popup that the MCM menu activated either.

Posted

I'm a

7 hours ago, Tacoguy141 said:

 

I'm getting this too. Tried reinstalling, changing load order, don't see anything in my logs either. Didn't get a popup that the MCM menu activated either.

 

I'm admittedly at a loss for what could be causing this. It doesn't happen for me, but clearly there's at least three reports of this happening so something's gone wonky but the real question is what. Version history tells me there were no huge differences that would be causing this within the script. Though there is one thing that could possibly be causing it. Try installing "Death Cam Extender" mod. (listed under recommended mods on the main / front page of this mod)  That is the only thing I can possibly think that is causing this, as a single line of MCM code shows or doesn't show the option if you have it installed. 

Posted
3 hours ago, FoxinTale said:

I'm admittedly at a loss for what could be causing this. It doesn't happen for me, but clearly there's at least three reports of this happening so something's gone wonky but the real question is what. Version history tells me there were no huge differences that would be causing this within the script. Though there is one thing that could possibly be causing it. Try installing "Death Cam Extender" mod. (listed under recommended mods on the main / front page of this mod)  That is the only thing I can possibly think that is causing this, as a single line of MCM code shows or doesn't show the option if you have it installed. 

The link for "Death Cam Options" in the main page leads to a "page not found" on Nexus. I manually looked for it and installed this one with the same name, not sure if that's the right one though. MCM showed up for that one, but still nothing for this mod. Is there a way to download the previous version of the mod? It'd be interesting to see if that one's MCM shows up when this version's doesn't.

Posted
39 minutes ago, Tacoguy141 said:

The link for "Death Cam Options" in the main page leads to a "page not found" on Nexus. I manually looked for it and installed this one with the same name, not sure if that's the right one though. MCM showed up for that one, but still nothing for this mod. Is there a way to download the previous version of the mod? It'd be interesting to see if that one's MCM shows up when this version's doesn't.

 

Yep, that's the right mod (thought I fixed the link some time ago, but it seems not). Here's a drive folder of all the old versions. You'd be looking for v2.0.4. If that works for you, I'll need to do some further digging to figure out why. 

Posted
1 hour ago, FoxinTale said:

 

Yep, that's the right mod (thought I fixed the link some time ago, but it seems not). Here's a drive folder of all the old versions. You'd be looking for v2.0.4. If that works for you, I'll need to do some further digging to figure out why. 

 

Well, good/bad news(?) It doesn't activate the MCM no matter what version I load. so it could be an issue with mine (and others) modlists? I also tried starting a new game to see if that would load it, still nothing. No issues in the logs, no overwritten anything, it's weird. At this point I'm invested in finding out what the deal is lol

Posted (edited)
1 hour ago, Tacoguy141 said:

 

Well, good/bad news(?) It doesn't activate the MCM no matter what version I load. so it could be an issue with mine (and others) modlists? I also tried starting a new game to see if that would load it, still nothing. No issues in the logs, no overwritten anything, it's weird. At this point I'm invested in finding out what the deal is lol

 

I wonder what the modlists involved are. I'm wanting to figure this out myself too..  If you're able to upload a text file, I wrote a little program I can compare modlists (to see what we have in common). Like a text output from MO2 or similar.  Or the plugins.txt. That would be our best shot to see.  If you're on windows, that's in "C:\Users\<username>\AppData\Local\Skyrim Special Edition\".

 

If you're using MO2, from the root folder of wherever you have your instances setup (for me, it's H:\Mod Organiser\) it's "<MO Root>\Skyrim Special Edition\Profiles\<profile name>\" It's usually a profile named "Default".

Edited by FoxinTale
Posted (edited)
27 minutes ago, FoxinTale said:

 

I wonder what the modlists involved are. I'm wanting to figure this out myself too..  If you're able to upload a text file, I wrote a little program I can compare modlists (to see what we have in common). Like a text output from MO2 or similar.  Or the plugins.txt. That would be our best shot to see.  If you're on windows, that's in "C:\Users\<username>\AppData\Local\Skyrim Special Edition\".

 

If you're using MO2, from the root folder of wherever you have your instances setup (for me, it's H:\Mod Organiser\) it's "<MO Root>\Skyrim Special Edition\Profiles\<profile name>\" It's usually a profile named "Default".

 

Alright, now that I'm looking at it I installed my SL stuff last, so it's in a bit of a mess at the end of my plugin list, past the bash patch and stuff like that. Not sure that would make a difference though. It's also a massive modlist, theres a ton of room for things to conflict. Either way, I attached it here

plugins.txt

Edited by Tacoguy141
Posted
47 minutes ago, Tacoguy141 said:

 

Alright, now that I'm looking at it I installed my SL stuff last, so it's in a bit of a mess at the end of my plugin list, past the bash patch and stuff like that. Not sure that would make a difference though. It's also a massive modlist, theres a ton of room for things to conflict. Either way, I attached it here

plugins.txt 23.74 kB · 1 download

 

 

There is a limit for how many MCM menus there can be, apparently.  r/skyrimmods post about that here, and a fix which boosts it to 254 lists here. Especially with such a large mod list, it's possible you're hitting that limit.  Though if you already had the mod installed  and are updating it, instead of a fresh, new install and it suddenly vanished I got nothing as to why myself. But if it's a fresh install (as in, first time you've installed this mod) that could be why.  I dunno. Kind of just taking guesses at this point.

 

And if you're curious if there's a mod conflict, here's a file separated into three categories.. First one is what we share, second is what's different from mine, and third is what's different from yours. 

mods.txt

 

Posted
2 hours ago, FoxinTale said:

 

 

There is a limit for how many MCM menus there can be, apparently.  r/skyrimmods post about that here, and a fix which boosts it to 254 lists here. Especially with such a large mod list, it's possible you're hitting that limit.  Though if you already had the mod installed  and are updating it, instead of a fresh, new install and it suddenly vanished I got nothing as to why myself. But if it's a fresh install (as in, first time you've installed this mod) that could be why.  I dunno. Kind of just taking guesses at this point.

 

And if you're curious if there's a mod conflict, here's a file separated into three categories.. First one is what we share, second is what's different from mine, and third is what's different from yours. 

mods.txt 27.76 kB · 2 downloads

 

 

Unfortunately that didn't fix it. I hadn't updated from an old version either, I just found this a couple days ago for the first time. I'm interested to see if more people have the same issue, since a couple others already did. Might trial and error my own plugins for a bit too.

Posted

I've started trying to use this as well, and have also run into the issue where I cannot get it to appear in MCM. I don't think I've run into a plugin limit since I can get other mods to install just fine. 

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