Jump to content

Player gets Necro'd (SLPGN)


Recommended Posts

Posted (edited)

After debugging, I may have found the issue of MCM option missing.

 

@FoxinTale It seems like the ModName property was missing from MCMConfigQuest. Checking the log it shown that the MCM for SLPGN has been initialized and added successfully, but since there is no ModName, it is registered as blank, as shown in screenshot below (and two other mods as example)

 image.png.be1059be54b1a8445e61f3f88807446b.png 

 

After adding the property via SSEEdit, the MCM options shows up again, see below

image.png.44b81c8d8bb5746884aa711af21f9f7a.png

 

 image.png.38d3eb5e7bc920914db84e05c3d6659c.png

 

Edit:

Since I made other changes, I was not sure if this is truly the case, so I did fresh installation and only implement the fix I said in this post.

Can confirm that adding mod name property is working, my other, unsaid changes was not needed.

Edited by LittleWhiteNeko
Posted

I have a same problem with others in ver 2.1.0, mod detected(MCM registered 1 new menu) but MCM menu not appears. pre(2.0.4) ver MCM menu is works in same mod condition however.

Posted (edited)

Unofficial hotfix from me, tried with new save the MCM works. However, I haven't tested main functionality, both old and new functionalities. 

 

You can use this until Foxin come up with their own official fix.

 

SLPGN - v2.1.0 - MCM hotfix.7z

 

Edit: Fix should be up with ver 2.1.1, go check the front page

 

=======


Also, here is a guide if you want to upgrade from 2.0.4 to 2.1.0 without having corrupt save game, using ReSaver:

After you resaved the saved game, you can remove the v2.0.4 and use the 2.1.0 immediately

 

At least it works for my saved game.

 

1. Open ReSaver and load your SkyrimSE save file

2. Follow the instruction in the picture below

3. Deactivate SLPGN v2.0.4 and activate v2.1.0

4. Launch Skyrim, load the saved game, and go get necro'd by a bandit somewhere

 

image.png.2ae7dbc979550aff648271c8334f247f.png 

Edited by LittleWhiteNeko
Posted
10 hours ago, LittleWhiteNeko said:

After debugging, I may have found the issue of MCM option missing.

 

@FoxinTale It seems like the ModName property was missing from MCMConfigQuest. Checking the log it shown that the MCM for SLPGN has been initialized and added successfully, but since there is no ModName, it is registered as blank, as shown in screenshot below (and two other mods as example)

 image.png.be1059be54b1a8445e61f3f88807446b.png 

 

After adding the property via SSEEdit, the MCM options shows up again, see below

image.png.44b81c8d8bb5746884aa711af21f9f7a.png

 

 image.png.38d3eb5e7bc920914db84e05c3d6659c.png

 

Edit:

Since I made other changes, I was not sure if this is truly the case, so I did fresh installation and only implement the fix I said in this post.

Can confirm that adding mod name property is working, my other, unsaid changes was not needed.

I actually did this fix myself and it worked like a charm. Thanks! 

Posted (edited)

The dream for this mod is for it to work with another death alternative mod (such as Mark of Akay on LL

 

 

 

which leaves behind a player corpse, so after respawning and returning to body to get gear back, she can either wait til a crowd finishes having their fun, or interupt them and chance failing and leaving behind a second body to run back for and double their fun in the mean time.

Edited by R34x
Posted (edited)
1 hour ago, R34x said:

The dream for this mod is for it to work with another death alternative mod (such as Mark of Akay on LL

 

 

 

which leaves behind a player corpse, so after respawning and returning to body to get gear back, she can either wait til a crowd finishes having their fun, or interupt them and chance failing and leaving behind a second body to run back for and double their fun in the mean time.

Oooh, this is exactly what I had in mind too for a long time. Nice idea

Edited by LittleWhiteNeko
Posted

 

2 hours ago, R34x said:

The dream for this mod is for it to work with another death alternative mod (such as Mark of Akay on LL

 

 

 

which leaves behind a player corpse, so after respawning and returning to body to get gear back, she can either wait til a crowd finishes having their fun, or interupt them and chance failing and leaving behind a second body to run back for and double their fun in the mean time.

 

 

As much as I love this idea too, I'm not sure if I have a deep enough understanding of quests and scripting to make it compatible. However, I was considering implementing like a very basic version...To come back to life (after dying) a black soul gem or dragon soul is required. (option in MCM of course). Though compatibility alone with that mod may negate- no, it'll still be worth implementing for those who may not want to use it. 

 

Hm...I'd be down with this if a way could be figured out how to make it work well with this mod, or flat out partial integration of similar features. I dunno.

Posted
3 hours ago, Old saltedfish said:

Will there be content that players are revived by mages with spells and used as slaves in the future? I thought it would be fun

 

There are at least plans for implementing some kind of revival / resurrection if killed by or around a necromancer, the necromancer can bring the character back, but it just ends there.

I'm not sure how to make it go further. While both ideas are nice, put simply I don't know enough about modding to go further than that, unless I can utilise or add compatibility with another mod that adds this functionality. 

Posted
19 hours ago, FoxinTale said:

 

 

 

As much as I love this idea too, I'm not sure if I have a deep enough understanding of quests and scripting to make it compatible. However, I was considering implementing like a very basic version...To come back to life (after dying) a black soul gem or dragon soul is required. (option in MCM of course). Though compatibility alone with that mod may negate- no, it'll still be worth implementing for those who may not want to use it. 

 

Hm...I'd be down with this if a way could be figured out how to make it work well with this mod, or flat out partial integration of similar features. I dunno.

 

With new mods geared towards improved mod creation like the ones Powerofthree and others have been adding, hopefully some day something will come along to make implementing something like that integration much easier using new tools. Anything to possibly get the kink of this mod without actually killing the player every time so the game can continue would be great, so multiple levels of procs I guess, where true game over with death cam happens, or fake deaths with bleedouts or blackscreens, But your idea sounds great too, will be keeping an eye out, thanks!

Posted

I've downloaded a few different versions of this mod and every time I die my hair disappears and the death cam gets real choppy and framey lol. I'm assuming it's a mod conflict that I'll have to figure out, but commenting here in the off chance this has happened to someone else before

Posted (edited)

Thought I'd share this here, it's fully compatible even tho some of the furniture will not "kill you" but decapitations work using a fake head and if you set to not strip in SexLab your head will be off during the animations it works flawlessly for me I don't use the sexed back to life option but you reverse the process and you get your head back. I'll share some screenshot later. 

Edited by Lebleuh8r
Posted
7 hours ago, Lebleuh8r said:

Thought I'd share this here, it's fully compatible even tho some of the furniture will not "kill you" but decapitations work using a fake head and if you set to not strip in SexLab your head will be off during the animations it works flawlessly for me I don't use the sexed back to life option but you reverse the process and you get your head back. I'll share some screenshot later. 

 

I'm aware of this mod, and, actually.. I  have plans for a "bad end" implementation where the aggressors hang the player's body up as a decoration piece and I've strongly considered using furniture from that mod.  I've also looked into the "fake head" way that this uses. It did not seem to work unfortunately, but this was on a non-standard race (CaN race with extended skeleton) Perhaps I should test it again with a "base game" race. hmmm..

Posted (edited)
2 hours ago, FoxinTale said:

 

I'm aware of this mod, and, actually.. I  have plans for a "bad end" implementation where the aggressors hang the player's body up as a decoration piece and I've strongly considered using furniture from that mod.  I've also looked into the "fake head" way that this uses. It did not seem to work unfortunately, but this was on a non-standard race (CaN race with extended skeleton) Perhaps I should test it again with a "base game" race. hmmm..

Tested on a new save with 3BA

 

sorry for the lower quality screenshot steam is ass.

 

Spoiler

20221210133311_1.jpg

 

 

Spoiler

20221210133508_1.jpg

 

 

Spoiler

20221210133655_1.jpg

 

 

Spoiler

20221210133717_1.jpg

 

 

EDIT: I also want to share this clothing mod here for 3BA

https://arca.live/b/tullius/56516330?target=all&keyword=Gamby&p=1

Direct link: https://mega.nz/file/quJWRRaC#UxcXsztV2dzuH4SqJKRJ_R7m4YlgOdAV7L4g13U0Gxg

Spoiler

20221210134743_1.jpg.c7e89c9fa8ebdfbc18367eb1f4e82a19.jpg

 

Edited by Lebleuh8r
Missing information
Posted

got the MCM working, thanks for the fix!

2 new questions.

If Ive set chance to 100% and creatures to 100%, why would I not be getting any scenes?  Log attached

 

And can you make a patch for Yamete kudesai?  I'm getting killed and going ragdoll, but that mod kicks in sometimes as per my defeat settings and starts strugging to escape, even though shes dead.

 

Posted
43 minutes ago, no_way said:

got the MCM working, thanks for the fix!

2 new questions.

If Ive set chance to 100% and creatures to 100%, why would I not be getting any scenes?  Log attached

 

And can you make a patch for Yamete kudesai?  I'm getting killed and going ragdoll, but that mod kicks in sometimes as per my defeat settings and starts strugging to escape, even though shes dead.

 

 

Make sure Creatures is enabled in Sexlab itself. (Will probably play regular creature animations) Also I would suggest turning on combat necro in this mods settings. Sometimes it does a funny and breaks if that isn't enabled. 

I have no idea what Yamete is... If you could find a link, that'd be great. Even if it's on here, sometimes the search feature doesn't want to search.

Posted
5 minutes ago, FoxinTale said:

 

Make sure Creatures is enabled in Sexlab itself. (Will probably play regular creature animations) Also I would suggest turning on combat necro in this mods settings. Sometimes it does a funny and breaks if that isn't enabled. 

I have no idea what Yamete is... If you could find a link, that'd be great. Even if it's on here, sometimes the search feature doesn't want to search.

Ill go try the combat necro thanks

 

 

Posted
12 minutes ago, FoxinTale said:

 

Make sure Creatures is enabled in Sexlab itself. (Will probably play regular creature animations) Also I would suggest turning on combat necro in this mods settings. Sometimes it does a funny and breaks if that isn't enabled. 

 

Yeah crap it was already on.  And creature anims work fine outside of SLPGN

Posted
5 minutes ago, no_way said:

Yeah crap it was already on.  And creature anims work fine outside of SLPGN

This version is broken for me too even with the same settings, downgraded to 2.0.4 and it worked. Something broke with the update I'm assuming?

Posted

This mod works good for me except one thing. After my player gets necro'd, the player gets necro'd again after 20 seconds and it repeats every time. I have set multiple chance to 0 but it is still repeating.

 

Posted
1 hour ago, ItsPrivate said:

This mod works good for me except one thing. After my player gets necro'd, the player gets necro'd again after 20 seconds and it repeats every time. I have set multiple chance to 0 but it is still repeating.

 

Multi chance = Group

Necro chance is what you are looking for.

Posted (edited)

It seems like when necro scene begins while I enabled 'Old Resurrection' on, My 'powers'(Perks I'm having, which appears when pressed P) currently enabled are all gone.

And while 'Old Resurrection' disabled, actors tend to float in the air(Which is a known issue) and sometimes the scene ends immediately.

Strange, I've not been using old resurrection method before v 2.1.0 because floating issues rarely or never happened.

Anyways, I suppose the 'instant scene interruption' is caused by follower necro option, because the actor trying to necro the player just disappears and move to necro some dead actor (He or she has nothing to do with player... the aggressor and victim are not follower of mine) after few moments the scene starts and It leads to player's necro scene stop.

Well, I tested more, and the scene ends immediately even when 'handle follower' is off. But It only happens when floating necro starts.

 

And this is a different issue, sometimes necro scene doesn't start, even if there are a lot of hostile npcs around me. Mid-combat or not, doesn't matter.

For this problem... I think It's because of creature necro option, after a long time (more than a minute) a chicken suddenly approaches player's dead body, and many, many bandits standing right next to my corpse just try to keep ignoring me lol

But I'm not 100% sure this is the reason... I always bring my horse and he does sometimes use the body, but sometimes he doesn't.

I have necro chance 100%, and creature chance 100%, scan start 10s and end 20s in MCM

Edited by lollipop0000
Posted (edited)
9 hours ago, lollipop0000 said:

and move to necro some dead actor (He or she has nothing to do with player... the aggressor and victim are not follower of mine)

The part of random dead NPC get necroed while not being your follower is actually a scenario that can happen, because I code it to include all NPC that can be recruited into your follower (Potential Follower Faction).

 

I made it that way because when the player dies, the mod will force the current followers you have to leave your service, which will remove their Protection flag (by default follower will be protected when following player), and in my case there are always inconsistencies whenever the followers get dismissed, sometimes they kept being in "Dismissed Follower Faction", sometimes the faction is just gone. The only one that stays with dismissed followers is the Potential Follower Faction, so I opted to use it.

 

So, yeah, this will make anyone within Potential Follower Faction eligible for follower necro even if they never been your follower.

 

Plan to rework this messy implementation of a code, but haven't got any idea yet. Probably killing current followers as soon as player dies, which will have to bypass Protected and Essential flag, therefore the followers does not need to be dismissed and will still be in Current Follower Faction

Edited by LittleWhiteNeko

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...