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Posted

When i 1st tried the mod, upon being resurrected by necromancer, there was proper regular reanimation animation, but now when necromancer casts the spell, 1st nothing happens for a bit except for visual effects, then pc gets up using regular get up animation. I'm a bit confused as in which way is intended and if what happened 1st time was a bug or was changed. I would love to have an option for it, i much prefer the default reanimation motion to the regular get up animation.

Posted
7 hours ago, Alex749 said:

But one thing i do think would work is some kind of decay whit the PC body if no enemies pick it up, die alone in some abandoned house/ruin/cave and the body rots away.

 

If that happens in the wood maybe a tree/grass/plants/bark/flowers start to grow on the body, or bugs start to eat it.   

 

Or maybe a enemy knock PC out and put a tree seed and watch it grow troth the body in to the ground, just ideas for you.

 

That might be possible but needs some experimentation.  I have dove deep into NiOverride, which is part of RaceMenu and it can do some of that, at least like the skin colour changing corresponding with decay. I'm not sure how we would go about detecting the passage of time. though.

 

I know there is a mod that does a similar thing for animals (I think it is called something like "immersive decay"). May be able to look into how that works.

Posted
5 hours ago, stop1 said:

When i 1st tried the mod, upon being resurrected by necromancer, there was proper regular reanimation animation, but now when necromancer casts the spell, 1st nothing happens for a bit except for visual effects, then pc gets up using regular get up animation. I'm a bit confused as in which way is intended and if what happened 1st time was a bug or was changed. I would love to have an option for it, i much prefer the default reanimation motion to the regular get up animation.

Most likely the necromancer for some reason only Akatosh know missed his spell on an unmoving dead player. The normal resurrection is there as a backup in case that happen.

 

Usually it happens when player is on water or is obstructed by something. Sometimes it can even hit another npc too and will cause even more silliness.

 

5 hours ago, FoxinTale said:

 

That might be possible but needs some experimentation.  I have dove deep into NiOverride, which is part of RaceMenu and it can do some of that, at least like the skin colour changing corresponding with decay. I'm not sure how we would go about detecting the passage of time. though.

 

I know there is a mod that does a similar thing for animals (I think it is called something like "immersive decay"). May be able to look into how that works.

Immersive Death Cycle - https://www.nexusmods.com/skyrimspecialedition/mods/97048

As for detecting how long the actor has died, perhaps you can use PO3's Actor Script - GetTimeDead

image.png.e0ee3229594f1ddc332caa9b96ed5b4c.png

 

For PDA case, can just "skip time" (fade to black and fade out again) if there is no possible aggressor with the player already decaying

Posted (edited)
2 hours ago, LittleWhiteNeko said:

Most likely the necromancer for some reason only Akatosh know missed his spell on an unmoving dead player. The normal resurrection is there as a backup in case that happen.

 

Usually it happens when player is on water or is obstructed by something. Sometimes it can even hit another npc too and will cause even more silliness.

Hm, i'm pretty sure i wasn't obstructed by anything, i saw the spell projectile hit my corpse properly but still didn't get the proper reanimation motion.

Edit: Found the reason, so i have a mod that automatically activates free camera mode on death and somehow free camera mode prevents reanimation motion from playing. Skyrim really be strange sometimes.

Edited by stop1
Posted

PSA for PDA decapitation handling causes crashes in Anniversary Edition

For crashes in AE that happen after some time after player is decapitated, the main cause is because of outdated ConsoleUtil SSE that was pinned in the mod description. Use ConsoleUtil SSE NG instead.

 

2 hours ago, stop1 said:

Hm, i'm pretty sure i wasn't obstructed by anything, i saw the spell projectile hit my corpse properly but still didn't get the proper reanimation motion.

Edit: Found the reason, so i have a mod that automatically activates free camera mode on death and somehow free camera mode prevents reanimation motion from playing. Skyrim really be strange sometimes.

Oh yeah free cam can cause that, true. It also messes up with one of my upcoming feature but not really matter that much.

Posted

The decapitated head NPC in the Hired thug quest seems to use the Guro outfit's Raw Neck Outfit, which will undress before the scene and return to normal full body depending on Sexlab's undressing settings.

I don't know if it is possible, but it would be nice if this mod could control the Guro Outfit as the non-target of undressing.

 

Also, most animation sets do not have a blowjob animation with a Necro tag, so you would need to tag the appropriate animation using SLATE or something similar to achieve the raw head blowjob.
 

Posted
Am 17.08.2024 um 10:22 Uhr sagte Coronelwirs:

Da ich neue Ideen brauchte, habe ich mir ein paar ausgedacht.

Das erste ist Aggression gegen einen Gefährten. Wenn er oder sie dich tötet, passiert Folgendes: Wenn du über dem Körper stehst, sagt man, dass Dovakin nicht zu stark ist, aber ihren Körper zu ficken ist eine ziemlich gute Sache. Nach der Unterhaltung werden Sie zum Standort des Hauses in Whiterun gebracht. (Wichtig: Dieses Skript funktioniert nur mit Gefährten in Whiterun, Janessa, Ulgerd, Lydia) Letzterer kann Jarl Balgruf auch Dovakins Körper präsentieren, damit dieser ihn als Trophäe neben seinen Thron hängen kann.

Die zweite Idee besteht höchstwahrscheinlich darin, dass ich mich selbst übertreibe, da ich zusätzlich zum Bürgerkrieg, in den LittleWhiteNeko bereits verwickelt ist, vorschlage, die örtlichen Stadtwächter einzubeziehen.

Je nach Stadt passieren unterschiedliche Dinge mit Dovakins Körper. In Riften werden sie neben Angelruten aufgehängt, in Einsamkeit werden sie in der Nähe der Burg mit der Aufschrift „Ulfrics Spion“ aufgehängt. In Windhelm auf einem Sockel mit Aufspießen benötigen Sie einen Slavetats-Mod und auf dem Körper befindet sich eine Inschrift: Imperial Spy. Tatsächlich ist dies ein Hinweis auf den Bürgerkrieg. In Markarth wird der Körper auf einen Berg aus Silber geworfen und sollte mit Blut bedeckt sein.

Winterhold: Oh, hier wird uns die Zauberschule helfen, die Dovakins Körper für ihre schmutzigen Experimente verwenden wird, aber auch, um Anfängern die Magie der Zerstörung usw. beizubringen.

Unabhängig davon der Vorrang: Die Fraktion The Companions, nun, es ist wahrscheinlich kein Geheimnis, dass das Interessanteste an Dovakins Körper die Mitglieder des Kreises sein werden, die Werwölfe. Nach der Fertigstellung wird ihr Körper vor den Toren des Silver Blood-Außenpostens, der Festung, zurückgelassen, was auch immer.

Die interessanteste Idee ist meiner Meinung nach Serana. Sie fragen sich vielleicht, was sie damit zu tun hat? Ich bin mir ziemlich sicher, dass jeder einen Serana Add-don-Mod fĂĽr sie hat. Sie wissen also, dass dieser Mod Ihnen eine vollwertige Liebeslinie mit ihr bietet. Serana ist also eine Nekromantin, genau wie jeder Vampir.

Nachdem sie Dovakin getötet hat, der sie angegriffen hat, wird sie sagen, dass es ihr sehr leid tut, aber unser Körper wird ihr für sexuelle Freuden nützlich sein.

 

Bitte bewerten, unterstĂĽtzen, vorschlagen, kritisieren.

 

If you use the mod group "Serana dead sexy" - you don't even need to attack Serana to be killed by her... that happens "accidentally" often enough.


The mod author has now created an internal "escape route" for the player -> when the bleeding starts, you are rescued by a "pack" of succubi and taken to their hideout... and revived.


This is where you can start in terms of content - that this rescue didn't work 100% - that would then correspond to her idea in which Serana is in the role of the necromancer.


Serana's personality is split anyway - this romantic relationship with a living prey animal called "dragon blood"... that can also backfire badly.

 

Another approach would be to enter the soul grave - where Serana makes the player (if you are playing on the side of the "vampire hunters") a generous offer -> "I will make you a vampire lord - because I am of pure blood"

 

Yes - you can turn this down and part of the soul power goes into a crystal (soul stone) ... I'll go on here:

Serana is angry because her offer (vampire lord) has been turned down ... and manipulates this soul stone ritual in such a way ... that the player becomes her mindless (undead) sex doll ... his free will is locked in the crystal that Serana wears around her neck as a trophy.


If the player is female, you can also include the "Bimbo of Skyrim" mod here ... the player is also physically "optimized" for her existence as a sex doll

Posted
1 hour ago, Miauzi said:

 

If you use the mod group "Serana dead sexy" - you don't even need to attack Serana to be killed by her... that happens "accidentally" often enough.


The mod author has now created an internal "escape route" for the player -> when the bleeding starts, you are rescued by a "pack" of succubi and taken to their hideout... and revived.


This is where you can start in terms of content - that this rescue didn't work 100% - that would then correspond to her idea in which Serana is in the role of the necromancer.


Serana's personality is split anyway - this romantic relationship with a living prey animal called "dragon blood"... that can also backfire badly.

 

Another approach would be to enter the soul grave - where Serana makes the player (if you are playing on the side of the "vampire hunters") a generous offer -> "I will make you a vampire lord - because I am of pure blood"

 

Yes - you can turn this down and part of the soul power goes into a crystal (soul stone) ... I'll go on here:

Serana is angry because her offer (vampire lord) has been turned down ... and manipulates this soul stone ritual in such a way ... that the player becomes her mindless (undead) sex doll ... his free will is locked in the crystal that Serana wears around her neck as a trophy.


If the player is female, you can also include the "Bimbo of Skyrim" mod here ... the player is also physically "optimized" for her existence as a sex doll

Holy shit. I thought a lot about playing this mod, but I didn't even expect it to be so variable. It suits me, what you described is extremely tempting.

I'm sorry, I didn't read the links, I don't know german

Posted
Vor 2 Stunden sagte Coronelwirs:

Heilige Scheiße. Ich habe viel darüber nachgedacht, diesen Mod zu spielen, aber ich hätte nicht einmal erwartet, dass er so variabel sein würde. Es passt zu mir, was Sie beschrieben haben, ist äußerst verlockend.

Es tut mir leid, ich habe die Links nicht gelesen, ich kann kein Deutsch

 

The links lead to blog stories ... and at the end of each chapter there is an English translation

Posted
4 hours ago, Skyrim_WGuard said:

The decapitated head NPC in the Hired thug quest seems to use the Guro outfit's Raw Neck Outfit, which will undress before the scene and return to normal full body depending on Sexlab's undressing settings.

I don't know if it is possible, but it would be nice if this mod could control the Guro Outfit as the non-target of undressing.

 

Also, most animation sets do not have a blowjob animation with a Necro tag, so you would need to tag the appropriate animation using SLATE or something similar to achieve the raw head blowjob.
 

I don't know which version I implemented it but what you requested is already done in the latest upcoming version. All equipment from GuroOutfit will have the keyword for no sexlab stripping upon necro start.

 

 

Posted
3 hours ago, Nymra said:

what do you mean with "Naked Defeat

  • Constant knockback may cause alignment issues.

when the whipping happens?

Whenever i have this mod installed before, periodically the player will get knocked back after getting up post death/resurrection.

I believe the one that causing it is the RagdollGetUpScan() from nade_configquest_scr in line 71

 

Though I have never tested PDA with Naked Defeat before, I first noticed the interaction happening in SLPGN, but SLPGN and PDA are mostly doing the same thing,

Posted
3 minutes ago, LittleWhiteNeko said:

Whenever i have this mod installed before, periodically the player will get knocked back after getting up post death/resurrection.

I believe the one that causing it is the RagdollGetUpScan() from nade_configquest_scr in line 71

 

Though I have never tested PDA with Naked Defeat before, I first noticed the interaction happening in SLPGN, but SLPGN and PDA are mostly doing the same thing,

 

ah, ok I see.

 

strange tho, this stuff should only happen when ragdolling. 
Does this mod use ragdoll? 

 

I m not opposed to maximizing compatility of naked defeat, I just cannot test this myself.

But in theory, if you want something to be disabled on the Naked Defeat side for the duration of your scenario, you can send me a mod simple event if you like.

 

 

 

 

Posted (edited)

New Version update 2.1.1

 

Mostly bug fixes, and hopefully more stable in AE... At this point AE is the bane of this mod existence.

 

Next thing I'd like to do is Acheron (and maybe Naked Defeat) compatibility, and then onto new contents

 

9 minutes ago, Nymra said:

 

ah, ok I see.

 

strange tho, this stuff should only happen when ragdolling. 
Does this mod use ragdoll? 

 

I m not opposed to maximizing compatility of naked defeat, I just cannot test this myself.

But in theory, if you want something to be disabled on the Naked Defeat side for the duration of your scenario, you can send me a mod simple event if you like.

 

 

This mod (and SLPGN) resurrect the players and npcs using:

victim.SetUnconscious(true)
victim.ResetHealthAndLimbs()
victim.SetUnconscious(false)
victim.PushActorAway(victim, 1)

The reason for this decision is because this method do not cause crash when decapitated. Normal resurrection will crash. Perhaps it does counts as ragdolling.

 

And yeah I'd like to make this mod as compatible as possible with a lot of defeat mods, since this mod is not a defeat mod replacer but to fill in the gap where player died instead of knocked out.

Edited by LittleWhiteNeko
Posted
2 minutes ago, LittleWhiteNeko said:

New Version update 2.1.1

 

Mostly bug fixes, and hopefully more stable in AE... At this point AE is the bane of this mod existence.

 

Next thing I'd like to do is Acheron (and maybe Naked Defeat) compatibility, and then onto new contents

 

This mod (and SLPGN) resurrect the players and npcs using:

victim.SetUnconscious(true)
victim.ResetHealthAndLimbs()
victim.SetUnconscious(false)
victim.PushActorAway(victim, 1)

The reason for this decision is because this method do not cause crash when decapitated. Normal resurrection will crash. Perhaps it does counts as ragdolling.

 

And yeah I'd like to make this mod as compatible as possible with a lot of defeat mods, since this mod is not a defeat mod replacer but to fill in the gap where player died instead of knocked out.

 

I think Pushactoraway is causing the ragdoll, then triggering maybe the get up method from Naked Defeat. 

 

if you add somethink like:

 

SendModevent("PDAstart") 

when your mod begins (beforeany of the above happens)

and a SendModevent("PDAend") when your scripts/quests are done, I can listen to those events and disable the "Ragdoll Fix" in Naked Defeat in the meantime (or any other feature that is incompatible). 

Posted (edited)
7 minutes ago, Nymra said:

 

I think Pushactoraway is causing the ragdoll, then triggering maybe the get up method from Naked Defeat. 

 

if you add somethink like:

 

SendModevent("PDAstart") 

when your mod begins (beforeany of the above happens)

and a SendModevent("PDAend") when your scripts/quests are done, I can listen to those events and disable the "Ragdoll Fix" in Naked Defeat in the meantime (or any other feature that is incompatible). 

Sure, that'd be great. I can send the PDAStart ModEvent just after the mod start and before resurrection/ragdoll.

 

PDAEnd is not really needed since this mod do not have continuity after the events, players are supposed to either watch the aftermath or load their saved game after all the events are done. Though there may be such functionality in the future if people really, really wants to continue playing even though there are severe risk of bugs/glitches especially after decapitation.

 

Though I think the ModEvent name can be changed to something else in case other mods have the same incompatibility. SLPGN for example, and is actually the one I confirmed has the bug.

 

And thank you for the offer to help with the compatibility. I used to enjoy Naked Defeat but unable anymore ever since I found out that it is kinda incompatible with SLPGN/PDA.

Edited by LittleWhiteNeko
Posted
29 minutes ago, LittleWhiteNeko said:

Sure, that'd be great. I can send the PDAStart ModEvent just after the mod start and before resurrection/ragdoll.

 

PDAEnd is not really needed since this mod do not have continuity after the events, players are supposed to either watch the aftermath or load their saved game after all the events are done. Though there may be such functionality in the future if people really, really wants to continue playing even though there are severe risk of bugs/glitches especially after decapitation.

 

nice.

and yeah, the decaptitation seems like a problem :D
can it not be reverted?

 

29 minutes ago, LittleWhiteNeko said:

 

Though I think the ModEvent name can be changed to something else in case other mods have the same incompatibility. SLPGN for example, and is actually the one I confirmed has the bug.

 

And thank you for the offer to help with the compatibility. I used to enjoy Naked Defeat but unable anymore ever since I found out that it is kinda incompatible with SLPGN/PDA.

 

I also work on Death/Execution outcomes for Naked Defeat. 
I want gallows, torture and maybe I even get the game to perform killmoves on the PC (would be soooo awesome).

 

I use special clothing from Bikini Armor for mutilations (a suit that looks like the PC is amputated). 
I wondered if something like that exists for the player head (making it invisible basically).

 

I like continuity, so I send the PC to an "afterlife scenario" after "death", where there is some demon torture until he is brought back to skyrim in a city/wilderness.

Its in the latest version. Just fall from a high cliff and it triggers ^^

Posted (edited)
30 minutes ago, Nymra said:

can it not be reverted?

Not from what I know so far. I can make it looks like there was never any decapitation, but upon resurrecting the player, it is clear that the player is still considered decapitated by the game. How? Because my game crashed lol.

 

Idk what it may cause in the future if I keep playing afterward after death.

 

30 minutes ago, Nymra said:

I also work on Death/Execution outcomes for Naked Defeat. 
I want gallows, torture and maybe I even get the game to perform killmoves on the PC (would be soooo awesome).

 

I use special clothing from Bikini Armor for mutilations (a suit that looks like the PC is amputated). 
I wondered if something like that exists for the player head (making it invisible basically).

 

I like continuity, so I send the PC to an "afterlife scenario" after "death", where there is some demon torture until he is brought back to skyrim in a city/wilderness.

Its in the latest version. Just fall from a high cliff and it triggers ^^

Oh nice, I look forward to them. Though if you want continuity, I'd suggest avoid using actual death, that means avoiding killmoves and use only fake death (bleedout into unconscious/paralyze). I do not use Fake Death because I want this mod to be compatible with defeat mods. Let me handle the hard part of dealing with player death lol.

Although if you are confident that normal death into resurrection wont cause issue, then go ahead, and do let me know about it :D

 

As for decapitation, you can use GuroOutfit, which is what this mod uses. GuroNeck will hide the entire head, while GuroHead will hide the entire body. I duplicate the player/npc and make them wore the GuroHead to produce an illusion of a decapitated head, while restoring the player actual head into the body by removing the in-game decapitated neck (000DB5D0), and optionally by sexchanging the actor twice. 

 

From what I see from my experiments, SexChanging the actor twice will reattach the head, while removing the decap neck will allow the actor to wear headgear again, therefore allowing the head appearance/gears to be altered. Just remember that Sexchanging twice do not restore the head, it just reattach it but afaik the player is still considered decapitated.

Edited by LittleWhiteNeko
Posted

Not a big deal but I noticed that when I get to the decap ending with the head on a spike, that the mouth isn't completely aligned with the spike, with abit of the spike sticking out near the chin/throat. It could just be different models not fully aligning with the animation but my model aligns perfectly with the Pama's impaler device. Also is it possible to have more than one head on a spike pose like how the body has multiple poses as well? Like just a neutral head on a spike without it going through the throat will also make alignment easier and the face can be seen easier.

Posted

Guys i desperately need help with this mod

Whenever the first stage after death ends(necro] there are 3 options, sell, impale or hang corpse, only sell works yet the other two dont

I tried everything, installed every requirement, loaded the animations through fnis multiple times, registered zaz animations in mcm and still no results

when i go to pamtestzone, everything works without issues

 

Posted

YOOO thx for the wonderful mod and the updates! 

I do regret to report that it is still not working for me. When the player gets killed by bandits, they gather around to strip, the narrative box pops up, and then nothing happens. My character stands back up after a short while with full health. In the console it says something like:

 

validate actor: bandit ---true---miss

anim cache: necro, guro, snuff --- false

using slot 0

anim cache cleared

 

Basically, same as when I ran PDA 2.0. In the bandit scene, nothing happens other than plain death and stripping (but in 2.1.1 armors other than the body armor are also stripped off, which I assume is progress?). I haven't tested the thug scene for 2.1.1 since that's not really convenient for new saves, the spawned thugs are different from the real hired ones anyway; The thug scene did not work for 2.0 but my character was equipped with Toast's head, so an out-of-blue-'decap'. The necromancer scene is fully functional throughout.

 

I thought it might be a problem for SL to pick out the tags, since the necromancer scene does not use these tags. But then, bandit scene is still not working after I lifted the tag requirement in PDA's MCM, and it says the same thing in the console except that the actor line is now "---true---hit". Also, SPLGN is working fine and picking out the necro anims. 

 

Could you help me figure out what the problem would be?

 

I am on SSE, and all the requirements are there. I have installed the SPLGN but turned it off when testing PDA. I use SL v163b. I have checked that the toast anims are registered and enabled. 

 

 

Posted
5 hours ago, urmomgey said:

Guys i desperately need help with this mod

Whenever the first stage after death ends(necro] there are 3 options, sell, impale or hang corpse, only sell works yet the other two dont

I tried everything, installed every requirement, loaded the animations through fnis multiple times, registered zaz animations in mcm and still no results

when i go to pamtestzone, everything works without issues

 

Something similar happened to me when i installed. It turned out i had downloaded toast's SLAL instead of toast's poses. idk if i'm talking about the same thing as you or not.

Posted
7 hours ago, ray314 said:

Not a big deal but I noticed that when I get to the decap ending with the head on a spike, that the mouth isn't completely aligned with the spike, with abit of the spike sticking out near the chin/throat. It could just be different models not fully aligning with the animation but my model aligns perfectly with the Pama's impaler device. Also is it possible to have more than one head on a spike pose like how the body has multiple poses as well? Like just a neutral head on a spike without it going through the throat will also make alignment easier and the face can be seen easier.

I think I have seen said spike before. I need to check out Toast's works again and see if I can use more of it. As for alignment issues, I can take a look at it but I cant promise much.

 

7 hours ago, urmomgey said:

Guys i desperately need help with this mod

Whenever the first stage after death ends(necro] there are 3 options, sell, impale or hang corpse, only sell works yet the other two dont

I tried everything, installed every requirement, loaded the animations through fnis multiple times, registered zaz animations in mcm and still no results

when i go to pamtestzone, everything works without issues

 

try what @BobBobsonxD said first and see if that works out. Impale do not use Pama furniture, while Hanging uses a modified version of Pama's gallow.

 

3 hours ago, Opener1 said:

YOOO thx for the wonderful mod and the updates! 

I do regret to report that it is still not working for me. When the player gets killed by bandits, they gather around to strip, the narrative box pops up, and then nothing happens. My character stands back up after a short while with full health. In the console it says something like:

 

validate actor: bandit ---true---miss

anim cache: necro, guro, snuff --- false

using slot 0

anim cache cleared

 

Basically, same as when I ran PDA 2.0. In the bandit scene, nothing happens other than plain death and stripping (but in 2.1.1 armors other than the body armor are also stripped off, which I assume is progress?). I haven't tested the thug scene for 2.1.1 since that's not really convenient for new saves, the spawned thugs are different from the real hired ones anyway; The thug scene did not work for 2.0 but my character was equipped with Toast's head, so an out-of-blue-'decap'. The necromancer scene is fully functional throughout.

 

I thought it might be a problem for SL to pick out the tags, since the necromancer scene does not use these tags. But then, bandit scene is still not working after I lifted the tag requirement in PDA's MCM, and it says the same thing in the console except that the actor line is now "---true---hit". Also, SPLGN is working fine and picking out the necro anims. 

 

Could you help me figure out what the problem would be?

 

I am on SSE, and all the requirements are there. I have installed the SPLGN but turned it off when testing PDA. I use SL v163b. I have checked that the toast anims are registered and enabled. 

 

 

Quite hard to figure out where it went wrong. If the necro scene cannot be run, the player is supposed to be killed on the spot again. And no animations installed should be fine as well since the mod will fallback to Aggressive animation instead and SexLab already have built in Aggressive animations.

 

As for the thugs spawned from MCM, it does works, it is just that they will have slightly different dialogues and have to be punched in the face first to start the combat.

 

And you dont need to turn off SLPGN, it will automatically be turned off if the mod finds the killer is valid for PDA. 

Posted
24 minutes ago, LittleWhiteNeko said:

I think I have seen said spike before. I need to check out Toast's works again and see if I can use more of it. As for alignment issues, I can take a look at it but I cant promise much.

 

try what @BobBobsonxD said first and see if that works out. Impale do not use Pama furniture, while Hanging uses a modified version of Pama's gallow.

 

Quite hard to figure out where it went wrong. If the necro scene cannot be run, the player is supposed to be killed on the spot again. And no animations installed should be fine as well since the mod will fallback to Aggressive animation instead and SexLab already have built in Aggressive animations.

 

As for the thugs spawned from MCM, it does works, it is just that they will have slightly different dialogues and have to be punched in the face first to start the combat.

 

And you dont need to turn off SLPGN, it will automatically be turned off if the mod finds the killer is valid for PDA. 

Thx, just got terribly crashed when trying to fix it, gonna re-install everything and see if it works lol

Posted (edited)
4 hours ago, BobBobsonxD said:

Something similar happened to me when i installed. It turned out i had downloaded toast's SLAL instead of toast's poses. idk if i'm talking about the same thing as you or not.

The thing is i have both toast slal and toast poses installed...

i downloaded every requirement mod's requirements aswell, no success 

there are no conflicts aswell

Edited by urmomgey

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