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Posted
14 hours ago, LittleWhiteNeko said:

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.

 

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.

 

 

very interesting :D

will keep you updated with my findings if I have any.

 

On a sidenote: I was asked for this mod to be made compatible with Naked Defeat, but I can also add this mod as an outcome.

 

In this case we need compatibility and then I could add an outcome to my Mod that sends the Player to your mod via modevent and I add a percent slider that allows ppl to determine how likely they will end up in pieces ^^

 

My mod has three main entrance points:

- Bleedout (sets PC immortality true)

- Critical Hit (a hit detected in combat that starts a forced surrender), this happens without reaching 0 hp 

- Surrender (player surrenders via hotkey)

 

some rare cases are drinking potions/falling/traps, but those all keep the PC alive.

 

 

Posted

Heads up, this mod can't be uninstalled mid game. I found myself stuck with the Essential status and unable to die, so I tried disabling some mods to see if that would fix it and removing this one corrupted my save

Posted

Can I directly update to 2.1.1? Back in 2.0.0 it used to be stuck at chopping block setup, and "give up your life" options does nothing at all---the bandits just stood there. Now with 2.1.1 the "cling to your life" route is broken too. The undressing never happens. Playing on 1.5.97. Can't think of any interfering mods, except maybe Dismembering Framework, FEC and Maximum Carnage.

Posted

hi. i believe this mod is incompatible with the mod called poise, more likely due to the stagger thing it does. 

 

with poise you get some weird stuff in how the body behaves but ultimatly the ending be it the impalement or hanging does not trigger 

 

so you might want to add poise to you incompatibility list

Posted

I'm now getting a problem where the sexlab animations aren't starting after death after updating this mod. Both necromancer and bandits are doing this. Tried going back to the older version and it worked fine(or that part did at least). Not sure whats causing this since all animations were working before. They dialogue still happens but the character doesn't get up and the animations don't start.

Posted (edited)

@LittleWhiteNekoSo many thanks for your hardworking in this mod. I want to report my issues I met:

In 2.1.1 so many bugs are fixed, but still I got ctd in merchant end. I checked the clash log and GPT told me 'Legacy of the Dragonborn' may be imcompatible with PDA. Sincerely I wish this bug can be fixed.

The hostile mages (not necromancer) can also trigger dead-servant scenes, but after they revive me, they instantly killed me. Is it normal? OR it's other mods that interrupted PDA?

And when I use SLPGN and activate 'Creature Necro', sometimes PDA are on working but suddenly some Creatures let out its desires on my body, that's not 'immersive' at all and PDA get stuck . When I stop scenario recently and forced scene again, my body flew in sky and fell down, this situation came from  1.0.0 to 2.1.1,it always exists (but not really often)

In 1.0.0 the stripping works normally but 2.1.1 it doesn't work, bandits or thugs just strip my weapon but no clothes, necromancer scene works norally.

Sorry for my bad English again. Here is part of my crash log:

Spoiler

Unhandled native exception occurred at 0x7FF64CA16FC8 (SkyrimSE.exe+406FC8) on thread 7940!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 30 Aug 2024 00:59:22.163

 

Possible relevant objects (14)
{
  [   0]    TESObjectACTI(Name: `??????????????????`, FormId: 1158FE70, File: `LegacyoftheDragonborn.esm`)
  [   0]    TESObjectREFR(FormId: 1158FE6F, File: `LegacyoftheDragonborn.esm`, BaseForm: TESObjectACTI(Name: `??????????????????`, FormId: 1158FE70, File: `LegacyoftheDragonborn.esm`))
  [   0]    Character(FormId: 6E0568EF, File: `Player Death Aftermath.esp`, BaseForm: TESNPC(Name: `Merchandise`, FormId: FF000D95))
  [   0]    TESNPC(Name: `Merchandise`, FormId: FF000D95)
  [   1]    TESObjectREFR(FormId: 6E04DB89, File: `Player Death Aftermath.esp`, BaseForm: TESObjectSTAT(FormId: 0005D17C, File: `Skyrim.esm`))
  [   1]    TESObjectSTAT(FormId: 0005D17C, File: `Skyrim.esm`)
  [   2]    NiNode(Name: `MOV WeaponBackDefault`)
  [  10]    NiNode(Name: `CME WeaponBackDefault`)
  [  44]    TESObjectCELL(Name: CorpseEmporium `Corpse Emporium`, FormId: 6E04DAF2, File: `Player Death Aftermath.esp`)
  [ 140]    TESPackage(FormId: 6E0568E5, File: `Player Death Aftermath.esp`)
  [ 195]    BSFadeNode(Name: `skeleton_female.nif`, Owner: `Character(FormId: 6E0568EF, File: `Player Death Aftermath.esp`, BaseForm: TESNPC(Name: `Merchandise`, FormId: FF000D95))`)
  [ 277]    BGSKeyword(Name: SPID_Processed, FormId: FF009C94)
  [ 288]    TESNPC(Name: `Bandit`, FormId: FF000D9A)
  [ 288]    Character(FormId: 6E0597E7, File: `Player Death Aftermath.esp`, BaseForm: TESNPC(Name: `Bandit`, FormId: FF000D9A))

}

 

Edited by Alesteria
Posted
3 hours ago, destroyer1012 said:

hi. i believe this mod is incompatible with the mod called poise, more likely due to the stagger thing it does. 

 

with poise you get some weird stuff in how the body behaves but ultimatly the ending be it the impalement or hanging does not trigger 

 

so you might want to add poise to you incompatibility list

 

Can confirm this is true.

Posted
7 hours ago, lovalter said:

Heads up, this mod can't be uninstalled mid game. I found myself stuck with the Essential status and unable to die, so I tried disabling some mods to see if that would fix it and removing this one corrupted my save

Uh, this mod never changes the player status (protected/essential) in any way. In fact, player being essential will render this mod unusable. I also often disable and reenable PDA for testing without any issue. SLPGN is the one that will cause corrupted save if uninstalled, and I already put a way to safely uninstall it.

I tested it again just now just to be sure, and yeah I can uninstall PDA just fine.

 

4 hours ago, 2XP said:

Can I directly update to 2.1.1? Back in 2.0.0 it used to be stuck at chopping block setup, and "give up your life" options does nothing at all---the bandits just stood there. Now with 2.1.1 the "cling to your life" route is broken too. The undressing never happens. Playing on 1.5.97. Can't think of any interfering mods, except maybe Dismembering Framework, FEC and Maximum Carnage.

Should be. But usually weird shits happen when updating, so try making a clean save first (uninstall the mod, load the game, save the game, quit and reenable the mod).

 

4 hours ago, destroyer1012 said:

hi. i believe this mod is incompatible with the mod called poise, more likely due to the stagger thing it does. 

 

with poise you get some weird stuff in how the body behaves but ultimatly the ending be it the impalement or hanging does not trigger 

 

so you might want to add poise to you incompatibility list

I will install Poise and test it out. Thanks for the heads up

 

3 hours ago, xShmandy said:

I'm now getting a problem where the sexlab animations aren't starting after death after updating this mod. Both necromancer and bandits are doing this. Tried going back to the older version and it worked fine(or that part did at least). Not sure whats causing this since all animations were working before. They dialogue still happens but the character doesn't get up and the animations don't start.

Weird. There is almost no change on how Necromancer and Bandit necro functions. Well, if you are updating from previous version, try making a clean save first and see if that solves it.

 

3 hours ago, Alesteria said:

@LittleWhiteNekoSo many thanks for your hardworking in this mod. I want to report my issues I met:

In 2.1.1 so many bugs are fixed, but still I got ctd in merchant end. I checked the clash log and GPT told me 'Legacy of the Dragonborn' may be imcompatible with PDA. Sincerely I wish this bug can be fixed.

The hostile mages (not necromancer) can also trigger dead-servant scenes, but after they revive me, they instantly killed me. Is it normal? OR it's other mods that interrupted PDA?

And when I use SLPGN and activate 'Creature Necro', sometimes PDA are on working but suddenly some Creatures let out its desires on my body, that's not 'immersive' at all and PDA get stuck . When I stop scenario recently and forced scene again, my body flew in sky and fell down, this situation came from  1.0.0 to 2.1.1,it always exists (but not really often)

In 1.0.0 the stripping works normally but 2.1.1 it doesn't work, bandits or thugs just strip my weapon but no clothes, necromancer scene works norally.

Sorry for my bad English again. Here is part of my crash log:

  Reveal hidden contents

Unhandled native exception occurred at 0x7FF64CA16FC8 (SkyrimSE.exe+406FC8) on thread 7940!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 30 Aug 2024 00:59:22.163

 

Possible relevant objects (14)
{
  [   0]    TESObjectACTI(Name: `??????????????????`, FormId: 1158FE70, File: `LegacyoftheDragonborn.esm`)
  [   0]    TESObjectREFR(FormId: 1158FE6F, File: `LegacyoftheDragonborn.esm`, BaseForm: TESObjectACTI(Name: `??????????????????`, FormId: 1158FE70, File: `LegacyoftheDragonborn.esm`))
  [   0]    Character(FormId: 6E0568EF, File: `Player Death Aftermath.esp`, BaseForm: TESNPC(Name: `Merchandise`, FormId: FF000D95))
  [   0]    TESNPC(Name: `Merchandise`, FormId: FF000D95)
  [   1]    TESObjectREFR(FormId: 6E04DB89, File: `Player Death Aftermath.esp`, BaseForm: TESObjectSTAT(FormId: 0005D17C, File: `Skyrim.esm`))
  [   1]    TESObjectSTAT(FormId: 0005D17C, File: `Skyrim.esm`)
  [   2]    NiNode(Name: `MOV WeaponBackDefault`)
  [  10]    NiNode(Name: `CME WeaponBackDefault`)
  [  44]    TESObjectCELL(Name: CorpseEmporium `Corpse Emporium`, FormId: 6E04DAF2, File: `Player Death Aftermath.esp`)
  [ 140]    TESPackage(FormId: 6E0568E5, File: `Player Death Aftermath.esp`)
  [ 195]    BSFadeNode(Name: `skeleton_female.nif`, Owner: `Character(FormId: 6E0568EF, File: `Player Death Aftermath.esp`, BaseForm: TESNPC(Name: `Merchandise`, FormId: FF000D95))`)
  [ 277]    BGSKeyword(Name: SPID_Processed, FormId: FF009C94)
  [ 288]    TESNPC(Name: `Bandit`, FormId: FF000D9A)
  [ 288]    Character(FormId: 6E0597E7, File: `Player Death Aftermath.esp`, BaseForm: TESNPC(Name: `Bandit`, FormId: FF000D9A))

}

 

In merchant end, there are other "merchandises" that will be sold together with the player, and they use randomly generated female bandits. Perhaps one of them is modified by LotD and causing such crash, though I am not sure how. Does this always happen?

 

As for the hostile mage, it is kinda weird that they kill you after they revived you, since in this case the player become the commanded actor of the mage. Unless the spell missed and you are revived normally. In which case, sometimes the calming function do not works. I will aim to fix this later on.

 

SLPGN should not be active when PDA is running. Are you sure you are using my version of SLPGN? The official version is not compatible as PDA cannot turn it off and it will disturb PDA.

 

As for the stripping, I know this is quite a stupid question, but do the clothes meets the minimum stripping value? the default minimum value is 100, configurable in MCM. Weapons are exempt from this rule and will always get removed.

Else, I am not sure how that happen

 

===========================================================================

Also, I may not do many bug fixing for next update as I want to focus on making new contents, and compatibility checking. I feels like the mod is stable enough, but I understand that it may not works flawlessly in everyone's game as almost no Skyrim instance is the same. For that I apologize.

Posted
9 hours ago, Nymra said:

 

 

very interesting :D

will keep you updated with my findings if I have any.

 

On a sidenote: I was asked for this mod to be made compatible with Naked Defeat, but I can also add this mod as an outcome.

 

In this case we need compatibility and then I could add an outcome to my Mod that sends the Player to your mod via modevent and I add a percent slider that allows ppl to determine how likely they will end up in pieces ^^

 

My mod has three main entrance points:

- Bleedout (sets PC immortality true)

- Critical Hit (a hit detected in combat that starts a forced surrender), this happens without reaching 0 hp 

- Surrender (player surrenders via hotkey)

 

some rare cases are drinking potions/falling/traps, but those all keep the PC alive.

 

 

Hmm, collaboration sounds really nice.

How this mod start is both easy but specific. Basically just need the player to be killed by one of the supported factions.

So for Naked Defeat to make an outcome to PDA, basically just kill/execute the player by the capturing bandits, however without modification that will make the dialogues not really immersive.

I rather make a new scenario for Naked Defeat entry specifically. I haven't use ModEvent yet so I dont know how to use it as for now.

 

And yeah as long as Naked Defeat do not cause any death it wont cause any incompatibility with PDA starting. I think I will add some way for other mods to turn off PDA in case other mods want to have priority over PDA. 

 

Feel free to message me in DM so we can find the best way to collaborate 👍

Posted (edited)
26 minutes ago, sweet777cj said:

Any one knows how to solve this problem? It's about animation failed to trigger: "NOTICE: ValidateActor——FALSE——He's dead Jim."

Most likely not a bug/problem. It is SexLab validate actor output. For other mods usually it means something is wrong as the sex actor is dead.

Not for PDA, as this mod actually sometimes looking for dead actors (dead followers, etc) to determine whether they exists (and died). 

 

Although usually there should be name next to the ValidateActor output. e.g. ValidateActor(Nazeem)

Afaik, it is not generated before the animation is about to start, but rather when the ValidateActor is called. So the animation fails to start is likely not caused by that issue. If the animation is about to start but the actors are not valid, the animation will be aborted without the notice appearing, and my mod should already handle such case by killing the player again. 

Edited by LittleWhiteNeko
Posted
1 hour ago, LittleWhiteNeko said:

Uh, this mod never changes the player status (protected/essential) in any way. In fact, player being essential will render this mod unusable. I also often disable and reenable PDA for testing without any issue. SLPGN is the one that will cause corrupted save if uninstalled, and I already put a way to safely uninstall it.

I tested it again just now just to be sure, and yeah I can uninstall PDA just fine.

No I didn't mean that your mod made me essential, I meant that I was in the process of figuring out which mod was making me essential and when I uninstalled yours my save got corrupted, (culptit was babodialogue)

Posted
25 minutes ago, LittleWhiteNeko said:

Most likely not a bug/problem. It is SexLab validate actor output. For other mods usually it means something is wrong as the sex actor is dead.

Not for PDA, as this mod actually sometimes looking for dead actors (dead followers, etc) to determine whether they exists (and died). 

 

Although usually there should be name next to the ValidateActor output. e.g. ValidateActor(Nazeem)

Afaik, it is not generated before the animation is about to start, but rather when the ValidateActor is called. So the animation fails to start is likely not caused by that issue. If the animation is about to start but the actors are not valid, the animation will be aborted without the notice appearing, and my mod should already handle such case by killing the player again. 

 

Thank you. However it seems whether my PC is dead is indeed affecting the outcome, cause the only two working scenes for me are "still alive" scene involving bandit and "resurrected" scene involving necromancer, in both it shows: "NOTICE: ValidateActor——(My PC's name)——TRUE" after my PC's health got fully restored, if it shows "FALSE" no matter in what scenario the aggressor will just stand there forever. Maybe we can have an option to skip the necro sex part as a whole (I tried to set the "sex count" to zero but the scene still tried to play)?

Posted
11 minutes ago, Cokebottle123188 said:

Which poise mod are you guys using cause I'm using chocolate poise mod and it's been working fine so far.

For me the mod is Poise Stagger, removing it fixes some problems.

Posted (edited)
17 minutes ago, lovalter said:

No I didn't mean that your mod made me essential, I meant that I was in the process of figuring out which mod was making me essential and when I uninstalled yours my save got corrupted, (culptit was babodialogue)

 

Maybe this mod is incompatible with Babodialogue? Can you confirm it? I'm also trying to figure out what caused the "aftermath" scenes failed to play.

Edited by sweet777cj
typo
Posted
2 minutes ago, sweet777cj said:

 

Maybe this mod is incompatible with Babodialogue? Can you confirm it? I'm also trying to figure out what caused the "aftermath" scenes failed to play.

No it's not incompatible, it's a purely babodialogue bug

Posted
15 minutes ago, sweet777cj said:

 

Thank you. However it seems whether my PC is dead is indeed affecting the outcome, cause the only two working scenes for me are "still alive" scene involving bandit and "resurrected" scene involving necromancer, in both it shows: "NOTICE: ValidateActor——(My PC's name)——TRUE" after my PC's health got fully restored, if it shows "FALSE" no matter in what scenario the aggressor will just stand there forever. Maybe we can have an option to skip the necro sex part as a whole (I tried to set the "sex count" to zero but the scene still tried to play)?

What's the description after the FALSE?

Skipping necro is something I consider to make later on, but not really in priority.

 

Posted (edited)
11 minutes ago, LittleWhiteNeko said:

What's the description after the FALSE?

Skipping necro is something I consider to make later on, but not really in priority.

 

Nothing, it just keeps showing "FALSE", like lines after lines. Also, even in "working" scenes, bandits will just having sex with my PC again and again and not triggering the aftermath scenes, quite confusing.

Edited by sweet777cj
typo
Posted (edited)
19 hours ago, LittleWhiteNeko said:

呃,这个 Mod 永远不会以任何方式改变玩家状态(受保护/必要)。事实上,玩家必不可少将使这个 Mod 无法使用。我还经常禁用和重新启用 PDA 进行测试,没有任何问题。如果卸载 SLPGN 会导致保存损坏,我已经想办法安全地卸载它。

我刚才又测试了一次以确保,是的,我可以很好地卸载 PDA。

 

应该是。但通常在更新时会发生奇怪的事情,所以先试着做一个干净的保存(卸载 mod,加载游戏,保存游戏,退出并重新启用 mod)。

 

我将安装 Poise 并对其进行测试。感谢您的提醒

 

奇怪。Necromancer 和 Bandit necro 的功能几乎没有变化。好吧,如果您从以前的版本更新,请先尝试进行干净的保存,看看是否能解决问题。

 

在商人端,还有其他“商品”会和玩家一起出售,他们使用随机生成的女强盗。也许其中一个被 LotD 修改并导致这种崩溃,尽管我不确定是怎么回事。这种情况总是发生吗?

 

至于敌对的法师,他们在复活你后杀死你有点奇怪,因为在这种情况下,玩家成为法师的命令演员。除非咒语错过了,你正常复活了。在这种情况下,有时镇静功能不起作用。我稍后会解决这个问题。

 

当 PDA 正在运行时,SLPGN 不应处于活动状态。您确定您使用的是我的 SLPGN 版本吗?正式版不兼容,因为 PDA 无法关闭它,它会干扰 PDA。

 

至于脱衣,我知道这是一个相当愚蠢的问题,但是衣服是否达到最低脱衣值?默认最小值为 100,可在 MCM 中配置。武器不受此规则的约束,并且总是会被移除。

否则,我不确定这是怎么发生的

 

===========================================================================

此外,我可能不会为下一次更新做很多错误修复,因为我想专注于制作新内容和兼容性检查。我觉得这个 Mod 足够稳定,但我明白它可能不会在每个人的游戏中都能完美运行,因为几乎没有 Skyrim 实例是相同的。 为此,我深表歉意。

For me the merchant end always ctd.

And for the creature necro,I use your 1.2.6 fix version. I think it's possible because when the PDA are working ,every 'actor' around are chosen for PDA but not SLPGN, but SLPGN start scanning for aggressors and skip the 'actors' nearby.

As for the mages, I think you can maximize this 'bug'. Not every mage has necro skill, Skyrim is going through a chaos and cruel era, mages use corpses to train their skills,just like archers(or hunters) use dummies to train their accuracy. Why can't they train corpses as dummies? That's my little advice.

As for the wrong stripping scenes, maybe what I described yesterday is not accurate: Every equipment below the 100 golds, in 1.0.0 I can see my clothes are removed one by one, but in 2.0.0 and 2.1.1 this scene can't be shown, game stucked a while and I instantly got naked.

After all, this mod is so amazing, almost everyone didn't focus on the 'after death' counters, your mod fills in that. Patches and addons are needed, I wish more players can notice this mod, so my opinion for the discord page: as soon as possible ❤️ 

Edited by Alesteria
Posted

Hi, did I read it correctly in the previous comments that I do not need to activate SLPGN in MCM? I don't get it to run correctly on its own without PDA. So I only have to install it, deactivate it in MCM and then simple install PDA or am I wrong?

Posted

Cleaning my save solved a lot of my problems from the update. Still getting the occasional problem with my body clipping into the floor and causing alignment problems which usually breaks the script since my character cant get up. Still really happy with the progress though.

Posted
22 hours ago, lovalter said:

No I didn't mean that your mod made me essential, I meant that I was in the process of figuring out which mod was making me essential and when I uninstalled yours my save got corrupted, (culptit was babodialogue)

Yeah this or the SLPGN mod cannot get removed without it causing CTD immediately on save load.

 

I've "sometimes" gotten through this by not uninstalling the mod but just disabling the esp, then play the game for awhile and then uninstall the mod. Basically the pex scripts being missing will cause your save to be corrupted and crash your game so I kept the script there but disabled the esp. When the scripts eventually are cleaned up by the game you can remove the scripts as well.

Posted
17 minutes ago, ray314 said:

Yeah this or the SLPGN mod cannot get removed without it causing CTD immediately on save load.

 

I've "sometimes" gotten through this by not uninstalling the mod but just disabling the esp, then play the game for awhile and then uninstall the mod. Basically the pex scripts being missing will cause your save to be corrupted and crash your game so I kept the script there but disabled the esp. When the scripts eventually are cleaned up by the game you can remove the scripts as well.

It is SLPGN

I even put a guide in the mod description page on how to uninstall it

 

Uninstallation

Should be safe to uninstall mid game. At least, no visible issues from testing.

However, if you wish to uninstall SLPGN, it cannot be uninstalled normally. Follow this guide to uninstall SLPGN

 

Posted
52 minutes ago, LittleWhiteNeko said:

It is SLPGN

I even put a guide in the mod description page on how to uninstall it

 

Uninstallation

Should be safe to uninstall mid game. At least, no visible issues from testing.

However, if you wish to uninstall SLPGN, it cannot be uninstalled normally. Follow this guide to uninstall SLPGN

 

I don't have slpgn

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