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Posted
8 hours ago, Coom Nation said:

Mod won't work for some reason, after my character's death the bandits just stand in place doing nothing. Tried spawning bandit from the MCM - same thing happened. I'm on 1.6.1170, is it maybe incompatible with this version?

I have the same issue with 1.5.97
Usual it might indicate, that it doesnt find any animations, tho this should be the case for me, but maybe it helps you

Posted

Hi to everyone who got problems with PDA. I run Skyrim AE Version x.640. I am using Vortex Mod Manager with 226 activ mods, of which 177 light and I have installed a very lot of different SL animations. Although a lot of people say Vortex is not as good as MO ( in the past I was using MO, too ) I have this time one of the most stable Skyrim ever. Don't know why it runs so smooth with Vortex, but never change a running system. That's why I never update Skyrim to 1.6.1170 yet.

 

Since the first try of PDA it runs very good since the beginning. So lets see and have a try, why most of you have some problems with it.

 

First of all I assume that everyone of you start an new fresh game with a new save. Most mods, like Pamas and mostly Bakas mods, too, needs a new game start to initialize correctly. So installing or updating them midgame could cause some trouble. I am using live another life and after creating a new character in the cave, mostly I am first using the standard female character, just name her prisoner and after that let all mods initialize and finish in the background, before I am going into the MCM. The first step is to activate sexlab, then register all animations with SLAL and only then, I am going to every MCM menus to make my different setting. 

 

I attached some pictures of my MCM setting of PDA and and one part of the sexlab animation settings.PDAMain.thumb.png.c1532a0adebf63509a5b34c90d660cdf.png

In the main menu I toggled everything on, the Death Cam Duration is taken from the MCM settings of the death cam options. For me it doesn´t matter if the curator mode is on or off.

 

PDASex.thumb.png.f567a7942de254446823c74f416bac5d.png 

In the sex option settings I changed nothing

 

PDAScene.thumb.png.989ff946e8b303c3c08b5fce8ddd8b77.png

 

In the scene options I am using sex count to 1. My subjective opinion, with more the 1 I have problems with the SL animations, and with 0 nothing happens. So try it and set this to 1.

 

SLAnimation.thumb.png.f0ba0271c49a29fbc0f9d1a10c10dae2.png

 

Last but not least, my SL animation settings. I disabled the restrict aggressive animation option. It may cause, that SL do not find enough animations with aggressiv tags and that could cause some trouble, that some animation do not start. 

 

Sometime there a only little things which causes much trouble. I hope I could help a little bit and one or the other can get PDA to run as well. 

 

Oh and never try to spawn some bandits via the debug menu. I always had trouble with the spawned one. Try to find some bandit camps in the game.

 

 

 

  

Posted

Any chance you could add some % chances to these events for immersion sake? Once in a while is fine, just not every single time. Not all bandits do this kind of stuff. Sometimes bandits just want money. No rough stuff, just take it and go.

Posted (edited)

I also just realized that this might also be incompatible with ODefeat.

 

This is because there is an event chance when player is defeated. If the chance is negative, and no scene happens, it  runs a script saying something like "No valid targets available. Killing player as a fallback".

 

This script repeats over and over. So when your mod resurrects the player for a scene, the player will immediately die to Odefeat's script. I'm no modder, it just seems like that is what is happening because it stops after disabling Odefeat.

Edited by Spelltan
Posted

Hey guys, I hope someone can help me. After version 2.0, this mod seems to have lost the automatic advancement function for me. The bandits and debt collectors will always stay at the stage of looting equipment from my corpse. Even if I use coc commands to move the character away, they will just walk to the new place and continue to squat and stretch out their hands. There was no such problem in version 1.0. After several versions of the update, it has been unusable. Does anyone know how to deal with it?

Posted

After update 2.1.3, bandit does noting after character died. Debug information shows Agressor: Bandit   Victim:                    .

Posted
9 hours ago, Emil98 said:

I have the same issue with 1.5.97
Usual it might indicate, that it doesnt find any animations, tho this should be the case for me, but maybe it helps you

No, I definitely have animations with required tags.

Posted
48 minutes ago, Coom Nation said:

No, I definitely have animations with required tags.

Then you probably have the exact same issue that I have. Hopefully neko has a solution

Posted
11 hours ago, Emil98 said:

I have the same issue with 1.5.97
Usual it might indicate, that it doesnt find any animations, tho this should be the case for me, but maybe it helps you

 

I suspect it might be a load order issue? I managed to get it to work on one new save, but other it didn't work. The only different was where I placed PDA in the priority list in MO2. But I don't remember where I actually placed it.

Posted
3 minutes ago, Spelltan said:

 

I suspect it might be a load order issue? I managed to get it to work on one new save, but other it didn't work. The only different was where I placed PDA in the priority list in MO2. But I don't remember where I actually placed it.

I assume high in the list?

Posted
11 hours ago, Emil98 said:

I have the same issue with 1.5.97
Usual it might indicate, that it doesnt find any animations, tho this should be the case for me, but maybe it helps you

Try using the killall command if your outside to makesure there is nothing around that could be getting them distracted. This has happened to me before as I use alot of civil war mods so there are alot of npcs around and the bandits will get distracted and won't continue the process. Usually testing with a killall works then spawning them in has worked.

Posted
1 minute ago, Cokebottle123188 said:

Try using the killall command if your outside to makesure there is nothing around that could be getting them distracted. This has happened to me before as I use alot of civil war mods so there are alot of npcs around and the bandits will get distracted and won't continue the process. Usually testing with a killall works then spawning them in has worked.

Will try it out, tho it was in Halted Stream Camp, so there shouldnt be somebody else. Will test it tho  👍

Posted

In version 2.1.2, the mod worked if SLPGN was present, but in version 2.1.3, the mod doesn't work even if SLPGN is present. The author said that he had previously removed the dependency on SLPGN completely, and that seems to be the cause.

Posted (edited)

Apology for not answering most of the time, still focusing on the new contents and I don't know as well what to respond to most of the bug reports.

 

1 hour ago, Cokebottle123188 said:

Try using the killall command if your outside to makesure there is nothing around that could be getting them distracted. This has happened to me before as I use alot of civil war mods so there are alot of npcs around and the bandits will get distracted and won't continue the process. Usually testing with a killall works then spawning them in has worked.

As long as the killer is not in combat after player death, it should works. Though getting into combat again may ruin the scenes. I may prevent any combat for the aggressors at a cost of immersion.

 

3 hours ago, serfes said:

After update 2.1.3, bandit does noting after character died. Debug information shows Agressor: Bandit   Victim:                    .

That debug message is supposed to only show up when you are killed by Necromancers, not Bandits.

 

12 hours ago, Emil98 said:

I have the same issue with 1.5.97
Usual it might indicate, that it doesnt find any animations, tho this should be the case for me, but maybe it helps you

Having no SL animation should not cause any issue for mod starting, only for further scenes when sex is involved. And even then I already fall back to Aggressive animations should no necro/unconscious animations are found. Normal SexLab installation should have aggressive animations already installed.

 

8 hours ago, Spelltan said:

Any chance you could add some % chances to these events for immersion sake? Once in a while is fine, just not every single time. Not all bandits do this kind of stuff. Sometimes bandits just want money. No rough stuff, just take it and go.

maybe in the future, but not right now.

 

35 minutes ago, jjp7373 said:

In version 2.1.2, the mod worked if SLPGN was present, but in version 2.1.3, the mod doesn't work even if SLPGN is present. The author said that he had previously removed the dependency on SLPGN completely, and that seems to be the cause.

Huh, I always test without SLPGN lately. Wonder why it does not work anymore.

 

 

Also if you are updating from previous version and encounter bugs, please make sure to test it out in new game first and see if it still happening or not. Updating from earlier version using a saved game may cause some issues.

 

Edit 1: Currently testing this again in latest AE version with and without SLPGN. Everything works almost perfectly. Almost. But none of the issues mentioned here.

This is kind of a reason why I mostly cannot help much with the debugging as I can't exactly replicate the issues and trying to do so will take too much time.

 

This is the mod list I use for my AE instance

Spoiler

Fill her up is never used

 

image.png.1b822bb51a74f05a73e23cb313cf8340.png

 

Edited by LittleWhiteNeko
Posted

I am encountering a new bug that I didn't have before updating to 2.1.2/2.1.3.

 

Previously: Die and sold. Goes to merchant room, they buy your body and dialogue box says GG. Necro scenes then start. 

 

Now: Die and sold. Goes to merchant room, they buy your body and dialogue box says GG. No necro scenes and dialogue box says you can TFC and look around.

 

Bug: After this aftermath, trying to load a save game will have your character floating in an empty space forever falling. This didn't happen in the previous versions.

 

 

Posted

Could you tell me the name of the script that was fixed in this 2.1.3 patch? I know you did a patch that fixed a bug that prevented the axe from showing up. I would like to overwrite it in version 2.1.2 and test it.

Posted
4 hours ago, jjp7373 said:

Could you tell me the name of the script that was fixed in this 2.1.3 patch? I know you did a patch that fixed a bug that prevented the axe from showing up. I would like to overwrite it in version 2.1.2 and test it.

The thing I did is just equipping Executioner Axe to the executioner, though I notice it does not always works anyway. 

 

11 hours ago, ray314 said:

I am encountering a new bug that I didn't have before updating to 2.1.2/2.1.3.

 

Previously: Die and sold. Goes to merchant room, they buy your body and dialogue box says GG. Necro scenes then start. 

 

Now: Die and sold. Goes to merchant room, they buy your body and dialogue box says GG. No necro scenes and dialogue box says you can TFC and look around.

 

Bug: After this aftermath, trying to load a save game will have your character floating in an empty space forever falling. This didn't happen in the previous versions.

 

 

I did remove the necro scene from the end of merchant scene, but I never tested past it. I will check it out later.

Posted

Glad this is out. quite disappointed I cant get it to work though, even on a fresh install with only the requirements, and their requirements installed

 

I'm pretty certain im doing installing every correct with a correct load order? maybe some more detailed installation instructions could help. because all I can get is to where a bandit loots my character's corpse or a necromancer resurrects my character, after that, nothing happens. I've gone through the comments and pretty much tried every fix I could find, but nothing seems to be working....

 

 

 

looking forward to the mod when it finally works. also hope Archeron is made compatible here soon.

Posted

Ok, I got a little further. Instead of bandits doing nothing now they do their lines and are doing the animation for looting my body, but they dont loot anything and nothing happens after that. they are just standing around.
The papyrus looks like the script is in a loop.
thx in advance for possible suggestions on fixing this.
 

Papyrus.0.log

Posted

Just tried this out for the first time in a new playthrough and got it triggered a few times, and was not disappointed. This has now officially replaced Defeat for me after a decade of using that mod. Amazing job on this mod. This feels like more emphatic defeat while still having the naughty fun and some fun guro play. I noticed on the planned features list that Vampires were not mentioned though, I think Vampires as a faction that would also violate you before and after death would be very fitting. 

Posted (edited)
12 hours ago, Emil98 said:

Ok, I got a little further. Instead of bandits doing nothing now they do their lines and are doing the animation for looting my body, but they dont loot anything and nothing happens after that. they are just standing around.
The papyrus looks like the script is in a loop.
thx in advance for possible suggestions on fixing this.
 

Papyrus.0.log 2.31 MB · 1 download

This is from when the bandits are looting the body? The logs indicate that the loop that's happening is from a function that should happen way later on.

Still, this may prove valuable and I will investigate this

 

Edit 1:

I have seen the logs and I think there is more pressing issue than PDA not running. There are a lot of warnings and scripts failing, though this may be because of an old save. Other than that, I can't really tell what's going on as the "problematic" section is not supposed to be run yet and I can't tell how the mod in your game can even get to that point, seemingly skipping everything before it.

Or perhaps it is just from unclean save. I'll just gonna put something to prevent it but I doubt it will fix it.

Edited by LittleWhiteNeko
Posted
10 hours ago, ViolaTAL said:

Just tried this out for the first time in a new playthrough and got it triggered a few times, and was not disappointed. This has now officially replaced Defeat for me after a decade of using that mod. Amazing job on this mod. This feels like more emphatic defeat while still having the naughty fun and some fun guro play. I noticed on the planned features list that Vampires were not mentioned though, I think Vampires as a faction that would also violate you before and after death would be very fitting. 

Thanks for the feedback.

I can add Vampire to the list, though I still need some idea what to do with them.

 

13 hours ago, AManNamedNorvile said:

Glad this is out. quite disappointed I cant get it to work though, even on a fresh install with only the requirements, and their requirements installed

 

I'm pretty certain im doing installing every correct with a correct load order? maybe some more detailed installation instructions could help. because all I can get is to where a bandit loots my character's corpse or a necromancer resurrects my character, after that, nothing happens. I've gone through the comments and pretty much tried every fix I could find, but nothing seems to be working....

 

looking forward to the mod when it finally works. also hope Archeron is made compatible here soon.

There is not much installation instructions needed, really. Just install all the requirements (and make sure to install them properly, as instructed in respective mod pages), and then run FNIS. 

As for the stuck part, need more information like what's the last lines that was said. Or if you have a video it may helps more.

 

As for Acheron, refer to this comment. Dunno if it works, no one confirmed nor deny it yet.

Posted
19 minutes ago, LittleWhiteNeko said:

There is not much installation instructions needed, really. Just install all the requirements (and make sure to install them properly, as instructed in respective mod pages), and then run FNIS. 

As for the stuck part, need more information like what's the last lines that was said. Or if you have a video it may helps more.

 

As for Acheron, refer to this comment. Dunno if it works, no one confirmed nor deny it yet.

 

just to clear some things up, I'm running on 1.6.1170 with the latest version of SKSE.

 

I have 3 mods that aren't requirements installed and that's ENB extender, and Kiloader to my ENB preset will load properly, and Skyrim unbound reborn so I can quickly get into the game without going through the super long intro every time I start a new game to test and see if I got the mod working or not.

 

other than those 3, I only have the requirements.

 

For Necromancers, the last line of dialogue is the one where they command you to undress.

 

for Bandits, I dont quite remember all of them, but I know for the unconscious scenario, the last line dialogue is about how they cant wait to see my character's expression when my they wake. which usually comes after a line about undressing my character.

 

my assumption is it has to do with the undressing.

 

 

I also only mentioned a detailed installation because usually something goes wrong because I installed something wrong. as previously mentioned, im pretty sure I installed it right because of how simple the installation appears to be.

 

if I can get the mod running will definitely see if I can get Archeron working, as I never tested it before as I couldnt get PDA to work. I usually stay away from mods that are directly mentioned as being incompatible by a mod author. 

 

I've linked a Papyrus log. hopefully it'll help and provide more information that I can. 

 

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Unrelated to my issue

 

as you mentioned in the post I quoted, I think adding Vampires as a faction for PDA would be a great idea, was literally thinking about while testing and trying to get the mod to work.

 

it could as simple as the player ending up as vampire cattle on the tables on Castle Volkihar, or having the PC corpse taken to Volkihar's dungeon or Redwater den to be drained of their blood to make potions of blood. and have their corpse fed to the Hell hounds. or being turned into a thrall similar to the Necromancers outcome.

 

 

Papyrus.0.log

Posted (edited)
12 minutes ago, AManNamedNorvile said:

I have 3 mods that aren't requirements installed and that's ENB extender, and Kiloader to my ENB preset will load properly, and Skyrim unbound reborn so I can quickly get into the game without going through the super long intro every time I start a new game to test and see if I got the mod working or not.

Someone said that Skyrim Unbound is causing issues.

I havent got time to check it out. If you can, try using different Starting mod, e.g. Alternate Start

 

I'm currently testing something out so I cannot respond to the rest of your message. I will reply later with more response to your message.

Edited by LittleWhiteNeko
Posted

any chance that you add functions in mcm menu like:

 

- turn mod on/off

- bandits loot/necro the player without hanging/impaling/selling the player corpse after that

- bandits looting only the player without necro/rape

 

?

 

 

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