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Posted
4 minutes ago, guliguliradish said:

Before starting to enjoy a masterpiece, I hope to be prepared. Based on the description, I have some confusion. Does it emphasize "rape after death" or is it a mod that emphasizes "killing after rape"?

More emphasize on rape after death (Necrophilia). After rape, the player can be turned into a decoration in some scenario.
 

But there is also a scenario in which the player is raped (unconscious), then killed, and then raped again (necro).


Though this mod will always run after the player's in game death, not before. So it is "rape after death".

 

Posted
3 minutes ago, guliguliradish said:

Before starting to enjoy a masterpiece, I hope to be prepared. Based on the description, I have some confusion. Does it emphasize "rape after death" or is it a mod that emphasizes "killing after rape"?

 

Its rape after death. so necrophilia.

 

unless you get the one bandit outcome where your character is unconscious and on the verge of death. then its rape before death. which they will then execute you.

Posted
6 minutes ago, LittleWhiteNeko said:

More emphasize on rape after death (Necrophilia). After rape, the player can be turned into a decoration in some scenario.
 

But there is also a scenario in which the player is raped (unconscious), then killed, and then raped again (necro).


Though this mod will always run after the player's in game death, not before. So it is "rape after death".

 

What a great idea (although I'm not a necrophilia), I can't wait to experience it. Will it be linked to a certain 'defeat' in the future?

Character defeated - raped - killed - raped again

Posted
7 minutes ago, AManNamedNorvile said:

 

Its rape after death. so necrophilia.

 

unless you get the one bandit outcome where your character is unconscious and on the verge of death. then its rape before death. which they will then execute you.

I see, Thx for response💗

Posted (edited)

Like a few others I have an issue with the bandit aftermath (and now Stormcloak) where after stripping nothing happens but I have a few peculiar extra symptoms.

 

While they are walking over/making contact with the corpse, the corpse feels "fixed" as if its lightly anchored to somwhere. Then after loading the previous save, my character starts floating into the sky! This keeps happening until I load another character then load the original save. I'll get a short clip later today.

 

I've got all the requirements & removed all semi/incompatable mods. The hired thugs kill me then after a while my head vanishes, necromancer works fine. I do love this mod (what I have experienced so far) and look forward to the future updates 😀

 

EDIT: I thought I removed all POISE stagger overhaul files, turns out I had not. Working now :)

 

Edited by Park Simp
Posted (edited)

Thank you so much for creating this mod; it doesn't work for me yet but from what I've read from others it looks amazing.

For now, I have all the requirements and I'm trying to see what interferes with this mod running by disabling/enabling mods; will keep everyone updated if I find anything.

The issue for me is that after my PC is killed by bandits, I see the mod assigning roles for aggressor and the like through debug messages, and the aggressor walks up to my PC's corpse, and punches it a few times. 

Nothing happens afterwards, and all the bandits walk back to their posts.

Let me know if I can provide more information that is helpful.

<Edit> The mod and all its scenarios work now! This could be because of two things:
1)  Advice given by AManNamedNorvile worked; you have to install the latest version of SLPGN here.
2) I started an actual new game, wagon cutscene and all. Prior I was using someone else's clean save with no mods.

Again, appreciate the work done by LittleWhiteNeko and looking forward to the new versions.

Edited by vampire44
Mod works now
Posted

Hello!

After the death of the main character, a dialogue begins and the game loads the previous save. What can be done? Skyrim AE 640.
P.S.
Echange death camera installed.

Posted
On 9/28/2024 at 5:03 AM, elden_beast said:

Amazing mod!

Pls consider doing cultist scenario where they take the dragonborn to Miraak.

Interesting idea, never thought of that.

 

7 hours ago, Stranshnik said:

Hello!

After the death of the main character, a dialogue begins and the game loads the previous save. What can be done? Skyrim AE 640.
P.S.
Echange death camera installed.

Install Death Camera mod. Or something may have edited the death timer.

Weird, this mod should already have the death timer built in. Well, gotta check it out later.

 

On 9/27/2024 at 11:15 PM, vampire44 said:

Thank you so much for creating this mod; it doesn't work for me yet but from what I've read from others it looks amazing.

For now, I have all the requirements and I'm trying to see what interferes with this mod running by disabling/enabling mods; will keep everyone updated if I find anything.

The issue for me is that after my PC is killed by bandits, I see the mod assigning roles for aggressor and the like through debug messages, and the aggressor walks up to my PC's corpse, and punches it a few times. 

Nothing happens afterwards, and all the bandits walk back to their posts.

Let me know if I can provide more information that is helpful.

Do you have a papyrus log I can see?

Posted
8 hours ago, Stranshnik said:

Hello!

After the death of the main character, a dialogue begins and the game loads the previous save. What can be done? Skyrim AE 640.
P.S.
Echange death camera installed.

Maybe other mods control the death timer (example: FEC) ,adjust your mod load order or install a new mod which has death timer,load after FEC etcs, or just modify FEC's MCM. This may helps.

Posted
On 9/27/2024 at 9:15 AM, vampire44 said:

Thank you so much for creating this mod; it doesn't work for me yet but from what I've read from others it looks amazing.

For now, I have all the requirements and I'm trying to see what interferes with this mod running by disabling/enabling mods; will keep everyone updated if I find anything.

The issue for me is that after my PC is killed by bandits, I see the mod assigning roles for aggressor and the like through debug messages, and the aggressor walks up to my PC's corpse, and punches it a few times. 

Nothing happens afterwards, and all the bandits walk back to their posts.

Let me know if I can provide more information that is helpful.

Trying Installing Neko's latest version of SPLGN if you dont have it installed. that fixed my issue

Posted (edited)
12 hours ago, Alesteria said:

Maybe other mods control the death timer (example: FEC) ,adjust your mod load order or install a new mod which has death timer,load after FEC etcs, or just modify FEC's MCM. This may helps.

FEC not installed, this mod - Enhanced Blood Main

Edited by Stranshnik
find bad plugin
Posted

INstalled the newest version.  Still no axe in hand for execution.  

 

also, is there anyway to keep this mod installed but toggle it on and off?

 

 

Thanks

Posted (edited)
7 hours ago, WCSC said:

INstalled the newest version.  Still no axe in hand for execution.  

 

also, is there anyway to keep this mod installed but toggle it on and off?

 

 

Thanks

Aight, next version will have it for sure.

The toggle, I mean. The Axe I still don't know why.

 

7 hours ago, Skyrim_WGuard said:

Thanks for the update! I salute your wonderful imagination.
While it is important to address bugs, I would rather have fun and be creative by adding more and more new content!

Thanks, but honestly some of those ideas are not entirely mine, got some feedback and inspirations from the users.

So yeah, I always appreciate any new ideas.

Edited by LittleWhiteNeko
Posted
45 minutes ago, LittleWhiteNeko said:

Aight, next version will have it for sure.

 

Thanks, but honestly some of those ideas are not entirely mine, got some feedback and inspirations from the users.

So yeah, I always appreciate any new ideas.


If your taking suggestions, one I'd love to see is

Spiders - web up their victim, maybe paralyze and drag them off to their lair, based on this (its old and buggy now)

 

Posted

Nice Job!Since you've already set the pama's mods as requirement, can I ask if you can take advantage of the fake decapitation feature of the pama furniture?

The inevitable CTD occurs when a racemenu user is decapitated, and the current workaround causes the player's face to be untattooable.

Pama deadly furniture has a feature —— fake decapitation - that allows the player to be decapitated but not CTD in a compromising way.

However it is currently only available for decapitations caused by pama furniture, not sure if someone can extend it out to apply to all decapitations.

 

Posted
1 hour ago, Stranshnik said:

Hello!
Tell me how to access new content -Civil War - Stormcloak. 
Thank you in advance!

Join the Imperial cause and take the oath....get defeated by some stormcloaks...maybe by a patrol

Posted
7 hours ago, AntimonyF5 said:

Nice Job!Since you've already set the pama's mods as requirement, can I ask if you can take advantage of the fake decapitation feature of the pama furniture?

The inevitable CTD occurs when a racemenu user is decapitated, and the current workaround causes the player's face to be untattooable.

Pama deadly furniture has a feature —— fake decapitation - that allows the player to be decapitated but not CTD in a compromising way.

However it is currently only available for decapitations caused by pama furniture, not sure if someone can extend it out to apply to all decapitations.

 

The way the fake decapitation works does not seems to be applicable to all vanilla decapitation, unless you somehow can alter the decapitation code. I can do it as well, but I don't know how to apply it to the base game's decapitation.

The Fake Decap option in Pama's MCM menu should apply to PDA as well, so the bandit execution will use fake decapitation. (keyword: should)

 

3 hours ago, Stranshnik said:

Hello!
Tell me how to access new content -Civil War - Stormcloak. 
Thank you in advance!

 

2 hours ago, WCSC said:

Join the Imperial cause and take the oath....get defeated by some stormcloaks...maybe by a patrol

As WCSC said.

Fastest way to test is via MCM -> Debug Options -> Test Stormcloak
Second fastest way is Live Another Live -> Soldier in Imperial Army -> Yolo rush a stormcloak camp

Posted
22 hours ago, Park Simp said:


If your taking suggestions, one I'd love to see is

Spiders - web up their victim, maybe paralyze and drag them off to their lair, based on this (its old and buggy now)

 

I thought I have answered this.

Yeah, when I eventually work on creature, sure. Though I'm not sure if I can do creature properly, and most likely does not include necro as creature necro availability is really dry.

Posted
3 hours ago, Smoking Puppy said:

Thank you for the great mod.

 

After trying the mods few times, I found a problem in the newer versions,

a pop up message from Pama´s Deadly Furnitures will show up in the beginning of corpse selling scene,

and some NPCs should stay on the furniture will standing around instead.

 

Click "leave" will making those NPCs use the furniture again, but it might be a immersion-breaker.

  Reveal hidden contents

 

 

20240913160239_1.jpg.02c15b55e861587564e05ba006c3ee61.jpg

 

 

 

 

And another minor issue, the rug in Stormcloaks scene is floating in the air.

  Reveal hidden contents

20240929085636_1.jpg.4a23cb08e75b665f1d11169575af300d.jpg

 

I also made a Traditional Chinese patch for 2.2.0. (MCM can't be fully translated without breaking it.)

  Reveal hidden contents

 

 

20241001120311_1.jpg.4f894abf2d7b32746acb64526107d511.jpg

 

20241001100539_1.jpg.faee0cdc1e26f0b6330a8bb06015cd4d.jpg

 

 

 

PDA - TChinese Patch.7z 70.21 kB · 1 download

First one is kinda weird. What version of Pama Deadly Furniture do you use?
As for the second one, the magical flying rug will be grounded in the next version

Posted
21 hours ago, LittleWhiteNeko said:

The way the fake decapitation works does not seems to be applicable to all vanilla decapitation, unless you somehow can alter the decapitation code. I can do it as well, but I don't know how to apply it to the base game's decapitation.

The Fake Decap option in Pama's MCM menu should apply to PDA as well, so the bandit execution will use fake decapitation. (keyword: should)

 

Thanks for the reply. The reason I ask is because in the previous version, I still couldn't trigger a fake decapitation and CTD when I was decapitated by a bandit - even though I had set up a fake decapitation in Deadly Furniture

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