LittleWhiteNeko Posted November 3, 2024 Author Posted November 3, 2024 5 hours ago, lqh1016 said: It seems that the beheading function conflicts with the latest Deadly Furnitures V3.1.0 version. V3.1 is still an upcoming beta and is not available publicly, but thanks for the heads up. I will make a compatibility as soon as I can.
Pamatronic Posted November 3, 2024 Posted November 3, 2024 14 hours ago, lqh1016 said: It seems that the beheading function conflicts with the latest Deadly Furnitures V3.1.0 version. Could you specify HOW exactly it conflicts? last time I touched anything Decap related in deadly furnitures was when I made the Deadly tree stump, and that was last year.
lqh1016 Posted November 4, 2024 Posted November 4, 2024 23 hours ago, Pamatronic said: Could you specify HOW exactly it conflicts? last time I touched anything Decap related in deadly furnitures was when I made the Deadly tree stump, and that was last year. In the execution mode, the system will search for the executioner and the player endlessly, and will always prompt that the action was initiated by the player or the executioner, but there will be no next step.That is the execution and beheading of bandits.
LittleWhiteNeko Posted November 4, 2024 Author Posted November 4, 2024 49 minutes ago, lqh1016 said: In the execution mode, the system will search for the executioner and the player endlessly, and will always prompt that the action was initiated by the player or the executioner, but there will be no next step.That is the execution and beheading of bandits. Have you tried rerunning FNIS or whatever your animation handler is? Sometimes it is caused by that
WCSC Posted November 4, 2024 Posted November 4, 2024 Quick question. I uninstalled for a while but yesterday just reinstalled this mod. I notice a repeating issues happening but not sure if it's because of where I was. But I was in White River Watch Cave. And when Killed the Unconsious aspect after death kicked in but after 1 of 2 assualts happened the bandits just stood around with the PC just laying on the ground. After being killed outright, sometimes the necro would not happen, and when I checked the Player Gets necro's MCM, the active mod ticker is not selected and the chance of necro was set back to 0%. This was the reason why I uninstalled before and just stuck with the PLayer Gets Necro's mod Is this just a bug because of where I am, or am I having an issue? Not sure if it's because having followers causes more issues....or maybe I have settings wrong in the MCM Thanks
LittleWhiteNeko Posted November 4, 2024 Author Posted November 4, 2024 15 minutes ago, WCSC said: Quick question. I uninstalled for a while but yesterday just reinstalled this mod. I notice a repeating issues happening but not sure if it's because of where I was. But I was in White River Watch Cave. And when Killed the Unconsious aspect after death kicked in but after 1 of 2 assualts happened the bandits just stood around with the PC just laying on the ground. After being killed outright, sometimes the necro would not happen, and when I checked the Player Gets necro's MCM, the active mod ticker is not selected and the chance of necro was set back to 0%. This was the reason why I uninstalled before and just stuck with the PLayer Gets Necro's mod Is this just a bug because of where I am, or am I having an issue? Not sure if it's because having followers causes more issues....or maybe I have settings wrong in the MCM Thanks SLPGN options turned to 0 and inactive is the expected result, since if it is active, it will disrupt PDA functions. If the killer is not part of handled group, SLPGN will be turned back on with previous setting. As for the necro not happening, it is definitely an issue/bug, and having followers is not a problem as it actually handles followers as well. Location shouldn't matter, the killer faction is.
WCSC Posted November 4, 2024 Posted November 4, 2024 1 hour ago, LittleWhiteNeko said: SLPGN options turned to 0 and inactive is the expected result, since if it is active, it will disrupt PDA functions. If the killer is not part of handled group, SLPGN will be turned back on with previous setting. As for the necro not happening, it is definitely an issue/bug, and having followers is not a problem as it actually handles followers as well. Location shouldn't matter, the killer faction is. I'll try some other places and groups and see what happens. Anyway to make it so that if the killer is not partt of a handled group to let SLPGN just take over? Not sure if that's asking too much, lol....I'm far form a modder
LittleWhiteNeko Posted November 4, 2024 Author Posted November 4, 2024 21 minutes ago, WCSC said: Anyway to make it so that if the killer is not partt of a handled group to let SLPGN just take over It is what I said: 1 hour ago, LittleWhiteNeko said: If the killer is not part of handled group, SLPGN will be turned back on with previous setting. Or you can just press right-alt and then Stop Quest, it will stop PDA and re-enable SLPGN.
WCSC Posted November 4, 2024 Posted November 4, 2024 2 hours ago, LittleWhiteNeko said: It is what I said: Or you can just press right-alt and then Stop Quest, it will stop PDA and re-enable SLPGN. Okay I missed that. So, with me, if say Hammer Bandits kill my PC, the Settings in SLPGN get changed to 0% and mod is not enabled in MCM
LittleWhiteNeko Posted November 5, 2024 Author Posted November 5, 2024 7 hours ago, WCSC said: Okay I missed that. So, with me, if say Hammer Bandits kill my PC, the Settings in SLPGN get changed to 0% and mod is not enabled in MCM Yes, because Hammer Bandit is part of handled faction (Bandits), SLPGN will be disabled until you stop PDA quest
lqh1016 Posted November 5, 2024 Posted November 5, 2024 19 hours ago, LittleWhiteNeko said: Have you tried rerunning FNIS or whatever your animation handler is? Sometimes it is caused by that It's probably not FNIS's fault. I did various tests, including reflashing FNIS, and finally reverting Pama from 3.10 to the older version, which solved the problem.
WCSC Posted November 5, 2024 Posted November 5, 2024 9 hours ago, LittleWhiteNeko said: Yes, because Hammer Bandit is part of handled faction (Bandits), SLPGN will be disabled until you stop PDA quest OKay, damn....didn't know about the r-alt key. Thanks man!
GEED2123 Posted November 7, 2024 Posted November 7, 2024 多么棒的主意!我觉得除了人形 NPC 之外,我们还可以加上野生动物的结局,比如被狼猎杀吃掉,被巨人杀死把巨人正在烧烤的老鼠换成烤肉等等。天际的每一种死亡方式都可能有一个结局
LittleWhiteNeko Posted November 7, 2024 Author Posted November 7, 2024 2 hours ago, GEED2123 said: 多么棒的主意!我觉得除了人形 NPC 之外,我们还可以加上野生动物的结局,比如被狼猎杀吃掉,被巨人杀死把巨人正在烧烤的老鼠换成烤肉等等。天际的每一种死亡方式都可能有一个结局 I had to use google translate for this :V But yeah, non humanoid ending is planned. Good idea with the Giant, I'll see if there is a pose for that.
331511817 Posted November 8, 2024 Posted November 8, 2024 It doesn't work. After death, the bandits just stared at me and did nothing. I think it's because the sexlab did not consider the dead body as a playable target. Is there any possible solution? 1
LittleWhiteNeko Posted November 8, 2024 Author Posted November 8, 2024 20 minutes ago, 331511817 said: It doesn't work. After death, the bandits just stared at me and did nothing. I think it's because the sexlab did not consider the dead body as a playable target. Is there any possible solution? They do not necro the player immediately, they are supposed to talk first, do something like stripping, etc. Make sure subtitles are on and can be viewed on Death Camera. If you have done that, and the Bandits are still not doing anything (usually after the first dialogue), then there may be combat somewhere that preventing the scenes to run, This issue I just noticed and is currently being fixed.
331511817 Posted November 8, 2024 Posted November 8, 2024 (edited) 1 hour ago, LittleWhiteNeko said: They do not necro the player immediately, they are supposed to talk first, do something like stripping, etc. Make sure subtitles are on and can be viewed on Death Camera. If you have done that, and the Bandits are still not doing anything (usually after the first dialogue), then there may be combat somewhere that preventing the scenes to run, This issue I just noticed and is currently being fixed. Thanks for your reply. Yes, they did talk one or two lines. And I tried PDA in a vacuumed cave. It still did not work. Also, after the subtitle ended I tried to "resurrect" the player in the command menu. The player resurrected but remained frozen. Then I reclaimed control by using other Mods, the bandits killed me again and still did nothing. Edited November 8, 2024 by 331511817
arthasLLL Posted November 8, 2024 Posted November 8, 2024 On 11/3/2024 at 10:30 AM, lqh1016 said: It seems that the beheading function conflicts with the latest Deadly Furnitures V3.1.0 version. On 11/3/2024 at 3:36 PM, LittleWhiteNeko said: V3.1 is still an upcoming beta and is not available publicly, but thanks for the heads up. I will make a compatibility as soon as I can. On 11/4/2024 at 1:16 AM, Pamatronic said: Could you specify HOW exactly it conflicts? last time I touched anything Decap related in deadly furnitures was when I made the Deadly tree stump, and that was last year. It may be a bit late, but I hope it helps. 3.x.x moves all furniture nif file(include chopping block) from [furniture/x.nif] to [furniture/pamaFurniture/x.nif]. PDA made a duplicate furniture record from 2.4.0. And locate the model file [furniture/x.nif]. It makes chopping block cannot create correctly. I made a small patch to relocate the PDA object model path. Works fine for me. Player Death Aftermath 2.2.1b - Pama Deadly Furniture 3.x.x - Patch.esp
LittleWhiteNeko Posted November 8, 2024 Author Posted November 8, 2024 9 minutes ago, arthasLLL said: It may be a bit late, but I hope it helps. 3.x.x moves all furniture nif file(include chopping block) from [furniture/x.nif] to [furniture/pamaFurniture/x.nif]. PDA made a duplicate furniture record from 2.4.0. And locate the model file [furniture/x.nif]. It makes chopping block cannot create correctly. I made a small patch to relocate the PDA object model path. Works fine for me. Player Death Aftermath 2.2.1b - Pama Deadly Furniture 3.x.x - Patch.esp 2.08 kB · 0 downloads That make sense. A new experimental version will be uploaded in less than a week, so I will incorporate the fix into the update, thanks.
Pamatronic Posted November 8, 2024 Posted November 8, 2024 25 minutes ago, arthasLLL said: 3.x.x moves all furniture nif file(include chopping block) from [furniture/x.nif] to [furniture/pamaFurniture/x.nif]. PDA made a duplicate furniture record from 2.4.0. And locate the model file [furniture/x.nif]. It makes chopping block cannot create correctly. This does Actually explain another Issue I had with my Solitude Execution mod where a chopping Block suddenly went missing. Thank you for figuring that out. Kinda embarrassing for me to make such an error.
DDDSHYNZ Posted November 9, 2024 Posted November 9, 2024 Using machine translation because my English is not good Just downloaded and tried this mod. why don't the animations and scenes match? bandit fucks the player who are still alive with the fuck neck and fuck head animations. When player is decapitated and the bandit fucks the player's head, it uses the neck fuck animation, or the bandit stuffs soul gems into the air underneath the severed head.
DDDSHYNZ Posted November 9, 2024 Posted November 9, 2024 And would it be better to add some sort of transitions between animations? I see headless body standing up and severed head standing up with air body.
umbralnightterror Posted November 11, 2024 Posted November 11, 2024 A suggestion, maybe could add aftermaths when dying to DLC factions, such as Dawnguard as a Vampire, or Miraak's Cult.
LittleWhiteNeko Posted November 11, 2024 Author Posted November 11, 2024 1 hour ago, umbralnightterror said: A suggestion, maybe could add aftermaths when dying to DLC factions, such as Dawnguard as a Vampire, or Miraak's Cult. Of course, I will eventually add them. But... I'm quite lazy lately lol On 11/9/2024 at 3:46 PM, DDDSHYNZ said: Using machine translation because my English is not good Just downloaded and tried this mod. why don't the animations and scenes match? bandit fucks the player who are still alive with the fuck neck and fuck head animations. When player is decapitated and the bandit fucks the player's head, it uses the neck fuck animation, or the bandit stuffs soul gems into the air underneath the severed head. I remember this being an issue in the older version, but should have been fixed in the latest version. On 11/9/2024 at 3:50 PM, DDDSHYNZ said: And would it be better to add some sort of transitions between animations? I see headless body standing up and severed head standing up with air body. Unfortunately I do not know any other method to do the pre-sex transition, as normal resurrection with severed head will crash the game. And adding black screen fade per sex may take too long or feels weird. I might consider this in the future, but no promise. 1
331511817 Posted November 12, 2024 Posted November 12, 2024 On 11/8/2024 at 1:36 PM, 331511817 said: It doesn't work. After death, the bandits just stared at me and did nothing. I think it's because the sexlab did not consider the dead body as a playable target. Is there any possible solution? On 11/8/2024 at 1:58 PM, LittleWhiteNeko said: They do not necro the player immediately, they are supposed to talk first, do something like stripping, etc. Make sure subtitles are on and can be viewed on Death Camera. If you have done that, and the Bandits are still not doing anything (usually after the first dialogue), then there may be combat somewhere that preventing the scenes to run, This issue I just noticed and is currently being fixed. <truncated stack> [09/15/2024 - 12:32:51PM] warning: Assigning None to a non-object variable named "::temp12" stack: [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 82 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 <truncated stack> [09/15/2024 - 12:32:51PM] error: Cannot call bandits() on a None object, aborting function call stack: [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 86 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 <truncated stack> [09/15/2024 - 12:32:51PM] error: Cannot access an element of a None array stack: [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 86 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 <truncated stack> [09/15/2024 - 12:32:51PM] error: Cannot call GetActorRef() on a None object, aborting function call stack: [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 86 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 <truncated stack> [09/15/2024 - 12:32:51PM] error: Cannot call DebugMessage() on a None object, aborting function call stack: [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 91 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 [None].pdaBanditAftermathScene.DecorationAftermath() - "pdaBanditAftermathScene.psc" Line 93 <truncated stack> This is what I got from papyrus.0.log .
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