LittleWhiteNeko Posted January 7, 2025 Author Posted January 7, 2025 On 1/5/2025 at 8:07 PM, leakim said: Got a weird problem with this mod. Likely somehow related to my own mod setup in one way or another, but I should probably mention it anyway. Basically if I start a new game with "Papyrus Tweaks" enabled, PDA scenes will fail to initialize properly. For example bandits will do their dialogs before the scene should start, but then they just do nothing. On the other hand, if I start the game without "Papyrus Tweaks" PDA scenes will start just fine. NOTE: I am only talking about disabling "Papyrus Tweaks" while clicking the "new game" button. I always enable it once I have setup my mods. I've tested both the "negative" and "positive" case multiple times and this behavior never fails. No other mods has this type of broken behavior. Finally, if I add PDA into an existing game, it also works just fine. Usually, I start new games without papyrus tweaks enabled because I find the game can often get a bit "crashy" if it's enabled during startup, since my setup is quite script heavy during initialization. I believe there could be an initialization issue in this mod that can surface itself during these circumstances. But I have no idea how such a thing can happen, so unlike the "random actor" issue I mentioned earlier, I am not about to dive headfirst into this to determine the underlying cause. I do have Papyrus Tweaks installed and it works fine on new game. And somehow having Papyrus Tweaks installed sometimes fix the ongoing issue for some scenes not working.
Narakesh Posted January 9, 2025 Posted January 9, 2025 On 12/7/2024 at 9:59 AM, Karna5 said: This is really cool and fun, LittleWhiteNeko. I use Ostim Standalone rather than the SexLab framework, but this mod works great with Ostim and the Sexlab to Ostim mod which intercepts Sexlab calls and send it to Ostim Standalone. Thanks for sharing this Hope you don't mind me asking but how did you get Ostim Standalone to work? I tried using sexlab to ostim and still having issues.
Jefferson555 Posted January 9, 2025 Posted January 9, 2025 Got a very strange problem in this mod. I installed very required mod and it all "true" in the PDA menu. when the chracter was defeated by the bandits, they say some lines but they keep doing the action of taking my stuff again and again instead of moving to another step. I also check the other conditions like "stormlock" or "imperial" in the debug options but they just standing here and doing nothing. I am really confused about what's wrong. 1
Karna5 Posted January 9, 2025 Posted January 9, 2025 (edited) 16 hours ago, Narakesh said: Hope you don't mind me asking but how did you get Ostim Standalone to work? I tried using sexlab to ostim and still having issues. That's kind of a surprising question to me because I have absolutely no problem. However, thinking about it, back when I used to use Sexlab without Ostim Standalone, the process of switching from animations on one to the other was difficult. Eventually I uninstalled all the sexlab animations and sexlab--all of them. Then I carefully installed Ostim Standalone, Nemesis and only mods and animations intended to work with Ostim. Having animations intended for sexlab would break my ostim. Once I had a fully functional Ostim Standalone and its 35 thousand or so animations, then I installed Sexlab and the Sexlab to Ostim mods. This allowed me to use mods like this one (intended for Sexlab) to work fine with Ostim because anything this mod tries to send to Sexlab gets sent automatically to Ostim Standalone instead. If you're having issues, I recommend clearing out all your Sexlab stuff and getting a stable Ostim setup first. Post script for clarity: I did not install Sexlab animations. I only have Ostim animations. For one thing, I don't need sexlab animations because animation calls are sent to Ostim Standalone. Edited January 9, 2025 by Karna5
LittleWhiteNeko Posted January 10, 2025 Author Posted January 10, 2025 Added a new entry to "Possible Issue" section for the inconsistent issue of scenes not working. Do let me know if any of the fix works for you.
VoreQ Posted January 10, 2025 Posted January 10, 2025 after plenty of tinkering with a fresh install of skyrim i've got this mod working and all i can say is THANK YOU! i have a real niche fetish for seeing my character defeated and put on display, and your mod is perfect for that ^^ 1
Narakesh Posted January 10, 2025 Posted January 10, 2025 11 hours ago, Karna5 said: That's kind of a surprising question to me because I have absolutely no problem. However, thinking about it, back when I used to use Sexlab without Ostim Standalone, the process of switching from animations on one to the other was difficult. Eventually I uninstalled all the sexlab animations and sexlab--all of them. Then I carefully installed Ostim Standalone, Nemesis and only mods and animations intended to work with Ostim. Having animations intended for sexlab would break my ostim. Once I had a fully functional Ostim Standalone and its 35 thousand or so animations, then I installed Sexlab and the Sexlab to Ostim mods. This allowed me to use mods like this one (intended for Sexlab) to work fine with Ostim because anything this mod tries to send to Sexlab gets sent automatically to Ostim Standalone instead. If you're having issues, I recommend clearing out all your Sexlab stuff and getting a stable Ostim setup first. Post script for clarity: I did not install Sexlab animations. I only have Ostim animations. For one thing, I don't need sexlab animations because animation calls are sent to Ostim Standalone. Thanks for the reply! I ended up having to instal sexlab and an SLAL pack that is not in ostim and that allowed everything to work. Since Ostim was working fine. 1
gyvhjfukjyhgvu Posted January 10, 2025 Posted January 10, 2025 Will you continue to update this mod and add new content in the future?
LittleWhiteNeko Posted January 10, 2025 Author Posted January 10, 2025 27 minutes ago, gyvhjfukjyhgvu said: Will you continue to update this mod and add new content in the future? Absolutely. There are sneak peeks in the discord server. Though development will be slower for the time being.
VoreQ Posted January 11, 2025 Posted January 11, 2025 one idea that i've always had that would be perfect for a mod like this, if the player gets killed by a city guard their body should be put on display at the city entrance as a warning to coming criminals, or in the main part of the city for every one to see! also any thoughts on implementing crucifixes like from pama's mod? 😁 thanks again for your awesome mod ^^
LeshVinov Posted January 11, 2025 Posted January 11, 2025 (edited) Hello! First of all, I would like to say that this mod is great. I really like its features and the variety it brings to the game. But unfortunately, I ran into some problems. I looked at some of them on discord and here, but unfortunately I didn't find anything. Maybe I didn't search well. I'm a bit new to modding on Skyrim SE (1.5.97), I came from Fallout 4, so I might have missed something. All dependencies installed: - SexLab for SE v1.63 - Powerofthree Papyrus Extender v5.9.0 - ConsoleUtilSSE NG v1.5.1 - ToastPoses v1.6 and ToastSLAL v1.1 - Pama Deadly Furniture V3.0.3 SE - ZaZ Animation Pack v.8.0+SEREV3 - Fuz Ro D-oh v1.7 - Enhanced Death Camera v2.1.2 - Pama's Bad End series (all from the mod description) - Toast Display Model v1.2.2 - Subtitles v0.6.1 - All animations presented in the description and even more - Player Gets Necro'd v1.2.5 (your version) In addition, I ran all the animations in FNIS and adjusted all the clothing files (if you can call it that) to BodySlide. All tests were done through the Debug menu (I ran the scenarios one by one) My problem is in several things: - I don't know if my character should be undressed before the animation or not, but I don't have it. The character is undressed only during the sexlab animation. I noticed some other debug lines during the black screen, I think they are related to this problem.. - When my character is dead, I don't see subtitles, although I have Enhanced Death Camera and Subtitles. When he is alive, the subtitles are visible. - During the Hired Thugs scenario, decapitation does not work with all options of that checkbox in the settings. My character still has a head on his shoulders (Although there are textures on the neck, as if the character is decapitated), and a second head appears next to it (I suppose, as it should be) - Not going far from the previous problem: the head (spawned) has a duplicate neck (you can see it in the screenshot) - During the scenario, when my character is placed in a painting (it is a painting, right?), at some points my character's head becomes translucent (This does not always happen), in addition, the neck comes out of the wall somewhere, and not from the dismembered body (On the body, the place for the neck itself becomes transparent). So far, this is all I have noticed. Also, I would like to see all the other scenarios in the debug menu (for example, from Pama's Bad End series, did I understand correctly that the mod offers some kind of execution from there?). Thanks in advance! Screenshots and load order are attached: loadorder.txt Edited January 11, 2025 by Alex0343
LittleWhiteNeko Posted January 11, 2025 Author Posted January 11, 2025 2 hours ago, Alex0343 said: I don't know if my character should be undressed before the animation or not, but I don't have it. Strip function has default value of 100, so if your armor is worth less than that, they wont strip. I should make it more clear later 2 hours ago, Alex0343 said: When my character is dead, I don't see subtitles, although I have Enhanced Death Camera and Subtitles. When he is alive, the subtitles are visible. Try this for the EDC setting 2 hours ago, Alex0343 said: During the Hired Thugs scenario, decapitation does not work with all options of that checkbox in the settings. My character still has a head on his shoulders (Although there are textures on the neck, as if the character is decapitated), and a second head appears next to it (I suppose, as it should be) There is a possibility for broken decapitation at that function, but you can install Next-Gen Decapitation Also you probably havent build Toast's Guro Outfit in body slide 2 hours ago, Alex0343 said: Not going far from the previous problem: the head (spawned) has a duplicate neck (you can see it in the screenshot) Known issue, nothing I can do for now 2 hours ago, Alex0343 said: During the scenario, when my character is placed in a painting (it is a painting, right?), at some points my character's head becomes translucent When the player is moved to the painting, the camera is set way too close to the player, perhaps this is the issue. Try installing Display Tweaks SSE and change DisableActorFade in INI to true 1
LeshVinov Posted January 11, 2025 Posted January 11, 2025 (edited) 15 hours ago, LittleWhiteNeko said: Strip function has default value of 100, so if your armor is worth less than that, they wont strip. I should make it more clear later Thanks for the answer! I see.. Waiting for next updates! 15 hours ago, LittleWhiteNeko said: Try this for the EDC setting And it works. Thank you! 15 hours ago, LittleWhiteNeko said: There is a possibility for broken decapitation at that function, but you can install Next-Gen Decapitation Also you probably havent build Toast's Guro Outfit in body slide I had this mod installed. It is because of it that the neck is duplicated and the head remains when the character is decapitated. I just tried without it and the following happened: transparent textures in place of the neck (I attached a screenshot). That's the point: all possible files are built in Bodyslide. 15 hours ago, LittleWhiteNeko said: When the player is moved to the painting, the camera is set way too close to the player, perhaps this is the issue. You were right it was because of the camera. Need to fly the free camera a little further Sorry for not attaching this to the previous post. I found something else: - In the necromancer scenario, nothing happens after the first scene. Usually, I noticed, there is some text saying that this is the end, but not in this scenario. Is this supposed to happen? (Fixed in a 2.3.1c version with Papyrus Tweaks NG) Edited January 12, 2025 by LeshVinov
kingoftemeria Posted January 12, 2025 Posted January 12, 2025 (edited) Has anyone tried this on 1.6.640? I for the life of me can't get it to work. When my player dies, she goes into the crawl position and then nothing happens. Edit: FYI for anyone that starts a new game. If you don't do the first time start up of Naked Defeat, the player will always be essential (even if it says disabled). Have to do initializing and then disable (or change settings) to be able to die. Edited January 13, 2025 by kingoftemeria
LittleWhiteNeko Posted January 12, 2025 Author Posted January 12, 2025 3 hours ago, kingoftemeria said: Has anyone tried this on 1.6.640? I for the life of me can't get it to work. When my player dies, she goes into the crawl position and then nothing happens. Something causes the player to be essential. This mod requires the player to actually dies (ragdoll death)
SAmMy3321 Posted January 17, 2025 Posted January 17, 2025 I'm new to this but I'm using Neffaram's modpack and I'm trying to implement this mod together but I don't know if I'm doing something wrong or if modpacks generally don't work with this mod?
SAmMy3321 Posted January 17, 2025 Posted January 17, 2025 I don't know what's wrong, after the character is decapitated, the scene cuts and she has a head again, while another bandit has sex with an invisible body with a flying head, is there something I forgot? The mode seems to be starting to work but how do I fix this, and how do I make the other bandits use the head too, I've already installed everything that is requested
Twirain Posted January 21, 2025 Posted January 21, 2025 sorry to bother you. but i somehow met a situation. when sex scene start, only one animation will be picked.i downloaded toasts, FB and Psyche.and i surely used fnis.i also use Nem.is that a problem?
yunuo1025 Posted January 22, 2025 Posted January 22, 2025 (edited) On 1/4/2025 at 10:26 AM, LittleWhiteNeko said: Possible fix to scenes not running properly, e.g. Bandit scenes where the bandits just walks away after first dialogues/curator box Keyword: Possible, as this may not actually works after all. Player Death Aftermath 2.3.1c.zip 1.4 MB · 129 downloads Not gonna be published to main page yet since this is unconfirmed fix and no new feature. This works like a bit, for example I used Imperial debug mode where this version did solve the "first death scene" problem. Yet after the first black screen and load, the quest seems stuck again. just im not waiting long enough, Imperial scene seems ok. While the thalmor scene seems working fine, at least the npcs just get something to do. Some update: The Stormclock scene seems working fine too The bandit scene works ok at first, but in the buyer's room, there is a woman flying in the room(really werid), after that scene the game crash, this problem can be repeat. Edited January 22, 2025 by yunuo1025
yunuo1025 Posted January 22, 2025 Posted January 22, 2025 On 1/18/2025 at 1:07 AM, SAmMy3321 said: I don't know what's wrong, after the character is decapitated, the scene cuts and she has a head again, while another bandit has sex with an invisible body with a flying head, is there something I forgot? The mode seems to be starting to work but how do I fix this, and how do I make the other bandits use the head too, I've already installed everything that is requested In my game its just the flying head. still weird though
geekygamer93 Posted January 28, 2025 Posted January 28, 2025 (edited) I've got the latest version of Toast's display models - 1.2.2 - but in the MCM for PDA, it's still showing false for the install. Even with a new save, and fresh installs of both. Running PDA 2.3.1c. EDIT: I should also add that I haven't had them both installed before now. I only just got PDA working on its own, and then decided to add the display models. So I don't have a previous point of reference for them working together. Edited January 28, 2025 by geekygamer93 More info
LittleWhiteNeko Posted January 28, 2025 Author Posted January 28, 2025 5 hours ago, geekygamer93 said: I've got the latest version of Toast's display models - 1.2.2 - but in the MCM for PDA, it's still showing false for the install. Even with a new save, and fresh installs of both. Running PDA 2.3.1c. EDIT: I should also add that I haven't had them both installed before now. I only just got PDA working on its own, and then decided to add the display models. So I don't have a previous point of reference for them working together. Make sure to have BEES installed for skyrim SE Backported Extended ESL Support
D798 Posted January 28, 2025 Posted January 28, 2025 (edited) Hi there, I'm currently having an issue where after being damaged to the point of becoming dead my player enters the downed state instead of dying and then the game loads up my save again as if I had died after the vanilla 5 second timer and I can't seem to find what's conflicting and or what the workaround is to extend the death cam or to even die and not go into a downed state, i'm not aware of any mod that's making me essential so I cannot die but that shouldn't effect the death timer, no?. The extended death timer built into this mod unfortunately doesn't work for me right now due to something conflicting but nothing outright shows that i'd know. Looking for help on how to fix this please and thank you. I have added my load order to show what I currently have (Eldergleam base with added mods) loadorder.txtmodlist.txt EDIT: This issue above has been fixed with the help of someone from your Discord (Thank you). My only issue now is the duplication of heads during a decapitation scene and when the npc is suppose to be doing it with my other head the head is spun the wrong away which makes the animation look really weird Edited January 29, 2025 by D798
effrenatus Posted January 29, 2025 Posted January 29, 2025 Hello! Somehow something is not working... First, I had vanilla reload bevavior but looks like changing the duration in the PDA MCM made it set correctly and the it was long. Then i tried again, died, got talked about by the Bandit Chief and it seemed ok at first. But then my character got up again and i basically could continue to play. The Bandit Chief was not defending himself when i hit him and was essential flagged. Here the debug output i got in the game: Read from bottom up. I attached the log which seems to have a lot of problems in PDA. What is the problem? "Player Gets Necroed" also did not trigger, as far as i understand. Papyrus.0.log
LittleWhiteNeko Posted January 30, 2025 Author Posted January 30, 2025 11 hours ago, effrenatus said: Hello! Somehow something is not working... First, I had vanilla reload bevavior but looks like changing the duration in the PDA MCM made it set correctly and the it was long. Then i tried again, died, got talked about by the Bandit Chief and it seemed ok at first. But then my character got up again and i basically could continue to play. The Bandit Chief was not defending himself when i hit him and was essential flagged. Here the debug output i got in the game: Read from bottom up. I attached the log which seems to have a lot of problems in PDA. What is the problem? "Player Gets Necroed" also did not trigger, as far as i understand. Papyrus.0.log 2.18 MB · 0 downloads Other than no necro is going on, everything else seems to be in order. Aggressor is calmed and made essential so not to break the scenes. The debug output is normal too. Haven't checked the log yet
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