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Posted
On 4/20/2025 at 10:17 PM, sky295 said:

I installed this mod, but it won't work
我安装了这个模块,但是它不起作用

微信图片_20250420221549.jpg

I have the same problem as you. I use the latest version of DM and flash Fnis, but it still can't be solved.

Posted
12 hours ago, WRXTEY said:

I came across this video while looking into this mod and it's other requirements, etc: https://odysee.com/@NNGuro:f/SkyrimSE20240206110038741:2

Do you know which mods are present here, and how they allowed themselves to be beheaded in combat, having an animation play afterwards?

Lookks like PLayer Gets BNecro''d mod and maybe in conjunction with this mod

Posted

Okay, so everything seems to be working except for when it comes to the Civil War Factions.  When my PC is killed bby either faction I'm taken to the imperial or Storm cloak room and as soon as they're about the assaults the corpse I CTD.

 

This is the one CTD that occurs from Day 1.

 

The only civil war mods I have are 

 

Civil War Lines Expansion

TS - Immersive Patrols - Civil War

Immersive Patrols Heavy

 

Maybe something I'm not seeing or doing wrong?

Posted

I did not have internet (or to be exact to use VPN to access this site) for the past 11 days so I can only respond now

  

On 5/1/2025 at 8:54 AM, kamithemoon said:

For the author, would it be possible to clone the player (then affect the player with invisibility) and have the cloned corpse be the one used in scenes?  I hate to throw more work on you, but that would probably solve all the VR issues

Technically possible but that kinda reworking a lot of stuffs.

 

On 5/2/2025 at 9:36 AM, random weirdo 101 said:

The dragonborn's corpse will only lie on bed after the noble wake up. (and soon the next sequence begins and the event will put her back to necro state)

I believe she should be on bed first before the noble sleeps.

Shouldn't this be hidden behind black screen? I kinda need screenshot or more detailed description

  

On 5/3/2025 at 6:23 AM, thor3222 said:

have you tried pama's sovengarde yet? if so, is this compatible or is it kind of one or the other

Not compatible, and most likely will never be compatible as I have said before:

PDA does not allow continuity after scenario because it fires after player's actual death. Continuing the game after player death may cause issues, directly or indirectly.

 

In order for PDA to have continuity, it has to be reworked from the start and will have compatibility issues with other Defeat mods, and it will no longer handle actual decapitation, only fake decapitations within the scenes (aka you cannot get decapitated in combat anymore)

  

On 5/3/2025 at 11:49 AM, caio8142 said:

I always get a bug when the animation is about to start—for example, the screen goes black and stays black permanently. Is there any way to fix it? Only the Necromancer works normally.

Can you share your papyrus log?

 

  

On 5/7/2025 at 4:16 PM, Chan Louis said:

When activating the NobleHugPillowScene, is there suppose to be in a house or somewhere?

sexlab scene went well but on the air(like the screenshot below), after the scene finish both character dead

They should be in the noble house, the same house used in Noble Painting and Noble Cooking

 

  

On 5/8/2025 at 12:25 AM, Bendor said:

"Could you make it so that translations can be done more easily with xTranslator in case of updates? Currently, only the dialogue for the Thalmor faction can be translated with xTranslator. Other factions can only be modified through SSEEdit, which makes it difficult."

Well, if you know how to, let me know.

 

On 5/8/2025 at 2:32 AM, LMost said:

Suddenly a problem occurred. After I installed the Display mod and was able to use it normally, the PDA could not recognize it and kept displaying False.

You need Toast's Dispay Model, not just Display Model 3

 

If you have Toasts' installed and you really can use it, then the only possible cause I can think of is the ESP name changed.

Else, you may need to install BEES.

 

  

13 hours ago, WCSC said:

Okay, so everything seems to be working except for when it comes to the Civil War Factions.  When my PC is killed bby either faction I'm taken to the imperial or Storm cloak room and as soon as they're about the assaults the corpse I CTD.

 

This is the one CTD that occurs from Day 1.

 

The only civil war mods I have are 

 

Civil War Lines Expansion

TS - Immersive Patrols - Civil War

Immersive Patrols Heavy

 

Maybe something I'm not seeing or doing wrong?

Weird. The mods shouldn't cause issue. It also uses the same resurrection method as other scenarios.

There is no beheading either. Just necro and then transferred to a gallow.

 

Which part do you get the crash?

Posted

Hotfix 1 uploaded

 

Compatibility with latest SLPGN version 3.0

 

Only use this hotfix version if you use SLPGN 3.0 as this version not compatible with SLPGN LWN Fix 1.2.7

 

Use the PDA 2.4.2 if you still use SLPGN LWN Fix v1.2.7

 

Future versions will have compatibility with both

Posted
3 hours ago, LittleWhiteNeko said:

Weird. The mods shouldn't cause issue. It also uses the same resurrection method as other scenarios.

There is no beheading either. Just necro and then transferred to a gallow.

 

Which part do you get the crash?

 

I always crash where the PC is dead on the floor of some barracks and the scene is about to change I guess (I dont know because i crahs and never know what is suppose to come next)  The NPCs talk about using the dead PC and then CTD.  This has happened since you added the first civil war faction to PDA

Posted

HOLY SHIT MAN
if yall have the little shits standin around and clapping, remove POISE
how the hell did it cause issues with detection?

Posted (edited)

Dismembering used to work when PDA scenes happen, beheading etc but i cant make it work on recent. I remember i updated my Dismembering Framework from seb263, as i read notes i saw " Complete overhaul of the dismembered NPC data storage system (no more use of actor values, and no remaining conflicts that could lead to living NPCs being dismembered)"

 

Maybe after update there are some incompabilities?

Edited by jariabila
Posted (edited)

Are there any benefits of using it with SLPGN?

There's no problem with play even if I don't use SLPGN 3.0, right?


Perhaps the reason why the mixed version of SLPGN 3.0 came out is because of creature(animal) support or yet parts where the story is not written?

Edited by Dehabe
Posted
17 minutes ago, axtertxedow said:

image.png.31ed38f67263b73015bf68f04081ee37.png

My character just stands still, then I press the spacebar and click (die), but the result is still just standing like that and I can't press ESC.

 

There should be a plate there. But yeah the scene ended there anyway.

 

I will have to work out on the ending of Pama's furniture as most of the time it prevented the player to reload the game.

 

On 5/14/2025 at 3:56 AM, Dehabe said:

Are there any benefits of using it with SLPGN?

There's no problem with play even if I don't use SLPGN 3.0, right?


Perhaps the reason why the mixed version of SLPGN 3.0 came out is because of creature(animal) support or yet parts where the story is not written?

No. It can work together, but PDA has the priority.

Posted
14 hours ago, ckteam said:

How can I trigger the mausoleum scene? I was killed by people in the city but nothing happened.

Have you tried new or cleaned save? New scene requires new save to trigger

Posted
4 hours ago, LittleWhiteNeko said:

Have you tried new or cleaned save? New scene requires new save to trigger

That's the new game I'm using. Maybe I should try a few more times.

Posted

Will ask this hoping someone has a fix or maybe author, when I get killed for some reason after some time I come back to life and resurrect on Player get necro'd is turned off, it seems this happens everytime a sex scene wants to play, for some reason I'm getting back to full health and makes my char stand up like nothing happened and then one second later and she dies then after a while again same thing, she stands up and dies, it keeps repeating like every 15sec maybe, I already tried turning off both baka defeat and acheron and still happens.

Posted

The necromancer cannot resurrect two corpses at the same time (possibly due to a summoning limit of one). If a necromancer resurrects my companion, I will die again and fall to the ground, which causes the scenario to get stuck.

Posted
1 hour ago, Setsugekka said:

The necromancer cannot resurrect two corpses at the same time (possibly due to a summoning limit of one). If a necromancer resurrects my companion, I will die again and fall to the ground, which causes the scenario to get stuck.

Issue solved
 

Updating to 2.4.3 requires new save.

 

It is always advisable to try in new save first before reporting bugs. 

Posted

Whenever I die and a scene triggers the perpetrators always gang up and take turns on the player character while completely ignoring the companion who is also lying there just waiting to be taken. Can it be made so that the companion also gets necro'd at the same time as the PC does?

Posted
2 hours ago, Lukum said:

Whenever I die and a scene triggers the perpetrators always gang up and take turns on the player character while completely ignoring the companion who is also lying there just waiting to be taken. Can it be made so that the companion also gets necro'd at the same time as the PC does?

Uh... They are supposed to be necroed together. Followers necro is supported.

 

Usually it has the opposite effect than you currently have, which is random people getting necroed together because PDA takes every dead NPC who is in the Potential Follower Faction, because when followers dies, they may lose their Current Follower Faction.

Posted

FYI Some errors in log and ctd on cooking

Spoiler

Unhandled native exception occurred at 0x7FF6F7C25590 (SkyrimSE.exe+12F5590) on thread 35316!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 24 May 2025 22:07:09.864

Possible relevant objects (4)
{
  [  21]    BSDynamicTriShape(Name: `00KLH_FemaleHeadImperial`)
  [  59]    NiCamera(Name: `WorldRoot Camera`)
  [ 139]    NiCamera(Name: null)
  [ 161]    ShadowSceneNode(Name: `shadow scene node`)
}

Probable callstack
{
  [0]   0x7FF6F7C25590     (SkyrimSE.exe+12F5590)         unk_12F5590+0
  [1]   0x7FF6F7C2225F     (SkyrimSE.exe+12F225F)         BSLightingShader::Func4_12F2020+23F
  [2]   0x7FF6F7C384BE     (SkyrimSE.exe+13084BE)         unk_1308440+7E
  [3]   0x7FF6F7C382D3     (SkyrimSE.exe+13082D3)         BSBatchRenderer::unk_1308030+2A3
  [4]   0x7FF6F7BFCF4F     (SkyrimSE.exe+12CCF4F)         BSShaderAccumulator::unk_12CCE40+10F
  [5]   0x7FF6F7BFAD63     (SkyrimSE.exe+12CAD63)         BSShaderAccumulator::unk_12CACD0+93
  [6]   0x7FF6F7BF1672     (SkyrimSE.exe+12C1672)         NiCamera::unk_12C1600+72
  [7]   0x7FF6F7C13F67     (SkyrimSE.exe+12E3F67)         unk_12E3E70+F7
  [8]   0x7FFD4714ACA1     (ENBTerrainBlendingFix.dll+4ACA1)
  [9]   0x1A                                              
}

Registers
{
  AX:       0x3                (u8):[3]
  BX:       0x21F9BC81240      (BSLightingShaderMaterialFacegenTint*)
  CX:       0x3                (u8):[3]
  DX:       0x3F2CACAD3F3BBBBC (u64):[4552203183454927804] (f64):[0.00021876921493155] (f32):[0.7333333]
  SI:       0x219F2D7FA00      (BSLightingShader*)
  DI:       0x21F9BC81240      (BSLightingShaderMaterialFacegenTint*)
  BP:       0x22001            (u32):[139265]
  SP:       0xBBD2BFF308       (char**) "H???"
  IP:       0x7FF6F7C25590     (SkyrimSE.exe+12F5590) (void*)
  R8:       0x21F9BC81240      (BSLightingShaderMaterialFacegenTint*)
  R9:       0x219D3DE7AA0      (d3d11.dll+A07AA0) (void*)
  R10:      0x0                (NULL)
  R11:      0x4                (u8):[4]
  R12:      0x1                (u8):[1]
  R13:      0x0                (NULL)
  R14:      0x21B5EB88080      (void*)
  R15:      0x21B5EA92480      (void*)

 

Spoiler
[05/24/2025 - 10:07:09PM] Error: Cannot cast from None to ReferenceAlias[]
stack:
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128
[05/24/2025 - 10:07:09PM] WARNING: Function pdanecroscript.PrepareActors(Actor Victim,bool WithGroup,bool WithExtra,ReferenceAlias[] PotentialAggressors,ReferenceAlias[] Extra,string tags,string Excludes,bool allowFemale) received NONE to non-object argument! Received types (Actor,bool,bool,ReferenceAlias,none,string,string,bool) instead!
stack:
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128
[05/24/2025 - 10:07:09PM] SEXLAB - NOTICE: ValidateActor(Nobleman) -- TRUE -- MISS
[05/24/2025 - 10:07:09PM] Error: Variable isn't an array and cannot be searched
stack:
	[pdaMainQuest (F7000D62)].pdanecroscript.PrepareActors() - "pdaNecroScript.psc" Line 241
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128
[05/24/2025 - 10:07:09PM] Error: Variable isn't an array and cannot be indexed
stack:
	[pdaMainQuest (F7000D62)].pdanecroscript.PrepareActors() - "pdaNecroScript.psc" Line 241
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128
[05/24/2025 - 10:07:09PM] Error: Cannot call GetActorRef() on a None object, aborting function call
stack:
	[pdaMainQuest (F7000D62)].pdanecroscript.PrepareActors() - "pdaNecroScript.psc" Line 256
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128

 

 

Posted

I don't know if this has been answered before, and I have read an option in the MCM menu that does seem to suggest that this probably doesn't work, but I still want to ask. Is it possible to make this mod work for your followers if said follower is essential or protected? Someone like Serana off the top of my head for example, especially since from what I know, she's completely essential even after the end of the main Dawnguard quest. I have also tried using a mod that does allow essential NPC's to die with Serana, but I did get the problem where she was completely ignored even after enabling SLPGN after the whole scenario from this mod finished. A good thing to note is that I haven't really done extensive tests with that mod (allowing essential NPC's to die) either.

Posted
18 hours ago, crajjjj said:

FYI Some errors in log and ctd on cooking

  Hide contents

Unhandled native exception occurred at 0x7FF6F7C25590 (SkyrimSE.exe+12F5590) on thread 35316!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 24 May 2025 22:07:09.864

Possible relevant objects (4)
{
  [  21]    BSDynamicTriShape(Name: `00KLH_FemaleHeadImperial`)
  [  59]    NiCamera(Name: `WorldRoot Camera`)
  [ 139]    NiCamera(Name: null)
  [ 161]    ShadowSceneNode(Name: `shadow scene node`)
}

Probable callstack
{
  [0]   0x7FF6F7C25590     (SkyrimSE.exe+12F5590)         unk_12F5590+0
  [1]   0x7FF6F7C2225F     (SkyrimSE.exe+12F225F)         BSLightingShader::Func4_12F2020+23F
  [2]   0x7FF6F7C384BE     (SkyrimSE.exe+13084BE)         unk_1308440+7E
  [3]   0x7FF6F7C382D3     (SkyrimSE.exe+13082D3)         BSBatchRenderer::unk_1308030+2A3
  [4]   0x7FF6F7BFCF4F     (SkyrimSE.exe+12CCF4F)         BSShaderAccumulator::unk_12CCE40+10F
  [5]   0x7FF6F7BFAD63     (SkyrimSE.exe+12CAD63)         BSShaderAccumulator::unk_12CACD0+93
  [6]   0x7FF6F7BF1672     (SkyrimSE.exe+12C1672)         NiCamera::unk_12C1600+72
  [7]   0x7FF6F7C13F67     (SkyrimSE.exe+12E3F67)         unk_12E3E70+F7
  [8]   0x7FFD4714ACA1     (ENBTerrainBlendingFix.dll+4ACA1)
  [9]   0x1A                                              
}

Registers
{
  AX:       0x3                (u8):[3]
  BX:       0x21F9BC81240      (BSLightingShaderMaterialFacegenTint*)
  CX:       0x3                (u8):[3]
  DX:       0x3F2CACAD3F3BBBBC (u64):[4552203183454927804] (f64):[0.00021876921493155] (f32):[0.7333333]
  SI:       0x219F2D7FA00      (BSLightingShader*)
  DI:       0x21F9BC81240      (BSLightingShaderMaterialFacegenTint*)
  BP:       0x22001            (u32):[139265]
  SP:       0xBBD2BFF308       (char**) "H???"
  IP:       0x7FF6F7C25590     (SkyrimSE.exe+12F5590) (void*)
  R8:       0x21F9BC81240      (BSLightingShaderMaterialFacegenTint*)
  R9:       0x219D3DE7AA0      (d3d11.dll+A07AA0) (void*)
  R10:      0x0                (NULL)
  R11:      0x4                (u8):[4]
  R12:      0x1                (u8):[1]
  R13:      0x0                (NULL)
  R14:      0x21B5EB88080      (void*)
  R15:      0x21B5EA92480      (void*)

 

  Hide contents
[05/24/2025 - 10:07:09PM] Error: Cannot cast from None to ReferenceAlias[]
stack:
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128
[05/24/2025 - 10:07:09PM] WARNING: Function pdanecroscript.PrepareActors(Actor Victim,bool WithGroup,bool WithExtra,ReferenceAlias[] PotentialAggressors,ReferenceAlias[] Extra,string tags,string Excludes,bool allowFemale) received NONE to non-object argument! Received types (Actor,bool,bool,ReferenceAlias,none,string,string,bool) instead!
stack:
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128
[05/24/2025 - 10:07:09PM] SEXLAB - NOTICE: ValidateActor(Nobleman) -- TRUE -- MISS
[05/24/2025 - 10:07:09PM] Error: Variable isn't an array and cannot be searched
stack:
	[pdaMainQuest (F7000D62)].pdanecroscript.PrepareActors() - "pdaNecroScript.psc" Line 241
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128
[05/24/2025 - 10:07:09PM] Error: Variable isn't an array and cannot be indexed
stack:
	[pdaMainQuest (F7000D62)].pdanecroscript.PrepareActors() - "pdaNecroScript.psc" Line 241
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128
[05/24/2025 - 10:07:09PM] Error: Cannot call GetActorRef() on a None object, aborting function call
stack:
	[pdaMainQuest (F7000D62)].pdanecroscript.PrepareActors() - "pdaNecroScript.psc" Line 256
	[ (F72031EB)].pdaNobleCookingSceneScript.StartFollowerNecro() - "pdaNobleCookingSceneScript.psc" Line 216
	[ (F72031EB)].pdaNobleCookingSceneScript.Fragment_8() - "pdaNobleCookingSceneScript.psc" Line 128

 

 

IIRC it is because outdated Pama's Deadly Furniture version. Cooking skin overlay caused crash.

 

2 hours ago, NakanoHana said:

I don't know if this has been answered before, and I have read an option in the MCM menu that does seem to suggest that this probably doesn't work, but I still want to ask. Is it possible to make this mod work for your followers if said follower is essential or protected? Someone like Serana off the top of my head for example, especially since from what I know, she's completely essential even after the end of the main Dawnguard quest. I have also tried using a mod that does allow essential NPC's to die with Serana, but I did get the problem where she was completely ignored even after enabling SLPGN after the whole scenario from this mod finished. A good thing to note is that I haven't really done extensive tests with that mod (allowing essential NPC's to die) either.

Essential and Protected followers are killed by this mod if you set the "Kill Followers on Death" option.

Unless you have a follower mod that prevent that in the first place such as Nether Follower Framework's Protected Follower option.

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