Jump to content

Recommended Posts

Posted
1 hour ago, LittleWhiteNeko said:

I have never tried it myself but I do suspect that continuing playing after "actual" death is too risky, which is why PDA is never designed to have continuity
Fake death, or bleedout is the safest way to have continuity imo
 

There is an outcome that can be useful for Naked Defeat, the Corpse Emporium (or sold to corpse shop)
Should be quite make sense.

But do let me know your idea, maybe we can have a crossover 

 

I m working on my own death scenarios, but with continuation in mind (fake death). 
I have an afterlife scenario for that which will be expanded (one of the scenarios I want to have the big sovngard hall where "things" then happen.
After that he player wakes up in the wilderness without any of their gear.

 

PDA could still be linked. I would allow it to be an outcome directly when entering bleedout (in combat), kind of a "alternate" route instead of Naked Defeats Rape starting, or make Naked Defeat to its thing and then "kill" the PC on top, leading to PDA.

 

QUESTIONS:
Would it be possible to have PDA do all its stuff but without player dieing? Meaning, can I trigger it via ModEvent?
It would be interesting if it would be possible to make the Link:

- Bleedout -> Naked Defeat Starts -> Naked Defeat starts PDA -> PDA does its stuff -> PDA sends back to Naked Defeat Afterlife -> Wake up in Wilderness.


That would just be optional, even when this is too much work or too complicated, I ll still link PDA via the "Non Essential Death" route.

Posted
2 minutes ago, whydoyouhateme said:

Would've been cool to see the remains of PC in the actual back room or behind Arondil after the ghostification.

Thanks for another update!

Check the actual dumping room 😉

Posted
18 hours ago, Nymra said:

QUESTIONS:
Would it be possible to have PDA do all its stuff but without player dieing? Meaning, can I trigger it via ModEvent?
It would be interesting if it would be possible to make the Link:

- Bleedout -> Naked Defeat Starts -> Naked Defeat starts PDA -> PDA does its stuff -> PDA sends back to Naked Defeat Afterlife -> Wake up in Wilderness.


That would just be optional, even when this is too much work or too complicated, I ll still link PDA via the "Non Essential Death" route.

Unlikely as it would mean I rework how the mod works. The mod is design to work around actual death, and the player is resurrected and killed again multiple times during the scene.

Posted

my game keep ctd in the cook the corpse end it start just fine then when the npc say you are finally done the game just freeze then ctd. is there a way to fix that issue ?

Posted
1 minute ago, MrNObody332 said:

my game keep ctd in the cook the corpse end it start just fine then when the npc say you are finally done the game just freeze then ctd. is there a way to fix that issue ?

Not for now, I still dont know why either. Something related to NiOverride for sure.

Posted

I am having issues with the mod Crashing to desktop with all of the prerequisites installed. This was tested on a fresh install of skyrim ae (1.6.1170). 

Points of crashing include:

*Instant CTD death (Reproducible with 5 bandit spawn)

*Instant CTD on guro dismemberment animation start
*Inconsistent CTD on animation switching. (Severed head animations)
 

Posted

There seems to be an issue with scenes triggered through OStim. When the animation starts, the male character fails to remove his clothes; after the first scene ends, the player's character gets stuck in the ground; and when the second scene begins, the male character can undress normally, but the player's character starts twitching and cannot proceed with the animation properly. The SexLab version works fine, and no other OStim scenes have this problem.

Posted
18 hours ago, Unknown589 said:

I am having issues with the mod Crashing to desktop with all of the prerequisites installed. This was tested on a fresh install of skyrim ae (1.6.1170). 

Points of crashing include:

*Instant CTD death (Reproducible with 5 bandit spawn)

*Instant CTD on guro dismemberment animation start
*Inconsistent CTD on animation switching. (Severed head animations)
 

This feels like there is something wrong more than just the mod. 

 

11 hours ago, VORTEXXUER said:

There seems to be an issue with scenes triggered through OStim. When the animation starts, the male character fails to remove his clothes; after the first scene ends, the player's character gets stuck in the ground; and when the second scene begins, the male character can undress normally, but the player's character starts twitching and cannot proceed with the animation properly. The SexLab version works fine, and no other OStim scenes have this problem.

I did say OStim is not stable yet but this is weirder than I expected.

Is this keep happening or just one time?

Posted

I was reading some of the books included in the Dwarven Modular Automaton mod and noticed that it could be used as an interesting scenario involved in dwemer ruins. The books mention that women who died in or around dwemer ruins are taken and turned into automatons loyal to the dwarves.

Obviously there are two issues, first one being that the dwemer themselves are long gone, and the second would be getting permission to use assets from said mod

Anyway, just had that idea and thought I'd suggest it here just in case because I thought it'd be cool

(Love what you're doing here btw)

Posted
13小时前,LittleWhiteNeko说:

这感觉不仅仅是模组出了问题。

 

我确实说过 OStim 还不稳定,但这比我预期的要奇怪。

这种情况是一直发生还是只发生一次?

Correction: The aforementioned issues only occur under this specific circumstance—when switching to first-person view and then back to third-person view after entering the scene. If the perspective is not changed, the OStim scene functions normally: the male character's clothing is removed properly. The only problem in this case is that dialogue subtitles do not appear. Switching perspectives makes the subtitles visible, but leads to the issues described earlier.

Additionally, I use the mod "Integrated Face Light" to improve the character's facial appearance. I noticed that after switching perspectives, the facial lighting effect stops working. It's possible that the act of switching perspectives causes some kind of conflict. With a total of 1600 mods installed, it's hard to say whether this is caused by a specific mod conflict. Therefore, this issue might only occur in rare cases.     Here is a screenshot of the character twitching when the bug occurs.

Skyrim Special Edition 2025_9_3 12_36_13.png

Posted

Ok, I have also a stupid question, acording to changelog and what is writed in requirements, do I need to install Ostim aswell or can I stick with only SexLab?

Posted
7 hours ago, LinuxTrilogy said:

I was reading some of the books included in the Dwarven Modular Automaton mod and noticed that it could be used as an interesting scenario involved in dwemer ruins. The books mention that women who died in or around dwemer ruins are taken and turned into automatons loyal to the dwarves.

Obviously there are two issues, first one being that the dwemer themselves are long gone, and the second would be getting permission to use assets from said mod

Anyway, just had that idea and thought I'd suggest it here just in case because I thought it'd be cool

(Love what you're doing here btw)

I think someone else mentioned it. I havent thought about it much and dunno if it can works, but I will keep it in mind

 

6 hours ago, VORTEXXUER said:

Correction: The aforementioned issues only occur under this specific circumstance—when switching to first-person view and then back to third-person view after entering the scene. If the perspective is not changed, the OStim scene functions normally: the male character's clothing is removed properly. The only problem in this case is that dialogue subtitles do not appear. Switching perspectives makes the subtitles visible, but leads to the issues described earlier.

Additionally, I use the mod "Integrated Face Light" to improve the character's facial appearance. I noticed that after switching perspectives, the facial lighting effect stops working. It's possible that the act of switching perspectives causes some kind of conflict. With a total of 1600 mods installed, it's hard to say whether this is caused by a specific mod conflict. Therefore, this issue might only occur in rare cases.     Here is a screenshot of the character twitching when the bug occurs.

Yeah do not switch to first person after death, it will lead to a lot of issues

The subtitles should appear even in 3rd person, but may require additional setting, or that something conflicting, idk

 

4 hours ago, Chubby12 said:

Another stupid question, is there something like this but in reverse? Player having sex with dead NPCs via OStim Standalone?

I do plan to remake or improve SLPGN to be OStim compatible.

But it is still a plan in the future.

 

1 hour ago, Fronsi said:

Ok, I have also a stupid question, acording to changelog and what is writed in requirements, do I need to install Ostim aswell or can I stick with only SexLab?

Soft requirements means that the mods listed there can be opted out, but you will miss on several features

In this case, you can actually install both OStim and Sexlab, or just one of them, or even neither. PDA support all three scenarios

Posted
18 hours ago, mnonyhc said:

Is sexlab p+ going to be supported?

I think the only issue the mod has atm is the tag difference between regular version and p+ preventing it from finding valid animations.

https://www.loverslab.com/blogs/entry/19902-sexlab-p-tagging-guide/
("anal,oral,vaginal" looks for scenes with all 3 tags, the p+ equivalent would be "~anal,~oral,~vaginal")

Is it really the only difference?

Does not look that hard to make compatibility of, if that's the case

Posted (edited)

For the most part yeah. P+ has a simpler API with better features but any mod using the old SL API works pretty much the same
 

image.png
From what I've tested it seems to be working fine if I remove extra tags from the MCM.

Did run into the classical SL getting positions wrong (scene had dead player as aggressive in a necro scene) but that's the kind of stuff that's solvable in the new API.

Edited by mnonyhc
Posted

Hey mate loving the mod so far! 

Just a few suggestions for the next update:

 

Falmer -- I think you could imagine what they would do to dead female adventurer. Maybe involve the chaurus? 

 

Trolls -- could be the similar to the giant scene?

 

Draugr -- some kind of ritual where the PC gets turned into draugr??? 

 

Not sure how hard it would be to implement stuff like this but thanks for the mod anyway!

Posted
On 9/13/2025 at 7:46 PM, LockOn64 said:

Hey mate loving the mod so far! 

Just a few suggestions for the next update:

 

Falmer -- I think you could imagine what they would do to dead female adventurer. Maybe involve the chaurus? 

 

Trolls -- could be the similar to the giant scene?

 

Draugr -- some kind of ritual where the PC gets turned into draugr??? 

 

Not sure how hard it would be to implement stuff like this but thanks for the mod anyway!

Falmer is being considered. Yeah something related to chauruses, but may not be as sophisticated

 

Trolls... I never thought about it just yet

 

Draugr, transormation to draugr is a bit hard, I think.

 

On 9/8/2025 at 6:32 AM, mnonyhc said:

For the most part yeah. P+ has a simpler API with better features but any mod using the old SL API works pretty much the same
 

image.png
From what I've tested it seems to be working fine if I remove extra tags from the MCM.

Did run into the classical SL getting positions wrong (scene had dead player as aggressive in a necro scene) but that's the kind of stuff that's solvable in the new API.

I will check this when I have time. Been busy lately

Posted

Since the 2.4.4 update, I’ve been running into a bug where, whenever I enable this mod, dying will always result in decapitation. I suspect it might be related to the debug option “decapitate on death,” but it shows as disabled. Even if I toggle it on and then reopen the MCM, the option still appears as disabled.

Posted
7 hours ago, Kaowangxe411880 said:

Since the 2.4.4 update, I’ve been running into a bug where, whenever I enable this mod, dying will always result in decapitation. I suspect it might be related to the debug option “decapitate on death,” but it shows as disabled. Even if I toggle it on and then reopen the MCM, the option still appears as disabled.

Try cleaning your save.

https://www.loverslab.com/topic/198009-player-gets-necrod-slpgn/page/9/#comment-4061596

Posted

Hello. I'm enjoying using the mod.

I know it's stupid, but I have a question.

When a head is decapitated, a different animation appears instead of the oral animation.

How can I fix this?

Posted

Could we make the PDA load into a safe location with few scripts after the secnes hanppend ? Then the player regains consciousness, just like the game's opening line: "Hey, you are finally awake." I say this because I've installed too many mods—every time I reload the game, it easily causes a CTD . And, this way would also make the gameplay more immersive.

  • 2 weeks later...
Posted
10 hours ago, misako1991 said:

don't know why my pc skin turn to the texture that should be used in the end of being cooked when i took off the "body" slot clother,how to fix this?

you need to remove the skin overlay using Pama's MCM

There should be an option there but I dont remember what it is

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...