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Posted
8 hours ago, LittleWhiteNeko said:

Have you tried new save? 

Also dying in Inialta's Deep should lead to Necromancer scene if the Azura Star is not available

 

Both scene seemingly use items from Toast's mod. This is a rather specific CTD if it is only outdoor.

Or maybe something related to decapitation?

 

I always seem to have issues with PDA so I never use.  I use your Player Necro and never issues even with Decap

 

I downgraded to papyrus extender 5.6.1  and console NG.  I do use BHUNP and not 3BA for toast.  Are there any other weird low key requirements for Toast?  I'm on skyrim 1130 not 1170.  I do have Open animation replacer for Babo/Baka mods which I uninstalled before installing this.

 

I'm out of guesses, I always try to install this but I end up uninstalling or disabling ingame until I start a new game and delete

Posted

i have the most recent ver of pda installed just now, but toast display model is something it says i am missing, anyone know what exactly i need to download to get it to work?

Posted (edited)

Hello, my game version is 1.5.97. I was testing inside the mine near Riverwood. After my character died, the bandit talked some trash and then got stuck in a looting state, with nothing else triggering. Do you know what might be causing this? I carefully checked all dependencies, tried several different versions like Papyrus Extender 5.6.1 and ConsoleUtilSSE NG 1.6.1, and also tried both FNIS and Pandora.  Do you know of any way to fix this?
I've been trying to solve this issue for several days. Every time I test it, I start a new save game, my MCM lists display normally, and I've also enabled all animations using SLAL. However, those bandits just keep repeating the looting animation and clapping.

Snipaste_2026-08-24_17-09-12.png

Papyrus.0.log

Edited by Kalami321
Posted
On 5/29/2026 at 12:26 AM, DumCumpster said:

the mod will just not work
its installed properly
it shows up on my MCM
I press R-ALT to open a menu

I have all of the required animations
they will clap, and the dialogue from the mod will also be there in the subtitles
but my killers just stand around doing nothing

Same here, did you fix it?

Posted

I get a ctd every time the mod tries to load the corpse emporium. After some testing, I think it's related to one of the "Merchandise" npcs since it crashed when I just spawned them in with console and when I teleported to the cell with coc. Any ideas what the conflict could be? Crash report if it helps.

crash-2026-08-24-04-53-46.log

Posted
6 hours ago, beanerman said:

I get a ctd every time the mod tries to load the corpse emporium. After some testing, I think it's related to one of the "Merchandise" npcs since it crashed when I just spawned them in with console and when I teleported to the cell with coc. Any ideas what the conflict could be? Crash report if it helps.

crash-2026-08-24-04-53-46.log 55.44 kB · 0 downloads

The merchandise NPCs are just randomly selected vanilla female bandits

 

11 hours ago, Kalami321 said:

Hello, my game version is 1.5.97. I was testing inside the mine near Riverwood. After my character died, the bandit talked some trash and then got stuck in a looting state, with nothing else triggering. Do you know what might be causing this? I carefully checked all dependencies, tried several different versions like Papyrus Extender 5.6.1 and ConsoleUtilSSE NG 1.6.1, and also tried both FNIS and Pandora.  Do you know of any way to fix this?
I've been trying to solve this issue for several days. Every time I test it, I start a new save game, my MCM lists display normally, and I've also enabled all animations using SLAL. However, those bandits just keep repeating the looting animation and clapping.

Papyrus.0.log 283.94 kB · 0 downloads

The only error in the log pointing to this code

PO3_SKSEFunctions.GetCombatTargets(Killer)

So most likely related to Powerofthree SKSE Extender. Strip function also uses PO3 function, so may be related.

 

 

Posted (edited)

The chance of PDA playing in the PDA MCM and the Acheron MCM are independent of each other. IDK how that's supposed to work. I set both to 20 but everytime i would get the acheron bleed out I just die and PDA begins. I don't recall reading about load order but since they are recognizing each other I am not sure.

Am I supposed to have all the guro outfits in my inventory?

Edited by Meowmixcatnip
Posted
11 hours ago, LittleWhiteNeko said:

The merchandise NPCs are just randomly selected vanilla female bandits

 

The only error in the log pointing to this code

PO3_SKSEFunctions.GetCombatTargets(Killer)

So most likely related to Powerofthree SKSE Extender. Strip function also uses PO3 function, so may be related.

 

 

Alright I bit the bullet and did a whole bunch of testing in game and digging through SSEEdit. As far as I could figure out with my limited knowledge the crash seems to come from 2 specific Merchandise NPCs, I think the one in shackles and the one on a cross (IDs x060568EB and x060568EC for me). What I think happened is that an object referenced in their pathing scripts seemed to be missing or corrupted. I'm still not sure if this is a consistent issue or something unique to my setup, but I was able to fix the crashes by removing those NPCs from the Corpse Emporium cell in SSEEdit. Downside is my version of the emporium is a bit less crowded but at least I can actually see it now.

Posted
9 hours ago, Meowmixcatnip said:

The chance of PDA playing in the PDA MCM and the Acheron MCM are independent of each other. IDK how that's supposed to work. I set both to 20 but everytime i would get the acheron bleed out I just die and PDA begins. I don't recall reading about load order but since they are recognizing each other I am not sure.

Am I supposed to have all the guro outfits in my inventory?

Acheron addon basically just kill the player when it triggers, nothing else. So in theory it should pass the 20% check for Acheron addon trigger and another 20% for PDA to run.

 

53 minutes ago, beanerman said:

Alright I bit the bullet and did a whole bunch of testing in game and digging through SSEEdit. As far as I could figure out with my limited knowledge the crash seems to come from 2 specific Merchandise NPCs, I think the one in shackles and the one on a cross (IDs x060568EB and x060568EC for me). What I think happened is that an object referenced in their pathing scripts seemed to be missing or corrupted. I'm still not sure if this is a consistent issue or something unique to my setup, but I was able to fix the crashes by removing those NPCs from the Corpse Emporium cell in SSEEdit. Downside is my version of the emporium is a bit less crowded but at least I can actually see it now.

I see. Honestly the Corpse Emporium was made so early in the development that it is much messier than it should be due to my inexperience.

I may tweak it to be better and more consitent later.  

Posted (edited)
14 hours ago, LittleWhiteNeko said:

The merchandise NPCs are just randomly selected vanilla female bandits

 

The only error in the log pointing to this code

PO3_SKSEFunctions.GetCombatTargets(Killer)

So most likely related to Powerofthree SKSE Extender. Strip function also uses PO3 function, so may be related.

 

 

Thank you for your reply! I uninstalled PDA, created a new save, installed SexLab via MCM, and then exited the game. After that, I reinstalled PDA and reloaded the game, and it seems PDA has started working. However, I still have a few questions: under normal circumstances, when bandits perform a loot action after the player is knocked down, does it strip the player's clothes? Even though the bandit said they were going to take my stuff, neither my clothes nor my items were actually taken. But everything else seems to be working normally? I'm not entirely sure if this is still an issue with Power of Powerofthree Papyrus Extender. I'll look into it myself! Anyway, thank you for your help earlier!
 

Papyrus.0.log

Edited by Kalami321
Posted (edited)
53 minutes ago, Kalami321 said:

Thank you for your reply! I uninstalled PDA, created a new save, installed SexLab via MCM, and then exited the game. After that, I reinstalled PDA and reloaded the game, and it seems PDA has started working. However, I still have a few questions: under normal circumstances, when bandits perform a loot action after the player is knocked down, does it strip the player's clothes? Even though the bandit said they were going to take my stuff, neither my clothes nor my items were actually taken. But everything else seems to be working normally? I'm not entirely sure if this is still an issue with Power of Powerofthree Papyrus Extender. I'll look into it myself! Anyway, thank you for your help earlier!
 

Papyrus.0.log 149.33 kB · 0 downloads

They actually never takes anything, everything is still in the player inventory. The looting is purely visual.

The strip function is just unequipping all equipment above or equal to the value set in MCM (default 100 gold), and if it is allowed to be stripped (also configurable in MCM, by default Hair and Long Hair slot are excluded)

The strip is different from your sex framework strip though, so even if you set to never strip the circlet slot, for example, the sex framework may strip them when the sex scene starts.

Edited by LittleWhiteNeko
Posted
On 8/12/2024 at 1:24 AM, whydoyouhateme said:

Bro cooked. Pretty much zero issues from start to finish with both bandit and necromancer paths, except for some ragdoll bugs after bandit beheading. If only po3 updated his enhanced death cam to stop the insane camera spin with TDM enabled.

 

If anyone has issues, you should probably remove sexlab p+ and other defeat mods.

 

My dragonborn tried to say thanks, but she can't anymore.Screenshot455.thumb.jpg.371d199515bd9e6bb1b306db3502a8b5.jpg

Excuse me, what is this scene? I have never triggered it before.

Posted

Hello. I found a couple of issues that seem to occur when using PDA with OBody.

 

When taking the Noble Display route in PDA, there seems to be an issue when the player is displayed in the frames.

The dismembered body parts that appear to use clones of the player do not match the player's actual body shape. The dismemberment outfits themselves seem to support CBBE 3BA and BodyMorph correctly, since they match my OBody shape when I equip them manually on the player.

Because of this, it looks like the player's current BodyMorph values may not be getting copied or applied to the cloned actors used for the display scene.

Would it be possible to make those clones inherit/apply the player's current BodyMorph values?

 

I also noticed a similar issue with followers.

The sequence is roughly:

Defeat → cell transition → followers are hanging naked → another cell transition → display scene

After the second cell transition, the followers put their clothes back on even though they were naked before the transition.

It seems like their default outfits may be getting reapplied when the new cell loads. Would it be possible to prevent their outfits from being reapplied, or strip them again after the transition so that they remain naked during the display scene?

Thank you for taking a look at these issues.

Posted

Hello LWneko

 

U r alwas recomend:

 

Powerofthree Papyrus Extender - https://www.nexusmods.com/skyrimspecialedition/mods/22854

Use version 5.6.1 for better compatibility.

Other versions may works, but when it does not, downgrading to 5.6.1 usually fixes it

 

But  5.6.1 work only with 1.6.640 Skyrim (more than 3 years old), I think most of the people use 1170 AE. So maybe U have to update, don't u think?

 

Thank u 

 

Posted
On 9/2/2026 at 11:34 PM, palracz said:

Hello LWneko

 

U r alwas recomend:

 

Powerofthree Papyrus Extender - https://www.nexusmods.com/skyrimspecialedition/mods/22854

Use version 5.6.1 for better compatibility.

Other versions may works, but when it does not, downgrading to 5.6.1 usually fixes it

 

But  5.6.1 work only with 1.6.640 Skyrim (more than 3 years old), I think most of the people use 1170 AE. So maybe U have to update, don't u think?

 

Thank u 

 

The development is done in SE and thus I cant exactly use PO3 for AE
Also, it is only for better compatibility. You can try with latest version of PO3 and see if it works.

Posted
On 9/2/2026 at 12:34 PM, palracz said:

Hello LWneko

 

U r alwas recomend:

 

Powerofthree Papyrus Extender - https://www.nexusmods.com/skyrimspecialedition/mods/22854

Use version 5.6.1 for better compatibility.

Other versions may works, but when it does not, downgrading to 5.6.1 usually fixes it

 

But  5.6.1 work only with 1.6.640 Skyrim (more than 3 years old), I think most of the people use 1170 AE. So maybe U have to update, don't u think?

 

Thank u 

 

I'm on 6.4.3 (version I recommend) and 1170

 

Absolutely no issues with PDA

Posted

hey there. dont know if anybody mentioned it yet but when i die in  Ilinalta's Deep  after the sex scene i am teleported in a crystal place (inside azuras star maybe?) and there is a female dremora walking about.... i have 0 control and nothing happens after that (no dialogues or events)... i have to reload... am i missing something?

Posted
1 hour ago, sikamikanico78 said:

hey there. dont know if anybody mentioned it yet but when i die in  Ilinalta's Deep  after the sex scene i am teleported in a crystal place (inside azuras star maybe?) and there is a female dremora walking about.... i have 0 control and nothing happens after that (no dialogues or events)... i have to reload... am i missing something?

It is the new Azura Star scenario. Malyn should be there greeting you

 

If the quest is already done, it should not trigger, so something must have gone wrong.

Posted
4 minutes ago, LittleWhiteNeko said:

It is the new Azura Star scenario. Malyn should be there greeting you

 

If the quest is already done, it should not trigger, so something must have gone wrong.

i see... i have alredy finished the quest so that must be then

Posted
1 hour ago, sikamikanico78 said:

i see... i have alredy finished the quest so that must be then

I noticed a bug in the check, thank you for bringing this up

I will fix it later

Posted (edited)

I get a crash to desktop when PDA tries to start a post-death scene while Enhanced Death Cam is enabled. The error that causes this, according to the logs, is "ActionGetUp", which means the crash occurs when the player's dead body is supposed to stand back up to initiate the animation scene. I also had Cha- someone else assisting me with the problem, and asked them to provide a summary of it

Quote

 

I am consistently getting a CTD when Player Death Aftermath and po3's Enhanced Death Camera are enabled together.

I isolated the two mods during testing:

  • PDA alone does not CTD.

  • Enhanced Death Camera alone does not CTD.

  • PDA + Enhanced Death Camera together consistently CTD during the player's post-death/recovery transition.

  • Acheron, Improved Camera, YameteKudasai, Realistic Death Physics, and other death/defeat mods were disabled during the isolated test.

The crash consistently occurs while Skyrim is processing ActionGetUp (FormID 000D1FDD). The repeated crash address is SkyrimSE.exe+0736047, with the player's animation graph and ragdoll state active at the time of the crash.

I also tested changing Enhanced Death Camera's INI settings, including extending the death-camera duration and disabling Snap Camera To Killer, but the same CTD still occurred.

My setup is Skyrim SSE 1.7.104 with Enhanced Death Camera v2.1.3.1. Based on the isolation tests, it appears that PDA and Enhanced Death Camera are conflicting specifically during the transition from the death/ragdoll state into PDA's recovery/get-up sequence.

 

 

When PDA is enabled without EDC, the post-death scenes function normally. When EDC is enabled without PDA, the camera's modded function works as intended when the player is dead, although without PDA, there is nothing to happen after the death. It seems to be a compatibility problem between the two mods, as they work normally when they're enabled separately.

 

I have all sorts of crash logs if needed.

 

Also, when the bandit tries to resurrect the player corpse, the body stops midway through the animation and gets stuck, never completing the animation and thus not allowing anything else to happen.

Edited by WarmRum
Posted

After the player dies, the character initially falls to the ground as expected. However, while still in the death state, the character suddenly stands back up on their own, and only then does the black screen and teleportation occur.

Why does the player stand up during the death state before the black screen and teleportation? Is this behavior caused by PDA itself, or could it be related to another mod or animation framework?

I don’t have any defeat, death alternative, or similar mods installed. This behavior used to work correctly before, but it started happening later without me intentionally changing anything related to PDA.

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