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Posted
On 8/13/2024 at 9:40 PM, LittleWhiteNeko said:

Do let me know if switching to SE fix it. I use SE 1.5.97 and SL 1.6.3 as well.
I need to get an AE instance for testing

 

If the killer is not supported, the mod will exit automatically, and turn SLPGN back on. You can set the SLPGN chance to 0% if it is broken right now.

Downgrading everything down to 1.5.97 works great. I think it was mentioned before, but curator mode only changes if you give up or not, when the bandits murder you. 

Somethings prevalent across both versions is the lack of axe when being executed, actor position deviation, especially during the execution scene, the 'head' part of you regrowing its body for a few seconds. This may be me, but the sexlab tags don't seem to line up, just now it started working but before, the head would get some of the most random animations. 

Also I swear this was a setting in pre 1.5.97 sexlab, but is there a way to skip the getting up animation? 

Posted (edited)
26 minutes ago, Sirschlongslinger69 said:

Downgrading everything down to 1.5.97 works great. I think it was mentioned before, but curator mode only changes if you give up or not, when the bandits murder you. 

Somethings prevalent across both versions is the lack of axe when being executed, actor position deviation, especially during the execution scene, the 'head' part of you regrowing its body for a few seconds. This may be me, but the sexlab tags don't seem to line up, just now it started working but before, the head would get some of the most random animations. 

Also I swear this was a setting in pre 1.5.97 sexlab, but is there a way to skip the getting up animation? 

I see, so it is most likely AE issue. I'm currently setting up an AE instance for testing later on so hopefully that can help with AE troubleshooting and compatibility.

Curator Mode only works for bandit right now since only Bandit has branching scenarios. And it wont show if you are decapitated as currently being sold and hanged are not decapitation compatible.

The whole execution scenario will also be looked after somewhere in the future. Fixes and also to use other torture devices.

 

Which getting up animation? After or Before the necro?

If before, I don't think I can do anything about it
If after, it is something to be added in V2.0

 

==========================================================================================

 

Speaking of V2.0, it is mostly complete. Currently trying to bug hunting to make sure I can deliver acceptable quality mod. Though this makes me think, since the mod is still in Beta anyway, would you guys be okay to get potentially (more) buggy version early or would you rather wait for a more stable version?

Edited by LittleWhiteNeko
Posted (edited)
9 minutes ago, LittleWhiteNeko said:

I see, so it is most likely AE issue. I'm currently setting up an AE instance for testing later on so hopefully that can help with AE troubleshooting and compatibility.

Curator Mode only works for bandit right now since only Bandit has branching scenarios. And it wont show if you are decapitated as currently being sold and hanged are not decapitation compatible.

The whole execution scenario will also be looked after somewhere in the future. Fixes and also to use other torture devices.

 

Which getting up animation? After or Before the necro?

If before, I don't think I can do anything about it
If after, it is something to be added in V2.0

 

==========================================================================================

 

Speaking of V2.0, it is mostly complete. Currently trying to bug hunting to make sure I can deliver acceptable quality mod. Though this makes me think, since the mod is still in Beta anyway, would you guys be okay to get potentially (more) buggy version early or would you rather wait for a more stable version?

Before the Necro, a few seconds after the head and body are separated. Bugz plz, cant get enough of this mod : D

 

Edited by Sirschlongslinger69
Posted

Since needed new ideas, I did come up with a couple.

The first is aggression against a companion, when he or she kills you, the following happens: Standing over the body, they say that dovakin is not too strong, but fucking her body is quite a good thing. After the entertainment, you are transferred to the location of the house in Whiterun. (Important: this script will only work with companions located in Whiterun, Janessa, Ulgerd, Lydia) The latter can also present Dovakin's body to Jarl Balgruf, so that he can hang it as a trophy next to his throne.

The second idea is most likely my getting ahead of myself, since in addition to the civil war, which LittleWhiteNeko is already engaged in, I propose to include the local city guards.

Depending on the city, different things will happen to Dovakin's body. In Riften, they will be hung next to fishing rods, In Solitude they will hang it near the castle with the inscription Ulfric's spy. In Windhelm on a pedestal with impale, You need a slavetats mod and there will be an inscription on the body: Imperial Spy. Actually, this is a reference to the civil war. In Markarth, the body will be thrown on a mountain of silver and it should be covered in blood. 

Winterhold: Oh, the college of magicians will help us here, which will use Dovakin's body in its dirty experiments, as well as in teaching the beginner the magic of destruction, etc.

Separately, the primacy: The faction The Companions, well, it's probably no secret that the most interesting thing with Dovakin's body will be the members of the circle, the werewolves. Upon completion, her body will be left at the gates of the Silver Blood outpost, the fortress, no matter. 

In my opinion, the most interesting idea is Serana. You may ask, what does she have to do with it? I'm pretty sure everyone has a Serana Ad-don mod for her. So you are aware that this mod gives you a full-fledged love line with her. So, Serana is a necromancer, just like any vampire. 

After she kills dovakin, who attacked her, she will say that she is very sorry, but our body will be useful to her for sexual pleasures. 

 

Please rate, support, suggest, criticize.

Posted
49 minutes ago, LittleWhiteNeko said:

 

 

 

Speaking of V2.0, it is mostly complete. Currently trying to bug hunting to make sure I can deliver acceptable quality mod. Though this makes me think, since the mod is still in Beta anyway, would you guys be okay to get potentially (more) buggy version early or would you rather wait for a more stable version?

You can count on me, ready to testing a beta version, I have nothing to do in Skyrim for a long time, only these mods keep me in the game. The Sims 4 will never be able to manifest itself in such a perverse way as this game anyway. 

Posted
11 minutes ago, JackChurch187 said:

it crashes when my pc get executed

This sometimes happens, if once, then it's not scary, if all the time- then you forgot to put something, or there is a conflict between mods. ZAP8, PowerofThree´s Papyrus Extender, SKSE, FNIS/Nemesis, Mfg Console/Fix

Make sure that all these mods are properly installed and properly overwritten in MO2 or whatever you use

Posted (edited)
19 minutes ago, JackChurch187 said:

it crashes when my pc get executed

Check the Issues/Compatibility section of Pama Deadly Furnitures

 

If it is not exactly on the head chop part, then it probably is an AE issue. Still looking for a way to fix it

 

 

Edited by LittleWhiteNeko
Posted

Hey, I just wanted to say thanks for the mod and to say for a first mod released it's a good defeat mod. When I started using this mod for old characters it wouldn't work for the necromancer or thugs. However, after using a new character and moving this further down on my load order, everything mostly started to work, even for my old characters. There are still some issues, like the killer not starting the ending due to a random enemy in the distance, but in the enemy's hideout it usually works. I have experienced some crushing with decap, however that is mainly when using a higher quality hair mod like dint's hair. I do use AE version 1.6.640 for Skyrim and use the AE version for sexlab. I hope this comment helps you with debugging and I appreciate the mod.

Posted
5 hours ago, JackChurch187 said:

it crashes when my pc get executed

I've read somewhere that getting decapitated when you have face overlays crash the game. It seem to be a Racemenu problem.

I've also got this multiple time with killmove.

Posted
10 minutes ago, Tessett said:

I've read somewhere that getting decapitated when you have face overlays crash the game. It seem to be a Racemenu problem.

I've also got this multiple time with killmove.

Yes u r right you need make some changes in skee64.ini (In Racemanu/SKSe/Plugins)

 

[Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]"
; Determines how many face overlays there should be
iNumOverlays=0 ; Default[3]
iSpellOverlays=0 ; Default[1]
 

Posted

Hi

 

finally, it's working.... mostly

 

first of all, I play on 1170 and 2.2.6 SKSE and here is my load order, by the way can u share your Baka Defeat settings for me?

 

Just three tiny issues....

 

Sometimes, when PC was killed from distance (by some pro archer) the killer just left me on the ground for eternity..... when something or somebody disturbed them also left me.

 

Sometimes, when they finished the first 2 rape scenes and waiting for the execution, they stuck in the endless loop when the mod check and set executioner, guard and so on....

 

And the barely dead PC always stand up between two rape scenes (maybe OAR did that.... )

 

Do u need something else for troubleshooting? 

 

And finally, thanks for this mod again I really appreciate your efforts.

 

LoadOrder.txt

Posted (edited)

Installed DeathCam. Now is better. I have beginning of some scenarious after search for stripping. But still reload interrupt after some time.

To further testing to have 100% event  - what chance of death in PGN i must have -  0 or 100? and what to choose in PDA screen when defeated - be alive or die?

Maybe i have some bad timers settings, or wrong bandits, or i must start new game?

SKSE 2.0.20 rel65 SKYRIM 1.5.97.0.8

Edited by crococat
Posted
34 minutes ago, crococat said:

Installed DeathCam. Now is better. I have beginning of some scenarious after search for stripping. But still reload interrupt after some time.

To further testing to have 100% event  - what chance of death in PGN i must have -  0 or 100? and what to choose in PDA screen when defeated - be alive or die?

Maybe i have some bad timers settings, or wrong bandits, or i must start new game?

SKSE 2.0.20 rel65 SKYRIM 1.5.97.0.8

Hey man for me it works on my old characters. I myself play now with a new character, but I went back and tried it and it worked. However do you have you adjusted the death timers in mcm? Put it to the max setting for death timer for slpgn and see if that helps. If not something could have overwritten the death timer for reload time.

Posted (edited)

Speaking about new ideas: I'm probably asking for too much, but how about making a bad endings for the main quests:


1) Diplomatic Immunity: getting killed/captured during embassy infiltration results in dragonborn ending up in the thalmor kitchen, or slowly tortured next to other captive, with the Delphine receiving the decapitated head/disfigured body some time after.


2) To kill an Empire: Giving wrong answers to Commander Maro about the visit or Gianna about the Gourmet special leads to capture with PC ending up at the Emperor's table(or especially cruel public execution). Failing to escape the Castle Dour after killing the Emperor's double results in getting captured by Penitus Oculatus, which leads to death of the entire DB.


3) Vittoria Vici wedding: same as above with variations.


4) Reporting Cicero to the guard at the farm results in late night visit.


5) Madanach and the Forsworn: the most fitting faction to do insane things like this. Cidhna Mine is just asking for a bad end mod.


6) Refusing to kill Paarthurnax leads to Delphine ordering the blades to get rid of the dragonborn by any means necessary.


7) Expanding on necromancy: experimentation on the dragonborn thrall using various toast's guro outfits. Slow body decay that leads to some rotting decoration or getting thrown into a waste pit with the remains of other unfortunate adventurers.

 

Everything, of course, must be sprinkled with some necro intercourse.
Yeah, I realize that a lot of those things are probably out-of-scope for death aftermath mod, but maybe they will serve as an inspiration.


Oh, and also please consider adding a fade-to-black when a player resurrection script fires up, so we don't see a beheaded body getting up.

 

Btw i'm totally on board with the early buggy releases.

Edited by whydoyouhateme
Posted
5 hours ago, palracz said:

Sometimes, when they finished the first 2 rape scenes and waiting for the execution, they stuck in the endless loop when the mod check and set executioner, guard and so on....

 

And the barely dead PC always stand up between two rape scenes (maybe OAR did that.... )

Same issues. Also, I can't get necromancers to work. They cast a spell, say "you really are beautiful you'll make a good toy" but nothing happens, my char just stands still and I can't move

Posted
6 hours ago, whydoyouhateme said:

Oh, and also please consider adding a fade-to-black when a player resurrection script fires up, so we don't see a beheaded body getting up.

 

 

This doesn't play well with ENBs or Reshades. Sometimes just flat out not working. As nice as it would look it is hit or miss. I tried to add it into SLPGN, but ended up scrapping it because it was too moody.  At least, if you're using the ImageSpaceModifier and just fading that in. I'm sure there's other ways to do it, but the way I did it...was too unreliable.

Posted

Hey your mod looks and works great, but when i die by someone who's not a bandit, my PC ragdolls and then turns back to life on his own. Is there a way to turn that off?

Posted
21 hours ago, whydoyouhateme said:

Speaking about new ideas: I'm probably asking for too much, but how about making a bad endings for the main quests:


1) Diplomatic Immunity: getting killed/captured during embassy infiltration results in dragonborn ending up in the thalmor kitchen, or slowly tortured next to other captive, with the Delphine receiving the decapitated head/disfigured body some time after.


2) To kill an Empire: Giving wrong answers to Commander Maro about the visit or Gianna about the Gourmet special leads to capture with PC ending up at the Emperor's table(or especially cruel public execution). Failing to escape the Castle Dour after killing the Emperor's double results in getting captured by Penitus Oculatus, which leads to death of the entire DB.


3) Vittoria Vici wedding: same as above with variations.


4) Reporting Cicero to the guard at the farm results in late night visit.


5) Madanach and the Forsworn: the most fitting faction to do insane things like this. Cidhna Mine is just asking for a bad end mod.


6) Refusing to kill Paarthurnax leads to Delphine ordering the blades to get rid of the dragonborn by any means necessary.


7) Expanding on necromancy: experimentation on the dragonborn thrall using various toast's guro outfits. Slow body decay that leads to some rotting decoration or getting thrown into a waste pit with the remains of other unfortunate adventurers.

 

Everything, of course, must be sprinkled with some necro intercourse.
Yeah, I realize that a lot of those things are probably out-of-scope for death aftermath mod, but maybe they will serve as an inspiration.


Oh, and also please consider adding a fade-to-black when a player resurrection script fires up, so we don't see a beheaded body getting up.

 

Btw i'm totally on board with the early buggy releases.

I can't wait to see these happen in the future. 

Posted

New version uploaded. No new content yet but mostly bug fixes and revamping MCM and Bandit Death and Hired Thug scenario. Not 100% fully tested so may have some bugs.

 

38 minutes ago, oblavius said:

Hey your mod looks and works great, but when i die by someone who's not a bandit, my PC ragdolls and then turns back to life on his own. Is there a way to turn that off?

If you have SLPGN installed, turn the Necro chance to 0%
If not, then something must have gone terribly wrong.

 

19 hours ago, lovalter said:

Same issues. Also, I can't get necromancers to work. They cast a spell, say "you really are beautiful you'll make a good toy" but nothing happens, my char just stands still and I can't move

The spell is supposed to hit the player and reanimate them. If they miss, a fallback function exists to resurrect the player anyway (but no reanimation effect). 

I will check it out and figure out why it happen that way for your game.

 

22 hours ago, whydoyouhateme said:

Speaking about new ideas: I'm probably asking for too much, but how about making a bad endings for the main quests:

Bad Endings for main quests are definitely on the list, and sure every inputs are welcome. Though dont expect them to be added quick, or if ever, gotta think the way to make them happen.

 

23 hours ago, palracz said:

Hi

 

It seems my favorite Deviously Helpless is totally incompatible.... can u do something?

I will take a look, but no promises

 

On 8/17/2024 at 10:30 PM, palracz said:

Sometimes, when PC was killed from distance (by some pro archer) the killer just left me on the ground for eternity..... when something or somebody disturbed them also left me.

 

Sometimes, when they finished the first 2 rape scenes and waiting for the execution, they stuck in the endless loop when the mod check and set executioner, guard and so on....

 

And the barely dead PC always stand up between two rape scenes (maybe OAR did that.... )

The killer must be out of combat for the scene to happen. They are set to Essential so they wont die, but they still have to win their fight first.

 

Execution is the next on the list to be fixed and improved

Posted
36 minutes ago, LittleWhiteNeko said:

The spell is supposed to hit the player and reanimate them. If they miss, a fallback function exists to resurrect the player anyway (but no reanimation effect). 

I will check it out and figure out why it happen that way for your game.

It does reanimate me but after I stand up nothing happens and I can't move

Posted

Thank you for your great mod! I still encouter the same issue in PDA ver2.0, where my char stands up and dies again if I choose "cling to life". On console I saw "failed to add actor list" due to "None" entry. The other choice works fine. Seems like in the first scenario it doesn't scan actors nearby, while it does in the second scenario, based on info on the console... 

Posted
18 minutes ago, MushRoomHHH said:

Thank you for your great mod! I still encouter the same issue in PDA ver2.0, where my char stands up and dies again if I choose "cling to life". On console I saw "failed to add actor list" due to "None" entry. The other choice works fine. Seems like in the first scenario it doesn't scan actors nearby, while it does in the second scenario, based on info on the console... 

From my testing when that happen is usually I do not have the animations installed, which I doubt you don't have the animation for them. Bandit execution is set to be reworked later to use the same method as Bandit death scenario, which seems to be more properly made now (it will default to Aggressive animations if no suitable animation is found).

I cant think of any other reason it happen for now.

 

3 hours ago, lovalter said:

It does reanimate me but after I stand up nothing happens and I can't move

I will check this out tomorrow.

Posted
32 minutes ago, LittleWhiteNeko said:
  • SLPGN is no longer a soft requirement
    • Moved to Recommended Mod
    • Still useful for necro outside this mod scope, and also death expression on necro

 

I hope you don't make these incompatible with each other, I really enjoy SLPGN for "Outside" the scope of this mod

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