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Posted
12 minutes ago, WCSC said:

 

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

Nope, and I will always try to make them both compatible, don't worry. SLPGN still pairs nicely, especially for the Death Expression.

Posted
On 8/11/2024 at 9:44 AM, lovalter said:

Nope


Currently having this same issue as well. Chopping block scenario never starts

Activated by...
Pre-Executioner...

It all just loops, is this an issue with TDM perhaps?

Regardless, I'd like to try and fix it.  

Posted

Big fixes and MCM look to be working great for me. I had no problems on the OG release either to be fair. The only thing that seemed to be not working properly is fade out on Corpse Emporium event is gone again. Other than that, seems to be pretty stable! Excited for new events or continuations. 

Posted
4 hours ago, LittleWhiteNeko said:

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.

I'm sure that animations are installed, as animations in Bandit death scenario have "necro" or "sleep" specified in MCM. Are animations for Bandit execution those with tags specified for "unconscious"? I set the same tags but it still fails. On console it shows that sexlab fails to add my char to sex scene due to my char is "none" type... Anyway I enjoy this mod. 

Posted

If you clearly state where each scenario ends, it is easier for the user to determine if the scenario is interrupted by a bug or if it ends as it should.
Of course, this is a spoiler.

Posted

Prior to v2 barely anything worked for me on AE (latest version I think)

But now everything seems to be working as intended.

 

23 minutes ago, Skyrim_WGuard said:

If you clearly state where each scenario ends, it is easier for the user to determine if the scenario is interrupted by a bug or if it ends as it should.
Of course, this is a spoiler.

 

I agree, it's difficult to ascertain if everything is working 100% as intended, if you don't know what the final state of each narrative is. Although I assume the dialogue that let's you know that you can load a new save, is it. I don't think I saw one like that in the necromancer narrative. Instead my character was just stuck in place in the reanimated state, occasionally initiating sex scenes with the necromancer.

 

Anyway I think the mod is a really cool concept, I hope you plan to do more integrations with Pama's deadly furniture in the future, along with Toasts guro outfits/animations and perhaps even Psyche's animations. He has some neat ones for the guillotine for example.

Posted
6 hours ago, MushRoomHHH said:

I'm sure that animations are installed, as animations in Bandit death scenario have "necro" or "sleep" specified in MCM. Are animations for Bandit execution those with tags specified for "unconscious"? I set the same tags but it still fails. On console it shows that sexlab fails to add my char to sex scene due to my char is "none" type... Anyway I enjoy this mod. 

Yeah I forgot to mention that the Unconscious and Consensual options in MCM are not used for now, but they are for future update
And yes, pre-execution will use those tags, while after execution will use necro tags.

Posted
6 hours ago, Skyrim_WGuard said:

If you clearly state where each scenario ends, it is easier for the user to determine if the scenario is interrupted by a bug or if it ends as it should.
Of course, this is a spoiler.

 

5 hours ago, zanex99 said:

I agree, it's difficult to ascertain if everything is working 100% as intended, if you don't know what the final state of each narrative is. Although I assume the dialogue that let's you know that you can load a new save, is it. I don't think I saw one like that in the necromancer narrative. Instead my character was just stuck in place in the reanimated state, occasionally initiating sex scenes with the necromancer.

Noted. I will keep that in mind and put a more clear narrative/notification for the end of the scene.

 

Although now that I think about it, with the latest version all already have end narrative.

  • Bandit
    • Decoration - newly added, narrative at the end
    • Sold - narrative at the end with WIP notification
  • Hired Thug
    • Narrative at the end
  • Necromancer
    • Narrative at the end

They all will still continue afterward but nothing will change, it will just repeat necro or else again and again. As stated before, I will make them more clear.

 

5 hours ago, zanex99 said:

Anyway I think the mod is a really cool concept, I hope you plan to do more integrations with Pama's deadly furniture in the future, along with Toasts guro outfits/animations and perhaps even Psyche's animations. He has some neat ones for the guillotine for example.

Definitely more integration is planned with Pama's mod.  Toast guro outfit I still thinking how to better make use of all the other outfits. I generally still do not understand much about using animations outside SL.

Posted (edited)

Now it work for me. With PGN much better. Didnot had all scenarious, but everytime end is death. There is no chance to survive?

Now have no autoloading, but have to load old save anyway.

Have crush on head chopping. Had some scenarious not progressed yet, will wait.

Have MilkMod and BAC, and before scene start milkmaid and cow progress is resetted and take much time. Maybe it is not by this mod just by death event.

Main question - is this mod leads only to end game or there are other endings (and how) ?

 

P.S. As for me DeathCam must be in hard requirments as without it experience is very bad

Edited by crococat
Posted
16 minutes ago, crococat said:

Main question - is this mod leads only to end game or there are otherendings (and how) ?

Yes, only end game for now. I still believe resurrecting player after death will lead to problems.

 

I do plan to make scenario where player can resurrect, but not in near future, and I cannot guarantee it wont cause any issue.

Posted
11 minutes ago, Jimi123 said:

how to get the hired thug scenario or how does that work at all ? never got that somehow ... only bounty hunters 

Steal something small where you are noticed and hide so guards don't find you, and after while they will come looking for you

Posted (edited)
1 hour ago, Jimi123 said:

how to get the hired thug scenario or how does that work at all ? never got that somehow ... only bounty hunters 

 

47 minutes ago, WCSC said:

Steal something small where you are noticed and hide so guards don't find you, and after while they will come looking for you

As WCSC said. One of the way to get the hired thug after you is by stealing from Arcadia in her alchemy shop, Arcadia's Cauldron, in Whiterun.

You don't need to get detected though, which is kinda weird that they know you stole from them. 

Edited by LittleWhiteNeko
Posted
1 hour ago, Jimi123 said:

how to get the hired thug scenario or how does that work at all ? never got that somehow ... only bounty hunters 

As everyone else said, steal some stuff, dont get detected and wait a bit in the wild and eventually a random event will spawn. I did use this mod when testing to try and get them to spawn a bit faster and I think it worked. It at least adds some checks within the console anyways.

Posted

I'm experiencing some issues with my player being teleported up into the sky, or flung sideways, after animations. And sometimes the ragdoll is severely misaligned. This seems to happen a lot. No idea what could be causing this, but I think I've seen that happen with the SLPGN mod aswell. So it may not be something specific to PDA. If anyone knows what could be causing that, I would love to know.

 

It's sometimes teleporting the character under the ground, or just out of bounds in general if the player is inside a cell.

Posted

Is there a way to get the mod to recognize non necro/sleep/goro animations? I don't have much of a selection as I'm not the biggest fan of the quality of the animations available and trimmed them out of my packs to streamline my animation lists. I'm personally okay with just regular aggressive animations being used. Especially when in the necromancer scenario.

 

Otherwise at this time of testing I only get either two toast animations, or maybe one or two other ayasto animations that pop up. Unless I've screwed something up someplace.

Posted (edited)
7 hours ago, zanex99 said:

I'm experiencing some issues with my player being teleported up into the sky, or flung sideways, after animations. And sometimes the ragdoll is severely misaligned. This seems to happen a lot. No idea what could be causing this, but I think I've seen that happen with the SLPGN mod aswell. So it may not be something specific to PDA. If anyone knows what could be causing that, I would love to know.

 

It's sometimes teleporting the character under the ground, or just out of bounds in general if the player is inside a cell.

Check the 3rd point of Possible Issues and Solutions section of this mod page, that may answer your question

 

4 hours ago, Chaosdmd said:

Is there a way to get the mod to recognize non necro/sleep/goro animations? I don't have much of a selection as I'm not the biggest fan of the quality of the animations available and trimmed them out of my packs to streamline my animation lists. I'm personally okay with just regular aggressive animations being used. Especially when in the necromancer scenario.

 

Otherwise at this time of testing I only get either two toast animations, or maybe one or two other ayasto animations that pop up. Unless I've screwed something up someplace.

Bandit Death scenario and Hired Thug scenario animations tags are selectable in MCM

It will later be used in all animations, currently WIP for V2.1

 

However tags for Decapitation are hardcoded to always exclude Oral for the decapitated body, and Vaginal/Anal for the head.

Edited by LittleWhiteNeko
Posted
23 hours ago, LittleWhiteNeko said:

Yes, only end game for now. I still believe resurrecting player after death will lead to problems.

 

I do plan to make scenario where player can resurrect, but not in near future, and I cannot guarantee it wont cause any issue.

Bad thing. It is not good to always reload after event. As for me it may be good to use this mod together with some defeat mods, so more scenarious may be played and not everytime reloading. But this have not many chances as most defeat mods are preventing pc from death so no compatibility.

Will have this mod installed for fun as it has many interesting features, but not for regular playing as it is dead end.

Anyway many biggest thanks

Posted

I believe this is an amazing mod, however I just can't get it to work, not a single feature, and I don't know why. No matter what I do—I double checked I have and registered all the animations the mod needs—those bandits/thugs just won't do anything. The option will show up, they'll talk a little but then walk away. My PC will also magically be restored to full health if I choose the "clinging to life" option, yet still, nothing happens. Which is very weird because all my other defeat/after death mods trigger just fine, like Pama or Babo...

 

One suggestion, I think it will be great if this mod could use "fake death" instead of real death, like many defeat mods did, cause real death in skyrim can result in many problems and failed triggers (just look at SLPGN). It can also make this mod be more compatible with others. But hey, huge thanks for your effort anyway.

Posted

When running bodyslide on the guro outfits, what selections (if any) do you recommend for the different custom outfits? I.e., Guro Custom 1, Guro Custom 2 etc? Bunch of zap options there.

Posted

I have only just realized I uploaded the wrong version for Necromancer. It is currently being reworked to the latest version anyway.

 

20 hours ago, crococat said:

Bad thing. It is not good to always reload after event. As for me it may be good to use this mod together with some defeat mods, so more scenarious may be played and not everytime reloading. But this have not many chances as most defeat mods are preventing pc from death so no compatibility.

Will have this mod installed for fun as it has many interesting features, but not for regular playing as it is dead end.

Anyway many biggest thanks

Well this mod is not Death Alternative but instead further add to the story of player's death, something I would refer as Death Expansion mod so this mod does not prevent death and is not designed to resurrect the player in mind.

 

That being said, as I have mentioned before, I do not rule out the possibility to add such feature in the far future, which in turn bring up the next point:

16 hours ago, sweet777cj said:

One suggestion, I think it will be great if this mod could use "fake death" instead of real death, like many defeat mods did, cause real death in skyrim can result in many problems and failed triggers (just look at SLPGN). It can also make this mod be more compatible with others. But hey, huge thanks for your effort anyway

As have stated before, I use actual death for authenticity plus to make it somewhat compatible with other defeat mods that uses fake death mechanic (at least SL Defeat is compatible). It will also enable decapitation and kill moves by the enemies, which Defeat mods with fake death does not allow.

 

Fake death may be added later on if player resurrection is requested by many people, to which I have to check for compatibility again, plus reworking a lot of codes to enable it.

If fake death is used, that means the player never died in the first place thus I can be sure that resurrection wont cause issue.

 

17 hours ago, sweet777cj said:

I believe this is an amazing mod, however I just can't get it to work, not a single feature, and I don't know why.

Do you have Fuz Ro Doh installed? Also if you have modlist, that may helps with the debug.

I do not really have any clue what may causing those issue because I have never had this issue, nor anyone I know who help me with the testing.

 

15 hours ago, MysticDaedra said:

When running bodyslide on the guro outfits, what selections (if any) do you recommend for the different custom outfits? I.e., Guro Custom 1, Guro Custom 2 etc? Bunch of zap options there.

I honestly do not know. I just quick build everything. I dont even think I understand Bodyslide that much lol.

Posted

I really enjoy the mod - but it'll need more variety before it gets added to my list as permanent addition!

I know it's mostly sex focused, but some linear ones could be fun too:

-The player being killed by a Draugr. Following a sex scene, they are emblamed and then turned into a Draugr (plenty of sexy models for this)

-The player is knocked unconcious by a mage. They are fucked then have their soul siphoned into a petty soul gem

-Dragon defeat leads to a dragon absorbing the player's soul. Could also work with a dragon priest

 

Onto the bugs - I did have some trouble getting the knocked unconscious and then sold event to work. After the sex event, my PC stood up and the bandits were just stuck laughing in a circle. My favourite was definitely being resurrected as a mindless thrall!

Posted
4 hours ago, LittleWhiteNeko said:

I honestly do not know. I just quick build everything. I dont even think I understand Bodyslide that much lol.

Here are some screenshots to give you an idea:

 

Spoiler

image.png.44ca9f2cb9f91806677349f31ce12d02.pngimage.png.82f1f6b5b06483e1573382f6d38dabcd.pngimage.png.eb0f722b0ed8faacf3a5a9c1e9bad721.png

You can see that the zap options change the resulting mesh pretty drastically. Sometimes regular outfits use these "zap sliders" (they aren't sliders here, but sometimes are) to give more mesh options in a single bodyslide file.

Posted

I'm using Acheron, set it to only be essential 80% of the time, so there's a 20% chance of PDA activating... theoretically. In actuality PDA didn't activate during the 20%. My character died, was insta-killed by lightning from a mage, and my last save reloaded. The death cam duration set in the PDA MCM didn't seem to work (it was like 5 seconds, not 36000 seconds), and there were no PDA events.

 

TL;DR: the mod didn't work when my character died. It just reverted to the last save as you'd expect in vanilla Skyrim.

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