jbezorg Posted November 5, 2025 Author Posted November 5, 2025 1 hour ago, Vuzzar said: I use DDNG v0.4.2 and Pama v3.3.2 which are both the newest versions. Recompiled with latest DDNG, an older version of Pama's DF, and the older AP_PAMA_EscapeMinigame_Main with just the gamepad update. Sometimes game modding be like.... 2
Vuzzar Posted November 5, 2025 Posted November 5, 2025 1 hour ago, jbezorg said: Sometimes game modding be like.... hahaha I hear you I'd love to help, but until I figure out which scripts I'm missing and can properly compile my own script, all I can do is look through them 1
Vuzzar Posted November 5, 2025 Posted November 5, 2025 3 hours ago, jbezorg said: Recompiled with latest DDNG, an older version of Pama's DF, and the older AP_PAMA_EscapeMinigame_Main with just the gamepad update. Aaaaaaaaaaand it works! Controller support is on 1
jbezorg Posted November 5, 2025 Author Posted November 5, 2025 For Pama's furniture I kludged a fix by duplicating the mod in MO2 and appending it's name with "use this one to compile". Within new compile version I commented out the "NGDecapitations" call in pamaFurniture_API that was preventing compiling my scripts and recompiled. ; ---- Universal Decap command (accounts for MCM settings) ----------------------------------- ; Function decapitate(Actor victim) Global if ((game.GetFormFromFile(0x0301D98B, "PamaFurnitureScr.esp")as GlobalVariable).getValueInt() == 1) victim.equipItem(game.GetFormFromFile(0x030069D8, "PamaFurnitureScr.esp")as Armor) else ;If (!NGDecapitations.Decapitate(victim)) ; PO3_SKSEFunctions.DecapitateActor(victim) ;EndIf endIf EndFunction
Vuzzar Posted November 5, 2025 Posted November 5, 2025 56 minutes ago, jbezorg said: Within new compile version I commented out the "NGDecapitations" call in pamaFurniture_API that was preventing compiling my scripts and recompiled. did you install Next-Gen Decapitations and extracted its scripts from the bsa file? that could fix the scripts not compiling
jbezorg Posted November 5, 2025 Author Posted November 5, 2025 15 minutes ago, Vuzzar said: did you install Next-Gen Decapitations and extracted its scripts from the bsa file? that could fix the scripts not compiling I did. "NGDecapitations" looks to be a global. It's not declared anywhere w/in pamaFurniture_API.
mcnv Posted November 5, 2025 Posted November 5, 2025 Helo. I tried the museum start using the file you posted on the first page. after managing to escape the contraption. I can't move my character.
Sofian Posted November 5, 2025 Posted November 5, 2025 anychance this can me made compatible with Alternate Start instead?
Can1s_Major Posted November 5, 2025 Posted November 5, 2025 I keep getting a popup saying "Failed to start Intro Quest 0" when trying to leave the starting room after selecting any of this mod's options. The default AP options work fine. Any idea how to fix?
jbezorg Posted November 5, 2025 Author Posted November 5, 2025 39 minutes ago, Can1s_Major said: I keep getting a popup saying "Failed to start Intro Quest 0" when trying to leave the starting room after selecting any of this mod's options. The default AP options work fine. Any idea how to fix? You don't have the required mods an the quest won't start. 3 hours ago, mcnv said: Helo. I tried the museum start using the file you posted on the first page. after managing to escape the contraption. I can't move my character. This is explained in the mod description. 1
mcnv Posted November 6, 2025 Posted November 6, 2025 (edited) Ah, How Did I miss that? Save and reloading after escaping the contraption got my character to move. For those wondering about the specifics of the museum piece scenario, you get out of the contraption using DDNG mechanics, I manage to not get the tutorial so to spell it out: press-Hold-release WASD keys one at a time and you will get feedback on you escape attempt. You need to find the correct sequence to get out. to get the contraption to do nasty things to you, you need to fail this several times. don't spam tap. spam Hold. the magicka debuff is a 0 regen for 3 REAL LIFE days. I don't think waiting in game helps. I'm not sure if this is this mod's fault but when i try to remove the harness you are give when you escape, it says "you are already doing something". I tried a UD device escape before the alternate start and managed to get it to work then but not after the scenario. Edited November 6, 2025 by mcnv 1
jbezorg Posted November 6, 2025 Author Posted November 6, 2025 (edited) 6 hours ago, Sofian said: anychance this can me made compatible with Alternate Start instead? Not really interested in doing that. Alternate Start was my goto for a long time but I always had to avoid Helgen to prevent the main quest line from auto starting. In Alternate Perspective, Helgan is still an active town with an inn and merchants and the main questline will not start unless you choose to. Feel free to convert it if you want to. Or anyone else for that matter. Edited November 6, 2025 by jbezorg
TheRaizin Posted November 6, 2025 Posted November 6, 2025 Will there be a way to have these situations without having to start a new game?
kurotatsu Posted November 6, 2025 Posted November 6, 2025 One thing to consider to add for this would be adding modevents to it, which can be called from other mods, for example Simple Slavery. 1
jbezorg Posted November 6, 2025 Author Posted November 6, 2025 11 hours ago, TheRaizin said: Will there be a way to have these situations without having to start a new game? 8 hours ago, kurotatsu said: One thing to consider to add for this would be adding modevents to it, which can be called from other mods, for example Simple Slavery. Something to consider. 2
muhavaux33 Posted November 16, 2025 Posted November 16, 2025 Quote AP - Museum Piece - Pama.esp After convincing Calcelmo to let me into his Dwemer Museum you have found yourself displayed in some sort of Dwemer device and it's damaging your magicka and producing soul gems as you struggle! [Meta: The Dwemer device is wrecking your magicka as you try to escape, Damage may be permanent] Note: There is a bug I haven't been able to fix coming from merging Pama's furniture with the escape mechanism from Devious Devices NG where the player can't move unless they open the system menu. A save and reload fixes the flipped menu action. Also. Adjusting the player height to 0.98 seems to makes the Dewmer furniture fit the player better. Correct me if I'm wrong but doesn't Pama's furniture make use of a furniture already existing in Zaz? If this is the case you could directly use that furniture instead of Pama's modified one so you could have the default one, and then merge it with DD's escape minigame to prevent this bug. Also I have a few questions. First what is the System menu? and secondly, how can you adjust your player height? Thank you in advance
jfraser Posted December 3, 2025 Posted December 3, 2025 good to see you are still turning out amazing things, jbezorg. any thought to reaching out to @Hex Bolt? this would make a fabulous Simple Slavery outcome. 1
jbezorg Posted December 4, 2025 Author Posted December 4, 2025 On 11/15/2025 at 10:49 PM, muhavaux33 said: Correct me if I'm wrong but doesn't Pama's furniture make use of a furniture already existing in Zaz? If this is the case you could directly use that furniture instead of Pama's modified one so you could have the default one, and then merge it with DD's escape minigame to prevent this bug. Not the Dwemer Device which is used in the specific part of this mod that you quoted. Once you're free, all you have to do is save and reload which isn't a bad idea to do even if it worked correctly.
jbezorg Posted December 4, 2025 Author Posted December 4, 2025 5 hours ago, jfraser said: good to see you are still turning out amazing things, jbezorg. any thought to reaching out to @Hex Bolt? this would make a fabulous Simple Slavery outcome. Plenty of though about it. I just keep adding stuff though. I have a Devious Chanterelle start plus added mor to the Blood on the Ice quest extension that I'm testing now 1
jbezorg Posted February 3 Author Posted February 3 23 hours ago, Kingslayer101 said: Not possible to ESLify these esps? Eventually 1
CakeFace Posted March 6 Posted March 6 I get an error when trying to start the Dwemer museum quest: [Alternate Perspective] Invalid Intro Quest: The FormID 22785 does not reference a quest in ap - museum piece - pama.esp. I have all the required mods installed and the other quests work fine.
jbezorg Posted March 6 Author Posted March 6 (edited) 17 hours ago, CakeFace said: I get an error when trying to start the Dwemer museum quest: [Alternate Perspective] Invalid Intro Quest: The FormID 22785 does not reference a quest in ap - museum piece - pama.esp. I have all the required mods installed and the other quests work fine. What versions of the mods and what is your load order? 22785 in hex is 5901 and that's a quest in my own mod. Check for patches that have overwritten or if you've gone into the CK to take a look you may have deleted it. Edited March 6 by jbezorg 1
CakeFace Posted March 6 Posted March 6 4 hours ago, jbezorg said: What versions of the mods and what is your load order? 22785 in hex is 5901 and that's a quest in my own mod. Check for patches that have overwritten or if you've gone into the CK to take a look you may have deleted it. I figured it out, Never had this problem before. I converted the esps to esls and the the IDs were changed and were not able to reference the quest. Any chance we can get an official .eslified version of this mod? Cheers,
epicsaxguy1 Posted March 8 Posted March 8 How does the blood on the ice work ive been waiting in windhelm for a while now and nothing happens does the quest have to progress or what are the specifics for making it happen. thanks 1
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