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Posted
On 11/3/2025 at 5:22 PM, Pamatronic said:

Check requirements. do you have NGdecaps installed and is it working?

 

17 hours ago, Sasaiください said:

Yes, everything required is in place and working well on their own. After I enabled fake decapitation, everything is fine, but otherwise I appear with my head cut off, which is quite cool and immersive, but it would be nice to have a way to get my head back)

 

up. while I tested it managed to half restored itself(?) one time

image.png.063d9bdb58950dfff72aee09c0eb7088.png

 

Having a similar issue on my test of the module, and I also tried to move NGDecaps so that it was before all the Pama modules, but that didn't help. And I know that NGDecaps is working as hair is being cut short on decapitation.

Posted
23 hours ago, Sasaiください said:

Yes, everything required is in place and working well on their own. After I enabled fake decapitation, everything is fine, but otherwise I appear with my head cut off, which is quite cool and immersive, but it would be nice to have a way to get my head back)

 

up. while I tested it managed to half restored itself(?) one time

image.png.063d9bdb58950dfff72aee09c0eb7088.png

Can second this.  I completed a Sovngarde run without my head (makes the two-point galllow scenes a bit weird) but when I respawned back in Tamriel I had my head again.  Just not in Sovngarde.

Posted
7 hours ago, IcicleInn said:

Can second this.  I completed a Sovngarde run without my head (makes the two-point galllow scenes a bit weird) but when I respawned back in Tamriel I had my head again.  Just not in Sovngarde.

As described by @Sasaiください, this can be fixed by editing NGdecpas .ini
But even if you dont do that, the maintenance function there will eventually time out and you will get your head back regardless.

Posted

Excellent mod, the trials made me laugh my ass off, it would be cool if Jurgen Windcaller would take pc's limbs and turned her into a lamp.

Posted

Tree Stump decapitation works, u get sent to sovngarde, but can't move and after a second it respawns back at the last save, think its actually kills you. 

Posted

Another splendid mod
Any chance to see some kind All-in-One/merged compilation of your mods in the future? 
I love your mods for their higher combability and stability (unlike PO) but they are drain ESP space which is painful when I do install them into established modlists and breaking the limit of 254 ESPs

Posted
4 hours ago, Partel said:

Another splendid mod
Any chance to see some kind All-in-One/merged compilation of your mods in the future? 
I love your mods for their higher combability and stability (unlike PO) but they are drain ESP space which is painful when I do install them into established modlists and breaking the limit of 254 ESPs

You can compress Windhelm and Riften PA addons yourself easily (Solitude sadly requires recompiling, so it gets the boot until I feel like assembling everyting to be able to recompile it). But yes getting them compressed by Pama already would be highly appreciated.

Posted (edited)

Tried this by getting executed by hanging and worked perfectly . Awesome job .The only thing I was hopying for ,but though was unlikely, was a clone of my corpse left in the tree where  I had been hung.

 

Edited by liniul
Posted
On 11/6/2025 at 9:08 PM, Azilarc said:

Tree Stump decapitation works, u get sent to sovngarde, but can't move and after a second it respawns back at the last save, think its actually kills you. 

where did you use the treestump? was it a spawned one or from a scene?

Posted
On 11/7/2025 at 7:43 PM, Partel said:

Any chance to see some kind All-in-One/merged compilation of your mods in the future? 

No. After a certain size and level of complexity, mods become very unwieldy to work with. Keeping stuff compartmentalized makes stuff much more workable for me.
And While my mods are meant to bounce off each other, I don't wanna force the entire ecosystem on someone who only want a specific part.

 

 

On 11/7/2025 at 7:43 PM, Partel said:

I love your mods for their higher combability and stability (unlike PO) but they are drain ESP space which is painful when I do install them into established modlists and breaking the limit of 254 ESPs

My mods tend to use script commands which do reference formId's directly. which makes compacting them into ESL's risky. 
Usually not worth it. If you insist on using modlists and want to modify them, you need to learn this stuff and eslify some other mods yourself. there are propably a lot of them which dont have any meaningfull amount of scripts and can be compacted easily.

Posted

@Pamatronic

 

Thanks for the fun way to die, found this mod earlier today, used it, had fun in Sovngard and got "The Glow" to be recycled back to Tamriel.

It is so much better than the basic respawn....

Great work, thanks for sharing this!    :cool:

Posted
49 minutes ago, liniul said:

Tried this by getting executed by hanging and worked perfectly . Awesome job .The only thing I was hopying for ,but though was unlikely, was a clone of my corpse left in the tree where  I had been hung.

 

This was a consideration early on, but having a clone of the player hanging around (badumm pshhhhh), will have very unfortunate side effects on your game in the long-term.

Posted

 

I do have a bit more "technical" question left

I saw that all previous mods were updated to have a compability with Sovngarde Aftermath, except for Solitude

Execution in Solitude currently doesn't support SA? 

Posted
16 hours ago, Partel said:

I do have a bit more "technical" question left

I saw that all previous mods were updated to have a compability with Sovngarde Aftermath, except for Solitude

Execution in Solitude currently doesn't support SA? 

Solitude already got this compatibility update earlier and the currently uploaded version here on LL does Support SA

Posted
On 11/2/2025 at 10:31 AM, LittleWhiteNeko said:

I think I set PDA to automatically turn off Soverngarde Aftermath if PDA scene is triggered, so it is compatible, unless the user turned on PaSo in a middle of PDA scene which will breaks the mod.

 

Although I never tested if dying to the deadly furnitures will still deactivate PaSo or not, which I was hoping it does not; it should only be disabled when dying to non device death.

 

I'll do some testing later.

 

Edit:

I just remembered that Deadly Devices do not kill the player if PaSo is installed and enabled, so in that sense PDA will never trigger and thus won't turn off PaSo. In short, PDA and PaSo is (most likely) completely compatible. Dying to Pama's deadly furniture in PDA will never trigger PaSo as well, and don't try to trigger PaSo within PDA scene either, the reason is in the next paragraph.

 

As for PDA having PaSo integration, the answer is no and will not be any time soon. PDA is never designed to have continuity, in which player can continue the game after the scene is done. My reasoning is that when you die in game, a lot of things may breaks when you are resurrected and continuing the game, so I rather people load the game instead of thinking they can continue the game and ended up bricking their save.

PaSo afaik does not actually kill the player but only simulates it, so continuity is possible.

How about making a patch for Acheron so there's a 50/50 chance it will trigger either player death aftermath or PaSo when you die? i use it for practical defeat/naked defeat and so it triggers one or the other. Would that work?

Posted
9 hours ago, JohnConquest12 said:

How about making a patch for Acheron so there's a 50/50 chance it will trigger either player death aftermath or PaSo when you die? i use it for practical defeat/naked defeat and so it triggers one or the other. Would that work?

PaSo only triggers on "death" from Deadly Furnitures, it does not trigger from normal death.

 

PDA does not and most likely wont chain to PaSo as I have mentioned in the previous message.

Maybe one day I will add continuity option but I will not be held responsible for any damage to the save file.

 

Technically, Acheron defeat can lead to PaSo, but it will be outside PDA scope for now. Maybe I can make a simple add-on mod for it, if anyone is interested. 

Posted
On 11/11/2025 at 8:30 AM, LittleWhiteNeko said:

PaSo only triggers on "death" from Deadly Furnitures, it does not trigger from normal death.

 

PDA does not and most likely wont chain to PaSo as I have mentioned in the previous message.

Maybe one day I will add continuity option but I will not be held responsible for any damage to the save file.

 

Technically, Acheron defeat can lead to PaSo, but it will be outside PDA scope for now. Maybe I can make a simple add-on mod for it, if anyone is interested. 

Sounds good man. I'll just stick to whatever death mod i like better for now

Posted
On 11/17/2025 at 9:52 PM, raijinkaze said:

Is there anyway for sadistic degenerates like myself to visit sovengarde to pick up my executed followers without executing myself first?

 

That depends on whether the version of Sovngarde you visit in the context of the mod is distinct from the one you visit at the end of the main quest.  If it is distinct, then no.  If not, then you should have access to Sovngarde at least once via an alternative method.  I want to say that @Pamatronic said that the modifications made to the worldspace were part of the vanilla one and are being enabled/disabled dynamically by the mod, but I don't recall for certain.

Posted

During Sexlab scenes triggered outside this mods events. Hitting the spacebar will trigger the popup to go to the next scene.

Posted
2 hours ago, jbezorg said:

During Sexlab scenes triggered outside this mods events. Hitting the spacebar will trigger the popup to go to the next scene.

I assume you wanted to post this on the Solitude modpage?
Yes, its a known issue. Working on it. But thanks for providing the additional report.

Posted
5 hours ago, Pamatronic said:

I assume you wanted to post this on the Solitude modpage?
Yes, its a known issue. Working on it. But thanks for providing the additional report.

Yeah. My bad.

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