You know that saying that goes: The last 20% of any given task require 80% of the actual work?
With my work, this usually is only true when dealing with new and experimental Devices, but despite technically not making a new Device, things got VERY experimental...
So what happened?
As mentioned in my previous post, I was busy with reworking Deadly furnitures to make All devices compatible with PaSo and enable them to send Characters to Sovngarde.
Making that possible required extensive changes, and while pretty much all of the devices offered some resistance and required a lot of trips to Sovngarde in order to get them to work, The Decapitation based ones really took the cake this time.
The chopping block in particular sent me on a bit of an odyssey. There had been reports on this on my Discord, but to my great shock, I also encountered issues this time when Using the new NGdecaps mod. For some Actors, their heads simply refused to come off.
And usually I would just Ignore this, wait for the Author to fix it eventually, and just keep using the old PO3 decap function instead. But this came with its own problem.
You see, As funny as it would be to continue the game as a headless Dullahan, I think most players prefer their Avatar with a head on their shoulders, So I have to re-attach it when the Sovngarde quest starts. And here came the big issue. A true decap is NOT really reversible.
Heads can be restored temporarily, but to my horror I discovered that the head would just keep falling of my characters shoulders whenever I used any form of furniture, even something mundane as a regular bench. And that issue was savegame persistent.
Therefore, oldschool vanilla decap was out of the question and I had to return to NGdecaps. Which doesnt have this particular Issue. but comes with a whole lot of new problems instead.
Buuut, after an exchange with the Author and countless hours of trying out stuff, I managed to figure out the patter behind the failed decaps (it doesnt work on Essential actors which are NOT ragdolling).
And while I cant solve this problem, I could implement workarounds in my devices to deal with it and allow them to function normally.
There were some other NGdecap related issues with actor duplication, but those could eventually be solved as well.
And now, hopefully all devices will work without exploding.
TLDR:
-New Release Tomorrow
-NGdecaps is now a HARD dependency for PaSo. Make sure you get the latest version HERE (Nexus)
Even though it gets old, I want to apologize once more for taking my sweet time with new content. It would probably have been a lot faster to simply force the fake decap option on the player to circumvent all of the issues, But I really wanted to go that extra mile (or miles), to ensure Scenes continue to look as good as they have been before, even with all the changes and new functionalities.
So, next step is the Release tomorrow, and after that I'll continue with the remaining meadhall Trials and eventually the Wraiths
Until then, as always, thank you for your support and patience. See ya tomorrow :)