Uploaded a new Version of the Crucifixion to LoversLab.
The only issue that seemed to pop up was the fact that some people simply are to lazy to read the requirements section, so i added a small ingame check for those requirements. The mod will now remind these people automatically to check these requirements if they choose to ignore them.
I also added a removal option for unwanted crosses. Now its fully usable without the console.
Clean save is not Required. you can just in...
2021-01-26 02:41:31 +0000 UTC
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As the title says, you can now get it on LoversLab.
https://www.loverslab.com/files/file/15992-pama%C2%B4s-permanent-crucifixes/
This Version is Identical to the one already provided to the Beta-Tester Tier, so you don't need to upgrade.
The vote for the Next project will be up somewhere during next week, because i want to wait the a few days and address...
2021-01-22 00:40:43 +0000 UTC
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Its almost finished, but there's still a potential issue left when loading from an Autosave.
so the Release here will be delayed by 1-2 days until i can solve that.
2021-01-11 19:14:38 +0000 UTC
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After the way to short but nonetheless very pleasant Christmas holliday, i got right back to coding today and basically have basically redone the entire thing from scratch.
-First of, i have decided to fork the Cruxification stuff off into its own separate mod. It requires quite a bit of supporting quest structures around it to properly work and therefore doesnt fit together with the zero-performance-impact scripts from the main mod.
And since its more of a feature ready mod, rath...
2021-01-08 19:39:46 +0000 UTC
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Due to the rapidly approaching Hollidays, I´ll be leaving for my Family home tomorrow, so i wont be able to work on anything till early January, but i will still be checking in here and on LL regularly.
Despite the current crisis being at an all time high, i still hope you have a somewhat enjoyable time over the Holidays, and i´m looking forward to resume my work next year.
2020-12-21 00:30:36 +0000 UTC
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(keep that image in mind. it will come back later)
After trying (for way too long) to get a cruxified Ragdoll too look somewhat natural, i gave up on the Havoc constraints for this particular device and started looking for an alternative.
The Problem with Ragdolls is, that you cannot lock or manipulate the rotation of attachpoints, which will always result in a somewhat twisted looking body and misaligned nails. This Fallout mod illustrates the problem quite well: 2020-12-14 21:36:29 +0000 UTC
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quick update on the Crux: Because i didn't pay attention, i accidentally selected "use staging file" when deploying in vortex and lost a bit of progress. Spend the last day with recovering that and also implemented a small diagnostics function for detecting node offsets for Havoc attachpoints. This will be usefull for people who want to add the crux functionality to other furnitures (because i will only do this for a select few cruxes).
As for December, i will be visiting my ...
2020-12-06 09:41:48 +0000 UTC
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Since Development has now started, i feel comfortable enough to share a few more details.
The LL veteran which i´m working together on this is Delzaron , A modder with the LL-contributor Rank and quite a bit of a track record. we already had a small code-exchange regarding a method to register followers, and i have to admit that his style is quite impressive. So im very glad he agreed to help her...
2020-11-23 22:29:32 +0000 UTC
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Just a Quick update on the Crux:
The main Parts for the script have been finished without much hiccups. (Alias assignment / player and NPC locking / victim removal and cleanup)
What remains is to convince the dead bodied to stay at the cross even when leaving the cell or reloading the Game. But i´m confident this wont be too hard.
Also, I have decided AGAINST making an animated Nailing scene for the sake of flexibility. In its current form, the system can support...
2020-11-16 18:56:05 +0000 UTC
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I must Admit that i didn't really expect it, but it seems the Crux seems to be the favored option, so i will see it done.
I haven't quite decided on which one to use (there are about 6 different Styles/Poses available in Zap). I f you want to, you can hop into the zap-testzone (console command "coc zbftestzone"), try them out and let me know what you prefer. For example Roped/Nailed, with/without the butt-spike.
Personally i would tend towards a classical nailed style, since this ...
2020-11-03 21:31:20 +0000 UTC
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I found a reliable way to monitor the Guillotine´s Blade position. rather than having a switch-able script variable. i now look for the the actual coordinates of the Blade´s 3d-mesh itself. this way you can always tell whether its up/down/animating and can therefore avoid visual oddities where its in the wrong position.
probably more interesting to you: I fixed the problem with the upfacing animation interrupting when used in any other way than PC-1st person.
this leads to a que...
2020-10-05 19:02:08 +0000 UTC
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The other Day I was once more looking for a way to convert animations from FO4 to skyrim, because i wanted to try out the Bad Ends animation pack, but don't have a copy of FO4.
And while I was once more reaffirmed, that this is indeed impossible, i found something even better: A tool for Blender, which lets you export animations into skyrims .hkx format.
Conveniently, i already have a few years of experience with Blender, so i could start making a new custom animation right of the...
2020-09-16 19:37:36 +0000 UTC
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As the title says, i will suspend this months payment cycle, meaning all of you will NOT be charged at the end of this month.
I´m doing this because i feel like the last month was a bit lackluster in terms of new content from me, and unfortunately this month wont be much better. Therefore i simply don't feel comfortable to charge you any money for this.
This doesn´t mean there wont be new content. the current priorities remain unchanged. meaning i will for now try to fix the rem...
2020-09-07 19:54:08 +0000 UTC
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Thanks to Poblivion over on LL, i have come into contact with Proxy, a smaller animator who has made a few animations which go into a similar direction as my stuff.
He apparently has some unfinished alternative animations). which he abandoned because he didn't know how to achieve an actual scene.
And since the latter part is something i know a little something about, i i gave him the current beta version as a demo and suggested to do something together.
As far as i can...
2020-09-07 19:32:48 +0000 UTC
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As promised, heres the new, remade from scratch version of the guillotine.
-Its now free of any duplicate actors and associated errors,
-the long countdown after activating the Handle is gone, the Blade will now drop instantly.
-returned to the modular design which i used for the Garotte and the Gallow, meaning no more aliases are involved. this is propably not that important for you, but will be interesting for other modders.
-this also means that you can now pl...
2020-08-30 19:15:21 +0000 UTC
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The results of the Vote are not exactly unanimous, which is a bit sad since it means that some people will be disappointed, but it seems the Guillotine is still the Fan-Favorite.
So the Plan from here on is redoing the MK2, doing the Wayrest, and adding the demo version of the Garottes.
The First one will likely be ready during the next week, and the Wayrest shouldn't take much longer. Looking at some inputs from the LL thread, there will be a new bonus function, so stay tuned.
2020-08-21 18:12:00 +0000 UTC
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Because I´m still busy with University Stuff, the current Vote will continue until Friday.
As of now, it seems the Guillotine is the favored option. If this doesn't change, i will do a bit of crunch and try to get it ready within this month.
And since the new Garotte seems to to have some fans as well, i will throw them in as a small Bonus. They wont have any higher functionality like the old one for now, but you can use them like regular Zap furnitures.
2020-08-17 21:33:18 +0000 UTC
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This is a little bit of a demo for one of the options for next vote.
As you can see, its a set of alternative Garottes i got from t.ara. they do come with different animations for the left and right one (spread/closed legs) and might be interesting for those who want something different than decapitation devices.
2020-08-09 18:14:55 +0000 UTC
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Remember when i was talking about this potential fix for the Guillotine?
That it would theoretically be possible to write s SKSE plugin to access the native decapitate function Directly?
This would eliminate the need for the entire Dupe-procedure and would therefore eliminate all current sources for errors. And it would also enable all sorts of other decapitations, including the old Wayrest Guillotine, and even something during an SL Scene.
By some cosmic co...
2020-08-07 17:12:22 +0000 UTC
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As announced on LL, i´m going to release the Device in its current (not perfect state). As mentioned, the dupe might be visible for a short moment, but it should remain invisible after that short moment.
In Addition, the MCM is now functional and affects the devices in this mod (not the Gallow yet, this will come later). the Buttons for getting restraints will also work now.
Also includes a bugfixes for the chopping Block.
IMPORTANT FOR SE USERS!
since i don't have th...
2020-07-28 00:48:00 +0000 UTC
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I have been trying to fix the issue with the visible Dupe for the Last Week, but unfortunately i feel like i have hit a brick Wall at this p
I have been trying to fix the issue with the visible Dupe for the Last Week, but unfortunately i feel like i have hit a brick Wall at this point.
I have worked it to a point where the dupe is only visible for a splitsecond when starting, so if you blink at the right moment, it will work just fine, but this is of course not exactly how i imagi...
2020-07-24 11:23:38 +0000 UTC
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Just a small update on the current plans:
as many of you have seen, the Guillotine still has a few issues, so the current focus is on ironing them out. as well as some minor quality of life improvements to the project as a whole.
t.ara has kindly agreed to make some new assets for the planned Gallow, but obviously i have to wait until i get it before i can make anything useful here.
2020-07-12 06:17:21 +0000 UTC
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As you have possibly seen on LoversLab, the Guiloutine is nearing its completion.
There are still some cosmetic issues left with the 3D- model. So the one you´ll get wont be a final Version. T.ara knows about these issues and is working on them, but this could take some time since the Final version incorporates some new concepts as well.
But dont worry, the stable version you´ll get only differs in the position of the Blade-Holding Rope.
whats planned for you Patrons:
<...
2020-06-29 19:29:05 +0000 UTC
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As you can see above, I just found out how to make MCM´s.
So if you want to get in some final inputs on how the general procedure when using the Guiloutine could/should look like and which options could be interesting, then now is the time.
I also have to to admit that im not sure whether i will manage to get the Guiloutine done until the End of this month. the MCM will make fine tuning for this and coming devices easier, since it eliminates the need for a game r...
2020-06-19 22:43:55 +0000 UTC
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Well, The Guillotine is the Winner for this month (unsurprisingly).
But rather than using the old one, im gonna implement it for t.ara´s new variants first. The reasons for this is, that the old one has problematic collision blocks, which would result in the dead bodies beeing launched all over the place after being killed.
I might be able to convince her to revisit them or find a workaround in the future, but for now, the new ones will work a lot smoother.
In ad...
2020-06-02 16:27:10 +0000 UTC
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well, as the tile says, I just wanted to let you guys know that the Block will be ready within the next 1-2 days, so you´ll at least have the Sunday to play with it :)
2020-05-29 10:34:46 +0000 UTC
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Just a quick update to let you Guys know where we are at the moment.
While the technical groundwork for custom animations has been finished, i still don't have any animations which could be used for this practical purpose.
I have been in contact with t.ara about this and she apparently has a custom 3d model and would be willing to design a new animation for it which can be used in an actual scene,
Problem is that i don't know when this will happen, and if she would be willin...
2020-05-10 16:58:39 +0000 UTC
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Alright, it seems the majority of you Guys wants to see the Block, so i´ll focus on that for this month.
I´ve just managed to get it working with custom animations, i´ll look whether theres a usable one round which i can implement until someone makes a dedicated one.
The very same technique can be used for other devices as well, so it will also be realized within the foreseeable future. But for now i´ll concentrate on polishing the Block.
And i really want to thank you a...
2020-05-02 21:15:57 +0000 UTC
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As a thank you for your support, i´m gonna upload the current working version here, so you can play with it a bit.
As with my other stuff, you can just spawn it in with the console.
if you want to use this on yourself, you need to have a follower around, he will then execute you.
If you command anyone OTHER than you follower to be executed, you follower will assume the Role of the Guard behind the victim. This is optional though.
Please keep in mind that this is still...
2020-05-01 16:10:49 +0000 UTC
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Ok, just a little overiew on the current state and what´s planned.
As you could propably see by the series of screenshots on LL, you currently can command a follower (or anyone Else if you have a mod for it) to use the Block.
When someone is waiting for his/her execution, the next person who interacts with the Block will execute the victim.
I´m currently planning on having the foller assume the role of the Guard if you command some slave/bandit whatsoever to be killed.
...
2020-04-27 09:33:08 +0000 UTC
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