So, the Interesting thing first.
I did some smoothtalking and managed to get my hands on a little toy from the upcoming Zap9. A beautiful and compact mini-pillory. (it even comes with open/closing animations).
While I cant give this Immediate attention, I think this will come in very handy when I eventually get around to do a few non-lethal public humiliation events for PA.
And about the Maintenance:
as always, I apparently just cannot do "simple". I had a few new Ideas along the way and probably spent a bit to much time and effort on it, so it will unfortunately take a few more days before i can start with the next big thing. I hope you can forgive me.
Buuuut, so far we got:
-2 different chopping Blocks with 4 different styles of animations (subtle)
-extended functionalities for said Blocks
-player can choose position (Guard/Executioner)
-NPC Executioner/Guards are detected immediately now, with no papyrus impact
-you can have 2 executions (by chopping block) in progress at the same time (or even 3 if you combine the new blocks with the old one)
-A toggle option for alternative Decapitation handling for Blocks/Guilloutines. This doesn't look quite as good as a normal Decap, but it wont cause CTD when you have face overlays enabled.
-Alignment correction for the Garrotte
-Decap option for the Garotte when the wheel is overused
This mostly concludes the maintenance for deadly furnitures, which is likely the most work-intensive mod. only things left to do now are sounds for the Impaler/drowning scene and some minor bugfixes for Bad Ends Riften/Windhelm.
I´ll try to keep it simple this time, I promise.
I´ll re-compile the fomod installer for deadly furnitures tomorrow and upload the current progress, so the wait might hopefully become slightly more bearable :)