Jump to content

Recommended Posts

Stuff For Modders

 

To Grab POP Version (as of POP 4.02)

xpoUtil.GetVersion() -> Will return the version number as float or int as of POP 4.52.

xpoUtil.GetVersionStr() -> Will return the version number as string.

 

To Grab POP API (as of POP 4.02)

xpoPatchesMain xPOP = xpoUtil.GetAPI()

ModEvent - Out

When player is free,

Event xpoOnPCisFree()        
   Your stuff goes here when PC is free. 
EndEvent

When player is imprisoned,

Event xpoOnPCinPrison()    
   Your stuff goes here when PC is in jail. 
EndEvent
When player is starting a scene,
Event xpoOnSceneStart()    
   Your stuff goes here when PC is starting a scene. 
EndEvent
When player is done in a scene,
Event xpoOnSceneDone()    
   Your stuff goes here when PC is done with a scene. 
EndEvent
ModEvent - In
To arrest the player,
Regular Arrest (Player resists)
akSpeaker.SendModEvent("xpoArrestPC", "FalkreathCrimeFaction", 2000)

 

Submissive Arrest (Player submits, e.g. guard dialog)

akSpeaker.SendModEvent("xpoSubArrestPC", "FalkreathCrimeFaction", 2000)
  • Here akSpeaker will arrest the player and add an extra 2000 gold to the bounty and take the player to Falkreath jail.
  • As of POP 8j a value of 0 will trigger an arrest for at least a minor crime. And a value of 1 will make it at least a major crime. Basically the final arrest gold = the required gold for major crimes + existing bounty for the hold + fees.

  • If the above event does not have a reference passed (aka. akSpeaker) the player will be arrested by the nearest guard, if none then the nearest NPC. As of 5e it will look for nearest guard first, if none then it will use the nearest NPC.
  • If the arresting NPC is custom (does not have a crime faction) then you have to specify the crime faction arrest, as a string. Valid ones are,

"PaleCrimeFaction"

"FalkreathCrimeFaction"

"HjaalmarchCrimeFaction"

"RiftCrimeFaction"

"HaafingarCrimeFaction"

"WhiterunCrimeFaction"

"EastmarchCrimeFaction"

"RavenRockCrimeFaction"

"TheReachCrimeFaction"

"WinterholdCrimeFaction")

If left blank "" then it will try to automatically determine that NPC's crime faction.

 

StorageUtil Variables

To find out if PC is in jail,
StorageUtil.GetIntValue(Game.GetPlayer(), "xpoPCinJail")
  • Here an INT value of,

1 -- PC is in jail.

0 -- PC is not in jail.

 StorageUtil.GetIntValue(PlayerRef, "xpoPCArrestStart") 
  • this gets set to 1 when the arrest scene starts. It gets set to 0 when the arrest scene ends, regardless if the arrest was successful or not.  
 StorageUtil.GetIntValue(PlayerRef, "xpoPCArrested") 
  • this gets set to 1 on a successful arrest (when arrest scene ends - but before the walk to jail) and stays at 1 until release/escape/captor death. 

 

Stuff For Players

Spoiler

To Add an Object to a POP Form List

Spoiler

1. In SUM MCM go to the ‘Form Lists’ page.

Spoiler

04.jpg

 

2. Make sure that the ‘Set Added Object/Form to Slot’ option is set to -1. 
3. Leave the ‘How to Store Forms’ option as ‘Auto’.

4. Select ‘Folder Path’ and delete whatever text is in there. Replace it with ‘xpopForms’. This is a shortcut keyword to fill in the full POP forms folder path. Hit ‘Enter’.

Spoiler

06.jpg

 

5. It is best to create your own .json file as the default (xpopForms.json) will be overwritten with every POP update erasing your own lists. To create your own .json type a name in the ‘Json Name’ field, say ‘MyStuff’.  However, in this example I will use the default .json.

6. In the ‘Existing Forms Json Files’ select xpopForms.json (or your own). This will load that .json.

Spoiler

07.jpg

 

7. In the ‘Form List Name’ option, enter a list name, in this example ‘NoStrip’.
8. Walk up to the object you want to add to the list until its name appears in the crosshair, in this example a Forsworn headdress. 

Spoiler

20200805131211_1.jpg

 

9. Hit your select actor/form hotkey. 

Spoiler

11.jpg

 

10. The object should appear in the ‘Form Lists’ page under the ‘Stored Forms'.
11. Done.

 

To Add an Object to the No Strip List in POP

Spoiler

Follow all steps in the above ‘To Add an Object to a POP Form List' then,
11. In POP MCM go to the ‘Arrest’ page and set the ‘No Strip Items List’ to whatever name you have set in step No. 7 above in the ‘To Add an Object to a POP Form List', in this example ‘NoStrip’.

Spoiler

12.jpg

None of the equipped objects in that list will be removed on a POP arrest. However, (DD) restraints will replace equipped armor in the same slots. In our example, restraints such as hoods, iron masks, etc. will replace the worn Forsworn headdress which will result in POP removing it (from the inventory) on arrest.

 

12. As seen our Forsworn headderss has made it all the way inside the cell.

Spoiler

20200805132244_1.jpg

 

13. Done

 

To Add/Edit Food Items In the POP Food Lists

Spoiler

1. In POP MCM go to the ‘Cell’ page. 

Spoiler

14.jpg

 

2. In ‘Drink SUM List’ type a drink list name, in this example ‘MyDrinkServed’.

3. In the ‘Food SUM List’ type a food list name, in this example ‘MyFoodServed’.

4. Select ‘Add Default Food to Current Food Lists’. This will fill your new lists with POP’s default food and drink choices. 
5. Follow the first 6 steps in the above ‘To Add an Object to a POP Form List' then,
6. If all went well so far, you should see your two food lists listed in ‘xpopForms.json’. 

Spoiler

17.jpg

 

7. Select one of the food lists. Everything it contains should appear bellow. Now you can remove items from the list by selecting them, then ‘Remove Form’.

Spoiler

18.jpg

 

8. To add to the list, for this example I will use the ‘MyFoodServed’ list. 
9. Select the list in the .json.

Spoiler

19.jpg

 

10. Exit the MCM and walk up to the food item you want to add to the list until its name appears in the crosshair, in this example a ‘Sliced Eidar Cheese’.

11. Hit your select actor/form hotkey. 

Spoiler

20.jpg

 

12. The object should appear in the ‘Form Lists’ page under the ‘Stored Forms'.

Spoiler

21.jpg

 

13. Done.

 

To Add Tags to the POP Animation by Tags System

Spoiler

1. Go to SL MCM to see the available tags.

Spoiler

20200815093228_1.jpg

From the available tags let’s say you want to add Aggressive, XCross and Furniture to the general tags in POP. 


2. Go to the POP MCM ‘Extras’ page and select the ‘Show Existing General Tags’ option.

Spoiler

20200815093246_1.jpg


3. If the ‘Auto’ tag is present it must be removed as that does not work with any other tag. 
4. Go to the ‘Remove General Sex Tag’ option and select it.

Spoiler

20200815093258_1.jpg


5. Type in ‘Auto’ and hit Enter. 
6. Confirm the tag has been removed by repeating No. 2 above. 

Spoiler

20200815093304_1.jpg


7. Next enter your new tags, in this example Aggressive, XCross and Furniture.
8. Select the ‘Add General Sex Tag’ option.
9. Type in ‘Aggressive’ and hit Enter.

Spoiler

20200815093359_1.jpg


10. Do No. 8, and type in ‘XCross’.

Spoiler

20200815093424_1.jpg


11. Do No. 8, and type in ‘Furniture’.

Spoiler

20200815093436_1.jpg


12. Confirm that all tags are saved by doing No. 2 above. 

Spoiler

20200815093451_1.jpg


13. Let’s say that you now want to remove the ‘XCross’ tag.
14. Do No. 4 and type in ‘XCross’ and hit Enter.        

Spoiler

20200815093505_1.jpg


15. Observe the updated tags by doing No. 2 above.

Spoiler

20200815093521_1.jpg


16. Done.

 

How to Clean Your Save

Spoiler

1. Go into the game and find a small cell i.e. I use Lakeview Mannor's basement.

2. Make a new save.

3. Exit game.

4. Uninstall POP.

5. Do all in Quick Guide for Using Save Game Script Cleaner bellow.

6. Get back into the game.

7. Load save from 5.

8. Wait for 3 hours (use game's wait feature).

9. Wait another 2 min. RT, or until POP MCM menu is gone.

10. If stubborn then open the console and type, SetStage SKI_ConfigManagerInstance 1

11. Wait another 3 hours and 1 min RT. 

12. Make a new manual save.

13. Exit game.

14. Clean the new save you made in 12.

      I use Save Game Script Cleaner. (starting with step 4 in Quick Guide for Using Save Game Script Cleaner bellow)

      For a more advanced cleaning you can also use Savegame Script Scalpel.

15. Go back in game, load the cleaned save from 14.

16. Make sure POP MCM is still gone, wait another 3 hours in game.

17. Make yet another new manual save.

18. Clean the new save you made in 17. If you get no more hits, your save is clean. If it still finds something repeat from 7 using this save, until it doesn't.

19. Install the newest POP only. 

20. If using MO make sure the settings are correct.

21. Run FNIS.

22. Go in game and load your clean save from 18.

23. Go into the MCM menu.

24. If you have the POP MCM there skip to 27.

25. If the POP MCM is not there, exit the MCM and wait 2 game hours.

26. If still no POP MCM, do step 10. Repeat from 25 until you get the POP MCM.

27. Done.

 

Quick Guide for Using Save Game Script Cleaner

Spoiler

If not cleaning a specific mod (POP in this case) skip to 4. 

1. Hit 'Mod Editor'.

2. Check the mod/s you want cleaned. (in this case POP)

3. Hit 'Delete Selected Mods Forms' and 'Delete Selected Mods Scripts', then close that popup.

4. Check 'Inc. forms'.
5. Hit 'FixScriptInstances'.
6. Hit 'Delete all #'.
7. Hit 'Clean Other'.
8. Hit 'Del. Broken Activities'.
9. Hit 'Save'.
10. Profit!

Quick Guide for Using Savegame Script Scalpel.

Spoiler

Use Save game script cleaner first.
Only use Savegame Script Scalpel if the cleaner did not work.

Unintrusive (safe) procedure.

  • Main screen click “Select ESS”.
    • Load the save you want to clean.
  • Hit “Remove Unattached Instances”.
  • Hit “Remove Instances”.
    • Check “Remove instances with undefined classes only”.
    • Hit “Remove”.

A “deep” clean of your save. (Keep the old one as a backup).

  • Everything above in the “safe” save cleaning plus bellow.
  • Hit “Load Papyrus Section” (will take a while).
  • Hit “Analysis” tab.
  • After it finishes hit “Clear Filter”.
  • In analysis window look for [script class: Current instances count] bellow that there should be something like this for example,

(Skyrim)critterspawn:1044

left click on critterspawn only not on (Skyrim), this will automatically take you to the “Script Data” window, here (and this is very important!) right click only on the highlighted text you see there. If done correctly it will put that text in the filter window.                                

  • Next hit “Analysys” tab again and do the same thing for all else in underlined blue.
  • This will build your filter.
  • Next, hit “Remove Instances”.
  • Uncheck “Remove instances with undefined classes only”.
  • Hit “Remove” (this will take a while as well).
  • Done, refer to the mod documentation page for more details.

 

 

 

Older Versions

Spoiler

Version No. 5.00

  • Warning .::. For devious devices support, DDe 5.00 is now recommended.
  • Patched .::. Some AI travel packages lost their scripts.
  • Added .::. Options to be able to customize food and drinks choices for the time spent in the cell. It works the same way as the existing no strip option namely, by making a SUM form list (in xpopForms.json) and then linking that list to POP.  
  • Added .::. MCM option to fill the new food and drink SUM form lists with the existing POP food and drinks. Everything in these lists can be customized in SUM.
  • Added .::. Two Markarth prison cells, one in Cidhna Mine and a sky cell*, in addition to the existing Markarth prison cell in Windhelm. For now they are being chosen at random upon arrest. 
                       * -   It’s basically one of @t.ara’s big cages (ZAP 8 required).
  • Added .::. 22 new prison cells, (some require ZAP 8).
  • Added .::. If the new prison cells are deemed an eyesore, there are MCM options to hide each individual new cell when not in use. (In the ‘General’ page.)
  • Added .::. MCM options for percent use chances for each cell. 
  • Added .::. MCM option for adjusting estimated travel time for the PC AI packages. 
  • Added .::. Cage to Bee & Barb (repurposed the kitchen).
  • Changed .::. The arrest from dynamic to static. It should be much faster now.

Version No. 4.61

  • Warning .::. For devious devices support, DDe 4.61 is now recommended.
  • Patched .::. Misc. bug squashing.   

Version No. 4.60

  • Warning .::. For devious devices support, DDe 4.60 is now recommended.
  • Added .::. Extra checks so scenes will not start/run when sleeping/waiting.  

Version No. 4.52

  • Warning .::. For devious devices support, DDe 4.52 is now recommended.
  • Patched .::. Removed most of the navmesh modifications that POP made in the cities (for better compatibility with other mods) and replaced it with a better method that accomplishes the same thing.   
  • Added .::. Multiple follower support. POP will pick one follower and apply the POP MCM options and make the rest (up to 6) wait at the arrest location. 
  • Added .::. A light switch to the Windhelm jail cell, as suggested by @Nymra. 

Version No. 4.50

  • Warning .::. For devious devices support, DDe 4.50 is now recommended.
  • Patched .::. BHs not teleporting when the PC is in heavy bondage. 
  • Patched .::. Arrest restraints defaulting to Inox regardless of the MCM option, as mentioned by @drunken toad.
  • Patched .::. Followers not always waiting on arrest (if that option was selected in the MCM), as observed by @Lupine00.
  • Added .::. MCM option to have a strip worn item exclusion list, as suggested by @Nohrin. This list is made in SUM (store items as base objects, or leave option as auto). All worn items in this list will not be stripped when arrested. The POP MCM option name for this list must match the list name made in SUM. 
  • Added .::. MCM option for BH safe locations. Meaning, BHs will not travel to locations in this list. Once again this list is made in SUM and it must be named ‘xpopNoGoLocations’.
  • Added .::. MCM will now automagically load the last saved settings on update or reset. 
  • Added .::. MCM will now show all available saved configuration files.
  • Changed .::. MCM time scale to sliders for a more precise control of the time scale while in jail, as suggested by @Nymra. 
  • Changed .::. DD heavy bondage (armbinder, yoke, pet suit etc.) now takes precedence over POP cuffs. 
  • Changed .::. Manual changes are now required to transfer the previous custom settings to POP 4.50. Simply move all files from ‘Data\SKSE\Plugins\xazPrisonOverhaul - Patch’ to ‘Data\SKSE\Plugins\xazPrisonOverhaul - Patch\Stuff\MCM’. Delete all files that do not start with ‘xpopConfig - ’. Optionally you can also remove the ‘xpopConfig - ’ from the file name to shorten it.

Version No 4.44

  • Warning .::. For devious devices support, DDe 4.44 is now recommended.
  • Warning .::. This POP version will only work with SUM 1.44.
  • Patched .::. Sleeping past the release time and into the next punishment. 
  • Added .::. Cage scenario to Bannered Mare.

Version No. 4.42

  • Patched .::. Included the parade fall down animations .json file, which is missing in POP 4.41. :classic_blush:

Version No. 4.41

  • Warning .::. For devious devices support, DDe 4.41 is now recommended.
  • Warning .::. This POP version will only work with SUM 1.41.
  • Patched .::. Collar always getting equipped, ignoring the MCM option. 
  • Added .::. A MCM option to turn off peeing, as suggested by @Nymra.
  • Added .::. A MCM option to select cell whipping poses. 
  • Added .::. A MCM option to input DDi keywords for the DDs to be ignored for punishments. 
  • Added .::. A few more parade starting points.
  • Changed .::. The hardcore option will auto switch on for violent crimes.
  • Changed .::. The way the arrest is processed.
  • TL;DR, Made the story manager dynamic arrest optional and the static arrest complimentary. This should help with POP getting stuck when processing arrests for heavily modified towns, should also help with POP not recognizing all of the available arrest props. 
  • Changed .::. Other things.

Version No. 4.40

  • Warning .::. For devious devices support, DDe 4.40 and or higher is now recommended.
  • Warning .::. This POP version will only work with SUM 1.40 or higher.
  • Patched .::. Hardcore not working (again).
  • Patched .::. The hood getting equipped during a non-scene arrest.
  • Patched .::. The arrest scene getting stuck when the captor was animating. 
  • Patched .::. Scenario MCM set chances not working correctly when loading the MCM configuration from .json.
  • Added .::. Prisoners will piss themselves when whipped. 
  • Added .::. Block fast travel using the map. 
  • Added .::. MCM options to allow the player to specify which part of a DD outfit to be removed before a punishment. This is using keyword names (separated by , (commas)) as string values the player can type into the MCM. Typing ‘Auto’ will automatically remove only the devices that will interfere with the coming punishment. Leaving this option blank, will remove nothing. 
  • Added .::. MCM option to show all the available keywords for the above option.
  • Added .::. POP will auto cancel any SUM slideshows running just before the cell punishment starts, as suggested by @Nymra.
  • Changed .::. Things. 

Version No. 4.37

  • Warning .::. For devious devices support, DDe 4.37 and or higher is now recommended.
  • Warning .::. This POP version will only work with SUM 1.37 or higher.
  • Patched .::. Hardcore not working.
  • Patched .::. Jailer facing the wrong way (again :classic_blush:) when adding or removing the prisoner’s restraints.
  • Patched .::. Showing all available DDe outfits IDs. 
  • Added .::. Allow soft-core prisoners to sleep between punishments as recommended by @Krazyone. Hardcore prisoners are still sleep deprived. 
  • Added .::. DDe outfits while in the cell, and traveling to the punishments. 
  • Added .::. None of the prisoners can just ‘wait’ during their sentence anymore, thanks to @donttouchmethere.
  • Changed .::. Lowered RR wheel. 

Version No. 4.31

  • Warning .::. For devious devices support, DDe 4.31 or higher is now recommended.
  • Patched .::. Some functions required by DDe 4.31/SUM 1.31.

Version No. 4.30

  • Warning .::. For devious devices support, DDe 4.30 or higher is now recommended.
  • Warning .::. This POP version will only work with SUM 1.30, or higher.
  • Patched .::. Some functions required by DDe 4.30/SUM 1.30.
  • Added .::. A spanking scenario for minor crimes as an excuse for the guard to feed the prisoner. This scenario is available for major crimes as well. Its chances are configurable in the MCM. For the spanking to commence make sure you have some spanking animations, if not or not sure, grab some from @SirNibbles
  • Added .::. A tagging system for the spanking scenario in case a different punishment is desired. Just change the tags to suit your needs. 

Version No. 4.21

  • Warning .::. For devious devices support, DDe 4.21 or higher is now recommended.
  • Patched .::. Some functions required by DDe 4.21/SUM 1.21.

Version No. 4.20

  • Warning .::. For devious devices support, DDe 4.20 or higher is now recommended.
  • Patched .::. Some functions required by DDe 4.20.
  • Changed .::. Windhelm prison cell foyer. 

Version No. 4.10

  • Warning .::. For devious devices support, DDe 4.10 or higher is now recommended.
  • Patched .::.  Some soft dependencies issues that could cause the MCM not to show up. 

Version No. 4.04

  • Warning .::. For devious devices support, DDe 4.04 or higher is now recommended.
  • Patched .::.  POP restraints not removed on vanilla arrest, as mentioned by @shadow866.
  • Patched .::. Some functions to work with the DDe 4.04's new Dwemer Mecha. 
  • Changed .::. Lowered Falkreath’s tilted wheel. 

Version No. 4.03

  • Warning .::. For devious devices support, DDe 4.03 or higher is now recommended.
  • Patched .::. Startup issue.

Version No. 4.02

  • Warning .::. For devious devices support, DDe 4.02 or higher is now recommended.
  • Patched .::.  Logging stuck in ‘Debug’ regardless of the choice set in the MCM.  
  • Changed .::. Some SUM code optimization.  

Version No. 4.01

  • Patched .::. MCM toggle option not working. 

Version No. 4.00

  • Warning .::. New requirement added. SUM is now required. 
  • Warning .::. For devious devices support, DDe 4.00 or higher is now recommended.
  • Patched .::.  A teleport orientation issue, as reported by @Slorm. 
  • Changed .::. Removed the monster tub from Riften cell. 

Version No. 3.60

  • Warning .::. For devious devices support, DDe 3.51 or higher is now recommended.
  • Patched .::.  Prisoner paying the bounty due to the BHB, but not the fee.
  • Patched .::.  Some invisible pillories. 
  • Changed .::. Some scenes dialogue.
  • Added .::. Fun time after whipping.
  • Added .::. MCM option to unbind all POP hotkeys.  
  • Added .::. MCM chance slider for fun after whipping.  
  • Added .::. Have fun in the X or wheel instead/addition to whipping. Make sure you have some furniture (Pillory, X, Wheel) animations. Grab some of  Billyy’s Animations , if not. 
  • Added .::. More ‘floor’ poses.
  • Added .::. More ‘X’ poses.
  • Added .::. SD+ enslavement chance to get enslaved by your captor’s killer. Controlled by the previously unused MCM option, 'SD+ Enslavement Chance'.
  • Added .::. Different voice type for Jaileress. 

Version No. 3.59

  • Warning .::. For devious devices support, DDe 3.51 or higher is now recommended.
  • Patched .::.  Nothing.
  • Changed .::. AI default key mapping from F to none, as suggested by@hylysi. 
  • Added .::. Wheel to Falkreath. 

Version No. 3.58

  • Warning .::. For devious devices support, DDe 3.51 or higher is now recommended.
  • Patched .::.  A pillory bug when there are no pillories available (Dawnstar), as mentioned by @Slorm.
  • Changed .::. Nothing. 
  • Added .::. Nothing. 

Version No. 3.57

  • Warning .::. For devious devices support, DDe 3.51 or higher is now recommended.
  • Patched .::. Vanilla new game MCM bug as reported by many and narrowed down by @hylysi.
  • Changed .::. Nothing. 
  • Added .::. Nothing. 

Version No. 3.56

  • Warning .::. For devious devices support, DDe 3.50 or higher is now recommended.
  • Patched .::. Wrong abuser gender selection in cell, as mentioned by @nightwolf.
  • Patched .::. Hot keys not disabled while crafting, as pointed out by @Mdy.
  • Changed .::. Got tired of ‘commenting out’ the debug log before each release so, I’ve revamped the logging system.  Note the new MCM settings. 
  • Added .::. MCM chance sliders for pillories, X, and wheel selection, as suggested by @nightwolf, and mmph...ed by @worik. ^_^ 

Version No. 3.53

  • Warning .::. For devious devices support, DDe 3.47 or higher is now required.
  • Patched .::. Follower restraints not getting removed (sometimes) when not arrested with the player.   
  • Patched .::. Bounty not getting cleared when paid while the BH was on the way, as mentioned by @Slorm.  
  • Patched .::. Bounty hunters arrest elusion limit getting reset even if not arrested by a BH.  
  • Patched .::. Bounty not getting clear in a failed POP arrest that resulted in the vanilla arrest, ensuing into an arrest loop, as mentioned by @Krazyone.
  • Changed .::. Reactivated pillory animations by tags. When playing an animation by tags the animation pillory might not match the static one, and there will be alignment issues. Animation by tags can be disabled in the MCM.  
  • Changed .::. Follower punishing the player in the pillory will be now randomly chosen between the original PO animation and by tags.   
  • Changed .::. Voyeur scene to play a random animation between ‘by tags’ and lesbian. 
  • Changed .::. Pre-arrest worn DDs will only be removed in major crimes arrest. 
  • Added .::. Nothing.

Version No. 3.50

  • Warning .::. For devious devices support, DDe 3.45 or higher is now required.
  • Patched .::. Key mapping bug, as mentioned by @benimaru0603.   
  • Patched .::. Selecting objects if not in arm restraints.  
  • Patched .::. BH giving up on the arrest (breaking its quest) if the arrest failed.  
  • Patched .::. Arrest function spamming issue, i.e. multiple arrests starting at the same time.  
  • Patched .::. Current bounty getting clear on captor’s death.  
  • Patched .::. City escape paths lock-down.
  • Changed .::. @Bane Master has provided a SW POP patch to resolve the incompatibility issues between the two mods. So SW + SW patch or SW + SWA are now compatible with POP. Clickie for the patch or SWA, Skooma Whore: Addicted. 
  • Changed .::. The restraints MCM option to be able to choose ‘No restraints’ but only if not in hardcore mode. 
  • Added .::. Bounty collector can now arrest the player as well. All configurable in the MCM. 
  • Added .::. More efficient bounty handling while jailed. 

Version No. 3.44

  • Warning .::. For devious devices support, DDe 3.44 or higher is now required.
  • Patched .::. Possible issue with the cage scenario getting stuck.  
  • Patched .::. Nobles opening the cage during the cage scenario.  
  • Patched .::. Prisoner sliding around town (pillory and all) in the pillory scenario during the follower’s punishment.  
  • Patched .::. Potential issue where the BH will get stuck if arrest fails.  
  • Changed .::. Nothing.
  • Added .::. MCM leash delay option. Here you can set a delay in seconds for the leash pause duration after a movement key is used, e.g. ‘Forward’ key.

Version No. 3.42

  • Warning .::. For devious devices support, DDe 3.43 or higher is now required.
  • Patched .::. Arrest breaking when the PC is in beast or VL form.  
  • Patched .::. Blindfold MCM option for the cage scenario whipping.  
  • Patched .::. Town beggar stealing the follower’s armor during the arrest, and selling it for booze. Actually the fix is in DDe 3.43.   
  • Patched .::. The follower getting the wrong DDe outfit during the parade scenario, as mentioned by @Nymra. 
  • Patched .::. The BH dialog when seeing the PC in beast form, as mentioned by.  
  • Changed .::. Nothing.
  • Added .::. Mapped control key tracking. 

Version No. 3.41

  • Warning .::. For devious devices support, DDe 3.41 or higher is now required.
  • Patched .::. Some bugs. 
  • Changed .::. Expanded the release scene to include the follower. 
  • Changed .::. Major renovation in the Jailer's Place.  
  • Added .::. Secret things to the Jailer's Place.

Version No. 3.40

  • Warning .::. The original PO is no longer required, as it is part of POP now.
  • Warning .::. Any mod checking for POP with  'GetModByName() or GetFormFromFile()' will fail that check as POP’s .esp name has changed from 'xazPrisonOverhaul - Patch.esp' to 'xazPrisonOverhaulPatched.esp'.
  • Warning .::. Clean save (not new) is required, obviously. 
  • Warning .::. For devious devices support, DDe 3.40 or higher is now required.
  • Patched .::. Bullies not ... bullying the helpless prisoner. 
  • Patched .::. BHs trying to arrest creature companions. So silly...:classic_tongue:
  • Patched .::. BHs doing the dishonorable thing and attacking a bound and helpless prisoner even after she surrendered, as mentioned by @Tyrant99. 
  • Patched .::. Revamped the punishments timer. 
  • Patched .::. Some of the dialog.  
  • Patched .::. Reduced the lighting and shadows in Sublevel 2 (the secondary cage scenario when in Windhelm). 
  • Patched .::. Adjusted most cell amenities. 
  • Patched .::. Removed some old deprecated AI packages. 
  • Patched .::. Other things. 
  • Changed .::. Expanded the original PO cell scenes to include the follower in punishments. 
  • Changed .::. Removed inventory access while in POP cuffs.  
  • Changed .::. The way the jailer receives payment for prisoner punishments. 
  • Changed .::. POP gags textures.
  • Changed .::. Rearranged masters. 
  • Added .::. Spiteful release. A MCM chance slide bar to get a surprise on release, as suggested by @thornd7.  
  • Added .::. Cage to the Stinking Skeever, Dead Man’s Drink, Moorside Inn and Windpeak Inn.
  • Added .::. Wheel to Solitude, Riften, Whiterun, Windhelm.
  • Added .::. MCM chance slide bars to choose between pillory, parade and cage scenarios.  
  • Added .::. MCM chance slide for cell POP punishments alongside the original PO punishments so now you do not have to choose one or the other. So basically you can now choose wether you want ‘guard vs. pc’ and ‘guard vs. follower’ or a threesome or a random chance.    
  • Added .::. Voyeur cell scene. 
  • Added .::. ‘Iron Mask’ to the list of extra items to be equipped (instead of the hood). DDe 3.40 or higher is obviously required for this to work. 
  • Added .::. MCM option to make the ‘Iron Mask’ permanent during the sentence, giving the prisoner some anonymity. 
  • Added .::. A ferry from Solitude docks entrance to High Gate Ruins shore, to help with BHs travel. However, this seems to have failed as the BHs only use it one way and swim the other. Might remove this later, or research it some more. 
  • Added .::. Blindfolds... not sure why.
  • Added .::. Blindfold to cage scenario whip with a MCM option to toggle its use.
  • Added .::. Wood restraints. Yes wood! 
  • Added .::. Iron Masks across all restraints types.
  • Added .::. MCM options for min and max gold payments to the jailer for punishments.
  • Added .::. MCM chance slide bars for cage punishments.  
  • Added .::. An empty sack to the Solitude jail cell. 

 

Patches

The latest patch includes everything in all the older patches.
Patch 8u

  • Warning .::. A clean (not new) save is advised.
  • Warning .::. For devious devices support, DDe 3.22 or higher is now recommended.
  • Patched .::. More flabbergasting, as mentioned by @Slorm and @Punga.
  • Patched .::. Naked cage prisoner getting shy after whipping the PC a couple of times. :classic_happy: (Brown SOS undies bug)
  • Patched .::. Buggy hotkey after loading MCM from file, as mentioned by @IronDusk33.
  • Patched .::. Log spamming if the PC’s AI package gets unloaded for whatever reason, as discussed with @IronDusk33 in the support thread, and solution suggested by @Punga.
  • Patched .::. The second cage not getting disabled at the end of the sentence in a two cage scenario, as mentioned by @Sunja44.
  • Changed .::. The way ‘Strike-a-Pose’ displays info in the MCM. This should eliminate some confusion about using that MCM option, as mentioned by @Sunja44.
  • Added .::. Surrender hotkey, as suggested by @drunken toad. Configurable in the MCM.
  • Added .::. New player activation limitation system while bound.


Patch 8t

  • Warning .::. A clean (not new) save is advised.
  • Warning .::. For devious devices support, DDe 3.20 or higher is now required.
  • Patched .::. A whole bunch of stuff. :classic_happy:
  • Patched .::. A DDe dependency issue that was causing POP scripts to stop loading properly, as pointed out by @Bane Master. This was also causing the dialog loop @boo mentioned.
  • Patched .::. Issue where the PC will not heal during the parade scenario resulting in a stuck scene, as mentioned by @Punga and @atreyatan.
  • Patched .::. An issue with an extra prisoner hanging around the Raven Rock cage scene, as observed by @Punga.
  • Patched .::. The issue where the follower was ignoring the equipped belt, as pointed out by @Punga.
  • Patched .::. The POP restraints not being removed before equipping DDe ones in the parade scene, as mentioned by @Strigoi250 and @zouzou.
  • Patched .::. Single ‘quest devious device’ un/equip, as pointed out by @Punga. Actually the fix is in DDe 3.20 not here.
  • Patched .::. Prisoner being flabbergasted :classic_ohmy: on release, as mentioned by @Slorm.
  • Changed .::. Things.
  • Added .::. Cage to the Place of Kings.


Patch 8s

  • Warning .::. For devious devices support, DDe 3.12 or higher is now required.
  • Patched .::. Bounty not being removed at the end of the sentence if ‘arrest scene’ was unchecked in POP MCM, as reported by @IronDusk33.
  • Patched .::. Some minor log spam.
  • Patched .::. Bug where devious devices would be re-equipped on subsequent arrests even tho not removed in the first place, as reported by @Slorm.
  • Changed .::. Combined the PO and POP MCMs as requested by @Punga.
  • Added .::. Submissive arrest scene, triggered when submitting to your captors through dialog, as suggested by @Punga.
  • Added .::. Quest devious devices scenario filter. For example, this will filter out the pillory scenario when locked in an armbinder etc.
  • Added .::. MCM option to select the caged prisoner gender.
  • Added .::. MCM option to enter what DDe outfit should be used in the parade scenario for both the player and follower, as suggested by @Strigoi250.


Patch 8r

  • Patched .::. OnControlUp/Down log spam.
  • Patched .::. Other misc log spam.
  • Patched .::. Navmesh issues for Windhelm docks.
  • Patched .::. Arrest items not removed on failed arrest.
  • Changed .::. Nothing.
  • Added .::. Cage to Raven Rock. Same weird setup. :classic_happy:
  • Added .::. MCM options to control which DDe outfits (if DDe is used) are chosen at arrest time for both the player and follower, as suggested by @JulioRosario89. The MCM options allows for the outfit’s name to be typed in, as suggested by @Punga. So depending on what is typed in, a single/random pre-made DDe outfit, or a single/random custom outfit saved in DDe’s ‘Outfits’ page will be chosen.
  • Added .::. MCM option that will list all the available DDe outfits for reference purposes.


Patch 8q

  • Patched .::. Issue with the town beggar stealing one of the pillories and selling it for booze.
  • Patched .::. Fine-tuned the ‘Strike a Pose’ system.
  • Patched .::. Issue with cuffs removal.
  • Patched .::. Updated some deprecated ZaZ AP function calls.
  • Patched .::. Prisoner keys not removed during the arrest.
  • Changed .::. Bound animation to use the slotting system available in ZaZ AP 6.11.
  • Added .::. MCM option to strike a pose after each cell punishment, as suggested by @tamerishka.
  • Added .::. MCM option to limit the amount of time allotted to scan the arrest location. Set it to 0 to work like it does now - indefinite scan.
  • Added .::. MCM option to enable/disable the static pillory during animations. If enabled - the pillory might show up as double during animations. If disabled - the pillory might be missing during animations.

 

TL:DR explanation? - there is a static pillory (the one you see in the world) and an animated one (it only appears during pillory animations). During animations the static one should be disabled because if the two pillories do not overlap exactly (and they rarely do) you will see both of them at the same time during an animation event. In that case, do not despair, there is nothing wrong with your computer. Do not attempt to adjust your monitor. They are now controlling the transmission. They control the static and the animated. They can deluge you with a couple of pillories or expand one single pillory to crystal clarity and beyond....


Patch 8p

  • Warning .::. This patch requires a clean save as per post No. 2 in the support thread.
  • Patched .::. Dialog topic that interfered with ‘gag talk’ from DD, DCL.
  • Patched .::. Issue where the dead could arrest the PC.
  • Patched .::. Dialog topic where the caged prisoner thought he/she was your follower.
  • Changed .::. Some things long forgotten.
  • Added .::. Increased the size of the Windhelm jail cell a bit, as suggested by @Punga.


Patch 8o

  • Patched .::. An issue with POBHs, where the PC would not follow or teleport to the lead BH, as pointed out by @Punga.
  • Patched .::. An issue in the cage scene, where the PC would get teleported outside of the cage, also reported by @Punga.
  • Changed .::. Cage position in Morthal.
  • Added .::. X to Morthal.
  • Added .::. MCM option with a game time scale slider.
  • Added .::. MCM option to turn on/off the ‘leash interruption’ on movement key press.


Patch 8n

  • Patched .::. Follower not getting bound during parade scenario.
  • Patched .::. The punisher um ... punishing the follower on the wrong side of the X.
  • Patched .::. Compatibility issue with 3DNPC in the Falkreath jail.
  • Patched .::. Previous follower getting arrested even though not following at the time of the arrest.
  • Patched .::. Some follower mishaps during the arrest.
  • Patched .::. PC getting teleported on the wrong side of the door or inside a wall, when following the jailer.
  • Added .::. X to Falkreath.
  • Added .::. Direction controls (forward, back, left, right) temporarily override the PC leash. This will make following the captor less frustrating?
  • Added .::. Distance conditions, so the jailer cannot ‘yank PC’s collar’ from the other side of the town, causing the PC to trip, in the parade scenario.


Patch 8m

  • Warning .::. If using POP with DDs, DDe 2.50 or higher is now required.
  • Warning .::. Since some vanilla locations have been modified, (e.g. Riften jail) POP 8m requires a clean save as per the description in ‘How to clean your save’ in post No. 2 in the support topic forum.
  • Patched .::. BH’s armor commenting from POP 4.
  • Patched .::. BHs getting stuck in combat mode when teleporting to jail while in combat, as mentioned by @lkl.
  • Patched .::. BHs still following and arresting the PC even when disabled in the MCM.
  • Patched .::. Player’s gear magically finding its way back into the player’s inventory on escape, as m

 

 

 

Edited by Inte
Link to comment

At first the patches were getting buried in the PO support thread, so I made a separate support thread, well that too started to get buried, so I was persuaded to make its own download page.

It will be a lot easier to tell when a new patch is released this way. It was definitely a good move.  :)

Link to comment

Thanks for taking care of this while I'm busy with Zaz. RL is taking a lot of time for me as well, but I'm still moving forward. Just letting you all know that I haven't died yet.

 

Again: thanks Inte!

Link to comment

Glad to see this patch got it's own download page.

 

Inte, I've had one issue with PO for the last couple of releases and wondered if it's just on my end or if it's a larger issue with the mod.  Here is what happens.

 

If I'm arrested in Dawnstar, Windhelm or Morthal as a first arrest my character stays in the cell for the full length of the prison sentence.  This is because there are no outdoor punishments in these cities.  Mod is behaving correctly.

 

Later, if I'm arrested in a city with an outdoor punishment like Riften, Falkreath or Whiterun my character is punished both indoors and outdoors.  So far the mod is working as it should.

 

Now here is the issue.  If I'm arrested a third time, say at Dawnstar (any place without outdoor punishment) my character is sent to the last city I spent jail time with during the daytime for outdoor punishment such as Falkreath.  After the outdoor punishment my character will be sent back to the arresting city, in this scenario, Dawnstar.

 

It doesn't do anything harmful like crash the game it's just very immersion breaking.  Has anyone else had this issue?  Can it be fixed?

Link to comment

Tried Patches and for now works really fine.

 

I just found 2 issues.

Both follower and prisoner seems to exit the cage during the iarl scene (the one that got crowded before the patch)....few console commande gets back both in the cage without breaking anything.

I have EFF (extensible follower framework) installed that makes followers wander around when idle.. don't know if is its fault.

 

second thing is slave collar from "deviously cursed loot"

Seems jailer when jailer unequips it, Dcur reequip it going into a loop (can be unequipped with DCur debug mcm option to end the loop).

Possible requires jailer to terminate the proper quest stage in order to unequip safely as the mcm option dcur does.

 

Don't know if you can help or should i tell that to the author of dcur.. both Xpo and Dcur mods are really popular so i guess would be nice if could be fixed (if not mcm will help anyway).

Link to comment

Tried Patches and for now works really fine.

 

I just found 2 issues.

Both follower and prisoner seems to exit the cage during the iarl scene (the one that got crowded before the patch)....few console commande gets back both in the cage without breaking anything.

I have EFF (extensible follower framework) installed that makes followers wander around when idle.. don't know if is its fault.

 

second thing is slave collar from "deviously cursed loot"

Seems jailer when jailer unequips it, Dcur reequip it going into a loop (can be unequipped with DCur debug mcm option to end the loop).

Possible requires jailer to terminate the proper quest stage in order to unequip safely as the mcm option dcur does.

 

Don't know if you can help or should i tell that to the author of dcur.. both Xpo and Dcur mods are really popular so i guess would be nice if could be fixed (if not mcm will help anyway).

 

I suspected that something like that might happen with DCL. @Kimy's DD's are deviously delicious and as soon as they get a taste, they won't let you go. :P

This happened with 5d? Also, is it just with the slave collar?

 

Link to comment

 

5c does not trigger arrests properly; i tried on a fresh play through. Can somebody please post the previous version? 

 

:blush:

Fixed in 5d.

 

 

 

Is the version supposed to still show 5.0c in the MCM menu?

 

Link to comment

 

 

5c does not trigger arrests properly; i tried on a fresh play through. Can somebody please post the previous version? 

 

:blush:

Fixed in 5d.

 

 

 

Is the version supposed to still show 5.0c in the MCM menu?

 

 

 

Crap, forgot to change that didn't I.

I'll repost it.  

 

Link to comment

Bug Report:

 

Character submitted to arrest in the outdoor worldspace. I used the Fast Forward feature to skip straight to the prison. In the prison, nothing happens. The jailer is there, and I expect the player character to surrender their belongings, but nothing happens. It's also not possible to move the character.

 

I let the game sit for many minutes without anything happening. Only way forward is to use the Wait feature. After waiting an hour, it will work.

Link to comment

Bug Report:

 

Character submitted to arrest in the outdoor worldspace. I used the Fast Forward feature to skip straight to the prison. In the prison, nothing happens. The jailer is there, and I expect the player character to surrender their belongings, but nothing happens. It's also not possible to move the character.

 

I let the game sit for many minutes without anything happening. Only way forward is to use the Wait feature. After waiting an hour, it will work.

 

Yeap, that is Skyrim NPC path finding. Sometimes the jailer cannot find a good path to you, go in MCM - Debug - Unstuck Jailer.  

 

Tried the new patch, Everything ran smoothly thanks for the continuing this mod. I like the extra dialogue 

 

np. ;)  

 

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use