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Hi there!

 

I have a real problem with the Prison Overhaul mod with your mod used.   When I´m playing the mod with my other mods it works realy fine, the only thing I don´t know how it will trigger is the pillory-punishment. Is it only trigger when I have a verry high crime-level? But the highest problem is the mod Captured Dreams Shop.  The mod is supposedly supported, but when I have installed the mod the Prison Overhaul Events will not trigger correctly.

After I was escorted to the Jailer and he brought me into my Cell there will no Event be triggered. I have Installed the Prison Overhaul Mod as sugested but it will not work correct in any way.

 

Well it depends. 

 

1. Major crimes arrest is required for most punishments to trigger.

2. If arrested with CD quest DDs locked on, most punishemnts will not make sense so they will be disabled. 

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I realized there are 2 cage scenario locations in Whiterun, one in Dragonsreach, one in Jorrvaskr. Is it normal that the cage in Jorrvaskr will stay after finishing an arrest with the prisoner and all nobles around ? The one in Dragonsreach is gone though. 

 

Noticed no broken stuff though yet in the Companions quest line. 

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I realized there are 2 cage scenario locations in Whiterun, one in Dragonsreach, one in Jorrvaskr. Is it normal that the cage in Jorrvaskr will stay after finishing an arrest with the prisoner and all nobles around ? The one in Dragonreach is gone though. 

 

Noticed no broken stuff though yet in the Companions quest line. 

 

That's patched in POP 8u.  :blush: 

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I toyed a bit around with the current development version of DD. They include now an iron ball at a chain for prisoners and iron handcuffs for the front. Looks really promising for usage in POP. Especially the iron ball is nicely slowing down every step. I think NO prisoner should be without it biggrin.png 

​I suggest you include it as the default restraint as soon as it becomes the offical DD version.

(​Question is now: Who is quicker - DD 4 or POP 8z wink.png ?)

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I realized there are 2 cage scenario locations in Whiterun, one in Dragonsreach, one in Jorrvaskr. Is it normal that the cage in Jorrvaskr will stay after finishing an arrest with the prisoner and all nobles around ? The one in Dragonreach is gone though. 

 

Noticed no broken stuff though yet in the Companions quest line. 

 

That's patched in POP 8u.  :blush:

 

 

Cool.

...and maybe another bug for the list. After finishing my arrest I let POP installed just to watch how general performance pressure is with that mod (no bounty, no bounty hunters). After a while I realized that I lose control over weapon equipping and sheathing (combat) on a regulary base. It's restorable with the ZAP menu for player controls but it's somehow annoying.

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This might possibly conflict with quaxe's questorium? My game wouldn't load, and TES5edit gave me an error message just after starting (and failing) to load quax. Whatever it is: I disabled the questorium, and my game loads. Thought I'd mention this here in case anyone else ever runs into trouble starting their game with the xaz patch enabled.

 

Inte, thanks for your work on this. 

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Cool.

...and maybe another bug for the list. After finishing my arrest I let POP installed just to watch how general performance pressure is with that mod (no bounty, no bounty hunters). After a while I realized that I lose control over weapon equipping and sheathing (combat) on a regulary base. It's restorable with the ZAP menu for player controls but it's somehow annoying.

 

 

Not sure if it's the same but it sounds similar to the bug I reported a few pages back which Inte's fixed in 8u. When it happens if you look at the Player Controls in ZAP Fighting is set to "No" when it should be "Yes". I first noticed it was happening after a Flashbang event from DCL but other things may trigger it as well

 

Workaround for now is to restart ZAP (assuming it is the same bug) or drop back to POP 8s

 

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Hi all, I'm having one very strange issue and any suggestions would be much appreciated. 


 


Unless I disable both "use POP animations" and "Use POP sexlab", female guards have a penis instead of a strap on. Strap-ons are enabled in SexLab MCM settings. 


 


I don't think SOS is the problem as it doesn't seem to recognize their schlong. However I do have "SOS equippable schlong" installed and I'm not sure if that could be screwing with things in some unforeseen way.


 


If I have sex with a female guard without triggering an arrest, she uses a strap on. Once an arrest is triggered the female guards/jailers have actual penises. 


 


Anyone know what the problem might be or how I could go about troubleshooting this? Should I try re-installing POP from scratch? Mess with the load order? 


 


EDIT: Nevermind. I feel like an idiot. Putting POP at the end of my load order fixed the issue! 


 


Hopefully this helps someone else that comes across the problem. 


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Inte, is there a chance you can add an option for when you escape, you keep the restraints on. It doesn't make much sense to me for them to magically disappear.

 

I was always wondering about that too and how you could even escape at all since the collar should just magically teleport you back to the jailer who would then punish you for attempting escape before tacking more time onto your sentence and throwing you back into your cell.  That and it would be hard to open any doors at all with your hands shackled behind your back.  One thing I think should be done though is that if someone is dumb enough to take the bit out of your mouth you should be able to shout since shouting costs no magicka and would not be affected by the magicka drain enchantment I am assume the collar has on it (among other things).  I notice that when you are in the cell, even with your hands restrained you can still get a pop-up on the door.  In Windhelm jail (not the jailer's place) it is ridiculously easy to escape just by either pick-pocketing the city guard as he walks by your cell door and taking his key.  Even if you fail he will open your cell door to attack you if you resist arrest (always thought that was nuts- resisting arrest while already in jail) and you can run out and past him and escape that way.  Also there's a bucket outside your cell that you can steal while in plain sight while not sneaking that will have the same effect.

 

I just upgraded from patch 8o though so maybe some of these things have been changed.  Already killed the first "Bounty Hunter Boss"  Glad to see they still have pretty much the same inventory.  That Home Cooked Meal really hits the spot, especially when you're using a needs mod.

post-48358-0-29944700-1504581864_thumb.jpg

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Cool.

...and maybe another bug for the list. After finishing my arrest I let POP installed just to watch how general performance pressure is with that mod (no bounty, no bounty hunters). After a while I realized that I lose control over weapon equipping and sheathing (combat) on a regulary base. It's restorable with the ZAP menu for player controls but it's somehow annoying.

 

 

Not sure if it's the same but it sounds similar to the bug I reported a few pages back which Inte's fixed in 8u. When it happens if you look at the Player Controls in ZAP Fighting is set to "No" when it should be "Yes". I first noticed it was happening after a Flashbang event from DCL but other things may trigger it as well

 

Workaround for now is to restart ZAP (assuming it is the same bug) or drop back to POP 8s

 

 

 

Yep, sounds like the same thing. I just forced/restored player control in ZAP, but I have to do it on a regular base. Does restarting ZAP fix it totally ?

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Would be cool if  the player could occasionally take out all the lashings and butt brooms on some other butthead sharing a cell with him/her.  Why is it every prisoner that we get put with, we're always the submissive?

 

Maybe when you're put in a cage you can brawl the other prisoner, and the loser is the one that gets fisted up to the elbow.

Too bad there's no way to have some sexy naked wrestling.  Maybe with that ascendancy engine thingy.  Okay now I'm outright fantasizing lol that's never happening.

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Cool.

...and maybe another bug for the list. After finishing my arrest I let POP installed just to watch how general performance pressure is with that mod (no bounty, no bounty hunters). After a while I realized that I lose control over weapon equipping and sheathing (combat) on a regulary base. It's restorable with the ZAP menu for player controls but it's somehow annoying.

 

 

Not sure if it's the same but it sounds similar to the bug I reported a few pages back which Inte's fixed in 8u. When it happens if you look at the Player Controls in ZAP Fighting is set to "No" when it should be "Yes". I first noticed it was happening after a Flashbang event from DCL but other things may trigger it as well

 

Workaround for now is to restart ZAP (assuming it is the same bug) or drop back to POP 8s

 

 

 

Yep, sounds like the same thing. I just forced/restored player control in ZAP, but I have to do it on a regular base. Does restarting ZAP fix it totally ?

 

 

I don't know I'm afraid. After I tested the once for Inte I reverted back to 8s

 

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Inte, is there a chance you can add an option for when you escape, you keep the restraints on. It doesn't make much sense to me for them to magically disappear.

 

I was always wondering about that too and how you could even escape at all since the collar should just magically teleport you back to the jailer who would then punish you for attempting escape before tacking more time onto your sentence and throwing you back into your cell.  That and it would be hard to open any doors at all with your hands shackled behind your back.  One thing I think should be done though is that if someone is dumb enough to take the bit out of your mouth you should be able to shout since shouting costs no magicka and would not be affected by the magicka drain enchantment I am assume the collar has on it (among other things).  I notice that when you are in the cell, even with your hands restrained you can still get a pop-up on the door.  In Windhelm jail (not the jailer's place) it is ridiculously easy to escape just by either pick-pocketing the city guard as he walks by your cell door and taking his key.  Even if you fail he will open your cell door to attack you if you resist arrest (always thought that was nuts- resisting arrest while already in jail) and you can run out and past him and escape that way.  Also there's a bucket outside your cell that you can steal while in plain sight while not sneaking that will have the same effect.

 

I just upgraded from patch 8o though so maybe some of these things have been changed.  Already killed the first "Bounty Hunter Boss"  Glad to see they still have pretty much the same inventory.  That Home Cooked Meal really hits the spot, especially when you're using a needs mod.

 

 

How did you manage to kill the BH?

I'm doing fairly well until he/she calls for backup. Then we're of to jail. 

 

Windhelm jail has changed a lot. You do need to clean your save for the changes to take place though. 

 

 

 

 

Cool.

...and maybe another bug for the list. After finishing my arrest I let POP installed just to watch how general performance pressure is with that mod (no bounty, no bounty hunters). After a while I realized that I lose control over weapon equipping and sheathing (combat) on a regulary base. It's restorable with the ZAP menu for player controls but it's somehow annoying.

 

 

Not sure if it's the same but it sounds similar to the bug I reported a few pages back which Inte's fixed in 8u. When it happens if you look at the Player Controls in ZAP Fighting is set to "No" when it should be "Yes". I first noticed it was happening after a Flashbang event from DCL but other things may trigger it as well

 

Workaround for now is to restart ZAP (assuming it is the same bug) or drop back to POP 8s

 

 

 

Yep, sounds like the same thing. I just forced/restored player control in ZAP, but I have to do it on a regular base. Does restarting ZAP fix it totally ?

 

 

I don't know I'm afraid. After I tested the once for Inte I reverted back to 8s

 

 

 

It's permanent, at least until the next arrest anyways.

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...

I'm level 81 and got max in all magic skills so I can take them on as a mage using Thunderbolt/Incinerate and protecting my carcass with Dragonhide.  Still a tough fight but doable.  I usually pop secret of arcana and spam the hell out of them with one of those destruction spells.  In the particular case where I killed the one in the screenshot I was at the BB Luxury Suite and I just hit him with Paralysis while Farquas and the other guard- chick you can hire went nuts on him..  Every time he would get up I would put him down again with paralysis before he could act.  I use balanced magic so maybe that is what gives me an edge since magic kinda sucks on vanilla.  Also have Apocalypse Spells + Dwemer Tech + Magne Ge but try not to use those (like just grabbing a BH with a force spell and flinging him off the top of a tower or cliff).  Also in another game I remember taking one down really fast with a pair of fully smithed-up, unenchanted dragonbone daggers and using elemental fury shout.  Took like 4 attacks.
 

 

Clean saved completely but having an issue getting arrested as Death Alternative will not send it over to POP.  I reregistered the plugins in DA and even turned off every single other option in blackout events except for POP and in that case my character just lies there forever and nothing else happens.  Still trying to work it out.  Might just submit to arrest without a fight but I always fight them whenever I can as my character isn't the giving up type.  Usually let them win though when I'm ready to be arrested, otherwise I don't go to jail until I get ninja'd.

 

just got ninja'd.  I think you should actually have to be hit by that spell in order for it to incapacitate you.  I ran out of the room when the BH was charging it and the line of sight was broken entirely and I still went down when he cast it.  When I read the Windhelm cell is bigger you weren't kidding...  Guessing it's still a WIP.  Too much light in there right now, hope it gets made darker.  Still can steal any item laying around in there though so I can still use the same silly trick to get him to arrest me, then resist and have him open the door to attack me and run out past him.  As soon as I can use my magic he and the rest of the guards are toast.  Should just make all those items player owned so you can't steal them.  Seems it would be a lot harder to pick the guard's pocket though since the only time he comes close enough to the door is the do some punishing by which time you are restrained in the middle of the room and by the time you are free afterward he is long gone.

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Inte, is there a chance you can add an option for when you escape, you keep the restraints on. It doesn't make much sense to me for them to magically disappear.

 

The idea was, the restraints are supposed to be 'magical' and therefore cannot be removed by the player. So, they just disappear when free. Otherwise, they are permanent. ^_^     

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Would be cool if  the player could occasionally take out all the lashings and butt brooms on some other butthead sharing a cell with him/her.  Why is it every prisoner that we get put with, we're always the submissive?

 

Maybe when you're put in a cage you can brawl the other prisoner, and the loser is the one that gets fisted up to the elbow.

Too bad there's no way to have some sexy naked wrestling.  Maybe with that ascendancy engine thingy.  Okay now I'm outright fantasizing lol that's never happening.

 

If the PC gets arrested with a follower, after the follower is made to have 'fun' with the PC by the Jail Master in the pillory, the PC can get her revenge at night in the cell by talking to the follower. (Whipping does not work when in cuffs, tho.)    

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...

I'm level 81 and got max in all magic skills so I can take them on as a mage using Thunderbolt/Incinerate and protecting my carcass with Dragonhide.  Still a tough fight but doable.  I usually pop secret of arcana and spam the hell out of them with one of those destruction spells.  In the particular case where I killed the one in the screenshot I was at the BB Luxury Suite and I just hit him with Paralysis while Farquas and the other guard- chick you can hire went nuts on him..  Every time he would get up I would put him down again with paralysis before he could act.  I use balanced magic so maybe that is what gives me an edge since magic kinda sucks on vanilla.  Also have Apocalypse Spells + Dwemer Tech + Magne Ge but try not to use those (like just grabbing a BH with a force spell and flinging him off the top of a tower or cliff).  Also in another game I remember taking one down really fast with a pair of fully smithed-up, unenchanted dragonbone daggers and using elemental fury shout.  Took like 4 attacks.

 

 

Clean saved completely but having an issue getting arrested as Death Alternative will not send it over to POP.  I reregistered the plugins in DA and even turned off every single other option in blackout events except for POP and in that case my character just lies there forever and nothing else happens.  Still trying to work it out.  Might just submit to arrest without a fight but I always fight them whenever I can as my character isn't the giving up type.  Usually let them win though when I'm ready to be arrested, otherwise I don't go to jail until I get ninja'd.

 

just got ninja'd.  I think you should actually have to be hit by that spell in order for it to incapacitate you.  I ran out of the room when the BH was charging it and the line of sight was broken entirely and I still went down when he cast it.  When I read the Windhelm cell is bigger you weren't kidding...  Guessing it's still a WIP.  Too much light in there right now, hope it gets made darker.  Still can steal any item laying around in there though so I can still use the same silly trick to get him to arrest me, then resist and have him open the door to attack me and run out past him.  As soon as I can use my magic he and the rest of the guards are toast.  Should just make all those items player owned so you can't steal them.  Seems it would be a lot harder to pick the guard's pocket though since the only time he comes close enough to the door is the do some punishing by which time you are restrained in the middle of the room and by the time you are free afterward he is long gone.

 

The reason I've made it so the arrest spell does not have to make contact in order to incapacitate is because in my tests I could dodge that spell all day long, which is not all that immersive either. Perhaps I need to find a different FX for it. 

 

Lighting in the Windhelm cell seems OK in my game. (all vanilla)

 

post-391319-0-99881700-1504758312_thumb.png

 

post-391319-0-68200500-1504758330_thumb.png

 

Hmm, good point about stealing things exploit. I'll look into it, thanks.  ^_^

 

For the DA issue, in the POP MCM in 'Debug' page under 'Quests' is 'xpoIntegration' running? If not you'll have to do a manual reset, it's in the POP MCM, 'Debug' 'Force Manual Restart'. Also after the POP reset, re-register DA events as well.  

 

Oh, you most definitely have to resist the damn BH. :P

I loose 9/10 close combat battles with them. I do much better with ranged, but they do have those wicked paralyzing bows for unruly citizens, that get me most of the time.  

POP 8u has a surrender key, in case they become too much of a hassle.  ^_^

 

I love the ninja arrests, I am glad I listened to whoever suggested it. That and @Slorm's suggested random bounty.  ;)

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Cage prisoner has no schlong for some reason... Why?

 

I had the same thing.  You can click on him and enter removeallitems which takes away the underwear.  Don't know why he wears it if he can equip a schlong.  Unfortunately the command also removes the collar (and don't know what else so be careful).  I looked at his list of items using showinventory.  Other than the collar he only had one other thing without a name and removing just it had no effect for some reason.  Don't know if he resets before the nest time you go back to the cage as I only did it once.

 

And I love the new cage location.  Hope I have a full bladder next time I go there :D

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The reason I've made it so the arrest spell does not have to make contact in order to incapacitate is because in my tests I could dodge that spell all day long, which is not all that immersive either. Perhaps I need to find a different FX for it.

 

Could just give it a big AOE like fireball only twice as large so you would still be hit by it most of the time unless you had cover or he had really bad aim.  Make it so he doesn't need to charge it so long either and can recast it rapidly if he misses.

 

Most of the time when I see one I attack immediately and he often never even casts it as he goes straight to combat after that.  Ordinarily I get hit with it when I don't know he's there to begin with.  I just fall over and 'Mmmmph' and I'm like 'What the hell just happened?..  Oh, yeah forgot about the BH'

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Cage prisoner has no schlong for some reason... Why?

 

I had the same thing.  You can click on him and enter removeallitems which takes away the underwear.  Don't know why he wears it if he can equip a schlong.  Unfortunately the command also removes the collar (and don't know what else so be careful).  I looked at his list of items using showinventory.  Other than the collar he only had one other thing without a name and removing just it had no effect for some reason.  Don't know if he resets before the nest time you go back to the cage as I only did it once.

 

And I love the new cage location.  Hope I have a full bladder next time I go there :D

 

 

:D

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The reason I've made it so the arrest spell does not have to make contact in order to incapacitate is because in my tests I could dodge that spell all day long, which is not all that immersive either. Perhaps I need to find a different FX for it.

You could make them use the same effect as the spell they use when they ninja you as a werewolf. Just speed it up.

Cage prisoner has no schlong for some reason... Why?

Same here, just get the brown undies. Maybe they're shy. 

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