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Posted

I have to say Castle Dour is the coolest place to do this. Being dragged off by that female jailer into depths of Dour to be her play thing,... hmm

 

As a suggestion the Solitude stocks are in a to isolated spot, not much NPC traffic there for what the mod wants to do. The stand by the gate were they do the beheadings it probably a better spot for the stocks.

Posted

in riften im having an issue at the pillory being that tit disappear when i arrive (it fades out) im using the latest PO and zaz (551)

tried with and without dawn of riften mod, i used the fast forward option in the mod to skip to the pillory and i can see it fade away, when its gone my chracter just stands there and the jailer idles around town. when i unstuck jailer she contines to idle and teleport to jailer makes the character walk back to where the pillory was

Posted

when i update to new version, then i miss the animations in sexlab register

how i can get it back?

when i update the animations, they do not find the animations

 

thanks

 

 

e: i got it, i mus register zaz animations, then i get em back

Posted

in riften im having an issue at the pillory being that tit disappear when i arrive (it fades out) im using the latest PO and zaz (551)

tried with and without dawn of riften mod, i used the fast forward option in the mod to skip to the pillory and i can see it fade away, when its gone my chracter just stands there and the jailer idles around town. when i unstuck jailer she contines to idle and teleport to jailer makes the character walk back to where the pillory was

 

Check Papyrus logs; that's very similar to the behavior I see when pillory scenes error out, and it would be good to confirm if the same bug is the cause.  Unfortunately, nobody has offered any possible solution to that bug (except backing off to Zaz 5.40, which does work).

Posted

OK, a bit of digging in the CK and I have a theory about why XPO pillory scenes are broken with Zaz 5.50 (and 5.51) - at least for me and for redlantern above.   (This is with XPO v027).

 

QUST xpoMain, xpoMain_Pillory has a property ZapAnim of type zbfanim.  This property is 'None' in game for me.  In the CK, it shows as 'NULL form (0300C245)'.  The '03' prefix is Zaz.  Other properties are initialized correctly.

 

The release notes for Zaz v5.50 say that zbfAnim has been removed.  Hence the busted property ref.

Posted

With Zaz 5.5, and XPO v027, I reliably get an internal error in pillory scenes:

 

 

[04/03/2014 - 10:17:01PM] xpoMain: Heartbeat

[04/03/2014 - 10:17:01PM] xpoMain Utility.GetCurrentGameTime() = 0.620091 and xpoStateReleaseGameTime = 1.333333

[04/03/2014 - 10:17:01PM] xpoMain bHasCell = TRUE and bHasPillories = TRUE

[04/03/2014 - 10:17:01PM] xpoMain: IsPrisonerInPillory (Pillory)

[04/03/2014 - 10:17:01PM] xpoMain: MiniHeartbeat (Pillory)

[04/03/2014 - 10:17:03PM] ERROR: xpomain_pillory.GetPunishments() being called on an invalid object, aborting function call

stack:

    [xpoMain (730012C7)].xazpescorttoprison.MiniHeartbeat() - "xazpEscortToPrison.psc" Line 1018

    [xpoMain (730012C7)].xazpescorttoprison.Heartbeat() - "xazpEscortToPrison.psc" Line 785

    [xpoMain (730012C7)].xazpescorttoprison.OnUpdateGameTime() - "xazpEscortToPrison.psc" Line ?

[04/03/2014 - 10:17:03PM] xpoUtil GetRandomFreqIndex, zero length list.

[04/03/2014 - 10:17:03PM] xpoUtil GetRandomFreqIndex, iSum was zero.

 

 

 

The latter two errors are a consequence of the first one.

 

Backing off to Zaz 5.4, everything works fine.  Don't know if this is a widespread problem, or just my game.  The pillory animations themselves work (if Zaz 5.5 animations are registered with SexLab, and started by something other than XPO).

 

i got the same problem

 

 

l6s254ox.jpg

 

 

animations work fine, but i am not captured..^^

Posted

Started a new game using LADL so character is laden with various DD items.

 

I got imprisoned in Riften and there were some problems. On a couple of occasions the guard would enter cell and just stand there, it only seemed to work if whipping.

 

Outside the pillory disappeared and I was just standing around until the jailer took me back.

 

With all the DD stuff on there's not much the guards can do to me except whipping or oral but I was wondering if that was causing a problem.

Posted

now i have guards walking into the cell saying now im going to pay for my crimes, the last save i had it would be the jailer who'd come to the cell but using tfc to look around the jailer is not in the prison at all, i do the unstuck jailer command and he'll be in the room where youre stripped but he just idles in one place, i have this from m log 
 

[04/05/2014 - 07:16:29PM] Error: xpomain_pillory.RunSexLab() being called on an invalid object, aborting function call
stack:
[xpoMain (610012C7)].xazpescorttoprison.RunPunishment() - "xazpEscortToPrison.psc" Line 791
[ (6103B92F)].xpoMain_SF_AbuseInCell.Fragment_10() - "xpoMain_SF_AbuseInCell.psc" Line 34
[04/05/2014 - 07:16:36PM] xpoCrimeScanner: (Scanning) OnUpdate
 
 
(zaz 551/54 and current PO 27)
Posted

 

 

Better to post your load order 

 

My load order

 

 

Another version of my load order

 

 
xazPrisonOverhaul.esp
YCrimeOverhaul.esp
 
Use only one of these im sure Ycrimeoverhaul is overiding XPO
Posted

 

xazPrisonOverhaul.esp
YCrimeOverhaul.esp
 
Use only one of these im sure Ycrimeoverhaul is overiding XPO

 

 

It only overrides Guard dialogues on arrest.

 

 

 

I have a different bug than others (unfortunately in addition to, and not instead of - pillory doesn't work for me as well. Whipping in the cell does work however.):

 

SexLab animations in the cell won't start at all. The error from the log:

 

[04/06/2014 - 09:22:20AM] Error: xpomain_pillory.RunSexLab() being called on an invalid object, aborting function call
stack:
[xpoMain (BB0012C7)].xazpescorttoprison.RunPunishment() - "xazpEscortToPrison.psc" Line 791
[ (BB03B92F)].xpoMain_SF_AbuseInCell.Fragment_10() - "xpoMain_SF_AbuseInCell.psc" Line 34

SexLab 1.39b

xazPO V027

ZazAP V0551

Posted

Hi All,

 

Xaz has kindly agreed to let me post a small patch to XPO v027 for anyone using PO with Devious devices.

 

The patch adds (somewhat) immersive handling of Devious chastity belts - the changes are pretty simple (as are my coding skills!).

 

Chastity belts, Bras and Plugs are removed by the jailer at the beginning of the sentence  allowing easy access to the prisoner for guards etc..

 

On release all the items are locked back on. Also (obviously due to an "Administrative error in the Evidence chest Deprtment") any valid player chastity keys are lost!

 

If the prisoner escapes the items are "stored" and when the player is next imprisoned they are "returned" to the player on release.  It is beyond my skill to make this specific to a particular hold - so this happens wherever they are next locked up by PO (guess they are sent via UPS - "Universal Parcels Skyrim" :) ).

 

There are a few simple notification messages to help explain what happens as the action takes place.

 

Basically I did this to learn some papyrus scripting and for a bit more immersion - I'm sure it could be done at lot better, but this seems to work.

 

Obviously Devious Assets and Integration (Versions 2.7+) required for the mod.

 

To use just install over XPO v027 - NMM or Mod Organizer recommended!

 

For the avoidance of doubt, I am a rank amateur at modding and this unofficial patch is provided "as is " to use at youir own risk!

 

if anyone with more coding skill wants to improve on my idea then go ahead!

 

If you do decide to give a try let me know how you get on....

 

Bane

 

___________________

 

Changelog V1.4

 

Prison Collar locked in place until release

 

Changelog V1.3

 

Moved Armbinder Equip  to end of release sequence to minmise animation glitch

Further fix to code that eliminates armbinder gfx gltiches when  arrested/marched to Prison

 

Changelog V1.2

 

Added missing Armbinder replacement condition

Fixed Chastity Harness not equipping at end of sentence

 

Changelog V1.1

 

Added Armbinder support - also fixes armbinder gfx gltiches when  arrested/marched to Prison

Added Chastity Harness support

 

XazPrisonOverhaul V027 DD patch V1-4.7z

Posted

Did not work at first, but after having a look at the script I realized that It does not work with a Harness. After getting caugt with a belt equipped, everything worked as advertised. I would add the harness to the removed devices, and perhaps the armbinder. While the armbinder fits thematically, it conflicts with the bindings added by PO, so the arms look a bit strange. But those are minor issues, otherwise you did a good job, thanks. Expanding on existing mods is a good way to get your modding feet wet, keep it up:)

Posted

Did not work at first, but after having a look at the script I realized that It does not work with a Harness. After getting caugt with a belt equipped, everything worked as advertised. I would add the harness to the removed devices, and perhaps the armbinder. While the armbinder fits thematically, it conflicts with the bindings added by PO, so the arms look a bit strange. But those are minor issues, otherwise you did a good job, thanks. Expanding on existing mods is a good way to get your modding feet wet, keep it up:)

 

 

Thanks!

 

Glad it is working Ok. I will take a look at the Armbinder & Harness....

 

 

(Edit:  Found the Chastity Harness!)

Posted

Good mod, really appreciate for your works.

Here's one question, i'm looking forward to your reply.

what should i do if i want to increase the density and quantity of whip mark on the character?  

Posted

 

Did not work at first, but after having a look at the script I realized that It does not work with a Harness. After getting caugt with a belt equipped, everything worked as advertised. I would add the harness to the removed devices, and perhaps the armbinder. While the armbinder fits thematically, it conflicts with the bindings added by PO, so the arms look a bit strange. But those are minor issues, otherwise you did a good job, thanks. Expanding on existing mods is a good way to get your modding feet wet, keep it up:)

 

 

Thanks!

 

Glad it is working Ok. I will take a look at the Armbinder & Harness....

 

 

(Edit:  Found the Chastity Harness!)

 

 

Armbinder and Harness supported added - see post #2864 for download

 

Anybody trying it please feedback on how it is working for you...

Posted

Removal works fine for Harness and Armbinder. When the sentence is finished, the stuff gets added to inventory but the Armbinder does not equip. The Harness gets equipped, but does not show up on the character. Removing and adding the harness again works after an error message that you can't equip two Harnesses. Could be that this is just a problem on my side. Try to reproduce that or wait for others to report. Thanks again for the effort and the quick patch.

Posted

Good mod, really appreciate for your works.

Here's one question, i'm looking forward to your reply.

what should i do if i want to increase the density and quantity of whip mark on the character?  

I don't think this is configurable,.... at least not in the current version. I guess you could technically edited the whip mark files if you wanted more stripes....

 

Have a look at Data\textures\ZaZ\Weapons\CropMarkDecals.dds (and CaneMarkDecals.dds)

 

If you make anything cool that you want to share, please do so. I'll include it in future releases of Zaz Animation Pack if possible. :)

Posted

OK, a bit of digging in the CK and I have a theory about why XPO pillory scenes are broken with Zaz 5.50 (and 5.51) - at least for me and for redlantern above.   (This is with XPO v027).

 

QUST xpoMain, xpoMain_Pillory has a property ZapAnim of type zbfanim.  This property is 'None' in game for me.  In the CK, it shows as 'NULL form (0300C245)'.  The '03' prefix is Zaz.  Other properties are initialized correctly.

 

The release notes for Zaz v5.50 say that zbfAnim has been removed.  Hence the busted property ref.

This is kind of funny, and kind of depressing. I'm responsible for scripting in both mods, so I really should have caught that. :)

 

PO is due for an update for some bugs, so I'll try to get that out during this week. Thanks for spotting this!!

Posted

Removal works fine for Harness and Armbinder. When the sentence is finished, the stuff gets added to inventory but the Armbinder does not equip. The Harness gets equipped, but does not show up on the character. Removing and adding the harness again works after an error message that you can't equip two Harnesses. Could be that this is just a problem on my side. Try to reproduce that or wait for others to report. Thanks again for the effort and the quick patch.

 

 

Thanks - I am seeing the same thing with that combination...  Interestingly if you add the armbinder the harness "appears" too!

 

I am using the same code loop for all the items - may be some armbinder weirdness going on - I will take a look

Posted

Hello!

I don't know if it has been reported yet or not, but I had a problem with the bounty hunters. I had a bounty of 1000 gold and waited for one. Je came, then I chose "Never!". He defeated me, and I got caught. Unortunatly, I have two problems :

- I don't see anything, everything's black, but it seems my PC walking.

-When a guard sees my PC, even if I'm with the bounty hunter or if my PC is going into a jail, the guards act as if I wasn't caught.

 

I tried to surrender when I saw the bounty hunter. I followed him, but I still have the guard problem.

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