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Posted

So, I am having a problem with the jailer. The guards will lead my character jail, but when we get to the jailer he just stands there or wanders around.

 

Is that with the patch?

 

Posted

Yes

 

Well, one thing you can try, in the MCM menu go to "Debug" and in there click on "Move Jailer" then exit the MCM.

 

Posted

I had already tried both of those suggestions, neither of them worked

 

I would need a log of when it happen then. So the jailer IS walking around huh? Sounds like a script misfired.

Posted

 

 

 

This has probably been asked before, but will you occasionally see random NPCs in the process of being "punished" in towns from time to time, or does this only work for the Player Character?

Sorry but no, PO is Player Character only unfortunately.

Oh balls.. are there any plans to add something like that in the future? My character is really good at not getting caught and it would be kind of cool to be the one chosen to administer a public flogging from time to time.

I just found this mod: Horrified Female Prisons

 

 

Posted

Patch No. 4c includes everything in all the previous patches with the following additions.

  • Added .::. Closing the cell door during punishments.
  • Added .::. Expanded follower pillory punishments.
  • Added .::. Expanded follower dialog; which should be explored and discovered in game. But if can't wait or can't figure it out in game, peek at the spoiler bellow.

 


Are you sure you want to find out this way?


Are you really sure?


Ok, ok you've talked me into it!

 

  • The first branch of the dialog is activated after each cell whipping.
  • The second branch after your follower has his/her way with you in the pillory. When you get back to the cell, there will be an intro dialog branch, then after each punishment in the cell.

 




 

  •  Patched .::. Gold amount not displaying correctly with the bounty hunter.  

Install
Uninstall previous version, then install this here version overwriting everything.

Patch No. 4d is up for grabs. 

All inclusive again, no need for any of the previous patches.

  • Patched .::. Fixed some scripts from 4c.  

xazPrisonOverhaul_V033 Patch 04d.7z

Posted

Wow, you're producing patches faster than I can test!  Was out of town last weekend and part of this week and didn't have time to test your 4b patch.  I'll see if I can try this one out tomorrow.

Posted

 

 

-facepalm-

 

I bet that was it. I didn't install the zaz texture pack in the animations download page. I knew it was something stupid I was doing. Thank you for helping out!

 

For the benefit of my fellow noobs: One possible resolution to the textureless purple framework issue is that in the Zaz Animation download page, there's also the ZazAnimationPack_Textures file. You're going to need this.

I could fix it like that, I think, but in practice few people anyway read the instructions. :)

 

I've been thinking of adding one of the scripts to the textures file, with just a version number to check. If it's not as expected, then either the texture pack was not installed, or it's an unsupported version.

 

The files need to be renamed to make it more obvious:

 

ZazAnimationPack_Textures_V0600.7z

should be

ZazAnimationPack_Part_1_OF_2_V0600.7z

 

ZazAnimationPack_Main_V0600.7z

should be

ZazAnimationPack_Part_2_OF_2_V0600.7z

 

ZazAnimationPack_Patch_V0604.7z

should be

ZazAnimationPack_Part_3_Patch_Upgrade_TO_V0604.7z

 

ZazAnimationPack - German v0602 - by Verodor.rar

should be

ZazAnimationPack_Part_2_OF_2_Plus_Upgrade_TO_v0602- German - by Verodor.rar

 

 

Also the installation instructions in the initial post need to be updated to:

 

Installation

1. Download both parts of the base mod version and any version upgrade patch 

2. Install the files (in order) to your Steam Skyrim folder. You can use Any Mod Manager of your Choice

3. Activate the ESM file in your Mod Manager or Steam.

4. Run the FNIS GENERATION TOOL "GenerateFNISforUsers.exe". For more info, look here http://skyrim.nexusm...com/mods/11811.

(There isn't a version that doesn't require FNIS. If you're going to Mod your Game you need to be a little proactive and poke around for Answers)

5. Enable the ZazAnimationPack.esm file.

6. You can use MCM Menu from the optional SkyUI mod to tweak/Change the settings to you're liking of the ZaZ Animation Pack

(SKYUI is highly recommended, it provides the only good way to manage mod settings)

6. Enjoy the mod (optional)

 

 

I agree. The current split is causing a lot of confusion. I'll make sure to get things renamed for the next release.

Patch No. 4c includes everything in all the previous patches with the following additions.

  • Added .::. Closing the cell door during punishments.
  • Added .::. Expanded follower pillory punishments.
  • Added .::. Expanded follower dialog; which should be explored and discovered in game. If can't wait or can't figure it out in game, peek at the spoiler bellow.

 

Are you sure you want to find out this way?

 

 

Are you very sure?

 

 

Ok, ok you've talked me into it!

 

  • The first branch of the dialog is activated after each cell whipping.
  • The second branch after your follower has his/her way with you in the pillory. When you get back to the cell, there will be an intro dialog branch, then after each punishment in the cell.

 

 

 

 

 

 

  •  Patched .::. Gold amount not displaying correctly with the bounty hunter.  
Install

Uninstall previous version, then install this here version overwriting everything.

 

 

 

Wow! Thanks for all your work on PO! I haven't tried your latest changes, but I'm really curious. :)

Posted

Stuck jailer problem - I was have the same thing to until I reinstalled skse, Zaz animations, papyris utilities and Fusdorah. They were all up to date to begin with but I suspect another mod I installed had overwrote something in those four .

Posted

With the new patch, everything seems to work ok for me except that the pillory whipping appears to start and then immediately stop.  Other pillory punishments work ok.  Log is attached, the start/stop of the pillory whipping is at the bottom.

Papyrus.0.log.7z

Posted

With the new patch, everything seems to work ok for me except that the pillory whipping appears to start and then immediately stop.  Other pillory punishments work ok.  Log is attached, the start/stop of the pillory whipping is at the bottom.

attachicon.gifPapyrus.0.log.7z

 

Did your PC get hit at least once?

Looks like its getting stopped by minwhiphealth global. Try lowering or raising that in the PO Patches MCM menu.

 

Posted

No, the NPC drew his whip then immediately put it away without hitting my PC at all.  I left the whip health global at the default, which was 66%.  I had changed the whipping duration to 40 seconds, but on this try I hadn't touched the health.  I'll give it another try when I get a chance.

Posted

Using 4c, conversing with a follower immediately causes the jailer to take both player and follower out of the cell, and then right back in.

Posted

At what point does the xpoSettingMinWhipHealth variable get set?  Is it calculated from the percentage the player sets and the health of the PC at the time it is set in the MCM?

 

I tried it again after setting the health percentage to 85%, and the whipping still quit as before, but this time the Jailer (who was doing the whipping) made a remark something like "You're too weak to whip".  So I started wondering ... my PC was wearing a bunch of enchanted equipment that significantly raised her health.  If the calculation of the minimum health for whipping is done before the equipment is stripped from the prisoner, it will be too high relative to the health of the stripped prisoner. 

 

So I tested it out.  xpoSettingMinWhipHealth was over 300 when I set the MCM percentage with everything equipped, and about 229 when I set the MCM percentage after unequipping her health boosting items.  Unfortunately that didn't make the whipping work, it still quits the same way as in the previous log.

 

 

 

[03/21/2015 - 05:19:47PM] xpoMain_Pillory Punishment
[03/21/2015 - 05:19:47PM] xpoMain Punishment
[03/21/2015 - 05:19:47PM] xpoMain_SF_SimpleWhipping Started
[03/21/2015 - 05:19:47PM] xpoMain PlayIdleHelper playing [idle <ZazAPPillSXEnterB (0E00810E)>]
[03/21/2015 - 05:19:47PM] xpoMain: SetTimeScale To 10
[03/21/2015 - 05:19:47PM] xpoScenario (Pillory): punishment
[03/21/2015 - 05:19:48PM] ERROR: Cannot call SetValue() on a None object, aborting function call
stack:
    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_14() - "xpomain_sf_simplewhipping.psc" Line 19
[03/21/2015 - 05:19:57PM] xpoPatchesMain is now in TimerState
[03/21/2015 - 05:19:57PM] ERROR: Cannot call SetValue() on a None object, aborting function call
stack:
    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_29() - "xpomain_sf_simplewhipping.psc" Line 71
[03/21/2015 - 05:19:57PM] ERROR: Cannot call SetValueInt() on a None object, aborting function call
stack:
    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_59() - "xpomain_sf_simplewhipping.psc" Line 55
[03/21/2015 - 05:19:57PM] xpoMain_SF_SimpleWhipping ended
[03/21/2015 - 05:19:57PM] xpoMain OnSceneDone (Punishment)
[03/21/2015 - 05:19:57PM] xpoMain_Pillory Idle
[03/21/2015 - 05:19:57PM] ERROR: Cannot call SetValueInt() on a None object, aborting function call
stack:
    [xpoMain (CA0012C7)].xpomain_pillory.onBeginState() - "xpomain_pillory.psc" Line 127
    [xpoMain (CA0012C7)].xpomain_pillory.GotoState() - "Form.psc" Line ?
    [xpoMain (CA0012C7)].xazpescorttoprison.onEndState() - "xazpescorttoprison.psc" Line ?
    [xpoMain (CA0012C7)].xazpescorttoprison.GotoState() - "Form.psc" Line ?
    [xpoMain (CA0012C7)].xazpescorttoprison.OnSceneDone() - "xazpescorttoprison.psc" Line ?
    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_6() - "xpomain_sf_simplewhipping.psc" Line 30
[03/21/2015 - 05:19:57PM] xpoMain Pillory
[03/21/2015 - 05:19:57PM] xpoMain: JailerWanderAt ([Actor < (00000014)>])
[03/21/2015 - 05:19:58PM] xpoMain PlayIdleHelper playing [idle <ZazAPPillSolo01 (0E008108)>]
[03/21/2015 - 05:19:58PM] xpoMain OnSceneDone
[03/21/2015 - 05:19:58PM] xpoScenario (Pillory): Punishment scene done.

 

 

Posted

At what point does the xpoSettingMinWhipHealth variable get set?  Is it calculated from the percentage the player sets and the health of the PC at the time it is set in the MCM?

 

I tried it again after setting the health percentage to 85%, and the whipping still quit as before, but this time the Jailer (who was doing the whipping) made a remark something like "You're too weak to whip".  So I started wondering ... my PC was wearing a bunch of enchanted equipment that significantly raised her health.  If the calculation of the minimum health for whipping is done before the equipment is stripped from the prisoner, it will be too high relative to the health of the stripped prisoner. 

 

So I tested it out.  xpoSettingMinWhipHealth was over 300 when I set the MCM percentage with everything equipped, and about 229 when I set the MCM percentage after unequipping her health boosting items.  Unfortunately that didn't make the whipping work, it still quits the same way as in the previous log.

 

 

 

[03/21/2015 - 05:19:47PM] xpoMain_Pillory Punishment

[03/21/2015 - 05:19:47PM] xpoMain Punishment

[03/21/2015 - 05:19:47PM] xpoMain_SF_SimpleWhipping Started

[03/21/2015 - 05:19:47PM] xpoMain PlayIdleHelper playing [idle <ZazAPPillSXEnterB (0E00810E)>]

[03/21/2015 - 05:19:47PM] xpoMain: SetTimeScale To 10

[03/21/2015 - 05:19:47PM] xpoScenario (Pillory): punishment

[03/21/2015 - 05:19:48PM] ERROR: Cannot call SetValue() on a None object, aborting function call

stack:

    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_14() - "xpomain_sf_simplewhipping.psc" Line 19

[03/21/2015 - 05:19:57PM] xpoPatchesMain is now in TimerState

[03/21/2015 - 05:19:57PM] ERROR: Cannot call SetValue() on a None object, aborting function call

stack:

    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_29() - "xpomain_sf_simplewhipping.psc" Line 71

[03/21/2015 - 05:19:57PM] ERROR: Cannot call SetValueInt() on a None object, aborting function call

stack:

    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_59() - "xpomain_sf_simplewhipping.psc" Line 55

[03/21/2015 - 05:19:57PM] xpoMain_SF_SimpleWhipping ended

[03/21/2015 - 05:19:57PM] xpoMain OnSceneDone (Punishment)

[03/21/2015 - 05:19:57PM] xpoMain_Pillory Idle

[03/21/2015 - 05:19:57PM] ERROR: Cannot call SetValueInt() on a None object, aborting function call

stack:

    [xpoMain (CA0012C7)].xpomain_pillory.onBeginState() - "xpomain_pillory.psc" Line 127

    [xpoMain (CA0012C7)].xpomain_pillory.GotoState() - "Form.psc" Line ?

    [xpoMain (CA0012C7)].xazpescorttoprison.onEndState() - "xazpescorttoprison.psc" Line ?

    [xpoMain (CA0012C7)].xazpescorttoprison.GotoState() - "Form.psc" Line ?

    [xpoMain (CA0012C7)].xazpescorttoprison.OnSceneDone() - "xazpescorttoprison.psc" Line ?

    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_6() - "xpomain_sf_simplewhipping.psc" Line 30

[03/21/2015 - 05:19:57PM] xpoMain Pillory

[03/21/2015 - 05:19:57PM] xpoMain: JailerWanderAt ([Actor < (00000014)>])

[03/21/2015 - 05:19:58PM] xpoMain PlayIdleHelper playing [idle <ZazAPPillSolo01 (0E008108)>]

[03/21/2015 - 05:19:58PM] xpoMain OnSceneDone

[03/21/2015 - 05:19:58PM] xpoScenario (Pillory): Punishment scene done.

 

 

Yes the xpoSettingMinWhipHealth gets set to the % of health your PC has at the time when you are in the MCM setting it.

Do this, go in console and see what that value of xpoSettingMinWhipHealth is, then compare that to your actual health value from the skills menu.

Posted

With enchanted equipment, MinWhipHealth was over 300, without enchanted equipment it was 229, actual health when stripped in both cases was 270.  The percentage calculation is being done correctly, it's just always going to be too high if computed with health boosted equipment when the whipping is actually being done with the equipment stripped.  If possible it should be calculated after the jailer strips the PC.

 

Of course my primary use of this mod is to roleplay a wanted criminal or escaped slave, so I normally only encounter jails in the very early game.  So this problem isn't something I'd normally run into, I'm just hitting it now because I'm trying to use my level 44 PC to test out the patches.

Posted

With enchanted equipment, MinWhipHealth was over 300, without enchanted equipment it was 229, actual health when stripped in both cases was 270.  The percentage calculation is being done correctly, it's just always going to be too high if computed with health boosted equipment when the whipping is actually being done with the equipment stripped.  If possible it should be calculated after the jailer strips the PC.

 

Of course my primary use of this mod is to roleplay a wanted criminal or escaped slave, so I normally only encounter jails in the very early game.  So this problem isn't something I'd normally run into, I'm just hitting it now because I'm trying to use my level 44 PC to test out the patches.

 

Indeed that is a good point. Re-calculating health when first meeting the jailer is a good idea. ;)  

 

Posted

It's actually a patch not a replacer for the main .esp, so don't rename it and keep both .esp

 

Right thanks for that clarification. I considered it was meant to be an additional esp, but the instructions were to uninstall the previous version. I took that to mean I should remove all previous files including the xazprisonoverhaul.esp.

 

So as I understand it, for someone creating a new install of prison overhaul, we should:

 

use the xazprisonoverhaul.esp from v033_fix, and the loose files and patch.esp that Inte uploaded. The v.033 bsa is tossed entirely. Is that correct?

 

From the viewpoint of someone who is quite ignorant about modding: wouldn't the patch name cause skyrim to squawk about missing files/esps everytime we upgrade? (Genuine question: not meant to convey any criticism of Inte, who kindly provided us his/her work in the first place).

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