xaz Posted March 8, 2014 Author Posted March 8, 2014 Firstly..Xaz: Thanks for a phenominal mod! Excelsior! Second: After following a lot of good advice here I've finally got the mod working with one exception. After my waifish elf-maiden get placed in the pillory, and the Jailor sells her services for gold....the guards attack the guy "doing" her and kill him, calling him a rapist, etc. Am I missing something?? Thanks in advance for ANY suggestions That sounds like you have some other mod running which triggers on SexLab events. All of the Prison Overhaul animations are flagged as violent. Which mods are you using that could interfere? It's possible that I can make them play together in the next version.
xaz Posted March 8, 2014 Author Posted March 8, 2014 Hello, this is an excellent mod! I just wanted to thank you for this I had one question though, is it possible to get all the other features without the "sex" part(maybe replace with more torturing/wipping animations, or people spit on you as they pass by)? I am looking to do an immersion playthrough and this would be amazing. Thank you in advance for your time. You can disable the punishments you don't like. Go into MCM and select "Pillory" or "Prison". Note how there's a bunch of punishment sounding names with numbers next to them. Set the ones you don't like to zero, and the rest to whatever you want. Higher numbers mean more likely to play, and zero means "won't play". There's also a convenient "Disable all" which sets them all to zero, if you prefer to be left alone. Spitting, whipping and veggie throwing is on my "todo" list, but I've yet to figure out how I'd like to do it. (Well, whipping is there .... )
xaz Posted March 8, 2014 Author Posted March 8, 2014 Currently about to update to v025, but in v024 I was having a problem with pillory animations not lining up correctly, the actors will be ontop of the same spot, instead of lining up behind them. Does v025 address that, or am I the only one with that issue? Currently using xp32 max skeleton, SexLab 1.39, Zaz is latest. Wondering if I should overwrite Zaz from here with the one available on the Nexus for better textures. V024 has that problem due to changes in SexLab. Upgrade to V25 and see if that helps. The one on Nexus is a different version and not compatible.
xaz Posted March 8, 2014 Author Posted March 8, 2014 Is it just me or is everyone having problems with pillory in whiterun? The animation just doesn't start. Jailer takes me to the market area and then we just stand there. Short time later Jailor start to have sec but again just both standing there. I did have ultimate combat but I uninstalled that and nothing happens. Got nothing equipped except the shackles the jailor puts on. Nothing I've done has changed this problem. I got v0.25, got all the required mods. I'm playing a Brenton. And I've tried with and without the patch (I Don't know if the patch is even required for v0.25) Help anyone? Other than that great mods. Keep up the great work. You need SL 1.39, this mod V25, and the patch for SexLab stuff to work with Prison Overhaul.
xaz Posted March 8, 2014 Author Posted March 8, 2014 jailer stop and not move, player.stuck , player/jailer stand and not move, I'm having this problem when first caught and taken back to the jail (Falkreath), I just stand in the corner with the guard and jailer and nothing more happens. The last log entry I get is (but not always): [03/08/2014 - 08:07:07AM] xpoMain UnbindActor These are the log entries before this (which are pretty constant): [03/08/2014 - 08:12:26AM] xpoJailVars GetLocFromFaction [03/08/2014 - 08:12:26AM] xpoJail: GetLocFromFaction() returned index 1 corresponding to Falkreath [03/08/2014 - 08:12:26AM] xpoMain: Location identified as Falkreath [03/08/2014 - 08:12:26AM] xpoMain: OnStoryScript [03/08/2014 - 08:12:26AM] xpoMain: akKeyword = [Keyword <xpoArrestKeyword (640316ED)>] [03/08/2014 - 08:12:27AM] xpoMain: akLoc = Falkreath [03/08/2014 - 08:12:27AM] xpoMain: akRef1 = [Actor < (00055649)>] [03/08/2014 - 08:12:27AM] xpoMain: akRef2 = None [03/08/2014 - 08:12:27AM] xpoMain: aiValue1 = 5000 [03/08/2014 - 08:12:27AM] xpoMain: aiValue2 = 0 [03/08/2014 - 08:12:27AM] xpoJail: GetJailer() returned [Actor < (640259D6)>] [03/08/2014 - 08:12:27AM] xpoMain: Arrested level 30 [03/08/2014 - 08:12:27AM] xpoJail: GetCollar() returned [ObjectReference < (64027FB1)>] [03/08/2014 - 08:12:27AM] Error: Cannot unequip a None item stack: [ (00055649)].Actor.UnequipItem() - "<native>" Line ? [Active effect 2 on (00055649)]._Ph_DSpSoB_Main.SwapStaff2() - "_Ph_DSpSoB_Main.psc" Line 879 [Active effect 2 on (00055649)]._Ph_DSpSoB_Main.OnAnimationEvent() - "_Ph_DSpSoB_Main.psc" Line 425 [03/08/2014 - 08:12:27AM] xpoMain BindActor, abGag = TRUE, abHood = False [03/08/2014 - 08:12:27AM] [Frostfall] This equipment is ammo. [03/08/2014 - 08:12:28AM] xazCaptive Free [03/08/2014 - 08:12:28AM] xazCaptive Set travel to None [03/08/2014 - 08:12:28AM] xazCaptive Set captor None [03/08/2014 - 08:12:28AM] xazCaptive Set captor [Actor < (00055649)>] [03/08/2014 - 08:12:28AM] xazCaptive Set travel to [ObjectReference < (64033243)>] [03/08/2014 - 08:12:28AM] xazCaptive Leash_MoveFree I'm using Requiem, Alternate Start - Live a Deviant Life and a whole bunch of other mods. Before I start going through it with a fine tooth comb I thought I would check to see if there was a simple resolution to this problem. I'm tried resetting the mod, clean save, and jailer moveto player when stuck... but nothing has helped. Interestingly on one attempt (a different new game save) it worked, but just the once. Any help or advice would be appreciated. Thanks. My first guess is that you don't have Fuz installed. See the first page of this thread for instructions on what you need (it's possible to run the mod without, but not recommended). If you want to quickly test if this is your problem, save then reload when you get stuck (preferably in a save you don't care too much about). If the mod starts working again, then you need either Fuz or disable dialogue (again, instructions on the first post). If Fuz is installed correctly, try "set xpoFastForward to 1" in the console and see if that helps you progress. Hope this helps.
Majin Buu Posted March 8, 2014 Posted March 8, 2014 Is it just me or is everyone having problems with pillory in whiterun? The animation just doesn't start. Jailer takes me to the market area and then we just stand there. Short time later Jailor start to have sec but again just both standing there. I did have ultimate combat but I uninstalled that and nothing happens. Got nothing equipped except the shackles the jailor puts on. Nothing I've done has changed this problem. I got v0.25, got all the required mods. I'm playing a Brenton. And I've tried with and without the patch (I Don't know if the patch is even required for v0.25) Help anyone? Other than that great mods. Keep up the great work. You need SL 1.39, this mod V25, and the patch for SexLab stuff to work with Prison Overhaul. Yup got all 3. For SexLab 1.39, got xazPrisonOverhaul_V025.7z, and got the page downloaded from the same page. The only mod I have that depends on Prison Overhaul is the crime overhaul mod. Trying a fresh reinstall to see if that fixes it. Another issue I had was with a bounty of 5000 (Alternate Life - Devious Life) guards with stop and and I would sumbit then they would start trying to attack again and right away talk to me again to tell me to pay the fine or go to jail. Would still take me to jail if I submitted but would not let me pay the fine. If I uninstalled prion overhaul problem would be fixed, so no idea. But was annoyance more than breaking. But again, trying a fresh install and install mods one a a time to see if I can try and pinpoint the problem. EDIT: Tried a fresh install with only the required files installed. Still goes to Whiterun pillory and just stands there.
WaxenFigure Posted March 9, 2014 Posted March 9, 2014 Firstly..Xaz: Thanks for a phenominal mod! Excelsior! Second: After following a lot of good advice here I've finally got the mod working with one exception. After my waifish elf-maiden get placed in the pillory, and the Jailor sells her services for gold....the guards attack the guy "doing" her and kill him, calling him a rapist, etc. Am I missing something?? Thanks in advance for ANY suggestions That sounds like you have some other mod running which triggers on SexLab events. All of the Prison Overhaul animations are flagged as violent. Which mods are you using that could interfere? It's possible that I can make them play together in the next version. That would be Sexlab Defeat also check and make sure you don't have consensual sex set as a crime in Sexlab Submit or Radiant Prostitution.
Majin Buu Posted March 9, 2014 Posted March 9, 2014 I feel so stupid. I figured out what it was. Forgot to run GenerateFNISforUsers.exe >.<
hentaifreak Posted March 9, 2014 Posted March 9, 2014 jailer stop and not move, player.stuck , player/jailer stand and not move, I'm having this problem when first caught and taken back to the jail (Falkreath), I just stand in the corner with the guard and jailer and nothing more happens. The last log entry I get is (but not always): [03/08/2014 - 08:07:07AM] xpoMain UnbindActor These are the log entries before this (which are pretty constant): [03/08/2014 - 08:12:26AM] xpoJailVars GetLocFromFaction [03/08/2014 - 08:12:26AM] xpoJail: GetLocFromFaction() returned index 1 corresponding to Falkreath [03/08/2014 - 08:12:26AM] xpoMain: Location identified as Falkreath [03/08/2014 - 08:12:26AM] xpoMain: OnStoryScript [03/08/2014 - 08:12:26AM] xpoMain: akKeyword = [Keyword <xpoArrestKeyword (640316ED)>] [03/08/2014 - 08:12:27AM] xpoMain: akLoc = Falkreath [03/08/2014 - 08:12:27AM] xpoMain: akRef1 = [Actor < (00055649)>] [03/08/2014 - 08:12:27AM] xpoMain: akRef2 = None [03/08/2014 - 08:12:27AM] xpoMain: aiValue1 = 5000 [03/08/2014 - 08:12:27AM] xpoMain: aiValue2 = 0 [03/08/2014 - 08:12:27AM] xpoJail: GetJailer() returned [Actor < (640259D6)>] [03/08/2014 - 08:12:27AM] xpoMain: Arrested level 30 [03/08/2014 - 08:12:27AM] xpoJail: GetCollar() returned [ObjectReference < (64027FB1)>] [03/08/2014 - 08:12:27AM] Error: Cannot unequip a None item stack: [ (00055649)].Actor.UnequipItem() - "<native>" Line ? [Active effect 2 on (00055649)]._Ph_DSpSoB_Main.SwapStaff2() - "_Ph_DSpSoB_Main.psc" Line 879 [Active effect 2 on (00055649)]._Ph_DSpSoB_Main.OnAnimationEvent() - "_Ph_DSpSoB_Main.psc" Line 425 [03/08/2014 - 08:12:27AM] xpoMain BindActor, abGag = TRUE, abHood = False [03/08/2014 - 08:12:27AM] [Frostfall] This equipment is ammo. [03/08/2014 - 08:12:28AM] xazCaptive Free [03/08/2014 - 08:12:28AM] xazCaptive Set travel to None [03/08/2014 - 08:12:28AM] xazCaptive Set captor None [03/08/2014 - 08:12:28AM] xazCaptive Set captor [Actor < (00055649)>] [03/08/2014 - 08:12:28AM] xazCaptive Set travel to [ObjectReference < (64033243)>] [03/08/2014 - 08:12:28AM] xazCaptive Leash_MoveFree I'm using Requiem, Alternate Start - Live a Deviant Life and a whole bunch of other mods. Before I start going through it with a fine tooth comb I thought I would check to see if there was a simple resolution to this problem. I'm tried resetting the mod, clean save, and jailer moveto player when stuck... but nothing has helped. Interestingly on one attempt (a different new game save) it worked, but just the once. Any help or advice would be appreciated. Thanks. My first guess is that you don't have Fuz installed. See the first page of this thread for instructions on what you need (it's possible to run the mod without, but not recommended). If you want to quickly test if this is your problem, save then reload when you get stuck (preferably in a save you don't care too much about). If the mod starts working again, then you need either Fuz or disable dialogue (again, instructions on the first post). If Fuz is installed correctly, try "set xpoFastForward to 1" in the console and see if that helps you progress. Hope this helps. Yes THANK YOU! For some reason I thought I had installed it, clearly not... once installed all is working well. Great mod by the way!
xaz Posted March 9, 2014 Author Posted March 9, 2014 Update V026: * Fix to avoid sexlab patch. * Module is now translated, but english is the only supported language so far. Contact me if you want to translate the module. * Better (at least changed) whip sounds. * Playing only SexLab sounds when SexLab scenes are running. * Pillories are rotated in Whiterun and Falkreath to give NPCs better access. * Ragdoll ending and undressing now use the correct SexLab functions. * X-cross in Riften has been moved to a location that doesn't conflict with existing idle locations. * Pillories and player no longer slide around during punishment. * Configuration option to easier trigger bounty. * Integration with Death Alternative (http://www.nexusmods.com/skyrim/mods/45894/?)
handsandarrows Posted March 9, 2014 Posted March 9, 2014 Very happy to see new update, thank you!!! Can you explain more "Death Alternative" addition? I haven't used mod yet, but it sound very interesting! Also i am sorry it is not topic but maybe somebody can tell if "Death Alternative" work with SD+?
naaitsab Posted March 9, 2014 Posted March 9, 2014 Very happy to see new update, thank you!!! Can you explain more "Death Alternative" addition? I haven't used mod yet, but it sound very interesting! Also i am sorry it is not topic but maybe somebody can tell if "Death Alternative" work with SD+? Second this. Installed the "Death Alternative" mod and saw the MCM option for the Overhaul appear but no idea what it does or when it's triggered. And how does one get placed on the X-cross/rack? Only had the pillory scenes until now.
magnusx Posted March 9, 2014 Posted March 9, 2014 Very happy to see new update, thank you!!! Can you explain more "Death Alternative" addition? I haven't used mod yet, but it sound very interesting! Also i am sorry it is not topic but maybe somebody can tell if "Death Alternative" work with SD+? no, they collide, and yea, put it in the thread of SD+ so sky can think about it, i would like that too, but lets talk here just about xpo. Clean save for this version or i can hide in a cell different from city to update it? Thnx in advance
xaz Posted March 9, 2014 Author Posted March 9, 2014 Very happy to see new update, thank you!!! Can you explain more "Death Alternative" addition? I haven't used mod yet, but it sound very interesting! Also i am sorry it is not topic but maybe somebody can tell if "Death Alternative" work with SD+? no, they collide, and yea, put it in the thread of SD+ so sky can think about it, i would like that too, but lets talk here just about xpo. Clean save for this version or i can hide in a cell different from city to update it? Thnx in advance Good question. XPO updates cleanly, so no action needed but overwrite old files.
xaz Posted March 9, 2014 Author Posted March 9, 2014 Very happy to see new update, thank you!!! Can you explain more "Death Alternative" addition? I haven't used mod yet, but it sound very interesting! Also i am sorry it is not topic but maybe somebody can tell if "Death Alternative" work with SD+? SD and SD+ are not compatible with Death Alternative, or probably any other mod that interferes with Death Alternatives. Prison Overhaul doesn't require DA though, so it's optional if you don't want it. What happens is that if you get your ass kicked from an actor and you have a bounty on your head, they will arrest you and drag you to prison (like a guard would). This includes guards that you resist arrest from. In essence, you will get your ass hauled to prison ... one way or another.
crusher Posted March 9, 2014 Posted March 9, 2014 Update V026: * Fix to avoid sexlab patch. * Module is now translated, but english is the only supported language so far. Contact me if you want to translate the module. * Better (at least changed) whip sounds. * Playing only SexLab sounds when SexLab scenes are running. * Pillories are rotated in Whiterun and Falkreath to give NPCs better access. * Ragdoll ending and undressing now use the correct SexLab functions. * X-cross in Riften has been moved to a location that doesn't conflict with existing idle locations. * Pillories and player no longer slide around during punishment. * Configuration option to easier trigger bounty. * Integration with Death Alternative (http://www.nexusmods.com/skyrim/mods/45894/?) love your mod, and have been debating on Death Alternative which is a great idea, but have been script shy, being the primary source of by CTDs, but you've sold me. I'm going to give DA another try, see if my system can handle the added pressure. Thanks for the great work, barbarism and skyrim go hand in hand. edit, now if Defeat would just queue PO then DA, we'd be completely barbaric.
xaz Posted March 9, 2014 Author Posted March 9, 2014 Update V026: * Fix to avoid sexlab patch. * Module is now translated, but english is the only supported language so far. Contact me if you want to translate the module. * Better (at least changed) whip sounds. * Playing only SexLab sounds when SexLab scenes are running. * Pillories are rotated in Whiterun and Falkreath to give NPCs better access. * Ragdoll ending and undressing now use the correct SexLab functions. * X-cross in Riften has been moved to a location that doesn't conflict with existing idle locations. * Pillories and player no longer slide around during punishment. * Configuration option to easier trigger bounty. * Integration with Death Alternative (http://www.nexusmods.com/skyrim/mods/45894/?) love your mod, and have been debating on Death Alternative which is a great idea, but have been script shy, being the primary source of by CTDs, but you've sold me. I'm going to give DA another try, see if my system can handle the added pressure. Thanks for the great work, barbarism and skyrim go hand in hand. Just pointing out that DA is not a requirement. You can still run Prison Overhaul fine without it. If you have it installed, though, it adds extra stuff to your experience. ... and it actually did that before as well. If you run V024 for instance, it will still integrate with DA, but now it's my code doing the integration.
xaz Posted March 9, 2014 Author Posted March 9, 2014 Very happy to see new update, thank you!!! Can you explain more "Death Alternative" addition? I haven't used mod yet, but it sound very interesting! Also i am sorry it is not topic but maybe somebody can tell if "Death Alternative" work with SD+? Second this. Installed the "Death Alternative" mod and saw the MCM option for the Overhaul appear but no idea what it does or when it's triggered. And how does one get placed on the X-cross/rack? Only had the pillory scenes until now. DA triggers when you die (instead of dying), so if you get killed by a guard (for instance), it will trigger. It is not compatible with SD+. You get randomly placed in the X-cross, but it's 1/3 pillories in Riften, which is the only city equipped with this new fancy facility. The odds are low, but they should work.
xaz Posted March 9, 2014 Author Posted March 9, 2014 Regarding compatibility with SD+ and other Death alternatives: This is just the start and it's optional. I'm going to include more of those in the future. At least I opted against writing my own system for this ....
naaitsab Posted March 9, 2014 Posted March 9, 2014 Very happy to see new update, thank you!!! Can you explain more "Death Alternative" addition? I haven't used mod yet, but it sound very interesting! Also i am sorry it is not topic but maybe somebody can tell if "Death Alternative" work with SD+? Second this.Installed the "Death Alternative" mod and saw the MCM option for the Overhaul appear but no idea what it does or when it's triggered. And how does one get placed on the X-cross/rack? Only had the pillory scenes until now. DA triggers when you die (instead of dying), so if you get killed by a guard (for instance), it will trigger. It is not compatible with SD+. You get randomly placed in the X-cross, but it's 1/3 pillories in Riften, which is the only city equipped with this new fancy facility. The odds are low, but they should work. Thanks for the info. For a next version maybe some sliders for rack/X-cross could be implemented. And maybe some Zaz restraints/cages as well. Like the Devious Regulations where you get locked in a cage or on the cross and people come visit you and play with your inflatable plugs
DeepBlueFrog Posted March 9, 2014 Posted March 9, 2014 Regarding compatibility with SD+ and other Death alternatives: This is just the start and it's optional. I'm going to include more of those in the future. At least I opted against writing my own system for this .... ooo... I was wondering about offloading the No Death part of SD as a module for Death Alternative. Was it hard to implement? do you have some tips about it? It I could use DA, it would make SD compatible with Prison Overhaul.
xaz Posted March 9, 2014 Author Posted March 9, 2014 Regarding compatibility with SD+ and other Death alternatives: This is just the start and it's optional. I'm going to include more of those in the future. At least I opted against writing my own system for this .... ooo... I was wondering about offloading the No Death part of SD as a module for Death Alternative. Was it hard to implement? do you have some tips about it? It I could use DA, it would make SD compatible with Prison Overhaul. It's really easy. All you have to do is to 1. Create a new quest. 2. Create a new alias on this quest with the player as "unique actor" (or forced reference). 3. Attach a script to this player (daymoyl_PlayerValidateQuestAlias.psc) 4. Create a new script inheriting from "daymoyl_QuestTemplate" and attach it to the quest. 5. Set up some properties on this script (name and a few more, it's not too hard). 6. Fill a few events with content from your mod. Here is the entire script I wrote for Prison Overhaul. ScriptName xpoIntegration Extends daymoyl_QuestTemplate xazpEscortToPrison Property xpoMain Auto ; Quest does stuff here Bool Function QuestCondition(Location akLocation, Actor akAggressor, Actor akFollower) {Condition that must be satisfied for the quest to fire. Should be overloaded in the childs} Debug.Trace("xpoIntegration: QuestCondition") Faction crimeFaction = akAggressor.GetCrimeFaction() Return (crimeFaction.GetCrimeGold() > 0) && (xpoMain.CanArrest(akAggressor)) EndFunction Bool Function QuestStart(Location CurrentLocation, Actor akAggressor, Actor akFollower) {Starts the quest and returns true on success. Must call Start() explicitly in the parent if overloaded.} Debug.Trace("xpoIntegration: QuestStart") Return xpoMain.TriggerArrest(akAggressor) EndFunction Function QuestReset() {If some items are removed from the player, overload this function to return them to the player when the cheat option is selected in the menu.} Debug.Trace("xpoIntegration: Nothing to reset for " + Self) EndFunction Of course, the actual code to check if an actor is suitable to arrest the player, and what happens when getting arrested would make the script longer. But it really demonstrates how easy it is. Essentially two functions (third is optional). 1. Can you handle this particular NPC defeating the player? 2. Ok, you're in control. Return false if you for some reason couldn't run. (3. Player wanted to reset and get items back. Do it.) Also, I've talked to the author on Nexus, and he seems friendly and was willing to make a few changes that I requested. What is there right now should cover most needs, I think ....
shinji72 Posted March 9, 2014 Posted March 9, 2014 Regarding compatibility with SD+ and other Death alternatives: This is just the start and it's optional. I'm going to include more of those in the future. At least I opted against writing my own system for this .... You mean you're going to develop some more after dead scenario for DA?
xaz Posted March 9, 2014 Author Posted March 9, 2014 Regarding compatibility with SD+ and other Death alternatives: This is just the start and it's optional. I'm going to include more of those in the future. At least I opted against writing my own system for this .... You mean you're going to develop some more after dead scenario for DA? I've got the impression that both SL Defeat and Submit have some kind of plugin system. I wanted to write something for PO that made it compatible with whatever death mod was running. Currently this is the case. If you don't have DA installed and fight guards, well, if you die, you die. If you have DA installed they arrest you. Something similar but for the other mods out there. We'll see ... no solid ideas yet.
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