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Posted

 

Got 2 bugs:

 

bug 1:

If I go into the Whiterun-Prison my game crashes. All other Prisons worke fine.

 

bug 2:

Rifton-Prison still got the bug with the closed dore. If the guy who sits infront of the dore catches you, than he will go back and sit on his chair and do nothing.

 

 

BTW: I love this mod  :heart:

 

Got some suggestions:

 

Other NPCs get captured too and get the same punishments.

More options like:

-Get full clothes, but when the crime is too high you have to endure the prison naked.

-Maybe 2 or more guards have fun with you instead of just one.

-More randomness when the next punishment starts.

Crashes in Skyrim are really hard to debug. It may not be PO causing the crash. Does it happen if you just go in there as a visitor too? Modifications to the prisons themselves are very small (just adding a keyword on the cell door). They should not cause crashes...

 

The Riften issues could be a mod conflict. Riften door is controlled by a global variable, which I just set when you're arrested, and restore when you're released.

 

 

Yes it also crashes when I go in as a visitor.

 

And the Rifton issue ... Its more the guy who is sitting there, not the door. If he arrests you (e.g. because you hit him in his face), he will go back to his chare and ceeps sitting there.

Posted

 

And the Rifton issue ... Its more the guy who is sitting there, not the door. If he arrests you (e.g. because you hit him in his face), he will go back to his chare and ceeps sitting there.

 

 

It is not a bug. Riften jailguard has a speech check related to the first entry. I haven't tried with new PO, but at least previous versions were unable to prevent the check from happening.

 

Level of the check is easy. Just give a coin to a beggar and go pass that check, before getting in to trouble in Riften. Door will remain unlocked from that moment forward and guards will transport your character in and out as they should.

 

To entirely other matter: Jailor in Windhelm still has trouble getting back to prisoner (at least in my game.)

 

I had hoped that this version would have fixed it, but he still leaves my character down there and stands day after day on his place - as I have witnessed trough TFC command. I don't have any mods that would specifically target Windhelm, standard AI or city layout.

 

Jail area is long and deep. Could it be that distance between jailor and prisoner is just a bit too long for AI to work properly? All the other cities seem to work fine.

Posted

still hoping for some more new Action in this mod.

youre going the wrong way wasting time and resources for such a meaningless matter like bounty hunters. delete them and do some more important matter, and that is : more Action in prison , torture chamber, followers get punished, such stuff. not bounty hunters.

Posted

Bounty hunters are fine but I too feel there are more important things... and with some mods installed there could be a surplus of bounty hunters.

 

I've got one suggestions.... why make some of the cellar a bit more crowded. The other prisoners would of course take advantage of the situation. Maybe you can use sex to trade stuff like a lockpick.

Posted

 

 

Got 2 bugs:

 

bug 1:

If I go into the Whiterun-Prison my game crashes. All other Prisons worke fine.

 

bug 2:

Rifton-Prison still got the bug with the closed dore. If the guy who sits infront of the dore catches you, than he will go back and sit on his chair and do nothing.

 

 

BTW: I love this mod  :heart:

 

Got some suggestions:

 

Other NPCs get captured too and get the same punishments.

More options like:

-Get full clothes, but when the crime is too high you have to endure the prison naked.

-Maybe 2 or more guards have fun with you instead of just one.

-More randomness when the next punishment starts.

Crashes in Skyrim are really hard to debug. It may not be PO causing the crash. Does it happen if you just go in there as a visitor too? Modifications to the prisons themselves are very small (just adding a keyword on the cell door). They should not cause crashes...

 

The Riften issues could be a mod conflict. Riften door is controlled by a global variable, which I just set when you're arrested, and restore when you're released.

 

 

Yes it also crashes when I go in as a visitor.

 

And the Rifton issue ... Its more the guy who is sitting there, not the door. If he arrests you (e.g. because you hit him in his face), he will go back to his chare and ceeps sitting there.

 

Interesting. I'm pretty sure I've been successfully arrested by him. I'll try it out and see if there's something I can do to fix.

Posted

 

And the Rifton issue ... Its more the guy who is sitting there, not the door. If he arrests you (e.g. because you hit him in his face), he will go back to his chare and ceeps sitting there.

 

It is not a bug. Riften jailguard has a speech check related to the first entry. I haven't tried with new PO, but at least previous versions were unable to prevent the check from happening.

 

Level of the check is easy. Just give a coin to a beggar and go pass that check, before getting in to trouble in Riften. Door will remain unlocked from that moment forward and guards will transport your character in and out as they should.

 

To entirely other matter: Jailor in Windhelm still has trouble getting back to prisoner (at least in my game.)

 

I had hoped that this version would have fixed it, but he still leaves my character down there and stands day after day on his place - as I have witnessed trough TFC command. I don't have any mods that would specifically target Windhelm, standard AI or city layout.

 

Jail area is long and deep. Could it be that distance between jailor and prisoner is just a bit too long for AI to work properly? All the other cities seem to work fine.

 

Where does he stay? I've seen that the jailer sometimes teleports to inside cells when you wait. This is not exclusive to Riften, but Riften has had the most problems in my testing.

 

The Ai can path quite large distances, so that shouldn't be a problem itself. Though Riften may have problems with it's navigation mesh. I could take a look and see if I can fix it manually.

Posted

still hoping for some more new Action in this mod.

youre going the wrong way wasting time and resources for such a meaningless matter like bounty hunters. delete them and do some more important matter, and that is : more Action in prison , torture chamber, followers get punished, such stuff. not bounty hunters.

 

Bounty hunters are fine but I too feel there are more important things... and with some mods installed there could be a surplus of bounty hunters.

 

I've got one suggestions.... why make some of the cellar a bit more crowded. The other prisoners would of course take advantage of the situation. Maybe you can use sex to trade stuff like a lockpick.

To be fair (to me), I can't read minds and I don't make mods to piss people off. If you get features that you didn't want, it could also be because I wanted them. :) Bounty hunters has been on my agenda for more or less forever and it didn't take that long to include them.

 

The reason you're not seeing an update to Prison Overhaul already (with the promised fixes) is because I've been busy updating Zaz Animation Pack. This update will bring new features to PO which I've also wanted for a long while now, and that will add some "immersion" to the game.

 

Anyway, if you don't like the bounty hunters, you should be able to set them to disabled. (bugged, but raising bounty works)

 

Also, I do hear you about the follower. This is the next thing I'm working on now that Zap has been released. Although, I also need to integrate some of the new features from Zap of course.

Posted

In my opinion, xaz does a very good job! PO is one of my favorite (and very stable) mods running in my modded skyrim. So I do not understand the blame coming from magicrealm and shinji72.

 

If you, xaz, will work on the next release I'd like you to consider some of my ideas I had in the past playing PO:

 

- Could you add some long term effects like:

+ public embarrassment (-10 to speech)

+ whipping injury (reduced stamina regeneration & reduced running speed [other mods do this as well, so not too much])

+ others ...

 

- Make the crowd "pay" the dragonborn's crimegold for each activity on her/(him). If reached the bounty the DB will be free. Whipping the prisoner is free for the crowd. The others activities payment can be set by the player via a mcm menu. abasement in prison is still free.

 

- I'd like to see different jailers (visual appearance) in different locations.

 

- In prison there should be some more torture tools which are also be used.

 

- Maybe in some prisons the player could be put in a cell with horny scum that will constantly rape the DB until dawn.

 

- Different sex animations in jail (not only 3)

 

- Chain the dragonborn to the wall (if possible and an animation already exists)

 

- Use ankle chain, I think they already exist in "zarias restraints" mod

 

- Let the punishment pillory also be used by npcs (in a scene) so that a male DB can take advantage of the helpless women in the pillory.

 

- Follower handling (maybe release the followers when imprisoned or do something with them too ....)

 

- Food (RND or IMCN dependant, I know) should be more degrading like beggar's stew or even stale food and only water (no ale, but enough). This could be also made in exchange for sex to the guards via a dialog like: "Hello bitch! What do you want for now: Food in exchange for your craphole or some water for your pussy?" or something like that (I am really bad in English)

 

- Major punishment: maybe a hook for other modders to take care of the further fate of the DB ...

 

 

Much to read I know ...

 

Hope you have some good ideas too which will be implemented in your next update.

 

Cheers

Posted

 

 

To entirely other matter: Jailor in Windhelm still has trouble getting back to prisoner (at least in my game.)

 

I had hoped that this version would have fixed it, but he still leaves my character down there and stands day after day on his place - as I have witnessed trough TFC command. I don't have any mods that would specifically target Windhelm, standard AI or city layout.

 

Jail area is long and deep. Could it be that distance between jailor and prisoner is just a bit too long for AI to work properly? All the other cities seem to work fine.

 

Where does he stay? I've seen that the jailer sometimes teleports to inside cells when you wait. This is not exclusive to Riften, but Riften has had the most problems in my testing.

 

The Ai can path quite large distances, so that shouldn't be a problem itself. Though Riften may have problems with it's navigation mesh. I could take a look and see if I can fix it manually.

 

Jailor gets stuck in Windhelm, not in Riften. :)

He/she just stands next to chest, above the prison. I used TFC command to see if he/she was stuck, when nothing happened.

 

I left the game running several times, but Jailor never showed up. I tried from another save, but same thing happened. Come to think of it, I haven't ever managed to get Windhelm scene to run properly.

 

Might be just a bad luck that this happens right there, but other cities seem to work properly.

 

I don't know the stages of this quest. Could it be that it is not a problem with a navmesh, but stages getting completed early? I will try this scene later this evening. It would be nice to know if other have this problem as well.

Posted

I Have no wheep stains on my character while punished, what's wrong with it? Any tips, please?

I Bet that was a conflict between cum and wheeps textures, cudn't it be?

Posted

Bounty hunters are great! I Like having consequences in the game. One of my favorite things about Sanguine's Debauchery was the hired thugs hunting me down. 

 

Something to consider - get a high enough bounty and holds might well circulate wanted posters.

Posted

I recently installed the mod and think I may have run into a bug. When I start a fresh game, my crafting stations work fine, but after a while, every time I try to access it, my character steps back immediately as if I just pressed TAB. This happened on two separate instances, both where the bug was fixed by disabling Prison Overhaul in NMM and reloading the save. The only thing the two playthroughs had in common that might be related to this mod, is that in both cases, I had been approached by a bounty hunter and it ended in a fight. Is it possible that the bounty hunter code is repeatedly doing something involving the player character that stops it from using the crafting stations?

 

Edit: I tried to disable bounty hunters in MCM but it had no effect. However, using the 'Force Restart' feature from this mod's MCM fixes the issue. I still suspect the bug might be caused by scripts related to bounty hunters, so I disabled them in the mod for now, to see if the crafting stations get bugged again later on.

 

2nd Edit: Looking at the state flags before and after forcing a restart, xpobounty variable went from YES to NO. I assume it's supposed to reset back to NO after the bounty hunter is out of the picture? I should add that I didn't kill the bounty hunter myself in either of the scenarios: the first one a couple of necromancers ran into us and killed him, and the second one I ran away from until it stopped following, because I had an armbinder on me and couldn't fight back.

Posted

I recently installed the mod and think I may have run into a bug. When I start a fresh game, my crafting stations work fine, but after a while, every time I try to access it, my character steps back immediately as if I just pressed TAB. This happened on two separate instances, both where the bug was fixed by disabling Prison Overhaul in NMM and reloading the save. The only thing the two playthroughs had in common that might be related to this mod, is that in both cases, I had been approached by a bounty hunter and it ended in a fight. Is it possible that the bounty hunter code is repeatedly doing something involving the player character that stops it from using the crafting stations?

 

Edit: I tried to disable bounty hunters in MCM but it had no effect. However, using the 'Force Restart' feature from this mod's MCM fixes the issue. I still suspect the bug might be caused by scripts related to bounty hunters, so I disabled them in the mod for now, to see if the crafting stations get bugged again later on.

 

2nd Edit: Looking at the state flags before and after forcing a restart, xpobounty variable went from YES to NO. I assume it's supposed to reset back to NO after the bounty hunter is out of the picture? I should add that I didn't kill the bounty hunter myself in either of the scenarios: the first one a couple of necromancers ran into us and killed him, and the second one I ran away from until it stopped following, because I had an armbinder on me and couldn't fight back.

 

If you read back in this thread you'll see that this is a known problem.  Use the MCM menu to set the bounty required for bounty hunters to trigger to 10000, that will stop it from happening again.  If you check a few pages back I think you'll see some commands that can be used in your existing save to stop a script that is causing the problem.

 

Posted

 

If you read back in this thread you'll see that this is a known problem.  Use the MCM menu to set the bounty required for bounty hunters to trigger to 10000, that will stop it from happening again.  If you check a few pages back I think you'll see some commands that can be used in your existing save to stop a script that is causing the problem.

 

 

 

Oh. I suppose I should have scanned the thread for references to crafting.

Posted

In my opinion, xaz does a very good job! PO is one of my favorite (and very stable) mods running in my modded skyrim. So I do not understand the blame coming from magicrealm and shinji72.

 

If you, xaz, will work on the next release I'd like you to consider some of my ideas I had in the past playing PO:

 

 

 

- Could you add some long term effects like:

+ public embarrassment (-10 to speech)

+ whipping injury (reduced stamina regeneration & reduced running speed [other mods do this as well, so not too much])

+ others ...

 

- Make the crowd "pay" the dragonborn's crimegold for each activity on her/(him). If reached the bounty the DB will be free. Whipping the prisoner is free for the crowd. The others activities payment can be set by the player via a mcm menu. abasement in prison is still free.

 

- I'd like to see different jailers (visual appearance) in different locations.

 

- In prison there should be some more torture tools which are also be used.

 

- Maybe in some prisons the player could be put in a cell with horny scum that will constantly rape the DB until dawn.

 

- Different sex animations in jail (not only 3)

 

- Chain the dragonborn to the wall (if possible and an animation already exists)

 

- Use ankle chain, I think they already exist in "zarias restraints" mod

 

- Let the punishment pillory also be used by npcs (in a scene) so that a male DB can take advantage of the helpless women in the pillory.

 

- Follower handling (maybe release the followers when imprisoned or do something with them too ....)

 

- Food (RND or IMCN dependant, I know) should be more degrading like beggar's stew or even stale food and only water (no ale, but enough). This could be also made in exchange for sex to the guards via a dialog like: "Hello bitch! What do you want for now: Food in exchange for your craphole or some water for your pussy?" or something like that (I am really bad in English)

 

- Major punishment: maybe a hook for other modders to take care of the further fate of the DB ...

 

 

 

 

Much to read I know ...

 

Hope you have some good ideas too which will be implemented in your next update.

 

Cheers

I cut out some from my reply. :)

 

I didn't take anyone's comments as blame, so no worries.

 

I've added your suggestions to the list of features that are wanted. Currently on the agenda is to add more npcs to the prisons, but it'll come at a slow pace (not everyone at once).

Posted

 

 

To entirely other matter: Jailor in Windhelm still has trouble getting back to prisoner (at least in my game.)

 

I had hoped that this version would have fixed it, but he still leaves my character down there and stands day after day on his place - as I have witnessed trough TFC command. I don't have any mods that would specifically target Windhelm, standard AI or city layout.

 

Jail area is long and deep. Could it be that distance between jailor and prisoner is just a bit too long for AI to work properly? All the other cities seem to work fine.

Where does he stay? I've seen that the jailer sometimes teleports to inside cells when you wait. This is not exclusive to Riften, but Riften has had the most problems in my testing.

 

The Ai can path quite large distances, so that shouldn't be a problem itself. Though Riften may have problems with it's navigation mesh. I could take a look and see if I can fix it manually.

 

 

Jailor gets stuck in Windhelm, not in Riften. :)

He/she just stands next to chest, above the prison. I used TFC command to see if he/she was stuck, when nothing happened.

 

I left the game running several times, but Jailor never showed up. I tried from another save, but same thing happened. Come to think of it, I haven't ever managed to get Windhelm scene to run properly.

 

Might be just a bad luck that this happens right there, but other cities seem to work properly.

 

I don't know the stages of this quest. Could it be that it is not a problem with a navmesh, but stages getting completed early? I will try this scene later this evening. It would be nice to know if other have this problem as well.

 

Could be a pathing issue. I'll have a look to see if I can reproduce/fix it....

Posted

Good for immersion (and not only ;-p) mod ;-) I hope it works for male PC too xD

It should work equally well on males.

Posted

 

If you read back in this thread you'll see that this is a known problem.  Use the MCM menu to set the bounty required for bounty hunters to trigger to 10000, that will stop it from happening again.  If you check a few pages back I think you'll see some commands that can be used in your existing save to stop a script that is causing the problem.

 

Oh. I suppose I should have scanned the thread for references to crafting.

 

I can't recall the exact commands to fix your save, but it is something along shutting down the bounty hunter quest ("stopQuest xpoBounty").

Posted

Does anyone, except for me, have any problems using PO together with Devious Devices Integration 2.7.4 and Devious Devices Assets 2.7.0? I always have CTD's when toggle 3rd person view while on the way to prison cell. when I toggle it before arrest, game crashes practically after finishing dialog with a guard. without DDI and DDA everything goes properly.

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).

Posted

In my opinion, xaz does a very good job! PO is one of my favorite (and very stable) mods running in my modded skyrim. So I do not understand the blame coming from magicrealm and shinji72.

 

 

It was not blaming! Just some feedback and suggestions from PO eternally devoted followers   :lol:

Posted

Does anyone, except for me, have any problems using PO together with Devious Devices Integration 2.7.4 and Devious Devices Assets 2.7.0? I always have CTD's when toggle 3rd person view while on the way to prison cell. when I toggle it before arrest, game crashes practically after finishing dialog with a guard. without DDI and DDA everything goes properly.

 

I tested PO once with a bunch of DD items equipped, and nothing bad happened. I have DD mods loading before PO, if that helps any.

 

Posted

After updatete to zaz 5.5, I have a problem with whipping scene, whipping works well but with no bound only gag. Sorry for my bad english

 

You will Need to Run FNIS Generator Again .

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