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Posted

Thanks for the help, guys. I'm afraid I have to uninstall this mod until it's a bit more stable. Which is a real pity, it's one of my favorite mods on LL. Love you, xas!

Posted

First of all, great mod. I love it. So far I've only had one bug. I've read through as many of the posts as I could and didn't see anything mentioned about this. It's about the bounty hunters. When I submit to one, everything works fine, we walk for a few miles, then the hunter just disappears and my PC just turns around in circles. Is there any way this can be solved. I love the bounty hunter concept but this just kills it.  Thanks

I'll have a closer look at the bounty hunters. I think the despawning may actually be a problem, and I should probably revise how they work for coming versions ....

Posted

Seems nice, played with it a little so far, but have a couple questions.

 

Do you only get punished for certain crimes?  So far I stole one Iron Mace (just to test) and was only led to the stocks, stayed there all day, then got led back to the prison, and stayed there for a few hours (in-game), and nothing else happened.  (All my experiences have been in Whiterun thus far.)

 

I hear people talking about opening this mod in MCM to change the punishment times.  How do you open a mod in MCM?  (Practically zero modding experience, here.)  EDIT:  Oh, I'm an idiot.  It's right there in the main menu.  Never mind me. . .

 

I've had the same "do nothing" glitches when first getting to prison that others have had, but a fresh start (going to a save before committing a crime and redoing it) seemed to clear it.  One thing I did change was to unequip my gear when the Jailer told me to, instead of letting the mod do it for me.

 

The Jailer's pathing around the stocks is wonky.  Twice he got stuck trying to walk into the braizer next to the stocks (waiting one hour moved him out of it, but he went right back in, though didn't get as stuck.)

 

Great start, love where this is going!

Posted

 

First of all, great mod. I love it. So far I've only had one bug. I've read through as many of the posts as I could and didn't see anything mentioned about this. It's about the bounty hunters. When I submit to one, everything works fine, we walk for a few miles, then the hunter just disappears and my PC just turns around in circles. Is there any way this can be solved. I love the bounty hunter concept but this just kills it.  Thanks

I'll have a closer look at the bounty hunters. I think the despawning may actually be a problem, and I should probably revise how they work for coming versions ....

 

 

Thanks xaz. I tried several times before I finally turned the option off. What I would do is save before the force greet and when the hunter would disappear I'd restart, then avoid the hunter, and head closer to the destination. BTW, hunter easy to avoid. Maybe hunter should run toward goal when detected and the force greet should extend further? :)

 

Anyhow, one area that I can recall is the road from Dawnstar, just past the crossroads toward the giant camp, the stone fences where predators are. It happened in several places but this is the one I can recall for sure.

 

If you revise it I'd like to submit one ideal if I may. Not everyone is into immersion like I am... one of the first things I did when I got the CK was turn off fast travel....  Anyhow, instead of a long walk, maybe a horse carriage could appear and PC and hunter could go most of the destination that way. Just a thought. May not be possible. I'm no modder for sure.

 

Posted

Seems nice, played with it a little so far, but have a couple questions.

 

The Jailer's pathing around the stocks is wonky.  Twice he got stuck trying to walk into the braizer next to the stocks (waiting one hour moved him out of it, but he went right back in, though didn't get as stuck.)

 

 

 

This happened to me every time in Whiterun. I have the wait and sleep options turned off so my only option was to reload from last save. I finally did a no-no, opened the mod in CK, went to Whiterun world origin and moved and placed the navmesh around the stocks. Now it works great.

 

Posted

I too had pathing issues with the Jailer in Whiterun. I was in stocks next to the alchemists shop. Jailer kept standing to the right of the stocks trying to get somewhere maybe. Waiting for an hour teleported him to where he was apparently supposed to be and continued the scene.

Posted

I too had pathing issues with the Jailer in Whiterun. I was in stocks next to the alchemists shop. Jailer kept standing to the right of the stocks trying to get somewhere maybe. Waiting for an hour teleported him to where he was apparently supposed to be and continued the scene.

 

Since I moved the navmesh around the stocks the jailer doesn't try to go between them anymore, just stands back from my PC and stares, which I think is the ideal. Another good thing is the jailer doesn't move to the PC's front and stand too close enveloping my PC's head inside its chest. lol

 

I know messing with default navmesh is frowned upon, causes frame rate issues, etc. But I found out as long as you only save by cell you adjusted it in, there's no problem, and only difference is a second longer to save the mod. I've even rebuilt and added to Rorikstead, making it a real town instead of a hole in the ground. In order to do this I had to not only adjust the default navmesh but also delete it in some places and haven't never had frame rate or any other issues. And that's in the Tamriel worldspace.

 

Of course I had error messages galore the next time I loaded the mod. So many in fact I almost decided to put in a job application with Bethesda.

Posted

 

Of course I had error messages galore the next time I loaded the mod. So many in fact I almost decided to put in a job application with Bethesda.

 

 

Good one :)

Posted

Do you only get punished for certain crimes?  So far I stole one Iron Mace (just to test) and was only led to the stocks, stayed there all day, then got led back to the prison, and stayed there for a few hours (in-game), and nothing else happened.  (All my experiences have been in Whiterun thus far.)

 

 

It depends on the bounty you get from the crime. Stealing one Iron Mace is just a minor crime, with a minor bounty. Higher bounty for mor serious or multiply crimes will launch more harsher punishment.

 

Posted

Downloaded the xpo files and now the animations don't even show me bound, I have everything equipped and even the whole guard taking me to the cell works without fail now.

It doesn't show my character bound though, just the irons on.

I'm having the exact same bug. I just stand normally no matter what the guards do to me.

Posted

Seems nice, played with it a little so far, but have a couple questions.

 

Do you only get punished for certain crimes?  So far I stole one Iron Mace (just to test) and was only led to the stocks, stayed there all day, then got led back to the prison, and stayed there for a few hours (in-game), and nothing else happened.  (All my experiences have been in Whiterun thus far.)

 

I hear people talking about opening this mod in MCM to change the punishment times.  How do you open a mod in MCM?  (Practically zero modding experience, here.)  EDIT:  Oh, I'm an idiot.  It's right there in the main menu.  Never mind me. . .

 

I've had the same "do nothing" glitches when first getting to prison that others have had, but a fresh start (going to a save before committing a crime and redoing it) seemed to clear it.  One thing I did change was to unequip my gear when the Jailer told me to, instead of letting the mod do it for me.

 

The Jailer's pathing around the stocks is wonky.  Twice he got stuck trying to walk into the braizer next to the stocks (waiting one hour moved him out of it, but he went right back in, though didn't get as stuck.)

 

Great start, love where this is going!

The mod punishes you differently depending on how severe your crime was. Spending a day in the stocks would be punishment enough irl/afk (ofc there were no keyboards in those days).

 

You shouldn't have to unequip gear, but I don't think PO "minds" if you do it.

 

I know the pathing is wonky. Not sure what I can do about it, except to encourage the jailer to not stand close to the fire. :)

Posted

 

Downloaded the xpo files and now the animations don't even show me bound, I have everything equipped and even the whole guard taking me to the cell works without fail now.

It doesn't show my character bound though, just the irons on.

I'm having the exact same bug. I just stand normally no matter what the guards do to me.

 

 

Make sure you have the correct/latest version of Zaz Animations, rebuild your FNIS patch, and then make sure you went into the MCM menu and registered them with Sexlab. Did that fix your issue?

Posted

 

Seems nice, played with it a little so far, but have a couple questions.

 

The Jailer's pathing around the stocks is wonky.  Twice he got stuck trying to walk into the braizer next to the stocks (waiting one hour moved him out of it, but he went right back in, though didn't get as stuck.)

 

This happened to me every time in Whiterun. I have the wait and sleep options turned off so my only option was to reload from last save. I finally did a no-no, opened the mod in CK, went to Whiterun world origin and moved and placed the navmesh around the stocks. Now it works great.

 

I've avoided messing with the navmesh, but maybe I should do what you did. What ever works eventually is a good solution in my book, because it's pretty annoying right now.

Posted

 

 

Seems nice, played with it a little so far, but have a couple questions.

 

The Jailer's pathing around the stocks is wonky.  Twice he got stuck trying to walk into the braizer next to the stocks (waiting one hour moved him out of it, but he went right back in, though didn't get as stuck.)

 

This happened to me every time in Whiterun. I have the wait and sleep options turned off so my only option was to reload from last save. I finally did a no-no, opened the mod in CK, went to Whiterun world origin and moved and placed the navmesh around the stocks. Now it works great.

 

I've avoided messing with the navmesh, but maybe I should do what you did. What ever works eventually is a good solution in my book, because it's pretty annoying right now.

 

 

As I stated before, as long as you only save cell by cell it doesn't cause any issues that I've seen so far. Trying to save the entire worldspace is where you run into issues. The smaller worldspaces like Whiterun World, with no mountains or slopes, isn't very hard to work with.

 

It should be easier for you since you have the models to your mod In your files. I had to do guesswork and work the navmesh around two big red triangles with yellow things coming out the sides. lol 

 

I didn't extract the BSA files from your mod because when you submit an update it's a lot easier to find just a big BSA file to remove rather than going through trying to find all the models, textures.. script files .. etc.

 

Posted

 

 

Seems nice, played with it a little so far, but have a couple questions.

 

The Jailer's pathing around the stocks is wonky.  Twice he got stuck trying to walk into the braizer next to the stocks (waiting one hour moved him out of it, but he went right back in, though didn't get as stuck.)

 

This happened to me every time in Whiterun. I have the wait and sleep options turned off so my only option was to reload from last save. I finally did a no-no, opened the mod in CK, went to Whiterun world origin and moved and placed the navmesh around the stocks. Now it works great.

 

I've avoided messing with the navmesh, but maybe I should do what you did. What ever works eventually is a good solution in my book, because it's pretty annoying right now.

 

 

BTW, another thought came to mind. If you absolutely hate to mess with the default navmesh perhaps you might consider this alternative in a future mod. But I know it would be a lot of work, not just the creation but of reworking packages, scripts, etc. But I think it would be really cool.

 

Have the pillory in the town reserved for only minor crimes. Since there is no PC/NPC interaction the navmesh issue wouldn't matter. Have the jailer go back to the jail or a bar or something til it's time to go back to jail. That is sufficient punishment for a minor crime, to be held in stocks in front of the townspeople and the PC's friends possibly. Maybe even add to that humiliation by stripping even for a minor crime, just while in the stocks.

 

Then, for major crimes, add a door to one of the walls in the jail and have it lead to a "shudder" medieval torture chamber. Of course so it won't clash with the outside the passage will have to lead down. Have lots of fire pots, with lots of smoke. Add all sorts of scary torture stuff on the walls and on tables.

 

Then add another door on the far side that leads to a cell holding a few deviant NPC's that pay to watch and participate in the misery of the prisoners. Make just an evil, nasty looking bunch. lol

 

You could even add a few jail cells that hold other prisoners, more unfortunate than the PC character because they have to spend all their time in the torture room. Maybe even have other stocks they are morphed to at certain times, complete with torture also.

 

Eh, just an ideal. It would certainly add to the penalty of a more serious crime.

 

Posted

 

 

 

Seems nice, played with it a little so far, but have a couple questions.

 

The Jailer's pathing around the stocks is wonky.  Twice he got stuck trying to walk into the braizer next to the stocks (waiting one hour moved him out of it, but he went right back in, though didn't get as stuck.)

 

This happened to me every time in Whiterun. I have the wait and sleep options turned off so my only option was to reload from last save. I finally did a no-no, opened the mod in CK, went to Whiterun world origin and moved and placed the navmesh around the stocks. Now it works great.

 

I've avoided messing with the navmesh, but maybe I should do what you did. What ever works eventually is a good solution in my book, because it's pretty annoying right now.

 

 

BTW, another thought came to mind. If you absolutely hate to mess with the default navmesh perhaps you might consider this alternative in a future mod. But I know it would be a lot of work, not just the creation but of reworking packages, scripts, etc. But I think it would be really cool.

 

Have the pillory in the town reserved for only minor crimes. Since there is no PC/NPC interaction the navmesh issue wouldn't matter. Have the jailer go back to the jail or a bar or something til it's time to go back to jail. That is sufficient punishment for a minor crime, to be held in stocks in front of the townspeople and the PC's friends possibly. Maybe even add to that humiliation by stripping even for a minor crime, just while in the stocks.

 

Then, for major crimes, add a door to one of the walls in the jail and have it lead to a "shudder" medieval torture chamber. Of course so it won't clash with the outside the passage will have to lead down. Have lots of fire pots, with lots of smoke. Add all sorts of scary torture stuff on the walls and on tables.

 

Then add another door on the far side that leads to a cell holding a few deviant NPC's that pay to watch and participate in the misery of the prisoners. Make just an evil, nasty looking bunch. lol

 

You could even add a few jail cells that hold other prisoners, more unfortunate than the PC character because they have to spend all their time in the torture room. Maybe even have other stocks they are morphed to at certain times, complete with torture also.

 

Eh, just an ideal. It would certainly add to the penalty of a more serious crime.

 

I tried this with Riften, but ended messing things up due to the navmesh changes. :)

 

I think I know what I did wrong, though, so I'll give it another try.

Posted

 

 

Downloaded the xpo files and now the animations don't even show me bound, I have everything equipped and even the whole guard taking me to the cell works without fail now.

It doesn't show my character bound though, just the irons on.

I'm having the exact same bug. I just stand normally no matter what the guards do to me.

 

 

Make sure you have the correct/latest version of Zaz Animations, rebuild your FNIS patch, and then make sure you went into the MCM menu and registered them with Sexlab. Did that fix your issue?

 

I will give it a shot.

Posted

 

 

 

Downloaded the xpo files and now the animations don't even show me bound, I have everything equipped and even the whole guard taking me to the cell works without fail now.

It doesn't show my character bound though, just the irons on.

I'm having the exact same bug. I just stand normally no matter what the guards do to me.

 

 

Make sure you have the correct/latest version of Zaz Animations, rebuild your FNIS patch, and then make sure you went into the MCM menu and registered them with Sexlab. Did that fix your issue?

 

I will give it a shot.

 

 

Posted

 

 

 

 

Downloaded the xpo files and now the animations don't even show me bound, I have everything equipped and even the whole guard taking me to the cell works without fail now.

It doesn't show my character bound though, just the irons on.

I'm having the exact same bug. I just stand normally no matter what the guards do to me.

 

 

Make sure you have the correct/latest version of Zaz Animations, rebuild your FNIS patch, and then make sure you went into the MCM menu and registered them with Sexlab. Did that fix your issue?

 

I will give it a shot.

 

 

Okay it worked now I think. Thank you very much. ^_^

Posted

 

Seems nice, played with it a little so far, but have a couple questions.

 

Do you only get punished for certain crimes?  So far I stole one Iron Mace (just to test) and was only led to the stocks, stayed there all day, then got led back to the prison, and stayed there for a few hours (in-game), and nothing else happened.  (All my experiences have been in Whiterun thus far.)

 

I hear people talking about opening this mod in MCM to change the punishment times.  How do you open a mod in MCM?  (Practically zero modding experience, here.)  EDIT:  Oh, I'm an idiot.  It's right there in the main menu.  Never mind me. . .

 

I've had the same "do nothing" glitches when first getting to prison that others have had, but a fresh start (going to a save before committing a crime and redoing it) seemed to clear it.  One thing I did change was to unequip my gear when the Jailer told me to, instead of letting the mod do it for me.

 

The Jailer's pathing around the stocks is wonky.  Twice he got stuck trying to walk into the braizer next to the stocks (waiting one hour moved him out of it, but he went right back in, though didn't get as stuck.)

 

Great start, love where this is going!

The mod punishes you differently depending on how severe your crime was. Spending a day in the stocks would be punishment enough irl/afk (ofc there were no keyboards in those days).

 

You shouldn't have to unequip gear, but I don't think PO "minds" if you do it.

 

I know the pathing is wonky. Not sure what I can do about it, except to encourage the jailer to not stand close to the fire. :)

 

 

Yeah, went back and punched a guard and got a lot of action that time.  I'm actually kind of tempted to go to a hold I don't like and go on a werewolf rampage, and see what happens if I get a really high bounty.

 

Excellent work so far, keep it up!  I daresay you're 70-90 percent there!

 

I did have an idea as regards punishments for various levels of crimes.  While you make a good point that just being put in the stocks for a day is sufficient for a minor crime, perhaps different punishment sliders for different levels of crime.  Default for minor crimes might be every six or twelve hours, while major crimes would be every three (and you could change them independently like you can now, if you want more or less common punishment.)  The more severe crimes could also be linked to more severe punishment animations.  So minor crimes might only have your character being fondled and molested, while major crimes can include harder rape and torture animations.  Not sure what all animations are available to make use of.

 

Personally, I'd also like to see the addition of forced blowjobs in the stocks.  (BTW, LOVE the horsebit gag!)

Posted

 

 

 

 

Seems nice, played with it a little so far, but have a couple questions.

 

The Jailer's pathing around the stocks is wonky.  Twice he got stuck trying to walk into the braizer next to the stocks (waiting one hour moved him out of it, but he went right back in, though didn't get as stuck.)

 

This happened to me every time in Whiterun. I have the wait and sleep options turned off so my only option was to reload from last save. I finally did a no-no, opened the mod in CK, went to Whiterun world origin and moved and placed the navmesh around the stocks. Now it works great.

 

I've avoided messing with the navmesh, but maybe I should do what you did. What ever works eventually is a good solution in my book, because it's pretty annoying right now.

 

 

BTW, another thought came to mind. If you absolutely hate to mess with the default navmesh perhaps you might consider this alternative in a future mod. But I know it would be a lot of work, not just the creation but of reworking packages, scripts, etc. But I think it would be really cool.

 

Have the pillory in the town reserved for only minor crimes. Since there is no PC/NPC interaction the navmesh issue wouldn't matter. Have the jailer go back to the jail or a bar or something til it's time to go back to jail. That is sufficient punishment for a minor crime, to be held in stocks in front of the townspeople and the PC's friends possibly. Maybe even add to that humiliation by stripping even for a minor crime, just while in the stocks.

 

Then, for major crimes, add a door to one of the walls in the jail and have it lead to a "shudder" medieval torture chamber. Of course so it won't clash with the outside the passage will have to lead down. Have lots of fire pots, with lots of smoke. Add all sorts of scary torture stuff on the walls and on tables.

 

Then add another door on the far side that leads to a cell holding a few deviant NPC's that pay to watch and participate in the misery of the prisoners. Make just an evil, nasty looking bunch. lol

 

You could even add a few jail cells that hold other prisoners, more unfortunate than the PC character because they have to spend all their time in the torture room. Maybe even have other stocks they are morphed to at certain times, complete with torture also.

 

Eh, just an ideal. It would certainly add to the penalty of a more serious crime.

 

I tried this with Riften, but ended messing things up due to the navmesh changes. :)

 

I think I know what I did wrong, though, so I'll give it another try.

 

 

Rifton would be more tricky to work with than Whiterun because of it upper and lower decks, therefore, two layers of navmesh above and below one another. It's easy to cross vertices that way.

Posted

The pillory animations are not working for me, I have the latest versions of Fnis, Zaz and Sexlab, have run the fnis patch, updated my skeleton. The only animation that works is the whipping. 

 

Edit: Sorry I'll explain that better, the punishment animations while in the pillory do not play aside from the whipping. They show up in zaz as registered, but still do not play : /.

 

Edit2: Fnis isn't reading Prison overhaul, I looked back through the thread and apparently it's normal but that was a while ago... 

 

Edit3: Turns out its all the sex animations, even when not in the pillory, yet they work for other mods : / I am using sexlab 1.57, latest version.

 

Edit4: Alright, so after a lot of messing around, still havent figured this out. Although, I did turn on the debug in Sexlab and watched what it said when one of these animations tried to initiate

 

 

Here is the console report when a scene was trying to initiate.

 

 

Animations[-1]: $ZazAP_SexLabDoggyStyle

Thread[0] - Thread[0]: Entering Making State

NOTICE: ValidateActor(Runeth) -- TRUE -- Cache MISS

[sslActorAlias <alias ActorAlias004 on quest SexLabThread004 (0E061EEf)>]: Slotted 'Runeth'

NOTICE: ValidateActor (Solitude Guard) -- FALSE -- They are a creature that is currently not supported (Nord Race)

Thread(0) - fatal: AddActor(Solitude Guard) Failed to add actor -- they are not a valid target for animation

[sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (0E061EEf)>]: 'Runeth' / '[Actor < (00000014)>]' present during alias clear! This is usually harmless as the alias and actor will correct itself, but usually is a sign that a thread did not close cleanly.

Thread[0] - fatal: StartThread() - Cannot start thread while not in a making state

 

 

 

I believe this has something to do with sexlab 1.57 and not this mod, but the only other version of sexlab I have is one thats too old for this mod, so does anyone have a copy of a version that works with this? 

Posted

Prison Overhaul doesn't add any animations so FNIS wouldn't read it. It uses base Sexlab animations and Zaz Animations, both of which FNIS should be detecting. You could try to debug cleaning option on Sexlab Framework... make sure you restore your desired settings and re-register Zaz animations afterwards. You should also use a savegame cleaner in case of orphaned scripts interfering. If it's still not working, doublecheck it on a new game to see if it's a savegame issue. You can use a mod like Alternate Start or Skyrim Unbound to skip the beginning tutorial.

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