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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.

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?

I think that from the log SexLab has a problem with the particular actor that PO selected. I guess 'Runeth' is your character (from the id it appears to be the player character)?

 

Do you use any race mods that change races, guards or similar? The check that fails the thread checks that if one of the following three conditions is true, it will pass....

1. It is the player (it is not)

2. It has the ActorTypeNPC keyword (should have, but your guards may not?)

3. Creatures are allowed and the creature in question is allowed

 

Selection criteria for Prison Overhaul is a bit more complex, but points 1 and 2 are both required for an actor to be selected.

 

My guess would be that something is off in your SexLab installation somehow, because Solitude guards should be possible to SexLab animate. You can probably verify if solitude guards are possible to SexLab by using other mods or SexLab itself.

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?

I think that from the log SexLab has a problem with the particular actor that PO selected. I guess 'Runeth' is your character (from the id it appears to be the player character)?

 

Do you use any race mods that change races, guards or similar? The check that fails the thread checks that if one of the following three conditions is true, it will pass....

1. It is the player (it is not)

2. It has the ActorTypeNPC keyword (should have, but your guards may not?)

3. Creatures are allowed and the creature in question is allowed

 

Selection criteria for Prison Overhaul is a bit more complex, but points 1 and 2 are both required for an actor to be selected.

 

My guess would be that something is off in your SexLab installation somehow, because Solitude guards should be possible to SexLab animate. You can probably verify if solitude guards are possible to SexLab by using other mods or SexLab itself.

 

In my case I did not have to do anything, just integrate all ZsZ animations v5.52 on SexLab v1.57, I believe that all or most of the animation work, the Pilory animations work! :blush:

 

this screens is from Solitude prision.. post-204983-0-29893300-1401568506_thumb.jpg post-204983-0-09296000-1401568745_thumb.jpg post-204983-0-29794000-1401569129_thumb.jpg post-204983-0-31861800-1401569169_thumb.jpg post-204983-0-64536800-1401569201_thumb.jpg

Posted

Wow, those screens. So hot!

 

How did you get her to do such exquisite facial expressions? Or did you just create her with that expression? Personally, I'd love animations that change my character's face. I'm tired of her not reacting to being raped.

Posted

Wow, those screens. So hot!

 

How did you get her to do such exquisite facial expressions? Or did you just create her with that expression? Personally, I'd love animations that change my character's face. I'm tired of her not reacting to being raped.

 

There's a Use Facial Animations option under Sexlab Framework. You can either use facial expressions or lip sync but both at the same time is buggy according to the tooltip info. Lip sync doesn't look that great to be honest... the facial expressions option is the one I prefer.

Posted

I've been using the current version of SexLba, and have had no real issues so far (though my animations don't line up nearly as well as the ones in those screens!)

Posted

I keep getting sent to the cell xpoProps (the one with a chest, a jailer and the trapdoor to Windhelm prision) instead of the appropriate prison. There, nothing happens except the jailer punishing me from time to time.
Has anyone managed to solve this? I know that it has nothing to do with load order.

 

 

This log is from an arrest in Falkreath with SL 1.75 and XPO 029.

 

[05/31/2014 - 11:50:39PM] Error: alias Follower on quest xpoMain (F80012C7): Cannot force the alias's reference to a None reference.
stack:
[alias Follower on quest xpoMain (F80012C7)].ReferenceAlias.ForceRefTo() - "" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: alias BelongingsChest on quest xpoMain (F80012C7): Cannot force the alias's reference to a None reference.
stack:
[alias BelongingsChest on quest xpoMain (F80012C7)].ReferenceAlias.ForceRefTo() - "" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: alias CellDoor on quest xpoMain (F80012C7): Cannot force the alias's reference to a None reference.
stack:
[alias CellDoor on quest xpoMain (F80012C7)].xpoCellDoor.ForceRefTo() - "" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: alias Pillory on quest xpoMain (F80012C7): Cannot force the alias's reference to a None reference.
stack:
[alias Pillory on quest xpoMain (F80012C7)].ReferenceAlias.ForceRefTo() - "" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: alias OutsidePrison on quest xpoMain (F80012C7): Cannot force the alias's reference to a None reference.
stack:
[alias OutsidePrison on quest xpoMain (F80012C7)].ReferenceAlias.ForceRefTo() - "" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: Cannot call GetAngleZ() on a None object, aborting function call
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerAtChest() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Warning: Assigning None to a non-object variable named "::temp10"
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerAtChest() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: Cannot call GetAngleZ() on a None object, aborting function call
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerAtChest() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Warning: Assigning None to a non-object variable named "::temp11"
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerAtChest() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: (F8033243): cannot be moved to a None object's location.
stack:
[ (F8033243)].ObjectReference.MoveTo() - "" Line ?
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerAtChest() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: Cannot call GetAngleZ() on a None object, aborting function call
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerInsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Warning: Assigning None to a non-object variable named "::temp10"
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerInsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: Cannot call GetAngleZ() on a None object, aborting function call
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerInsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Warning: Assigning None to a non-object variable named "::temp11"
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerInsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: (F80337A8): cannot be moved to a None object's location.
stack:
[ (F80337A8)].ObjectReference.MoveTo() - "" Line ?
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerInsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: Cannot call GetAngleZ() on a None object, aborting function call
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerOutsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Warning: Assigning None to a non-object variable named "::temp10"
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerOutsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: Cannot call GetAngleZ() on a None object, aborting function call
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerOutsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Warning: Assigning None to a non-object variable named "::temp11"
stack:
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerOutsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: (F8033244): cannot be moved to a None object's location.
stack:
[ (F8033244)].ObjectReference.MoveTo() - "" Line ?
.xpoutil.PlaceRelative() - "xpoUtil.psc" Line ?
[xpoJailVars (F801B1CA)].xpojailvars.PlaceMarkerOutsideCell() - "xpoJailVars.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: Cannot call SetAV() on a None object, aborting function call
stack:
[DialogueFollower (000750BA)].exp_dialoguefollowerscript.FollowerWait() - "DialogueFollowerScript.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:39PM] Error: Cannot call SetAV() on a None object, aborting function call
stack:
[DialogueFollower (000750BA)].exp_dialoguefollowerscript.AnimalWait() - "DialogueFollowerScript.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.TriggerArrest() - "xazpEscortToPrison.psc" Line ?
[xpoMain (F80012C7)].xazpescorttoprison.SimpleArrest() - "xazpEscortToPrison.psc" Line ?
.xpo_TIF__000267E1.Fragment_4() - "xpo_TIF__000267E1.psc" Line ?
[05/31/2014 - 11:50:43PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].zbfEffectBondage.RegisterForSingleUpdate() - "" Line ?
[None].zbfEffectBondage.RegisterForAnotherUpdate() - "zbfEffectBondage.psc" Line ?
[None].zbfEffectBondage.OnEffectStart() - "zbfEffectBondage.psc" Line ?

 

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?

I think that from the log SexLab has a problem with the particular actor that PO selected. I guess 'Runeth' is your character (from the id it appears to be the player character)?

 

Do you use any race mods that change races, guards or similar? The check that fails the thread checks that if one of the following three conditions is true, it will pass....

1. It is the player (it is not)

2. It has the ActorTypeNPC keyword (should have, but your guards may not?)

3. Creatures are allowed and the creature in question is allowed

 

Selection criteria for Prison Overhaul is a bit more complex, but points 1 and 2 are both required for an actor to be selected.

 

My guess would be that something is off in your SexLab installation somehow, because Solitude guards should be possible to SexLab animate. You can probably verify if solitude guards are possible to SexLab by using other mods or SexLab itself.

 

 

Thanks for your reply! Firstly, I have been using sexlab with SD+ for a long while now and never had this issue, I haven't used race mods or the like no.

Now, I had a look and yeah the animations seem to fail for SD+ as well since I installed the latest Sexlab (which I installed for this mod). I opened up all the sexlab related mods in the CK to look at the keyword and none of them have the ActorTypeNPC keyword. Then I loaded up just skyrim in the CK and they don't have the keyword in that either, I've never seen it in there to be honest. And didn't have an issue in the past with Sexlab working : /

 

Edit: Well, I started a new game and it all worked in it, both at solitude and other places. So the problem lies in my save game, one thing I did notice was that "Sexlab" appears twice in my MCM menu, but one doesnt do anything and the other is the updated version. Could be related to my issue. Any suggestions how I might fix my save game to work? Clean reinstall perhaps?

Posted

Is this going to be updated to work with the latest Sexlab? When I launch the game it gives a warning saying this was made for an older version of Sexlab.

The warning is what it is. It's a warning telling you that it has not been tested with 1.57. I'll clarify what the warning means in the next version of PO.

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?

I think that from the log SexLab has a problem with the particular actor that PO selected. I guess 'Runeth' is your character (from the id it appears to be the player character)?

 

Do you use any race mods that change races, guards or similar? The check that fails the thread checks that if one of the following three conditions is true, it will pass....

1. It is the player (it is not)

2. It has the ActorTypeNPC keyword (should have, but your guards may not?)

3. Creatures are allowed and the creature in question is allowed

 

Selection criteria for Prison Overhaul is a bit more complex, but points 1 and 2 are both required for an actor to be selected.

 

My guess would be that something is off in your SexLab installation somehow, because Solitude guards should be possible to SexLab animate. You can probably verify if solitude guards are possible to SexLab by using other mods or SexLab itself.

 

 

Thanks for your reply! Firstly, I have been using sexlab with SD+ for a long while now and never had this issue, I haven't used race mods or the like no.

Now, I had a look and yeah the animations seem to fail for SD+ as well since I installed the latest Sexlab (which I installed for this mod). I opened up all the sexlab related mods in the CK to look at the keyword and none of them have the ActorTypeNPC keyword. Then I loaded up just skyrim in the CK and they don't have the keyword in that either, I've never seen it in there to be honest. And didn't have an issue in the past with Sexlab working : /

 

Edit: Well, I started a new game and it all worked in it, both at solitude and other places. So the problem lies in my save game, one thing I did notice was that "Sexlab" appears twice in my MCM menu, but one doesnt do anything and the other is the updated version. Could be related to my issue. Any suggestions how I might fix my save game to work? Clean reinstall perhaps?

 

First of all, backup your old save before any cleaning. :)

 

I recommend this mod for save cleaning: http://www.nexusmods.com/skyrim/mods/52363/?

 

You should also check out the various "restart/rebuild" options in SexLab. They may be able to solve your problems as well. You may have to run this together with the save cleaner above to get rid of all issues.

 

It is very promising that it works in a new game. That usually means that your save is fixable, and it's just some properties on quests that need to be reinitialized from the mod or similar.

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?

I think that from the log SexLab has a problem with the particular actor that PO selected. I guess 'Runeth' is your character (from the id it appears to be the player character)?

 

Do you use any race mods that change races, guards or similar? The check that fails the thread checks that if one of the following three conditions is true, it will pass....

1. It is the player (it is not)

2. It has the ActorTypeNPC keyword (should have, but your guards may not?)

3. Creatures are allowed and the creature in question is allowed

 

Selection criteria for Prison Overhaul is a bit more complex, but points 1 and 2 are both required for an actor to be selected.

 

My guess would be that something is off in your SexLab installation somehow, because Solitude guards should be possible to SexLab animate. You can probably verify if solitude guards are possible to SexLab by using other mods or SexLab itself.

 

 

Thanks for your reply! Firstly, I have been using sexlab with SD+ for a long while now and never had this issue, I haven't used race mods or the like no.

Now, I had a look and yeah the animations seem to fail for SD+ as well since I installed the latest Sexlab (which I installed for this mod). I opened up all the sexlab related mods in the CK to look at the keyword and none of them have the ActorTypeNPC keyword. Then I loaded up just skyrim in the CK and they don't have the keyword in that either, I've never seen it in there to be honest. And didn't have an issue in the past with Sexlab working : /

 

Edit: Well, I started a new game and it all worked in it, both at solitude and other places. So the problem lies in my save game, one thing I did notice was that "Sexlab" appears twice in my MCM menu, but one doesnt do anything and the other is the updated version. Could be related to my issue. Any suggestions how I might fix my save game to work? Clean reinstall perhaps?

 

First of all, backup your old save before any cleaning. :)

 

I recommend this mod for save cleaning: http://www.nexusmods.com/skyrim/mods/52363/?

 

You should also check out the various "restart/rebuild" options in SexLab. They may be able to solve your problems as well. You may have to run this together with the save cleaner above to get rid of all issues.

 

It is very promising that it works in a new game. That usually means that your save is fixable, and it's just some properties on quests that need to be reinitialized from the mod or similar.

 

 

It's fixed. I actually already had that save cleaner :) But I just went ahead and uninstalled all Sexlab related mods as well as sexlab, saved, cleaned my save, and then reinstalled everything again and now it all works very well. The only thing I noticed was that Zaz doesn't detect sexlab when I went to register the animations, but they seem to be working anyway. Including the pillory ones.

 

Thanks a bunch for your help guys, you are great :)

Posted

Update

* Clean up of some properties from v028.

* Followers are also jailed and punished with the player. Followers can be forced to punish the player.

* Bug: Mod can now run without resetting.

* Clean up of scripts.

* Fast forward can now be set to permanent from the console ("set xpoFastForward to 2"). MCM coming....

 

Warning:

This version requires Zaz 5.53 which is still a preview version. I have made some fairly large changes that may break compatibility with some other mods (SD+ currently will have conflicts).

 

If you're not happy with this, wait with upgrading...

 

post-79381-0-55464700-1401659525_thumb.jpgpost-79381-0-88647700-1401659534_thumb.jpg

Posted

Warning:

This version requires Zaz 5.53 which is still a preview version. I have made some fairly large changes that may break compatibility with some other mods (SD+ currently will have conflicts).

 

 

I had just started a fresh game with a streamlined set of mods, XPO always makes the cut, but I'm also trying SD+.  I would like to try your new mod but curious what the conflicts would be, in particular with SD+?  Are they game breaking or simply annoying?

 

I like what you've done with this upgrade and if it is a game breaking conflict I will give it a go next time.  Thanks for the steady improvements!

Posted

* Followers are also jailed and punished with the player. Followers can be forced to punish the player.

OMG, Thank you! That is the best!

 

I play with UFO, how many followers will it account for? Do I have to limit myself to just one?

 

I'll give this upgrade a shot and see if it's a bit more stable than the previous version. I'll let you know how that goes!

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