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Posted

Let me add my take on jailor AI discussion.

 

Female jailor left the Whiterun, after releasing my character. I collected few things and wen't to deal with bandits in Valtheim towers. I saw her outside Whiterun, but did not think more of it.

 

I was stalking the bandit chief from the opposite tower, when I saw something moving on the road. Female jailor had walked all the way from Whiterun and was passing the Valtheim towers. She got on to a fight with one of the bandits, killed him and continued her trip down the road.

 

I should have followed lady jailor, but the bandit chief managed to get best of my character (clumsy lass fell from the tower) and I did not track her down.

 

I don't know if she was on her way to Windhelm or Riften, but definetly not back to Whiterun. :shy:

Posted

I think I'd prefer to keep PO free from FNIS as much as possible. Nothing against FNIS, it's just that it makes it harder for most people to install the mod properly.

Everyone has FNIS already anyway, so I don't think that would be an issue.

Posted

 

First of all, I'm just a user of the mod, so take this with a grain of salt.

 

As far as I know, only the bounty in the current hold is considered.  However, you still go to jail whether it's for a major or minor crime.

 

Unless you changed the options in the MCM menu, it would be unusual to get that many whipping events in a row.  I haven't been to Riften with the current version, though, maybe the cross has some effect on the frequency.  Did you see the same in Whiterun?

 

I frequently sleep in the cell, but usually not for more than 3 hours at a time, since the punishment events by default are set to happen every 3 hours.

The cross has no animations for any other content, and the mod picks the pillory when you're jailed. I'll change this in the future, but what this boils down to is....

 

If you get placed in the x-cross, you'll only see whippings for the rest of your time in jail. More variation is needed ...

 

 

The whipping is my favorite punishment anyway ...

 

Posted

 

Found a mod that doesn't work with Prison Overhall - Immersive Patrols.  The patrols are in the various holds gaurd factions but when they arrest the PC character they don't know how to get to the hold prison.

 

Really? patrols I see are default army guys storm cloaks or imperials and the game seems to register them as such: armour mods and behavioural mods and devious regulations treats all my patrolling guys as "army" not "police" Were you close to a hold with the storm cloak model guards perhaps? Or perhaps were testing the "Trigger major/minor Arrest" button can work with any npc, not matter how civilian or unlorefreindly. That could have made soldiers arrest you I guess.

 

 

Oh, wrong mod. Populated Forts Towers and Places adds hold militia patrols that in the hold's guard factions and are bugging when they arrest the player.

Posted

I seem to have an issue with this mod running logs on repeat. My papyrus log has 60k lines, and about 59.5k of them are xpo related. Is there a command where I can fresh start this? I have tried the MCM menu and it hasn't helped in this case.

Posted

I ran a couple searches and didn't see anyone else commenting on this.

 

 

I just got arrested in Windhelm, for murder. They march me off to my cell, everything is working dandy. Right up until it comes time to go to the pillory (or x-cross in this case). The jailor proceeded to march me ALL the way to Riften.

 

Is this a side effect of there still only being one used x-cross, or is something going on that I'm totally confused about (Mod conflict, etc)?

 

 

 

Also: 5 days of marching to Riften (I play max 10 days, 200 gold per day), to sit in the x-cross for a few hours... Most boring prison stint ever.

 

 

 

Edit: Until there are more animations for it, an MCM option to disable the x-cross would be fantastic.

Posted

I ran a couple searches and didn't see anyone else commenting on this.

 

 

I just got arrested in Windhelm, for murder. They march me off to my cell, everything is working dandy. Right up until it comes time to go to the pillory (or x-cross in this case). The jailor proceeded to march me ALL the way to Riften.

 

Is this a side effect of there still only being one used x-cross, or is something going on that I'm totally confused about (Mod conflict, etc)?

 

 

 

Also: 5 days of marching to Riften (I play max 10 days, 200 gold per day), to sit in the x-cross for a few hours... Most boring prison stint ever.

 

 

 

Edit: Until there are more animations for it, an MCM option to disable the x-cross would be fantastic.

 

While I am not sure how Windhelm is supposed to work, two observations from me:

 

* first time I tried Windhelm a similar thing happened, though I was walked in the direction of Whiterun (the location of the PC's previous prison stint, as it were). Took a while for me to catch on actually, my first thought was: "ok, the pillories are in front of the town?! how odd!" Only when we passed bridge nr. 2 I was sure this isn't intended behaviour :lol:  So first a Fast Forward to check if I was right (yes, ended up on the Pillory in Whiterun), then I made a reload to a point before I was arrested.

 

* I reset the mod, since I recall someone saying that you can dodge messy behaviour like that, and tried again. Result: no long ass march to Whiterun, in fact, no march at all. I spend 24 hours in the prison cell (the TINY cell, especially with a follower) and all punishments took place there. Intended? No clue. All I know is I also don't spot pillories anywhere outside the palace in Windhelm, so it's possible.

 

Anyway, I wasn't able to finish that second attempt at a Windhelm prison time either, because when i am marched outside to get my stuff back, everytime a Traveller vampire + Gargoyle attacked. Didn't kill me, but bugged out the Jailer, she just walked back inside then, leaving me and Serena standing in the snow looking silly and freezing our asses off. So in the end I did a reload and paid my bounty and said to myself: no more prison in Windhelm!

Posted

 

Anyway, I wasn't able to finish that second attempt at a Windhelm prison time either, because when i am marched outside to get my stuff back, everytime a Traveller vampire + Gargoyle attacked. Didn't kill me, but bugged out the Jailer, she just walked back inside then, leaving me and Serena standing in the snow looking silly and freezing our asses off. So in the end I did a reload and paid my bounty and said to myself: no more prison in Windhelm!

 

 

This is a real pain when the jailer gets interrupted, I had it happen in Dawnstar with a dragon attack. I found reloading to just before leaving the prison and using the XPO fast forward got round it as the scene then completed just before the dragon arrived.

 

Posted

I'm having the problem that wrong animations get played. For instance, when the PC is to be placed in the pillory, an estrus chaurus animation gets played instead, as shown in the screenshot.

 

post-368191-0-71464400-1403953022_thumb.png

 

I've tried:

- putting PO before estrus in the load order

- putting PO after estrus in the load order

 
Each time, I ran LOOT and FNIS, started a new game, and followed estrus' in-game reinstall instructions -- but no dice.
 
Any tips on how to proceed?
 
Posted

Hi guys, is there a way I can add custom prison sentence durations? I feel 10 days is too short for some of the more heinous crimes, and would like to be able to set the duration to be longer to encourage trying to escape rather than just waiting it out.

Posted

 

I'm having the problem that wrong animations get played. For instance, when the PC is to be placed in the pillory, an estrus chaurus animation gets played instead, as shown in the screenshot.

 

enb 2014_06_28 11_58_54_20.png

 

I've tried:

- putting PO before estrus in the load order

- putting PO after estrus in the load order

 

Each time, I ran LOOT and FNIS, started a new game, and followed estrus' in-game reinstall instructions -- but no dice.

 

Any tips on how to proceed?

 

loadorder.txt

It looks like your animations may have been overwritten. Try reinstalling the two mods and see if that fixes it. Make sure your fnis log is successful too

Posted

I'm having the problem that wrong animations get played. For instance, when the PC is to be placed in the pillory, an estrus chaurus animation gets played instead, as shown in the screenshot.

 

attachicon.gifenb 2014_06_28 11_58_54_20.png

 

I've tried:

- putting PO before estrus in the load order

- putting PO after estrus in the load order

 

Each time, I ran LOOT and FNIS, started a new game, and followed estrus' in-game reinstall instructions -- but no dice.

 

Any tips on how to proceed?

 

attachicon.gifloadorder.txt

Sounds like a problem with SexLab somehow not picking the right animations? Is everything in the log ok? What does SexLab think you're playing (it usually outputs animation names).

Posted

Hi guys, is there a way I can add custom prison sentence durations? I feel 10 days is too short for some of the more heinous crimes, and would like to be able to set the duration to be longer to encourage trying to escape rather than just waiting it out.

The problem is that escaping doesn't really do anything except that you can run away again. You still have the bounty on your head....

Posted

 

 

First of all, I'm just a user of the mod, so take this with a grain of salt.

 

As far as I know, only the bounty in the current hold is considered.  However, you still go to jail whether it's for a major or minor crime.

 

Unless you changed the options in the MCM menu, it would be unusual to get that many whipping events in a row.  I haven't been to Riften with the current version, though, maybe the cross has some effect on the frequency.  Did you see the same in Whiterun?

 

I frequently sleep in the cell, but usually not for more than 3 hours at a time, since the punishment events by default are set to happen every 3 hours.

The cross has no animations for any other content, and the mod picks the pillory when you're jailed. I'll change this in the future, but what this boils down to is....

 

If you get placed in the x-cross, you'll only see whippings for the rest of your time in jail. More variation is needed ...

 

 

Do you have any interest in meshing with Slaverun? There's now a pillory and an x-cross in my cell (and a table full of anal eggs, but that's probably pushing it*), and it'd be nice if they got used.

 

* pun intended

 

That would be cool. Not sure how best to go about it though.

 

Prison Overhaul selects punishments based on what keywords attached to items. So if there's a punishment furniture attached to a pillory, it will use that pillory.

 

Problem is that PO isn't a master, so using PO keywords in other mods would be harder. Maybe I can find some workaround where it dynamically searches for Zap keywords, since that master is shared.

 

I'll see what I can figure out....

Posted

I seem to have an issue with this mod running logs on repeat. My papyrus log has 60k lines, and about 59.5k of them are xpo related. Is there a command where I can fresh start this? I have tried the MCM menu and it hasn't helped in this case.

What does it say? Sounds like an error, and it's not likely to go away ..... if you were actively running prison overhaul, the logs should be there though (by design).

 

Is it annoying you? Problem is that it helps me immensely during development, and they're only active when you're actively using the mod (or that's the plan at least).

Posted

Everytime I uninstall this mod and then start up the game without it, the game crashes at start up. I get to see the logo for the game and then it crashes so I don't even get to click load or continue. Its completely fine if I just install it again. Does anyone know what the problem is? I tried uninstalling it through the mod manager and I tried just manually deleting the files that came with the mod. Neither works.

 

The mod itself works fine and I have no problems using it but I just don't want the system there for my normal playthrough.

Posted

 

 

 

Do you have any interest in meshing with Slaverun? There's now a pillory and an x-cross in my cell (and a table full of anal eggs, but that's probably pushing it*), and it'd be nice if they got used.

 

* pun intended

 

That would be cool. Not sure how best to go about it though.

 

Prison Overhaul selects punishments based on what keywords attached to items. So if there's a punishment furniture attached to a pillory, it will use that pillory.

 

Problem is that PO isn't a master, so using PO keywords in other mods would be harder. Maybe I can find some workaround where it dynamically searches for Zap keywords, since that master is shared.

 

I'll see what I can figure out....

 

 

You can pull stuff from other mods without needing them to be masters with GetFormFromFile (there's also a way of testing for a mod being loaded without producing an error if it isn't there - but I can't remember it at the moment). From the killer bees example there, perhaps the most elegant way would be for you to add a formlist for thingsInWhiterunPrisonPOCanUse, and other mods can push things into that...

 

Posted

Everytime I uninstall this mod and then start up the game without it, the game crashes at start up. I get to see the logo for the game and then it crashes so I don't even get to click load or continue. Its completely fine if I just install it again. Does anyone know what the problem is? I tried uninstalling it through the mod manager and I tried just manually deleting the files that came with the mod. Neither works.

 

The mod itself works fine and I have no problems using it but I just don't want the system there for my normal playthrough.

 

Crashing on startup like that is almost always a case of a mod missing a dependency. Did you deactivate any other mods at the same time? Do you have any mods depending upon or patches for PO that you failed to deactivate along with PO?

 

Posted

 

 

Do you have any interest in meshing with Slaverun? There's now a pillory and an x-cross in my cell (and a table full of anal eggs, but that's probably pushing it*), and it'd be nice if they got used.

 

* pun intended

That would be cool. Not sure how best to go about it though.

 

Prison Overhaul selects punishments based on what keywords attached to items. So if there's a punishment furniture attached to a pillory, it will use that pillory.

 

Problem is that PO isn't a master, so using PO keywords in other mods would be harder. Maybe I can find some workaround where it dynamically searches for Zap keywords, since that master is shared.

 

I'll see what I can figure out....

 

 

You can pull stuff from other mods without needing them to be masters with GetFormFromFile (there's also a way of testing for a mod being loaded without producing an error if it isn't there - but I can't remember it at the moment). From the killer bees example there, perhaps the most elegant way would be for you to add a formlist for thingsInWhiterunPrisonPOCanUse, and other mods can push things into that...

 

Function UpdateSoftLinks()
	zadDeviousBelt = None
	
	int Mods = Game.GetModCount()
	int i
	While i < Mods
		string Modname = Game.GetModName(i)
		If Modname == "Devious Devices - Assets.esm"
			zadDeviousBelt = Game.GetFormFromFile(0x02003330, "Devious Devices - Assets.esm") As Keyword
			Debug.Trace(Self + ": found Devious Devices - Assets.esm")
		EndIf
		i += 1
	EndWhile
EndFunction
This example is from Sexlab Aroused, it shows how to create a "soft" link to another mod without an error being logged in the Papyrus log if the target mod isn't present. With a little work that function could be made a generic one that is called with a form to fill and the name of the mod it would be found in.
Posted

 

 

Everytime I uninstall this mod and then start up the game without it, the game crashes at start up. I get to see the logo for the game and then it crashes so I don't even get to click load or continue. Its completely fine if I just install it again. Does anyone know what the problem is? I tried uninstalling it through the mod manager and I tried just manually deleting the files that came with the mod. Neither works.

 

The mod itself works fine and I have no problems using it but I just don't want the system there for my normal playthrough.

Crashing on startup like that is almost always a case of a mod missing a dependency. Did you deactivate any other mods at the same time? Do you have any mods depending upon or patches for PO that you failed to deactivate along with PO?

If you have dual sheath redux or asis or some other skyproc mod, make sure you rerun the patch after you uninstall things to erase that dependency.

 

Edit: also, if you're attempting to resume a save game, run the save cleaner.

Posted

 

I seem to have an issue with this mod running logs on repeat. My papyrus log has 60k lines, and about 59.5k of them are xpo related. Is there a command where I can fresh start this? I have tried the MCM menu and it hasn't helped in this case.

What does it say? Sounds like an error, and it's not likely to go away ..... if you were actively running prison overhaul, the logs should be there though (by design).

 

Is it annoying you? Problem is that it helps me immensely during development, and they're only active when you're actively using the mod (or that's the plan at least).

 

It doesn't annoy me, but in my papyrus log I had 60k lines of text. 58k was xpo. I did restart my game and noticed they aren't present. Maybe worth checking out to see if the reset functions are working properly. I suspected it had to do with my crashes.

Posted

 

 

 

 

Do you have any interest in meshing with Slaverun? There's now a pillory and an x-cross in my cell (and a table full of anal eggs, but that's probably pushing it*), and it'd be nice if they got used.

 

* pun intended

That would be cool. Not sure how best to go about it though.

 

Prison Overhaul selects punishments based on what keywords attached to items. So if there's a punishment furniture attached to a pillory, it will use that pillory.

 

Problem is that PO isn't a master, so using PO keywords in other mods would be harder. Maybe I can find some workaround where it dynamically searches for Zap keywords, since that master is shared.

 

I'll see what I can figure out....

 

 

You can pull stuff from other mods without needing them to be masters with GetFormFromFile (there's also a way of testing for a mod being loaded without producing an error if it isn't there - but I can't remember it at the moment). From the killer bees example there, perhaps the most elegant way would be for you to add a formlist for thingsInWhiterunPrisonPOCanUse, and other mods can push things into that...

 

 

Function UpdateSoftLinks()
	zadDeviousBelt = None
	
	int Mods = Game.GetModCount()
	int i
	While i < Mods
		string Modname = Game.GetModName(i)
		If Modname == "Devious Devices - Assets.esm"
			zadDeviousBelt = Game.GetFormFromFile(0x02003330, "Devious Devices - Assets.esm") As Keyword
			Debug.Trace(Self + ": found Devious Devices - Assets.esm")
		EndIf
		i += 1
	EndWhile
EndFunction
This example is from Sexlab Aroused, it shows how to create a "soft" link to another mod without an error being logged in the Papyrus log if the target mod isn't present. With a little work that function could be made a generic one that is called with a form to fill and the name of the mod it would be found in.

 

 

The method I couldn't remember was GetModByName which doesn't mean looping through all of them. Not that there's anything wrong with that.

 

Posted

You can pull stuff from other mods without needing them to be masters with GetFormFromFile (there's also a way of testing for a mod being loaded without producing an error if it isn't there - but I can't remember it at the moment). From the killer bees example there, perhaps the most elegant way would be for you to add a formlist for thingsInWhiterunPrisonPOCanUse, and other mods can push things into that...

The problem is that PO has been relying on the pillories being found at quest start, which requires the items to have the right keywords set by the CK.

 

That system won't work well in the future, even for PO. I think what you propose could very well be a good way for mods to customize PO behavior and add to it.

 

Right now I'm working on the next version of Zaz Animation Pack, so kind of busy at the moment. I'm hoping to get more time for this during the summer though.

 

Let's pray for lots of rain .... :)

Posted

 

 

 

Do you have any interest in meshing with Slaverun? There's now a pillory and an x-cross in my cell (and a table full of anal eggs, but that's probably pushing it*), and it'd be nice if they got used.

 

* pun intended

That would be cool. Not sure how best to go about it though.

 

Prison Overhaul selects punishments based on what keywords attached to items. So if there's a punishment furniture attached to a pillory, it will use that pillory.

 

Problem is that PO isn't a master, so using PO keywords in other mods would be harder. Maybe I can find some workaround where it dynamically searches for Zap keywords, since that master is shared.

 

I'll see what I can figure out....

 

 

You can pull stuff from other mods without needing them to be masters with GetFormFromFile (there's also a way of testing for a mod being loaded without producing an error if it isn't there - but I can't remember it at the moment). From the killer bees example there, perhaps the most elegant way would be for you to add a formlist for thingsInWhiterunPrisonPOCanUse, and other mods can push things into that...

 

Function UpdateSoftLinks()
	zadDeviousBelt = None
	
	int Mods = Game.GetModCount()
	int i
	While i < Mods
		string Modname = Game.GetModName(i)
		If Modname == "Devious Devices - Assets.esm"
			zadDeviousBelt = Game.GetFormFromFile(0x02003330, "Devious Devices - Assets.esm") As Keyword
			Debug.Trace(Self + ": found Devious Devices - Assets.esm")
		EndIf
		i += 1
	EndWhile
EndFunction
This example is from Sexlab Aroused, it shows how to create a "soft" link to another mod without an error being logged in the Papyrus log if the target mod isn't present. With a little work that function could be made a generic one that is called with a form to fill and the name of the mod it would be found in.

 

If you want to check if a mod is installed, I think this function: http://www.creationkit.com/GetModByName_-_Game does exactly that, and does not require looping over all installed mods.

 

I'll admit to not having tested it, as the only case I've had to dynamically link to mods before was itself which has a utility function to access the main quest. (And Zap SexLab integration before SL introduced a similar function.)

Posted

 

 

I seem to have an issue with this mod running logs on repeat. My papyrus log has 60k lines, and about 59.5k of them are xpo related. Is there a command where I can fresh start this? I have tried the MCM menu and it hasn't helped in this case.

What does it say? Sounds like an error, and it's not likely to go away ..... if you were actively running prison overhaul, the logs should be there though (by design).

 

Is it annoying you? Problem is that it helps me immensely during development, and they're only active when you're actively using the mod (or that's the plan at least).

 

It doesn't annoy me, but in my papyrus log I had 60k lines of text. 58k was xpo. I did restart my game and noticed they aren't present. Maybe worth checking out to see if the reset functions are working properly. I suspected it had to do with my crashes.

 

I think the reset function does what it's supposed to, but it's not a magic bullet. When you upgrade mods, leftovers from the previous installation will continue to haunt your save forever (or until you clean it with tools).

 

Still, if you see this again, have a quick look in the log and if you see a single line or problem repeating, just copy it in a PM or to this forum, and I'll see what I can do about it.

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