razgriz416 Posted June 28, 2014 Posted June 28, 2014 I ran a couple searches and didn't see anyone else commenting on this. Â Â 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. Â 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)? Â Â Â 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. Â Â Â Edit: Until there are more animations for it, an MCM option to disable the x-cross would be fantastic.
five_by_five Posted June 28, 2014 Posted June 28, 2014 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  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!
Slorm Posted June 28, 2014 Posted June 28, 2014  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. Â
orgs1n Posted June 28, 2014 Posted June 28, 2014 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.   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? Â
BloodSplatter Posted June 28, 2014 Posted June 28, 2014 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.
LordZulten Posted June 28, 2014 Posted June 28, 2014  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
xaz Posted June 30, 2014 Author Posted June 30, 2014 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 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).
xaz Posted June 30, 2014 Author Posted June 30, 2014 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....
xaz Posted June 30, 2014 Author Posted June 30, 2014   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....
xaz Posted June 30, 2014 Author Posted June 30, 2014 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). Â 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).
gamefreak999 Posted June 30, 2014 Posted June 30, 2014 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. Â 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.
Quisling Posted June 30, 2014 Posted June 30, 2014    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... Â
traveller_phi Posted June 30, 2014 Posted June 30, 2014 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. Â 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. Â 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? Â
WaxenFigure Posted June 30, 2014 Posted June 30, 2014 Â Â 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. Â * pun intended That would be cool. Not sure how best to go about it though. Â 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. Â 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. Â I'll see what I can figure out.... Â Â 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... Â 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.
jfraser Posted June 30, 2014 Posted June 30, 2014   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.
LordZulten Posted June 30, 2014 Posted June 30, 2014 Â 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). Â 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). Â 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.
Quisling Posted June 30, 2014 Posted June 30, 2014     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. Â
xaz Posted June 30, 2014 Author Posted June 30, 2014 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. Â 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. Â 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. Â Let's pray for lots of rain ....
xaz Posted June 30, 2014 Author Posted June 30, 2014    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.)
xaz Posted June 30, 2014 Author Posted June 30, 2014   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.
xaz Posted June 30, 2014 Author Posted June 30, 2014      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.  You beat me to it ...
Mayubutt Posted July 1, 2014 Posted July 1, 2014 (edited) For some reason, when I get put in the stocks and a scene begins, the guards go hostile and beat me down, which triggers the Death Alternative mod once I blackout. What's causing this aggression and how can I fix it? Edited July 1, 2014 by Mayubutt
shinji72 Posted July 1, 2014 Posted July 1, 2014 Could be some combat mod. Have you installed ultimate combat
Mayubutt Posted July 1, 2014 Posted July 1, 2014 No ultimate combat,but I do have several overhaul mods.
tkh1600 Posted July 2, 2014 Posted July 2, 2014 this is bad it appear this mod somehow don't work with newst sexlab
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