xaz Posted August 17, 2014 Author Posted August 17, 2014 Using SL1.59 and there are some problems. Forced Reset had been applied to PO @Bane_Master - Patch no longer works DD items are left on the pc @Xaz 1/ As reported by tarl7 the whipping is now doing a lot of damage. On my level 19 pc it took my health down to around 25% (EDIT3: This may have just been a glitch as it didn't happen in Riften) 2/ At end of pillory scene (tested in Falkreath) when the jailer takes the prisoner back to the cells as second pillory is fitted to the pc which stays attached even in the cell (so the pc is still in a pillory while in the jail cell). Haven't been able to test the jail cell routines yet EDIT: Regarding the pillory issue, the good news is that it seems to be just a graphical artefact, if you jump then it disappears. A second pillory gets added when the Jailer releases you (see screenshot) ScreenShot2.jpg EDIT2: The rest of it in jail plays out fine though whipping in jail does so much damage it triggers Defeat (had to set it down to 1% to stop it clashing) - see EDIT3 looks like it was just a glitch I can't tell for sure, but it looks like the collar is not the Prison Overhaul collar. Please double check that you're wearing the vanilla collar, and not something from Devious Devices. I have no idea how whipping can kill you. It doesn't in my game (hardly delivers any damage) and it shouldn't. The whip is set to 1. Skill does not affect damage output 2. The whip can not deliver critical strikes 3. Whip does 2 points of damage If you get killed while wearing a collar that heals for 10hp per second under those circumstances, then I'm not sure how you can die? If you're up to it, try it without the DD patch. If not, I'll assume it's the collar that's not fixed. If this isn't fixed (by me or bane_master), "tgm" in the console is your temporary friend.
xaz Posted August 17, 2014 Author Posted August 17, 2014 The mod works fine except my player refuses to make gag noises. they can make noise when i manually equip a gag from my inventory, but when the gag is put on by a guard the gag sounds won't play. Is this a bug? or have the sounds from the zaz pack just not been implemented yet? Gag sounds are controlled by the modder when gags are equipped. Vanilla gags will make sounds, but the PO gags do not have this enabled.
PubliusNV Posted August 17, 2014 Posted August 17, 2014 I just did the Dark Brotherhood quest (where you poison the fake emperor) while at level 66 and with a ton of items in my inventory. That quest puts a 1500 bounty on you in Solitude, and I decided to see if XPO still worked that late in the game (it's been weeks with this same game since my PC was last arrested). I got the dialog with the guard, said I'd go to prison, then after a while the gag appeared, then nothing seemed to happen. It took literally 5 to 10 minutes of my PC and the guard just standing there before her sword was unequipped, and then a while longer before she was stripped and the march to the prison started. I don't know whether it's script lag, a slow CPU, or having an excessive number of items in inventory, but the mod still worked despite looking like nothing was happening for a very long time. So if you run into the problem with the guard seeming not to do anything, try being very very patient.
xaz Posted August 17, 2014 Author Posted August 17, 2014 I just did the Dark Brotherhood quest (where you poison the fake emperor) while at level 66 and with a ton of items in my inventory. That quest puts a 1500 bounty on you in Solitude, and I decided to see if XPO still worked that late in the game (it's been weeks with this same game since my PC was last arrested). I got the dialog with the guard, said I'd go to prison, then after a while the gag appeared, then nothing seemed to happen. It took literally 5 to 10 minutes of my PC and the guard just standing there before her sword was unequipped, and then a while longer before she was stripped and the march to the prison started. I don't know whether it's script lag, a slow CPU, or having an excessive number of items in inventory, but the mod still worked despite looking like nothing was happening for a very long time. So if you run into the problem with the guard seeming not to do anything, try being very very patient. That 1500 bounty was the reason I wrote Prison Overhaul..... Not sure what to do about that lag? I can't really reproduce it in my games, but then again, that save was lost a long time ago.
darkfender666 Posted August 17, 2014 Posted August 17, 2014 Using SL1.59 and there are some problems. Forced Reset had been applied to PO @Bane_Master - Patch no longer works DD items are left on the pc @Xaz 1/ As reported by tarl7 the whipping is now doing a lot of damage. On my level 19 pc it took my health down to around 25% (EDIT3: This may have just been a glitch as it didn't happen in Riften) 2/ At end of pillory scene (tested in Falkreath) when the jailer takes the prisoner back to the cells as second pillory is fitted to the pc which stays attached even in the cell (so the pc is still in a pillory while in the jail cell). Haven't been able to test the jail cell routines yet EDIT: Regarding the pillory issue, the good news is that it seems to be just a graphical artefact, if you jump then it disappears. A second pillory gets added when the Jailer releases you (see screenshot) ScreenShot2.jpg EDIT2: The rest of it in jail plays out fine though whipping in jail does so much damage it triggers Defeat (had to set it down to 1% to stop it clashing) - see EDIT3 looks like it was just a glitch I can't tell for sure, but it looks like the collar is not the Prison Overhaul collar. Please double check that you're wearing the vanilla collar, and not something from Devious Devices. I have no idea how whipping can kill you. It doesn't in my game (hardly delivers any damage) and it shouldn't. The whip is set to 1. Skill does not affect damage output 2. The whip can not deliver critical strikes 3. Whip does 2 points of damage If you get killed while wearing a collar that heals for 10hp per second under those circumstances, then I'm not sure how you can die? If you're up to it, try it without the DD patch. If not, I'll assume it's the collar that's not fixed. If this isn't fixed (by me or bane_master), "tgm" in the console is your temporary friend. have same issue, but i m playing on difficult game setting, while in normal i had no problems. had it in 1,58b also
jacques00 Posted August 17, 2014 Posted August 17, 2014 I will also confirm the mod (as of v031) also taking forever to trigger as well. I can only fast forward so many times... The guard behavior works as intended, but the interaction with the jailer takes a very long time to progress and I'm not exactly sure why. I too had several things in my inventory, and was way passed the Dark Brotherhood mission (testing this mod after completing all the DB major missions didn't have an impact on the performance of this mod since it seemed to have worked properly before, with and without followers). The only thing I can say that might be an issue is having all the other prerequisite mods up to date (SexLab v1.58b, ZaZ v5.62). I have no idea if this mod is that dependent on the other mod's variables or only using them for assets--but I don't thing those would be the issue specifically since they have nothing to do with the jailer's jailing behavior. I will assume starting a clean save by reinstalling this mod might help (I've tried the reset command, but it did not help--still showed symptoms of the delayed progression). However, looking back at my SKSE folder, I noticed I had removed Fuz Ro D-oh (I think I did that for testing purposes for another mod), so maybe that could be the issue? Fuz Ro D-oh is supposed to be an optional mod, I don't think it would affect the performance of this much, unless I am mistaken... I hope any of this information helps and keep up the great work!
xaz Posted August 17, 2014 Author Posted August 17, 2014 I will also confirm the mod (as of v031) also taking forever to trigger as well. I can only fast forward so many times... The guard behavior works as intended, but the interaction with the jailer takes a very long time to progress and I'm not exactly sure why. I too had several things in my inventory, and was way passed the Dark Brotherhood mission (testing this mod after completing all the DB major missions didn't have an impact on the performance of this mod since it seemed to have worked properly before, with and without followers). The only thing I can say that might be an issue is having all the other prerequisite mods up to date (SexLab v1.58b, ZaZ v5.62). I have no idea if this mod is that dependent on the other mod's variables or only using them for assets--but I don't thing those would be the issue specifically since they have nothing to do with the jailer's jailing behavior. I will assume starting a clean save by reinstalling this mod might help (I've tried the reset command, but it did not help--still showed symptoms of the delayed progression). However, looking back at my SKSE folder, I noticed I had removed Fuz Ro D-oh (I think I did that for testing purposes for another mod), so maybe that could be the issue? Fuz Ro D-oh is supposed to be an optional mod, I don't think it would affect the performance of this much, unless I am mistaken... I hope any of this information helps and keep up the great work! Fuz Ro Doh is optional iff you also disable PO dialogue. Your problem sounds like they come from missing Fuz, so I suggest you either disable dialogue or enable Fuz (recommend the later). I can't detect (don't know how) if Fuz is running, or else I would let you know about these settings inconsistencies. If you find a way to detect if Fuz is running, please let me know.
Starfire12 Posted August 17, 2014 Posted August 17, 2014 First of all: Great idea. This one seems a perfect for trying the thieves guild quests witgh an ironman houserule. However I can't get it to work right. It works almost perfect. Aligement issues for example a much rarer an issue than in other SexLab plugins. There's just one thing that makes it not work for me: The pillory glitches out every single time for me thus far. What happens is that after the punishment phase finishes my PC is out of the stocks and can walk around again, while at the same time everyone silent dialogue still treets her as a prisoner and she still attrackts a clapping crowd, but nothing happens and the time compression doesn't kick in either so the mod doesn't seem to be in the waiting phase. Also the stocks she was in are gone, while the ones next to hers are still there if that info helps.
vanishingbender Posted August 18, 2014 Posted August 18, 2014 I wish I can say this mod works for me because if it did it would be awesome. When I committed a crime in RIften for some reason the guard decided to take me to Windhelm for my punishment. When I got there I was kept in the empty room with the chest with the jailer. I was never moved to a cell. During the night the Jailer seemed to work fine (besides not moving me to a cell). During the day however I was stuck. I was never lead outside. My character just began to follow the Jailer who never moved.
Bane Master Posted August 18, 2014 Posted August 18, 2014 Hi All, Here iis the next update of the XPO patch for anyone using PO with Devious devices - posted here by kind persmission of Xaz, This Version supports XPO V031 Only Required Mods and Versions Sexlab V1.57 or above Zaz Animation Pack V0555 or above Sexlab Aroused 20140124 Devious Assets 2.8.1 or above Devious Integration 2.8.0 or above The patch adds (somewhat) immersive handling of Devious items the changes are pretty simple (as are my coding skills!). Companion support is now included! Chastity belts, chastity harnesses, Bras, Plugs, armbinders and gags are removed by the jailer at the beginning of the sentence allowing easy access to the prisoner for guards etc.. On release all the items are locked back on. Also (obviously due to an "Administrative error in the Evidence chest Department") any valid player chastity keys are lost! If the prisoners escape the items are "stored" and when they are next imprisoned they are "returned" on release if they were not wearing a dD item of that type when re-arrested. It is beyond my skill to make this specific to a particular hold - so this happens wherever they are next locked up by PO (guess they are sent via UPS - "Universal Parcels Skyrim" ). Due to the fact that dD items on companions do not always show as equipped even when displayed companion support is unable to determine what items were equipped on arrest - therefore if the companion is carrying multiple items of the same type the first one found in the inventory will be re-equipped. There are a few simple notification messages to help explain what happens as the action takes place. Basically I did this to learn some papyrus scripting and for a bit more immersion - I'm sure it could be done at lot better, but this seems to work. To use install over XPO v031 - and restart PO from the PO Debug page in MCM!!! You should see a patch initialised message... (NMM or Mod Organizer recommended for installation! ) For the avoidance of doubt, I am a rank amateur at modding and this unofficial patch is provided "as is " to use at youir own risk! Xaz is currently considering adding his own dD support to PO - if he does then this series of patches will end. This version takes advantage of the new generic device functions in dD and *should* work for any correctly defined dD device. Unfortunately this means that there are too many combinations for me to test - so if when you come across something that is not working let me know and I will take a look. Bane ___________________ Known Issues There may be a pause when the player is arrested and at release. This is due to the speed of the dD integration functions that I use to check which dD items are equipped and returned. ___________________ Changelog V2.5 Updated for compatibility with dD Integration 2.8.1 XazPrisonOverhaul V031 DD patch V2-5.7z
xaz Posted August 18, 2014 Author Posted August 18, 2014 First of all: Great idea. This one seems a perfect for trying the thieves guild quests witgh an ironman houserule. However I can't get it to work right. It works almost perfect. Aligement issues for example a much rarer an issue than in other SexLab plugins. There's just one thing that makes it not work for me: The pillory glitches out every single time for me thus far. What happens is that after the punishment phase finishes my PC is out of the stocks and can walk around again, while at the same time everyone silent dialogue still treets her as a prisoner and she still attrackts a clapping crowd, but nothing happens and the time compression doesn't kick in either so the mod doesn't seem to be in the waiting phase. Also the stocks she was in are gone, while the ones next to hers are still there if that info helps. I don't think I've seen this one before. Could you post a log of when this happens? I'll have a look and see if I can figure out what's not working.
xaz Posted August 18, 2014 Author Posted August 18, 2014 I wish I can say this mod works for me because if it did it would be awesome. When I committed a crime in RIften for some reason the guard decided to take me to Windhelm for my punishment. When I got there I was kept in the empty room with the chest with the jailer. I was never moved to a cell. During the night the Jailer seemed to work fine (besides not moving me to a cell). During the day however I was stuck. I was never lead outside. My character just began to follow the Jailer who never moved. Many people have reported that they're led to the wrong city. Being led from Riften to Windhelm is a new one, though. Could you post a log of this (or PM me)? That would help me track it down. I haven't been able to reproduce it myself .....
jacques00 Posted August 18, 2014 Posted August 18, 2014 I will also confirm the mod (as of v031) also taking forever to trigger as well. I can only fast forward so many times... The guard behavior works as intended, but the interaction with the jailer takes a very long time to progress and I'm not exactly sure why. I too had several things in my inventory, and was way passed the Dark Brotherhood mission (testing this mod after completing all the DB major missions didn't have an impact on the performance of this mod since it seemed to have worked properly before, with and without followers). The only thing I can say that might be an issue is having all the other prerequisite mods up to date (SexLab v1.58b, ZaZ v5.62). I have no idea if this mod is that dependent on the other mod's variables or only using them for assets--but I don't thing those would be the issue specifically since they have nothing to do with the jailer's jailing behavior. I will assume starting a clean save by reinstalling this mod might help (I've tried the reset command, but it did not help--still showed symptoms of the delayed progression). However, looking back at my SKSE folder, I noticed I had removed Fuz Ro D-oh (I think I did that for testing purposes for another mod), so maybe that could be the issue? Fuz Ro D-oh is supposed to be an optional mod, I don't think it would affect the performance of this much, unless I am mistaken... I hope any of this information helps and keep up the great work! Fuz Ro Doh is optional iff you also disable PO dialogue. Your problem sounds like they come from missing Fuz, so I suggest you either disable dialogue or enable Fuz (recommend the later). I can't detect (don't know how) if Fuz is running, or else I would let you know about these settings inconsistencies. If you find a way to detect if Fuz is running, please let me know. Ah yes, that seems to be the issue. I re-enabled Fuz and it seemed to have fixed the issue (and yes, I did have the dialog enabled, I forgot it was reliant on Fuz and overlooked the option). I also wanted to point another thing out, but I don't know how fixable the quirk may be. When the jailer does the routine punishment while the prisoner is in jail, the gag is equipped, and the jailer engages sex (or physical discipline) with the prisoner. During oral sex animations, that looks a little awkward. I assume the animation is chosen at random, so I was wondering if there could be a randomizer that chooses oral or not, forcing the character to wear the proper equipment, and then randomly picks from the animation library for the keywords corresponding to the type of sex chosen by the randomizer. If that really isn't an issue, then it must be my options...
Slorm Posted August 18, 2014 Posted August 18, 2014 @Bane_Master Thanks for getting the patch out so fast, it's working perfectly
xaz Posted August 18, 2014 Author Posted August 18, 2014 I will also confirm the mod (as of v031) also taking forever to trigger as well. I can only fast forward so many times... The guard behavior works as intended, but the interaction with the jailer takes a very long time to progress and I'm not exactly sure why. I too had several things in my inventory, and was way passed the Dark Brotherhood mission (testing this mod after completing all the DB major missions didn't have an impact on the performance of this mod since it seemed to have worked properly before, with and without followers). The only thing I can say that might be an issue is having all the other prerequisite mods up to date (SexLab v1.58b, ZaZ v5.62). I have no idea if this mod is that dependent on the other mod's variables or only using them for assets--but I don't thing those would be the issue specifically since they have nothing to do with the jailer's jailing behavior. I will assume starting a clean save by reinstalling this mod might help (I've tried the reset command, but it did not help--still showed symptoms of the delayed progression). However, looking back at my SKSE folder, I noticed I had removed Fuz Ro D-oh (I think I did that for testing purposes for another mod), so maybe that could be the issue? Fuz Ro D-oh is supposed to be an optional mod, I don't think it would affect the performance of this much, unless I am mistaken... I hope any of this information helps and keep up the great work! Fuz Ro Doh is optional iff you also disable PO dialogue. Your problem sounds like they come from missing Fuz, so I suggest you either disable dialogue or enable Fuz (recommend the later). I can't detect (don't know how) if Fuz is running, or else I would let you know about these settings inconsistencies. If you find a way to detect if Fuz is running, please let me know. Ah yes, that seems to be the issue. I re-enabled Fuz and it seemed to have fixed the issue (and yes, I did have the dialog enabled, I forgot it was reliant on Fuz and overlooked the option). I also wanted to point another thing out, but I don't know how fixable the quirk may be. When the jailer does the routine punishment while the prisoner is in jail, the gag is equipped, and the jailer engages sex (or physical discipline) with the prisoner. During oral sex animations, that looks a little awkward. I assume the animation is chosen at random, so I was wondering if there could be a randomizer that chooses oral or not, forcing the character to wear the proper equipment, and then randomly picks from the animation library for the keywords corresponding to the type of sex chosen by the randomizer. If that really isn't an issue, then it must be my options... I think this may be an oversight on my part. Either way, it's going to be fixed when I switch to the new ZAP animation selection system.
vanishingbender Posted August 19, 2014 Posted August 19, 2014 I wish I can say this mod works for me because if it did it would be awesome. When I committed a crime in RIften for some reason the guard decided to take me to Windhelm for my punishment. When I got there I was kept in the empty room with the chest with the jailer. I was never moved to a cell. During the night the Jailer seemed to work fine (besides not moving me to a cell). During the day however I was stuck. I was never lead outside. My character just began to follow the Jailer who never moved. Many people have reported that they're led to the wrong city. Being led from Riften to Windhelm is a new one, though. Could you post a log of this (or PM me)? That would help me track it down. I haven't been able to reproduce it myself ..... The good news is that it appears that I have fixed the problem by using the reset. The bad news is that another has appeared. Now I periodically get this message that crashes the game. It says runtime error program c:.. r6025 pure virtual function call. I've never seen these before and I have no idea whats wrong.
magicrealm Posted August 20, 2014 Posted August 20, 2014 in my last game with dd Integration 2.80 (not the actual 2.81) whipping damaged and the pc falled down from the chains. that never happened before. i hope with the newer Version of dd this will not happen again. however, how can this happen ?
guyver Posted August 20, 2014 Posted August 20, 2014 i don't know which mod is conflicting XPO, but my dialogue on the bounty hunter disappeared a while ago: when the BH comes, he just try to greet me, not showing any previous XPO related dialogues; the fun thing is that the BH keeps starting a dialogue with me and he never gets hostile while exiting the dialogue. briefly checking the log show massive shits down there, but i don't know what can cause that or how to fix all of this besides doing a complete erase of the game folder!
xaz Posted August 20, 2014 Author Posted August 20, 2014 in my last game with dd Integration 2.80 (not the actual 2.81) whipping damaged and the pc falled down from the chains. that never happened before. i hope with the newer Version of dd this will not happen again. however, how can this happen ? Some combat overhauls break animations, so that may be your problem. I think the whipping damage is a solved problem that's due to bugs in the DD integration. Feel free to prove me wrong. (I think the collar which normally sorts of protects the player is removed by that mod and replaced with another collar. No one has confirmed or denied this, and it's hard to tell by screen shots.)
jacques00 Posted August 21, 2014 Posted August 21, 2014 I just found a loophole that if the guard dies, the player is stuck within the proximity of the guard. If the process is forced to fast forward, the character is successfully in the prison with the Jailer, but since the guard could not be there, the dialogue never enables the jailing sequence (or if it does it takes forever, but I never stuck around long enough to test). Not sure if this is planned to be implemented, but is there a way to make the guard taking the player character and followers to jail be invulnerable/essential? If not, is it possible to run a check that in the case the guard is killed, the player character will be able to roam freely and possibly need to try to break free from the restraints themselves (and their followers)? I figured it might be a neat mini quest that will compensate for that break in the loop. Speaking purely in brainstorm, it would be interesting to see a random chance of a bandit raid/dragon attack/death trap or something similar break the trail of the guard and having the captured characters try to fend for themselves. The bounty of course will still be on the characters' heads though. I mean, I know this mod concentrates on the prison system, but what happens if the characters never reach the prison? I gotta stop asking for things and get back to work!
shinji72 Posted August 21, 2014 Posted August 21, 2014 in my last game with dd Integration 2.80 (not the actual 2.81) whipping damaged and the pc falled down from the chains. that never happened before. i hope with the newer Version of dd this will not happen again. however, how can this happen ? Some combat overhauls break animations, so that may be your problem. I think the whipping damage is a solved problem that's due to bugs in the DD integration. Feel free to prove me wrong. (I think the collar which normally sorts of protects the player is removed by that mod and replaced with another collar. No one has confirmed or denied this, and it's hard to tell by screen shots.) Magic. I had exactly the same problem and It was caused by Ultimate Combat. Disabling UC via Mcm just for the duration of the imprisonment was enough to restore all PO functionality. If not UC, your problem may be caused by some other combat mod, as xaz said.
Min Posted August 21, 2014 Posted August 21, 2014 Some combat overhauls break animations, so that may be your problem. I think the whipping damage is a solved problem that's due to bugs in the DD integration. Feel free to prove me wrong. (I think the collar which normally sorts of protects the player is removed by that mod and replaced with another collar. No one has confirmed or denied this, and it's hard to tell by screen shots.) What? What slot does said collar operate on?
Bane Master Posted August 21, 2014 Posted August 21, 2014 An earlier version of the PO dD patch used to allow the dD collar to be left in place rather than swapping it out for the PO one. After a few unexpected "deaths in custody" I changed the patch code so that the dD collar was removed - at least I thought I had, if anyone using patch version 2.4 or later is still not getting the PO collar let me know (and which dD collar you are wearing) and I'll take a look... Some combat overhauls break animations, so that may be your problem.I think the whipping damage is a solved problem that's due to bugs in the DD integration. Feel free to prove me wrong.(I think the collar which normally sorts of protects the player is removed by that mod and replaced with another collar. No one has confirmed or denied this, and it's hard to tell by screen shots.) What? What slot does said collar operate on?
Slorm Posted August 21, 2014 Posted August 21, 2014 An earlier version of the PO dD patch used to allow the dD collar to be left in place rather than swapping it out for the PO one. After a few unexpected "deaths in custody" I changed the patch code so that the dD collar was removed - at least I thought I had, if anyone using patch version 2.4 or later is still not getting the PO collar let me know (and which dD collar you are wearing) and I'll take a look... I think that was the problem I had with it which is fixed by your latest patch
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