Eikichi Onizuka Posted September 1, 2014 Posted September 1, 2014 Thanks for the explanation. i dont look up all Posts in all threads hundreds of pages so i am not aware if a porblem is known or not. mostly it is not known and i am used to being ignored when i show a problem. there is a hell of chaos in LL mods and things go in wrong directions, a lot of previous well working and useful mods get lost for the Gamers. i had explored an unexpecting totally disabling bug in defeat 5 right before i saw the damaging whips in po, and i had to delete all my files, get back to vanilla install defeat with requirement only to be sure that it is defeat itself. so i was really pissed off wasting so much time with mods that do not work. and that after i had to close my 91 hours game because of 25 seconds scripts delay - all from LL. Prison overhaul was a well working mod not long ago, at that time when you made the fast forward working perfect. i remember 100% sure the zaz punishment cane did no damage at all, because if a Whip makes damage, the model does not keep in the device. you had it all perfect and you ruined it. maybe you just go back with the mod to the Point when everything worked. if you own copies of all numbers. i am no modder and cant get into that kind of technical thinking. so i cant help with that, unfortunately. actually i wonder about the new zaz Features. ist great they continue developing zaz, but they dont realise that there are no mods using them. so all a gamer can do with it is going into testzone or using Display model 9. prison overhaul uses some whipping and the pillory animations, captured dreams uses a very small whipping too, and thats it all about zaz. i said a year ago that it matters more to make some simple mods to bring zaz devices into the game than debveloping more and more devices that Keep unused. as i have writen above, a simple match maker like mod would be the least to do. disable PO wait ingame 12h then make a save game download this tool http://www.nexusmods.com/skyrim/mods/52363/? read the readme of that tool !!! click ONLY "Fix all #->" button save it start skyrim and make again a new save load PO then enjoy it had a similar problem as you whip did damage but in my case not to death fixed it by follow the steps explained above better if you do this procedure in a in-game small cell without NPC (Breezehome is perfect). if you notice "slowdown scripts" changes the values in \Documents\My Games\Skyrim\skyrim.ini to [Papyrus] fUpdateBudgetMS = 1.2 -> 1.6 or 2.0 (and upper..) fExtraTaskletBudgetMS = 1.2 -> 1.6 or 2.0 (and upper..) from this page http://www.creationkit.com/INI_Settings_(Papyrus) fUpdateBudgetMS This setting controls how much time the main loop gets Papyrus update. This loop controls Mainly dispatch function. If a lot of function calls are being made and a lot of scripts are running, Increasing this value may Improve script performance at the cost of reduced game framerate. However most of the time the VM will not take this Entire time slice and increasing time the value will have no effect. Default: 1.2 fExtraTaskletBudgetMS This setting controls how much time taken out of another game thread is taken up by running script tasklets (the code That script runs the raw byte code). This time is on top of The Time That the tasklets normally get in Their Own thread, Because That thread is shared but they may end up being starved if other systems are highly stressed. If the game is not stressed, this time will not be used. Increasing this value may Improve script performance in high-stress situations at the expense of framerate. Default: 1.2 My Papyrus default setting is this: [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 [HAVOK] iNumThreads=8 bHavokDebug=0 fMaxTime=0.0157 bDebugMultithreaded=0 do not go well ? what should I change or add exactly, please ?
BloodSplatter Posted September 1, 2014 Posted September 1, 2014 Thanks for the explanation. i dont look up all Posts in all threads hundreds of pages so i am not aware if a porblem is known or not. mostly it is not known and i am used to being ignored when i show a problem. there is a hell of chaos in LL mods and things go in wrong directions, a lot of previous well working and useful mods get lost for the Gamers. i had explored an unexpecting totally disabling bug in defeat 5 right before i saw the damaging whips in po, and i had to delete all my files, get back to vanilla install defeat with requirement only to be sure that it is defeat itself. so i was really pissed off wasting so much time with mods that do not work. and that after i had to close my 91 hours game because of 25 seconds scripts delay - all from LL. Prison overhaul was a well working mod not long ago, at that time when you made the fast forward working perfect. i remember 100% sure the zaz punishment cane did no damage at all, because if a Whip makes damage, the model does not keep in the device. you had it all perfect and you ruined it. maybe you just go back with the mod to the Point when everything worked. if you own copies of all numbers. i am no modder and cant get into that kind of technical thinking. so i cant help with that, unfortunately. actually i wonder about the new zaz Features. ist great they continue developing zaz, but they dont realise that there are no mods using them. so all a gamer can do with it is going into testzone or using Display model 9. prison overhaul uses some whipping and the pillory animations, captured dreams uses a very small whipping too, and thats it all about zaz. i said a year ago that it matters more to make some simple mods to bring zaz devices into the game than debveloping more and more devices that Keep unused. as i have writen above, a simple match maker like mod would be the least to do. disable PO wait ingame 12h then make a save game download this tool http://www.nexusmods.com/skyrim/mods/52363/? read the readme of that tool !!! click ONLY "Fix all #->" button save it start skyrim and make again a new save load PO then enjoy it had a similar problem as you whip did damage but in my case not to death fixed it by follow the steps explained above Hi Magicrealm, as dangu said and provided, that save cleaning tool should help. Often after you upgrade a mod or install a mod and then uninstall it incorrectly, scripts from those mods do not always stop running which can cause a multitude of problems, even a random combat overhaul mod could've added a script that causes extra damage per hit, like Locational Damage, which could still be running despite the lack of the mod. I for one am using the most recent version of PO and have had no issue with whip damage, so incase you weren't already be sure to uninstall and make a clean save before upgrading most mods or getting rid of them. And use a save cleaner, they often do the job.
Saeros Posted September 1, 2014 Posted September 1, 2014 Thanks for the explanation. i dont look up all Posts in all threads hundreds of pages so i am not aware if a porblem is known or not. mostly it is not known and i am used to being ignored when i show a problem. there is a hell of chaos in LL mods and things go in wrong directions, a lot of previous well working and useful mods get lost for the Gamers. i had explored an unexpecting totally disabling bug in defeat 5 right before i saw the damaging whips in po, and i had to delete all my files, get back to vanilla install defeat with requirement only to be sure that it is defeat itself. so i was really pissed off wasting so much time with mods that do not work. and that after i had to close my 91 hours game because of 25 seconds scripts delay - all from LL. Prison overhaul was a well working mod not long ago, at that time when you made the fast forward working perfect. i remember 100% sure the zaz punishment cane did no damage at all, because if a Whip makes damage, the model does not keep in the device. you had it all perfect and you ruined it. maybe you just go back with the mod to the Point when everything worked. if you own copies of all numbers. i am no modder and cant get into that kind of technical thinking. so i cant help with that, unfortunately. actually i wonder about the new zaz Features. ist great they continue developing zaz, but they dont realise that there are no mods using them. so all a gamer can do with it is going into testzone or using Display model 9. prison overhaul uses some whipping and the pillory animations, captured dreams uses a very small whipping too, and thats it all about zaz. i said a year ago that it matters more to make some simple mods to bring zaz devices into the game than debveloping more and more devices that Keep unused. as i have writen above, a simple match maker like mod would be the least to do. disable PO wait ingame 12h then make a save game download this tool http://www.nexusmods.com/skyrim/mods/52363/? read the readme of that tool !!! click ONLY "Fix all #->" button save it start skyrim and make again a new save load PO then enjoy it had a similar problem as you whip did damage but in my case not to death fixed it by follow the steps explained above better if you do this procedure in a in-game small cell without NPC (Breezehome is perfect). if you notice "slowdown scripts" changes the values in \Documents\My Games\Skyrim\skyrim.ini to [Papyrus] fUpdateBudgetMS = 1.2 -> 1.6 or 2.0 (and upper..) fExtraTaskletBudgetMS = 1.2 -> 1.6 or 2.0 (and upper..) from this page http://www.creationkit.com/INI_Settings_(Papyrus) fUpdateBudgetMS This setting controls how much time the main loop gets Papyrus update. This loop controls Mainly dispatch function. If a lot of function calls are being made and a lot of scripts are running, Increasing this value may Improve script performance at the cost of reduced game framerate. However most of the time the VM will not take this Entire time slice and increasing time the value will have no effect. Default: 1.2 fExtraTaskletBudgetMS This setting controls how much time taken out of another game thread is taken up by running script tasklets (the code That script runs the raw byte code). This time is on top of The Time That the tasklets normally get in Their Own thread, Because That thread is shared but they may end up being starved if other systems are highly stressed. If the game is not stressed, this time will not be used. Increasing this value may Improve script performance in high-stress situations at the expense of framerate. Default: 1.2 My Papyrus default setting is this: [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 [HAVOK] iNumThreads=8 bHavokDebug=0 fMaxTime=0.0157 bDebugMultithreaded=0 do not go well ? what should I change or add exactly, please ? Iuki, here's everything you need Skyrim Stability Guide good reading edit: here you can find some good ini compiled http://www.nexusmods.com/skyrim/mods/51033 sorry xaz for the OT
Tearoth Posted September 1, 2014 Posted September 1, 2014 Hi xaz! Got the latest version and all it's requirements. I do have a slight issue though. Sometimes, when in the prison cell, and i'm to be punished, i get CTD. But only sometimes. But everytime i'm about to get punished on pillory, i get CTD. Just before the animations start. I find this strange, since the version before this one had no problems with pillory. Only some random prison cell punishment CTD's... Any clues?
Bane Master Posted September 1, 2014 Posted September 1, 2014 Hi All, Here is the next update of the XPO patch for anyone using PO with Devious devices - posted here by kind permission of Xaz, This Version supports XPO V032 Only Required Mods and Versions Sexlab V1.59 or above Zaz Animation Pack V0600 or above Sexlab Aroused 20140124 Devious Assets 2.8.2 or above Devious Integration 2.8.2 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 v032 - 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 V2.6 Updated for compatibility with XPO V032 XazPrisonOverhaul V032 DD patch V2-6.7z
BlackArk Posted September 2, 2014 Posted September 2, 2014 Hi All, Here is the next update of the XPO patch for anyone using PO with Devious devices - posted here by kind permission of Xaz, This Version supports XPO V032 Only Required Mods and Versions Sexlab V1.59 or above Zaz Animation Pack V0600 or above Sexlab Aroused 20140124 Devious Assets 2.8.2 or above Devious Integration 2.8.2 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 v032 - 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 V2.6 Updated for compatibility with XPO V032 As always thanks for the compatibility patch.
nIn nIn nIn Posted September 2, 2014 Posted September 2, 2014 I gave the new version a test last night, and the pillories are no longer purple. However, when taken to the pillory for punishment, it still disappears and my toon still just stands there. The whipping is still the only event that happens. The one difference this time is the pillory doesn't disappear until the moment my toon is placed in it, unlike the previous version where it just wasn't there at all when I was being marched out to it.
eric_starbuck Posted September 2, 2014 Posted September 2, 2014 I have just a simple question, I have updated this mod after a long time and on a new save. I managed to escape the prison and then a bounty hunter came after me. She just draw her weapon next to me but she does not attack or nothing. She just follows me and when she get close she draw her weapon. I was planning to get caught since I still have the cuffs (not bound) and I cannot run or fight. how do I remove them?
drunken toad Posted September 2, 2014 Posted September 2, 2014 An idea, if you escape prison the collar stays on, maybe rename it and add a script so it adds dialogue to npc where they react to you breaking out of jail. great job by the way I just updated it and everything works fine.
jusless Posted September 2, 2014 Posted September 2, 2014 I gave the new version a test last night, and the pillories are no longer purple. However, when taken to the pillory for punishment, it still disappears and my toon still just stands there. The whipping is still the only event that happens. The one difference this time is the pillory doesn't disappear until the moment my toon is placed in it, unlike the previous version where it just wasn't there at all when I was being marched out to it. I have the same problem after the update. My characters just stood there, the the soldier came whipping again and again.
notmenotyou Posted September 2, 2014 Posted September 2, 2014 I gave the new version a test last night, and the pillories are no longer purple. However, when taken to the pillory for punishment, it still disappears and my toon still just stands there. The whipping is still the only event that happens. The one difference this time is the pillory doesn't disappear until the moment my toon is placed in it, unlike the previous version where it just wasn't there at all when I was being marched out to it. I have the same problem after the update. My characters just stood there, the the soldier came whipping again and again. Use the "Force Restart" option in Prison Overhaul's MCM Menu, that worked for me.
dirteat Posted September 2, 2014 Posted September 2, 2014 I'm having a bit of trouble tracking down an issue with DD items. I've got stocks and hand restraints bright purple (without textures) in this mod and in SD+ I have items that are purple and see-through. I'm trying to figure out if there's perhaps some sort of conflict that might be causing issues with DD items, but most DD items seem to work fine, it's just the ones given by Prison Overhaul and SD+. Any advice?
nIn nIn nIn Posted September 4, 2014 Posted September 4, 2014 I gave the new version a test last night, and the pillories are no longer purple. However, when taken to the pillory for punishment, it still disappears and my toon still just stands there. The whipping is still the only event that happens. The one difference this time is the pillory doesn't disappear until the moment my toon is placed in it, unlike the previous version where it just wasn't there at all when I was being marched out to it. I have the same problem after the update. My characters just stood there, the the soldier came whipping again and again. Use the "Force Restart" option in Prison Overhaul's MCM Menu, that worked for me. Thank you, it didn't help with my old toon (I did that first when I installed the new version), but starting a new game seems to have gotten a result.
Firestormx Posted September 5, 2014 Posted September 5, 2014 I still have purple pillories. I have re installed everything fresh, and started new games. I have force restarted PO, and checked that I had the proper versions of the required mods. Any ideas? I love your mod, it's an absolute must have. Look forward to the answer.
smartassmule Posted September 6, 2014 Posted September 6, 2014 I had no purple pillories in the previous update. This current update that supposedly fixes the problem actually creates it for me.And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue.
ZaZ Posted September 6, 2014 Posted September 6, 2014 I still have purple pillories. I have re installed everything fresh, and started new games. I have force restarted PO, and checked that I had the proper versions of the required mods. Any ideas? I love your mod, it's an absolute must have. Look forward to the answer. I had no purple pillories in the previous update. This current update that supposedly fixes the problem actually creates it for me. And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue. Have you guys Updated the ZaZ Animation Pack to Version 6.0 ? And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue Thats because I have Reduced the size of the Pillory Mesh that cause it to lag When bumping into the Pillory Cheers
Firestormx Posted September 6, 2014 Posted September 6, 2014 I still have purple pillories. I have re installed everything fresh, and started new games. I have force restarted PO, and checked that I had the proper versions of the required mods. Any ideas? I love your mod, it's an absolute must have. Look forward to the answer. I had no purple pillories in the previous update. This current update that supposedly fixes the problem actually creates it for me. And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue. Have you guys Updated the ZaZ Animation Pack to Version 6.0 ? And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue Thats because I have Reduced the size of the Pillory Mesh that cause it to lag When bumping into the Pillory Cheers Yes I updated to zaz version 6.0
ZaZ Posted September 6, 2014 Posted September 6, 2014 I still have purple pillories. I have re installed everything fresh, and started new games. I have force restarted PO, and checked that I had the proper versions of the required mods. Any ideas? I love your mod, it's an absolute must have. Look forward to the answer. I had no purple pillories in the previous update. This current update that supposedly fixes the problem actually creates it for me. And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue. Have you guys Updated the ZaZ Animation Pack to Version 6.0 ? And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue Thats because I have Reduced the size of the Pillory Mesh that cause it to lag When bumping into the Pillory Cheers Yes I updated to zaz version 6.0 Still the problem exists ? Do all the the other textures show for the shackles etc ? the texture folder download is separate for version 6.0 and make sure that it is installed correctly save your game in console type coc zbftestzone to see if the pillory textures show up there Cheers
jusless Posted September 7, 2014 Posted September 7, 2014 I gave the new version a test last night, and the pillories are no longer purple. However, when taken to the pillory for punishment, it still disappears and my toon still just stands there. The whipping is still the only event that happens. The one difference this time is the pillory doesn't disappear until the moment my toon is placed in it, unlike the previous version where it just wasn't there at all when I was being marched out to it. I have the same problem after the update. My characters just stood there, the the soldier came whipping again and again. Use the "Force Restart" option in Prison Overhaul's MCM Menu, that worked for me. It's not working for me. Everytime I go to the pillory scene, the pillory just disapear and my charcter still stand there without any action. I tried the Force Restart but nothing happens, still in the same situation.
Firestormx Posted September 8, 2014 Posted September 8, 2014 I still have purple pillories. I have re installed everything fresh, and started new games. I have force restarted PO, and checked that I had the proper versions of the required mods. Any ideas? I love your mod, it's an absolute must have. Look forward to the answer. I had no purple pillories in the previous update. This current update that supposedly fixes the problem actually creates it for me. And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue. Have you guys Updated the ZaZ Animation Pack to Version 6.0 ? And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue Thats because I have Reduced the size of the Pillory Mesh that cause it to lag When bumping into the Pillory Cheers Yes I updated to zaz version 6.0 Still the problem exists ? Do all the the other textures show for the shackles etc ? the texture folder download is separate for version 6.0 and make sure that it is installed correctly save your game in console type coc zbftestzone to see if the pillory textures show up there Cheers I feel so stupid, I didn't realize the textures I needed were separate and just downloaded the main Zaz file, it works proper now. Thanks for taking the time to help idiots like me.
ZaZ Posted September 8, 2014 Posted September 8, 2014 I gave the new version a test last night, and the pillories are no longer purple. However, when taken to the pillory for punishment, it still disappears and my toon still just stands there. The whipping is still the only event that happens. The one difference this time is the pillory doesn't disappear until the moment my toon is placed in it, unlike the previous version where it just wasn't there at all when I was being marched out to it. I have the same problem after the update. My characters just stood there, the the soldier came whipping again and again. Use the "Force Restart" option in Prison Overhaul's MCM Menu, that worked for me. It's not working for me. Everytime I go to the pillory scene, the pillory just disapear and my charcter still stand there without any action. I tried the Force Restart but nothing happens, still in the same situation. Try Registering Sexlab animations in the ZAP MCM menu and Rebuild the list it should work then Cheers
Afro68 Posted September 8, 2014 Posted September 8, 2014 I still have purple pillories. I have re installed everything fresh, and started new games. I have force restarted PO, and checked that I had the proper versions of the required mods. Any ideas? I love your mod, it's an absolute must have. Look forward to the answer. I had no purple pillories in the previous update. This current update that supposedly fixes the problem actually creates it for me. And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue. Have you guys Updated the ZaZ Animation Pack to Version 6.0 ? And I notice that this version is much smaller than the last one (966.68K compared to 2.63MB)...that could be relevant to the issue Thats because I have Reduced the size of the Pillory Mesh that cause it to lag When bumping into the Pillory Cheers Yes I updated to zaz version 6.0 Still the problem exists ? Do all the the other textures show for the shackles etc ? the texture folder download is separate for version 6.0 and make sure that it is installed correctly save your game in console type coc zbftestzone to see if the pillory textures show up there Cheers I feel so stupid, I didn't realize the textures I needed were separate and just downloaded the main Zaz file, it works proper now. Thanks for taking the time to help idiots like me. Add me to the list as well, I have it fixed now too.
Jay1646 Posted September 9, 2014 Posted September 9, 2014 I know this question has been beaten to death but it recently just happened to me When my player is locked up and the whipping scenes occur, her health drops to zero (doesn't die due to death alternative) and she gets enslaved due to SD kicking in anyway I can fix this?
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