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Guest SecretPug
Posted

 

 

The console command

"set xpoFastFoward to 1"

Doesn't work for me.

It says, "Unknown Variable".

Everything else works as normal?

Yep, it all works fine. This, however, renders the mod unusable for me because I don't want to wait 20 minutes to go to jail :/

 

 

Also, I forgot to mention that so far when I've been trying this mod, my character just stands there, no shackles or anything.

 

 

Don't like to ask, but have you installed zazanimationpack and its requisites (skse and fnis)?

 

 

 

Also, I forgot to mention that so far when I've been trying this mod, my character just stands there, no shackles or anything.

That probably means you forgot some part of the installation. Do you have all dependencies and have you enabled the mod correctly?

Sorry guys, my fault. I fixed that thing, and now my character it properly shackled during that little sequence. Still wondering why that console command doesn't work?

 

 

OMFG I AM SUCH AN IDIOT

I WAS SPELLING IT WRONG

 

Posted

OMFG I AM SUCH AN IDIOT

I WAS SPELLING IT WRONG

:-P

 

Glad to hear you got it sorted ...

Posted

 

OMFG I AM SUCH AN IDIOT

I WAS SPELLING IT WRONG

:-P

 

Glad to hear you got it sorted ...

 

It sounds hillarious if people are willing to admit their own mistakes don't you think ?

 

But atleast it works for him after a bit of trying :P

Posted

It is now clear to me that the freezes I get at the journal has something to do with this mod. Why? Well, I was having freezes and I uninstalled the mod and without this mod, using the same save I killed a Whiterun guard 5 times without any freeze. Then I installed this mod again and loaded the same save killed the same guard and guess what, got that freeze again. Wish there was a way to find out what's wrong either with the mod or with my game.   :-/

 

Update:

 

Before uninstalling PO once again, instead of killing the guard I paid my bounty this time. At first things looked normal, no freeze at the journal. Then I started fighting with Whiterun guards and killing random people in Whiterun streets to increase my bounty. Killed a few people including Belethor, Uthgerd, plus 5-6 guards and then I got the freeze again when I opened the quest journal to see my bounty.

 

 

 

Posted

It is now clear to me that the freezes I get at the journal has something to do with this mod. Why? Well, I was having freezes and I uninstalled the mod and without this mod, using the same save I killed a Whiterun guard 5 times without any freeze. Then I installed this mod again and loaded the same save killed the same guard and guess what, got that freeze again. Wish there was a way to find out what's wrong either with the mod or with my game.   :-/

 

Update:

 

Before uninstalling PO once again, instead of killing the guard I paid my bounty this time. At first things looked normal, no freeze at the journal. Then I started fighting with Whiterun guards and killing random people in Whiterun streets to increase my bounty. Killed a few people including Belethor, Uthgerd, plus 5-6 guards and then I got the freeze again when I opened the quest journal to see my bounty.

But this mod doesn't touch bounty in any way, not how you generate it, or how it's viewed. Look in the log and see if you can find anything strange there... might help finding the problem.
Posted

@xaz

 

I'm not sure if this is related to my problem in any way -though it may be- but TES5Edit gives me this error:

 

 

2mr9umd.jpg

 

Posted

@xaz

 

I'm not sure if this is related to my problem in any way -though it may be- but TES5Edit gives me this error:

 

 

2mr9umd.jpg

 

Strange... I ran 3.0.22 and 3.0.28 on the latest version of the mod, as well as 3.0.28 on the archive version of the mod, and I don't get any error messages. I use WryeBash to remove and add mods, so I'm fairly sure that it cleans out all code related to the mod between testing rounds.

 

Maybe the .esp is somehow corrupt? Have you tried downloading and installing it again? (Sorry if you already said this, it's kind of hard to keep track of all discussions.)

 

Edit: Also, the scene that's mentioned should have been removed some time ago. Though, it's kind of hard to know what records are kept in mods when you remove them from the CK.

Posted

@xaz

 

I downloaded v007 on Feb 27 and no, I haven't downloaded v007 again recently. I'm going to download and check it again.

 

Update:

 

Nope, both 006 and 007 gives me the same error. Although even if I delete xazpPrisoner_TauntScene from the esp I still get the freeze. I don't know, maybe it stays in the save, or maybe it's totally unrelated. BTW, there's no indication of any problem neither in papyrus logs or in SKSE logs, infact there's nothing related to this mod in the logs. That's why I keep blaming this or that. But I'm certain that this mod has something to do with it. :)

 

Posted

@xaz

 

I downloaded v007 on Feb 27 and no, I haven't downloaded v007 again recently. I'm going to download and check it again.

 

Update:

 

Nope, both 006 and 007 gives me the same error. Although even if I delete xazpPrisoner_TauntScene from the esp I still get the freeze. I don't know, maybe it stays in the save, or maybe it's totally unrelated. BTW, there's no indication of any problem neither in papyrus logs or in SKSE logs, infact there's nothing related to this mod in the logs. That's why I keep blaming this or that. But I'm certain that this mod has something to do with it. :)

 

Hmm ... This kinda makes me think that when i attacked a guard at some villages it just froze me up too and I blamed the texture enhancements... I wouldn't know anything about it for sure... I think I should recheck that...

 

However... I still think part of what you are saying is kinda weird that this mod would interupt with the fighting system...

 

However... I'm not entirely sure either but are you using SKSE SkyUI and such mods ???

And so yes... Did you actually try to turn off Aliasing and such in your game... ???

 

Just curious if you use either of em...

 

At first I caused myself to have really low FPS by just using SkyUI and max aliasing while I thought it was SkyUI it actually turned out my FPS skyrocketed when I turned off Aliasing

 

 

 

Still one thing makes me curious :P xaz... What did that taunt scene do ??? :D

Posted

I've never said anything about the mod interfering combat, as it doesn't. I only get the freeze when I open the quest journal after a fight. And not just *a* fight, a fight with guards or with other bounty raising NPCs. Otherwise I can kill hundreds of beasts without any issue. Also I can wait or do other things after a fight, and the game wouldn't freeze for hours, until I press J again. I think it's probably because of something that is calculated or accessed when you open the journal. Quests, crime stats etc. can be anything at this point. 

 

 

 

Posted

 

It is now clear to me that the freezes I get at the journal has something to do with this mod. Why? Well, I was having freezes and I uninstalled the mod and without this mod, using the same save I killed a Whiterun guard 5 times without any freeze. Then I installed this mod again and loaded the same save killed the same guard and guess what, got that freeze again. Wish there was a way to find out what's wrong either with the mod or with my game.   :-/

 

Update:

 

Before uninstalling PO once again, instead of killing the guard I paid my bounty this time. At first things looked normal, no freeze at the journal. Then I started fighting with Whiterun guards and killing random people in Whiterun streets to increase my bounty. Killed a few people including Belethor, Uthgerd, plus 5-6 guards and then I got the freeze again when I opened the quest journal to see my bounty.

But this mod doesn't touch bounty in any way, not how you generate it, or how it's viewed. Look in the log and see if you can find anything strange there... might help finding the problem.

 

Maybe the mod is using the reference kGuard AFTER the guard dies?

 

Posted

Enjoying this mod.

This is what I use to fix the bound animation after a jump/fall/knockdown and to keep the player disarmed when their wrists are bound.

Scriptname _SDMES_bound extends activemagiceffect  
{ Used as the script for the bound enchantment put on bindings, cuffs, etc. }

Idle Property _SDIAP_bound  Auto  
Idle Property _SDIAP_reset  Auto  

Actor kTarget

; RegisterForSingleUpdate cycle time
Float fRFSU = 0.1

Function disarmedAndBound()
	If ( kTarget.GetEquippedWeapon() )
		kTarget.UnequipItem( kTarget.GetEquippedWeapon() )
	EndIf
	If ( kTarget.GetEquippedWeapon(True) )
		kTarget.UnequipItem( kTarget.GetEquippedWeapon(True) )
	EndIf
	If ( kTarget.GetEquippedSpell(0) )
		kTarget.UnequipSpell( kTarget.GetEquippedSpell(0), 0 )
	EndIf
	If ( kTarget.GetEquippedSpell(1) )
		kTarget.UnequipSpell( kTarget.GetEquippedSpell(1), 1 )
	EndIf
	
	akTarget.PlayIdle( _SDIAP_bound )

	; Force Unequip
	;Debug.SendAnimationEvent(kTarget, "Unequip")
	;Debug.SendAnimationEvent(kTarget, "UnequipNoAnim")
EndFunction

Event OnUpdate()
	disarmedAndBound()
	
	RegisterForSingleUpdate( fRFSU )
EndEvent

Event OnEffectStart(Actor akTarget, Actor akCaster)
	kTarget = akTarget

	disarmedAndBound()	

	RegisterForSingleUpdate( fRFSU )
EndEvent

Event OnEffectFinish(Actor akTarget, Actor akCaster)
	Utility.Wait( 2.0 )
	
	;Debug.SendAnimationEvent(kTarget, "IdleForceDefaultState")
	kTarget.PlayIdle( _SDIAP_reset )	
EndEvent
Posted

I just tried the V007 version today. I downloaded it today, did a clear "uninstall/save/install/play", WITHOUT the patch. (But maybe the patch had been already installed in the V007 archive, available in the 1st post of this thread, as I downloaded it today?)

 

Everything looks to be OK for me (Test in Falkreath). I had the animation changed (not the X-Cross anymore, but now my girl chained, arms up) and the guard whipped her as expected. He left, and after accelerating time to 24 game hours (sentence: 1 day), my girl had been released, without losing anything of my stuff.

 

So, I presume it's OK for me. I read that some cities don't have PO script anymore, but after testing it in Falkreath, everything looks perfect for me.

Posted

 

 

But this mod doesn't touch bounty in any way, not how you generate it, or how it's viewed. Look in the log and see if you can find anything strange there... might help finding the problem.

 

Maybe the mod is using the reference kGuard AFTER the guard dies?

 

 

In this case the reference to the guard has not yet been established. It's set only when you've been arrested, which hasn't happened so far. He's just accumulated bounty and then tries to open the journal.
Posted

Enjoying this mod.

 

This is what I use to fix the bound animation after a jump/fall/knockdown and to keep the player disarmed when their wrists are bound.

 

 

Scriptname _SDMES_bound extends activemagiceffect  
{ Used as the script for the bound enchantment put on bindings, cuffs, etc. }

Idle Property _SDIAP_bound  Auto  
Idle Property _SDIAP_reset  Auto  

Actor kTarget

; RegisterForSingleUpdate cycle time
Float fRFSU = 0.1

Function disarmedAndBound()
	If ( kTarget.GetEquippedWeapon() )
		kTarget.UnequipItem( kTarget.GetEquippedWeapon() )
	EndIf
	If ( kTarget.GetEquippedWeapon(True) )
		kTarget.UnequipItem( kTarget.GetEquippedWeapon(True) )
	EndIf
	If ( kTarget.GetEquippedSpell(0) )
		kTarget.UnequipSpell( kTarget.GetEquippedSpell(0), 0 )
	EndIf
	If ( kTarget.GetEquippedSpell(1) )
		kTarget.UnequipSpell( kTarget.GetEquippedSpell(1), 1 )
	EndIf
	
	akTarget.PlayIdle( _SDIAP_bound )

	; Force Unequip
	;Debug.SendAnimationEvent(kTarget, "Unequip")
	;Debug.SendAnimationEvent(kTarget, "UnequipNoAnim")
EndFunction

Event OnUpdate()
	disarmedAndBound()
	
	RegisterForSingleUpdate( fRFSU )
EndEvent

Event OnEffectStart(Actor akTarget, Actor akCaster)
	kTarget = akTarget

	disarmedAndBound()	

	RegisterForSingleUpdate( fRFSU )
EndEvent

Event OnEffectFinish(Actor akTarget, Actor akCaster)
	Utility.Wait( 2.0 )
	
	;Debug.SendAnimationEvent(kTarget, "IdleForceDefaultState")
	kTarget.PlayIdle( _SDIAP_reset )	
EndEvent

 

 

I intercept some animation events by looking at keywords (through ZaZ Animation Pack). This conflicts with SD which does the same but for different keywords (and iirc one less animation). So if you have ZAP and SD enabled at the same time, you can break animations by jump/fall/sprint/activate(door).

 

To combat the general problem and the obvious risk of mod conflicts, I refresh the effect every second (again through ZAP).

 

From reading the code you posted, the main difference between what you posted and what PO does is that your weapons and spells aren't unequipped. Though in practice, you shouldn't be able to access them anyway while bound.

Posted

I just tried the V007 version today. I downloaded it today, did a clear "uninstall/save/install/play", WITHOUT the patch. (But maybe the patch had been already installed in the V007 archive, available in the 1st post of this thread, as I downloaded it today?)

 

Everything looks to be OK for me (Test in Falkreath). I had the animation changed (not the X-Cross anymore, but now my girl chained, arms up) and the guard whipped her as expected. He left, and after accelerating time to 24 game hours (sentence: 1 day), my girl had been released, without losing anything of my stuff.

 

So, I presume it's OK for me. I read that some cities don't have PO script anymore, but after testing it in Falkreath, everything looks perfect for me.

Glad to hear all is working!

 

The cities not included are Markarth and Winterhold.

 

Winterhold places the player in some cage in an ice cave, and I guess it'd be messy to make things work smoothly. Of course, I could completely skip that prison and build some mage related jail, but that's for the future.

 

Regarding Markarth, I opted not to modify, because I've heard there are quests that tie in to the prison there, and I didn't want to mess with those.

 

Any city not included, should give you a vanilla punishment.

Posted

 

I just tried the V007 version today. I downloaded it today, did a clear "uninstall/save/install/play", WITHOUT the patch. (But maybe the patch had been already installed in the V007 archive, available in the 1st post of this thread, as I downloaded it today?)

 

Everything looks to be OK for me (Test in Falkreath). I had the animation changed (not the X-Cross anymore, but now my girl chained, arms up) and the guard whipped her as expected. He left, and after accelerating time to 24 game hours (sentence: 1 day), my girl had been released, without losing anything of my stuff.

 

So, I presume it's OK for me. I read that some cities don't have PO script anymore, but after testing it in Falkreath, everything looks perfect for me.

Glad to hear all is working!

 

The cities not included are Markarth and Winterhold.

 

Winterhold places the player in some cage in an ice cave, and I guess it'd be messy to make things work smoothly. Of course, I could completely skip that prison and build some mage related jail, but that's for the future.

 

Regarding Markarth, I opted not to modify, because I've heard there are quests that tie in to the prison there, and I didn't want to mess with those.

 

Any city not included, should give you a vanilla punishment.

 

Yes Markarth has indeed quests involved and should not be touched in to many ways... However you could get the move person to jail part done but once they are behind the bars your mod could stop and the vanilla takes over I think... Not sure about it but I think that's possible

Posted

After some tests on V007 version, I have to report a very strange bug.

 

With this mod installed, the animation to mining is over. No more animation, no more raw materials.

I'm sure it's this mod because I tried to deactivate it only and the mining sequence returned. (Checked three times).

I tried also to change the load order but without luck.

 

Skyrim 1.8.151.7 - DLC Dawguard - All related Unoffical Packs, SKSE 1.6.9, SkyUI with MCM, FNIS 3.5 (always ran), ZaZ Pack 004.

Posted

After some tests on V007 version, I have to report a very strange bug.

 

With this mod installed, the animation to mining is over. No more animation, no more raw materials.

I'm sure it's this mod because I tried to deactivate it only and the mining sequence returned. (Checked three times).

I tried also to change the load order but without luck.

 

Skyrim 1.8.151.7 - DLC Dawguard - All related Unoffical Packs, SKSE 1.6.9, SkyUI with MCM, FNIS 3.5 (always ran), ZaZ Pack 004.

 

I'll take a checkup on this later but that would be REALLY weird considering this mod does not touch mining scripts or anything for that matter :s

Posted

After some tests on V007 version, I have to report a very strange bug.

 

With this mod installed, the animation to mining is over. No more animation, no more raw materials.

I'm sure it's this mod because I tried to deactivate it only and the mining sequence returned. (Checked three times).

I tried also to change the load order but without luck.

 

Skyrim 1.8.151.7 - DLC Dawguard - All related Unoffical Packs, SKSE 1.6.9, SkyUI with MCM, FNIS 3.5 (always ran), ZaZ Pack 004.

PO shouldn't modify anything with mining. I think you have a problem somewhere else.
Posted

 

After some tests on V007 version, I have to report a very strange bug.

 

With this mod installed, the animation to mining is over. No more animation, no more raw materials.

I'm sure it's this mod because I tried to deactivate it only and the mining sequence returned. (Checked three times).

I tried also to change the load order but without luck.

 

Skyrim 1.8.151.7 - DLC Dawguard - All related Unoffical Packs, SKSE 1.6.9, SkyUI with MCM, FNIS 3.5 (always ran), ZaZ Pack 004.

PO shouldn't modify anything with mining. I think you have a problem somewhere else.

 

Actually now I think about it...

 

Tell me one thing. Did you EVER had the mod "Life in Prison" installed ???

If you had that mod installed it modified mining script in general... If you now have PO or even Rough Times installed and you disabled the above mod you end up with a problem because that mod uses a different type of mining script... I tried that mod and broke it and restored it by using a cheat mod cause I didn't backup my files (which I did now)...

 

There are mods making modifications and disabling them are causing trouble... However that means if you have/had Life in Prison that mod still has the changed script. If you then activate another prison modifying mod you will end up getting trouble no matter what you do but the script might act normal without mods living their own life in the direction of the same thing (prison in this case)

 

No matter how you look at it... some mods DO cause that problem

Posted

NEVER had "Life in Prison".

 

Don't have Rough Times. (Never had).

 

Never had problems with mining before this mod.

 

Mining animation doens't work ONLY with this mod activated. (I tried to deactivate ONE BY ONE at least 20 mods I installed, or updated, in the last two months. The mining problem solves only deactivating this mod).

 

Instead of mining, my char stands up stuck in front of the ore vein for about 10 seconds. Compass and so on are off. After that, she returns normal. No raw materials are added, no mining and acquiring ores sounds are played, except the standard ambience sounds.

 

The only mod I have that affects ore veins is one called "glowing ore veins" and it never gave me problems.

 

The most recent mods I installed and/or updated are Wet & Cold, Dark Investigations and Lover's Confort (The two latest are from this site).

 

That's all.

 

PS: the strange thing is that this mod is awesome by itself and it works fine (I tried three times in Falkreath, Riften and Solitude and every time it was good).

Posted

NEVER had "Life in Prison".

 

Don't have Rough Times. (Never had).

 

Never had problems with mining before this mod.

 

Mining animation doens't work ONLY with this mod activated. (I tried to deactivate ONE BY ONE at least 20 mods I installed, or updated, in the last two months. The mining problem solves only deactivating this mod).

 

Instead of mining, my char stands up stuck in front of the ore vein for about 10 seconds. Compass and so on are off. After that, she returns normal. No raw materials are added, no mining and acquiring ores sounds are played, except the standard ambience sounds.

 

The only mod I have that affects ore veins is one called "glowing ore veins" and it never gave me problems.

 

The most recent mods I installed and/or updated are Wet & Cold, Dark Investigations and Lover's Confort (The two latest are from this site).

 

That's all.

 

PS: the strange thing is that this mod is awesome by itself and it works fine (I tried three times in Falkreath, Riften and Solitude and every time it was good).

 

Do you have any other prison related mods outside this one ???

 

I don't know why you have mining trouble to be honest... It sounds like the mining animation refuses to play... That's not particulary an issue with this mod as it shouldn't touch the mining thing... Turn off all other mods except the needed ones for this one, run FNIS and try again... See if mining works...

 

As for glowing ore veins :P I have that too but it's not a real big mod as it's actually just a texture replacers...

 

I don't have any idea judging DI and LC (not tried them so far) but I have no idea if they touch mining in a way... As I said... 1 script used in 1 mod might cause the problem as they run both some same things... Not sure if any script is there...

 

Just try to put ZAP and PO next to defaults (well unofficial patches and such and items all allowed as well as houses but turn off most script using mods)

Also REPUT all PO files in your gamefolder BEFORE using it (as it might have a conflict file with another...)

Posted

Mining animation doens't work ONLY with this mod activated. (I tried to deactivate ONE BY ONE at least 20 mods I installed, or updated, in the last two months. The mining problem solves only deactivating this mod).

If you want to find out what the problem is, use a tool such as tes5, then look for conflicts related to mining.

 

If you want a simpler approach try disabling all mods, then start the game.

 

In the console on the main menu

coc whiterun
player.additem e3c16 1
save clean_save
qqq
You can now enable just PO (Zaz Animation Pack will also enable). Load the save you just made (it's called clean_save). Find an ore vein and mine it.

 

If you're still having problems, I'd look in the Data/Scripts folder for a script called "MineOreScript.pex" which is probably a leftover from some mod you have lying around.

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