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At what point does the xpoSettingMinWhipHealth variable get set?  Is it calculated from the percentage the player sets and the health of the PC at the time it is set in the MCM?

 

I tried it again after setting the health percentage to 85%, and the whipping still quit as before, but this time the Jailer (who was doing the whipping) made a remark something like "You're too weak to whip".  So I started wondering ... my PC was wearing a bunch of enchanted equipment that significantly raised her health.  If the calculation of the minimum health for whipping is done before the equipment is stripped from the prisoner, it will be too high relative to the health of the stripped prisoner. 

 

So I tested it out.  xpoSettingMinWhipHealth was over 300 when I set the MCM percentage with everything equipped, and about 229 when I set the MCM percentage after unequipping her health boosting items.  Unfortunately that didn't make the whipping work, it still quits the same way as in the previous log.

 

 

 

[03/21/2015 - 05:19:47PM] xpoMain_Pillory Punishment

[03/21/2015 - 05:19:47PM] xpoMain Punishment

[03/21/2015 - 05:19:47PM] xpoMain_SF_SimpleWhipping Started

[03/21/2015 - 05:19:47PM] xpoMain PlayIdleHelper playing [idle <ZazAPPillSXEnterB (0E00810E)>]

[03/21/2015 - 05:19:47PM] xpoMain: SetTimeScale To 10

[03/21/2015 - 05:19:47PM] xpoScenario (Pillory): punishment

[03/21/2015 - 05:19:48PM] ERROR: Cannot call SetValue() on a None object, aborting function call

stack:

    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_14() - "xpomain_sf_simplewhipping.psc" Line 19

[03/21/2015 - 05:19:57PM] xpoPatchesMain is now in TimerState

[03/21/2015 - 05:19:57PM] ERROR: Cannot call SetValue() on a None object, aborting function call

stack:

    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_29() - "xpomain_sf_simplewhipping.psc" Line 71

[03/21/2015 - 05:19:57PM] ERROR: Cannot call SetValueInt() on a None object, aborting function call

stack:

    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_59() - "xpomain_sf_simplewhipping.psc" Line 55

[03/21/2015 - 05:19:57PM] xpoMain_SF_SimpleWhipping ended

[03/21/2015 - 05:19:57PM] xpoMain OnSceneDone (Punishment)

[03/21/2015 - 05:19:57PM] xpoMain_Pillory Idle

[03/21/2015 - 05:19:57PM] ERROR: Cannot call SetValueInt() on a None object, aborting function call

stack:

    [xpoMain (CA0012C7)].xpomain_pillory.onBeginState() - "xpomain_pillory.psc" Line 127

    [xpoMain (CA0012C7)].xpomain_pillory.GotoState() - "Form.psc" Line ?

    [xpoMain (CA0012C7)].xazpescorttoprison.onEndState() - "xazpescorttoprison.psc" Line ?

    [xpoMain (CA0012C7)].xazpescorttoprison.GotoState() - "Form.psc" Line ?

    [xpoMain (CA0012C7)].xazpescorttoprison.OnSceneDone() - "xazpescorttoprison.psc" Line ?

    [ (CA0253D7)].xpoMain_SF_SimpleWhipping.Fragment_6() - "xpomain_sf_simplewhipping.psc" Line 30

[03/21/2015 - 05:19:57PM] xpoMain Pillory

[03/21/2015 - 05:19:57PM] xpoMain: JailerWanderAt ([Actor < (00000014)>])

[03/21/2015 - 05:19:58PM] xpoMain PlayIdleHelper playing [idle <ZazAPPillSolo01 (0E008108)>]

[03/21/2015 - 05:19:58PM] xpoMain OnSceneDone

[03/21/2015 - 05:19:58PM] xpoScenario (Pillory): Punishment scene done.

 

 

Yes the xpoSettingMinWhipHealth gets set to the % of health your PC has at the time when you are in the MCM setting it.

Do this, go in console and see what that value of xpoSettingMinWhipHealth is, then compare that to your actual health value from the skills menu.

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With enchanted equipment, MinWhipHealth was over 300, without enchanted equipment it was 229, actual health when stripped in both cases was 270.  The percentage calculation is being done correctly, it's just always going to be too high if computed with health boosted equipment when the whipping is actually being done with the equipment stripped.  If possible it should be calculated after the jailer strips the PC.

 

Of course my primary use of this mod is to roleplay a wanted criminal or escaped slave, so I normally only encounter jails in the very early game.  So this problem isn't something I'd normally run into, I'm just hitting it now because I'm trying to use my level 44 PC to test out the patches.

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With enchanted equipment, MinWhipHealth was over 300, without enchanted equipment it was 229, actual health when stripped in both cases was 270.  The percentage calculation is being done correctly, it's just always going to be too high if computed with health boosted equipment when the whipping is actually being done with the equipment stripped.  If possible it should be calculated after the jailer strips the PC.

 

Of course my primary use of this mod is to roleplay a wanted criminal or escaped slave, so I normally only encounter jails in the very early game.  So this problem isn't something I'd normally run into, I'm just hitting it now because I'm trying to use my level 44 PC to test out the patches.

 

Indeed that is a good point. Re-calculating health when first meeting the jailer is a good idea. ;)  

 

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It's actually a patch not a replacer for the main .esp, so don't rename it and keep both .esp

 

Right thanks for that clarification. I considered it was meant to be an additional esp, but the instructions were to uninstall the previous version. I took that to mean I should remove all previous files including the xazprisonoverhaul.esp.

 

So as I understand it, for someone creating a new install of prison overhaul, we should:

 

use the xazprisonoverhaul.esp from v033_fix, and the loose files and patch.esp that Inte uploaded. The v.033 bsa is tossed entirely. Is that correct?

 

From the viewpoint of someone who is quite ignorant about modding: wouldn't the patch name cause skyrim to squawk about missing files/esps everytime we upgrade? (Genuine question: not meant to convey any criticism of Inte, who kindly provided us his/her work in the first place).

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No, use the entire Prison Overhaul and the patch. The instructions are saying to uninstall the previous version of the patch if you had it installed. You should definitely use a mod manager if you aren't already.

 

Gotcha. Using wrye bash still. This will be my first install of PO really when I get round to it sometime this week. Then I guess I'll find out if Prison Overhaul is compatible with Expanded Towns and Cities.

 

Many thanks Vanessa.

 

EDIT: posting error, for anyone who witnessed the triple posting that just happened.

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It's actually a patch not a replacer for the main .esp, so don't rename it and keep both .esp

 

Right thanks for that clarification. I considered it was meant to be an additional esp, but the instructions were to uninstall the previous version. I took that to mean I should remove all previous files including the xazprisonoverhaul.esp.

 

So as I understand it, for someone creating a new install of prison overhaul, we should:

 

use the xazprisonoverhaul.esp from v033_fix, and the loose files and patch.esp that Inte uploaded. The v.033 bsa is tossed entirely. Is that correct?

 

From the viewpoint of someone who is quite ignorant about modding: wouldn't the patch name cause skyrim to squawk about missing files/esps everytime we upgrade? (Genuine question: not meant to convey any criticism of Inte, who kindly provided us his/her work in the first place).

 

 

This is not Nexus, criticism is allowed and welcomed, how else are we supposed to get better? :P

 

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i have a friend who has been stuck in prison for 10 days now. if she tries to escape it crashes on her with the bounty message. she was using the test arrest thing. has anyone encountered anything similar and how did they fix it? is devious devices going to be anything to do with it?

 

EDIT: i am not much help to her since i rarely get any bounty, and my one test nothing happened while i was in jail so i just left the mod in for the pillories added to towns.

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For the conversation options, I can't help but wonder where the gear comes from...

 

Maybe use non-bound animations + brawling?

 

The first time I get a "Sexlab actors not ready" message.

 

It also doesn't make sense for any non-imprisoned characters to sue bound animations when in the pillory, including the jailer.

 

Going from pillory -> cage leaves me in the pillory.

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For the conversation options, I can't help but wonder where the gear comes from...

 

Maybe use non-bound animations + brawling?

 

It also doesn't make sense for any non-imprisoned characters to sue bound animations when in the pillory, including the jailer.

 

Going from pillory -> cage leaves me in the pillory.

 

It's a kind of magic.

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I just had an interesting problem. I'm not sure at what point XPO started bringing your follower with you to jail, but I noticed it does now.

 

However, today, I got arrested, and instead of bringing my follower to jail with me, they brought the "Stray Dog" that happened to have started following me earlier. I was fuly expecting shackles and a gag to be put on the dog, but was sorely disappointed.  :lol:  FYI

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I just had an interesting problem. I'm not sure at what point XPO started bringing your follower with you to jail, but I noticed it does now.

 

However, today, I got arrested, and instead of bringing my follower to jail with me, they brought the "Stray Dog" that happened to have started following me earlier. I was fuly expecting shackles and a gag to be put on the dog, but was sorely disappointed.  :lol:  FYI

 

:D

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Patch No. 4 includes everything in all the previous patches with the following additions.

  • Added .::. Navmeshed out the space around the pillories, so jailer won't keep trying to go right through them.
  • Added .::. More dialog with bounty hunters.
  • Patched .::. Gold calculation when escaped, and increased the penalty to 1000.
  • Patched .::. No punishments given. It works in my tests most of the time. I'm sure more testing, bug hunting is required.
  • I'm sure I changed more stuff, just can't remember atm.   
Install

Uninstall previous version, then install this here version overwriting everything.

 

Future Developments

  • Add support for DD devices, maybe ... IDK  a lot of DD devices going around Skyrim now, just ask Kimy.
  • More bug killing.  
Updated to patch No. 4b -- all inclusive again.
  • Patched .::. No punishments given, used different logic this time.
  • Some minor stuff.
 

The patch above is now obsolete, the one bellow is the latest one.

 

xazPrisonOverhaul_V033 Patch 04d

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So I'm having this problem, I did a search and saw it mentioned once with no resolution, any time I get arrested, no matter where, I end up in a tiny square cell in windhelm with one guard, a chest and a trapdoor in the floor. My stuff gets taken and then everyone just stands around doing nothing. It's not a zaz or fnis isue since every other mod works fine, and it doesn't matter where I get arrested, I always end up there. I took a break from skyrim but I remember never any issues with this in the past. Any help would be great, thanks.

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I been following this thread for ages, (since i uninstalled it after a lot of troubles) hoping that it someday would be fixed/stable, i really like the idea and would like to have it in my game, but it looks like there is still a lot of problems with it.

 

Do i dare to install it? And how?

 

with all the patches is a little confusing

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