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Posted

is a function of prison overhaul that thug capture me or tracking down after escape from prison? i follow the thugs and nothing happen, 

i installed SD

No, sorry. The thugs are part of vanilla, when you steal something.
Posted

Don't know if there is anything you can do (AI is what it is) but guards from Shor's Stone can't go to Riften as they stop at fortifications in front of Fort Greenwall. Better avoid them.

 

EDIT - At least is what happens if no bandits are present at the fort. If they are I think one single guard is no match for a bunch of bandits. And don't know what happens if the guard dies.

Posted

 

To control the player using Ai, first you need to (from a script) enable the ai. There is a script command for this:

Game.SetPlayerAiDriven(True)

 

After that you need to make sure that there is something for the ai to do. Normally the player has no ai attached to it. You can attach ai to a character in many ways, my favorite is controlling actors through scenes. There are several tutorials on how to set up ai, scenes and so on, and they can probably be modified to include the player.

 

just notes the reply..would appreciated the link for that setting up AI tutorial xaz ? 

 

and i guess there is no way for setting an actor/NPC by console then ? it must be define first in script for choosen actor/faction. Kinda cool if i can randomly choose NPC/actor ingame for controlling player AI. Can easily make the character acted as prisoner in those Thalmor Justiciar/Imperial Guards.

 

 

This a Function , That May be of use , Not only for this Mod , but ZAP or  in General . Wonder if an Actor can be Attached to another Actor 

http://www.creationkit.com/SetVehicle_-_Actor

 

Ha, nice find Mastercchris..guess it only works for vehicle then ? 

Posted

 

 

To control the player using Ai, first you need to (from a script) enable the ai. There is a script command for this:

 

Game.SetPlayerAiDriven(True)

 

After that you need to make sure that there is something for the ai to do. Normally the player has no ai attached to it. You can attach ai to a character in many ways, my favorite is controlling actors through scenes. There are several tutorials on how to set up ai, scenes and so on, and they can probably be modified to include the player.

 

just notes the reply..would appreciated the link for that setting up AI tutorial xaz ? 

 

and i guess there is no way for setting an actor/NPC by console then ? it must be define first in script for choosen actor/faction. Kinda cool if i can randomly choose NPC/actor ingame for controlling player AI. Can easily make the character acted as prisoner in those Thalmor Justiciar/Imperial Guards.

 

 

This a Function , That May be of use , Not only for this Mod , but ZAP or  in General . Wonder if an Actor can be Attached to another Actor 

http://www.creationkit.com/SetVehicle_-_Actor

Ha, nice find Mastercchris..guess it only works for vehicle then ?

 

 

Tutorials in general:

http://www.creationkit.com/Category:Tutorials

 

Packages ("ai scripts")

http://www.creationkit.com/Bethesda_Tutorial_Packages

http://www.creationkit.com/Category:Packages

 

I would recommend going through the tutorial from start to finish if you're new to modding. I didn't follow the steps in the editor, but read them through with the editor open and looked at menus etc.

 

There's also a lot of tutorials and so on on youtube, but you'll have to dig up those yourself. Not just because I'm lazy, but also because I don't know any to recommend. This may of course mean that there are no good tutorials, but I find it hard to believe that's the case.

 

What works for me may not work for you, so please don't blame me if following those tutorials is a waste of your time.

 

Edit: Forgot to respond to the console part.

 

No, I don't know of any way to supply ai commands through the console.

Posted

The mod is working great for me. It would be nice to have the guard drop off food every now and then (maybe after the punishment?) for those of us running a needs mod.

 

Edit: I spoke too soon. After i got freed, the prison dialogue didnt stop. towns people still referred to me as a prisoner and that blocked me from talking to shopkeepers etc. I had to stop the dialogue quest manually to get regular dialogue back.

Posted

Loving the update.  But yeah it keeps saying the wrong ZaZAnimationPack is detected every time I load my game. Not a big deal though  :shy:

Posted

@Xaz

 

thanks for the links. surely will try to learn how it can be done. i remember when creating this kind of AI package/sandbox back in the day for FNV. hope it works the same. Just wish me luck  :P.

 

blame you ? nah....probably just smashing my keyboard or tossing it around the room..nothing serious. 

 

 

Posted

@Xaz

 

thanks for the links. surely will try to learn how it can be done. i remember when creating this kind of AI package/sandbox back in the day for FNV. hope it works the same. Just wish me luck  :P.

 

blame you ? nah....probably just smashing my keyboard or tossing it around the room..nothing serious. 

 

Sounds like your keyboard is gonna have fun :D

Posted

how can i get my regular dialog back???

Currently a bug. Type "player.removefac xx00fa9f" xx is the load order of this module to fix this until the next release.
Posted

 

how can i get my regular dialog back???

Currently a bug. Type "player.removefac xx00fa9f" xx is the load order of this module to fix this until the next release.

 

 

I really like your mod.   Would it be possible to add the option punishment in pillory? The female prisoner would be taken to a public place in the city, where he was imprisoned in the pillory for public use (raped by passersby ) . Sorry for bad English :sleepy:

 

Thanks

Posted

Small update. Right now there are things going on in real life, as well as for modding, I'm mostly experimenting with how to do things. So this will have to be a small update.

 

Hope it fixes most of the current issues. I hope to include some actual content in the coming updates.

 

V009:

Bug: Prison length was 1h no matter the bounty.

Bug: After release, player was still greeted as a convict.

Added three new variables to control jail time:

* xpoCrimeGoldToSeconds which converts each gold into this many seconds of jail time. Default 360s (6min for each gold, 10g = 1h in jail)

* xpoCrimeGoldViolentMult which multiplies the jail time with this amount for violent crimes (such as murder). Default 4, murder = 4000 equivalent of time (defaults to roughly 17 days).

* xpoCrimeGoldMinimumTime which is the minimum time in jail in seconds. Defaults to 86400 (24h, one day).

Posted

 

 

how can i get my regular dialog back???

Currently a bug. Type "player.removefac xx00fa9f" xx is the load order of this module to fix this until the next release.

 

 

I really like your mod.   Would it be possible to add the option punishment in pillory? The female prisoner would be taken to a public place in the city, where he was imprisoned in the pillory for public use (raped by passersby ) . Sorry for bad English :sleepy:

 

Thanks

 

...and while being in "public use" she can get infected with various STDs

 

Posted

...and while being in "public use" she can get infected with various STDs

 

 

Argonian AIDS and Imperial Herpes. Oh the joys of not using mammoth-skin condoms for safe sex.

 

That said my character would no doubt be the worst criminal in all of skyrim considering how she will be stuck in a pillory all the time awaiting "punishment"

Posted

To fix the "stuck" guard during release, change the destination from OUTSIDECELL to BELONGINGSCHEST in action 31 in xpomain_release.

 

 

Wait does that mean there is another bug ??? For me releases usually worked fine... ... Not tried new yet

Posted

 

 

 

 

To fix the "stuck" guard during release, change the destination from OUTSIDECELL to BELONGINGSCHEST in action 31 in xpomain_release.

 

 

Wait does that mean there is another bug ??? For me releases usually worked fine... ... Not tried new yet

 

 

 

 

No, it's this one http://www.loverslab.com/topic/13622-prison-overhaul-2013-03-13/page-23?do=findComment&comment=335131

 

 

Will get to work on this right away. If it is what I think, it'll make most jails unplayable. (Whiterun, where I mostly test, being an exception...)
Posted

i have a problem, i updated to v009 and now the guard never comes to torture or to release my character, anything i can do?

 

Getting same so far

Posted

This mod is great :D Looking forward to when its finished :D And not to be nagging, but i'm just wondering if there is some kind of "ETA" for the public punishments? (Stocks, whippings etc.) 

Posted

i have a problem, i updated to v009 and now the guard never comes to torture or to release my character, anything i can do?

The guard is not coming to whip you because his/her hand is soooo tired after swinging  that heavy cane all day long.

 

 

 

Seriously though, 1 property wasn't set, it should be xpomain_punish_basic, which you can easily change in CK.

post-127324-0-62045700-1363299594_thumb.jpg

Posted

 

 

i have a problem, i updated to v009 and now the guard never comes to torture or to release my character, anything i can do?

The guard is not coming to whip you because his/her hand is soooo tired after swinging  that heavy cane all day long.

 

Seriously though, 1 property wasn't set, it should be xpomain_punish_basic, which you can easily change in CK.

 

 

Thanks for finding this. I'm not sure why this changed between versions, but it's going to be fixed in the next update.

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