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Posted

Yo!

 

I installed this mod quite a long time ago, and even though it was relatively buggy back then, it's become worse now that I've added more mods, as well as those same mods getting more and more features. The biggest problem for me is definitely with the pillory... holy damn the pillory bugs out together with some of the Devious Devices mods and other general rape mods. I'm not sure which of all mods on this site added the function that NPCs will approach you and randomly rape you if you're naked and/or unarmed, but because of it the pillory bugs the fuck out, really really hard. The game says that someone is watching me thanks to my nakedness, and when he/she/often they run to rape me, I get cut lose from pillory and my chains, get gangraped, and them I can just wander around. I don't get put back into the pillory, the jailer is "busy", time starts flowing naturally again and waiting does not bring me back to my cell or anything of the sort. I don't know if this has to be fixed by the mod that added the nekkid function, or by Prison Overhaul, but either way it doesn't work with both, and I believe that function was added by Deviously Cursed Loot, which I absolutely refuse to take out of my load order.

 

If a fix to make them co-exist isn't possible from this mod, would it at least be possible to add an option to turn off the pillory punishment, leaving you to only be used by guards in the actual dungeon?

 

This is caused by Deviously Cursed Loot, the OP says to disabled triggered sex attacks when PO is running as they interfere with this mod.

 

 

Posted

 

 

For 5a I added ModEvent's to allow other mods to interface with PO.

 

Something like this will listen for when the PC is out of jail.

Event xpoOnPCisFree(STRING eventName, STRING strArg, FLOAT numArg, Form eSender)
    Your stuff goes here when PC is out of jail. 
EndEvent

Or can trigger an arrest from outside of PO

akSpeaker.SendModEvent("xpoArrestPC", "Gotya!", 2000)

where akSpeaker would be the the arrestor (that's a word right?) and 2000 would be extra gold added to the bounty.

 

 

 

awesome now i just need to find the dam script or quest etc that controls dragon attacks (i really wish i had more experience at this stuff, having none is not helping XD)

 

Edit: btw don't think i've thanked you yet Inte so Thank you so much for everything you've done with the patches and with the event + everything else

I long ago I used Deadly Dragon and Dragon attacks in the menu MCM I mailed to 0, after which only worked when I mailed attacks Drago not had more forever broke the mod.

I'm not a moder do not know what happened but the dragons disappeared forever

Posted

 

 

 

 

 

For 5a I added ModEvent's to allow other mods to interface with PO.

Something like this will listen for when the PC is out of jail.

Event xpoOnPCisFree(STRING eventName, STRING strArg, FLOAT numArg, Form eSender)
    Your stuff goes here when PC is out of jail. 
EndEvent

Or can trigger an arrest from outside of PO

akSpeaker.SendModEvent("xpoArrestPC", "Gotya!", 2000)

where akSpeaker would be the the arrestor (that's a word right?) and 2000 would be extra gold added to the bounty.

 

 

 

awesome now i just need to find the dam script or quest etc that controls dragon attacks (i really wish i had more experience at this stuff, having none is not helping XD)

 

Edit: btw don't think i've thanked you yet Inte so Thank you so much for everything you've done with the patches and with the event + everything else

I long ago I used Deadly Dragon and Dragon attacks in the menu MCM I mailed to 0, after which only worked when I mailed attacks Drago not had more forever broke the mod.

I'm not a moder do not know what happened but the dragons disappeared forever

 

 

 

 

not going to lie i have no idea what you just said :(

Posted

 

 

Yo!

 

I installed this mod quite a long time ago, and even though it was relatively buggy back then, it's become worse now that I've added more mods, as well as those same mods getting more and more features. The biggest problem for me is definitely with the pillory... holy damn the pillory bugs out together with some of the Devious Devices mods and other general rape mods. I'm not sure which of all mods on this site added the function that NPCs will approach you and randomly rape you if you're naked and/or unarmed, but because of it the pillory bugs the fuck out, really really hard. The game says that someone is watching me thanks to my nakedness, and when he/she/often they run to rape me, I get cut lose from pillory and my chains, get gangraped, and them I can just wander around. I don't get put back into the pillory, the jailer is "busy", time starts flowing naturally again and waiting does not bring me back to my cell or anything of the sort. I don't know if this has to be fixed by the mod that added the nekkid function, or by Prison Overhaul, but either way it doesn't work with both, and I believe that function was added by Deviously Cursed Loot, which I absolutely refuse to take out of my load order.

 

If a fix to make them co-exist isn't possible from this mod, would it at least be possible to add an option to turn off the pillory punishment, leaving you to only be used by guards in the actual dungeon?

 

 

This is caused by Deviously Cursed Loot, the OP says to disabled triggered sex attacks when PO is running as they interfere with this mod.

 

Ah, okay. I had apparently not read that part. Thanks for the help!

 

Posted

Quick update on how the anti dragon spawn system is coming along. My current plan is to use the prisoner faction of this mod to prevent the spawning of dragons while your a prisoner via a condition on the dragon spawns. Note: i highly doubt i can stop spawns at burial mounds, dragon lairs or during quests but hopefully none of the guards or bounty hunters who catch you will take you past any of these and its a rather minor issue here since you can move (kinda) and the guard/hunter is highly likely to die. I also will probably not be able to stop deadly dragons assaults so enable safe zones or disable them altogether. i should be able to prevent DCO assaults but might take me some time to get a working system in place. 

Posted

 

 

 

 

 

For 5a I added ModEvent's to allow other mods to interface with PO.

 

Something like this will listen for when the PC is out of jail.

Event xpoOnPCisFree(STRING eventName, STRING strArg, FLOAT numArg, Form eSender)
    Your stuff goes here when PC is out of jail. 
EndEvent

Or can trigger an arrest from outside of PO

akSpeaker.SendModEvent("xpoArrestPC", "Gotya!", 2000)

where akSpeaker would be the the arrestor (that's a word right?) and 2000 would be extra gold added to the bounty.

 

 

 

awesome now i just need to find the dam script or quest etc that controls dragon attacks (i really wish i had more experience at this stuff, having none is not helping XD)

 

Edit: btw don't think i've thanked you yet Inte so Thank you so much for everything you've done with the patches and with the event + everything else

I long ago I used Deadly Dragon and Dragon attacks in the menu MCM I mailed to 0, after which only worked when I mailed attacks Drago not had more forever broke the mod.

I'm not a moder do not know what happened but the dragons disappeared forever

 

 

 

 

not going to lie i have no idea what you just said :(

If you use Dedly Dragon can put the attacks Dragon=0

Posted

 

 

 

 

 

 

For 5a I added ModEvent's to allow other mods to interface with PO.

 

Something like this will listen for when the PC is out of jail.

Event xpoOnPCisFree(STRING eventName, STRING strArg, FLOAT numArg, Form eSender)
    Your stuff goes here when PC is out of jail. 
EndEvent

Or can trigger an arrest from outside of PO

akSpeaker.SendModEvent("xpoArrestPC", "Gotya!", 2000)

where akSpeaker would be the the arrestor (that's a word right?) and 2000 would be extra gold added to the bounty.

 

 

 

awesome now i just need to find the dam script or quest etc that controls dragon attacks (i really wish i had more experience at this stuff, having none is not helping XD)

 

Edit: btw don't think i've thanked you yet Inte so Thank you so much for everything you've done with the patches and with the event + everything else

I long ago I used Deadly Dragon and Dragon attacks in the menu MCM I mailed to 0, after which only worked when I mailed attacks Drago not had more forever broke the mod.

I'm not a moder do not know what happened but the dragons disappeared forever

 

 

 

 

not going to lie i have no idea what you just said :(

If you use Dedly Dragon can put the attacks Dragon=0

 

 

yea but the thing is thats only the deadly dragon assaults not the vanilla attacks that can occur pretty regularly in falkreath or DCO's assaults that can spawn up to 3 dragons and will trigger every 3-5 days while you can disable these in the MCM menu there is no current way to stop the vanilla spawn occurring and murdering your poor poor player character while she's lock in the pillory. 

Posted

 

 

 

 

 

 

 

For 5a I added ModEvent's to allow other mods to interface with PO.

 

Something like this will listen for when the PC is out of jail.

Event xpoOnPCisFree(STRING eventName, STRING strArg, FLOAT numArg, Form eSender)
    Your stuff goes here when PC is out of jail. 
EndEvent

Or can trigger an arrest from outside of PO

akSpeaker.SendModEvent("xpoArrestPC", "Gotya!", 2000)

where akSpeaker would be the the arrestor (that's a word right?) and 2000 would be extra gold added to the bounty.

 

 

 

awesome now i just need to find the dam script or quest etc that controls dragon attacks (i really wish i had more experience at this stuff, having none is not helping XD)

 

Edit: btw don't think i've thanked you yet Inte so Thank you so much for everything you've done with the patches and with the event + everything else

I long ago I used Deadly Dragon and Dragon attacks in the menu MCM I mailed to 0, after which only worked when I mailed attacks Drago not had more forever broke the mod.

I'm not a moder do not know what happened but the dragons disappeared forever

 

 

 

 

not going to lie i have no idea what you just said :(

If you use Dedly Dragon can put the attacks Dragon=0

 

 

yea but the thing is thats only the deadly dragon assaults not the vanilla attacks that can occur pretty regularly in falkreath or DCO's assaults that can spawn up to 3 dragons and will trigger every 3-5 days while you can disable these in the MCM menu there is no current way to stop the vanilla spawn occurring and murdering your poor poor player character while she's lock in the pillory. 

 

Dragons with Prision Overhal have always been a problem, you can solve it would be a nice thing.

 

To Inte.

You might have a chance in the menu does not have NPCs who look in the cage.

I say this because I gà lots of NPC and when I played the animation in the cage would not start because they could not take the front row were going back and forth.

And thanks again to work on this mod.

Posted

 

Dragons with Prision Overhal have always been a problem, you can solve it would be a nice thing.

- I am using Skyrim Unbound as my alternative start mod. It allows you to disable attacks, when ever you want. It can be found from the Workshop, but author has provided alternative download site for mod file, meant for those (like me) who do not wish to let Steam to manage any mods.

 

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=169372128

Alternative: http://www.chinagreenelvis.com/gaming/mods/skyrim/skyrim_unbound/

 

- The mod Timing is Everything allows you to adjust the time between random dragon attacks.

Nexus: http://www.nexusmods.com/skyrim/mods/38151/?

 

- Both Deadly Dragons and Dragon Combat Overhaul give you more control over dragon attacks. First one allows making some areas safe. DCO requires more tweaking and overwrites some features from Deadly Dragons, but you can still control attacks quite well.

Deadly Dragons, Nexus: http://www.nexusmods.com/skyrim/mods/3829/?

Dragon Combat Overhaul, Nexus: http://www.nexusmods.com/skyrim/mods/32597/?

 

@ Inte

Thanks for the patch. :)

Posted

Bug Report

 

Just tried V33 and patch 5b (I've been using v32 up to now as I use all the DD mods). Clean save (including old scripts) but not a new game.

 

Tested in Whiterun after parade and pillory, when I was put back in cell player control was not returned (I suspect the leash effect didn't terminate). The effect is that the pc cannot move though the animations afterwards play out normally.

 

I use DA so was easily able to reset the pc state without a problem.

 

Not sure if this was a glitch after the whipping which seemed to be rather jumpy, I've kept copies of the test games in case you need logs

 

EDIT:

 

After further testing control is lost after each of the prison rape animations. This causes a problem as the pc is initially stuck in place in the centre of the cell and the guard pushes the pc out of the cell when he leaves sometime. If the pc is to one side of the cell she is left in place which stops this happening. In any case it stops any escape attempt as the pc cannot move (they can still access inventory etc).

 

Playing through to the end, control is given back once the pc is released. I checked using a leather collar and leg cuffs, both were removed at the start and replaced correctly on release

 

I noticed normal dialogue from NPC's rather than the old text ones. Not sure it that's intentional but it seemed a bit odd being paraded around and being told the Dawnguard are recruiting etc.

 

One very small oddity, I went into prison with 1784 gold and came out with 1775 must have been those thieving guards that nicked it :lol:

 

EDIT2:

 

Forgot to mention there's a bit of a clash with the Bounty Hunters and Defeat (and probably DA as well). If the pc is defeated then Defeat kicks in and if one of the post events fires the pc is transported away, this will probably be the same for DA as well I'd guess. There's no problem if defeated by Guards as that's already built into DA, no idea on the Bounty Hunters though

Posted

@Slorm thanks for the bug report, I appreciate it. Every time I go in game to test something I forget to come out. :P

Bug Report
 
Just tried V33 and patch 5b (I've been using v32 up to now as I use all the DD mods). Clean save (including old scripts) but not a new game.
 
Tested in Whiterun after parade and pillory, when I was put back in cell player control was not returned (I suspect the leash effect didn't terminate). The effect is that the pc cannot move though the animations afterwards play out normally.
 
I use DA so was easily able to reset the pc state without a problem.
 
Not sure if this was a glitch after the whipping which seemed to be rather jumpy, I've kept copies of the test games in case you need logs
 
EDIT:
 
After further testing control is lost after each of the prison rape animations. This causes a problem as the pc is initially stuck in place in the centre of the cell and the guard pushes the pc out of the cell when he leaves sometime. If the pc is to one side of the cell she is left in place which stops this happening. In any case it stops any escape attempt as the pc cannot move (they can still access inventory etc).
 
Playing through to the end, control is given back once the pc is released. I checked using a leather collar and leg cuffs, both were removed at the start and replaced correctly on release

 

Hmm... next time this happens rather than using DA to restore player control, go into @xaz's animation pack, into "Player Control" and see how many AI' are trying to control your PC, if not zero release control, and restore movement. Then see if it happens again, there might be a straggler AI in there.
 

I noticed normal dialogue from NPC's rather than the old text ones. Not sure it that's intentional but it seemed a bit odd being paraded around and being told the Dawnguard are recruiting etc.

 

Yes, I am trying to make PO more verbose, IDK.
 

One very small oddity, I went into prison with 1784 gold and came out with 1775 must have been those thieving guards that nicked it :lol:

 

:D Not sure what happened there but now I wish I thought of it, that should be a feature.

 

EDIT2: 
Forgot to mention there's a bit of a clash with the Bounty Hunters and Defeat (and probably DA as well). If the pc is defeated then Defeat kicks in and if one of the post events fires the pc is transported away, this will probably be the same for DA as well I'd guess. There's no problem if defeated by Guards as that's already built into DA, no idea on the Bounty Hunters though

 

Now is this the vanilla bounty hunters or the PO bounty hunters?


 

 

Dragons with Prision Overhal have always been a problem, you can solve it would be a nice thing.

- I am using Skyrim Unbound as my alternative start mod. It allows you to disable attacks, when ever you want. It can be found from the Workshop, but author has provided alternative download site for mod file, meant for those (like me) who do not wish to let Steam to manage any mods.

 

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=169372128

Alternative: http://www.chinagreenelvis.com/gaming/mods/skyrim/skyrim_unbound/

 

- The mod Timing is Everything allows you to adjust the time between random dragon attacks.

Nexus: http://www.nexusmods.com/skyrim/mods/38151/?

 

- Both Deadly Dragons and Dragon Combat Overhaul give you more control over dragon attacks. First one allows making some areas safe. DCO requires more tweaking and overwrites some features from Deadly Dragons, but you can still control attacks quite well.

Deadly Dragons, Nexus: http://www.nexusmods.com/skyrim/mods/3829/?

Dragon Combat Overhaul, Nexus: http://www.nexusmods.com/skyrim/mods/32597/?

 

@ Inte

Thanks for the patch. :)

 

 

You're welcome. ;)
 

Posted

Hmm... next time this happens rather than using DA to restore player control, go into @xaz's animation pack, into "Player Control" and see how many AI' are trying to control your PC, if not zero release control, and restore movement. Then see if it happens again, there might be a straggler AI in there.

 

That fixed it. The AI control was set to 1 one, after releasing it control was normal again including after the animations :)

 

One very small oddity, I went into prison with 1784 gold and came out with 1775 must have been those thieving guards that nicked it :lol:

 

:D Not sure what happened there but now I wish I thought of it, that should be a feature.

 

 
Yes agreed, maybe have a percentage change of gold being stolen.
 
Maybe armour as well though need to be careful of quest items so maybe just slot 32 which the PC can buy back from the local store
 

 

 

EDIT2: 

Forgot to mention there's a bit of a clash with the Bounty Hunters and Defeat (and probably DA as well). If the pc is defeated then Defeat kicks in and if one of the post events fires the pc is transported away, this will probably be the same for DA as well I'd guess. There's no problem if defeated by Guards as that's already built into DA, no idea on the Bounty Hunters though

 

Now is this the vanilla bounty hunters or the PO bounty hunters?

 

 

That was the PO Bounty Hunter all decked out in Ebony. I'm L35 (assassin/conjurer) and went down in about 3 or 4 hits. Ouch!

 

EDIT: Forgot to mention, getting debug messages on screen (Punishment lasted for 70 seconds etc), no harm but might be worth removing in time

 

Posted

~ Snippy Snip~

 

 

 

Hmm... next time this happens rather than using DA to restore player control, go into @xaz's animation pack, into "Player Control" and see how many AI' are trying to control your PC, if not zero release control, and restore movement. Then see if it happens again, there might be a straggler AI in there.

 

That fixed it. The AI control was set to 1 one, after releasing it control was normal again including after the animations :)

 

 

One very small oddity, I went into prison with 1784 gold and came out with 1775 must have been those thieving guards that nicked it :lol:

 

:D Not sure what happened there but now I wish I thought of it, that should be a feature.

 

 

 

Yes agreed, maybe have a percentage change of gold being stolen.

 

Maybe armour as well though need to be careful of quest items so maybe just slot 32 which the PC can buy back from the local store

 

 

EDIT2: 

Forgot to mention there's a bit of a clash with the Bounty Hunters and Defeat (and probably DA as well). If the pc is defeated then Defeat kicks in and if one of the post events fires the pc is transported away, this will probably be the same for DA as well I'd guess. There's no problem if defeated by Guards as that's already built into DA, no idea on the Bounty Hunters though

 

Now is this the vanilla bounty hunters or the PO bounty hunters?

 

 

That was the PO Bounty Hunter all decked out in Ebony. I'm L35 (assassin/conjurer) and went down in about 3 or 4 hits. Ouch!

 

EDIT: Forgot to mention, getting debug messages on screen (Punishment lasted for 70 seconds etc), no harm but might be worth removing in time

 

 

 

Ah yes the PO bouty hunter... you are not alone, I don't even fight him/her anymore I just give in.

About the messages, yes they were a troubleshooting tool to make sure my stage timmer was working, but then I kinda liked the messages so I left them.

Posted

 

 

EDIT: Forgot to mention, getting debug messages on screen (Punishment lasted for 70 seconds etc), no harm but might be worth removing in time

 

 

 

if you can drop these into a McM option allows for troubleshooting while not being immersion breaking

 

as for the loss of gold did you ever get any stolen gold as i think they will confiscate that :P

 

Also i stopped using DA a while ago that mod is way way too temperamental for my liking i just set defeat to trigger between 30% and 10% hp (prevents my character bleeding out from perma bleed damage norm) and I've never had a problem since 

Posted

Ah, the stolen gold (me unpaid up member of Thieves Guild).

 

I noticed the 666 ( :) ) processing fee but as it's added to the bounty which is discharged on release it doesn't do much. Maybe deduct it from pc's gold perhaps (as a fine)?

Posted

 

 

 

EDIT: Forgot to mention, getting debug messages on screen (Punishment lasted for 70 seconds etc), no harm but might be worth removing in time

 

 

 

if you can drop these into a McM option allows for troubleshooting while not being immersion breaking

 

as for the loss of gold did you ever get any stolen gold as i think they will confiscate that :P

 

Also i stopped using DA a while ago that mod is way way too temperamental for my liking i just set defeat to trigger between 30% and 10% hp (prevents my character bleeding out from perma bleed damage norm) and I've never had a problem since 

 

 

Stolen gold... *facepalm*, :rolleyes: that's right. Guards separate stolen items from the prisoner, forgot about that. :)

 

EDIT: Ninja'd again by @Slorm :lol:

 

Posted

doesn't everyone i once thought i had a genius idea steal a Chasity key pay off the bounty use key to get out of Chasity belt, flawless plan right up until i face-palmed at the end :D

Posted

Ah, the stolen gold (me unpaid up member of Thieves Guild).

 

I noticed the 666 ( :) ) processing fee but as it's added to the bounty which is discharged on release it doesn't do much. Maybe deduct it from pc's gold perhaps (as a fine)?

 

That is a good idea. Wasn't sure where that fee should go. ;)

 

Posted

 

Ah, the stolen gold (me unpaid up member of Thieves Guild).

 

I noticed the 666 ( :) ) processing fee but as it's added to the bounty which is discharged on release it doesn't do much. Maybe deduct it from pc's gold perhaps (as a fine)?

 

That is a good idea. Wasn't sure where that fee should go. ;)

 

 

 

Just make sure it has a way to handle what happens when the player can't afford the fee wouldn't want to break the game with negative gold :) 

 

The way you make the broke player "pay" for the fee is entirely up to you although the eviler the better  ;)

Posted

 

 

Ah, the stolen gold (me unpaid up member of Thieves Guild).

 

I noticed the 666 ( :) ) processing fee but as it's added to the bounty which is discharged on release it doesn't do much. Maybe deduct it from pc's gold perhaps (as a fine)?

 

That is a good idea. Wasn't sure where that fee should go. ;)

 

 

 

Just make sure it has a way to handle what happens when the player can't afford the fee wouldn't want to break the game with negative gold :)

 

The way you make the broke player "pay" for the fee is entirely up to you although the eviler the better  ;)

 

 

You have a devious mind. :P

I was just going to add whatever is left from the fee after payment to the bounty, but are you saying I should use DD's instead?

 

Muhahaha !

 

10g      PC gets  Arm Cufs,

100g                   Collar

500g                   Belt no plugs

1000g                Armbinder

.... so on.

 

Oh, that is too deviously delicious! :lol:

 

Posted

 

 

 

Ah, the stolen gold (me unpaid up member of Thieves Guild).

 

I noticed the 666 ( :) ) processing fee but as it's added to the bounty which is discharged on release it doesn't do much. Maybe deduct it from pc's gold perhaps (as a fine)?

 

That is a good idea. Wasn't sure where that fee should go. ;)

 

 

 

Just make sure it has a way to handle what happens when the player can't afford the fee wouldn't want to break the game with negative gold :)

 

The way you make the broke player "pay" for the fee is entirely up to you although the eviler the better  ;)

 

 

You have a devious mind. :P

I was just going to add whatever is left from the fee after payment to the bounty, but are you saying I should use DD's instead?

 

Muhahaha !

 

10g      PC gets  Arm Cufs,

100g                   Collar

500g                   Belt no plugs

1000g                Armbinder

.... so on.

 

Oh, that is too deviously delicious! :lol:

 

 

 

well the max is 666 so maybe just give the player an armbinder, blindfold, ring gag (so needs users aren't utterly destroyed), boots, corset and a collar. one item for every 100 gold they are off order yet to be determined maybe armbinder 1st since it doesn't require a key to escape. See now you leave the important parts of the ex -prisoner availible for use by the rest of the townsfolk :D

Posted

Belt without plugs is too much like a reward.

Posted

admittedly making PO require DD is prob not the smartest call in the world so maybe the jailer could just lock you in a pillory with a pay box next to it till earn the 666 gold for your release. That or you could lock the prisoner on some special furniture for an extra few hours i think zaz has racks, wheels, horses etc in it right?

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