selene03 Posted May 14, 2013 Posted May 14, 2013 sometimes jailer would not draw his whip, he would go into attack stance and just stand there yes I mentioned this a few posts ago, I have found that this happens when the Jailer get's blocked, however "Blocked" seems to be subjective, sometimes seems like the game assumes the Jailer is blocked even when he isn't (for example a guard passes by in front of him, that breaks the mod), this is somethng that needs to be fixed in the mod, because I fixed this on my machine by going into the CK and removing the "Not start if blocked" on the whip section (those are not the technical terms but I'm no modder I just poke around too much) xaz can you comment on this?
Freeweasel Posted May 14, 2013 Posted May 14, 2013 Thanks xaz! The normal way to set the crimegold is this: player.setcrimegold <amount> <ID of the Hold> Replace the <xxx> parts with the amount of money and the hold ID. For example Riften has the ID of 0002816b. The others you con find on the UESP Wiki or just using a search machine.
SkatingJesus Posted May 14, 2013 Posted May 14, 2013 I think pillories in Falkreath are poorly placed, because not many NPCs pass close to those. And because Falkreath one is in the bushes!
whatto51 Posted May 14, 2013 Posted May 14, 2013 You know what? I can't decide if I hate the long waits in the cell. Or love them. My thief was finally caught in Whiterun and my first thoughts were along the time of: "Meh, I'll do jail time". By the end of the first day, it was: "Another day of this? Hell no!" and I busted out of that cell as soon as the guard left the gate. I'm inclined to say to stick with them. Mainly because of the RP aspect and changing the "Meh" into "Hell no!". Really gives meaning and a reason behind fighting the guards to stay out of jail. Of course that's not everyone's play style so perhaps a "Hardcore" version like I did in SD? Where there's no way to shortcut jail time once it's started. Also, I'd like to request some braziers next to the outdoor punishment for us users of Frostfall. Spending a day in the rain naked will kill a character if Frostfall is not disabled. Can't you add to the collar some cold protection feature? This way if you want to survive you're forced to keep collar on. I love hardcore stile too
Regcod Posted May 14, 2013 Posted May 14, 2013 Just upgraded to the last version ! But ... can't make it works ... I tried to hit guards, they captured me, bring me to the post and then nothing. Everything is in place, pillory, jailer, etc. But the guard leave me without forcing me to put my belongings into the chest. Everyone is staring at me and I can't get out of the place. Sorry to bother you with that but do you have any idea about what I did wrong ? I used a new game, put the .eps last in order, tried it in dawnstar, same problem : Nobody forces me to leave my belongings in the chest I hope it's something really dumb I might have done wrong Anyway congratulation ! It's a real improvement that you added ! I can't wait to try it out ! Same problem, that's strange... which other mods you use?
Ghuraok Posted May 14, 2013 Posted May 14, 2013 Just upgraded to the last version ! But ... can't make it works ... I tried to hit guards, they captured me, bring me to the post and then nothing. Everything is in place, pillory, jailer, etc. But the guard leave me without forcing me to put my belongings into the chest. Everyone is staring at me and I can't get out of the place. Sorry to bother you with that but do you have any idea about what I did wrong ? I used a new game, put the .eps last in order, tried it in dawnstar, same problem : Nobody forces me to leave my belongings in the chest I hope it's something really dumb I might have done wrong Anyway congratulation ! It's a real improvement that you added ! I can't wait to try it out ! Same problem, that's strange... which other mods you use? Well I can't give you the whole list since there's a lot of them running, but I don't really think they should messing up that kind of script...Also it was working just fine in the previous release. I have Sanguine Debauchery, Sexis, Lover's lab, Some that add NPC, Sneak tools, S³, and a bunch of things related to immersion gameplay like Frostfall, BasicNeeds, etc. Sure I have some strange named .esp that I don't even know what they're suppose to do ! Since my game does not crash (not too much) I rather not disable things blindly. Maybe it's something related to Fuz-Ro-Doh ? I don't know :/
xaz Posted May 14, 2013 Author Posted May 14, 2013 sometimes jailer would not draw his whip, he would go into attack stance and just stand there yes I mentioned this a few posts ago, I have found that this happens when the Jailer get's blocked, however "Blocked" seems to be subjective, sometimes seems like the game assumes the Jailer is blocked even when he isn't (for example a guard passes by in front of him, that breaks the mod), this is somethng that needs to be fixed in the mod, because I fixed this on my machine by going into the CK and removing the "Not start if blocked" on the whip section (those are not the technical terms but I'm no modder I just poke around too much) xaz can you comment on this? That sounds correct. I've not had any time this week for digging in the mod, but it sounds like you found the problem. It's high on my "to fix for next release" list.
xaz Posted May 14, 2013 Author Posted May 14, 2013 I think pillories in Falkreath are poorly placed, because not many NPCs pass close to those. And because Falkreath one is in the bushes! I'll have a go at moving things around for the next version. I guess stage 1 is to do some scouting in Falkreath.... suggestions are welcome, of course.
Regcod Posted May 14, 2013 Posted May 14, 2013 Just upgraded to the last version ! But ... can't make it works ... I tried to hit guards, they captured me, bring me to the post and then nothing. Everything is in place, pillory, jailer, etc. But the guard leave me without forcing me to put my belongings into the chest. Everyone is staring at me and I can't get out of the place. Sorry to bother you with that but do you have any idea about what I did wrong ? I used a new game, put the .eps last in order, tried it in dawnstar, same problem : Nobody forces me to leave my belongings in the chest I hope it's something really dumb I might have done wrong Anyway congratulation ! It's a real improvement that you added ! I can't wait to try it out ! Same problem, that's strange... which other mods you use? Well I can't give you the whole list since there's a lot of them running, but I don't really think they should messing up that kind of script...Also it was working just fine in the previous release. I have Sanguine Debauchery, Sexis, Lover's lab, Some that add NPC, Sneak tools, S³, and a bunch of things related to immersion gameplay like Frostfall, BasicNeeds, etc. Sure I have some strange named .esp that I don't even know what they're suppose to do ! Since my game does not crash (not too much) I rather not disable things blindly. Maybe it's something related to Fuz-Ro-Doh ? I don't know :/ I've SD and Frostfall... do you have also Better Vampire?
manam Posted May 14, 2013 Posted May 14, 2013 I think pillories in Falkreath are poorly placed, because not many NPCs pass close to those. And because Falkreath one is in the bushes! I'll have a go at moving things around for the next version. I guess stage 1 is to do some scouting in Falkreath.... suggestions are welcome, of course. From my own observation/looking around on the wiki, Falkreath's not a very active village, but most people go to the inn in the morning/evening. My suggestion would be in front of the inn, around where those bushes are by the stairs. I honestly wouldn't mind if you removed the plants in any city you add pillories to. Most of the ones in Falkreath aren't harvestable/don't have very useful ingredients. In the current position, the Falkreath pillory seems only to be in the path of Tekla, who actually runs into it until her pathing works around it
Guest Xxxxxxxx4688 Posted May 14, 2013 Posted May 14, 2013 Otherwise working good but keep getting CTD when trying to attach to the pillory I think. I can get to the whiterun square just fine. Anyone know if there's any mods this one conflicts with?
WaxenFigure Posted May 15, 2013 Posted May 15, 2013 The pillory is ok and offers the possibility of sex because of the animations already available in the pack but it might be more fun to use a different bondage device in each hold. As I said that would make adding sexual punishments (at least while in the pillory/stock/wheel/cage...) more work it would spice up the mod overall by providing variety. Just a thought though, as always feel free to take it or forget it as you will.
Freeweasel Posted May 15, 2013 Posted May 15, 2013 I think pillories in Falkreath are poorly placed, because not many NPCs pass close to those. And because Falkreath one is in the bushes! I'll have a go at moving things around for the next version. I guess stage 1 is to do some scouting in Falkreath.... suggestions are welcome, of course. From my own observation/looking around on the wiki, Falkreath's not a very active village, but most people go to the inn in the morning/evening. My suggestion would be in front of the inn, around where those bushes are by the stairs. I honestly wouldn't mind if you removed the plants in any city you add pillories to. Most of the ones in Falkreath aren't harvestable/don't have very useful ingredients. In the current position, the Falkreath pillory seems only to be in the path of Tekla, who actually runs into it until her pathing works around it Tekla is really going to these plants in the middle of Falkreath and an animation plays like she's harvesting them. It might look strange if she stops to do that in the air with the plants removed. On the other hand it may look like she's doing something to the poor prisoner if the pillory is a little bit adjusted. I'm using some of the options from ERSO like the added travellers and pilgrims. They run alone or in groups mostly on the streets and Falkreath is on their paths too. The problem is they take the shortes way through town and that is the other side of the street. Moving the pillories more on the street or on the other side of the one main street. Another option would be to place them in front of the inn. There are a number of inhabitants that frequent the inn at certain times and gives you a good chance to catch one for the punishment. The ERSO NPCs would pass there too.
bjornk Posted May 15, 2013 Posted May 15, 2013 Can't say that I like the recent changes in Prison Overhaul. Now there's too much wait and way too many punishments in it, which made the mod boring as hell. In previous versions, when the guard or the player got stuck on the way to prison, you could simply press T and you'd quickly move to the destination. You can't do that anymore as you're not allowed to wait anywhere. You can't sleep in prison either. What am I supposed to do while waiting to be released? Let the game run on its own while I watch tv or something? As I've already said in another message playing with timescale is a bad idea. Taking it down to 2 almost halts the game AI. If, for some reason the jailer gets stuck while he's on his way to punish the player, he'll probably never be able to get out of that situation with a timescale of 2, and I've seen that happen. TBH if I have to go through all this, I would never want to go to jail again, which pretty much defeats the purpose of using this mod.
troll1977 Posted May 15, 2013 Posted May 15, 2013 @bjornk - Drop the collar. NB: You can't unequip it, but you can drop it. Then 'T' should work again. While I'm here - Thanks xaz, good work.
JUSSME Posted May 15, 2013 Posted May 15, 2013 i had an issue of running the latest version just use the 014 it works just remember to drop the collar item it even says in the description that it doesnt allow u to sleep or wait. so just drop it in jail and you should be fine. and for punishment u cant just wait u have to use the bed. it seems like the bed is scripted to the punishment
xaz Posted May 15, 2013 Author Posted May 15, 2013 In previous versions, when the guard or the player got stuck on the way to prison, you could simply press T and you'd quickly move to the destination. You can't do that anymore as you're not allowed to wait anywhere.This has been an option from the first version of the mod (or at least a long time).set xpoFastForward to 1 Works with the collar equipped and will teleport you to your destination. You can't sleep in prison either. What am I supposed to do while waiting to be released? Let the game run on its own while I watch tv or something?So I guess it could be a good idea to tweak the beds in the prison to allow you to use them. In the meantime you can set timescale to accelerate time. You can also just ditch the collar and use the bed. As I've already said in another message playing with timescale is a bad idea. Taking it down to 2 almost halts the game AI. If, for some reason the jailer gets stuck while he's on his way to punish the player, he'll probably never be able to get out of that situation with a timescale of 2, and I've seen that happen.I always play at 2 and I don't usually have problems with the ai activating slowly compared to 20. Maybe I've just never noticed. Then again, you can set the timescale to whatever you want, as you know from the other post you made, so if guards get consistently stuck, you can crank it back up to 20 manually. TBH if I have to go through all this, I would never want to go to jail again, which pretty much defeats the purpose of using this mod.Not at all, the guards would very much prefer to have you either killed or not commit crime. So given this, how would you change the mod in ways that you can't already? Obviously some configuration menu is needed, but right now I believe you have all the tools you need to make your stay in jail enjoyable? Some of the tweaks that have been discussed in this thread: * If you want only the whipping at the end, just set the crime severity toggle when you're first inside the cell (set xpoCrimeSeverity to 20). * If you want to fast travel, sleep and wait, drop or unequip the collar. Either you unequip it from the console, or drop it from the inventory (in the cell, for instance). * If you want to get whipped in the pillory only once, drop the collar (see above), then wait until 8pm (after your first whipping, of course). * If you find getting moved back and forth is boring, enable fast forward. "set xpoFastForward to 1". * If you find time (at some point of the game) is moving too slow or fast: (set TimeScale to XX)
darkshadow91 Posted May 15, 2013 Posted May 15, 2013 Again, i'm very impressed with this mod since the latest update, I love the pillory .. Can I add suggestions for future update: 1. Add more pillory to other cities 2. Crime Punishment rate: minor crime should be whip in the cell, serious crime should be whip outside with pillory as usual, major crime should be whip and execute (i'm not sure how execution gonna work, maybe behead or whip to death ) . Also make the duration of the days longer rather than just 1 day imprisonment regardless of what your crime was. Though now you can take the collar off and wait/sleep. 3. Public Attraction, town NPCs should gather and see the character getting tortured. 4. Whip marks and duration, i'm not sure if you able to edit this because it doesn't look realistic if the character is in pillory and getting whip, the whip marks appeared randomly everywhere around the body, but it be better if the whip marks appear only to the butt or chest/breast if being chained up in cell. Is there a possible way to make the whip marked stay with you for a long duration says about 1,2 days..i've tried edit the mark duration but they still wears off quickly 5. Adding Sounds, Hearing the character screaming and crying would make the torture feel more painful but since the character have a gag, probably won't need the sound effect but it cool if it being add on. I'm looking forward to the future update of this mod These are all excellent suggestions. Consider them added to my road map for this mod. 1. This will happen, but not right away. I want to try out the code before expanding. 2. Sounds like a good idea to differentiate the punishments also after the pillory session. Not sure about public execution, but that could be configurable. 3. This is certainly interesting. 4. This should work as it is right now. Did you try changing the .ini file? 5. I want to add this; I'll see what I can do to make it work .... (and where I can get gagged sounds) Glad that you took in my suggestion ... hope to see it add on the future update, and yeh im not quite sure about the execution either,wonder what would happen if the char just died and everything reload again, that would be troublesome.. as for the whipping marks, it would better if the whipping focus on the butt or chest only and yeh I did change the .ini file set it to 300 i suppose but the marks doesn't last long..
jbezorg Posted May 16, 2013 Posted May 16, 2013 As I've already said in another message playing with timescale is a bad idea. Taking it down to 2 almost halts the game AI. If, for some reason the jailer gets stuck while he's on his way to punish the player, he'll probably never be able to get out of that situation with a timescale of 2, and I've seen that happen.I always play at 2 and I don't usually have problems with the ai activating slowly compared to 20. Maybe I've just never noticed. Then again, you can set the timescale to whatever you want, as you know from the other post you made, so if guards get consistently stuck, you can crank it back up to 20 manually. Here's a steam mod that adjusts time scale to 1:1. It's probably as close to unit testing ( testing a single part in isolation ) as you can get on the effects of changing time scale in Skyrim. I'm not taking a side in the debate on if changing time scale should or should not be done. What I am saying is take advantage of knowing beforehand what kind of posts you will be receiving so you can avoid getting them in the first place http://steamcommunity.com/sharedfiles/filedetails/?id=16675
xaz Posted May 16, 2013 Author Posted May 16, 2013 As I've already said in another message playing with timescale is a bad idea. Taking it down to 2 almost halts the game AI. If, for some reason the jailer gets stuck while he's on his way to punish the player, he'll probably never be able to get out of that situation with a timescale of 2, and I've seen that happen.I always play at 2 and I don't usually have problems with the ai activating slowly compared to 20. Maybe I've just never noticed. Then again, you can set the timescale to whatever you want, as you know from the other post you made, so if guards get consistently stuck, you can crank it back up to 20 manually. Here's a steam mod that adjusts time scale to 1:1. It's probably as close to unit testing ( testing a single part in isolation ) as you can get on the effects of changing time scale in Skyrim. I'm not taking a side in the debate on if changing time scale should or should not be done. What I am saying is take advantage of knowing beforehand what kind of posts you will be receiving so you can avoid getting them in the first place http://steamcommunity.com/sharedfiles/filedetails/?id=16675 Well, it "works on my machine". There are a lot of posts about game breaking at low time scales but none has experienced it for themselves, just read about it somewhere. The author of the mod you linked has run his own mod for a week with no apparent problems. I'll just run some tests in Whiterun. Move the jailer to the evidence chest set timescale to 2 and see how long it takes for him to return, then do the same with timescale 20. Anyway, I guess I should start working on that configuration menu. That way everyone can play the mod the way they like.
RUD3DUD3 Posted May 16, 2013 Posted May 16, 2013 i read it on the other forums that setting timescale value to anything under than 6 will break your game basically NPC and quests, vendors never restocking items, dead bodies never cleaning up. its good that i read the comments before installing the mod
xaz Posted May 16, 2013 Author Posted May 16, 2013 I've updated the main page with tweaking tips. Go there and have a look if you're for some reason annoyed by the current changes. They may be fixable with a bit of tweaking.
xaz Posted May 16, 2013 Author Posted May 16, 2013 i read it on the other forums that setting timescale value to anything under than 6 will break your game basically NPC and quests, vendors never restocking items, dead bodies never cleaning up. its good that i read the comments before installing the modThis is simply not true. I've played the entire main story on 2 and 5, dark brotherhood on 2, thieves guild and mages guild also on either 2 or 5. I never saw those problems during this play through. ... and in any case the mod restores the previous settings when you're released from arrest, and a very large portion of the real life time spent on this mod is spent at time scale of 60, which no one claims has the problems you describe.
RUD3DUD3 Posted May 16, 2013 Posted May 16, 2013 i read it on the other forums that setting timescale value to anything under than 6 will break your game basically NPC and quests, vendors never restocking items, dead bodies never cleaning up. its good that i read the comments before installing the modThis is simply not true. I've played the entire main story on 2 and 5, dark brotherhood on 2, thieves guild and mages guild also on either 2 or 5. I never saw those problems during this play through. ... and in any case the mod restores the previous settings when you're released from arrest, and a very large portion of the real life time spent on this mod is spent at time scale of 60, which no one claims has the problems you describe. i only read it didnt tried it myself and u r saying that ur mod temporarily changes timescale only for the period for which u r arrested ??
RUD3DUD3 Posted May 16, 2013 Posted May 16, 2013 allright this was cheskos comment on bethesda forums about timescale and issues There are known stability issues with timescale values that are very, very small (under 5). You can also overwhelm the AI package, scripting, and Story Manager systems by setting it to a very, very high value (as in, 3600+) due to the number of quests that are trying to start, events that need to be processed, packages that need to be evaluated, and so on. I believe that anything between 5 and 20 is perfectly fine for normal long-term play.I would like to have a simple, light-weight dynamic timescale mod that makes time pass at 20+ when traveling the open world, 10-ish when in town, and 5 when in interiors or in conversations. It probably exists but I haven't looked yet.
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