Jump to content

Recommended Posts

Posted

 

Hello, love the mod but just have a problem I can't seem to fix. The whole arrest + strip + lead to the pillories works but then when it comes to the pillories, it glitches out. The pillory my character was supposed to be put in to simply disappears and my character stands up like nothing has happened. Of course people still come over to do the rape but its just my character and the NPC standing up without animations, though sound does still work.

I've seen the disappearing pillories, but I have no idea what causes them. If I figure it out, I'll fix it. Until then.... well, no idea really.

 

If animations don't play at all, there's probably a different problem. My guess is that you didn't update Zaz Animation Pack to the latest version. PO is supposed to warn about that. Did it?

 

 

No it didn't. It lists that everything is up to date and what-not. Most likely it was my fault in one way or the other, I just have no clue as to what I did wrong haha.

Posted

Just for notice:

there is a problem in Solitude Jail. The Jailer get stuck against a crate (and the player-controlled too) on its way to the cell. No matter how many times I debugged it.

It seems that the only way to have the Jailer go right to the jail door is to manually set him using console and get x, get y , set x, set y commands. Anyhow, the player remain stuck against this crate. I tried to disable the crate too but no luck.

I think shloud be better to make the Jailer's route passing through the center of the jails' area.

Posted

Did some tests with the new version and so far here are the results:

 

 

Settings:

-major crime set to 1000 so 1 kill is enough

-time between punishements set to 1hr, to get them frequent enough

 

Falkreath, my preffered test place for this mod:

- Had to reload a save and go to another place. The issue I got is that after every sex act in the prison, my pc falls through the scenery and ends up in some water near the improsoned werewolf in there. Reloaded and tried several times, placing my pc in different places in the cell (not to near the walls etc) but always the same.

 

Whiterun:

- Everything looked fine. I've also got the vanishing pillory, but I think that it has to do with the camera position. If you zoom out far enough (mostly by looking at the front of your pc) then the pillory stays visible. It also gets back visible at the start of the next punishement if you reposition your camera a bit.

- The visits in the prison went fine for some hours, but suddenly I found myself in the middle of the jail 'trying to excape'. I do have to admit I was trying to make room for a blocked npc and couldn't move due to the script atm, so in this case it can be my own fault.

- Minor issue in Whiterun was the frequency of the visits. I don't know on what timer those run, but there was only 15 minutes in-game time between each visit. Maybe a mcm setting would be nice here.

 

Will try to test some more in other places the next days.

 

To end on a positive note, the changes in the mod are awesome :)

 

Posted

finishied sex scene after i walk out cell and  CTD

I'll see if I can reproduce this....

 

Edit: No CTD for me. Though the distance to run from the cell is quite long ... I should set up a better mechanism for checking escapes.

Posted

Just for notice:

there is a problem in Solitude Jail. The Jailer get stuck against a crate (and the player-controlled too) on its way to the cell. No matter how many times I debugged it.

It seems that the only way to have the Jailer go right to the jail door is to manually set him using console and get x, get y , set x, set y commands. Anyhow, the player remain stuck against this crate. I tried to disable the crate too but no luck.

I think shloud be better to make the Jailer's route passing through the center of the jails' area.

Could you grab a screenshot or similar of the crate, and I'll just change the pathing mesh to avoid that crate. Should be the easiest solution ...

Posted

Thanks for the update just one thing after trying the mod in all places in Riften the cross is not in a good place please check.

Good point. Tbh, placing the new kind of pillory in Riften was more of an experiment. I'll work on better pillory placement for the coming update.

Posted

Did some tests with the new version and so far here are the results:

 

 

Settings:

-major crime set to 1000 so 1 kill is enough

-time between punishements set to 1hr, to get them frequent enough

 

Falkreath, my preffered test place for this mod:

- Had to reload a save and go to another place. The issue I got is that after every sex act in the prison, my pc falls through the scenery and ends up in some water near the improsoned werewolf in there. Reloaded and tried several times, placing my pc in different places in the cell (not to near the walls etc) but always the same.

 

Whiterun:

- Everything looked fine. I've also got the vanishing pillory, but I think that it has to do with the camera position. If you zoom out far enough (mostly by looking at the front of your pc) then the pillory stays visible. It also gets back visible at the start of the next punishement if you reposition your camera a bit.

- The visits in the prison went fine for some hours, but suddenly I found myself in the middle of the jail 'trying to excape'. I do have to admit I was trying to make room for a blocked npc and couldn't move due to the script atm, so in this case it can be my own fault.

- Minor issue in Whiterun was the frequency of the visits. I don't know on what timer those run, but there was only 15 minutes in-game time between each visit. Maybe a mcm setting would be nice here.

 

Will try to test some more in other places the next days.

 

To end on a positive note, the changes in the mod are awesome :)

Thanks for testing!

 

The short wait between in-cell punishment is a known bug. I was this close |---| to fixing it this monday, but I changed my mind so I wouldn't risk introducing any other (worse) last minute bugs.

 

Hopefully v23 will be out sooner rather than later, and it'll fix that issue for sure.

 

I'll start looking at better ways to detect escaping. There is support for collision volumes, so I guess that should be a good first approach.

 

I'll see what I can do about Falkreath. I don't think there's much I can do about SexLab right now, but I'll have a look at it. Also from a point of modifying it to make it easier to integrate into a mod with a desired behavior.

Posted

 

Did some tests with the new version and so far here are the results:

 

 

Settings:

-major crime set to 1000 so 1 kill is enough

-time between punishements set to 1hr, to get them frequent enough

 

Falkreath, my preffered test place for this mod:

- Had to reload a save and go to another place. The issue I got is that after every sex act in the prison, my pc falls through the scenery and ends up in some water near the improsoned werewolf in there. Reloaded and tried several times, placing my pc in different places in the cell (not to near the walls etc) but always the same.

 

Whiterun:

- Everything looked fine. I've also got the vanishing pillory, but I think that it has to do with the camera position. If you zoom out far enough (mostly by looking at the front of your pc) then the pillory stays visible. It also gets back visible at the start of the next punishement if you reposition your camera a bit.

- The visits in the prison went fine for some hours, but suddenly I found myself in the middle of the jail 'trying to excape'. I do have to admit I was trying to make room for a blocked npc and couldn't move due to the script atm, so in this case it can be my own fault.

- Minor issue in Whiterun was the frequency of the visits. I don't know on what timer those run, but there was only 15 minutes in-game time between each visit. Maybe a mcm setting would be nice here.

 

Will try to test some more in other places the next days.

 

To end on a positive note, the changes in the mod are awesome :)

Thanks for testing!

 

The short wait between in-cell punishment is a known bug. I was this close |---| to fixing it this monday, but I changed my mind so I wouldn't risk introducing any other (worse) last minute bugs.

 

Hopefully v23 will be out sooner rather than later, and it'll fix that issue for sure.

 

I'll start looking at better ways to detect escaping. There is support for collision volumes, so I guess that should be a good first approach.

 

I'll see what I can do about Falkreath. I don't think there's much I can do about SexLab right now, but I'll have a look at it. Also from a point of modifying it to make it easier to integrate into a mod with a desired behavior.

 

 

You're already doing a great job, so take your time. I'll see if I can test Falkreath again tomorow with a minimal setup (valilla + just the mods needed for PO), so I'm sure it's not something in my ongoing game.

 

Posted

 

Thanks for the update just one thing after trying the mod in all places in Riften the cross is not in a good place please check.

Good point. Tbh, placing the new kind of pillory in Riften was more of an experiment. I'll work on better pillory placement for the coming update.

 

Awww...  I like the St. Andrew's cross :( .  Xaz, I think this mod is EXCELLENT the way you have been directing it, and your changes are awesome.  I know that you are going to continue adding content and choices, and I will love all of them.  Like I said in a previous post, seeing what you have done here inspired me to take up modding again in this current generation of games.  I doubt I'll be able to catch up to your scripting skill, so I probably won't be able to help you out like I had hoped, but I can at least say this...  Keep up the "experiments", and remember that the more choices and customizeability you can provide, the wider your fanbase and support group will be.  Hopefully that number will include people more useful to you than myself, but remember that what you have done is awesome already.  Sorry for the cheeziness... :blush:

Posted

 

 

Thanks for the update just one thing after trying the mod in all places in Riften the cross is not in a good place please check.

Good point. Tbh, placing the new kind of pillory in Riften was more of an experiment. I'll work on better pillory placement for the coming update.

 

Awww...  I like the St. Andrew's cross :( .  Xaz, I think this mod is EXCELLENT the way you have been directing it, and your changes are awesome.  I know that you are going to continue adding content and choices, and I will love all of them.  Like I said in a previous post, seeing what you have done here inspired me to take up modding again in this current generation of games.  I doubt I'll be able to catch up to your scripting skill, so I probably won't be able to help you out like I had hoped, but I can at least say this...  Keep up the "experiments", and remember that the more choices and customizeability you can provide, the wider your fanbase and support group will be.  Hopefully that number will include people more useful to you than myself, but remember that what you have done is awesome already.  Sorry for the cheeziness... :blush:

 

Thanks!

 

The cross will remain, I'll just try to find a better place for it. ;)

Posted

Did another test this morning in Falkreath with an new game and a minimal setup (skse, skyui, ihud, fuz, sexlab, fnis, zazanim and po). Same result though. I keep falling through the scenery.

 

Edit: could be that I missed something. I went back to my game in progress and disabled "Underground Bathouse and Paradise Valley" as i've seen that it contains a lot zaz stuff. I'm using Skyrim Mod Organizer so detecting conflicts and shuffling things around is pretty easy. So far everything works fine again in Falkreath. Will keep testing...

 

 

 

 

Posted

 

Just for notice:

there is a problem in Solitude Jail. The Jailer get stuck against a crate (and the player-controlled too) on its way to the cell. No matter how many times I debugged it.

It seems that the only way to have the Jailer go right to the jail door is to manually set him using console and get x, get y , set x, set y commands. Anyhow, the player remain stuck against this crate. I tried to disable the crate too but no luck.

I think shloud be better to make the Jailer's route passing through the center of the jails' area.

Could you grab a screenshot or similar of the crate, and I'll just change the pathing mesh to avoid that crate. Should be the easiest solution ...

 

Exiting the stairs to the lower level (jails' round area with columns), go left. The crate is just after the door of the first cell, near a standing light with candles, against the wall. Should be the cell with the stormcloak female prisoner inside. The cell chosen by the jailer for me is just the next one, second on left.

Posted

You're falling through the scenery... may this derive from the Sexlab Framework's collision toggle?

 

 

Still getting the problem even without paradise valley.

The "Toggle collision for players" option in sexlab is off in my setup.

 

I've added a screenshot to show where I end up. As you can see it's either falling through the scenery or being placed at another spot, as I did not move to get there, but aren't exactly under the prison cell either.

 

post-144846-0-77759500-1378286770_thumb.jpg

Posted

So far the only issue I have seen is the release date in MCM always shows yesterdays date even on the day I was caught.

The release from jail date could be just removed as the sentence lasts for 24 hours for all crimes anyway.

Posted

And this is a new game, that never had SexLab in it before?

 

Indeed, new game, new skyrim install, so everything fresh. The character in the screenshot is a lvl 1 breton.

 

Edit: to recap things a bit.

 

Load order for this game/setup is:

Skyrim

Update

Dawnguard

Hearthfire

Dragonborn

ZazAnimationPack

SexLab

Unofficial Skyrim Patch

Unofficial Dawnguard Patch

Unofficial Hearthfire Patch

Unofficial Dragonborn Patch

SkyUI

iHud

xazPrisonOverhaul

 

Additional:

SKSE

FNIS

Fuz Ro D-oh

 

Saved just after being put into jail. Thats also the game I've loaded to create the log.

Saved once falling through the scenery. That was just after the 3th visit of the guard.

 

Log attached. Don't know if it can be of any help.

 

 

Papyruslog.7z

Posted

And you did not actiavte all mods at once on a new game?

FYi:

  1. Load a pure vanilla game (only DLCs, SKSE and SKSE plugins) -> save somewhere appropriate
  2. load the USKP and SkyUi -> wait 2h ingame -> save in a new slot
  3. load all other mods, that don't change version to often -> wait 2h ingame -> configure them -> save in a new slot again
  4. now all mods that undergo frequent changes (like sex mods) -> wait 2h ingame -> configure them -> save in a new slot again.

Keep those 4 saves, as they give you some nice fallbacks.

 

Besides that: Try SL's TCL option, as it was already mentioned, but you didn't tell us if you tryed solving your problem by toggling it.

 

 

P.s.: Create a fifth step and this way a fifth savegame, that only covers sex mods, so you can play from savegame four and always load the sex mods into it, for some fun. Just don't overwrite your main savegame, created from save 4 and try not to loose savegame one in the voids of a modded game.

Posted

And you did not actiavte all mods at once on a new game?

FYi:

  1. Load a pure vanilla game (only DLCs, SKSE and SKSE plugins) -> save somewhere appropriate
  2. load the USKP and SkyUi -> wait 2h ingame -> save in a new slot
  3. load all other mods, that don't change version to often -> wait 2h ingame -> configure them -> save in a new slot again
  4. now all mods that undergo frequent changes (like sex mods) -> wait 2h ingame -> configure them -> save in a new slot again.

Keep those 4 saves, as they give you some nice fallbacks.

 

Besides that: Try SL's TCL option, as it was already mentioned, but you didn't tell us if you tryed solving your problem by toggling it.

You didn't even answer, if you use any hires textures. :/

 

 

P.s.: Create a fifth step and this way a fifth savegame, that only covers sex mods, so you can play from savegame four and always load the sex mods into it, for some fun. Just don't overwrite your main savegame, created from save 4 and try not to loose savegame one in the voids of a modded game.

 

Thaks for your reply.

 

I'll try the step by step activation you described.

 

I did post that TCL was off and as (I think) it is more of a player/environment collision issue then a player/player collision issue (what TCL is used for), I didn't try with TCL activated. Moreover seeing a warning that activating TCL may cause other problems held me back from trying it.

 

My new setup is limited to exactly the mods and additional addons that I've posted. So no hires textures at all.

 

Everything always ran fine upto PO 021. It's the first time I have issues of this kind, but then again I'ts a lot of new stuff at once that is required for PO 022.

 

Anyway thanks again for your help in trying to solve this.

Posted

Actually, TCL disables the clipping completly and for everything, hence why all actors stop moving, even tho they play a walking animations.
 

And if TCL is off in SL, than you should toggle it on, to avoid errors caused by clipping. Not really a good solution for all circumstances, but helps greatly in small and/or cluttered areas.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...