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Posted

Ye its sexlab took advice of   javamonsoon and sofar  i havent had any trouble when the sexlab actions are active if i dont hit the sidewall with the knock back works fine in whiterun 

Posted

 

There isnt meant to be sound atm.

 

Ive come across a little problem in whiterun my character was put back in their cell after the pillory but was standing next to the bed when the guard came to have sex with my char and i was bounced out of the cell into the corridor and got a bounty for escaping.

Is the bouncing related to the SexLab knockback? If so, have you tried disabling it. There must be some escape mechanism (or check) and I guess it kind of has to be if you leave the cell. Not sure what else I'd make it...

 

ofc, I could force move the player back to the cell and keep the check disabled until then, but that feels more like a workaround....

 

 

I guess this is exactly what is happening to me in Falkreath, except i get bounced out of the scenerey. In an early post I mentioned I had it once in Whiterun and as a result got the "you tried to escape", recapture, etc. I didn't test in Whiterun anymore as Falkreath was way worse and a better test case. So far I didn't have the time to try CGi's suggestions (the 2hr install steps).

 

Btw: it only occurs with actions related to sex, so I guess could be related to SexLab. I never had any problems when being punished in jail.

 

Though it doesn't make me happy at all to hear other players also face the problem, it's kind of a relief to hear that I'm not the only one :s .

Posted

Ye its sexlab took advice of   javamonsoon and sofar  i havent had any trouble when the sexlab actions are active if i dont hit the sidewall with the knock back works fine in whiterun 

Another thing that might lessen the effect is to disable the ragdoll-ending in SL's MCM and/or the animated strip-sequence.

The no-ragdolls just goes from sex to standing bolt upright. It's nice for when you're in cramped areas, though you lose the endlessly entertaining ragdolling. The slapstick I've seen with the ragdoll-ending is priceless, but since the ragdoll-ending in SL is obviously not needed since it can bluntly be skipped, I wonder why there isn't a dedicated get-up animation instead. (I can't state often enough that I have little to no understanding about what's involved with animation or modding and what the creation-engine allows for.)

The strip-sequence is less of a culprit. I merely reference to it because the DB does the animation when naked already.

 

The main problem you might have with it is that the sex just starts and ends, which might be jarring. Once your sentence is served, you can just turn strip and ragdolls back on.

Posted

 

Ye its sexlab took advice of javamonsoon and sofar  i havent had any trouble when the sexlab actions are active if i dont hit the sidewall with the knock back works fine in whiterun

Another thing that might lessen the effect is to disable the ragdoll-ending in SL's MCM and/or the animated strip-sequence.

The no-ragdolls just goes from sex to standing bolt upright. It's nice for when you're in cramped areas, though you lose the endlessly entertaining ragdolling. The slapstick I've seen with the ragdoll-ending is priceless, but since the ragdoll-ending in SL is obviously not needed since it can bluntly be skipped, I wonder why there isn't a dedicated get-up animation instead. (I can't state often enough that I have little to no understanding about what's involved with animation or modding and what the creation-engine allows for.)

The strip-sequence is less of a culprit. I merely reference to it because the DB does the animation when naked already.

 

The main problem you might have with it is that the sex just starts and ends, which might be jarring. Once your sentence is served, you can just turn strip and ragdolls back on.

 

If I could, I'd turn off those things, because the stripping as you say, doesn't make sense. Afaik there's no option to do that in SexLab, so not much I can do unless I modify SexLab scripts.

Posted

Xaz,

 

You misunderstand the meaning of my post. Players can easily open their MCM do a few on the fly toggles. I mean, they're smart enough to download mods, so logic dictates that they're smart enough to look in the SL-MCM and do some adjustments themselves.

 

 When it comes to getting a mod to work with all the different mixes out there, the ball is first and foremost in the player's court.

Posted

I have been testing a couple of hours now and have issues with vanishing pillories. (Tested Whiterun and Solitude)

 

everything works fine up to when I am placed in the pillory.

My character stands there and the pillory goes invisible.

people can come and punish me, but no animations are happening, only sound.

 

Please help.

 

Posted

I have been testing a couple of hours now and have issues with vanishing pillories. (Tested Whiterun and Solitude)

 

everything works fine up to when I am placed in the pillory.

My character stands there and the pillory goes invisible.

people can come and punish me, but no animations are happening, only sound.

 

Please help.

Something is blocking those animations from happening. This can all kinds of things.

Before anything else:

Do you have Fnis F4.0 Beta 3?

Do you run xazAnimationPack_V0052?

If you don't have them, do the obvious thing here.

 

Try running Fnis again before starting your game.

If that isn't it it, try:

 

In NMM move xazPrisonOverhaul.esp down the loadorder, preferably until it is last in the list.

 

In  Whiterun, vanishing pillories happen because of the cramped surroundings and the jailor's sandboxing. Arguably the firepot in Whiterun to support Frostfall can be removed, since the climate there is mild enough to go without it. On top of that, Frostfall hits the hardest when it is dark with a snowstorm. So, in Whiterun a day in the pillory should be survivable with any manner of DB.

Sometimes, the pillory in Whiterun goes invisible and as explained, sandboxing NPC's are a major influence there. If you run populated cities and inconsequential NPCs, this is the most prevalent reason. Camera-position also plays a part.

 

The reason I think why other mods are messing up your animations is because you have the same thing happening in Solitude, which should be totally fine. (Though I would ask D. to space out the pillories a bit to allow for Jailor-sandboxing, or to remove the second pillory that never get used by anyone, but does add to hindering the jailor.)

 

Mind you, if you run Whiterun overhauls that add stuff like trees and extra props and what have you... It should be obvious.

 

If moving xazPrisonOverhaul.esp down the loadorder doesn't work, all you can do then is to start deactivating mods and then start activationg them again until you find the mod that interferes with PO.

Posted

Xaz,

 

You misunderstand the meaning of my post. Players can easily open their MCM do a few on the fly toggles. I mean, they're smart enough to download mods, so logic dictates that they're smart enough to look in the SL-MCM and do some adjustments themselves.

 

 When it comes to getting a mod to work with all the different mixes out there, the ball is first and foremost in the player's court.

Actually, my idea was that if you write a mod with SexLab integration, you as a mod author want to control things like "who undresses", "what item slots are undressed", "are there push back animations at the end" and so on.

 

If I can't control these things, my mod behaves in a random way dictated largely by user configuration. User configuration is nice, but it can also mess up stability of the mod by allowing things I didn't plan for (and/or can't plan for).

Posted

I have been testing a couple of hours now and have issues with vanishing pillories. (Tested Whiterun and Solitude)

 

everything works fine up to when I am placed in the pillory.

My character stands there and the pillory goes invisible.

people can come and punish me, but no animations are happening, only sound.

 

Please help.

Did you run FNIS correctly? Do any other Zaz Animation Pack animations play?

Posted

Hey, nice mod, but i can't get it to work, i get CTD on the Bethesda loading screen, even with other mods uninstalled.

 

normally this is caused by not installing or activatiing a necessary mod....

check if you missed installing any dependencies...

 

 

Moin

Oli

Posted

 

Xaz,

 

You misunderstand the meaning of my post. Players can easily open their MCM do a few on the fly toggles. I mean, they're smart enough to download mods, so logic dictates that they're smart enough to look in the SL-MCM and do some adjustments themselves.

 

 When it comes to getting a mod to work with all the different mixes out there, the ball is first and foremost in the player's court.

Actually, my idea was that if you write a mod with SexLab integration, you as a mod author want to control things like "who undresses", "what item slots are undressed", "are there push back animations at the end" and so on.

 

If I can't control these things, my mod behaves in a random way dictated largely by user configuration. User configuration is nice, but it can also mess up stability of the mod by allowing things I didn't plan for (and/or can't plan for).

 

Sexlab Defeat does that right now. You have use it's stripping or the one from the Framework. So it IS possible and now you know where to look for an example.

Posted

 

Xaz,

 

You misunderstand the meaning of my post. Players can easily open their MCM do a few on the fly toggles. I mean, they're smart enough to download mods, so logic dictates that they're smart enough to look in the SL-MCM and do some adjustments themselves.

 

 When it comes to getting a mod to work with all the different mixes out there, the ball is first and foremost in the player's court.

Actually, my idea was that if you write a mod with SexLab integration, you as a mod author want to control things like "who undresses", "what item slots are undressed", "are there push back animations at the end" and so on.

 

If I can't control these things, my mod behaves in a random way dictated largely by user configuration. User configuration is nice, but it can also mess up stability of the mod by allowing things I didn't plan for (and/or can't plan for).

 

It's a catch22, Xaz.

A good percentage of what goes wrong in any given player's game is his/her mix of mods. Therefore, a player should first rule out that whatever is going wrong isn't on his/her end. That isn't your job, though I applaud your motivation to try and make PO as compatible as possible.

Still, you run a good chance of becoming the bitch of every modleech out there who sees something going wrong and who then rushes to the mod's thread to report something that isn't due to your mod.

PO runs fine. My fail-at-petty-crime DB has been in all jails affected by PO and paid her dues like the good little coward she is.

If anything, and if you want my unasked for advice, lose the SL dependancy. The sexual assault in the jailcell is a nice touch, but it gives you the added load of getting SL to play nice with your work. Besides that, the frequency of it is too high to remain 'something that happens when you're a female prisoner in a dungeon'. There's probably somewhere in the SL-MCM a slider or something to dail it back a bit, or maybe the event-timer in PO works too? I haven't really looked into that yet because I just direct my little coward to go to sleep for 12/13 hours. ^^

However, on the one occasion where I let things run it's course I was like, OMGWTF give my girl a break!! ROFL

 

This is purely what I think what should be done in PO right now. It is in no way an attempt to slight you, or to tell you what to do. So please don't take offense, I'm merely a huge fan of mods that deepen roleplay and PO is the beesknees in that bracket for me.

- Lose the SL dependancy. Players with SL can get SL-Random Sex and toggle that on and off once back in the jailcell for the evening. Works like a charm with the added bonus that it opens up another way of escape! My DB is a little coward so she never did, but with SL-Random Sex, the rapist-guard never locks the jaildoor behind him, lol!

- Spawn food and water in cells

- Reduce the pillory-sites to have just one pillory (to aid jailor-sandboxing) The other pillory isn't used and just serves as an obstacle.

- The firepot in Falkreath, Whiterun and Riften can be removed. A DB can survive a day in the pillory on Frostfall default exposure-rate there easy. It also aids jailor-sandboxing.

Once more, I'm not trying to sit on your chair. It's your mod, so you decide what happens with it, not I.

Posted

 

I have been testing a couple of hours now and have issues with vanishing pillories. (Tested Whiterun and Solitude)

 

everything works fine up to when I am placed in the pillory.

My character stands there and the pillory goes invisible.

people can come and punish me, but no animations are happening, only sound.

 

Please help.

Did you run FNIS correctly? Do any other Zaz Animation Pack animations play?

 

 

Everything works fine now.

I did not have the newest beta FNIS, thought it was better to avoid beta's :P

 

Thank you guys :)

Posted

 

 

Xaz,

 

You misunderstand the meaning of my post. Players can easily open their MCM do a few on the fly toggles. I mean, they're smart enough to download mods, so logic dictates that they're smart enough to look in the SL-MCM and do some adjustments themselves.

 

 When it comes to getting a mod to work with all the different mixes out there, the ball is first and foremost in the player's court.

Actually, my idea was that if you write a mod with SexLab integration, you as a mod author want to control things like "who undresses", "what item slots are undressed", "are there push back animations at the end" and so on.

 

If I can't control these things, my mod behaves in a random way dictated largely by user configuration. User configuration is nice, but it can also mess up stability of the mod by allowing things I didn't plan for (and/or can't plan for).

 

Sexlab Defeat does that right now. You have use it's stripping or the one from the Framework. So it IS possible and now you know where to look for an example.

 

Cool! I'm going to check it out ...

 

From digging through SexLab code, I'm pretty sure they don't have everything on my "todo" list, but it's a good starting point.

Posted

Love this mod, thanks for adding prison rape!!

 

but just a tiny issue for me

 

whenever I submit to to jail for a serious crime

 

the guards continue to attack me even when im bound

 

is there anyway to stop this?

 

edit - nevermind I had it way too high on my loadorder

 

works perfectly thanks again xaz!!

Posted

Tried the mod today. I love it :)

 

Just some things for the next update:

 

a) I was caught breaking into the stables in front of Riften. The guard took me to the keep but couldn't pass the (second) door to the jail area. Obviously he doesn't get the key. I used the console to 'unock' the door and he opened the door and led me to the chest. I guess adding all necessary keys for the target jail to the the capturer solves this.

 

B) Allready imprisoned and punished I wanted to steal the jail key and was caught. Nude I was taken to the chest again and got prison rags. After that I was taken back to the cell. Felt a little bit 'unintended'.

 

c) For all these eat and drink mods a daily supply of food would be a nice option.

 

Thx for making this mod it already gives me a lot of fun.

Posted

Why do you need food? You are in prison only one day, you will not die. Plus, you have reason to glut oneself after the release, nice and quite realistic.
Pardon my googlish/

Posted

Why do you need food? You are in prison only one day, you will not die. Plus, you have reason to glut oneself after the release, nice and quite realistic.

Pardon my googlish/

Because even in the roughest, most brutal eras in history prisoners were given food&water (quality of it of course not top-shelf). Even the most brutal regimes to have ever graced the earth didn't overlook feeding their prisoners. The roman emperor Galigula, while positively psychotic, cruel and completely without a conscience insisted that those held at the mercy of his rule were fed.

 

Therefore, not being fed during a jailsentence and having to bunker up afterwards is not realistic. It's the exact opposite. ^^

Posted

Well it's a minor issue. But with mod like RND you can survive one day without eating... but without drinking? That could be a problem.

Especially if you were already thirsty before being arrested.
Then the side effect (like slowing you down) may affect the walking to and from the pillories.

Of course you can easily disable RND and similar during the prison time. But it would be... how do everybody says... immersion breaking!

 

Posted

Hi

Thank you for the mod

 

After upgrade  i have this problem again: The pillory disappears when NPC re-equip after sex, only after sex not other abuses . The pillory gets visable again when next event starts.

 

The whipping marks appears  randomly and not when my toon is bound with hands on back.

 

Is it possible to center the action in cell?( Alignment problems)

 

 

Funny thing:  I was jailed with my companion on tow resulting on repeated  fines because she wandered in an out of locked sell treats me like my toon breaks in or out :lol:

 

Thanx

Posted

I think the biggest issue for me is the falling through the world in Castle Dour.

Even though I'm standing perfectly still.

 

Was very surprised. I believe I let it run to do a test. 2-3 visits by city guard went off without a hitch. I move her back to the center of the jail cell, wait for another hour..and..bam. Fell through world, found her outside the cell. Damn.

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