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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.

There's another thing going on in your game. I prefer to do my crime in Solitude because the set-up there is the least problematic... clipping I have never encountered in Castle Dour. Weird.

Posted

If they don't give you water in prison, be like bear grylls!

Who drank the urin of his son, as he didn't know it? :D

Posted

I've got an issue. Whenever there is some whipping. Both at the pillories (whiterun) and the final one in the cell. 
The pillories or chain disappear a few second after the whipping starts. 

My char instead sometimes stands still or assumes the fighting pose. There is also the E key appearing over the jaler.

Then the whipping finishes and everything go on regular....

 

Any suggestion? 

Posted

Nobody answering.... sniff  :(

 

But I found the culprit myself!  :D

 

It's Ultimate combat. If I deactivate it (via MCM is enough, no need to pull it off from the esp list) just before the whipping everything works fine.
Xaz, maybe you want to add this in the incompatibility list.

Posted

Hey! Just wanted to say that I upgraded to the latest XPO and ZAZ mods and everything seems to be working out just fine. However I have a suggestion:

 

-Since the new XPO feature makes it so the jailer will rape the character while they are in the cells, I was wondering, could it be possible to link that feature with the SexLab Aroused framework?

*Perhaps make it so SL Aroused would be optional (for users/players that do not use that mod), and XPO detects if SL Aroused is installed; If it is, then proceed with the dynamic version of cell raping. If it isn't, then proceed with the current XPO method.

 

Currently Lovers Comfort takes advantage of that in a similar way, in that when an NPC reaches a certain Arousal value, and the player sleeps, they may wake up to a rape scene.

In the XPO scenario that could be tweaked so the sleeping trigger would be removed for this purpose alone, so when the Jailer/Other prisoners/Guards reach a certain amount of arousal (considering the player can either masturbate to increase that arousal or simply by being naked as of the implementation of Aroused) they would rape the player at certain intervals without the need for the player to sleep to trigger it.

This would make the entire thing a lot more dynamic and random, and you wouldn't necessarily be expecting a rape. On the other hand, once the rapist has their way with the player, their arousal decreases thus making it less likely for that NPC to rape the player in the very near future, in turn making it so Rape scenarios in jails would be a relatively common and real possibility, but not too often as to not overwhelm the player.

With this dynamic method it could also be possible to not get raped at all if the player doesn't want that to happen. The player would simply not masturbate or undress in the cells, and that would prevent NPCs to get aroused.

On the other hand, it would make it so rape scenarios the first time the player is enprisoned would be less likely, as the jailer, guards, etc would need to build up the arousal. But the next time the player is enprisoned, that would be a different story, and ever so slightly more logical to actually get raped by NPCs that are supposed to be, for the most part, there to enforce law and order :P and not just have them be mindless rapists waiting patiently for new meat at the dungeons.

 

----------

 

EDIT: Found one tiny issue, not sure if general or just me, but it's nothing major anyway.

(The issue is really not major at all. The wall of text is mainly because 1) I try to be very descriptive and 2) took no pictures D:)

 

-When I was testing XPO in Whiterun, when I got jumped by the jailer in my cell, after the sex scene was over I crashed (nothing major here either, just one of those random-ass crashes that didn't happen again the second time over) and the only save I had was when I waited for 1 hour back at the pillories. When I loaded that auto-save, my character was bound right behind the pillory, without the hand-cuffs and not attached to the pillory itself. When the Jailer released me to escort me back to the dungeon, not only I didn't get the handcuffs (even though the bound-walking animation was still playing correctly) but I had the entire pillory object attached to me, in front of me swaying as I walked forward.

This is not a big issue because it only happened when I reloaded while being at the pillory, given the first time (before crashing) I went through the whole process of waiting at the Pillories and nothing like that happened.

The way XPO got rid of my ghost pillory was when I was back in my cell, when the Jailer takes your handcuffs away, he also took the mysterious pillory object lol, which made it all work fine again, and even went through until the end, got released, got everything back and did not crash when saving after XPO's entire "quest line" was over.

 

I wish I would have taken a picture of this to better describe it, sorry about that :( but basically it's the Pillory object attached to me in the most technical sense, however I was animating properly. The pillory was just a few inches in front of me and the whole thing played out as if the pillory wasn't there, it was just a visual thing.

I don't even know if I went back and did everything all over again following the exact same steps, quitting and reloading included would cause the ghost pillory to appear again. Could have been just another one of those random weird things just like the random sex crash that caused this entire scenario in the first place. However if you have the time and means to do it, you should probably check it out see if there is maybe something that would cause something like this to happen, or perhaps try and replicate it yourself.

 

Cheers!

Posted

I have the problem, that the releasing doesn't work. After a while she gets teleported to the middle of the prisonroom, but than the text appears that she managed to escape and her bounty raises. Is there a fix for this?

Posted

Just wanted to say I tried out your mod and everything worked very smoothly. Great Mod.  I kinda was hoping that someone would take advantage of my Avi sexually but I guess just the whipping is what punishment is all about.  Once again everything seem to work just fine.

 

 

Posted

ıs it requires ZaZ pack that requires FNIS 4.0 Beta 3 ?

Yes. If you don't have the right ZAP, some things won't work correctly anymore.

Posted

Nobody answering.... sniff  :(

 

But I found the culprit myself!  :D

 

It's Ultimate combat. If I deactivate it (via MCM is enough, no need to pull it off from the esp list) just before the whipping everything works fine.

Xaz, maybe you want to add this in the incompatibility list.

Good find! I'll add it to the list.

Posted

I have the problem, that the releasing doesn't work. After a while she gets teleported to the middle of the prisonroom, but than the text appears that she managed to escape and her bounty raises. Is there a fix for this?

I haven't seen this. Where did it happen? (Which jail...)

Posted

Hi xaz,

Thanks a lot for the amazing mod! You're a god! :angel:  It happens at the jail in Whiterun it also happens in Soltitude.

The plugins i'm running are in this list. It can't have something to do with Sexlab Solutions, because I added that plugin after the first time my char didn't get released.

post-15887-0-58912500-1379119456_thumb.jpg

Posted

Hey! Just wanted to say that I upgraded to the latest XPO and ZAZ mods and everything seems to be working out just fine. However I have a suggestion:

 

-Since the new XPO feature makes it so the jailer will rape the character while they are in the cells, I was wondering, could it be possible to link that feature with the SexLab Aroused framework?

*Perhaps make it so SL Aroused would be optional (for users/players that do not use that mod), and XPO detects if SL Aroused is installed; If it is, then proceed with the dynamic version of cell raping. If it isn't, then proceed with the current XPO method.

 

Currently Lovers Comfort takes advantage of that in a similar way, in that when an NPC reaches a certain Arousal value, and the player sleeps, they may wake up to a rape scene.

In the XPO scenario that could be tweaked so the sleeping trigger would be removed for this purpose alone, so when the Jailer/Other prisoners/Guards reach a certain amount of arousal (considering the player can either masturbate to increase that arousal or simply by being naked as of the implementation of Aroused) they would rape the player at certain intervals without the need for the player to sleep to trigger it.

This would make the entire thing a lot more dynamic and random, and you wouldn't necessarily be expecting a rape. On the other hand, once the rapist has their way with the player, their arousal decreases thus making it less likely for that NPC to rape the player in the very near future, in turn making it so Rape scenarios in jails would be a relatively common and real possibility, but not too often as to not overwhelm the player.

With this dynamic method it could also be possible to not get raped at all if the player doesn't want that to happen. The player would simply not masturbate or undress in the cells, and that would prevent NPCs to get aroused.

On the other hand, it would make it so rape scenarios the first time the player is enprisoned would be less likely, as the jailer, guards, etc would need to build up the arousal. But the next time the player is enprisoned, that would be a different story, and ever so slightly more logical to actually get raped by NPCs that are supposed to be, for the most part, there to enforce law and order :P and not just have them be mindless rapists waiting patiently for new meat at the dungeons.

 

----------

 

EDIT: Found one tiny issue, not sure if general or just me, but it's nothing major anyway.

(The issue is really not major at all. The wall of text is mainly because 1) I try to be very descriptive and 2) took no pictures D:)

 

-When I was testing XPO in Whiterun, when I got jumped by the jailer in my cell, after the sex scene was over I crashed (nothing major here either, just one of those random-ass crashes that didn't happen again the second time over) and the only save I had was when I waited for 1 hour back at the pillories. When I loaded that auto-save, my character was bound right behind the pillory, without the hand-cuffs and not attached to the pillory itself. When the Jailer released me to escort me back to the dungeon, not only I didn't get the handcuffs (even though the bound-walking animation was still playing correctly) but I had the entire pillory object attached to me, in front of me swaying as I walked forward.

This is not a big issue because it only happened when I reloaded while being at the pillory, given the first time (before crashing) I went through the whole process of waiting at the Pillories and nothing like that happened.

The way XPO got rid of my ghost pillory was when I was back in my cell, when the Jailer takes your handcuffs away, he also took the mysterious pillory object lol, which made it all work fine again, and even went through until the end, got released, got everything back and did not crash when saving after XPO's entire "quest line" was over.

 

I wish I would have taken a picture of this to better describe it, sorry about that :( but basically it's the Pillory object attached to me in the most technical sense, however I was animating properly. The pillory was just a few inches in front of me and the whole thing played out as if the pillory wasn't there, it was just a visual thing.

I don't even know if I went back and did everything all over again following the exact same steps, quitting and reloading included would cause the ghost pillory to appear again. Could have been just another one of those random weird things just like the random sex crash that caused this entire scenario in the first place. However if you have the time and means to do it, you should probably check it out see if there is maybe something that would cause something like this to happen, or perhaps try and replicate it yourself.

 

Cheers!

There is actually no sleep trigger as such. Rather, punishments are triggered after a certain time. Right now, that's every 15 or 30 mins, which is a known bug. In the next version, it will be a user setting.

 

I've also added options to set frequency of punishments if you want some things to happen more often than others.

 

I think I know what went wrong with that extra pillory. Not sure how to fix it, as it seems that it's more the animations that are "broken". I'll see what I can do ...

Posted

@xaz Oh I know the punishments or rape scenes don't require sleeping, I've been through a couple lol. I was just connecting things together to try and explain what I was talking about, but perhaps I made the post way too large and nonsensical in the process.

 

Bottom-line of my suggestion / Short version:

Using the SL Aroused framework to handle the cell-time rape scenarios/punishments would make the whole thing more dynamic without having to worry too much about timers and what not, and would give the player more control than what a slider in a settings window can give you; you can choose to be naked in your cell and tease the guards, or you can cover yourself up, sit in the corner and avoid the raping (though of course you couldn't avoid it forever, as the guards' arousal would raise very slowly, but still raise).

Posted

There is actually no sleep trigger as such. Rather, punishments are triggered after a certain time. Right now, that's every 15 or 30 mins, which is a known bug. In the next version, it will be a user setting.

 

I've also added options to set frequency of punishments if you want some things to happen more often than others.

 

I think I know what went wrong with that extra pillory. Not sure how to fix it, as it seems that it's more the animations that are "broken". I'll see what I can do ...

 

 

I am looking forward to these updates VERY much!  I've said it before Xaz, the direction you are taking your updates is perfect.  Keep up the good work, Dude!

Posted

Hi, I took a look at the Debug Window and the point MAIN is set on FALSE. Can you please give me a hint, what that means or how to fix that? Is this mod incompatible with Tropical Skyrim?

Posted

Simple solution to water problem in prison, maybe add a barrel and just slap tons of bottled water into it. Or add minimum amount and have it respawn every 24 hours.

Posted

Or exclude prison from RND.
As far as i'm aware, a modder can add exclusions, so RND pauses. But i may be wrong, as i stopped using RND a long time ago ... i actually only used it on my second playthru, spring 2012. So stuff might have changed.

Posted

Or patch RND to count sperm as a form of nourishment....?

(Oh god... i'm sick!)

 

Anyway one bottle would me more than enough to survive the day... unless you have changed the RND setting to be a very thirsty PC, but I think for most players is quite the opposite.

Posted

Yep. The Solitude bug is definitely caused by using the crumbling wall as an escape. This is a wireframe view ( console: TWF ) of the jailer and player moved into the solitude cell ( player.moveto 3eefe & [jailorrefid].moveto 3eefe ). The jailer is trying to path through the non-functional crumbling wall that has had it's activator disabled after the escape and when the player leaves the cell ( interior cell SolitudeJail01, not the jail cell itself ).

 

 

Jailer is on the left, player is on the right.

post-3866-0-03043300-1379390745_thumb.jpg

Posted

Hi, I took a look at the Debug Window and the point MAIN is set on FALSE. Can you please give me a hint, what that means or how to fix that? Is this mod incompatible with Tropical Skyrim?

The quest starts after you get arrested. So unless you're in jail or enroute, it's set to "FALSE".

 

The mod should be compatible with Tropical Skyrim, but I haven't tried, so I wouldn't know for sure.

Posted

Simple solution to water problem in prison, maybe add a barrel and just slap tons of bottled water into it. Or add minimum amount and have it respawn every 24 hours.

Problem is that there is no water in vanilla skyrim, as strange as it sounds. Or at least, I can't find it or references to it in the CK. I can add mead, ale and stuff, but that's an immersion breaker for me.

 

Edit: Or maybe there is. Digging through the RND mod now to see how it works, and maybe I can find something there to use....

Posted

My girl can be arrested and all looks fine on the way to the prison but when She and the guard  comes to prison the game crashes and returns to the desktop , I try on  Whiterun and Riften but always happen the same, I use the debug menu and force restart but that don't help me...the game still crashes ...what I can do ? ...please help and sorry for my bad english.

Posted

Yep. The Solitude bug is definitely caused by using the crumbling wall as an escape. This is a wireframe view ( console: TWF ) of the jailer and player moved into the solitude cell ( player.moveto 3eefe & [jailorrefid].moveto 3eefe ). The jailer is trying to path through the non-functional crumbling wall that has had it's activator disabled after the escape and when the player leaves the cell ( interior cell SolitudeJail01, not the jail cell itself ).

 

 

Jailer is on the left, player is on the right.

Which bug are you referring to? I recall the bug about not pathing correctly, but that was before getting into the jail cell to begin with.

 

Which scenario did you attempt? First escape using the crumbling wall, then get arrested again?

Posted

 

Yep. The Solitude bug is definitely caused by using the crumbling wall as an escape. This is a wireframe view ( console: TWF ) of the jailer and player moved into the solitude cell ( player.moveto 3eefe & [jailorrefid].moveto 3eefe ). The jailer is trying to path through the non-functional crumbling wall that has had it's activator disabled after the escape and when the player leaves the cell ( interior cell SolitudeJail01, not the jail cell itself ).

 

 

Jailer is on the left, player is on the right.

Which bug are you referring to? I recall the bug about not pathing correctly, but that was before getting into the jail cell to begin with.

 

Which scenario did you attempt? First escape using the crumbling wall, then get arrested again?

 

 

Pathing within solitude after using the crumbling wall to escape. Prior to that xpo worked fine. Afterwards the jailer is definitely pathing to the wrong door. I used pushactoraway to "punt" the jailor and player towards the correct jail door as well as moveto.

  1. When the jailer got close to the proper cell door it opened however both paths back to the patrol point in front of the wrong cell.
  2. When I disabled the cell door to the wrong cell the player and the jailer did not proceed into the cell.

post-3866-0-79655400-1379459913_thumb.jpg

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