Abaddon40k Posted January 5 Posted January 5 I played some older version of this mod and I have a few suggestions - Make your speechcraft influence your dialogue choices. With 0 speechcraft you can say only 'fuck you' to the jailers which will piss them off. At like 50 speechcraft you'' be polite. - To recoup the bounty guards confiscate your stuff towards the bounty. If you still have a bounty, they torture you to tell them where your stash is loot. This could use speechcraft and willpower from SL Survival. If you tell them where the stash is, they take you to another hold via horse carriage, they put heavy restraints on you and you lead them to the stash. There could be different outcomes like the guards take your loot to pay the bounty, or rob you and say you ran away,or you can bribe them, etc. - An option for less than lethal punishments. If you had a bounty high enough to be executed, instead this happens guillotine - chop off fingers/arm/hand/foot/leg permanently. spit roast - burn half of the body, you look ugly and can't grow hair anymore gallows - hanged by a bood or the tongue, which stretches them. cold feet - your feet are paralyzed and you need to drink anti-paralysis potions to be able to walk, otherwise you can crawl. the poker thing - imagine you have a bunch of holes in the guts so when you drink a potion it leaks out and has no effect, like 0% potion efficiency. You need to drink potions of cure disease to mend the holes either while crawling or while wearing huge plugs that will prevent the potion from leaking out. Each potion of cure disease drank will increase potion efficiency by +1% up to like 70% max.
Pamatronic Posted January 8 Author Posted January 8 On 1/5/2026 at 3:39 AM, Abaddon40k said: I played some older version of this mod Dont do this please, older versions tend to have more bugs.
JoJost66 Posted January 9 Posted January 9 I've got basically all the mods and addons (Solitude, Windhelm, Riften, Left for Dead). The prison system and executions seem to all work with one minor exception. During the left for dead and guillotine deaths, the sex scenes don't work. Its like the game tries to run it, the character models stand up, then revert to their original positions and I get the pop-up "SexLab Scenes Failed... Skipping" in the top corner. The weird thing is that sexlab scenes still work when in prisoned, just not at execution. Is there a simple fix for this or are those scenes just not done yet?
JoJost66 Posted January 10 Posted January 10 In a similar vein to my last question: is the guillotine event supposed to end with forcibly closing your game? every time, without fail, when I get that event, the blade drops and my game forcibly closes. Don't know if its crashing or a deliberate design choice (which is fine if so), I would just rather see the head roll or at least only be sent to menu or last save.
brewmasterhal Posted January 10 Posted January 10 52 minutes ago, JoJost66 said: In a similar vein to my last question: is the guillotine event supposed to end with forcibly closing your game? every time, without fail, when I get that event, the blade drops and my game forcibly closes. Don't know if its crashing or a deliberate design choice (which is fine if so), I would just rather see the head roll or at least only be sent to menu or last save. That's a CTD. Something is wrong. Current versions of the mod should either start the Sovngard quest, force load the most recent save, or do nothing depending on settings.
Balmung889 Posted January 14 Posted January 14 Silly question, but I'll give it a try anyway! Can Prison Alternative work with Prison Overhaul? Or (presumably) do they conflict?
alexsl Posted January 14 Posted January 14 On 5/17/2021 at 3:29 PM, Pamatronic said: Prison Alternative - A modular Prison System View File Partially Compatible -ANY Defeat mod. (Health-Threshold based Knockdowns should be disabled. Bleedout based Defeat triggers work without Problem) -Troubles of Heroine (No Problem when used on its own, But will break stuff when used together with DCL (which you shouldn't use anyway)) -Got to bed (Make Sure to use the MOST RECENT version of that. Older versions can cause issues) -Prison Overhaul Patched (Not meant to be used together, but you can use this Patch to keep POP´s bounty Hunters: PA-POP.zip) -Multi Follower mods other than EFF (i.e Nether´s, Amazing follower tweaks,...) Followers handled by those mods will be detected, but it might be required to disable certain features of these mods to prevent issues while in Prison. Use them at your own risk. @Balmung889 please read the download post the answer of you question is there 1
Balmung889 Posted January 15 Posted January 15 (edited) 14 ore fa, alexsl ha detto: @Balmung889 per favore leggi il post di download, la risposta alla tua domanda è lì Per i miei gusti personali, Prison Alternative mi interessa più di PoP. Tuttavia, PoP ha una maggiore integrazione con altre mod. Non ne ho parlato ieri, ma mi chiedevo se fosse possibile installarli entrambi con l'intenzione di giocare direttamente a Prison Alternative e usare PoP solo per le mod che lo richiedono. Ci sono impostazioni nel menu MCM che funzionano per me o le due mod non funzionano insieme? Un'altra domanda. Ho appena scoperto che PoP ha una funzionalità che ti permette di essere falsamente accusato, il che ti fa arrestare dai cacciatori di taglie. - Patch per Prison Overhaul (Non pensata per essere usata insieme, ma puoi usare questa patch per tenere i cacciatori di taglie di POP: PA-POP.zip) Questa patch aggiunge questa funzionalità a Prison Alternative. Lascia che ti spieghi: la patch aggiunge solo i cacciatori di taglie? O aggiunge anche la funzionalità di essere falsamente accusato? In tal caso, sarei molto interessato. Edited January 15 by Balmung889
KrissyKatx3 Posted January 22 Posted January 22 On 2/14/2023 at 9:44 PM, gargamel9 said: On that note, one event, I think should be comparatively easy to add, would be have a guard just have her/his way with the prisoner... (I say her, because me being me I tweaked your mod a bit for my own private use to have all the guards and torturers female )... It's a shame this isn't a possibility for regularly users. If it's not something that's going to be implemented it might be a nice patch file if not can I ask how you did this?x
brewmasterhal Posted January 23 Posted January 23 4 hours ago, KrissyKatx3 said: It's a shame this isn't a possibility for regularly users. If it's not something that's going to be implemented it might be a nice patch file if not can I ask how you did this? You go into xEdit and you set the NPC flags to female, man. 1
KrissyKatx3 Posted January 23 Posted January 23 2 hours ago, brewmasterhal said: You go into xEdit and you set the NPC flags to female, man. If you're not aware the mod all radient guards into men, I assume it does this with some script to force it through. I do think there's more things to it.
brewmasterhal Posted January 23 Posted January 23 1 hour ago, KrissyKatx3 said: If you're not aware the mod all radient guards into men, I assume it does this with some script to force it through. I do think there's more things to it. No, it would appear that it sets conditions for the actor selection to fill the "Guard" alias in the quest such that only male guards are chosen. So it's actually a 2-step process. One, you go into the Torturer NPC record and set the flag to female. Two, you go into the pamaPA_VisitOgQuest data, scroll down to Aliases > Alias #1 > expand condition 0 > use the dropdown to change GetIsSex(Male) == 1 to GetIsSex(Female) == 1. 1
KrissyKatx3 Posted January 25 Posted January 25 (edited) On 1/23/2026 at 6:12 AM, brewmasterhal said: No, it would appear that it sets conditions for the actor selection to fill the "Guard" alias in the quest such that only male guards are chosen. So it's actually a 2-step process. One, you go into the Torturer NPC record and set the flag to female. Two, you go into the pamaPA_VisitOgQuest data, scroll down to Aliases > Alias #1 > expand condition 0 > use the dropdown to change GetIsSex(Male) == 1 to GetIsSex(Female) == 1. Oh nice! Thank you I'll get to doing that then! I definitely thought it was a more complicated process involved but now that I see how you've explained it, it's really more just generating NPCs that are only male now which is MUCH easier to change.x Thanks!x Edited January 25 by KrissyKatx3 1
crazyduck Posted January 31 Posted January 31 I really tried to like your mod, but even with setting follower support disabled one of m followers ends in jail often locked in place even after i escaped witth only way to get her out my using console commands, trying to escape is nearly impossible as even jut one damn arrow is enough to end the escape attempt even with for test setting the player health to 1000,a fter escaping using a mod called true faction system your mod tells me i did escape but trying to jump this debug window opens telling me about getting caught again and if i want to sleep or not with no way to get rid of this message, turnign off the mod in this situation ends with a never ending fade to black. And i have no incompatible mod installed, but removing your mod form a runnign game ends with skyrim crash on save load, so how can i shutdown this entire imprisoned stuff without having to reload a much older save?
brewmasterhal Posted February 1 Posted February 1 8 hours ago, crazyduck said: one of m followers Are you running a follower framework mod that allows multiple simultaneous followers? PA isn't compatible with follower counts above one. If you mean that PA is selecting an NPC who is part of the PotentialFollower faction, but is not your current follower, and moving that NPC to the cell then there might be an issue.
crazyduck Posted February 1 Posted February 1 7 minutes ago, brewmasterhal said: Are you running a follower framework mod that allows multiple simultaneous followers? PA isn't compatible with follower counts above one. If you mean that PA is selecting an NPC who is part of the PotentialFollower faction, but is not your current follower, and moving that NPC to the cell then there might be an issue. It selects one who is in the potentialfollower faction but this npc is not waiting for following me i was dismissed and is sandboxing in lakeview manor, but if follower support in prison alternative is turned off it should do anything with followers right? cause i turned that option off but there is still one of the followers selected for jail. Oh and yes i use nff as follower framework but primary to manage my vanilla followers and not to have 2 or more followers at the same time.
brewmasterhal Posted February 1 Posted February 1 12 minutes ago, crazyduck said: It selects one who is in the potentialfollower faction but this npc is not waiting for following me i was dismissed and is sandboxing in lakeview manor, but if follower support in prison alternative is turned off it should do anything with followers right? cause i turned that option off but there is still one of the followers selected for jail. Oh and yes i use nff as follower framework but primary to manage my vanilla followers and not to have 2 or more followers at the same time. The only way that PA should be capable of selecting a random friendly NPC who is not a current follower is when the Solitude punishment mod periodically arrests a friend for the public display area.
crazyduck Posted February 1 Posted February 1 11 minutes ago, brewmasterhal said: The only way that PA should be capable of selecting a random friendly NPC who is not a current follower is when the Solitude punishment mod periodically arrests a friend for the public display area. but such a public display wont happen instead my char gets visited each day until she is released from prison with thiw friendly npc staying locked to the wall with shackles in jail and alwaysm reloading a previous safe or resetting the npc ai package is not really fun,or is there another way to get this npc out of jail?
brewmasterhal Posted February 1 Posted February 1 10 minutes ago, crazyduck said: but such a public display wont happen instead my char gets visited each day until she is released from prison with thiw friendly npc staying locked to the wall with shackles in jail and alwaysm reloading a previous safe or resetting the npc ai package is not really fun,or is there another way to get this npc out of jail? That's the behavior of PA on its own. The Solitude punishment pack adds a set of shackles to the wall in the square where the execution happens - a mod you clearly do not have installed. All I can tell you at this point is that you're experiencing an incompatibility, and you can either uninstall NFF or continue to deal with issues with PA.
crazyduck Posted February 1 Posted February 1 9 hours ago, brewmasterhal said: That's the behavior of PA on its own. The Solitude punishment pack adds a set of shackles to the wall in the square where the execution happens - a mod you clearly do not have installed. All I can tell you at this point is that you're experiencing an incompatibility, and you can either uninstall NFF or continue to deal with issues with PA. I found another solution, i modified PA to work as i want it to work, no more forcing some folloer or friend into jail or debug message boxes and that stuff., just a prison mod with different outcomes but without this specific stuff that caused issues for me.
brewmasterhal Posted February 1 Posted February 1 2 hours ago, crazyduck said: I found another solution, i modified PA to work as i want it to work, no more forcing some folloer or friend into jail or debug message boxes and that stuff., just a prison mod with different outcomes but without this specific stuff that caused issues for me. What was the solution?
Pamatronic Posted February 1 Author Posted February 1 34 minutes ago, brewmasterhal said: What was the solution? Easy solution would have been to simply ditch NFF or whatever other mod he was using that alters the follower system. As you said, this is an compatibility issue. And I don't even wanna know what else he did with console or other "modifications". anyway, warranty is void... 1
crazyduck Posted February 1 Posted February 1 (edited) 1 hour ago, Pamatronic said: Easy solution would have been to simply ditch NFF or whatever other mod he was using that alters the follower system. As you said, this is an compatibility issue. And I don't even wanna know what else he did with console or other "modifications". anyway, warranty is void... I can tell you what i did i modified the scripts so there wont be any follower or friend put into jail with the player and i removed this debug message box that shows up each time you push jump if you get arrested again after a failed escape attempt. And dont worry i know how to use the console without breaking stuff. And about this incompatibility, if i turn off in your MCM that the mod should not do anythin with followers it should not do anything with followers not putting them into jail or whatever. And if i try to escape it should not be that the first guard who spot me sends me into bleedout within seconds there should be a chance to fight to get out of the jail but with your mod, and i tried it more than once before i even looked into the scripts. a guard in solitude see i get hit by a arrow and immediately in bleedout and send back to jail. And if i manage to escape and yes i managed that more than once its a bit strange that ,after i get the message that i did escape sucessfully, pusing space to jump makes my char jump but opens at the same time your debug message offering me to sleep or not as your mod thought i got captured again. Dont get me wrong i like the Idea of that mod and also i know that making a mod is time consuming but... just as example why is there no MCM setting to control if the player escape attempt fails after getting hit just one time? Or why is turnign off follower handling not exactly does that, whats the reason to force a npc,who is no longer a follower and just sandboxing at lakewiew manor, to solitude jail and lock her in shackles at a wall if the player disabled the follower setting in the MCM? Oh and about ditching NFF sorry no i dont see any reason to remove NFF to work around a issue with another mod if i can just remove the follower handling from the other mods code completely. Edited February 1 by crazyduck
crazyduck Posted February 1 Posted February 1 (edited) 2 hours ago, brewmasterhal said: What was the solution? I recompiled some scripts from this mod and removed the entire Follower Handling from the mods scripts and quests and i also changed that i wont get arrested again during a escape attempt if i get hit by a simple arrow immediately after all if i wear armor that should not happen if my char has full health. Did play today already some time with this changes and works perfect fine for me the events work escaping works if i dont get to low with my health and my followers and the other npc that sandbox in lakeview manor (most not even controlled by NFF ) are staying where they are and wont get suddenly moved into the cell and locked at the wall Edited February 1 by crazyduck
Pamatronic Posted February 2 Author Posted February 2 10 hours ago, crazyduck said: MCM setting to control if the player escape attempt fails after getting hit just one time? This setting does exist. System bypasses actual player healt and calculates on a per hit basis. This was intentional because otherwise escapes would be way to easy. MCM setting does allow to adjust the number of hits you can take before going into bleedout. 10 hours ago, crazyduck said: my followers and the other npc that sandbox in lakeview manor (most not even controlled by NFF ) are staying where they are and wont get suddenly moved into the cell and locked at the wall This happens because SOME of your mods marks them as player teammates. This is how PA scans for active followers, and USUALLY this flag SHOULD only be set for active followers... 2
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