crazyduck Posted February 2 Posted February 2 4 hours ago, Pamatronic said: 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. hmm maybe i am blind i dont see ths option in the MCM only the tggle box to enable or diable the ehanced escape but nothing to set how its handled if th player get hit by a npc,
crazyduck Posted February 2 Posted February 2 (edited) 6 hours ago, Pamatronic said: 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... This npc had all the vanilla factions to be recruited as follower but was left behind with "my home is your home" in lakeview which only changes her home location to that place she was not a folloiwer anymore at this time. And what i dont get is this, maybe you can explain. if i turn off in the mcm the follower stuff why PA still scans or followers and if it finds one place her into jail ? i mean if i turn the follower stuff off in te MCM it should ignore any followers if not why this option does even exist? Edited February 2 by crazyduck
Pamatronic Posted February 2 Author Posted February 2 1 hour ago, crazyduck said: hmm maybe i am blind i dont see ths option in the MCM only the tggle box to enable or diable the ehanced escape but nothing to set how its handled if th player get hit by a npc, 1 hour ago, crazyduck said: And what i dont get is this, maybe you can explain. if i turn off in the mcm the follower stuff why PA still scans or followers and if it finds one place her into jail ? i mean if i turn the follower stuff off in te MCM it should ignore any followers if not why this option does even exist? It should indeed not handle followers when that option is toggled off, and when I tested it right now, it INDEED did not do that... Look, by your own admission, you did console shenanigans and even modified the files, there is not much I can do to help with at this point. Start a clean save (with the un-modified mod) and identify the moment something goes wrong, THEN I can make fixes. Also, another potential issue is if you use a translated version rather then the original, obviously I dont kbow whether the translato rmessed something up there.
crazyduck Posted February 2 Posted February 2 33 minutes ago, Pamatronic said: It should indeed not handle followers when that option is toggled off, and when I tested it right now, it INDEED did not do that... Look, by your own admission, you did console shenanigans and even modified the files, there is not much I can do to help with at this point. Start a clean save (with the un-modified mod) and identify the moment something goes wrong, THEN I can make fixes. Also, another potential issue is if you use a translated version rather then the original, obviously I dont kbow whether the translato rmessed something up there. -now thats interestin it seems my mcm did not update as i dont have this options you show in your screenshot. And yes i used console and changed the files but i did that only after the described stuff already had happend, but since our mcm screenshot looks different as my mcm i will try savecleaning the mod and update it before i just updated the files
crazyduck Posted February 2 Posted February 2 50 minutes ago, Pamatronic said: It should indeed not handle followers when that option is toggled off, and when I tested it right now, it INDEED did not do that... Look, by your own admission, you did console shenanigans and even modified the files, there is not much I can do to help with at this point. Start a clean save (with the un-modified mod) and identify the moment something goes wrong, THEN I can make fixes. Also, another potential issue is if you use a translated version rather then the original, obviously I dont kbow whether the translato rmessed something up there. which version are you using ? dowmloaded the current version from loverslab and i dont have that MCM option even not in a new game
Pamatronic Posted February 2 Author Posted February 2 31 minutes ago, crazyduck said: which version are you using ? dowmloaded the current version from loverslab and i dont have that MCM option even not in a new game 2.0.3 - exact version thats uploaded here on LL I think you screwed up when updating... 48 minutes ago, crazyduck said: i will try savecleaning This is unreliable, please don't report any issues after doing that, because I have no way of telling on whether that's a genuine issue with my mod. Use a REAL new savegame.
crazyduck Posted February 2 Posted February 2 18 minutes ago, Pamatronic said: 2.0.3 - exact version thats uploaded here on LL I think you screwed up when updating... This is unreliable, please don't report any issues after doing that, because I have no way of telling on whether that's a genuine issue with my mod. Use a REAL new savegame. tried an new game too and i still dont have this option in the MCM is there some sort of requirment for it to show up? My MCm has the apply restraints option and the greyed out bleedout option but nothing between.
Pamatronic Posted February 2 Author Posted February 2 46 minutes ago, crazyduck said: tried an new game too and i still dont have this option in the MCM is there some sort of requirment for it to show up? My MCm has the apply restraints option and the greyed out bleedout option but nothing between. Your installation is scuffed. Completely purge all PA related files and install fresh.
brewmasterhal Posted February 2 Posted February 2 10 hours ago, Pamatronic said: 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... Looking into this situation because I'm curious. The PlayerFollowerFaction from Skyrim.esm (00084d1b) is not being referenced by either PamaPA or PaExSol - in the case of PaExSol, the PotentialFollowerFaction (0005c84d) is used by the Quests PaExSol_PrisonerFinder_Mixed, _Male, and _Female, in order to find NPCs anywhere in the game who have high relationship rank with the player and are potential followers, which is the behavior that I described. Looks like the follower stuff in PA is handled by PamaPA_FormerFollowerDetention, which has an array of up to 7 followers it can track simultaneously. I would assume that the intent there is for followers to be detained in potentially multiple discrete Holds at one time, not 7 all in the same place. This is supported by the presence of aliases for "Solitude_Dentainee", "Whiterun_Detainee" etc., although curiously not one for Winterhold. It appears to use the vanilla quest DialogueFollower (000750ba) to quickly find the current follower, which is Alias 000 in that quest. This means that, unlike PaExSol, which is scanning the list of all persistent NPCs (presumably) and filtering down to those which meet the detention criteria (relationshiprank >= 3 && potential follower), PA is relying on proper maintenance of the Alias for the current follower in DialogueFollower. Would it be possible to create a secondary check for this? Have PA grab the alias, but then check if the NPC is a member of PlayerFollowerFaction. If not, fall back on a full scan like what ExSol does, but filter on NPCs which are members of PlayerFollower. If that backup scan finds nothing, assume no followers exist. This should be compatible with mods that allow multiple followers and any other follower framework by using short-circuit logic to grab the first NPC who is a member of PlayerFollower and terminating the scan. And if any such framework turns off follower handling via the vanilla systems entirely, then PA will fail to find any NPC to detain with the player and proceed normally.
Pamatronic Posted February 3 Author Posted February 3 19 hours ago, brewmasterhal said: Looks like the follower stuff in PA is handled by PamaPA_FormerFollowerDetention, No, its not. Follower detention is a different thing. That just handles a follower and puts them in a cage if you escape without them. 19 hours ago, brewmasterhal said: PlayerFollowerFaction That one is not used by regular followers. Its a special thing for a select few story NPC's "CurrentFollowerFaction" is the Generic one used by all other followers in the vanilla system. And that's what PA is using to identify any active followers (In addition to the "currentHireling" faction) 19 hours ago, brewmasterhal said: presumably I don't wanna be mean here, but pretty much all of them are wrong. You actually need to look at the scripts to understand the system. just looking at which forms reference each other wont tell you anything 19 hours ago, brewmasterhal said: Would it be possible to create a secondary check for this? Have PA grab the alias, but then check if the NPC is a member of PlayerFollowerFaction. If not, fall back on a full scan like what ExSol does, but filter on NPCs which are members of PlayerFollower. If that backup scan finds nothing, assume no followers exist. This should be compatible with mods that allow multiple followers and any other follower framework by using short-circuit logic to grab the first NPC who is a member of PlayerFollower and terminating the scan. And if any such framework turns off follower handling via the vanilla systems entirely, then PA will fail to find any NPC to detain with the player and proceed normally. to clarify: PA uses quest fill conditions to Identify a follower when the player is arrested. Which means it does an active scan for Every NPC in existence who is a member of the CurrentFollower/CurrentHireling faction, and picks the first match. If some Follower framework neglects to do proper cleanup or puts NPC's in this faction for some other reason, thats not my responsibility. NFF did cause a number of issues back in the days wehn I tested it, thats why I recommend using EFF instead. 1
sikamikanico78 Posted February 10 Posted February 10 (edited) hello this mod was working perfectly...but now when i am in prison and click on a bed to pass time i get a neverending blackscreen ah nvm i fixed it!! just had to reset the registry Edited February 10 by sikamikanico78 1
JoJost66 Posted February 12 Posted February 12 I've used the Outdoor Events mod several times. And while the execution scene always seems to work, the sex scene before it never does. Every time I reach the point where the guards say "no one dies a virgin", the game hesitates before I get a message that says "sex scene skipped". The only time a sex scene plays out is when there are two victims (I.E. myself and a companion). Is there a way to get the sex scene to play for a solo player execution, and if so how?
Pamatronic Posted February 12 Author Posted February 12 1 hour ago, JoJost66 said: I've used the Outdoor Events mod several times. And while the execution scene always seems to work, the sex scene before it never does. Every time I reach the point where the guards say "no one dies a virgin", the game hesitates before I get a message that says "sex scene skipped". The only time a sex scene plays out is when there are two victims (I.E. myself and a companion). Is there a way to get the sex scene to play for a solo player execution, and if so how? install bakas or billys sl anim packs. Game is looking for specific tags for that rape scene, it will skip if it doesnt find a fitting anim.
Naarem Posted February 21 Posted February 21 Sorry if this is tedious, but is this Mod Compatible with Tolls and Crime, Sexy Adventures, or SL Body Search?
Pamatronic Posted February 22 Author Posted February 22 18 hours ago, Naarem said: Sorry if this is tedious, but is this Mod Compatible with Tolls and Crime, Sexy Adventures, or SL Body Search? Propably?
Talesien Posted March 30 Posted March 30 Is this mod supposed to work with the Bulwark jail in Raven Rock? While the Chill and Cidhna mines are mentioned as being excluded for obvious reasons it seemed to me it should work on Solstheim, I only get the vanilla "experience " there though.
Pamatronic Posted March 30 Author Posted March 30 2 hours ago, Talesien said: Is this mod supposed to work with the Bulwark jail in Raven Rock? No, was an oversight back in the days, but fixing that now would require updating all the expansions as well, which is a lot of tedious work I don't have time for right now. 1
Talesien Posted March 30 Posted March 30 4 hours ago, Pamatronic said: No, was an oversight back in the days, but fixing that now would require updating all the expansions as well, which is a lot of tedious work I don't have time for right now. Passd scho, wollt nur erst jefracht habbe befor ich anfang nach dem Problem zu suche, gelle. ^^
JoJost66 Posted April 9 Posted April 9 When do you plan on publicly releasing the multi gallows in Solitude?
hiamaru Posted April 17 Posted April 17 Sorry if this is a silly question, but what mod did you use to get the character models used in the photos?
billy2026 Posted May 10 Posted May 10 Hello, it is really a master piece. I really enjoy it. But I think there are something can be optimized. Just like, when the character is being whipping, or in the bad end moive, there is not enough shouting or voice. I mean, if we can hear the character's shouting, it will absoultely increse the immersive expirecence. Just like the sexlab having sex voice is ok. So it there any easy solution that I can hear the frequent shouting when seeing the bad end? (I am just a skyrim rookie. If I ask something stupid, forgive me .) Thank you!~
SHARK_04 Posted May 30 Posted May 30 Please help. After installing Prison Alternative - A modular Prison System 2.0.3 for Skyrim SE, Wrye Bash returned the following message (both in the screenshot and in the file). What could be the problem? Wrye Bash.txt
Pamatronic Posted May 30 Author Posted May 30 (edited) 3 hours ago, SHARK_04 said: Please help. After installing Prison Alternative - A modular Prison System 2.0.3 for Skyrim SE, Wrye Bash returned the following message (both in the screenshot and in the file). What could be the problem? Wrye Bash.txt 3.16 kB · 0 downloads it complains about the " ´ " character which is present in certain string properties in the plugin files. 'You ´ ve been hauled back to your Cell' 'Poke n ´ Pierce' Edited May 30 by Pamatronic
SHARK_04 Posted May 30 Posted May 30 31 minutes ago, Pamatronic said: он жалуется на символ " ́ " , который присутствует в определенных свойствах строк в файлах плагина. «Тебя ´вернули в свою камеру» «Пок н ́ Пирс» What can I do to prevent this from happening?
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