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Posted
4 hours ago, Pamatronic said:

ok, please do this:

-select the chain in the console

-type "sv"

-post the output here (you can scroll with pageUp/pageDown within the console)

 

Here you go!

20220120153743_1.jpg

20220120153749_1.jpg

Posted
1 hour ago, ConusBonus said:

Here you go!

Thats the wrong chain.

This one is used to toggle between single/double victim setup or to remove corpses.

The one to start a new scene is on the LEFT side of the platform. (behind the cart)

Posted
18 minutes ago, Pamatronic said:

Thats the wrong chain.

This one is used to toggle between single/double victim setup or to remove corpses.

The one to start a new scene is on the LEFT side of the platform. (behind the cart)

 

I'm an idiot. Please disregard.

Posted
On 1/14/2022 at 1:26 AM, Pamatronic said:

could i have a picture of the initial pose the character assumes when the noose is attached? that might shed some light.

Also, did you try using a new save? Or does the scene work with npc´s?

Sure. See the linked screenshot below.

 

https://imgur.com/a/HshKRDh

 

Were we supposed to have your gallow mod btw. or might that cause problems?

Posted (edited)

Can you tell me where's the switch to activate the event? I only see the switch on the right side of the gallows(the one use for one-or-two execution). I look at the cart on the left side and still don't find ones.

 

It would be help if there's a screenshot for me to look.

 

Thanks later.

Edited by PABCOM
  • 3 weeks later...
Posted

I have a problem with the ankle cuffs, the chain doesn't work properly and floats around completly detached from the cuffs, is there anything I can do to fix this?

  • 2 weeks later...
Posted
On 2/15/2022 at 8:46 PM, amphigyon said:

I have a problem with the ankle cuffs, the chain doesn't work properly and floats around completly detached from the cuffs, is there anything I can do to fix this?

There is a fix for that on the frontpage.

Congrats for not reading it -.-

  • 2 weeks later...
  • 3 weeks later...
Posted

I decided to try this out. Everything seems to run smoothly, except for two things:
1: While I am in the prison, and try to wait (Not clicking on the bed, but waiting manually) the game crashes.
2: At the very end of the Early Release scene, after my character is in the water, and I get the notification that the restraints are off, it also crashes. 

Any idea what could cause this? I'm using EFF, Devious Followers and Submissive Lola as well, but I'm not sure if the issue has anything to do with my follower. 

Posted
12 minutes ago, Thelargir said:

I decided to try this out. Everything seems to run smoothly, except for two things:
1: While I am in the prison, and try to wait (Not clicking on the bed, but waiting manually) the game crashes.
2: At the very end of the Early Release scene, after my character is in the water, and I get the notification that the restraints are off, it also crashes. 

Any idea what could cause this? I'm using EFF, Devious Followers and Submissive Lola as well, but I'm not sure if the issue has anything to do with my follower. 

Not perfectly Sure, but I would bet money that Devious Devices has something to do with it.

As mentioned on the main Page for Prison Alternative, I cant guarantee for Anything if you have that Thing installed.

Posted
On 3/4/2022 at 11:53 PM, krafs said:

@PamatronicDid this give you any clues as to what might be wrong? :)

Not Really. Best guess is that you made a mistake during installation.

You can try:

Make sure you have the most recent version installed.

start a new game AFTER the mod has been installed.

 

If that doesn't do the trick, you might have some other mod installed which is interfering.

Posted
38 minutes ago, Pamatronic said:

Not perfectly Sure, but I would bet money that Devious Devices has something to do with it.

As mentioned on the main Page for Prison Alternative, I cant guarantee for Anything if you have that Thing installed.

I tried taking off all the devious devices that was equipped, and sure enough, it worked now. 
I also had a parasite from Kynes Blessing equipped, which I also removed, so it could have been that as well. 

Thanks for the mod, and the assist!

  • 2 months later...
Posted (edited)

So I'm getting this error in my papyrus log.

 

Quote

[06/14/2022 - 02:19:44PM] ERROR:  (98004B51): has no 3d, and so cannot have its motion type changed.
stack:
    [ (98004B51)].ObjectReference.SetMotionType() - "<native>" Line ?
    [ (98004B52)].PaExWind_Gallowscript.Initialize() - "PaExWind_Gallowscript.psc" Line 478
    [ (98004B52)].PaExWind_Gallowscript.OnCellLoad() - "PaExWind_Gallowscript.psc" Line 77
[06/14/2022 - 02:19:44PM] ERROR:  (980045C8): has no 3d, and so cannot have its motion type changed.
stack:
    [ (980045C8)].ObjectReference.SetMotionType() - "<native>" Line ?
    [ (980045C9)].PaExWind_Gallowscript.Initialize() - "PaExWind_Gallowscript.psc" Line 478
    [ (980045C9)].PaExWind_Gallowscript.OnCellLoad() - "PaExWind_Gallowscript.psc" Line 77

 

98 being the load order position of the mod

 

Which I noticed because it's causing 3 instances of the PaExWind_Gallowscript to get stuck on the active scripts on my savefile every time I enter windhelm. This can be from going in from the main door and also after going into a building and then coming out into the main windhelm map again. These seem to be a couple of activators on top the gallows. But I have no idea what's going on, maybe the script is calling its function before the main windhelm map is done loading, but for now until I find a solution I may have to just avoid windhelm.

Edited by ttpt
Posted

This has happened in previous games before, I'm starting to suspect that maybe it has something to do with the fact that I haven't been to windhelm in a while and it's possible the city cell has respawned by now.

Posted (edited)

The only other similar error and solution I was able to find was this fix https://afktrack.afkmods.com/index.php?a=issues&i=13598 for a mace trap on cell detach for when it loses its 3d. That seems to be for cell unloading while the gallows script is giving me no 3d problem on cell load. Somehow the gallows script seem to be running before the 3d is loaded and I have no idea why.

 

Also going through this thread I realize I've had this problem before and I solved it before by just doing a clean save pass on that save that time. I've also noticed I can use save tools to just terminate the stuck gallowsscripts, but I would prefer not to do that since that may have unintended side effects.

 

EDIT: execution scenes were also not working right, but removing the windhelm plugin, save cleaning, and then putting it back in made it all work again. It may not be an ideal solution but hey as long as it work. Scripts are also not getting stuck anymore, though the papyrus log still had the error about them losing 3d. Something may be funky with a long running game, or maybe it has to do with the cell resetting, I try testing that out.

Edited by ttpt
Posted
18 hours ago, ttpt said:

The only other similar error and solution I was able to find was this fix https://afktrack.afkmods.com/index.php?a=issues&i=13598 for a mace trap on cell detach for when it loses its 3d. That seems to be for cell unloading while the gallows script is giving me no 3d problem on cell load. Somehow the gallows script seem to be running before the 3d is loaded and I have no idea why.

 

Also going through this thread I realize I've had this problem before and I solved it before by just doing a clean save pass on that save that time. I've also noticed I can use save tools to just terminate the stuck gallowsscripts, but I would prefer not to do that since that may have unintended side effects.

 

EDIT: execution scenes were also not working right, but removing the windhelm plugin, save cleaning, and then putting it back in made it all work again. It may not be an ideal solution but hey as long as it work. Scripts are also not getting stuck anymore, though the papyrus log still had the error about them losing 3d. Something may be funky with a long running game, or maybe it has to do with the cell resetting, I try testing that out.

I´ve heard this a few times before already, but could only ever reproduce this on games which were started before the mod was installed. And even then it only occurred sometimes.
fresh saves always seemed to be fine. Is this true for you?
also, using save cleaner in this case should be ok. the worst thing that could happen is that the gallows itself break. But those scripts are just small objectreference scripts which don't interact with the wider world. they cant break your game.

Posted
1 hour ago, Pamatronic said:

I´ve heard this a few times before already, but could only ever reproduce this on games which were started before the mod was installed. And even then it only occurred sometimes.
fresh saves always seemed to be fine. Is this true for you?
also, using save cleaner in this case should be ok. the worst thing that could happen is that the gallows itself break. But those scripts are just small objectreference scripts which don't interact with the wider world. they cant break your game.

 

Yeah I was trying a newer game since the last time I had a similar problem, but it's had been running for a while with no problem. up until now anyway. Using a save cleaner in between removing the mod and adding it back in did seem to fix the scripts hanging, and also fix the NPCs hanging, the gallows work just fine once again.

 

So yeah, a sort of occasional annoyance, but at least it's sort of fixable.

  • 4 weeks later...
Posted
5 hours ago, Pamatronic said:

@ttpt I think(?) I managed to fix the issue with the stuck script. Or at least I addressed the issue which shows up in your papyrus log.

Oh, I'll try to run around windhelm and see if I can get the script to hang with the old version and then upgrade and repeat the process and check it out. Don't know how at will I can get the script to do that, but I'll give it a shot.

Posted (edited)

Your work continues to amaze. Look forward to updates.

Would you consider adding a hanging scene and animation like the Riften version?

Edited by Relevant Halo
Posted
On 7/20/2022 at 8:22 AM, petronius said:

Can "execution lethality" be controlled via MCM? I mean - is it possible for the PC to be sentenced to execution but survive the process? Thanks.

Not yet implemented.

Posted
On 7/16/2022 at 9:57 AM, Relevant Halo said:

Your work continues to amaze. Look forward to updates.

Would you consider adding a hanging scene and animation like the Riften version?

Dont want to categorically deny that, But I prefer making new toys, rather than doing cosmetics for existing stuff.

Posted

First of all, thanks for the awesome content!

 

I am experiecing an issue related to the "gallows event" in Windhelm.

 

Essentially the problem is that the PC character never "enters" the gallows furniture, and the scene therefore breaks. Well, the character just stands around while the guards do their thing. :)

 

This issue occurs to me on a playthrough where I have clocked quite a few hours, so me really wanting it to work, I did some digging around:

  • The issue does NOT occur from a new game. If I go to Windhelm directly from the Alternative Start cell, everything works.
  • The issue does NOT occur in my playthrough if I load a save BEFORE the first time I entered Windhelm (about 33% into my current playthrough).

 

Wondering about the above, I did some digging with the ReSaver tool and looked a bit at the source code of the plugin. As it turns out it appears the script "PaExWind_Gallowscript.psc" is getting stuck in an infinite loop in the "Initialize" function because the "dummy" world object is never loaded(?). At the very least the function call `dummy.is3dLoaded()` returns false consistently.

 

Function Initialize()
    if initialized
        return
    endIf
    rope.SetMotionType(2, true)
    sprung = false
    utility.wait(0.3)
    while !dummy.is3dLoaded()
        utility.wait(0.3) ;<--- RIGHT HERE
    EndWhile
    dummyX = dummy.GetPositionX()
    dummyY = dummy.GetPositionY()
    dummyZ = dummy.GetPositionZ()
    dummy.disable()
    ;Trapdoor.blockActivation(true)
    Self.BlockActivation(false)
    AttachedActor=none
    GotoState("standby")
    Initialized=true
EndFunction

 

This has the awkward side effect that these scripts have started to accumulate in my "active scripts" of my save file everytime I load into Windhelm. Essentially I have like 12 of these active scripts all stuck at the same place.

 

image.png.2c8d6b86f792ade4bdb13f77a522af96.png

 

Full disclosure: I do have Devious Devices installed, but I am not using any.

 

Got any idea what might be causing this issue, or if it is somehow possible to fix it manually?

 

I assume it is safe to just terminate these scripts with ReSaver in order to "fix" my latest save?

Posted (edited)
10 hours ago, leakim said:

First of all, thanks for the awesome content!

 

I am experiecing an issue related to the "gallows event" in Windhelm.

 

Essentially the problem is that the PC character never "enters" the gallows furniture, and the scene therefore breaks. Well, the character just stands around while the guards do their thing. :)

 

This issue occurs to me on a playthrough where I have clocked quite a few hours, so me really wanting it to work, I did some digging around:

  • The issue does NOT occur from a new game. If I go to Windhelm directly from the Alternative Start cell, everything works.
  • The issue does NOT occur in my playthrough if I load a save BEFORE the first time I entered Windhelm (about 33% into my current playthrough).

 

Wondering about the above, I did some digging with the ReSaver tool and looked a bit at the source code of the plugin. As it turns out it appears the script "PaExWind_Gallowscript.psc" is getting stuck in an infinite loop in the "Initialize" function because the "dummy" world object is never loaded(?). At the very least the function call `dummy.is3dLoaded()` returns false consistently.

 

Function Initialize()
    if initialized
        return
    endIf
    rope.SetMotionType(2, true)
    sprung = false
    utility.wait(0.3)
    while !dummy.is3dLoaded()
        utility.wait(0.3) ;<--- RIGHT HERE
    EndWhile
    dummyX = dummy.GetPositionX()
    dummyY = dummy.GetPositionY()
    dummyZ = dummy.GetPositionZ()
    dummy.disable()
    ;Trapdoor.blockActivation(true)
    Self.BlockActivation(false)
    AttachedActor=none
    GotoState("standby")
    Initialized=true
EndFunction

 

This has the awkward side effect that these scripts have started to accumulate in my "active scripts" of my save file everytime I load into Windhelm. Essentially I have like 12 of these active scripts all stuck at the same place.

 

image.png.2c8d6b86f792ade4bdb13f77a522af96.png

 

Full disclosure: I do have Devious Devices installed, but I am not using any.

 

Got any idea what might be causing this issue, or if it is somehow possible to fix it manually?

 

I assume it is safe to just terminate these scripts with ReSaver in order to "fix" my latest save?

 

I've had that as a reoccurring issue myself, it will work from a new game from Alternate start straight into windhelm for sure and also probably on a new game for whoever long for at least the first time you enter windhelm. At some point, yes, it will get stuck and you will start accumulating scripts on the save at a rate of 3 for every time you enter the windhelm worldspace.

 

The good news, is that I have removed the windhelm plugin and done a clean save at least about 3 times with no visible side effect on that particular save.

 

The even better good news is that this problem has seemingly been fixed in the latest version, at least from my experience. You will still have to remove the plugin and do a clean save and clean up the save in between upgrades or it'll still keep the old script in the save file. But you only have to remove and clean the windhelm specific plugin, not the whole thing.

 

So yeah, that's my recommendation.

 

 

Edited by ttpt

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