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(BETA) Prison Alternative POP Addon


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(BETA) Prison Alternative POP Addon

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This add-on aims to bring Prison Overhaul Patched (POP) style events to Prison Alternative. This is very much a work-in-progress so install at your own risk.

 

Events

  • Visitor Event
  • Pillory Event (Whiterun only)
  • Parade Event (Whiterun only)
  • Public Whore Release Event

Compatibility
Should work with all SE versions. Based on preliminary testing, it may work on LE, post in the thread if something breaks.

 

Requirements

Hard:

Soft:

Recommended:

Installation

  • Install as you would any other mod, preferably with a mod manager
  • If you are installing this mid-game, run clear registry, then register events in the Prison Alternative MCM but as stated in PA's description this is risky
  • Ensure you run Register Animations in the ZAP MCM
  • If you're getting mismatched animations, disable the ZAP Sexlab filter

Future Plans

  • Visitor Event Extension
    • Follower handling
    • Multiple randomized visitor(s)
    • Visitor gender choice
  • Parade Event
  • Cage Event
  • Rent-A-Prisoner Event
  • Tattoo Release Event

Credits

  • Pamatronic for Prison Alternative
  • Inte and XaZ for Prison Overhaul Patched

If you'd like to support subsequent development, get early access to some stuff, and vote on what comes next, consider becoming a Patron:

 patreon.png.49f08dd7a4b6f10c9e54bbe7f2c05a91.png  Patreon      discord1.png.5123da120cf0ea9662d041e8c0711eb4.png  Discord


  • Submitter
  • Submitted
    04/04/2023
  • Category
  • Requires
    Prison Alternative, Sexlab, PapyrusUtil
  • Regular Edition Compatible
    No

 

Edited by ponzipyramid
Link to comment
16 minutes ago, kadsend said:

Finally fun addons to PA :D
Keep up the good work!

Btw, is it possible to add the bounty hunters of POP to PA? They made the criminal life so much more interesting

 

You can find the PA-POP patch to keep the bounty hunters in the Partially Compatible section on the PA page near the bottom.

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Gave it a quick try and it actually works perfectly fine on LE as well.
Minor detail I found is that the door (in the smal-town jails) closes slightly to early and pushes the Torturer away, but apart from that. Good job!

Edited by Pamatronic
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49 minutes ago, Pamatronic said:

Jeezus. would you look at that. Someone finally managed to write their own plugin. Congrats!
Bit weird that I finished my own "Jailrape" Event a mere 5 hours earlier. But I guess people wont complain about variety.

Thanks! Working with PA was pretty intuitive, though I did end up ripping off quite a bit of code from the whipping event.

 

41 minutes ago, Pamatronic said:

Gave it a quick try and it actually works perfectly fine on LE as well.
Minor detail I found is that the door (in the smal-town jails) closes slightly to early and pushes the Torturer away, but apart from that. Good job!

That's a relief. I'll add a small delay for the door to hopefully resolve that.

Edited by ponzipyramid
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Hello the mod works just fine and i love it 

but if you don't mind i wanted to ask what cbbe preset you used in in the second picture 

and what visual overhaul you use because your game looks gorgeous particulary the texture and the lightning

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1 hour ago, sasfa said:

but if you don't mind i wanted to ask what cbbe preset you used in in the second picture 

 

It's just the regular curvy CBBE preset. I assume you're looking for the texture/normals which is Bijin Skin (curvy muscular option in the FOMOD).

 

1 hour ago, sasfa said:

and what visual overhaul you use because your game looks gorgeous particulary the texture and the lightning

 

It's the vanilla textures with EVLaS, Cathedral Weathers, Lux, and PI-CHO ENB.

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Now this is promising, looking forward to future expansions.
Here is hoping you might find a way to have those other planned events (especially the parade) work with modded cities as well (mainly JK's in my case, but seems to throw off POP entirely).

Link to comment

Currently working on the pillory event and looking for some feedback. As noted by several people in this thread, one of the largest issues with POP is pathfinding. This is somewhat location-dependent, for example, in Whiterun the trip from the dungeon to the furniture is long and very error-prone (damn those Dragonsreach stairs) but this is less of a problem in places like Riften with a shorter, less complex path. I don't want to eliminate escorts entirely since I think they add a bit of immersion and suspense.

 

To compromise, longer paths will be skipped. Essentially, the player gets hooded in the cell prior to being teleported in front of the furniture. I think this hits a nice balance between immersion and practicality.

 

Open to any other suggestions.

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6 minutes ago, ponzipyramid said:

Currently working on the pillory event and looking for some feedback. As noted by several people in this thread, one of the largest issues with POP is pathfinding. This is somewhat location-dependent, for example, in Whiterun the trip from the dungeon to the furniture is long and very error-prone (damn those Dragonsreach stairs) but this is less of a problem in places like Riften with a shorter, less complex path. I don't want to eliminate escorts entirely since I think they add a bit of immersion and suspense.

 

To compromise, longer paths will be skipped. Essentially, the player gets hooded in the cell prior to being teleported in front of the furniture. I think this hits a nice balance between immersion and practicality.

 

Open to any other suggestions.

Teleport sounds good, but maybe an mcm option to toggle teleport or walking and maybe an option to just turn of the parade

Link to comment
On 4/6/2023 at 12:33 PM, ponzipyramid said:

Currently working on the pillory event and looking for some feedback. As noted by several people in this thread, one of the largest issues with POP is pathfinding. This is somewhat location-dependent, for example, in Whiterun the trip from the dungeon to the furniture is long and very error-prone (damn those Dragonsreach stairs) but this is less of a problem in places like Riften with a shorter, less complex path. I don't want to eliminate escorts entirely since I think they add a bit of immersion and suspense.

 

To compromise, longer paths will be skipped. Essentially, the player gets hooded in the cell prior to being teleported in front of the furniture. I think this hits a nice balance between immersion and practicality.

 

Open to any other suggestions.

 

Could try teleporting them to the base of the Dragonsreach stairs and having them walk the rest of the way to keep up the suspense.

Link to comment
On 4/6/2023 at 8:33 PM, ponzipyramid said:

As noted by several people in this thread, one of the largest issues with POP is pathfinding.

PoP problem is PC forced control script, please don't use it. It is better to let the PC run on its own, and if it is too far away from the jailer, it will automatically teleport to it.

Link to comment
On 4/8/2023 at 11:21 AM, gmattwsn said:

 

Could try teleporting them to the base of the Dragonsreach stairs and having them walk the rest of the way to keep up the suspense.

The hood provides an excuse for why we teleport. From the PC's perspective, they're hooded (black loading screen) and when the jailers take the hood off, they're standing right in front of where they're supposed to be so you have an immersive excuse for not seeing the actual walking. I think starting in the middle of the path is neither here nor there in that respect.

 

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13 hours ago, Nikett7 said:

PoP problem is PC forced control script, please don't use it. It is better to let the PC run on its own, and if it is too far away from the jailer, it will automatically teleport to it.

Might give this a shot. For the parade, I think this is the only option. The jailers get put in a scene, where they simply walk from one town to another (whiterun -> riverwood -> rorikstead -> etc). The player is forced to wear a magical collar that drains health (potentially to death) if they get too far from the jailors. This should bypass the pathfinding issue while still forcing the player to comply. That being said, what if the jailers get stuck?

 

Maybe instead, the jailors become "followers" who trail behind the player. We do periodic checks to see if the player is a) sufficiently close to the jailors and b) closer to the next town we're visiting since the last check. If they're not, the collar drains their health. So no pathfinding on anyone at all while still forcing the player to do what they're supposed to.

 

Alternatively, we could do your suggestion and just have the collar "magically teleport" the player back to the jailors if they get too far, sort of how POP works

Edited by ponzipyramid
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Excellent addition to the PA mod, thanks for your work.

 

My character has only been sent to jail once but it worked flawlessly on my end.  I do have an issue and I don't know if it is your mod that is the cause I can only say it happened after I installed your mod on my current game.  What happens is I'm unable to to arm weapons or put on armor after an animation event like a sex scene.  The only way I'm able to get my character functional again is through the console command, enableplayercontrol.  Can't say it's your mod that is the cause it just started happening after I loaded it into my modlist.

 

As far as anything additional, I do have a set of tattoos that give the PC a prison number and a progressive mark for each time they are incarcerated.  The json a little buggered up in that in the slavetats menu all the tats have the same name but there in fact a progression of ten marks along the thigh.  You are welcome to use it if you wish, if you want to have the mod automatically add a mark each time.  It only takes one slot in slavetats.  Of course, anyone is welcome to use or alter the file as they wish.

CBBE Prison Marks.7z

Link to comment

Just uploaded a new version with a very basic version of the pillory event. Some limitations compared to the POP equivalent:

  • Currently Whiterun exclusive. I plan to add this to the other holds after the base event has been validated to work well and consistently.
  • Limited dialogue. Same as above.
  • No spectators. My preference is for people to install Spectator Crowds Ultra Edition if you want this functionality since it has far more customization and options than what I can offer. If you're desperate for it to be built-in I can add it to the roadmap.

While people are giving that a shot, I'm gonna take a break to work on the easier events: visitor extension + follower handling, tattoo release event (thanks for sharing your pack @Crewdoh), and the Public Whore release event. Some preliminary ideas in the spoiler.

Spoiler
  • Tattoos during regular events: Just add some temporary tats to the player during certain events. So for the pillory, they add some free use stuff. I'm planning on letting people customize it thru an external JSON file but the defaults would likely come from here. These are removed after the event is over.
  • Permanent Tattoo Release Event: The guards decide to permanently tattoo you to make sure Skyrim's citizens watch out when you're around. Can use the default Slavetats crime pack.
  • Tattoo on Arrest: I think I can hook into the default arrest event to apply tats. However, I'm not sure whether these should be removed or not prior to release. The progressive marks could be an interesting permanent option.

 

EDIT: Also wanted to mention that playtesting is highly appreciated. As stated, I don't want to build out events until I'm sure the foundation is solid since a secondary objective of this mod is to solve some core issues with POP. You can accelerate this process by reporting bugs. I personally playtest by punching a guard, getting sent to prison, maximizing the probability of the event I want to test and then sleeping.

Edited by ponzipyramid
Link to comment
On 4/10/2023 at 2:22 PM, Crewdoh said:

Excellent addition to the PA mod, thanks for your work.

 

My character has only been sent to jail once but it worked flawlessly on my end.  I do have an issue and I don't know if it is your mod that is the cause I can only say it happened after I installed your mod on my current game.  What happens is I'm unable to to arm weapons or put on armor after an animation event like a sex scene.  The only way I'm able to get my character functional again is through the console command, enableplayercontrol.  Can't say it's your mod that is the cause it just started happening after I loaded it into my modlist.

 

As far as anything additional, I do have a set of tattoos that give the PC a prison number and a progressive mark for each time they are incarcerated.  The json a little buggered up in that in the slavetats menu all the tats have the same name but there in fact a progression of ten marks along the thigh.  You are welcome to use it if you wish, if you want to have the mod automatically add a mark each time.  It only takes one slot in slavetats.  Of course, anyone is welcome to use or alter the file as they wish.

CBBE Prison Marks.7z 86.7 kB · 6 downloads

Can't seem to replicate this. Did you install another mod right before this one?

Link to comment
On 4/15/2023 at 4:15 AM, ponzipyramid said:

Just uploaded a new version with a very basic version of the pillory event. Some limitations compared to the POP equivalent:

  • Currently Whiterun exclusive. I plan to add this to the other holds after the base event has been validated to work well and consistently.
  • Limited dialogue. Same as above.
  • No spectators. My preference is for people to install Spectator Crowds Ultra Edition if you want this functionality since it has far more customization and options than what I can offer. If you're desperate for it to be built-in I can add it to the roadmap.

While people are giving that a shot, I'm gonna take a break to work on the easier events: visitor extension + follower handling, tattoo release event (thanks for sharing your pack @Crewdoh), and the Public Whore release event. Some preliminary ideas in the spoiler.

  Reveal hidden contents
  • Tattoos during regular events: Just add some temporary tats to the player during certain events. So for the pillory, they add some free use stuff. I'm planning on letting people customize it thru an external JSON file but the defaults would likely come from here. These are removed after the event is over.
  • Permanent Tattoo Release Event: The guards decide to permanently tattoo you to make sure Skyrim's citizens watch out when you're around. Can use the default Slavetats crime pack.
  • Tattoo on Arrest: I think I can hook into the default arrest event to apply tats. However, I'm not sure whether these should be removed or not prior to release. The progressive marks could be an interesting permanent option.

 

EDIT: Also wanted to mention that playtesting is highly appreciated. As stated, I don't want to build out events until I'm sure the foundation is solid since a secondary objective of this mod is to solve some core issues with POP. You can accelerate this process by reporting bugs. I personally playtest by punching a guard, getting sent to prison, maximizing the probability of the event I want to test and then sleeping.

 

@ponzipyramid

 

Hi.  Bit of wishlist thinking/hoping really, but I'm interested to know if you might be able to create the pillory event as a standalone for other mods to plug into

 

For instance, POP's jail sentence pillory event is pretty well fully FUNCTIONALLY and comprehensive in itself

 

But there lies the problem, there is no equivalent, at least not that I can find, in any other mod.  Sure you can see NPCs 'parked up' in a pillory, but there is no real interaction similar to POP's

 

A 'FUNCTIONING' Pillory scene would be very good to have.  Take, for example, AYGAS.  @Musje has done a great job for us with this and the accompanying iBDSM framework.  In AYGAS you can leave a suitably qualified slave on their own to turn tricks in a town with the correct level of accepted Slavery.  You can also tell the slave that you'll leave them in a pillory at the location to earn some cash.  But whilst the former free roam NPC  'works', ie the Slave wandering around will carry out Sexlab enabled acts, the one in the pillory does nothing - at least not that I have seen and I've been playing this for years.  It would be good to be able to have something to use to remedy that

 

And being able to park PAHE, AYGAS, DOM enslaved NPC(s) - or maybe even the player's own followers - at the roadside, each in their own sort of self contained passer by Traveller's Relief Station Pillory, with suitable actions occurring, would be both fun, and possibly luctrative too

 

I was wondering if your Pillory event is likely to be adaptable for that sort of plugin/standalone use on in its own, or in conjunction with use by other mods, and if you'd considered developing it/making it possible to develop, down that road at any future point?

 

TIA for any thoughts you have on that

 

DQW

 

 

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