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(BETA) Prison Alternative POP Addon


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On 7/1/2023 at 1:01 PM, ponzipyramid said:

Here's a little preview: 

You can replace your staggercamera.hkx with abc0_h2h_staggerbacksmall.hkx from DD or something of the sort, so the shocker event won't break the idle so hard ?

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1 hour ago, ponzipyramid said:

Is that animation from DD Assets by any chance?

Yeah - \meshes\actors\character\animations\DD\abc0_h2h_staggerbacksmall.hkx

That's probably not something you can easily include as a part of your your mod, more as a personal tweak for improved immersion ?

 

I'm not sure if zaz has anything open-sourced that can be bundled, but I'll look into that.

Maybe one of the struggle animations?

 

Also, I remember a lot of defeat and prison type mods tend to use bleedouts, this can be improved as well - bleedout_idle.hkx ->\meshes\actors\character\animations\DD\ft_bleedout_idle_armbinder.hkx (or ZaZ Animation Pack\Meshes\actors\character\animations\ZaZAnimationPack\ZapArmbBleedoutIdle.hkx for a more open-sourced alternative?), and both transin and transout are there too.

 

No more immersion breaking!

 

Maybe at some point we'll be able to convince the DD team to embrace DAR/OAR, and this tweaks and many others can be standard practice... ?

Edited by krzp
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56 minutes ago, krzp said:

Yeah - \meshes\actors\character\animations\DD\abc0_h2h_staggerbacksmall.hkx

That's probably not something you can easily include as a part of your your mod, more as a personal tweak for improved immersion ?

 

I'm not sure if zaz has anything open-sourced that can be bundled, but I'll look into that.

Maybe one of the struggle animations?

 

Also, I remember a lot of defeat and prison type mods tend to use bleedouts, this can be improved as well - bleedout_idle.hkx ->\meshes\actors\character\animations\DD\ft_bleedout_idle_armbinder.hkx (or ZaZ Animation Pack\Meshes\actors\character\animations\ZaZAnimationPack\ZapArmbBleedoutIdle.hkx for a more open-sourced alternative?), and both transin and transout are there too.

 

No more immersion breaking!

 

Maybe at some point we'll be able to convince the DD team to embrace DAR/OAR, and this tweaks and many others can be standard practice... ?

 

IIRC, DD Assets has open permissions so I should be able to pack that up with Practical Restraints, where the collar system is from.

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On 7/2/2023 at 6:09 PM, ponzipyramid said:

IIRC, DD Assets has open permissions so I should be able to pack that up with Practical Restraints, where the collar system is from.

Assets, yes, but I think those animations were from the integration part, and this one has a more restrictive set of permissions, though ?

 

For bleedouts, you want to replace the following with OAR:

bleedout_idle.hkx

blleedout_transin.hkx (note the double L in there - Bethesda animators can't spell, apparently, and i nearly broke my screen trying to debug this at first ?)

bleedout_transout.hkx

so the transitions will be smooth, there are animations in DD for all three stages)

 

also, might want to replace

MT_Wounded_01.hkx

MT_Wounded_02.hkx

MT_Wounded_03.hkx

(i think i did ft_bleedout_idle_armbinder.hkx for all of them)

 

and

idlecowerenter.hkx

IdleCowerIdle.hkx

idlecowerenter.hkx

(surrender type pose, some mods call for those like DCL and Devious Helpless, the bleedout anims work well here as well)

 

Edited by krzp
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6 minutes ago, krzp said:

Assets, yes, but I think those animations were from the integration part, and this one has a more restrictive set of permissions, though ?

 

For bleedouts, you want to replace the following with OAR:

bleedout_idle.hkx

blleedout_transin.hkx (note the double L in there - Bethesda animators can't spell, apparently, and i nearly broke my screen trying to debug this at first ?)

bleedout_transout.hkx

so the transitions will be smooth, there are animations in DD for all three stages)

 

also, might want to replace

MT_Wounded_01.hkx

MT_Wounded_02.hkx

MT_Wounded_03.hkx

(i think i did ft_bleedout_idle_armbinder.hkx for all of them)

 

and

idlecowerenter.hkx

IdleCowerIdle.hkx

idlecowerenter.hkx

(surrender type pose, some mods call for those like DCL and Devious Helpless, the bleedout anims work well here as well)

 

 

Are those in your OAR patch in the SE troubleshooting post? I'm likely going to have Practical Restraints convert open ZAP assets into DDs to leverage that. Animation permissions are such a nightmare I'd rather rely on the work already done in the DD to DAR thread especially since Kimy has indicated that will become a part of the installer in the future.

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39 minutes ago, ponzipyramid said:

Are those in your OAR patch in the SE troubleshooting post? I'm likely going to have Practical Restraints convert open ZAP assets into DDs to leverage that. Animation permissions are such a nightmare I'd rather rely on the work already done in the DD to DAR thread especially since Kimy has indicated that will become a part of the installer in the future.

Sadly, no - my patch had to adhere to the design philosophy of replicating existing functionality, rather than adding new stuff. However if/when it gets included, I'm hoping I can bug the DD team enough to include at least some of the tweaks as well, I don't see a reason why not - the animations are already there, it's not like you need to recompile half the code and the ESM to add an idle or two with OAR. 

 

Check you DM's in a minute, i'll send you my current OAR setup for DD, to save you some time ?

 

Changing something from Zap to DD is something that I fully support - I really liked Zap back in the day, but it's horribly outdated by now, and still broken in a lot of places. ?

Edited by krzp
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On 4/19/2023 at 3:12 AM, Nikett7 said:

A few words about this mod. It is problematic because calls on viewers from all over the location, even if you have sex in a room with the door closed, which is extremely strange and cannot be fixed in any way by the settings. For people who use sex reputation mods, this is a problem. It would be cool if viewers could only be limited to the PA scene, but Spectator Crowds Ultra Edition doesn't have that feature.

 

Very late reply, but the Spectator Crowds issue you mentioned CAN be "fixed" with the settings, by setting the distance to zero, so it only works when the NPCs have LOS of the sex act and limiting the amount of Spectators also helps 

Hardly ever the NPCs will gather and won't ever barge in a room while someone is having sex

 

It does creates some issues with Public Whore's "Queue", from my experience, but also manageable and anyway I don't really like the queue thing

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36 minutes ago, no_way said:

How does this interact with the day to day events that PA already does?

 

PA is designed to support third party additions. Integration occurs the same way as Pama's add-ons so there are no conflicts - only one daily event can be active at a time.

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Nice, seems to work well except the issues with the pillory

 

1) Its malaligned.  Im too tall until an animation starts.

2) once it starts, the pillory disappears

3) the whipping never works.  ?MCO interferring?

4) I can get out of the stocks by pressing E

5) My follower got out of jail to watch aha.

 

Any suggestions to fix?

ScreenShot274.png

ScreenShot275.png

ScreenShot276.png

ScreenShot277.png

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10 minutes ago, no_way said:

1) Its malaligned.  Im too tall until an animation starts.

 

Can't really fix this since ZAP is in charge of the enter/exit animations. Alignment on Devious Contraptions is better, I might consider migrating the event furniture to that.

 

10 minutes ago, no_way said:

2) once it starts, the pillory disappears

 

Do you have invis object animations? I disable the pillory to prevent two from appearing but I could add an MCM option to keep it if you don't mind seeing double for some animations.

 

10 minutes ago, no_way said:

3) the whipping never works.  ?MCO interferring?

 

Try this patch.

 

10 minutes ago, no_way said:

4) I can get out of the stocks by pressing E

 

I didn't disable controls in case of failure but its been a while without major bug reports so I should probably add that :)

 

10 minutes ago, no_way said:

5) My follower got out of jail to watch aha.

 

Did the follower spawn next to you when the event started?

Edited by ponzipyramid
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@ponzipyramid

 

I'm sorry if I have asked this before, but is there now any way that the pillory events could be made into a small, simple standalone mod, where the player could command NPCs, incl those from PAH, AYGAS and DOM, and even followers, to use game/player placed ZaZ pillories for random actionable encounters with passers by until the player decides to retrieve them?  The mechanics and animations all seem to be here already, as they have been in POP since forever, so it's basically just the 'start' and 'finish' commands/command structure that would be needed.  

 

I have this vision of a row of pillories in Solitude, into which I have placed my Civil War detainees, including Ulfric, see below, for the amusement of passing Imperial locals

 

I know that there are mods that allow placement and locking of NPCs, (eg the Daz Helper Mod, even AYGAS will 'place' your enslaved NPCs) but none of those provide for suitable standalone NPC action in pillories (or anything else for that matter, in the way POP and your mod do...

 

If it's not too big a task, or an ask, any chance you can help us out on this, please? ?

 

DQW :smile:

 

EDIT: I'm sure it's not as simple or easy as I'd like to think, but it's still worth an ask ?

 

 

Female Ulfric is from this absolutely stunning mod:

 

https://www.nexusmods.com/skyrim/mods/71864/

 

71864-2-1449823678.jpg

Edited by DonQuiWho
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4 hours ago, DonQuiWho said:

@ponzipyramid

 

I'm sorry if I have asked this before, but is there now any way that the pillory events could be made into a small, simple standalone mod, where the player could command NPCs, incl those from PAH, AYGAS and DOM, and even followers, to use game/player placed ZaZ pillories for random actionable encounters with passers by until the player decides to retrieve them?  The mechanics and animations all seem to be here already, as they have been in POP since forever, so it's basically just the 'start' and 'finish' commands/command structure that would be needed.  

 

I have this vision of a row of pillories in Solitude, into which I have placed my Civil War detainees, including Ulfric, see below, for the amusement of passing Imperial locals

 

I know that there are mods that allow placement and locking of NPCs, (eg the Daz Helper Mod, even AYGAS will 'place' your enslaved NPCs) but none of those provide for suitable standalone NPC action in pillories (or anything else for that matter, in the way POP and your mod do...

 

If it's not too big a task, or an ask, any chance you can help us out on this, please? ?

 

DQW :smile:

 

EDIT: I'm sure it's not as simple or easy as I'd like to think, but it's still worth an ask ?

 

 

Female Ulfric is from this absolutely stunning mod:

 

https://www.nexusmods.com/skyrim/mods/71864/

 

71864-2-1449823678.jpg

 

I unfortunately have even less bandwidth to work on this compared to the last time you asked. I did find these functions in zadcFurnitureScript.psc, LockActor(actor act) and PasserbyAction(). These allow you to lock an arbitrary NPC into a devious contraption and then have nearby NPCs initiate scenes. I'm assuming someone in the PAHE ecosystem can use these in some spell scripts to get the functionality you're looking for.

 

 

Edited by ponzipyramid
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2 hours ago, ponzipyramid said:

 

I unfortunately have even less bandwidth to work on this compared to the last time you asked. I did find these functions in zadcFurnitureScript.psc, LockActor(actor act) and PasserbyAction(). These allow you to lock an arbitrary NPC into a devious contraption and then have nearby NPCs initiate scenes. I'm assuming someone in the PAHE ecosystem can use these in some spell scripts to get the functionality you're looking for.

 

 

 

@ponzipyramid

 

Thanks for the reply, and that information

 

I'll maybe ask around and see if anyone is interested

 

EDIT: Are there any permissions required for use of the pillory event code scripts etc?  I notice you'd credited inte, and included source code here.  If I can interest anyone in creating a small mod like I suggested, are other people free to use those as the basis for the sort of thing I have in mind?

 

DQW

Edited by DonQuiWho
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16 hours ago, ponzipyramid said:

 

Can't really fix this since ZAP is in charge of the enter/exit animations. Alignment on Devious Contraptions is better, I might consider migrating the event furniture to that.

 

 

Do you have invis object animations? I disable the pillory to prevent two from appearing but I could add an MCM option to keep it if you don't mind seeing double for some animations.

 

 

Try this patch.

 

 

I didn't disable controls in case of failure but its been a while without major bug reports so I should probably add that :)

 

 

Did the follower spawn next to you when the event started?

1) Hmm any suggest to fix it?  I have ZAP 8+, Bakafactory ZAP pillory animations, ZAP faster in and out, and ZAP no collisions in that order of install on MO2.

2) Not sure?  It's bakafactory's replacement animations for the ZAP default pillory anims I think.  From here 

 

3) I've tried it, it doesn't seem to help.  I get massive malalignment with the in prison whipping, it looks terrible.  Can't get the author to reply, seems to be dead.  Does it work for you?

4) Gotcha

5) Im not sure to be honest, I just noticed her standing there at one point.

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1 hour ago, no_way said:

1) Hmm any suggest to fix it?  I have ZAP 8+, Bakafactory ZAP pillory animations, ZAP faster in and out, and ZAP no collisions in that order of install on MO2.

 

I'm in the process of migrating this project to DD which seems to have fixed a fair number of these issues.

 

1 hour ago, no_way said:

2) Not sure?  It's bakafactory's replacement animations for the ZAP default pillory anims I think.  From here 

 

Yeah, these are invisible furniture animations. I'll add that toggle to the MCM to let you keep the furniture just in case.

 

1 hour ago, no_way said:

3) I've tried it, it doesn't seem to help.  I get massive malalignment with the in prison whipping, it looks terrible.  Can't get the author to reply, seems to be dead.  Does it work for you?

 

Hmm, works for me. I don't have any other suggestions for this.

 

1 hour ago, no_way said:

5) Im not sure to be honest, I just noticed her standing there at one point.

 

I think I forgot to remove some logic for follower support but I might as well go ahead and finish that.

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6 hours ago, DonQuiWho said:

 

@ponzipyramid

 

Thanks for the reply, and that information

 

I'll maybe ask around and see if anyone is interested

 

EDIT: Are there any permissions required for use of the pillory event code scripts etc?  I notice you'd credited inte, and included source code here.  If I can interest anyone in creating a small mod like I suggested, are other people free to use those as the basis for the sort of thing I have in mind?

 

DQW

 

Whoever works on this can just make DD a dependency same as any mod that uses it. Inte and XaZ are credited for the event concepts not the implementation.

Edited by ponzipyramid
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On 7/22/2023 at 7:05 PM, ponzipyramid said:

 

I'm in the process of migrating this project to DD which seems to have fixed a fair number of these issues.

 

 

Yeah, these are invisible furniture animations. I'll add that toggle to the MCM to let you keep the furniture just in case.

 

 

Hmm, works for me. I don't have any other suggestions for this.

 

 

I think I forgot to remove some logic for follower support but I might as well go ahead and finish that.

Dang for #3, just not sure what I’m doing wrong.  The guy whipping starts off great then skates all over the place.  How did you install it?  Maybe I messed that up.  

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not entirely sure if this has been mentioned as an issue but i've tried the pillory event in whiterun andthe initial dialogue works the gag cuffs and hood equips TP to the pillory works fine and then the torturer says "here we are" and then it just dies off and nothing else happens 

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15 hours ago, destroyer1012 said:

not entirely sure if this has been mentioned as an issue but i've tried the pillory event in whiterun andthe initial dialogue works the gag cuffs and hood equips TP to the pillory works fine and then the torturer says "here we are" and then it just dies off and nothing else happens 

 

Something is messing with the packages. Next update moves to scripting instead of relying on AI which should address this.

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22 hours ago, destroyer1012 said:

not entirely sure if this has been mentioned as an issue but i've tried the pillory event in whiterun andthe initial dialogue works the gag cuffs and hood equips TP to the pillory works fine and then the torturer says "here we are" and then it just dies off and nothing else happens 

 

6 hours ago, ponzipyramid said:

 

Something is messing with the packages. Next update moves to scripting instead of relying on AI which should address this.

 

sorry ment to return earlier but got abit preoccupied with a personal project i've been working on.  i did however manage to track down the troublemaker proventing the continuation of the pillory scene.

 

it was the mod open cities. this mod kinda sets up 2 cells for cties the open world based cells were all npc's are placed and then the closed city cell that normally requires the loading screen. with the mod active your mod will send the pc directly to the closed city cell and thus no npc's to use in the scene which is probably why the dialogue failed to continue.

 

with open cities removed the pillory continued on as normal so it might be best to indicate that there is an imcompatibility with open cities

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On 7/1/2023 at 2:01 PM, ponzipyramid said:

Spent a while coming up with a solid design spec for the parade event now that there is no forced player control and looking for some feedback. Don't read if you want to keep it a surprise :).

 

  Reveal hidden contents

The player is marched to the center of town, the guards announce an event, some townfolk come over and start jeering. The guards say something to the effect of "We're holding a little competition. First one to get the prisoners on the floor gets to fuck them." The guards distribute whips to random members of the crowd. The player then needs to run through town and avoid getting hit until a certain time limit ~30s. This is naturally very unfair due to the combination of speed debuffs from the ankle chains and random collar shocks courtesy of the guards. Once your health is below a threshold (to avoid triggering defeat mods), you're downed and the townfolk have their way with you. Then you recover, are marched to Riverwood where we rinse and repeat. You then pass out and wake up in your cell.

 

I think this adds a nice level of interactivity to the proceedings so you aren't just sitting there waiting for stuff to happen. Also opens up small variations like the guards giving you skooma to "improve your chances" or more than 2 person SL scenes.

 

I also got a basic version of the shock collar escort to work with reactive guard comments. Here's a little preview: 

What is the HUD preset you use? I like how the quest tracking looks.

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