Punga Posted September 15, 2016 Share Posted September 15, 2016 Main page says you need DDe 2.36 for the newest patch. How do I get that, when DDe is only at 2.33? Or was it just a typo?I like your avatar pic, can I see more? Sure. It's a commission I bought from Hizzacked (hizzacked.xxx) https://shanachan.org/fetish/src/1424579827272.jpg This is so cool. Thanks.Can I download it? Use it as my desktop? Link to comment
Kethrian Posted September 16, 2016 Share Posted September 16, 2016 Sure, that sounds fine. Link to comment
Inte Posted September 16, 2016 Author Share Posted September 16, 2016 Inte Just a question on the DDE version, as I only ever use DDE for the jailer to remove and replace standard DD items does it actually matter to POP which version of DDE I use? EDIT: Just did some testing on the new fine system and it's looking really good so far. This was tested on a dirty update from 8g to 8h with the fine period set to 1 day. As each day clicked by I got a fine which looks to be a total of the violent and non violent fines added together in the Skyrim crime stats. It's pretty much perfect as it stands but to tidy it up it might be worth doing the following: 1/ It looks like it always applies a fine rather than having a chance of a fine slider. It might be worth adding a chance slider though of course it is possible (if unlikely) to get a 0 septim fine as it stands. With a chance slider the player never knows for sure if a fine will be applied or not rather than knowing there will pretty much always be a fine. 2/ Needs some dialogue at the bottom of the info screen to explain the difference between a fine for a violent crime and a non violent crime. From memory guards wont actively arrest for non-violent fines under 1000 (you get the "Wait I know you") but I'm not sure of the exact details. Great idea separating them out though as it gives players a choice. 3/ Spotted a typo (naughty Inte ) I think the word should be "below" rather than "bellow" - don't want the prisoners making too much noise now do we (see screenie) BTW were you able to fix Dawnstar, iirc the problem was PO remembering the last jail and walking the pc there for a pillory scene? Anyway, a really great piece of work, well done ScreenShot2.jpg EDIT2 One last thought on fines and BH's in general. I can foresee two possible problems with "No One Escapes from Cidhna Mine" (same for Devious Cidhna as well). If the player has BH's follow player inside toggled on it would cause some problems. If a violent fine was added to the pc while in Cidhna would that cause a problem when the pc escapes into the end scene where Madanach confronts Thonar. Would that break the scene if a guard tries to arrest the pc before the battle plays out. I doubt much can be done about either except to warn players to switch off fines and BH's before doing Cidhna perhaps Yes, the latest DDe is required, although I suppose you can try an older version of DDe and see what breaks. For E1 Yes the system menu does display the sum of violent and non-violent crime bounties however, POP tracks them separately. E.g. the cuffs are left on during the night only if VCB > 0. 1. Chance of a fine is a good idea. Let me see, if, iBountyChance = the MCM slider value from 0 to 100 then, The crime bounty will be applied if, (random number between 1 and 99) <= iBountyChance with 0 - disables the feature. 100 - always applied. 2. Ok, I'll add something. 3. Yes, I did add a function that should clear the previous pillory array. Did not test it though, as it does not seem to happen for me in the first place. For E2 If arrested by POP the random bounties will be stored and not applied until release. So there is not need to disable them while in POP jail. As for Cidhna not sure if there is a vanilla variable set while in the mine. If there is I could easily add it as a condition. Could just be a strange issue for me, but my Dragonborn and Dawnguard expansions are in a different order in my load vs how they are in this plugin, so I typically use TESVEdit to sort masters in the plugin after an update. On 8H, I get an "assertion failure" when sorting. If I try a 2nd time without reloading TESVEdit, it appears to work without error, but breaks the plugin (Skyrim CTD at menu). I manually edited the load order with TESVEdit vs selecting the "sort masters" option and didn't get any errors when saving, so it doesn't appear to be a file permission issue. It's the first time I've had this problem. I've been doing this process regularly after every update of POP patches. Here is the error message, in case it might mean something. date/time : 2016-09-14, 01:08:04, 856ms computer name : QUANTUM user name : ctzen operating system : Windows 10 x64 build 14393 system language : English system up time : 27 minutes 7 seconds program up time : 46 seconds processors : 8x Intel® Core i7 CPU 960 @ 3.20GHz physical memory : 45396/49143 MB (free/total) free disk space : (C:) 295.53 GB (D:) 404.59 GB display mode : 3840x2160, 32 bit process id : $16a8 allocated memory : 741.31 MB largest free block : 1.99 GB executable : TES5Edit.exe exec. date/time : 2016-03-22 03:17 version : 3.1.3.0 compiled with : Delphi XE madExcept version : 4.0.12 callstack crc : $f8e5698c, $19c0da1a, $0c1a02c3 exception number : 1 exception class : EAssertionFailed exception message : Assertion failure (D:\Projects\TES5Edit\wbDefinitionsTES5.pas, line 2212). main thread ($ff8): 00a46288 +1f8 TES5Edit.exe wbDefinitionsTES5 2213 +32 wbNVNMParentDecider 00775603 +013 TES5Edit.exe wbInterface 12880 +1 TwbUnionDef.Decide 007bfd66 +04a TES5Edit.exe wbImplementation 14173 +4 UnionDoInit 007c006a +036 TES5Edit.exe wbImplementation 14231 +7 TwbUnion.Init 00796aa7 +08b TES5Edit.exe wbImplementation 3961 +12 TwbContainer.DoInit 007c0184 +038 TES5Edit.exe wbImplementation 14257 +3 TwbUnion.MasterIndicesUpdated 0079831b +083 TES5Edit.exe wbImplementation 4499 +6 TwbContainer.MasterIndicesUpdated 007af7fa +04a TES5Edit.exe wbImplementation 9927 +8 TwbSubRecord.MasterIndicesUpdated 0079831b +083 TES5Edit.exe wbImplementation 4499 +6 TwbContainer.MasterIndicesUpdated 007a5c8a +132 TES5Edit.exe wbImplementation 7682 +33 TwbMainRecord.MasterIndicesUpdated 0079831b +083 TES5Edit.exe wbImplementation 4499 +6 TwbContainer.MasterIndicesUpdated 007b6baf +013 TES5Edit.exe wbImplementation 11148 +1 TwbGroupRecord.MasterIndicesUpdated 0079831b +083 TES5Edit.exe wbImplementation 4499 +6 TwbContainer.MasterIndicesUpdated 00795254 +3c8 TES5Edit.exe wbImplementation 3445 +41 TwbFile.SortMasters 00bdc29f +093 TES5Edit.exe frmViewMain 8966 +8 TfrmMain.mniNavSortMastersClick 0052825b +0a7 TES5Edit.exe Menus TMenuItem.Click 00529757 +013 TES5Edit.exe Menus TMenu.DispatchCommand 0052a936 +082 TES5Edit.exe Menus TPopupList.WndProc 0050cf88 +02c TES5Edit.exe Controls TWinControl.MainWndProc 0052a885 +01d TES5Edit.exe Menus TPopupList.MainWndProc 004c71cc +014 TES5Edit.exe Classes StdWndProc 7504df5b +00b user32.dll DispatchMessageW 005b44f7 +0f3 TES5Edit.exe Forms TApplication.ProcessMessage 005b453a +00a TES5Edit.exe Forms TApplication.HandleMessage 005b4865 +0c9 TES5Edit.exe Forms TApplication.Run 00c08268 +068 TES5Edit.exe TES5Edit 86 +8 initialization 77a062c2 +022 KERNEL32.DLL BaseThreadInitThunk thread $f9c: 77a062c2 +22 KERNEL32.DLL BaseThreadInitThunk thread $c48: 77a062c2 +22 KERNEL32.DLL BaseThreadInitThunk thread $fa8: 77a062c2 +22 KERNEL32.DLL BaseThreadInitThunk thread $fb4 (TWorkerThread): 7580ac83 +93 KERNELBASE.dll WaitForSingleObjectEx 7580abdd +0d KERNELBASE.dll WaitForSingleObject 005d45ad +19 TES5Edit.exe VirtualTrees 6308 +3 TWorkerThread.Execute 00474e47 +2b TES5Edit.exe madExcept HookedTThreadExecute 004c4506 +42 TES5Edit.exe Classes ThreadProc 00407588 +28 TES5Edit.exe System 1044 +0 ThreadWrapper 00474d29 +0d TES5Edit.exe madExcept CallThreadProcSafe 00474d93 +37 TES5Edit.exe madExcept ThreadExceptFrame 77a062c2 +22 KERNEL32.DLL BaseThreadInitThunk >> created by main thread ($ff8) at: 005d4495 +19 TES5Edit.exe VirtualTrees 6251 +1 TWorkerThread.Create thread $1b5c: 77a062c2 +22 KERNEL32.DLL BaseThreadInitThunk thread $22e8: 77a062c2 +22 KERNEL32.DLL BaseThreadInitThunk thread $a0c: 75811a2a +ea KERNELBASE.dll WaitForMultipleObjectsEx 00474d29 +0d TES5Edit.exe madExcept CallThreadProcSafe 00474d93 +37 TES5Edit.exe madExcept ThreadExceptFrame 77a062c2 +22 KERNEL32.DLL BaseThreadInitThunk >> created by main thread ($ff8) at: 763ed523 +00 combase.dll thread $63c: 77a062c2 +22 KERNEL32.DLL BaseThreadInitThunk thread $940: 77a062c2 +22 KERNEL32.DLL BaseThreadInitThunk I blame CK. It orders the masters in order they were added. I don't think there is a way to change that. Link to comment
4nk8r Posted September 16, 2016 Share Posted September 16, 2016 I blame CK. It orders the masters in order they were added. I don't think there is a way to change that. It's not that your order is wrong, but that there appears to be some quality to the most recent patch that makes it fail when I re-order the masters. I've been doing this process on your patch releases for as far back as you've been producing them. Or it's a conspiracy by Oliver Stone. Link to comment
DarkRose Posted September 16, 2016 Share Posted September 16, 2016 i have the same problem and message like 4nik8tor and skyrim crashes at loading screen, no chance to get the new patch run Link to comment
CuriousGent Posted September 16, 2016 Share Posted September 16, 2016 I've noticed in the last couple of versions that despite installing each update on a clean save and having all the requirements, when my character is placed in a pillory in a city, the pillory turns invisible. :/ Link to comment
Punga Posted September 16, 2016 Share Posted September 16, 2016 Pillories seem okay for me. I get the invisible one from time to time, but it's very rare. Link to comment
Punga Posted September 16, 2016 Share Posted September 16, 2016 Sure, that sounds fine. Many thanks. Link to comment
Punga Posted September 16, 2016 Share Posted September 16, 2016 Main page says you need DDe 2.36 for the newest patch. How do I get that, when DDe is only at 2.33? Or was it just a typo?I like your avatar pic, can I see more? Sure. It's a commission I bought from Hizzacked (hizzacked.xxx) https://shanachan.org/fetish/src/1424579827272.jpg Inte Just a question on the DDE version, as I only ever use DDE for the jailer to remove and replace standard DD items does it actually matter to POP which version of DDE I use? EDIT: Just did some testing on the new fine system and it's looking really good so far. This was tested on a dirty update from 8g to 8h with the fine period set to 1 day. As each day clicked by I got a fine which looks to be a total of the violent and non violent fines added together in the Skyrim crime stats. It's pretty much perfect as it stands but to tidy it up it might be worth doing the following: 1/ It looks like it always applies a fine rather than having a chance of a fine slider. It might be worth adding a chance slider though of course it is possible (if unlikely) to get a 0 septim fine as it stands. With a chance slider the player never knows for sure if a fine will be applied or not rather than knowing there will pretty much always be a fine. 2/ Needs some dialogue at the bottom of the info screen to explain the difference between a fine for a violent crime and a non violent crime. From memory guards wont actively arrest for non-violent fines under 1000 (you get the "Wait I know you") but I'm not sure of the exact details. Great idea separating them out though as it gives players a choice. 3/ Spotted a typo (naughty Inte ) I think the word should be "below" rather than "bellow" - don't want the prisoners making too much noise now do we (see screenie) BTW were you able to fix Dawnstar, iirc the problem was PO remembering the last jail and walking the pc there for a pillory scene? Anyway, a really great piece of work, well done ScreenShot2.jpg EDIT2 One last thought on fines and BH's in general. I can foresee two possible problems with "No One Escapes from Cidhna Mine" (same for Devious Cidhna as well). If the player has BH's follow player inside toggled on it would cause some problems. If a violent fine was added to the pc while in Cidhna would that cause a problem when the pc escapes into the end scene where Madanach confronts Thonar. Would that break the scene if a guard tries to arrest the pc before the battle plays out. I doubt much can be done about either except to warn players to switch off fines and BH's before doing Cidhna perhaps Yes, the latest DDe is required, although I suppose you can try an older version of DDe and see what breaks. For E1 Yes the system menu does display the sum of violent and non-violent crime bounties however, POP tracks them separately. E.g. the cuffs are left on during the night only if VCB > 0. 1. Chance of a fine is a good idea. Let me see, if, iBountyChance = the MCM slider value from 0 to 100 then, The crime bounty will be applied if, (random number between 1 and 99) <= iBountyChance with 0 - disables the feature. 100 - always applied.2. Ok, I'll add something.3. Yes, I did add a function that should clear the previous pillory array. Did not test it though, as it does not seem to happen for me in the first place. For E2 If arrested by POP the random bounties will be stored and not applied until release. So there is not need to disable them while in POP jail. As for Cidhna not sure if there is a vanilla variable set while in the mine. If there is I could easily add it as a condition. Yes, implement this. EDiT: Please. Link to comment
Punga Posted September 16, 2016 Share Posted September 16, 2016 Oh, that's right I had to do the same thing when going from zaz 6.06 to 6.11. Link to comment
Slorm Posted September 16, 2016 Share Posted September 16, 2016 Yes, the latest DDe is required, although I suppose you can try an older version of DDe and see what breaks. For E1 Yes the system menu does display the sum of violent and non-violent crime bounties however, POP tracks them separately. E.g. the cuffs are left on during the night only if VCB > 0. 1. Chance of a fine is a good idea. Let me see, if, iBountyChance = the MCM slider value from 0 to 100 then, The crime bounty will be applied if, (random number between 1 and 99) <= iBountyChance with 0 - disables the feature. 100 - always applied. 2. Ok, I'll add something. 3. Yes, I did add a function that should clear the previous pillory array. Did not test it though, as it does not seem to happen for me in the first place. That's brilliant, thanks Inte the chance slider will be a great addition. On DDE I was more curious than anything else as I only use it for removal and re-application of standard items in POP. Just so you understand, I use mods that apply DD devices for the item's side effects, which puts the pc in a compromising situation at awkward times. Bondage for it's own sake doesn't interest me and I find latex about as erotic as a polythene shopping bag. Good luck to those that find it a turn on but it's something that doesn't work for me. I find the humiliation aspect far more arousing myself. EDIT: Did some testing in Whiterun: 1/ It sort of works with DDE231 but definitely has some problems refitting stuff. Works perfectly in 236, so yes you can say "I told you so" while I stand in the naughty corner 2/ The fast forward timer is taking a lot longer than 5 seconds real time. I didn't time it exactly but it seemed more like 10 seconds maybe a little more. I'm not quite sure of the purpose of it but maybe chop it down to 2 or 3. Pretty minor issue though. Everything else seems to work It's a great update, does what it says on the tin Link to comment
Inte Posted September 16, 2016 Author Share Posted September 16, 2016 Aw, I am completely into bondage, but not humiliation. The tighter the bondage, the better. RL rubber is hard to take. Vac beds are pretty good though. So I take it you never played Trapped In Rubber by @greyspammer? It's a very well done mod and it has a very good story line. I am not into rubber myself, but this mod is worth playing. Slider is already in. I just need to test it. The timer is to allow scripts to settle down after an arrest, especially on slower computers. It is counting down from 5 every 6.6 sec., too long? My computer is kinda fast and its tricky to estimate. Link to comment
Guest emilio Posted September 17, 2016 Share Posted September 17, 2016 had invisible pillories before, emptied out entire MO profile of mods excluding those relevant to PO, and found pillories to be no longer invisible. seems there is a mod(s) conflict that's causing the issue. Link to comment
Slorm Posted September 17, 2016 Share Posted September 17, 2016 Aw, I am completely into bondage, but not humiliation. The tighter the bondage, the better. RL rubber is hard to take. Vac beds are pretty good though. So I take it you never played Trapped In Rubber by @greyspammer? It's a very well done mod and it has a very good story line. I am not into rubber myself, but this mod is worth playing. Slider is already in. I just need to test it. The timer is to allow scripts to settle down after an arrest, especially on slower computers. It is counting down from 5 every 6.6 sec., too long? My computer is kinda fast and its tricky to estimate. I did try Trapped in Rubber and it is a very good mod particularly if you're into rubber. It's fascinating that what excites one person leaves another cold. Humiliation I would define in the sense I mean is submissive, that is being made to do something you don't want to do but secretly really do (if that makes sense). It's quite delicious. Anyway, enough gossiping. On the timer, I'm running on an i7 Haswell. To give you an idea of the time, in Whiterun jail when the jailer takes to prisoner to the pillory the jailer has actually gone through the jailhouse door into Whiterun so the teleport fires at the same time as the pc follows through the door, so it could probably do with turning down a little. I'm not that bothered myself as I only use the fast forward for testing, or if the BH's get stuck or look like they'll get into a long fight at Robbers Gorge or Valtheim Towers EDIT: Just checked the timings (Whiterun Market) and it took nearly 20 seconds for the teleport to kick in Link to comment
Punga Posted September 17, 2016 Share Posted September 17, 2016 Slider is already in. I just need to test it. The timer is to allow scripts to settle down after an arrest, especially on slower computers. It is counting down from 5 every 6.6 sec., too long? My computer is kinda fast and its tricky to estimate. That's great. Can't wait to try the new slider. Say, why don't you post it as POP 8i? I mean there are plenty of letters left in the alphabet. That way Slorm and I get to try the new slider. Timer takes more than 30 sec for me. Link to comment
Slorm Posted September 17, 2016 Share Posted September 17, 2016 Slider is already in. I just need to test it. The timer is to allow scripts to settle down after an arrest, especially on slower computers. It is counting down from 5 every 6.6 sec., too long? My computer is kinda fast and its tricky to estimate. That's great. Can't wait to try the new slider.Say, why don't you post it as POP 8i? I mean there are plenty of letters left in the alphabet. That way Slorm and I get to try the new slider. Timer takes more than 30 sec for me. Ooh, yes please, let's have 8i, I'm really looking forward to that slider as it will really put some added surprise in Link to comment
Inte Posted September 17, 2016 Author Share Posted September 17, 2016 Ok ok, you've talked me into it. What about the timer, is that ok? Link to comment
Slorm Posted September 17, 2016 Share Posted September 17, 2016 It's around 20 seconds for me, 30 seconds plus for Punga but that's because he stole my bucket It could probably be cut down but I wouldn't lose any sleep over it Link to comment
Guest emilio Posted September 17, 2016 Share Posted September 17, 2016 so in been my troubleshooting the invisible pillory, i've learned two things.1. having frostfall/campfire enabled in MO and with their respective esps disabled in the other pane, POP seems to repeatedly try to update and fail to work. it seems all of MCM becomes bugged too. enabling the frostfall/campfire esps makes this issue go away and i think thats the extent of compatibility problems that is concerned.2. disabling the SLALanimobjects.esp from anubs animation pack makes pillories appear again. poking inside the esp i saw inside that it changes the nif location of AOZaZPunishmentPillory from ZaZ-UltimateDataPack\ZaZ - Obejcts Static\PunishmentPillory\PunishmentPillory-Static.nif - from zaz animation packtoAnimObjects\FunnyBiz\ZaZAPPillory-XFurn.nif this wouldn't be a problem (aside from i think the latter mesh has different texures) had anub included that pillory mesh with his files, but he didn't, i think assuming the end user would also have funnybiz's animation files installed.so a solution to invisible pillories is to either- disable slalanimobjects- copy zaz's pillory into that directory,- install funnybiz's mod or just his meshes. Link to comment
4nk8r Posted September 17, 2016 Share Posted September 17, 2016 Something I failed to notice before, related to trying to sort masters, was in the Message tab of TES5Edit: Parent of a NVNM is not identified as a CELL No other output, other than what I've already posted of the debug output from TES5Edit. Link to comment
Inte Posted September 17, 2016 Author Share Posted September 17, 2016 so in been my troubleshooting the invisible pillory, i've learned two things. 1. having frostfall/campfire enabled in MO and with their respective esps disabled in the other pane, POP seems to repeatedly try to update and fail to work. it seems all of MCM becomes bugged too. enabling the frostfall/campfire esps makes this issue go away and i think thats the extent of compatibility problems that is concerned. 2. disabling the SLALanimobjects.esp from anubs animation pack makes pillories appear again. poking inside the esp i saw inside that it changes the nif location of AOZaZPunishmentPillory from ZaZ-UltimateDataPack\ZaZ - Obejcts Static\PunishmentPillory\PunishmentPillory-Static.nif - from zaz animation pack to AnimObjects\FunnyBiz\ZaZAPPillory-XFurn.nif this wouldn't be a problem (aside from i think the latter mesh has different texures) had anub included that pillory mesh with his files, but he didn't, i think assuming the end user would also have funnybiz's animation files installed. so a solution to invisible pillories is to either - disable slalanimobjects - copy zaz's pillory into that directory, - install funnybiz's mod or just his meshes. Good to know, thanks. I couldn't duplicate the problem, but since I am not running any of those mods I can now see why. Something I failed to notice before, related to trying to sort masters, was in the Message tab of TES5Edit: Parent of a NVNM is not identified as a CELL No other output, other than what I've already posted of the debug output from TES5Edit. All navmeshes are attached to their parent cells, otherwise CK would implode. Still, no idea why that would show up in TES5, maybe it needs an update? Link to comment
Dark_Fenix Posted September 17, 2016 Share Posted September 17, 2016 If posible take only the animation that forces the player walk to the prison? Link to comment
Inte Posted September 17, 2016 Author Share Posted September 17, 2016 I don't understand. Link to comment
Kakabishan Posted September 17, 2016 Share Posted September 17, 2016 Hey inte, love the work so far, really enjoying the new features!If I could come up with a request though -- Could there be an option (MCM toggle if necessary, if people don't like the option i guess) that when the character is are taken as a prisoner they can be shaved by the jail master? Or at least have a racemenu prompt with the jailer proclaiming that they are going to cut their hair for humiliation/induction? I think that would add another level of prisoner humiliation Link to comment
Slorm Posted September 18, 2016 Share Posted September 18, 2016 WOOT 8i. I'm just off to bed and just spotted this and wet myself Can't wait to wake and try it out. Thank you so much Inte Link to comment
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