Inte Posted July 5, 2015 Author Posted July 5, 2015 I still have the same problem EVEN on new games Bounty hunters won't come and Bounty hunter delay sliders don't do anything it just says XPO_0hours That happens since patch 6 in 5b everything worked fine. With a bounty of an even 1000, I had a bounty hunter show up in the middle of a Forsworn camp last night. I did not test his functionality, because he died. What do you mean, he just dropped dead? Or got killed by the Forsworn.
pihwht Posted July 5, 2015 Posted July 5, 2015 I still have the same problem EVEN on new games Bounty hunters won't come and Bounty hunter delay sliders don't do anything it just says XPO_0hours That happens since patch 6 in 5b everything worked fine. With a bounty of an even 1000, I had a bounty hunter show up in the middle of a Forsworn camp last night. I did not test his functionality, because he died. What do you mean, he just dropped dead? Or got killed by the Forsworn. Killed by the Forsworn. I was in 'forsworn story' so they were okay with the player character, but they did not like the bounty hunter. I was debating what to do when the Forsworn attacked.
darkfender666 Posted July 5, 2015 Posted July 5, 2015 I still have the same problem EVEN on new games Bounty hunters won't come and Bounty hunter delay sliders don't do anything it just says XPO_0hours That happens since patch 6 in 5b everything worked fine. Hm, try this. PO reinstall and save cleaning. If no go, i'll need a log with logging enabled. How should i provide the log? Since i already tested on cleaned save and even with NEW game. (only thing i used for tests is the command player.setcrimegold since i don't play as a vampire nor a werewolf) And issue is MCM Bounty delay slider XPO not working and i guess Bounty hunters not working at all. Its like Bounty hunters didn t exist in the mod If you explain me how to provide a log that would be useful i will. I know how to activate papyrus etc but due to the strange problem i don't know what should i do in game that would log useful infos. P.S. i use NMM and not MO...everything works fine except Bounty hunters not appearing since last 2 updates AND MCM bounty hunters delay slider having "XPO_hours" value not changing if i move it..
Slorm Posted July 6, 2015 Posted July 6, 2015 @Inte Just an update after my stint in Dawnstar jail, the zero XP level and XP points are working really well. At L29 it takes quite a while to recover the points and get back to where I was. You might want to think about releasing it as a standalone utility as a quick fix to control levelling. There would be some decoupling of skills from the pc level if used too much (i.e. if a skill level has just gone up the zeroise doesn't really do anything as the skill cannot be rolled back) but some may find it useful. The decoupling probably isn't an issue for higher level characters but for low level the skill level deduction would be needed as skills tick up pretty fast (hope that makes sense). I can think of a better model mathematically but I doubt it would be possible to code given the limitations of Skyrim, by simply taking the total of the sp removed and applying it to the xp calculation to lower the xp total which would smooth out the differential between sp and xp. EDIT: I just checked to see how vanilla Skyrim handles it and it just resets sp to 0 and leaves the level progress in place. If you do a lot of jail time this will slowly make the game harder as your skills would no longer match your level. (I'll shut up now, this is giving me a touch of OCD )
GregariousGibbon Posted July 7, 2015 Posted July 7, 2015 Hey i'm having a few issues with the paralysis and Goubo's defeat. Whenever defeat triggers while i'm paralysed by the PO bounty hunter, my character either wont get up again or get all funky and go diagonally clipping through the floor. I know that's not much to go on but it happens pretty often, and that said is it possible for the paralysis to be mcm toggleable? At the moment if the bountry hunter wins i have to hope my character doesn't get paralysed. This particular issue has been happening for a while now and i hope that upgrading all of my mods would fix it but unfortunately not.If no-one else is getting this issue, it might be the way my combat death scenario is setup. I have defeat to kick in at 25 threshold or less, and DA if my bleedout health gets to 0. So sometimes what happens is defeat triggers, and then i take some more damage, (blood loss, poison, fire damage) with pushes it over 0% into bleedout. This causes some problems with the defeat mod animations fighting with the bleedout animation, but its generally fine after recovering from the bleedout phase. It might be that the paralysis is just another factor on top of that and it causes glitchyness and lack of response from the controls. TLDR: When sexlab triggers on top of being paralysed from bounty hunter weapons I get bugs - player doesn't stand up and player at an odd angle to ground if control ever comes back. Anyone ever experienced this, and if so what could be a possible workaround? The issue might not even have much to do with this mod but it's caused by the paralysis. It's a shame cause i really like the idea of these bounty hunter's being superpowerful, and paralysis would tie in well to the death alternative prison overhaul scenario. Edit: Oh on top of that i had a very weird bug the other day. I got arrested by the bounty hunter and taken to dawnstar. Whole thing transitioned fine, got locked up, a punishment triggered and i was led out. As we stepped out of the jail, there was a riekling standing there for some reason, who attacked my jailor (I have absolutely no idea why this happened, i dont have and mod's modifying dawnstar), and luckily the jailor killed it. However the jailor then seemed to forget about the punishment and went back to his desk in the jail. I had control of the player, but it would keep teleporting me back to him. I tried some of the debug option to try and spur him into action, even waited for a bit but he didn't want to budge. I hit fastforward and was teleported to dragonbridge! next to the cage. Jailor was still disinterested though and instead of continuing with that scenario, walked out of the hall.
twoaxemasher Posted July 8, 2015 Posted July 8, 2015 Hey Inte, You have done good work with 6b. It is more functional than ever. No problems with the bounty hunters (something I've been waiting for since PO v 027), and punishment events work properly in cell and out (90% of the time (still a major improvement)). As I have said before, your patches provide more and more stable and functional versions of Skyrim with PO (also SD+ and Defeat), and your recent additions to the scenarios and stat trackers are very good. I particularly enjoy the change to the global crime/jailing stats, though there seems to be no difference between times jailed vs. days jailed. Not a complaint, just an observation I thought you might appreciate for your own testing. In closing, it seems that setting jail fast-travel to "always" is suddenly broken in this version. When set thus, the jailor will frequently not teleport with me, either in a new game or my ongoing game. Instead, my PC teleports to the appropriate location, and then waits for the jailor to catch up. On the way to an out-of-cell punishment (pillory, parade, cage), sometimes both jailor and PC are taken to the chest in which the PC's pre-arrest possesions are placed. My PC is the A.I. marched down to the pillory, to wait for the jailor to catch up. It's not something really bothers me in gameplay as the regular non-fast travel march works fine. I personally prefer to watch the long, forced, march to public punishment in regular gameplay. However when testing, I often use xpoFastForward to expidite the process to see what works and what doesn't. I'm sure other players probably want to skip the walk on a typical baisis, and just thought you might want to hear about this... Anyway, your work is awesome, Your'e awesome, Keep it up! Twoaxemasher. P,S. Following this post, I'm turning on logging in patch 6b for future play,. Though, with everything else working so well, I'll probably just take the long walks like normal... So it probably won't help with the fast-travel/jailor problem... Sorry.
TechBaNe Posted July 8, 2015 Posted July 8, 2015 Your work on 6b is great. I still have a problem with the Cage events though (only tested with the one in Dragonsreach's Throne Room) where I get put in the cage, my jailer says it's time, and 90% of the time nothing happens. I'll be stuck with no control, everyone just stands there like an idiot, and I have to load an old save. The other 10% of the time, a sexlab scene plays and everyone goes their merry way until it's time to do the horizontal tango again. At that point, the scene is more or less guaranteed to stall. Has this been addressed yet, or should I just disable the cage events altogether?
Inte Posted July 8, 2015 Author Posted July 8, 2015 Hey Inte, You have done good work with 6b. It is more functional than ever. No problems with the bounty hunters (something I've been waiting for since PO v 027), and punishment events work properly in cell and out (90% of the time (still a major improvement)). As I have said before, your patches provide more and more stable and functional versions of Skyrim with PO (also SD+ and Defeat), and your recent additions to the scenarios and stat trackers are very good. I particularly enjoy the change to the global crime/jailing stats, though there seems to be no difference between times jailed vs. days jailed. Not a complaint, just an observation I thought you might appreciate for your own testing. In closing, it seems that setting jail fast-travel to "always" is suddenly broken in this version. When set thus, the jailor will frequently not teleport with me, either in a new game or my ongoing game. Instead, my PC teleports to the appropriate location, and then waits for the jailor to catch up. On the way to an out-of-cell punishment (pillory, parade, cage), sometimes both jailor and PC are taken to the chest in which the PC's pre-arrest possesions are placed. My PC is the A.I. marched down to the pillory, to wait for the jailor to catch up. It's not something really bothers me in gameplay as the regular non-fast travel march works fine. I personally prefer to watch the long, forced, march to public punishment in regular gameplay. However when testing, I often use xpoFastForward to expidite the process to see what works and what doesn't. I'm sure other players probably want to skip the walk on a typical baisis, and just thought you might want to hear about this... Anyway, your work is awesome, Your'e awesome, Keep it up! Twoaxemasher. P,S. Following this post, I'm turning on logging in patch 6b for future play,. Though, with everything else working so well, I'll probably just take the long walks like normal... So it probably won't help with the fast-travel/jailor problem... Sorry. Thank you. I particularly enjoy the change to the global crime/jailing stats, though there seems to be no difference between times jailed vs. days jailed. That's now patched in 6c, thanks. In closing, it seems that setting jail fast-travel to "always" is suddenly broken in this version. Yeap, I goofed on that one. I was trying to patch the problem that sometimes when fast traveling to jail, the jailer would not be there and I would just sit there with my captor staring at each other looking silly. So I forced moved the jailer to the player on the fast travel event, not thinking about when the jailer was your captor scenario, duh! In 6b I am moving the jailer to the travel destination instead, that should work better. Your work on 6b is great. I still have a problem with the Cage events though (only tested with the one in Dragonsreach's Throne Room) where I get put in the cage, my jailer says it's time, and 90% of the time nothing happens. I'll be stuck with no control, everyone just stands there like an idiot, and I have to load an old save. The other 10% of the time, a sexlab scene plays and everyone goes their merry way until it's time to do the horizontal tango again. At that point, the scene is more or less guaranteed to stall. Has this been addressed yet, or should I just disable the cage events altogether? I did not do anything with the cages yet, but NavMesh them out, so NPC's won't try to walk right through them.
Inte Posted July 8, 2015 Author Posted July 8, 2015 Hey i'm having a few issues with the paralysis and Goubo's defeat. Whenever defeat triggers while i'm paralysed by the PO bounty hunter, my character either wont get up again or get all funky and go diagonally clipping through the floor. I know that's not much to go on but it happens pretty often, and that said is it possible for the paralysis to be mcm toggleable? At the moment if the bountry hunter wins i have to hope my character doesn't get paralysed. This particular issue has been happening for a while now and i hope that upgrading all of my mods would fix it but unfortunately not. If no-one else is getting this issue, it might be the way my combat death scenario is setup. I have defeat to kick in at 25 threshold or less, and DA if my bleedout health gets to 0. So sometimes what happens is defeat triggers, and then i take some more damage, (blood loss, poison, fire damage) with pushes it over 0% into bleedout. This causes some problems with the defeat mod animations fighting with the bleedout animation, but its generally fine after recovering from the bleedout phase. It might be that the paralysis is just another factor on top of that and it causes glitchyness and lack of response from the controls. TLDR: When sexlab triggers on top of being paralysed from bounty hunter weapons I get bugs - player doesn't stand up and player at an odd angle to ground if control ever comes back. Anyone ever experienced this, and if so what could be a possible workaround? The issue might not even have much to do with this mod but it's caused by the paralysis. It's a shame cause i really like the idea of these bounty hunter's being superpowerful, and paralysis would tie in well to the death alternative prison overhaul scenario. Edit: Oh on top of that i had a very weird bug the other day. I got arrested by the bounty hunter and taken to dawnstar. Whole thing transitioned fine, got locked up, a punishment triggered and i was led out. As we stepped out of the jail, there was a riekling standing there for some reason, who attacked my jailor (I have absolutely no idea why this happened, i dont have and mod's modifying dawnstar), and luckily the jailor killed it. However the jailor then seemed to forget about the punishment and went back to his desk in the jail. I had control of the player, but it would keep teleporting me back to him. I tried some of the debug option to try and spur him into action, even waited for a bit but he didn't want to budge. I hit fastforward and was teleported to dragonbridge! next to the cage. Jailor was still disinterested though and instead of continuing with that scenario, walked out of the hall. I think that has something to do with the way vanilla paralysis spell ... um paralyses the player. That happened to me as well in CD, I "friendly-fire hit" Master, and she paralyzed me and what you described happened. I fixed that by making Master, PO arrest me and take me to Falkreath prison instead of killing me, quite immersive and fun. I am working on random outfits for the PO BH for 6c, some of them have Daedric armor which is a nightmare to defeat. I usually just give in when I see them coming wearing one of those.
Inte Posted July 8, 2015 Author Posted July 8, 2015 @Inte Just an update after my stint in Dawnstar jail, the zero XP level and XP points are working really well. At L29 it takes quite a while to recover the points and get back to where I was. You might want to think about releasing it as a standalone utility as a quick fix to control levelling. There would be some decoupling of skills from the pc level if used too much (i.e. if a skill level has just gone up the zeroise doesn't really do anything as the skill cannot be rolled back) but some may find it useful. The decoupling probably isn't an issue for higher level characters but for low level the skill level deduction would be needed as skills tick up pretty fast (hope that makes sense). I can think of a better model mathematically but I doubt it would be possible to code given the limitations of Skyrim, by simply taking the total of the sp removed and applying it to the xp calculation to lower the xp total which would smooth out the differential between sp and xp. EDIT: I just checked to see how vanilla Skyrim handles it and it just resets sp to 0 and leaves the level progress in place. If you do a lot of jail time this will slowly make the game harder as your skills would no longer match your level. (I'll shut up now, this is giving me a touch of OCD ) I could easily add an option to drop the actual level number, but that will eventually make the game too easy. You could get be a legendary archer at level 10.
Slorm Posted July 8, 2015 Posted July 8, 2015 I could easily add an option to drop the actual level number, but that will eventually make the game too easy. You could get be a legendary archer at level 10. Yeah, that would cause the reverse problem as you say, as the skills would then be too high for the level. The drop in xp needs to be proportionate to the drop in sp. To use a hypothetical: if 500 sp are lost to jail time then that needs to be converted back to the equivalent xp and the (xp level + xp) lowered by that amount of xp. If the xp part of the (xp level + xp) falls below zero then the xp level drops one and the remainder applied to the max xp of the lowered level (dammit why is it so hard to explain in words). That way both would stay coupled to each other. So if the 500sp worked out to 200xp and the pc was at level 15 with 100sp and level 14 max xp was 140, you would start with L15:100xp and end with L14:40xp The type of skills lost would be irrelevant as the xp level always follows the skills I can do the math conversion from the formulae on uesp.wiki but whether that could be coded to work in Skyrim I don't know how possible it would be
Inte Posted July 10, 2015 Author Posted July 10, 2015 I could easily add an option to drop the actual level number, but that will eventually make the game too easy. You could get be a legendary archer at level 10. Yeah, that would cause the reverse problem as you say, as the skills would then be too high for the level. The drop in xp needs to be proportionate to the drop in sp. To use a hypothetical: if 500 sp are lost to jail time then that needs to be converted back to the equivalent xp and the (xp level + xp) lowered by that amount of xp. If the xp part of the (xp level + xp) falls below zero then the xp level drops one and the remainder applied to the max xp of the lowered level (dammit why is it so hard to explain in words). That way both would stay coupled to each other. So if the 500sp worked out to 200xp and the pc was at level 15 with 100sp and level 14 max xp was 140, you would start with L15:100xp and end with L14:40xp The type of skills lost would be irrelevant as the xp level always follows the skills I can do the math conversion from the formulae on uesp.wiki but whether that could be coded to work in Skyrim I don't know how possible it would be That's an interesting idea. But first some nomenclature. LXP - level experience points - the progress bar between level numbers (in the skills menu). LP - level points - the actual level number. SXP - skill experience points - the progress bar between skill points, shown bellow the skill number. SP - skill points - the actual skill number, i.e. "67 Archery". Now that's out of the way, let me see if I understand your idea. When applying a skill reduction -- sum up however many SXP were taken away from the PC from all the skills, and subtract the result from the total LXP the PC has currently. If the resulting LXP is too low for the current LP drop one LP, and set the reminder as the dropped LP's new LXP, else set the resulting LXP as the new current LXP. If that is correct, I still have two issues. Is 1 LXP = 1 SXP? If they are equal then your idea is quite doable. I do know there are thousands of LXP between level advancement (they do not go up to 100, and boom up one level) also, LXP change from level to level. For example at higher levels there are more than 5000 LXP between LP increases. Does dropping SP take away the corresponding perks? If not then my original issue remains, you could have all the archery perks at level 10.
Slorm Posted July 11, 2015 Posted July 11, 2015 I've been looking at this further and I'm not sure if it's straightforward or extremely difficult as calculating forward is much easier than reversing it. Just to clarify what I have in mind: Say I have Conjuration at 46 SP and 500 SXP, only the 500 SXP could ever be lost so the SP would always remain at 46 no matter how many times I go to jail. This deals with the perk problem as well. The trick is to calculate the equivalence between SXP and LXP so that LXP can be reduced. Then (in pseudo code): If LXP < 0 then (LP = LP -1) and LXP = (LXP - (modulo LXP)) You would have to have a massive loss of SXP to trigger a loss of more than 1 LP I would have thought but worth putting in a check in case a further iteration is necessay Looking at the normal LP calculator which is: The formula for character leveling is as follows: Character XP gained = Skill level acquired * fXPPerSkillRank Skyrim Game Setting variable: fXPPerSkillRank (default =1) Example: Training Alchemy from 20 to 21 gives 21 Character XP points XP required to level up your character = (Current level + 3) * 25 Or if using the Skyrim Creation Kit Game Setting values: (fXPLevelUpBase)+(Current Char. Level * fXPLevelUpMult) Where the default values for Skyrim vanilla (1.9.32.X) are fXPLevelUpBase = 75 and fXPLevelUpMult = 25. Example: 100 XP is required to advance from level 1 to level 2, and 1300 XP is required to advance from level 49 to 50. This is consistent across all levels. (70→71 follows the same formula as 3→4) This formula can be extended to find the Character XP needed for multiple levels: XP required to go from level 1 to level N = 12.5 * N2 + 62.5 * N - 75 Given a Character XP total, the corresponding Character Level is given by: FLOOR(-2.5 + SQRT(8 * XP + 1225) / 10) The green text is the most useful as multiple levels shouldn't be an issue. The part I'm not sure about is Character XP gained = Skill level acquired * fXPPerSkillRank as that implies the calculation would have to check each SP first. Easy enough in a normal script (or spreadsheet) but I've no idea how well Skyrim would handle it as the quickest way would be to feed the SP into an array rather than a load of CASE/DO WHILE statements. I know little of Skyrim programming so I don't know if the scripting is even capable of handling it. Anyway, see what you think EDIT: A much simpler way to do this (if it can be done) is to keep a record of the pc's LXP, LP, SXP, and SP and simply write it back depending on how many days should have been spent in jail. IIRC the maximum is 7 days so only 7 days worth of readings would need to be recorded (once per day) to avoid game bloat
Inte Posted July 11, 2015 Author Posted July 11, 2015 The one thing that I need to find out is the conversion between 1 SXP to 1 LXP. Here is a beta version of 6c that assumes LXP = SXP / (Skill level acquired * fXPPerSkillRank). I'm fairly sure that is not correct. Can't test it atm. In MCM set level XP to -2 and SXP to 0, to activate it. xazPrisonOverhaul_V033 Patch 06c Beta.7z
Slorm Posted July 12, 2015 Posted July 12, 2015 The one thing that I need to find out is the conversion between 1 SXP to 1 LXP. Here is a beta version of 6c that assumes LXP = SXP / (Skill level acquired * fXPPerSkillRank). I'm fairly sure that is not correct. Can't test it atm. In MCM set level XP to -2 and SXP to 0, to activate it. This is looking good Inte. I couldn't test if the LP dropped, but on a save where LXP was about three quarters full it dropped to about a quarter full which would make sense. This should keep LP and SP in much closer synch. Even if it's not exactly correct it will avoid the game becoming easier if the LXP is reset to 0 or it becoming harder if LXP is ignored as in vanilla Skyrim. EDIT: Just as an afterthought, it might be a good idea to have a check that that the LP cannot drop below 0 in case of players using LAL and something like Skyrim Bound where you can start with bounties on your head
Inte Posted July 12, 2015 Author Posted July 12, 2015 That formula although not correct it comes closest.I tried 1 SXP = 1 LXP and at the end of the sentence dropped my PC from level 46 to 22.I'll continue researching for a better conversion formula between SXP and LXP. EDIT: Just as an afterthought, it might be a good idea to have a check that that the LP cannot drop below 0 in case of players using LAL and something like Skyrim Bound where you can start with bounties on your head Good idea, already done in the release version of 6c.
Slorm Posted July 12, 2015 Posted July 12, 2015 Quick question for testing, if I set wait for 24 hours will that jump to the end of the sentence rather than having to play it through each time?
Mez558 Posted July 12, 2015 Posted July 12, 2015 So, I thought I had it sussed Don't set Fast travel to Always and only use it once you are in the "zone" you are travelling to. Day 1 Little bit of trouble with the 2nd parade whipping scene not wanting to end but unequipped all and used ZaZ MCM to give back player control and all is good. Taken to the cage and abused... Ok, so whatever is calling up the animations (I suspect it's DDi as that has always been the culprit in the past) isn't making particularly appropriate choices for non-consensual/aggressive but other than that things are working. Day 2 Being taken to the market square. Wait until outside the jail then use fast travel and... Back in the Jail, by the chests. Not good, seen this before and it never ends well. Jailer appears and leaves, I cannot move. I try to teleport to Jailer. Mistake. I am now in stocks flying through time and space, or time and earth really as I watch the cells of Whiterun disappear. No idea if I am still moving or not. Try a coc, still in the ground or in some beige, empty space. Coc to the Bannered Mare and in the rent-able room no stocks but no control.. An audience appearing. Can't reload as it thinks I am in the middle of an SL animation (I guess) so qqq and re-load before the event. Anyone else get this? had this? This is a new save and new install of PO and Patch
swmas Posted July 12, 2015 Posted July 12, 2015 I'm just gonna throw this out there, instead of losing experience points what about penalties to skills(randomized if need be), I mean you get rusty in prison, you don't loose your memory.
Inte Posted July 12, 2015 Author Posted July 12, 2015 So, I thought I had it sussed Don't set Fast travel to Always and only use it once you are in the "zone" you are travelling to. Day 1 Little bit of trouble with the 2nd parade whipping scene not wanting to end but unequipped all and used ZaZ MCM to give back player control and all is good. Taken to the cage and abused... Ok, so whatever is calling up the animations (I suspect it's DDi as that has always been the culprit in the past) isn't making particularly appropriate choices for non-consensual/aggressive but other than that things are working. Day 2 Being taken to the market square. Wait until outside the jail then use fast travel and... Back in the Jail, by the chests. Not good, seen this before and it never ends well. Jailer appears and leaves, I cannot move. I try to teleport to Jailer. Mistake. I am now in stocks flying through time and space, or time and earth really as I watch the cells of Whiterun disappear. No idea if I am still moving or not. Try a coc, still in the ground or in some beige, empty space. Coc to the Bannered Mare and in the rent-able room no stocks but no control.. An audience appearing. Can't reload as it thinks I am in the middle of an SL animation (I guess) so qqq and re-load before the event. Anyone else get this? had this? This is a new save and new install of PO and Patch That's fixed in 6c. Quick question for testing, if I set wait for 24 hours will that jump to the end of the sentence rather than having to play it through each time? Yes it should. If it already started a punish scene, it will finish that, then the release scene will start. I'm just gonna throw this out there, instead of losing experience points what about penalties to skills(randomized if need be), I mean you get rusty in prison, you don't loose your memory. Hm... what kind of penalties?
swmas Posted July 12, 2015 Posted July 12, 2015 I'm just gonna throw this out there, instead of losing experience points what about penalties to skills(randomized if need be), I mean you get rusty in prison, you don't loose your memory. Hm... what kind of penalties? Damage skill, damage attributes, -x% experience gain (the opposite of well rested ability) for a period of time (maybe applied like diseases are applied but these can't be cured on altars, only by waiting for a while). All these increasing in magnitude the longer you stay in prison.
Slorm Posted July 12, 2015 Posted July 12, 2015 Damage skill, damage attributes, -x% experience gain (the opposite of well rested ability) for a period of time (maybe applied like diseases are applied but these can't be cured on altars, only by waiting for a while). All these increasing in magnitude the longer you stay in prison. I like this as an idea but it needs thinking through carefully. Skyrim is based on levelling so if the level becomes too decoupled from skill levels or character attributes then problems will arise. A longer term spell effect might work though (e.g. HP - 20% for a week or two) that way the overall levelling doesn't get compromised
Mez558 Posted July 13, 2015 Posted July 13, 2015 6C seems to have done the trick So far every fast fwd has worked fine. But... Not sure if this is something new or not, in the stocks/pillory and jailer says "you two will be the entertainment" talking about my PC and male follower, I assume but nothing happens then, he says faster or taste the whip and keep going but Golldir just stands there, still bound. I am guessing that a SL animation should be taking place. Have the latest Zaz animation pack and they are all registered with SL. Am I missing anything else?
Mez558 Posted July 13, 2015 Posted July 13, 2015 Inte thnx for making this mod really love it I second this, although I have been reporting things that are not working for me, really appreciate your work.
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