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Posted

 

 

 

It requires dragonborn okay. I was getting that tommorow anyway. The error appeared in TES5edit. thank you for giving me a way to find out the error

It's good to learn what else the tools you have can do for you. A third tool that would have shown the problem is Mod Organizer so we also know that you are not using it.
So what if he/she is not using MO? I am not, and everything works perfectly.

You MO guys are like vegetarians, always trying to recruit people to your cause. If the cause is good enough, people will come. Besides, there is a Skyrim ini setting that when enabled, it will tell you why the game ctd on startup.

 

 

Surely you mean a SKSE.ini setting.

 

That is to say,

[General]

EnableDiagnostics=1

no? ^_^

 

 

That's right, but of course that is what I meant, and don't call me Shirley.

Posted

The invisible actors may be linked to that HDT physics problem. It happens sometimes, I don't know why, but it happens less now that I did away with hdtHighHeels. If you do a google search for "hdt physics invisible" you'll get many discussions around the problem.

Good guess,

I'll try without high heels

Then without hdt

Then without both and I'll tell you if anything has changed.

Posted

 

Check your SL settings.

Is there any major LoversLab mods that could conflict besides SL setings ?

Because everything seems to be in order.

Heres my mod list

attachicon.gifSans titre.jpg

Or perhaps I missed on one that is really important ?

 

 

That is the load order, not mod list. Issue could be related to resource priorities in latter. Have you sorted your MO left panel as well?

Posted

I apologize if I missed a solution earlier in the thread but I am finding that the arrest works as well as the guard having "fun" at the time of the arrest, the jailer has "fun" before taking the character to the stocks but once in the pillory none of the townspeople will punish and the guard don't punish when waiting in the cell. (note I have only "pillory" or no tags for in the pillory) is there a known setting/solution to allow these to happen (the only action I disable is the parade scene) or a setting I should avoid?  Also, I apologize as I have no modding experience I just dump into MO and let it organize.

 

Still Love the mod, keep up the great work.

Posted

Well I don't know what's causing the problem. But it seems to come from scripted events.
If my player or my follower use a pilori, everything seem alright.
If it is a script witch attach someone to a pilori. The character won't go to the right place making them attached to nothing in the middle of town (doing that with slave trainer Mod).
Or if she goes to the right spot the torture device become invisible (doing that with prison overhaul Mod).

I tried to start the game without High Heels with no positive results.
But I didn't try without HDT wich would mean something really bad for me :) my life probably would end.

So you think I could modify the load order to give priority to those mods ?
I'll look for it and post results.

Posted

I've seen this  necroed thread and thought, that are some nice ideas... i think the guards-blackmail-player might be a very nice alternative to getting random bounties. I case you didn't see it yet, you might have a look for some inspiration. :)

Posted

There's a nice steel ball shackle (don't know what's the english word) that's been added to the Heretic Ressources mod. I think it would fit PO well !

Posted

I'm having an issue with the POP animation system when I have a follower in the jail cell with me. It will only play threesome animations, which drastically cuts down the number of animations available. Modifying the supress tags doesn't filter out the group animations, and if I disable all the threesome animations in Sexlab the jailer or guard just stands in the cell and the scene never progresses.

 

It would be very nice for variety sake to have the system play a 1 on 1 animation with the player then progress to another 1 on 1 with the follower. A threesome every once in a while is nice to see, but when you only have a few appropriate group animations and are locked up for 6 days it gets old fast.

Posted

Lately my Prison experiences, which work otherwise flawless (apart from sometimes having a pillory event without any action nor spectators nor anything else but the pillory itself) always ends up with the Jailer, the PC and the Follower getting stuck during the release section of the mod.

The Jailer comes in, cuffs the prisoners, leads them outside the door and then never closes said door nor doing anything else.

 

Tried all the debug options but none really worked. Does anyone have any smart ideas how to prevent that?

Posted

You can try moving to the jailer, there is a MCM option for that. Then you can select your follower in the console and do a

MoveTo Player

Let me see what else ... you can use your AI key set in the MCM and do a 'Release current AI'; move into position, then use the same key and select 'Force AI' (important).  

Posted

Feature request: Equipping devices upon being released. Could be based on a minimum bounty or perhaps even the higher your bounty was the more devices equipped. Obviously this would need mcm options as not everyone would want to use it. Oh and of course thanks for your work on this mod. Sorry if this has already been discussed, too many pages to look through.

Posted

Feature request: Equipping devices upon being released. Could be based on a minimum bounty or perhaps even the higher your bounty was the more devices equipped. Obviously this would need mcm options as not everyone would want to use it. Oh and of course thanks for your work on this mod. Sorry if this has already been discussed, too many pages to look through.

 

If you have DDe just punch your jailer at the end of your sentence, see what happens.

Posted

You can try moving to the jailer, there is a MCM option for that. Then you can select your follower in the console and do a

MoveTo Player

Let me see what else ... you can use your AI key set in the MCM and do a 'Release current AI'; move into position, then use the same key and select 'Force AI' (important).  

 

I already tried all the MCM options, the jailer comes back but I am still stuck even with console commands and she or he isn't interested in doing anything else. Skipping the scene doesn't work either by the way.

 

I'll try the release current AI option next time I start skyrim. Thanks!

 

Posted

Ok, I've managed to troubleshoot the "invisible pillory" issue for myself after an awful lot of troubleshooting in TES5edit.  It's a ZAP problem, not a Prison Overhaul issue per say, but I'm going to post what I found here since I noticed that others in this thread may have been affected by it as well.  Its hugely obvious with Prison Overhaul, as all the pillory punishments use the "invisible" pillory animations.

 

The problem turned out to be a SLAL pack that included SLALAnimObj.esp.  The .esp in question was from Anub's animation pack, but it may be included in others as well.  The .esp has several animation objects that aren't used by Anub's animations, but the big issue is that one of them is named AOZaZPunishmentPillory (same as ZaZ pillory) - and it points to a funnybiz mesh that isn't included in the mod.  So if you installed Anub's SLAL pack but not Funnybiz's, the furniture in all the pillory punishment scenes will be invisible (but the racks/chains ect will not be invisible).

 

Long story short, if you have invisible pillories during Prison Overhaul punishments, check if you have SLALAnimObj.esp in your load order.  If you do, either disable it until it gets fixed or open it up in TES5Edit and delete the AOZazPunishmentPillory animated object entry.

Posted

I wonder if it would be possible to add more rope bondage to the the justice system of this mod? (And in the course of things a bit more justice system biggrin.png )

​Especially, i have the traditional japansese style in my mind: https://en.wikipedia.org/wiki/Hoj%C5%8Djutsu or like it is better known in today's erotic world as "Shibari" or "Kinbaku".

It had it's pupose to restrain the accused person while the court session was in progress, it could be used as torture to gain a confession or it could simply be part of the punishment.

​I could imagine this quite well with the appropriate rope-devices having either

  • some kind of "shaming" magical effect (punishment or light torture)
  • ​some kind of "health/stamina/magica reduction" effect (punishment or heavy torture)
  • ​some kind of "immobilizing" effect (court session or dialogue scenes with the jailer)
  • ​classic DD effects (torture)

​But aside from the required rope-devices, the primary change in PO would be in the flow of events

  • ​Player commits a crime and we have witnesses (possible new role: a witness)
  • ​player is arrested (already available in PO)
  • ​player is put in jail (already available in PO)
  • ​player is brought to a judge (new role)
  • ​player confesses or denies all charges or refuses to cooperate
  • ​player is tortured to confess the crime (NEW NEW NEW biggrin.pngbiggrin.png )
  • ​player is brought back to the judge and a sentence is spoken
  • alternatively the player/jailer receives only a letter with the sentence
    • ​gold fine or jail or both
    • ​how much / how long (putting the inside variables of PO into the sentence text)
    • ​optional punishment (ranging from shame to torture)
  • ​player serves his sentence (already available in PO)
    • ​maybe shifted a bit to reflect the sentence, e.g. torture bondage while waiting in the cell

​Now I'm curious if this could work ?

Posted

Ok, I've managed to troubleshoot the "invisible pillory" issue for myself after an awful lot of troubleshooting in TES5edit.  It's a ZAP problem, not a Prison Overhaul issue per say, but I'm going to post what I found here since I noticed that others in this thread may have been affected by it as well.  Its hugely obvious with Prison Overhaul, as all the pillory punishments use the "invisible" pillory animations.

 

The problem turned out to be a SLAL pack that included SLALAnimObj.esp.  The .esp in question was from Anub's animation pack, but it may be included in others as well.  The .esp has several animation objects that aren't used by Anub's animations, but the big issue is that one of them is named AOZaZPunishmentPillory (same as ZaZ pillory) - and it points to a funnybiz mesh that isn't included in the mod.  So if you installed Anub's SLAL pack but not Funnybiz's, the furniture in all the pillory punishment scenes will be invisible (but the racks/chains ect will not be invisible).

 

Long story short, if you have invisible pillories during Prison Overhaul punishments, check if you have SLALAnimObj.esp in your load order.  If you do, either disable it until it gets fixed or open it up in TES5Edit and delete the AOZazPunishmentPillory animated object entry.

 

Might be out of date, but doesn't someone -Shashankie? - do a revised SLALAnimObj.esp to fix discrepancies between the two different ANUB and Funnybiz ones?  

 

Which one are you using that's giving the trouble. pls?

 

 

Posted

 

Might be out of date, but doesn't someone -Shashankie? - do a revised SLALAnimObj.esp to fix discrepancies between the two different ANUB and Funnybiz ones?  

 

Which one are you using that's giving the trouble. pls?

 

 

I'm using the one included in Anub's animation packs.  The issue is that I don't use any of the funnybiz animations with animated objects, so Shashankie's .esp and meshes aren't installed.  I don't know if Shashankie's .esp also has the issue of overwriting the ZaZ animation object (either way it could cause issues, on the off chance ZAP gets updated and changes the pillory mesh).  

 

Just posting where the problem is so that anyone like me (using Anub's SLAL pack but not Funnybiz's), can find the solution to the problem without spending hours troubleshooting meshes and texture file paths, only to find the issue is a mod conflict (that doesn't show up in TES5Edit apparently).

Posted

Just did a fresh install and I'm still having pillories not showing up during those animations. Any chance of some kind of conflict with leito's pillory animation?

Posted

Just did a fresh install and I'm still having pillories not showing up during those animations. Any chance of some kind of conflict with leito's pillory animation

 

Leito's pack doesn't conflict (at least the one I am using).  A fresh install wouldn't fix the issue if it is the same one I had, because it's a mod conflict.

 

The issue on my end was specifically SLALAnimObj.esp overwriting ZaZ's pillory object and pointing it at a missing folder.  If you have that .esp try disabling it and trying the animations, or use TES5Edit to see if any of your animation mods other than ZaZ have a Animated Object called AOZaZPunishmentPillory.  If they do that mod may be the problem.  

Posted

NO PILLORY ANIMATION ..or other prison furniture animation ..where should i donload those animations from ??..

 

ZazAnimationPack, listed in the requirements. Download v61 and the v0611 patch.

Posted

are you making prison overhaul 2 ?looks like you've done way more work on this than xaz and wondered if you wouldn't prefer to make it in "your own image" as it were, of course I have no idea of the amount of work that would be but you clearly know the mod inside out!

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