Sunja44 Posted August 21, 2017 Posted August 21, 2017 Is it unusual that POP shows me ZAP 6.1 as registered, while I already have 7.0 ? I just updated ZAZ by installing the newer one after deinstalling the old. I already had POP installed as dependency. Maybe that wasn't a clever idea. Also I want to use the animation tag option in POP, but it seems my inputs are wrong. POP can't identify them. Is there anwhere a list with all animation names and how exactly do I have to spell them for input (with "+idx", with ".idx" etc.) ?
shadow866 Posted August 21, 2017 Posted August 21, 2017 A silly request. Dont suppose you could add small bathtubs with water in them? Or would it conflict to much? Reason im asking is because of Bathing in Skyrim. Well depending if its popular enough that is. Sure i could just deactivate getting dirty when in jail but would be more immersive if not Either way i usally leave it on so my PC is usally pretty dirty after each prison sentence Thanks for reading!
Punga Posted August 21, 2017 Posted August 21, 2017 Aw, too bad you don't get to run all the mods you want, but what @WaxenFigure said about it being a game engine limitation rather than a hardware one, is correct. Oldrim is quite limited in how many scripts it can fire at once although if you run 237+ mods ... I mean c'mon what do you expect? I mean, I don't know what you're talking about. I can run whatever I want, my load order proves that. POP is the one that occasionally wont run coz it blows itself up. If i get close to the plugin limit, instead of ditching plugins I just merge them down and I will continue to do so. As literally everything works just fine.Does suck that it's an oldrim limitation though, as it seems like SSE isn't really going anywhere. But all of that is sort of irrelevant now that I've removed a couple problem mods and it has already shown improvements, since they had broken scripts. I was holding onto them because I liked them knowing they were broken, so I will accept that fault. But either way I'll see how things go. Sure you can run whatever you want, your log full of stack dumps proves that. I have been running POP since forever and not once has it "blown itself up". It's got a verbose log yes, but you can turn that off in its MCM. Way to drag up 2-day-old drama. Nice try troll. What drama? From what I've seen, it was just you fighting everyone that wanted to help you.
Guest Posted August 21, 2017 Posted August 21, 2017 Way to drag up 2-day-old drama. Nice try troll. What drama? From what I've seen, it was just you fighting everyone that wanted to help you.
Yuuen Posted August 21, 2017 Posted August 21, 2017 Aw, too bad you don't get to run all the mods you want, but what @WaxenFigure said about it being a game engine limitation rather than a hardware one, is correct. Oldrim is quite limited in how many scripts it can fire at once although if you run 237+ mods ... I mean c'mon what do you expect? I mean, I don't know what you're talking about. I can run whatever I want, my load order proves that. POP is the one that occasionally wont run coz it blows itself up. If i get close to the plugin limit, instead of ditching plugins I just merge them down and I will continue to do so. As literally everything works just fine.Does suck that it's an oldrim limitation though, as it seems like SSE isn't really going anywhere. But all of that is sort of irrelevant now that I've removed a couple problem mods and it has already shown improvements, since they had broken scripts. I was holding onto them because I liked them knowing they were broken, so I will accept that fault. But either way I'll see how things go. Sure you can run whatever you want, your log full of stack dumps proves that. I have been running POP since forever and not once has it "blown itself up". It's got a verbose log yes, but you can turn that off in its MCM. Way to drag up 2-day-old drama. Nice try troll. What drama? From what I've seen, it was just you fighting everyone that wanted to help you. I mean, if you had actually read the last posts you would've seen that the issue was dead. The conversation was dead. The log you were looking at isn't relevant anymore, which made your comment irrelevant. Responding to a post that was basically finished, with an irrelevant response, which since you claim you've read back means you're just trying to goad a response. Way to drag up 2-day-old drama. Nice try troll. What drama? From what I've seen, it was just you fighting everyone that wanted to help you.
Guest Posted August 21, 2017 Posted August 21, 2017 What drama? From what I've seen, it was just you fighting everyone that wanted to help you. :blink:Way to drag up 2-day-old drama. Nice try troll. I mean, if you had actually read the last posts you would've seen that the issue was dead. The conversation was dead. The log were looking at isn't relevant anymore, which made your comment irrelevant. So yes, responding to a post that was basically finished with an irrelevant response, which since you claim you've read back means you're just trying to goad a response. It seems like you took the whole thing a little too personally too me, you asked for help and then became super defensive when people gave you feedback. Now as for Punga's comment they were trying to help you by bringing to attention that on their personal game that this mod does in fact not cause issues as you are stating and coming to the mods defense I haven't seen it "blow itself up" either. He also let you know there are option to prevent verbose logging as by default it seems POP has logging enabled. But you're too busy sticking your own head up your ass tbh, so maybe you should sit back and take a chill pill or something
Yuuen Posted August 21, 2017 Posted August 21, 2017 What drama? From what I've seen, it was just you fighting everyone that wanted to help you. :blink:Way to drag up 2-day-old drama. Nice try troll. I mean, if you had actually read the last posts you would've seen that the issue was dead. The conversation was dead. The log were looking at isn't relevant anymore, which made your comment irrelevant. So yes, responding to a post that was basically finished with an irrelevant response, which since you claim you've read back means you're just trying to goad a response. It seems like you took the whole thing a little too personally too me, you asked for help and then became super defensive when people gave you feedback. Now as for Punga's comment they were trying to help you by bringing to attention that on their personal game that this mod does in fact not cause issues as you are stating and coming to the mods defense I haven't seen it "blow itself up" either. He also let you know there are option to prevent verbose logging as by default it seems POP has logging enabled. But you're too busy sticking your own head up your ass tbh, so maybe you should sit back and take a chill pill or something Yet another that doesn't read. I said, at the very beginning. I rarely use logging. I enabled it because I was asked to. Because they couldn't tell me anything specific without it. I KNOW I can turn off POP's logging, I make it a point at the start of every new game to turn off logging on every mod I can because when I don't have it enabled in the ini, seems a bit redundant to have mods pumping debug output to it. I'm not taking it "personal", I was just getting tired of explaining the same thing over and over. Yes, I know that was a bad log. No, I do not get logs like that all the time, no it does not mean my game is broken, no I do not have issues with scripts breaking all the time. So when people keep telling me over and over the same thing I explain is not the case, as much as I appreciate people helping me, it gets a bit frustrating.
Punga Posted August 21, 2017 Posted August 21, 2017 Thank you for proving my point and attacking yet someone else. And get it through your apparently thick skull, if you have stack dumps like you do, your game is "blowing itself up".
Yuuen Posted August 21, 2017 Posted August 21, 2017 Thank you for proving my point and attacking yet someone else. And get it through your apparently thick skull, if you have stack dumps like you do, your game is "blowing itself up". Missing the point I was making in the post I just made, one log does not dictate every log that came before or after it. Disagreeing and explaining why they are wrong is not "attacking". Thank you for proving MY point that you're just doing this for your own kicks, since your points are so baseless. Even resorting to insulting me.
Punga Posted August 21, 2017 Posted August 21, 2017 Insulting you? That was not an insult, it was just fact. I have too much respect for Inte and the community here to waste my time insulting someone like you.
Yuuen Posted August 21, 2017 Posted August 21, 2017 Insulting you? That was not an insult, it was just fact. I have too much respect for Inte and the community here to waste my time insulting someone like you. Yet, here you are. Forcing this 2-day old issue. Insulting me because you got caught out. Now trying to run away by spouting some BS because you're out of ammunition and the fun is gone. If you had any respect for Inte or anyone at all for that matter, you wouldn't of replied to "Someone like me" in the first place. You would have seen that the issue was dead in the ground and moved on. But it's fine. I didn't want to continue this, so let it end. I didn't need your "help" or "feedback" Go and "help" someone else. This issue is done, no further discussion is needed. Stop replying, stop pretending you had any intention beyond stirring the pot and let us both go else where.
Lymeri Posted August 21, 2017 Posted August 21, 2017 Question, I'm trying to get Prison Overhaul POP to work, but I'm not sure where to put the POP patch in my load order. LOOT keeps having the Prison Overhaul main mod overwrite the patch mod, and when I reorganize it to work, it seems my payprus has the warning Error: Unable to bind script xpoIntegration to xpoIntegration (27041A3B) because their base types do not match[08/18/2017 - 04:48:08PM] When I install POP should I merge it with the main file and have it overwrite the overlapping folders in the main file?
aim4it Posted August 21, 2017 Posted August 21, 2017 Question, I'm trying to get Prison Overhaul POP to work, but I'm not sure where to put the POP patch in my load order. LOOT keeps having the Prison Overhaul main mod overwrite the patch mod, and when I reorganize it to work, it seems my payprus has the warning Error: Unable to bind script xpoIntegration to xpoIntegration (27041A3B) because their base types do not match[08/18/2017 - 04:48:08PM] When I install POP should I merge it with the main file and have it overwrite the overlapping folders in the main file? Its a bad idea to merge heavily scripted mods. I'd say there's something wrong with your LOOT or the way your using it, because it should detect PrisonOverhaul as master to the patch. You didn't by chance lock the load order with some mod manager?
Sunja44 Posted August 22, 2017 Posted August 22, 2017 Is it unusual that POP shows me ZAP 6.1 as registered, while I already have 7.0 ? I just updated ZAZ by installing the newer one after deinstalling the old. I already had POP installed as dependency. Maybe that wasn't a clever idea. Also I want to use the animation tag option in POP, but it seems my inputs are wrong. POP can't identify them. Is there anwhere a list with all animation names and how exactly do I have to spell them for input (with "+idx", with ".idx" etc.) ? Ok, after some trying I realized that the "idx" is the actual count for animations to be shown and that it is a necessity to put a negative number (for one animation) or a positive number for several animations) into there. The error message you get is somewhat misleading, because not the spelling of the actual animation you put there (ZAPWriStruggle03 for example) was wrong, the idx was it. Just leaves the question why POP shows me ZAP 6.1 as registered, although I have v7.0 installed.
Inte Posted August 22, 2017 Author Posted August 22, 2017 Bug Report Just got banged up in Dawnstar and can confirm Punga's report that whipping leaves the pc flabbergasted, also the ceiling chain did not release the pc after punishment (though she could move around oddly). Both got cleared by the next punishment. Noticed a few ctd's due to that annoying C++ runtime error, Dawnstar jail has always been a bit prone to them though EDIT: Another Bug Again at Dawnstar jail though I don't know if it's just specific to there. I thought first of all this was just a glitch but it happened a couple of times more when testing, basically if there is a female guard then the scripts don't fire, no punishments and no release either. The gender of the Jailer doesn't matter just the guard. It works perfectly with a male guard though EDIT2 I went back to an earlier game in case it was an issue with 3DNPC but everytime I get get jailed in Dawnstar it's always a male guard now. I'm starting to get pissed off now (actually I'm getting the fucking hump), is there a way to force the guard's gender to test this properly? EDIT3 LOL yet another edit. I noticed some glitches creeping in on other mods (Touring Carriages and DCL). DCL is pretty rock solid as a rule but I noticed I couldn't draw a weapon after a Flashbang event which I've never seen before. I've been playing the Swamp Knight quest from Interesting NPC's (not one I usually ever play) so maybe it caused a problem in some way as the game was only around 95 hours old so rather early to start getting problems. The upshot is that I've dumped this game and gone back to an earlier save which I know is stable but I can't say now that there is necessarily a problem with 8t or not as I can't force a female guard and it may have just been a borked save in any case. I'll keep an eye out and let you know if it happens again. I'll have a look at the flabbergasting situation. The C++, make sure you check 'Resolve potential CTD on startup' in SL MCM, and reset the animation registry often. e1. You mean the guard patrolling outside the cell? That is vanilla. e2. Those guards spawn at random, so no. e3. I've been getting that 'no fighting' bug as well. It usually happens after a DD animation event. See if you can duplicate it there. I've been trying to track that down, not sure if it is in POP, DDi, or ZAP. EDIT: I cannot duplicate your belt bug. All generic belts get removed normally and without the 'The belt remains securely locked' message. Perhaps a log of when it happens?
Inte Posted August 22, 2017 Author Posted August 22, 2017 A silly request. Dont suppose you could add small bathtubs with water in them? Or would it conflict to much? Reason im asking is because of Bathing in Skyrim. Well depending if its popular enough that is. Sure i could just deactivate getting dirty when in jail but would be more immersive if not Either way i usally leave it on so my PC is usally pretty dirty after each prison sentence Thanks for reading! Oh come on, bathtubs in jail? That cannot be canon. Insulting you? That was not an insult, it was just fact. I have too much respect for Inte and the community here to waste my time insulting someone like you.
Inte Posted August 22, 2017 Author Posted August 22, 2017 Is it unusual that POP shows me ZAP 6.1 as registered, while I already have 7.0 ? I just updated ZAZ by installing the newer one after deinstalling the old. I already had POP installed as dependency. Maybe that wasn't a clever idea. Also I want to use the animation tag option in POP, but it seems my inputs are wrong. POP can't identify them. Is there anwhere a list with all animation names and how exactly do I have to spell them for input (with "+idx", with ".idx" etc.) ? Ok, after some trying I realized that the "idx" is the actual count for animations to be shown and that it is a necessity to put a negative number (for one animation) or a positive number for several animations) into there. The error message you get is somewhat misleading, because not the spelling of the actual animation you put there (ZAPWriStruggle03 for example) was wrong, the idx was it. Just leaves the question why POP shows me ZAP 6.1 as registered, although I have v7.0 installed. That is correct. To display a single animation/pose the idx (index) has to be negative. When it is positive it will display an internal array of poses. Well yes, my feature descriptions are wanting to say the least. As for the ZAP 6.1 vs 7.0, I am just grabbing the ZAP's internal version number from ZAP itself, perhaps @ZaZ forgot to update that in the zbfUtil script?
aim4it Posted August 22, 2017 Posted August 22, 2017 Oh come on, bathtubs in jail? That cannot be canon. But maybe a group shower scene.
Sunja44 Posted August 22, 2017 Posted August 22, 2017 Is it unusual that POP shows me ZAP 6.1 as registered, while I already have 7.0 ? I just updated ZAZ by installing the newer one after deinstalling the old. I already had POP installed as dependency. Maybe that wasn't a clever idea. Also I want to use the animation tag option in POP, but it seems my inputs are wrong. POP can't identify them. Is there anwhere a list with all animation names and how exactly do I have to spell them for input (with "+idx", with ".idx" etc.) ? Ok, after some trying I realized that the "idx" is the actual count for animations to be shown and that it is a necessity to put a negative number (for one animation) or a positive number for several animations) into there. The error message you get is somewhat misleading, because not the spelling of the actual animation you put there (ZAPWriStruggle03 for example) was wrong, the idx was it. Just leaves the question why POP shows me ZAP 6.1 as registered, although I have v7.0 installed. That is correct. To display a single animation/pose the idx (index) has to be negative. When it is positive it will display an internal array of poses. Well yes, my feature descriptions are wanting to say the least. As for the ZAP 6.1 vs 7.0, I am just grabbing the ZAP's internal version number from ZAP itself, perhaps @ZaZ forgot to update that in the zbfUtil script? Maybe, but maybe I should uninstall the dependancy (POP) before updating the core mod (ZAP). In ZAP itself version 7.0 is shown. So far the mod works very well and I love the features like -choosing your own "cell scene" end animation (this is a real pearl, actually I would like even more of such stuff for interim/end scenes) -the "tag setting" for preferred sex animations (works great so far). -the NPC random whipping if you walk by accompanied by your jailor. There still seems a bug with the Doggy Style animation (rough doggy style, no idea if that is a ZAP or a Sexlab one). For both actors seems to be the same role activated. I have that bug since ages, no idea where it comes from.
worik Posted August 22, 2017 Posted August 22, 2017 Oh come on, bathtubs in jail? That cannot be canon. But maybe a group shower scene. A dip in a puddle in the sewers must be enough for the scum in Skyrim's prisons. Well, how could it be done? as a start, Inte needs to add a small sewer addition to each prison. Maybe a universal usable cell "below" the vanilla prison? it could be a channeled sewer with iron bars left and right, or something like a cistern we need one or two other prisoners there for bathing-in-skyrim-puposes, you would also need a washrag or soap .. not sure if and how we could handle that here in PO once a day we can have a scene starting e.g. like punishment the PC is bound, is lead from the cell to this new room the PC is unbound, so at least the arms could be used, other stuff can stay The PC is told something like "now go and wash yourself, you filthy swine ... We are a decent prison." there could be a short time window to get something to eat (lying on the ground) , drink or wash anyway, there is now either a chance or rock-solid certainty for the other prisoners to have "fun" the prisoner is bound again and lead back to the cell Regarding what was already done with PO, this sounds quite easy, doesn't it? I mean all-in-all
bicobus Posted August 22, 2017 Posted August 22, 2017 A silly request. Dont suppose you could add small bathtubs with water in them? Or would it conflict to much? Reason im asking is because of Bathing in Skyrim. Well depending if its popular enough that is. Sure i could just deactivate getting dirty when in jail but would be more immersive if not Either way i usally leave it on so my PC is usally pretty dirty after each prison sentence Thanks for reading! Oh come on, bathtubs in jail? That cannot be canon. Oh come on. We are sadists, not uncivilized barbarians! Which warden wants to work in a room filled with feces and smelly miscreants? Let them wash themselves or better, let the warden wash them. Thoroughly wash them... Every nook and cranny and hole. *Evil laughter*
Punga Posted August 22, 2017 Posted August 22, 2017 I vote no to bathtubs in jail. Too unlore. Prisoners should lick themselves clean.
WaxenFigure Posted August 22, 2017 Posted August 22, 2017 Maybe we should get a wiki somewhere to put all that informative stuff, otherwise I'm pretty sure you'll have to repeat yourself in the future I did not realize there were a confusion as to what a stackdump is though, so I may have not express myself correctly. I am repeating myself already, however that is a good idea so I will create a blog about it.
WaxenFigure Posted August 22, 2017 Posted August 22, 2017 ... I've been told that disabling logging helps to avoid stack dumps. Which fits my experience of having none of the issues people speak about before I enabled logging for this issue. And without the log to tell them one occurred they know this how? Answer: They don't, that's just a "if I don't see it then it didn't happen" type answer. What running without Papyrus logging turned on really does is reduce the overhead during regular play (slightly to a lot depending on how much logging the mods you do invoke either directly or by really shitty coding) when a stack dump occurs and otherwise completely hides the problem until mods start acting up in strange ways. often much later leaving people thinking that they did X and bug Y occurred which wastes an incredible amount of time and effort as people try to find and fix non-existing bugs. Edit: I wrote before I saw all the drama. If you want to reopen that bit, forget it. This is factual information meant to be helpful, not an attack on anyone except the state of ignorance a state we all suffer from since none of us know everything.
Slorm Posted August 22, 2017 Posted August 22, 2017 I'll have a look at the flabbergasting situation. The C++, make sure you check 'Resolve potential CTD on startup' in SL MCM, and reset the animation registry often. e1. You mean the guard patrolling outside the cell? That is vanilla. e2. Those guards spawn at random, so no. e3. I've been getting that 'no fighting' bug as well. It usually happens after a DD animation event. See if you can duplicate it there. I've been trying to track that down, not sure if it is in POP, DDi, or ZAP. EDIT: I cannot duplicate your belt bug. All generic belts get removed normally and without the 'The belt remains securely locked' message. Perhaps a log of when it happens? I got you a log and screenshot of my beautiful self, where you can see the belt has been removed but the message appears in the top left. This is in Whiterun using the padded chastity belt xx009a7B and using POP 8s as I couldn't be bothered to clean save to go back to 8t. Sorry the next bit is a long read as it's detailed but better to have too much info rather than not enough Now onto e3, it looks like I may have been premature in abandoning that game if you have seen something similar. I'll go though my game steps that led to it as it was slightly unusual for my style of play. I did the mission with Anum-La (the Swamp Knight) which involves having her as a follower for some time (I hate followers so never play with them unless forced like with Mercer Fray). Anyway after completing the mission I got back to Whiterun with Anum-La when a PO Bounty Hunter appeared and took me to Dawnstar Jail (followers were set to "Follow" in POP). That was where I noticed the problem with the female guard and the scripts not firing. After a couple of attempts I got a male guard and the sentence completed normally and I was released and Anum-La rejoined me. We took a carriage to Windhelm (using Touring Carriages - I never fast travel) and that was where I noticed the first glitch which I now think is not related at all where Sigaar would take the fee to go to Riften but the animation wouldn't start. At that point we went to Kynegrove Inn waited an hour for Sigaar to appear and this time TC worked and we got to Riften. I then realised that the NPC I was taking Anum-La to see wasn't there as I hadn't done that mission to activate her so we went back to Whiterun where I released Anum-Ra. I went back to Riften and did the early Thieves Guilds quests and it was in the final room in Goldenglow where the safe is that I got a Flashbang event which causes the problem with drawing weapons. I did find if you triggered another DCL event and got some devices then you could use weapons or spells again. I did some further tests by coc'ing to Whiterun and forced Flashbang events on plants and got exactly the same result. On my current stable game with 8s I can trigger Flashbang events and it causes no problems so I'm not sure what the cause can be. When I have a moment I'll retry with 8t in case the problem is there. EDIT: See message and log below I can reproduce the weapon drawing bug Papyrus.0.log
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