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Posted

yay follower support! awesome! :) Thanks a lot for supporting the mod with your awesome patches!

Posted

Hello! I'm brand new to the forum and these mods, and this is my favourite one so far. :D I do have a question, though - is there or could there be a way to change the type of gag Prison Overhaul uses, forced on the player when parading and such? It continually uses the log gag, which looks a bit advanced for my tastes. I try to use MCM to force the bit gag through ZAZ animation slots, but it seems to reset back to the log gag every time. I've also had the issue of cuffs/rope disappearing, leaving the arms in bound position but with no visible restraints.

 

Anyway, love the mod! Thanks so much for it. :D I especially love the pillory and whip marks. 

Posted

Hi, great mod,really expands the prison system and these patches have been great so far. Slight niggle, it's a personal taste thing.

 

Is there a chance that the new 'animated' gags could be made optional?

 

They're very amusing but, I personally find them a tad lore breaking.

Posted

Hi, great mod,really expands the prison system and these patches have been great so far. Slight niggle, it's a personal taste thing.

 

Is there a chance that the new 'animated' gags could be made optional?

 

They're very amusing but, I personally find them a tad lore breaking.

 

Okay, okay. You've talked me into it!

 

Posted

 

Hi, great mod,really expands the prison system and these patches have been great so far. Slight niggle, it's a personal taste thing.

 

Is there a chance that the new 'animated' gags could be made optional?

 

They're very amusing but, I personally find them a tad lore breaking.

 

Okay, okay. You've talked me into it!

 

 

 

You're a star. ;)

 

Posted

Thanks for the update, Inte.

 

NP.

 

 

 

Hi, great mod,really expands the prison system and these patches have been great so far. Slight niggle, it's a personal taste thing.

 

Is there a chance that the new 'animated' gags could be made optional?

 

They're very amusing but, I personally find them a tad lore breaking.

 

Okay, okay. You've talked me into it!

 

 

 

You're a star. ;)

 

 

 

:blush:

 

Posted

Thnx inte one of my favorite mods glad someone revitalized it :)

 

Suggestions:

 

1.) Add this gag maybe? http://www.loverslab.com/files/file/129-gag-with-sounds/

 

2.) This one might be a bit tougher but it always annoying in prison because you don't know how much time you have left can there be like a timer hud element thing?

Posted

When i get captured by prison guard the follower doesn t get a collar.

1) Then when the guards come back it notices and it adds it saying "what did you do with your collar".

 

2) i still have the problem of Bounty hunters...

-The XPO hours sliders is still dead.

-the info Windows says "Bounty hunters are coming for you" but i waited a couple days and none arrived.

-I even found a vanilla Bounty hunter

 

Any way to test it better?

Posted

Great updates, for the first time in the history of PO, the bounty hunter worked for me! :)  Before, they would just attack (or be attacked by) anyone in sight, well most of the time I just stumbled over their dead bodies. The only bug was that I could comment on his impressive dragon armour, but he was actually wearing deadric. Oh, and shortly afterwards I encountered two naked, grey-faced bounty hunters standing around idle near Bjorlam's carriage.

Posted

When i get captured by prison guard the follower doesn t get a collar.

1) Then when the guards come back it notices and it adds it saying "what did you do with your collar".

 

2) i still have the problem of Bounty hunters...

-The XPO hours sliders is still dead.

-the info Windows says "Bounty hunters are coming for you" but i waited a couple days and none arrived.

-I even found a vanilla Bounty hunter

 

Any way to test it better?

 

The collar thing also happens too me after update, I have to do more testing.

Posted

 

I updated to the 6d version recently and I'm seeing a ton of warnings in my papyrus log related to the second bounty hunter. This is immediately on starting a new game. Lots of "Error: Cannot call AddItem() on a None object, aborting function call"

 

It looks like you started a new game with all your mods enabled, not a good idea.

For better results only install the main mods first ( i.e. ZaZ AP)  start the new game, set your MCM option for those, wait a few hours in game for all the scripts to finish loading, then make a new save. Then load some more mods, rinse and repeat.

 

 

 

Thanks for this tip, i never done it this way i always started playing, with all mods active. The real problem is i have 100 + mods so doing it this way never really occured to me. 

 

Are you sure this will actually work ?? i have noticed that some mods break whenever you add new mods to the list. so by starting all mods deactevated and then start up new mods won't this break some mods aswell  ?? Most mods like DD Devious devices seem to break whenever i add new mod to the list.

Posted

Bug Report / Feature Request - when you are arrested by a bounty hunter, followers are not bound / punished, and are simply onlookers that followe you until you get back to the jail where verything proceeds as normal. I'm assuming followers should be affected by bounty hunter arrests the same way players are / when arrested by guards.

Posted

@Inte

 

Thanks for 6f :)

 

My OCD struck so I had a quick look with Tes5Edit and I hope this is useful. That error seems to have crept in in 6e

 

When I check with 6d patch I get this:

 

[00:00] Checking for Errors in [36] xazPrisonOverhaul - Patch.esp
[00:00] All Done!

 

With 6f:

 

[00:00] Checking for Errors in [36] xazPrisonOverhaul - Patch.esp
[00:00] xpoMain "Escort to Prison" [QUST:2B0012C7]
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504C027] < Error: Could not be resolved >
[00:00] xpoMain "Escort to Prison" [QUST:2B0012C7]
[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504C026] < Error: Could not be resolved >
[00:00] All Done!

 

Not sure what happened to start it up in 6e but that seems to be where it began originally.

 

HTH

 

 

Posted

@Inte

 

Thanks for 6f :)

 

My OCD struck so I had a quick look with Tes5Edit and I hope this is useful. That error seems to have crept in in 6e

 

When I check with 6d patch I get this:

 

[00:00] Checking for Errors in [36] xazPrisonOverhaul - Patch.esp

[00:00] All Done!

 

With 6f:

 

[00:00] Checking for Errors in [36] xazPrisonOverhaul - Patch.esp

[00:00] xpoMain "Escort to Prison" [QUST:2B0012C7]

[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504C027] < Error: Could not be resolved >

[00:00] xpoMain "Escort to Prison" [QUST:2B0012C7]

[00:00]     QUST \ VMAD - Virtual Machine Adapter \ Data \ Quest VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0504C026] < Error: Could not be resolved >

[00:00] All Done!

 

Not sure what happened to start it up in 6e but that seems to be where it began originally.

 

HTH

 

Oh good, I'll look into it. :blush:

I've changed a lot of things in 6e to make the follower more docile.

Posted

I know I'm late to the discussion, but I had an idea for solving the "Inescapable armbinder/arm cuffs at pillory time" issue.

 

Strappado

 

Simple IF statement based on what the prisoner is wearing.

 

Should be simple to make a strappado post out of an existing lamppost or something.

 

Harder is probably animations though that may be covered by existing armbinder animations.

Posted

I know I'm late to the discussion, but I had an idea for solving the "Inescapable armbinder/arm cuffs at pillory time" issue.

 

Strappado

 

Simple IF statement based on what the prisoner is wearing.

 

Should be simple to make a strappado post out of an existing lamppost or something.

 

Harder is probably animations though that may be covered by existing armbinder animations.

 

Oh I can remove the inescapable armbinder without any difficulty through scripting, but @Kimy won't let me ... something about locking me in one for a week, and I know I cannot script while wearing an armbinder, or eat my tomato soup for that matter. :P

 

About a strappado pose, you have to address @xaz or @ZaZ, they are the masters of posing and animation.

 

 

 

Posted

 

When i get captured by prison guard the follower doesn t get a collar.

1) Then when the guards come back it notices and it adds it saying "what did you do with your collar".

 

2) i still have the problem of Bounty hunters...

-The XPO hours sliders is still dead.

-the info Windows says "Bounty hunters are coming for you" but i waited a couple days and none arrived.

-I even found a vanilla Bounty hunter

 

Any way to test it better?

 

The collar thing also happens too me after update, I have to do more testing.

 

 

1. The collar thing is working as intended, IDK I thought it be cool if the jailer forgets to collar the follower at first, but then just notices that the follower is missing one and adds it.   

2. So you cannot adjust the BH delay at all? What does the slider say?

  • Move PO + Patch last in the load order.
  • Use TESV to check for conflicts.
  • If all good, then continue with bellow.
  • Go in a small cell, i.e. a small cave like Honeystrand Cave.
  • Manually restart PO from MCM, wait only 1 hour
  • Look in the MCM and make sure the PO bounty quest did not start -- "No BH for you." message.
  • Save.
  • Uninstall PO + Patch.
  • Load save from 6.
  • Wait 2 in game hours or until the PO MCM is gone.
  • Save
  • Clean save made in 11.
  • Install PO V033_fix only.
  • Install PO Patches.
  • Load clean save from 12.
  • See if it works.
  • In order for the BH to catch up, you must spend a few hours playing the game not just waiting, after the "Bounty hunters are coming for you." message appears in the MCM.  
Posted

Thnx inte one of my favorite mods glad someone revitalized it :)

 

Suggestions:

 

1.) Add this gag maybe? http://www.loverslab.com/files/file/129-gag-with-sounds/

 

2.) This one might be a bit tougher but it always annoying in prison because you don't know how much time you have left can there be like a timer hud element thing?

 

1. IDK, maybe.

2. You can see all that in the PO Patches MCM.

 

Posted

Great updates, for the first time in the history of PO, the bounty hunter worked for me! :)  Before, they would just attack (or be attacked by) anyone in sight, well most of the time I just stumbled over their dead bodies. The only bug was that I could comment on his impressive dragon armour, but he was actually wearing deadric. Oh, and shortly afterwards I encountered two naked, grey-faced bounty hunters standing around idle near Bjorlam's carriage.

 

When your comments and BH's armor do not match, it means the scripts have misfire and/or you updated to a new patch without resetting PO first (new requirement since 6e). That will also cause the two naked BHs to hang around. If they do not disappear after you travel away from that location, wait for 24 hrs, and come back, open console click on one of them and type,

MarkForDelete

Do the same for the other one. After that, it will return to normal after the first arrest, or death of the BH.

 

I should probably make the new requirement clearer on the download page.  

 

Posted

 

Thnx inte one of my favorite mods glad someone revitalized it :)

 

Suggestions:

 

1.) Add this gag maybe? http://www.loverslab.com/files/file/129-gag-with-sounds/

 

2.) This one might be a bit tougher but it always annoying in prison because you don't know how much time you have left can there be like a timer hud element thing?

 

1. IDK, maybe.

2. You can see all that in the PO Patches MCM.

 

 

 

Thnx and I know you can see it in the MCM menu its just not convenient really.

Posted

 

Great updates, for the first time in the history of PO, the bounty hunter worked for me! :)  Before, they would just attack (or be attacked by) anyone in sight, well most of the time I just stumbled over their dead bodies. The only bug was that I could comment on his impressive dragon armour, but he was actually wearing deadric. Oh, and shortly afterwards I encountered two naked, grey-faced bounty hunters standing around idle near Bjorlam's carriage.

 

When your comments and BH's armor do not match, it means the scripts have misfire and/or you updated to a new patch without resetting PO first (new requirement since 6e). That will also cause the two naked BHs to hang around. If they do not disappear after you travel away from that location, wait for 24 hrs, and come back, open console click on one of them and type,

MarkForDelete

Do the same for the other one. After that, it will return to normal after the first arrest, or death of the BH.

 

I should probably make the new requirement clearer on the download page.  

 

 

Thanks! I'll try it out tonight. But I'm very sure I did a force restart after the update. That's how I accidentally switched on the bounty hunter, by forgetting to switch him off after the restart.

Posted

Bug Report / Feature Request - when you are arrested by a bounty hunter, followers are not bound / punished, and are simply onlookers that followe you until you get back to the jail where verything proceeds as normal. I'm assuming followers should be affected by bounty hunter arrests the same way players are / when arrested by guards.

Repost for the new page.

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