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Posted

Yeah, I was trying to use this mod and ETaC in my last playthrough, and I noticed quite a few bugs, like shops not unlocking, and people going out of the city in roundabout ways to get to places. I'm assuming it was the overlapping navmeshes that were causing it. Even if it isn't, it's probably a good idea to make a patch.

Posted

Ok, the procedure to patch a .esp with another .esp is as follows, (at least this is how I do it for POP)

  1. Get and install Wrye Bash (Standalone is fine). 
  2. Run it.
  3. Right click on the .esp you wish to patch. 
  4. Choose 'Esmify Self'. 
  5. Now you can open CK and create the patch .esp. Should be a new .esp with the .esp from step No. 3 above as a dependent. 
  6. After done, reverse the process. 
Posted

Run into few problems in 8u.

 

1. Jailers won't release prisoner, if pillory, cage, parade and cell punishments are set to 0.

 

2. The surrender hotkey is fine, but it caused funny glitch. My PC got accidentally arrested by own follower, and then she(the companion) proceeded to talk to herself like to a criminal and tied and gagged herself. The quest froze after that, and they were just lying bound on the floor.

 

3. Can't activate bed while bound. It causes some problems with mods, that requires sleeping.

Posted

Run into few problems in 8u.

 

1. Jailers won't release prisoner, if pillory, cage, parade and cell punishments are set to 0.

 

2. The surrender hotkey is fine, but it caused funny glitch. My PC got accidentally arrested by own follower, and then she(the companion) proceeded to talk to herself like to a criminal and tied and gagged herself. The quest froze after that, and they were just lying bound on the floor.

 

3. Can't activate bed while bound. It causes some problems with mods, that requires sleeping.

 

2. :D

But it must be a custom follower because I have a vanilla one with me almost all the time, and I am using the surrender key as soon as I see the damn BH comming, and that never happened to my follower. 

Posted

 

Run into few problems in 8u.

 

1. Jailers won't release prisoner, if pillory, cage, parade and cell punishments are set to 0.

 

2. The surrender hotkey is fine, but it caused funny glitch. My PC got accidentally arrested by own follower, and then she(the companion) proceeded to talk to herself like to a criminal and tied and gagged herself. The quest froze after that, and they were just lying bound on the floor.

 

3. Can't activate bed while bound. It causes some problems with mods, that requires sleeping.

 

2. :D

 

 

You have no idea how much!

Posted

 

Smithsonian. 

 

Watson to Punga

 

No shit, Sherlock ;)

 

:shy:

 

 

You went around the barn on that one. :blink: 

No wander I didn't get it.  :huh:

Posted

I have a question. I was walking towards Whiterun through Riverwood and a guard at Riverwood recognised me for a crime and arrested me. He then proceeded to walk me towards Whiterun to put me in jail. I was gagged and cuffed. As we got to the top of the hill that leads down towards the city, an assassin popped out from a tree and had a fight with that guard. The guard was killed. 3 Wolves then attacked the assassin and killed it. I was fine as i am a wrerewolf in blood so wolves left me alone. 

 

However, I was kind of stuck. If i tried to carry on towards the city, the game would teleport me back to that dead guard. And i had no way to ungag and uncuff myself to escape free. I figured if i could get to a guard at the bottom of the hill that was patrolling the road into Mhiterun i would be re-arrested but i could not even move away from the dead guard.

 

How do i resolve this please? ( other than reloading an old save).

Posted

Run into few problems in 8u.

 

1. Jailers won't release prisoner, if pillory, cage, parade and cell punishments are set to 0.

 

2. The surrender hotkey is fine, but it caused funny glitch. My PC got accidentally arrested by own follower, and then she(the companion) proceeded to talk to herself like to a criminal and tied and gagged herself. The quest froze after that, and they were just lying bound on the floor.

 

3. Can't activate bed while bound. It causes some problems with mods, that requires sleeping.

 

 

1. Log?

 

2. Which follower?

 

3. By design. 

I have a question. I was walking towards Whiterun through Riverwood and a guard at Riverwood recognised me for a crime and arrested me. He then proceeded to walk me towards Whiterun to put me in jail. I was gagged and cuffed. As we got to the top of the hill that leads down towards the city, an assassin popped out from a tree and had a fight with that guard. The guard was killed. 3 Wolves then attacked the assassin and killed it. I was fine as i am a wrerewolf in blood so wolves left me alone. 

 

However, I was kind of stuck. If i tried to carry on towards the city, the game would teleport me back to that dead guard. And i had no way to ungag and uncuff myself to escape free. I figured if i could get to a guard at the bottom of the hill that was patrolling the road into Mhiterun i would be re-arrested but i could not even move away from the dead guard.

 

How do i resolve this please? ( other than reloading an old save).

 

Make sure POP is after PO in your load order. If yes then, I need a log. 

Posted

For some reason, Prison overhaul usually doesn't work for me. When I get arrested, my pc just is binded and then nothing happens. When I get caught by a bounty hunter, though, I can actually get arrested. I would like to fix this :/


 

Posted
Inte, on 10 Nov 2017 - 5:18 PM, said:

 

Tyrant99, on 10 Nov 2017 - 03:15 AM, said:

 

Inte, on 09 Nov 2017 - 11:38 PM, said:

 

Tyrant99, on 09 Nov 2017 - 10:22 PM, said:

Ran into an issue with Bounty Hunter surrender dialogue if bound. For some reason the surrender dialogue option would always result in a fight.

 

I looked in Creation Kit and found that the four dialogues that would trigger if player was bound didn't directly implement surrender scripts unlike the other surrender options, instead they would route either to the dialoge chain Please.. No Please, which did have surrender scripts, or route to the Fight dialogues on a walk-away event. Without walking away, it would still always initiate a fight for me when trying to surrender.

 

My solution was to break all links for these 4 dialogue options to the fight dialogues, and re-route the walk away event to the Please No topics, so you'd automatically surrender if you tried to walk away while bound, and wouldn't inexplicably trigger a fight while attempting to surrender.

 

This worked for me and seems to make sense in the context of the game, as you'd be in no position fight if you're wrapped up like a Christmas Tree.

 

Bug confirmed and squashed for POP 8v.

Thanks. wink.png

 
buzanen, on 09 Nov 2017 - 10:07 PM, said:

Like in funnybizness there are 3WayMMF animations which require multiple person

Did not see these animations happen in POP

Is there a way to enable them?

 

Oh, I see. 

Three way animations are available only when a follower got arrested as well. 

 

 

I think the above solution works, but I was actually running into game crashes if I tried to make the slightest change to your ESP in CK, but I didn't have any problems if I used Tes5. I'm still scratching my head as to why, but I took a Tes5 approach instead.

 

So my other fix was doing a VMAD copy of other dialogue conditions that called OnEnd script fragment GetOwningQuest().SetStage(120), and then just added this to four bound dialogue topics.

 

I tested this and it is now working for me just fine and 100% stable smile.png

 

So this is another possible solution, I guess there's more than one way to skin a cat. It's awesome that you're so proactive with this stuff, thanks for the great mod wink.png

 

As a side note, as you do have quite a few redundant papyrus files that call the same functions, you could use this Tes5 trick and reduce it down to just 1 papyrus file that can be used in all instances that use the same code. For instance you could copy the VMAD of the dialogue that uses xpoBountySurrender, and paste it in all other places that need it, so instead of having 16 .psc/.pex files you'd just have 1. That would be a way to optimize the mod a bit and reduce the papyrus bulk. Just an idea.

 

 

For your first point see this here, http://www.loverslab.com/topic/46551-prison-overhaul-v033-patches/page-180#entry2043362. 

 

VMAD copy? 

 

Yes quite inefficient, but CK does not allow me to use one script in multiple dialog topics. undecided.gif  

 

You're right, CK is very inefficient about it and doesn't allow you to do it, but Tes5 handles this situation a lot better and its pretty straight forward. Also it ends up being a lot cleaner because you reuse the same script fragment wherever you need it instead of creating all the clutter that CK makes a mess of.

 

It was a technique that I ran across when I was working on my own Mod. Here's an example from the guy who created the Sofia follower mod, which is pretty popular on the Nexus.

 

https://www.youtube.com/watch?v=cOSmGotOmHU

 

What I am talking about with a VMAD copy is similar but a little different. VMAD is the section in Tes5 that has all the script and script fragment information. I think mine is a little faster than the above because he's copy/pasting in 3 locations, but with the below you can duplicate the whole VMAD section, including all the scripts you need, in 1 step.

 

The process itself is actually quite simple, all you do is copy the 8-digit ID of a dialogue topic that has the script that you want, then right click on a topic that you want to add that script to, hit Apply Script, and then find Skyrim - Copy VMAD subrecord, hit OK and paste in the ID that you copied from other dialogue in the prompt - and you're done. It takes a couple seconds to do each one, much faster than CK, and then they all point to 1 .psc/.pex file for all dialogues that need the same code, so it's a lot cleaner in the end.

Posted
Inte, on 13 Nov 2017 - 11:28 PM, said:

 

Taxes of the Nine Holds?

 

From the old site, getting difficult to know where to post atm

 

You can set tax rates and a courier will turn up to collect based on the number of days and amounts you have set. Each Hold can have it's own rate and if you don't pay it's turned into a bounty..

 

I use it as a gold sink. I got it originally to give an incentive to loot and risk getting fitted with devices from DCL as without a need for a constant flow of gold there isn't much point looting very much.
 

Posted (edited)

So, I've had some issues with followers not getting arrested where I was. Then realized it might be because of my follower being a custom one (female Cicero). So then tried with Mjoll, and she DID get arrested. With the sidenote when they got stripped, Mjoll ended up with her axe on her back and an amulet on.

 

My question: Is Prison Overhaul simply having issues with custom followers or am I overlooking something?

 

*edit* Seems the replacer for Eola works fine. Strange...

Edited by Maitso
Posted (edited)

POP is doing a 'vanilla follower faction' and a distance (<2222 units) check before arresting a follower.  

 

Edited by Inte
Posted

So, for my understanding. As long as the "replacer" isn't removing the character from this vanilla faction, POP will have no issues? and if so, is there a way to check which factions a character is in?

Posted

Yeah, was also thinking they should be already, for the option to be a follower to be present to begin with. Just trying to think of why specific followers won't work with the mod :D

Posted

So when i have low health from combat some numbers start popping up in the top left corner of my screen going like this -14 = -140
They seem to be subtracting down right before my pc is knocked to the ground, after that some random npc from miles away rapes my pc . Before the rapey thing i loose my items and all my gold and can't get it back. I'm pretty sure it's the prison overhaul mod, since when i deactivated the esp it's not happening. It even happened when i fought falmer and darkeestus teleporte out of his cell and slammed my butt, just to run like a baby when the falmer kept hitting me.

So now the question is that supposed to be a feature or did i bamboozle myself?

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