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7 hours ago, zaira said:

I am still struggling with the unmotivated xpoPCisFree event at startup - is this a bug or a feature?

I thought that this is the signal that a jail session has ended - am I wrong?

No you're not wrong, but see my previous reply also. 

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4 hours ago, at433 said:

also forgot one more request to author, can you pls start adding the 4 Demonica races as compatible with the bondage gear?

i had to make an additional esp just for xpo and zbf/zaz armor/addons (and then re-edit it again after updates) to add these races and make these things visible on them.

 

the races are:

DemonicaHHRace

DemonicaHHRaceVampire

DemonicaRace

DemonicaRaceVampire

 

thank you!

 

edit:

oh and one more request, when PC is in pillory or (sometimes) when following jailer, i cannot use zoom in/out by mouse wheel, could you pls fix that?

(i have Customizable Camera mod installed too in case it makes any difference)

I don't have those in my game, so I cannot. 

 

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1 hour ago, at433 said:

and couple more questions about pillories

 

- is there a way to change pillory type preference for this mod? like example in raven rock theres 2 standard pillories, 1 X-pillory and 1 wheel pillory. how does mod decide which kind to choose?

 

- it would be nice to let the skyrim afk 'screensaver' (the spinning vanity camera) to be able to kick in if mouse and keyboard are not used long enough. i mean pillory punishment lasts like 10 game hours, makes all sense i think. and what about camera centering behind the player every time a punishment ends during pillory time? i dont see any need for the mod to do it, and maybe its one of the reasons the screensaver doesnt work there because mod script resets the camera view angle after every punishment. i think the screensaver should be made to work the entire duration of pillory time (or parade) and only be interrupted on scene change (like if player has to follow jailer to cage or back to jail)

Pillories are chosen at random. 

I don't use the vanity camera 'feature'. 

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2 hours ago, Inte said:

POP selects animations by tags you specify in its MCM. 

 

1. I disabled the pillory tags and therefore only the PO pillory animations will play. The reason is that the pillory animations that play from outside POP might/will use non-standard ZAP pillory in the animation. So when the player is idle in the pillory between punishments, the pillory will show up as the standard ZAP pillory, then when the punishment starts the pillory will switch to a non-standard pillory e.g. the big green one, breaking immersion. I will enable the pillory tags in the next POP, and leave it to the player to choose. If the tags are left as 'Auto' the POP animations will play, otherwise it will play whatever tags are entered, even if those do not trigger a pillory animation. 

 

2. The lesbian animation is by design. 

 

I will take that into consideration, but prison is meant to be a punishment and repetitiveness is part of it.   

Good enough...this is an excellent mod and the effort put into it highly evident.  Thank you very much.

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3 hours ago, Inte said:

Only one follower for you. :classic_happy:

Thanks for the reply. 

 

===========

 

1:

 

However, having only one follower taken to jail with you is not the problem.

 

It's the way the rest of the follower gang troops along behind and loiter in the jail etc, despite the MCM setting for unarrested followers being confirmed as 'wait',

 

Is that what the 'wait' setting is supposed to stop?  If it is, it's bugged.   Whatever, is there any way the excess party members can be left behind, please?

 

=============

 

2:

 

FWIW, on an additional point, all jailer action in the Morthal Jail starts right at the same point as the X-Cross nearest to the door.  The actors overlap with the furniture and the scene needs to be moved by SL controls to 'disentangle' everything

 

You might want to move the activation point, or delete the XCross, to avoid that, at next update?

 

Meantime, would it be safe to just disable that XCross, or is it hard coded into any Morthal actions?

 

=============

 

And thanks again for this great mod, and the time and effort you put into making it so stable and playable

 

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Hello!

 

I am experiencing a issue with, not being able to load saves that have this mod in it.
I thought i would solve this issue by starting a whole new game, everything looks fine.
I play and every once i a while i save the game, if for some stupid reason the game crashes ( happens now and than, no big deal )
But if i want to load any of the saves, it crashes.

 

Do i remove this mod ( PoPl ) than i can load games perfectly, ( except for the ones that had PoP )

anyone know what this issue is?
I treid searching in this topic about it, but nothing that seemed like my issue.

PS.

I got all the mods installed that are required. ( Also made sure i am atleast at the required version or higher of the required mods )

 

 

Tldr:
I cant load games that have the mod PoP.
I am able to load save games that dont have PoP.

 

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12 hours ago, Inte said:

This is how an update is supposed to be done in the new LL. However, I did notice that the update notes do not transfer to the OP. So I'll probably go back to the old way of doing things. The new mod description must have a limit, as my older updates notes have been cut off, tho.

Yes, I agree. Go back to the way you used to do it. I usually check the OP here first, then go to the download page. Reason being there is some really disgusting RL porn ads now on the download page. I'm ok with the animated porn ads. 

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8 hours ago, donkeywho said:

Thanks for the reply. 

 

===========

 

1:

 

However, having only one follower taken to jail with you is not the problem.

 

It's the way the rest of the follower gang troops along behind and loiter in the jail etc, despite the MCM setting for unarrested followers being confirmed as 'wait',

 

Is that what the 'wait' setting is supposed to stop?  If it is, it's bugged.   Whatever, is there any way the excess party members can be left behind, please?

 

=============

 

2:

 

FWIW, on an additional point, all jailer action in the Morthal Jail starts right at the same point as the X-Cross nearest to the door.  The actors overlap with the furniture and the scene needs to be moved by SL controls to 'disentangle' everything

 

You might want to move the activation point, or delete the XCross, to avoid that, at next update?

 

Meantime, would it be safe to just disable that XCross, or is it hard coded into any Morthal actions?

 

=============

 

And thanks again for this great mod, and the time and effort you put into making it so stable and playable

 

That x is along the wall for me, perhaps you have another mod that moves it?

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1 hour ago, Punga said:

That x is along the wall for me, perhaps you have another mod that moves it?

I have 2 X Cross.  The 'lite' one is in the one nearer the door  The 'padded' one is on the back wall

 

Maybe Inte provides one for each follower you have in in the cell....  :tongue:

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Could you please look into meshes in your version of prison overhaul, because i'm experiencing disappearing walls, ceilings, floors in Riften Jail

Oh and load order has no effect on it, it was on the beginning of the load order and at the end

So yeah, it would be great, if you looked at it, thank you.

 

These 2 are taken with the "original" xazPrisonOverhaul

20180420220612_1.thumb.jpg.28d101f59331c26bc715cd3a90a6c60a.jpg20180420220618_1.thumb.jpg.832609cd2afce1172e33d00be16813e3.jpg

 

These another two are taken with patched version 8q and 8u

20180420220109_1.thumb.jpg.a43cc81c0be3a1465561134f49cff836.jpg20180420220117_1.thumb.jpg.f6f7f05d6bb8b324b40bee481624dd78.jpg

 

And these are from your Patched v340 to v351 

20180420222635_1.thumb.jpg.e694da99d4a7014e8a09b8dea4972b3a.jpg20180420222628_1.thumb.jpg.d7906fb3feeddd04e51a423744ba2b36.jpg

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23 hours ago, donkeywho said:

Thanks for the reply. 

 

===========

 

1:

 

However, having only one follower taken to jail with you is not the problem.

 

It's the way the rest of the follower gang troops along behind and loiter in the jail etc, despite the MCM setting for unarrested followers being confirmed as 'wait',

 

Is that what the 'wait' setting is supposed to stop?  If it is, it's bugged.   Whatever, is there any way the excess party members can be left behind, please?

 

=============

 

2:

 

FWIW, on an additional point, all jailer action in the Morthal Jail starts right at the same point as the X-Cross nearest to the door.  The actors overlap with the furniture and the scene needs to be moved by SL controls to 'disentangle' everything

 

You might want to move the activation point, or delete the XCross, to avoid that, at next update?

 

Meantime, would it be safe to just disable that XCross, or is it hard coded into any Morthal actions?

 

=============

 

And thanks again for this great mod, and the time and effort you put into making it so stable and playable

 

1. The rest of the followers are not supported by POP. The MCM follower options are only for the one follower that is supported (closest one at the time of the arrest). 

 

2. POP adds only one X to the Morthal cell. See screenies bellow. 

72850_20180420194113_1.png

72850_20180420194248_1.png

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15 hours ago, joshsecret said:

Hello!

 

I am experiencing a issue with, not being able to load saves that have this mod in it.
I thought i would solve this issue by starting a whole new game, everything looks fine.
I play and every once i a while i save the game, if for some stupid reason the game crashes ( happens now and than, no big deal )
But if i want to load any of the saves, it crashes.

 

Do i remove this mod ( PoPl ) than i can load games perfectly, ( except for the ones that had PoP )

anyone know what this issue is?
I treid searching in this topic about it, but nothing that seemed like my issue.

PS.

I got all the mods installed that are required. ( Also made sure i am atleast at the required version or higher of the required mods )

 

 

Tldr:
I cant load games that have the mod PoP.
I am able to load save games that dont have PoP.

 

1. Move POP to last in your load order. 

2. Use xEdit to check for conflicts with POP. 

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11 hours ago, Poldamer said:

Could you please look into meshes in your version of prison overhaul, because i'm experiencing disappearing walls, ceilings, floors in Riften Jail

Oh and load order has no effect on it, it was on the beginning of the load order and at the end

So yeah, it would be great, if you looked at it, thank you.

 

These 2 are taken with the "original" xazPrisonOverhaul

20180420220612_1.thumb.jpg.28d101f59331c26bc715cd3a90a6c60a.jpg20180420220618_1.thumb.jpg.832609cd2afce1172e33d00be16813e3.jpg

 

These another two are taken with patched version 8q and 8u

20180420220109_1.thumb.jpg.a43cc81c0be3a1465561134f49cff836.jpg20180420220117_1.thumb.jpg.f6f7f05d6bb8b324b40bee481624dd78.jpg

 

And these are from your Patched v340 to v351 

20180420222635_1.thumb.jpg.e694da99d4a7014e8a09b8dea4972b3a.jpg20180420222628_1.thumb.jpg.d7906fb3feeddd04e51a423744ba2b36.jpg

Some other mod is reverting the changes POP makes to that cell.

  1. Move POP to last in your load order.
  2. Use xEdit to check for conflicts.

Cell is OK in my game. 

72850_20180420194950_1.png

72850_20180420195248_1.png

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On 4/21/2018 at 9:02 AM, Inte said:

1. The rest of the followers are not supported by POP. The MCM follower options are only for the one follower that is supported (closest one at the time of the arrest). 

 

2. POP adds only one X to the Morthal cell. See screenies bellow. 

72850_20180420194113_1.png

72850_20180420194248_1.png

Thanks for the, as ever, prompt reply

 

First, should probably have done this already :classic_unsure:, but I'll have a look at my 'extra' XCross in the console.  I had just assumed it was from POP, but I now have a sneaking suspicion where it might be really from.  I might just be about to be a bit embarrassed... :blush:

 

Secondly, OK, I really really do get it that POP play only supports ONE follower, and that's just fine.  But can I ask for a new feature, then, please? :tongue:  Other mods will check for followers in your immediate vicinity, eg Cursed Loot.  So, at the POP arrest, after picking the follower who is unfortunately going to jail with the PC, could you/POP do a quick similar check, and if the PC has any other followers nearby, get them to 'wait'?  (EDIT: After all, POP has already picked the 'closest'.  There is already an MCM option/ mechanism to tell the closest, 'selectable', one to 'wait' anyway.  POP just needs that to also deal with those in the check which are not quite so close'  LOL)  Forgive my persistence, but if you don't ask, you never receive.. ;) 

 

EDIT  TsukiDragon mentions below that POP does not deal with custom followers.  TBC none of the followers I use are custom followers, so I'm only asking if some consideration can be given to vanilla follower handling

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10 hours ago, Inte said:

1. Move POP to last in your load order. 

2. Use xEdit to check for conflicts with POP. 

Inte,

 

Thanks for the response, but it did not work :frown:
Because it didnt work i decided to disable all mods en start with essential ones.

Like Sexlab etc, i used to have around 300 mods enabled ( And stable until i installed PoP )
Right now i got arround 60 installed working perfectly.

So i solved my issue and can finally enjoy PoP :smile:

 

** Slowly im gonna build up the number of mods again. and maybe i should also let a few go :frown:

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11 hours ago, Inte said:

1. The rest of the followers are not supported by POP. The MCM follower options are only for the one follower that is supported (closest one at the time of the arrest). 

 

2. POP adds only one X to the Morthal cell. See screenies bellow. 

72850_20180420194113_1.png

72850_20180420194248_1.png

Morthal jail cell. 

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On ‎4‎/‎19‎/‎2018 at 10:10 PM, Inte said:

Only one follower for you. :classic_happy:

PS:  certain 3rd party followers are not recognized as followers by POP (Sofia being one, you can have her as well as another follower without using a multiple follower mod) and will definitely interfere with POP. You must tell her to wait yourself, POP does not recognize her.

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Started the game as a novice necromancer in the abandoned prison southwest of Windhelm (the default "Alternate Start" location) and added a large bounty in The Rift on me. Disabled the "Restless" setting for Bounty Hunters, and set them on max delay (72 hours). Using the "Crime Decay" mod (makes bounty go down over time). Playing with Requiem.

 

So, let me just make this public announcement:

Escaping from bounty hunters in POP is "stupid fun" - that is, the good kind of fun.

 

The first one found me in Windhelm inn. I made my escape, and some time later the bounty hunter was killed by an angry giant, buying me some more time.

Three days later, another one found me in Whiterun hold, where I made my way from Falkreath (which I left a day before to make camp in the wilds, knowing I was hunted). I led him into Brittleshin Pass, where he battled with some skeletons while I ran off.

I'm level 5 now (the Requiem level 5), and making my way from Rorikstead to Morthal (to get some more Conjuration training), always waiting for an ambush whenever I need to sleep. I know he's still out there, following my tracks.

 

Fun times.

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I don't know if it's POP or ZAZ 8.0,  in the cage and it's cool whip time....and the male prisoner puts on underwear and they never go away.  All other whipping scenes have the aggressor clothed so it's hard to tell.  Also the jail master has shows up in the middle of the last punishment and when it is over the PC goes down to the jailer and he just stands there (requires a debug kill current scene to clear). This also occurs on the last hour of cell time, he comes in to punish and it does appear as though the script is confused whether to punish or follow (it punishes) but once again the jailer just stands there instead of leading on (again requiring a debug kill to continue).

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Hello, I have problem for making this mod working.

 

First, when I cause a crime, the guard arrest me but the tied up animation doesn't work properly. My character does follow the guard's lead but walks normally instead of being cuffed.

Then after the guard hand over my character to the jail master, both of them just stand there and nothing happens. I've tried almost all debug options in the MCM menu but none of them seems to solve the problem, including "unstuck jail master".

 

Is there a solution for this situation?

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