Inte Posted September 1, 2015 Author Posted September 1, 2015 I'm having an issue I had previously after updating patches, where trying to submit to the guards just ends in standing around for a minute before being sentenced to vanilla jail. I fixed some issues with the arrest sequence for patch No. 7, hopefully yours was among them. I realize that it probably there are plenty of higher priorities, but the navmesh edits are conflicting with other mods. ETaC and 3DNPC seem to be the two problems, particularly in Falkreath (ETaC). Any chance of a patch? I'm getting pretty good at fixing things in TES5edit, but the Creation Kit is still a mystery to me. BTW, I'm also having the above issue with the jailer just standing still after opening the cell door for daytime punishments. To try to answer Snares, while there are some breaking issues with the last one or two versions of this patch, overall they represent a great leap forward for PO's stability and functionality. I haven't tried to use it for a full playthrough yet, but I hope to once Campfire and Frostfall are updated. How are the navmesh edits conflicting with other mods? What exactly is/isn't happening? Getting an issue where once I have been arrested, taken to the jailer, stripped and bound, nothing happens. I have free reign to move my character, sans jumping, but the jailer doesn't do anything other than following me around. Using either of the skip options does nothing, moving or unsticking the jailer does nothing, and neither does waiting.Pretty much the same. Works smoothly until my character has been taken to the cell: The jailer has had some fun, when he/she walks out of the cell, my character is still bound and gagged and can move. The jailer does not close the cell door and just stands outside doing nothing. Waiting does not help for me either. Just thought I'd add that I got the sex framework 1.60 installed which gives me a message in-game saying "the 1.60 version has not been tested with prison overhaul and might cause problems" (something like that anyway), but I don't know if that could actually be the problem. This mod has worked without any issues before. According to @Ashal and a few other posts I've seen, PO is compatible with SL 1.6. I did not change the way PO calls and executes sex scenes in my patches, so that should hold true with the patch as well. I, am still running SL 1.59 so I cannot confirm or deny those claims, but until I get a chance to "update" to 1.6 I think that message should stay.
Inte Posted September 1, 2015 Author Posted September 1, 2015 Getting an issue where once I have been arrested, taken to the jailer, stripped and bound, nothing happens. I have free reign to move my character, sans jumping, but the jailer doesn't do anything other than following me around. Using either of the skip options does nothing, moving or unsticking the jailer does nothing, and neither does waiting. Hmm, I've been getting reports of that happening with 6f, I could not duplicate that problem on my rig, but patch No. 7 is a big one including a bunch of patches to the other patches of the patches -- so that might fix it. Other than that -- I will need a log for when that happen. I know my PO patches logs are verbose, so I am bound to see something there.
WaxenFigure Posted September 1, 2015 Posted September 1, 2015 I am having an issue. Whenever I commit a crime and yield to a guard after selecting take me to jail the guard will go through the regular dialogue and then either repeat the arrest sequence in an infinite loop or attack me outright and refuse all yields. I have the latest patch. That is a bug in the vanilla game. No one knows what causes it and no one knows how to fix it, only that at some point it seems to take care of itself and it only happens to a few games (not a common bug).
Sathar Posted September 1, 2015 Posted September 1, 2015 I realize that it probably there are plenty of higher priorities, but the navmesh edits are conflicting with other mods. ETaC and 3DNPC seem to be the two problems, particularly in Falkreath (ETaC). Any chance of a patch? I'm getting pretty good at fixing things in TES5edit, but the Creation Kit is still a mystery to me. How are the navmesh edits conflicting with other mods? What exactly is/isn't happening? I haven't been able to test this extensively yet, but so far, I tried getting arrested inside the Jarl's Longhouse in Falkreath. The arresting NPC got held up by the exit door for a fairly long time (30-60 seconds). Eventually he either used the door or we teleported outside. (This one might be might fault, I may have tried to hand-merge the cell edits; even if that's it, letting xpo just overwrite the previous edit will probably break something else) Next he marched me east/NE (I think; I'm pretty sure the jail is the other way). Eventually, he got stuck in the gap between a building and a fence which I believe were both added by ETaC. Even if I get the xpo navmesh working perfectly, I am very concerned that they will overwrite the ETac (and 3dNPC) meshs, and mess up a lot of other innocent actors. Sadly, from what I can understand, there's no way for me to handle conflict resolution through TES5edit. It appears necessary to merge the navmeshs in the CK, which is currently well beyond me.
Inte Posted September 1, 2015 Author Posted September 1, 2015 I realize that it probably there are plenty of higher priorities, but the navmesh edits are conflicting with other mods. ETaC and 3DNPC seem to be the two problems, particularly in Falkreath (ETaC). Any chance of a patch? I'm getting pretty good at fixing things in TES5edit, but the Creation Kit is still a mystery to me. How are the navmesh edits conflicting with other mods? What exactly is/isn't happening? I haven't been able to test this extensively yet, but so far, I tried getting arrested inside the Jarl's Longhouse in Falkreath. The arresting NPC got held up by the exit door for a fairly long time (30-60 seconds). Eventually he either used the door or we teleported outside. (This one might be might fault, I may have tried to hand-merge the cell edits; even if that's it, letting xpo just overwrite the previous edit will probably break something else) Next he marched me east/NE (I think; I'm pretty sure the jail is the other way). Eventually, he got stuck in the gap between a building and a fence which I believe were both added by ETaC. Even if I get the xpo navmesh working perfectly, I am very concerned that they will overwrite the ETac (and 3dNPC) meshs, and mess up a lot of other innocent actors. Sadly, from what I can understand, there's no way for me to handle conflict resolution through TES5edit. It appears necessary to merge the navmeshs in the CK, which is currently well beyond me. I did not modify any of those locations. The only place I removed some of the vanila navmesh was at the cage location, because NPC's kept trying to walk right through the cage. Also at the pillories, a place no one walks. The navmesh in Skyrim serve two main purposes, Help NPC's navigate the terrain. Help with the destination of a teleport, whether that is a result of going through a door, or fast travel. If you find that an NPC is trying to walk right through an object (in your case a fence) that object's footprint was not "navmeshed out" and the NPC thinks there is nothing there. And yes the xpo navmesh is working perfectly, I would check with the other mods to see what is going on there.
EnragedRabisu Posted September 2, 2015 Posted September 2, 2015 Does Patch 7 fix the release section where the jailer opens the door and then stands outside of it for an eternity? You had said it might have been related to Sexlab 1.60 and a certain function that may have changed. If you haven't had a chance to fully test with 1.60, that's fine too.
shinji72 Posted September 2, 2015 Posted September 2, 2015 I'm really impressed by the new content you're planning to add. When it's done for sure it call for a video. Just a suggestion. As a form of punishment you could be forced into prostitution until you repay the fine. It could happens in the city taverns (or better, in an separate ad hoc cell, to maximize compatibility).
crudo Posted September 2, 2015 Posted September 2, 2015 Wow! Just read the latest update. The future of this mod is about to get very interesting. Way to go!
worik Posted September 2, 2015 Posted September 2, 2015 From your patch 7 notes: A bunch other stuff no one cares about. I am pretty sure many of your mod users are shivering in excitement to read more about those hidden treasures. I promise to be curious about EVERYTHING Added .::. pillories to Morthal and Windhelm. I can't wait for the weekend. Then I will update and travel to Morthal ... bad news: now I MUST commit some crime there. Fantastic work!
Sathar Posted September 2, 2015 Posted September 2, 2015 Does Patch 7 fix the release section where the jailer opens the door and then stands outside of it for an eternity? You had said it might have been related to Sexlab 1.60 and a certain function that may have changed. If you haven't had a chance to fully test with 1.60, that's fine too. I had this problem before Patch 7 and now it is working fine, so hopefully it's fixed.
EnragedRabisu Posted September 2, 2015 Posted September 2, 2015 Does Patch 7 fix the release section where the jailer opens the door and then stands outside of it for an eternity? You had said it might have been related to Sexlab 1.60 and a certain function that may have changed. If you haven't had a chance to fully test with 1.60, that's fine too. I had this problem before Patch 7 and now it is working fine, so hopefully it's fixed. Hmm... I suppose that's all the confirmation I need to upgrade. I've been avoiding jail more-so than usual because of that little issue.
Inte Posted September 2, 2015 Author Posted September 2, 2015 Does Patch 7 fix the release section where the jailer opens the door and then stands outside of it for an eternity? You had said it might have been related to Sexlab 1.60 and a certain function that may have changed. If you haven't had a chance to fully test with 1.60, that's fine too. I could not replicate that bug on my rig, but I did find and removed (in patch 7) a rogue AI acting on the PC at that time. Try 7 and see if it works, now. Don't forget to do a manual reset of PO before and after installing patch 7. Edit: Ninja'd, I should start reading all the posts before replying. Wow! Just read the latest update. The future of this mod is about to get very interesting. Way to go! Thank you. From your patch 7 notes: A bunch other stuff no one cares about. I am pretty sure many of your mod users are shivering in excitement to read more about those hidden treasures. I promise to be curious about EVERYTHING Added .::. pillories to Morthal and Windhelm. I can't wait for the weekend. Then I will update and travel to Morthal ... bad news: now I MUST commit some crime there. Fantastic work! ... and thank you!
magicrealm Posted September 3, 2015 Posted September 3, 2015 any way to set a bounty manually (console) ? you wrote follower will be punished alongside with you - i dont see anything, just the Hood and standing in the guards path or camera view.
Sugumuk Posted September 3, 2015 Posted September 3, 2015 Okay, so... I'm just trying to comprehend what's happening to my game right now I've been using PO for a long time now, and it moslty worked flawlessly. I've installed many new mods since then, and to be honest, I didn't always test for compatibility. My char didn't get arrested in a very long time, so I have no idea when exactly PO did stp working. Until yesterday, when I got busted in Falkreath, surrendered to the guard, and... had to stand there for all eternity. I thought re-installing PO might somehow fix this bug, so I downloaded the newest version, and while I was at it, I found this patch mod, which looked very promising, so I got it, too To try it out, I let myself get arrested in different holds, and the results were... quite unpredictable In Falkreath, the guard stripped me (which never happened before), gagged me (quite normal), put a hood on me (I suppose that's a new feature?) and hogtied me (also never happened before). Some time passes, then I'm suddenly teleported to the Falkreath prison, in what happens to be the vanilla imprisonment system. I get a lockpick and can use the bed to sit out my sentence. No PO events are happening. In Riften, I just get gagged, hooded and hogtied on spot (without being stripped) and left there forever. In Whiterun, everything seems to work as it should, or at least as I am used to. I tried it several times in each of these cities, always getting the same results, but I suppose this isn't how it should work. I have no Idea what is causing this or which events are supposed to happen and which not. As I said, being hogtied never occued to me before, and being stripped before you are even led to the prison seems rather odd. Any help, please? any way to set a bounty manually (console) ? There is! player.setcrimegold x [f], with x being the amount of your bounty and [f] being the faction you want your bounty in.Factions are:00028170 Crime Faction Falkreath000267E3 Crime Faction Eastmarch (Windhelm)00029DB0 Crime Faction Haafingar (Solitude)0002816D Crime Faction Hjaalmarch (Morthal)0002816e Crime Faction The Pale (Dawnstar)0002816C Crime Faction The Reach (Markarth)0002816B Crime Faction The Rift (Riften)000267EA Crime Faction Whiterun0002816F Crime Faction Winterholdxx018279 Crime Faction Raven Rock (Solstheim)So, for example, player.setcrimegold 1000 29DB0 gives you a bounty of 1000 in Solitude. Hope that helps
OldGuy879 Posted September 3, 2015 Posted September 3, 2015 Thanks for all you work prison overhaul and you patchs are the only reason I commit crimes in skyrim
gollum007 Posted September 3, 2015 Posted September 3, 2015 Anyone else seeing some rather odd pathing issues? The latest is as follows: Arrest in Riften. Decides to parade me- End up in Whiterun. Then end up in the stocks in Falkreath. Finally make it back to the Rifent jail cell. Seems to be revisiting any locations I've already been arrested in. Tried upgrading to patch 07, but that didn't do anything. I can *normally* skip the walk between cities by waiting 1 hour, but occasionally that decides to crash. The best way I've found to get over this is to just let the jailer move on a bit, and then the wait trick usually works...
Inte Posted September 3, 2015 Author Posted September 3, 2015 Okay, so... I'm just trying to comprehend what's happening to my game right now I've been using PO for a long time now, and it moslty worked flawlessly. I've installed many new mods since then, and to be honest, I didn't always test for compatibility. My char didn't get arrested in a very long time, so I have no idea when exactly PO did stp working. Until yesterday, when I got busted in Falkreath, surrendered to the guard, and... had to stand there for all eternity. I thought re-installing PO might somehow fix this bug, so I downloaded the newest version, and while I was at it, I found this patch mod, which looked very promising, so I got it, too To try it out, I let myself get arrested in different holds, and the results were... quite unpredictable In Falkreath, the guard stripped me (which never happened before), gagged me (quite normal), put a hood on me (I suppose that's a new feature?) and hogtied me (also never happened before). Some time passes, then I'm suddenly teleported to the Falkreath prison, in what happens to be the vanilla imprisonment system. I get a lockpick and can use the bed to sit out my sentence. No PO events are happening. In Riften, I just get gagged, hooded and hogtied on spot (without being stripped) and left there forever. In Whiterun, everything seems to work as it should, or at least as I am used to. I tried it several times in each of these cities, always getting the same results, but I suppose this isn't how it should work. I have no Idea what is causing this or which events are supposed to happen and which not. As I said, being hogtied never occued to me before, and being stripped before you are even led to the prison seems rather odd. Any help, please? any way to set a bounty manually (console) ? There is! player.setcrimegold x [f], with x being the amount of your bounty and [f] being the faction you want your bounty in. Factions are: 00028170 Crime Faction Falkreath 000267E3 Crime Faction Eastmarch (Windhelm) 00029DB0 Crime Faction Haafingar (Solitude) 0002816D Crime Faction Hjaalmarch (Morthal) 0002816e Crime Faction The Pale (Dawnstar) 0002816C Crime Faction The Reach (Markarth) 0002816B Crime Faction The Rift (Riften) 000267EA Crime Faction Whiterun 0002816F Crime Faction Winterhold xx018279 Crime Faction Raven Rock (Solstheim) So, for example, player.setcrimegold 1000 29DB0 gives you a bounty of 1000 in Solitude. Hope that helps I have not tested the guard arrest for 7 only the bounty hunter, I'll do some tests and see what is happening. Thanks for all you work prison overhaul and you patchs are the only reason I commit crimes in skyrim NP. Anyone else seeing some rather odd pathing issues? The latest is as follows: Arrest in Riften. Decides to parade me- End up in Whiterun. Then end up in the stocks in Falkreath. Finally make it back to the Rifent jail cell. Seems to be revisiting any locations I've already been arrested in. Tried upgrading to patch 07, but that didn't do anything. I can *normally* skip the walk between cities by waiting 1 hour, but occasionally that decides to crash. The best way I've found to get over this is to just let the jailer move on a bit, and then the wait trick usually works... I've been getting reports of that happening, I'll have to take a look at how @xaz is choosing the destination location for punish events, and see if I can add more conditions.
Sugumuk Posted September 4, 2015 Posted September 4, 2015 So, I have done some more testing, and it seems that most of my problems are script delay issues. Did some INI tweaks to boost script processing, and a lot of them are suddenly gone. But still, sometimes after getting hogtied, the vanilla imprisonment system kicks in. I get teleported to the cell with the vanilla textbox message popping up and all. A message in the corner says that the guard was unable to arrest me. And I'm just left there, unable to move, due to still being hogtied But it still works much better than before, and I can now really appreciate the new things you've added. Good work!
Sathar Posted September 4, 2015 Posted September 4, 2015 I do have something which I suppose fits into the category of "feature request": I am under the impression that the xpo Bounty Hunter system currently does not affect Bounty Hunters generated by vanilla Skyrim or other mods. Is it possible to make all Bounty Hunters, regardless of source, respect xpo's Bounty Hunter settings? Specifically, I am setting up for a LADL/Immerslave play-through, where I start with multiple, large bounties (to keep me out of the civilized areas until I get established). This means that pretty much any Bounty Hunter, xpo's as well as any de-leveled Bounty Hunters that Requiem throws at me, are complete game-stoppers before I'm ready to deal with them (or possibly ever).
Inte Posted September 4, 2015 Author Posted September 4, 2015 I do have something which I suppose fits into the category of "feature request": I am under the impression that the xpo Bounty Hunter system currently does not affect Bounty Hunters generated by vanilla Skyrim or other mods. Is it possible to make all Bounty Hunters, regardless of source, respect xpo's Bounty Hunter settings? Specifically, I am setting up for a LADL/Immerslave play-through, where I start with multiple, large bounties (to keep me out of the civilized areas until I get established). This means that pretty much any Bounty Hunter, xpo's as well as any de-leveled Bounty Hunters that Requiem throws at me, are complete game-stoppers before I'm ready to deal with them (or possibly ever). Yeah, PO BH are very persistent at times (so far I've lost 95% of the encounters with them), but if I were to make all of them weak like the vanilla, then what's the point of getting a bounty on your head, no incentive to be a law abiding and docile citizen. There will be no paranoia at all. Every time I wait, or go to sleep -- will there be a PO BH waiting for me when I wake up? However, I did include an option for the PO BH not to follow you indoors, although I am thinking of eliminating that "lifeline" in the next patches. So to answer your request as I understood it, no I will not make the PO BH weak an pathetic.
OldGuy879 Posted September 4, 2015 Posted September 4, 2015 I do have something which I suppose fits into the category of "feature request": I am under the impression that the xpo Bounty Hunter system currently does not affect Bounty Hunters generated by vanilla Skyrim or other mods. Is it possible to make all Bounty Hunters, regardless of source, respect xpo's Bounty Hunter settings? Specifically, I am setting up for a LADL/Immerslave play-through, where I start with multiple, large bounties (to keep me out of the civilized areas until I get established). This means that pretty much any Bounty Hunter, xpo's as well as any de-leveled Bounty Hunters that Requiem throws at me, are complete game-stoppers before I'm ready to deal with them (or possibly ever). Yeah, PO BH are very persistent at times (so far I've lost 95% of the encounters with them), but if I were to make all of them weak like the vanilla, then what's the point of getting a bounty on your head, no incentive to be a law abiding and docile citizen. There will be no paranoia at all. Every time I wait, or go to sleep -- will there be a PO BH waiting for me when I wake up? However, I did include an option for the PO BH not to follow you indoors, although I am thinking of eliminating that "lifeline" in the next patches. So to answer your request as I understood it, no I will not make the PO BH weak an pathetic. I second Inte the hunter a incredible though tough and a fair challange and even though I have lost say 3 time out of 4 I still enjoy them One thing though for some that life-line might make the diffirence for and enjoyable but hard time to a chore please keep it
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