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Posted

Ok, not sure how to fix this.  Sent to jail on minor crimes in Markarth.  Markarth City Guard sends me to Windhelm guard house to meet with Jail Master.  Markarth City Guard goes postal and attacks Windhelm guards. Windhelm guards overwhelm Markarth Guard and kills him which results in CTD. Console commands don't work.  Not even Disable. (I lied, RestAI works but, CTD's)   WTF... 

Posted
2 hours ago, myhouseatl said:

Ok, not sure how to fix this.  Sent to jail on minor crimes in Markarth.  Markarth City Guard sends me to Windhelm guard house to meet with Jail Master.  Markarth City Guard goes postal and attacks Windhelm guards. Windhelm guards overwhelm Markarth Guard and kills him which results in CTD. Console commands don't work.  Not even Disable. (I lied, RestAI works but, CTD's)   WTF... 

Ok, that is a little Easter egg against the Imperials, however I'm not sure why the CTD, that should not happen. The Markarth guard should get dead and you should get free (or arrested by the Windhelm guards if you have a high bounty in Windhelm), that's it.     

Posted
On 5/19/2021 at 9:19 PM, Inte said:

I'm using one function for all furniture punishments including the wheels, which do have oral animations. 

Ah, I've only ever had the pillory enabled so I didn't know. I've tried messing around in the mcm with the ignored devices keywords and such, but maybe I'm overlooking something. Is there anything I can do in the mcm to keep the log gag during punishments?

Posted
22 hours ago, Inte said:

Ok, that is a little Easter egg against the Imperials, however I'm not sure why the CTD, that should not happen. The Markarth guard should get dead and you should get free (or arrested by the Windhelm guards if you have a high bounty in Windhelm), that's it.     

Good to know!  At least I know it's intentional.  Now I can hunt somewhere else for the CTD.

 

Not sure why the CTD happens but, it happens a soon as the Markarth guard dies.  Nothing in my mod order replaces that guard.  If I use the kill command, he dies and PoP sends a message about the key and I'm free but, as soon as I close the console, CTD.

Posted
On 5/24/2021 at 10:59 AM, myhouseatl said:

Good to know!  At least I know it's intentional.  Now I can hunt somewhere else for the CTD.

 

Not sure why the CTD happens but, it happens a soon as the Markarth guard dies.  Nothing in my mod order replaces that guard.  If I use the kill command, he dies and PoP sends a message about the key and I'm free but, as soon as I close the console, CTD.

I selected "Skip current phase" under debug and the scene finished.  I received the message that I found a key and the DD devices were removed.   The only thing I see that might have been bypassed is the Simple Slavery quest.  (Set to 66%)  Could Simple Slavery cause the issue?

Posted
On 5/23/2021 at 1:06 PM, Inte said:

Ok, that is a little Easter egg against the Imperials, however I'm not sure why the CTD, that should not happen. The Markarth guard should get dead and you should get free (or arrested by the Windhelm guards if you have a high bounty in Windhelm), that's it.     

This is a strange Easter egg.  Committed crime in Markarth, Markarth guard transferred me all the way to Windhelm for punishment? Why move me all the way across country, into hostile territory to punish me for crimes committed in Markarth when Markarth has the greatest prison in Skyrim?  Especially for a minor crime.

 

I was hoping that I could set it up to get a spanking for all minor crimes.  I have spanking tag set for minor crimes...

Posted

As ive seen a few people having common issues, did the getting stuck outside jailcell bug ever get fixed/ found a solution for? fantastic mod otherwise, it just....consistently stops working wether im A. new game save and literally smack a guard to get arrested B. restart from a prior save C. tried in whiterun, windhelm, solitude and they all end up freezing outside the cell. Most commonly happens when an event is supposed to tp player away, guard leads you out of cell, a punishment animation starts and warps PC and guard back into cell, walks back out and FREEZES :( on top of it randomly happening as well

Posted
12 hours ago, lightspeed77 said:

Most commonly happens when an event is supposed to tp player away, guard leads you out of cell, a punishment animation starts and warps PC and guard back into cell, walks back out and FREEZES :( on top of it randomly happening as well

I have seen this too - I think (guess!) it is relating to POP thinking the SL scene is over when it isn't as I found disabling starting teleport seemed to cause it sometimes whereas with SL teleport on it didn't happen. Also it would happen if I used the SL relocate scene key during Sex before travel in the cell.

 

OFC all of the above may be nonsense but for me at least avoiding those two things has stopped it from happening.

Posted
1 hour ago, Bane Master said:

I have seen this too - I think (guess!) it is relating to POP thinking the SL scene is over when it isn't as I found disabling starting teleport seemed to cause it sometimes whereas with SL teleport on it didn't happen. Also it would happen if I used the SL relocate scene key during Sex before travel in the cell.

 

OFC all of the above may be nonsense but for me at least avoiding those two things has stopped it from happening.

 

That is very interesting. I always use Sexlab starting teleport. If POP works more smoothly that setting turned on, that might explain why POP typically works well for me.

Posted

Are the cages that are used in inn supposed to be in the inns at all times like the city furniture or do they spawn in at the event itself?

And if the former, I assume inn overhauls are incompatible?

Posted
39 minutes ago, Sunbro01 said:

Are the cages that are used in inn supposed to be in the inns at all times like the city furniture or do they spawn in at the event itself?

 

That can be toggled in the MCM for each added cage.

Posted
On 5/25/2021 at 3:40 PM, myhouseatl said:

This is a strange Easter egg.  Committed crime in Markarth, Markarth guard transferred me all the way to Windhelm for punishment? Why move me all the way across country, into hostile territory to punish me for crimes committed in Markarth when Markarth has the greatest prison in Skyrim?  Especially for a minor crime.

 

I was hoping that I could set it up to get a spanking for all minor crimes.  I have spanking tag set for minor crimes...

You have a 50/50 chance to be taken to Windhelm. Also, this only applies if you did not finish the main quest. 

Posted
9 hours ago, Bane Master said:

it is relating to POP thinking the SL scene is over when it isn't as I found disabling starting teleport seemed to cause it sometimes whereas with SL teleport on it didn't happen. Also it would happen if I used the SL relocate scene key during Sex before travel in the cell.

Ah, OK. I'll check my SL hook events. 

 

EDIT: Bug confirmed and squashed, thanks. :classic_blush:

Posted

Confront some strange issue using POP 5.00. Some scene might stuck in a state while nothing will happen. For example, if in a cell, try "SQV xpoScenarioCell" and find the script state is "punishment", but no one come to punish and even when the time to release reaches, no one comes to release. And in the pillory scene, having been put in a pillory then the scene got stuck, no one interact and the jailer will not come to release even until very night while "SQV xpoScenarioPillory" gets script state "Pillory". And in parade, the jailer keeps healing me but not even whips a leash which also stuck the scene.

 

Upgrading to 5.00 on a clean save.

 

EDIT: In the second example I mentioned, if I use "SQV xpoScenarioPillory" in console, the dynamic furniture will disappear and if it is the time to release from the furniture it is the only way to continue the scene (by using SQV and let the dynamic furniture disappear) otherwise the scene will stuck.

Posted

I'm playing Skyrim SE and have ui extensions. I upgraded to pop 5.0 and it says I need sum 5.0. Install instructions for sum 5.0 states to install ui patch if I have ui extensions. It looks as if the latest ui patch is only required for the LE edition as there's no patch for the SE edition. Would that be right?

Posted
9 hours ago, KalBreen said:

I upgraded to pop 5.0 and it says I need sum 5.0. Install instructions for sum 5.0

 

To clarify for future readers -- the SUM version is actually SUM 2.00.

 

9 hours ago, KalBreen said:

It looks as if the latest ui patch is only required for the LE edition as there's no patch for the SE edition. Would that be right?

 

That is correct. The separate UIE Patch is only needed for LE, because I included the UIE Patch in the SE conversion.

Posted
1 hour ago, Herowynne said:

 

To clarify for future readers -- the SUM version is actually SUM 2.00.

 

 

That is correct. The separate UIE Patch is only needed for LE, because I included the UIE Patch in the SE conversion.

Ok. Thanks. And looks like I got confused with all the version updates!

Posted

It might be a dumb question, but when I get arrested for minor crimes, I still get whipped and paraded, which is something I thought would only happen for major crimes? By reading the description I mean.

Also for some reason when I get an spanking event instead of spanking the guard rapes the pc even though the notifications list the spanking animation that's about to play from DF Spanking.

Again sorry if dumb question.

Posted (edited)
1 hour ago, KalBreen said:

Just wondering where the Jorvasskr cell is supposed to be. I've checked the mcm option and searched all of jorvasskr...

 

Jorrvaskr has 2 cells. The indoor cell is in the indoor dining area. The outdoor cell is hanging in the air near the outdoor eating area.

 

The cells are always visible when you are imprisoned.

 

There are MCM checkboxes that govern whether or not each cell is visible when you are not imprisoned.

Edited by Herowynne
Posted
21 hours ago, ZWCCWH said:

Some scene might stuck in a state while nothing will happen.

Need a log. 

Posted
6 hours ago, Sunbro01 said:

when I get arrested for minor crimes, I still get whipped and paraded, which is something I thought would only happen for major crimes?

I did not consider the parade a hard punishment so I included it into minor crimes.

 

6 hours ago, Sunbro01 said:

Also for some reason when I get an spanking event instead of spanking the guard rapes the pc even though the notifications list the spanking animation that's about to play from DF Spanking.

Not sure what DF Spanking is, but for minor punishments POP plays SL animations by tags. If the tag is left as 'Auto', then a spanking animation (by @SirNibbles, or any other spanking animation available) is played.  

Posted (edited)
5 hours ago, Inte said:

Need a log. 

 

 

As for the second example I mentioned (Pillory Scenario), starting from the bound equipping. (Log from other unrelated mods are removed, for example, DF, SLAX, SOS, STA)

Spoiler
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopGagActor():-> Preparing the gag. Idx = 111, ring? False.
[05/28/2021 - 04:03:27PM] [Zad]: Starting unequip operation for [Keyword <zad_DeviousPiercingsNipple (1300CA39)>]
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopGagActor():-> Gagging prisoner.
[05/28/2021 - 04:03:27PM] [Zad]: Detected removal token. Done.
[05/28/2021 - 04:03:27PM] [Sum].:Debug:.EquipItemLk():-> Called for [PO Ring Gag]
[05/28/2021 - 04:03:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (00000007)>] group: _mt base: 0 number: 0
[05/28/2021 - 04:03:27PM] [Sum].:Debug:.FunctionUnLock():-> [EquipItemLk] is setting [iSUmFunctionLock] to [0].
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopGagActor():-> Done. Processed 1 item/s.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopHoodActor():-> Prisoner is from the hood. Idx = 111.
[05/28/2021 - 04:03:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (00000007)>] group: _mtturn base: 0 number: 0
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopHoodActor():-> Got in the hood.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopHoodActor():-> Not from the hood.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopHoodActor():-> Done. Processed 0 item/s.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopWristActor():-> Preparing the cuffs. Idx = 111.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopWristActor():-> Cuffing prisoner.
[05/28/2021 - 04:03:27PM] [Sum].:Debug:.EquipItemLk():-> Called for [Wrists Shackle Set]
[05/28/2021 - 04:03:27PM] FNIS aa SetAnimGroup mod: DeviousDevices actor: [ActorBase < (00000007)>] group: _mtidle base: 0 number: 0
[05/28/2021 - 04:03:27PM] [Sum].:Debug:.FunctionUnLock():-> [EquipItemLk] is setting [iSUmFunctionLock] to [0].
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopWristActor():-> Done. Processed 1 item/s.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopBlindfoldActor():-> Preparing the blindfold. Idx = 111.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopBlindfoldActor():-> Blindfolding prisoner.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopBlindfoldActor():-> No Blindfold found.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopBlindfoldActor():-> Done. Processed 0 items.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopAnkleActor():-> Preparing the shackles. Idx = 111.
[05/28/2021 - 04:03:27PM] [Pop].:Debug:.xpopAnkleActor():-> Restraining prisoner's ankles.
[05/28/2021 - 04:03:27PM] [Sum].:Debug:.EquipItemLk():-> Called for [Ankles Shackle Set]
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.FunctionUnLock():-> [EquipItemLk] is setting [iSUmFunctionLock] to [0].
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopAnkleActor():-> Done. Processed 1 item/s.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopBindActor():-> Prisoner bound? 3.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopCollarActor():-> Collaring prisoner. Idx = 111.
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.EquipItemLk():-> Called for [PO Prisoner Collar]
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.FunctionUnLock():-> [EquipItemLk] is setting [iSUmFunctionLock] to [0].
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopCollarActor():-> Done. Processed 1 item/s.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.DDePrisoner():-> Done!
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopExDeviceActor():-> Preparing the extra device. Device = -1, Idx = 111.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopExDeviceActor():-> Selecting the MCM extra device.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopExDeviceActor():-> Ignoring the extra device.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopGagActor():-> Preparing the gag. Idx = 111, ring? False.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopGagActor():-> Gagging prisoner.
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.EquipItemLk():-> Called for [PO Ring Gag]
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.EquipItemLk():-> [PO Ring Gag] is already worn.
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.FunctionUnLock():-> [EquipItemLk] is setting [iSUmFunctionLock] to [0].
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopGagActor():-> Done. Processed 0 item/s.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopHoodActor():-> Prisoner is from the hood. Idx = 111.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopHoodActor():-> Got in the hood.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopHoodActor():-> Not from the hood.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopHoodActor():-> Done. Processed 0 item/s.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopWristActor():-> Preparing the cuffs. Idx = 111.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopWristActor():-> Cuffing prisoner.
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.EquipItemLk():-> Called for [Wrists Shackle Set]
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.EquipItemLk():-> [Wrists Shackle Set] is already worn.
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.FunctionUnLock():-> [EquipItemLk] is setting [iSUmFunctionLock] to [0].
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopWristActor():-> Done. Processed 0 item/s.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopBlindfoldActor():-> Preparing the blindfold. Idx = 111.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopBlindfoldActor():-> Blindfolding prisoner.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopBlindfoldActor():-> No Blindfold found.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopBlindfoldActor():-> Done. Processed 0 items.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopAnkleActor():-> Preparing the shackles. Idx = 111.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopAnkleActor():-> Restraining prisoner's ankles.
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.EquipItemLk():-> Called for [Ankles Shackle Set]
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.EquipItemLk():-> [Ankles Shackle Set] is already worn.
[05/28/2021 - 04:03:28PM] [Sum].:Debug:.FunctionUnLock():-> [EquipItemLk] is setting [iSUmFunctionLock] to [0].
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopAnkleActor():-> Done. Processed 0 item/s.
[05/28/2021 - 04:03:28PM] [Pop].:Debug:.xpopBindActor():-> Prisoner bound? 0.
[05/28/2021 - 04:03:29PM] [Sum].:Debug:.GoToMarker():-> sActor = [Inmate 21408].
[05/28/2021 - 04:03:29PM] [Sum].:Debug:.GoToMarker():-> akActor = [[Actor < (00000014)>]].
[05/28/2021 - 04:03:29PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[ObjectReference < (BA52BF6E)>]].
[05/28/2021 - 04:03:29PM] [Sum].:Debug:.GoToMarker():-> [Inmate 21408] start, travel time [15.222950].
[05/28/2021 - 04:03:29PM] [Sum].:Debug:.GoToMarker():-> [Inmate 21408], done! Returned [0]!
[05/28/2021 - 04:03:34PM] [Sum].:Debug:.GoToMarker():-> sActor = [Jail Master].
[05/28/2021 - 04:03:34PM] [Sum].:Debug:.GoToMarker():-> akActor = [[xpopJailerMaster < (BA024E73)>]].
[05/28/2021 - 04:03:34PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[Actor < (00000014)>]].
[05/28/2021 - 04:03:34PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] is close enough to the marker!
[05/28/2021 - 04:03:34PM] [Sum].:Debug:.GoToMarker():-> [Jail Master], done! Returned [1]!
[05/28/2021 - 04:03:35PM] [Sum].:Debug:.GetPoseDevice():-> Got device -> [sXPose].
[05/28/2021 - 04:03:35PM] [Sum].:Debug:.GetPose():-> For type [sXPose], got pose -> [ZapXCrossPose01b].
[05/28/2021 - 04:03:35PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [ZapXCrossPose01b].
[05/28/2021 - 04:03:36PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [ZapXCrossPose01b] from idx -1.
[05/28/2021 - 04:03:36PM] [Pop].:Debug:.xpoMain.SetPilloryState():-> State = [False]; Fade = [False]; There are [4] pillories available.
[05/28/2021 - 04:03:36PM] [Pop].:Debug:.xpopExDeviceActor():-> Preparing the extra device. Device = 0, Idx = 111.
[05/28/2021 - 04:03:36PM] [Pop].:Debug:.xpopExDeviceActor():-> Ignoring the extra device.

 

Then starting the scenario.

Spoiler
[05/28/2021 - 04:03:38PM] [Pop].:Debug:.xpoMain_SF_Pillory:-> Ended.
[05/28/2021 - 04:03:38PM] [Pop].:Debug:.xpoMain.OnSceneDone():-> Start.
[05/28/2021 - 04:03:38PM] [Pop].:Debug:.Scenario (Pillory):-> [Pillory].OnBeginState()
[05/28/2021 - 04:03:39PM] [Sum].:Debug:.GetPose():-> Got pose -> [ZapXCrossPose01b].
[05/28/2021 - 04:03:39PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [ZapXCrossPose01b].
[05/28/2021 - 04:03:39PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [ZapXCrossPose01b] from idx -1.
[05/28/2021 - 04:03:39PM] [Pop].:Debug:.xpoMain.SetPilloryState():-> State = [False]; Fade = [False]; There are [4] pillories available.
[05/28/2021 - 04:03:40PM] [Pop].:Debug:.xpopExDeviceActor():-> Preparing the extra device. Device = 0, Idx = 111.
[05/28/2021 - 04:03:40PM] [Pop].:Debug:.xpopExDeviceActor():-> Ignoring the extra device.
[05/28/2021 - 04:03:40PM] [Pop].:Debug:.xpoMain.[Pillory].OnBeginState():-> Start, mod beat = [0.250000].
[05/28/2021 - 04:03:40PM] [Pop].:Debug:.xpoMain.JailerWanderAt():-> ([Actor < (00000014)>]).
[05/28/2021 - 04:03:40PM] [Pop].:Debug:.xpoMain.SetTimeScale():-> To 60.
[05/28/2021 - 04:03:40PM] [Pop].:Debug:.xpoMain.StartHeartbeat():-> Called from [Pillory].
[05/28/2021 - 04:03:40PM] [Pop].:Debug:.xpoMain.[Pillory].OnEndState():-> Done.
[05/28/2021 - 04:03:40PM] [Pop].:Debug:.xpoMain.[Heartbeat].OnBeginState():-> Start, hours to next beat = [0.250000].

 

 

Then just the endless loop with 15 seconds check interval of the following log and at the same time in the game none of the punishment happens and I am in the animation situation (that is unable to load).

Spoiler
[05/28/2021 - 04:03:53PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:03:53PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.379121], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:03:53PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.379133] >= (previous[7.334896] + period[0.041667])) = [TRUE]
[05/28/2021 - 04:03:53PM] [Pop].:Debug:.Scenario (Pillory):-> Heartbeat
[05/28/2021 - 04:03:53PM] [Pop].:Debug:.Scenario (Pillory):-> [Pillory].OnHeartbeat()
[05/28/2021 - 04:03:53PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [TRUE].
 
[05/28/2021 - 04:04:29PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:04:29PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.389130], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:04:29PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.389143] >= (previous[7.379145] + period[0.041667])) = [False]
[05/28/2021 - 04:04:29PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:04:44PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:04:44PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.399130], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:04:44PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.399142] >= (previous[7.379145] + period[0.041667])) = [False]
[05/28/2021 - 04:04:44PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:04:58PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:04:58PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.409149], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:04:58PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.409161] >= (previous[7.379145] + period[0.041667])) = [False]
[05/28/2021 - 04:04:58PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:05:12PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:05:13PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.419107], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:05:13PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.419120] >= (previous[7.379145] + period[0.041667])) = [False]
[05/28/2021 - 04:05:13PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:05:27PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:05:27PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.429151], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:05:27PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.429163] >= (previous[7.379145] + period[0.041667])) = [TRUE]
[05/28/2021 - 04:05:27PM] [Pop].:Debug:.Scenario (Pillory):-> Heartbeat
[05/28/2021 - 04:05:27PM] [Pop].:Debug:.Scenario (Pillory):-> [Pillory].OnHeartbeat()
[05/28/2021 - 04:05:27PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [TRUE].
 
[05/28/2021 - 04:05:41PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:05:41PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.439170], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:05:41PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.439184] >= (previous[7.429176] + period[0.041667])) = [False]
[05/28/2021 - 04:05:41PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:05:56PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:05:56PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.449112], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:05:56PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.449124] >= (previous[7.429176] + period[0.041667])) = [False]
[05/28/2021 - 04:05:56PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:06:04PM] [Pop].:Debug:.xpoBountyStoryManager.[Scanning].OnUpdate():-> Begin.
[05/28/2021 - 04:06:10PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:06:10PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.459143], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:06:10PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.459155] >= (previous[7.429176] + period[0.041667])) = [False]
[05/28/2021 - 04:06:10PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:06:24PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:06:25PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.469111], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:06:25PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.469124] >= (previous[7.429176] + period[0.041667])) = [False]
[05/28/2021 - 04:06:25PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:06:39PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:06:39PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.479133], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:06:39PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.479146] >= (previous[7.429176] + period[0.041667])) = [TRUE]
[05/28/2021 - 04:06:39PM] [Pop].:Debug:.Scenario (Pillory):-> Heartbeat
[05/28/2021 - 04:06:39PM] [Pop].:Debug:.Scenario (Pillory):-> [Pillory].OnHeartbeat()
[05/28/2021 - 04:06:39PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [TRUE].
 
[05/28/2021 - 04:06:53PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:06:53PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.489125], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:06:53PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.489137] >= (previous[7.479158] + period[0.041667])) = [False]
[05/28/2021 - 04:06:53PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:07:05PM] [Pop].:Debug:.xpoBountyStoryManager.[Scanning].OnUpdate():-> Begin.
[05/28/2021 - 04:07:08PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:07:08PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.499146], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:07:08PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.499160] >= (previous[7.479158] + period[0.041667])) = [False]
[05/28/2021 - 04:07:08PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:07:23PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:07:23PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.509151], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:07:23PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.509165] >= (previous[7.479158] + period[0.041667])) = [False]
[05/28/2021 - 04:07:23PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:07:37PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:07:37PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.519145], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:07:37PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.519157] >= (previous[7.479158] + period[0.041667])) = [False]
[05/28/2021 - 04:07:37PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [False].
 
[05/28/2021 - 04:07:51PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:07:52PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.529140], bWillContinue = [TRUE], bCanRun = [TRUE].
[05/28/2021 - 04:07:52PM] [Pop].:Debug:.Scenario (Pillory):-> IsNextHeartbeat = (Curtime[7.529153] >= (previous[7.479158] + period[0.041667])) = [TRUE]
[05/28/2021 - 04:07:52PM] [Pop].:Debug:.Scenario (Pillory):-> Heartbeat
[05/28/2021 - 04:07:52PM] [Pop].:Debug:.Scenario (Pillory):-> [Pillory].OnHeartbeat()
[05/28/2021 - 04:07:52PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Done = [TRUE].

 

After I use "SQV xpoScenarioPillory" after the jailer moving to me when it reaches to the time that the pillory scene should end.

Spoiler
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> Start.
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.xpoMain.[Heartbeat].Heartbeat():-> CurrentGameTime = [7.793106], bWillContinue = [False], bCanRun = [False].
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.xpomain.FindAvailableScenario()-> Start.
[05/28/2021 - 04:14:14PM] [Pop].:Info:.xpomain.FindAvailableScenario()-> Cell scenario selected.
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.xpoMain.QueueScenario():-> Queuing scenario (Cell).
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.Scenario (Pillory):-> EndScenario
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.Scenario (Pillory):-> [Pillory].OnEndState()
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.xpoMain.SetTimeScale():-> To 10.
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.Scenario (Pillory):-> (Base).[LeadOut]
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.xpoMain.StopHeartbeat():-> Called from [Heartbeat].
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.xpoMain.[Heartbeat].OnEndState():-> Done, hours to next beat = [0.246761].
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.xpoMain.[Moving].OnBeginState():-> Start.
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.Scenario (Pillory):-> Playing scene 
[05/28/2021 - 04:14:14PM] [Pop].:Debug:.xpoMain_SF_Gather:-> Started.
[05/28/2021 - 04:14:15PM] [Pop].:Debug:.xpoMain.[Moving].Heartbeat():-> Done = [TRUE].
[05/28/2021 - 04:14:15PM] [Sum].:Debug:.GoToMarker():-> sActor = [Jail Master].
[05/28/2021 - 04:14:15PM] [Sum].:Debug:.GoToMarker():-> akActor = [[xpopJailerMaster < (BA024E73)>]].
[05/28/2021 - 04:14:15PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[Actor < (00000014)>]].
[05/28/2021 - 04:14:15PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] start, travel time [48.277290].
 
[05/28/2021 - 04:14:20PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] arived at marker.
[05/28/2021 - 04:14:20PM] [Sum].:Debug:.GoToMarker():-> [Jail Master], done! Returned [1]!
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoMain_SF_Gather:-> Ended.
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoMain.OnSceneDone():-> Start.
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.Scenario (Pillory):-> (Base).[LeadOut].OnSceneDone(). Scenario terminated.
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.Scenario (Pillory):-> OnPostLeadOut
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoMain.OnScenarioDone():-> Scenario (Pillory) completed.
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.Scenario (Cell):-> BeginScenario
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.Scenario (Cell):-> GetRandomStuff
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Scanning for [Cell] props...
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.GetCellPropsRandIdx():-> Scanning for cell random props...
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.GetCellPropsRandIdx():-> There are [4] cells.
[05/28/2021 - 04:14:20PM] _STA_: DoNpcDialogOut: WhatToSay: None. akSpeaker: [CarryActorScript < (000198A3)>]
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.GetCellPropsRandIdx():-> Cell[1] is good.
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.GetCellPropsRandIdx():-> Done. Cell index found = [1].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> [Cell] props.
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> ---------------------------------------------
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell Name = [Outside ].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell Enable = [[ObjectReference < (BA107C40)>]] returned [0].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell Door = [[ObjectReference < (BA107C30)>]].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell Bed = [[ObjectReference < (BA107C36)>]].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell In = [[ObjectReference < (BA107C37)>]].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell Out = [[ObjectReference < (BA107C38)>]].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell Possessions Chest = [[ObjectReference < (0003EEFF)>]].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell At Chest = [[ObjectReference < (BAF10376)>]].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell PunisHer Faction Requirement = [None].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell PisPudEn = [0].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell ChaPoseEn = [0].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Cell Lock = [255].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> ---------------------------------------------
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.xpoJailVars.ScanForCellProps():-> Done. Cell index found = [1].
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.Scenario (Cell):-> OnPreLeadIn
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.Scenario (Cell):-> (Base).[LeadIn]
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.Scenario (Cell):-> Playing scene 
[05/28/2021 - 04:14:20PM] [Pop].:Debug:.Scenario (Pillory):-> [Idle](Base)

Thats all for the second example I mentioned. No errors and no warnings.

 

And for the third one, starting the scenario (I saved after that and test the above on this save so this part should be same for both)

Spoiler
[05/28/2021 - 03:52:00PM] [Sum].:Debug:.GoToMarker():-> [Inmate 21408] got beamed to marker.
[05/28/2021 - 03:52:00PM] [Sum].:Debug:.GoToMarker():-> [Inmate 21408], done! Returned [1]!
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> sActor = [Inmate 21408].
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> akActor = [[Actor < (00000014)>]].
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[ObjectReference < (BA033244)>]].
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> sActor = [Jail Master].
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> [Inmate 21408] is close enough to the marker!
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> [Inmate 21408], done! Returned [1]!
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> akActor = [[xpopJailerMaster < (BA024E73)>]].
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[ObjectReference < (BA033244)>]].
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] start, travel time [7.032303].
[05/28/2021 - 03:52:02PM] [Sum].:Debug:.GoToMarker():-> [Jail Master], done! Returned [0]!
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoMain.CloseCellDoor():-> Start.
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoMain_SF_OutOfCell:-> Ended.
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoMain.OnSceneDone():-> Start.
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.Scenario (Cell):-> (Base).[LeadOut].OnSceneDone(). Scenario terminated.
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.Scenario (Cell):-> OnPostLeadOut
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoMain.OnScenarioDone():-> Scenario (Cell) completed.
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.Scenario (parade):-> BeginScenario
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.Scenario (parade):-> GetRandomStuff
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoJailVars.ScanForCageProps():-> Scanning for parade props...
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoJailVars.ScanForProps():-> Scanning for [parade] props...
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoJailVars.ScanForProps():-> There are [5][parade].
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoJailVars.ScanForProps():-> Trying [parade][4] with [5] available.
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoJailVars.ScanForProps():-> Scanning for [parade] props... Done. Returned [4].
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoJailVars.ScanForParaProps():-> iPisPudEn = [0].
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoJailVars.ScanForParaProps():-> Done. Returned [4].
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.Scenario (parade):-> OnPreLeadIn
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoMain.JailerTrackTarget():-> ([Actor < (00000014)>]).
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.Scenario (parade):-> (Base).[LeadIn]
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.Scenario (parade):-> Playing scene 
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoParade_sf_Intro:-> Begin scene.
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.Scenario (Cell):-> [Idle](Base)
[05/28/2021 - 03:52:02PM] [Pop].:Debug:.xpoMain.SetPilloryState():-> State = [TRUE]; Fade = [False]; There are [4] pillories available.
[05/28/2021 - 03:52:03PM] [Pop].:Debug:.OutCell():-> Start!
[05/28/2021 - 03:52:03PM] [Pop].:Debug:.OutCell():-> Done!
[05/28/2021 - 03:52:03PM] [Sum].:Debug:.GoToMarker():-> sActor = [Jail Master].
[05/28/2021 - 03:52:03PM] [Sum].:Debug:.GoToMarker():-> akActor = [[xpopJailerMaster < (BA024E73)>]].
[05/28/2021 - 03:52:03PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[Actor < (00000014)>]].
[05/28/2021 - 03:52:03PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] is close enough to the marker!
[05/28/2021 - 03:52:03PM] [Sum].:Debug:.GoToMarker():-> [Jail Master], done! Returned [1]!
[05/28/2021 - 03:52:03PM] [Pop].:Debug:.xpopExDeviceActor():-> Preparing the extra device. Device = -1, Idx = 111.
[05/28/2021 - 03:52:03PM] [Pop].:Debug:.xpopExDeviceActor():-> Selecting the MCM extra device.
[05/28/2021 - 03:52:03PM] [Pop].:Debug:.xpopExDeviceActor():-> Ignoring the extra device.
[05/28/2021 - 03:52:03PM] [Pop].:Debug:.xpopGagActor():-> Preparing the gag. Idx = 111, ring? False.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopGagActor():-> DD gag is on, ignoring gag.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopHoodActor():-> Prisoner is from the hood. Idx = 111.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopHoodActor():-> Got in the hood.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopHoodActor():-> Not from the hood.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopHoodActor():-> Done. Processed 0 item/s.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopWristActor():-> Preparing the cuffs. Idx = 111.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopIronMaskActor():-> DD heavy bondage is on, ignoring the cuffs.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopBlindfoldActor():-> Preparing the blindfold. Idx = 111.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopBlindfoldActor():-> Blindfolding prisoner.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopBlindfoldActor():-> No Blindfold found.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopBlindfoldActor():-> Done. Processed 0 items.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopAnkleActor():-> Preparing the shackles. Idx = 111.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopIronMaskActor():-> DD leg cuffs are on, ignoring the ankles.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopBindActor():-> Prisoner bound? 0.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpopIronMaskActor():-> DD collar is on, ignoring the collar.
[05/28/2021 - 03:52:04PM] [Sum].:Debug:.GetPoseDevice():-> Got device -> [].
[05/28/2021 - 03:52:04PM] [Sum].:Debug:.GetPose():-> Got pose -> [].
[05/28/2021 - 03:52:04PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [].
[05/28/2021 - 03:52:04PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [] from idx 0.
[05/28/2021 - 03:52:04PM] [Pop].:Debug:.xpoMain.SetPilloryState():-> State = [TRUE]; Fade = [False]; There are [4] pillories available.
[05/28/2021 - 03:52:05PM] [Pop].:Debug:.xpoMain.ResumeSubsProcessing():-> Start.
[05/28/2021 - 03:52:05PM] [Pop].:Debug:.xpopZbfPause():-> No actor!
[05/28/2021 - 03:52:05PM] [Sum].:Debug:.GoToMarker():-> sActor = [Jail Master].
[05/28/2021 - 03:52:05PM] [Sum].:Debug:.GoToMarker():-> akActor = [[xpopJailerMaster < (BA024E73)>]].
[05/28/2021 - 03:52:05PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[Actor < (00000014)>]].
[05/28/2021 - 03:52:05PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] is close enough to the marker!
[05/28/2021 - 03:52:05PM] [Sum].:Debug:.GoToMarker():-> [Jail Master], done! Returned [1]!
 

 

After finishing equipping devices,

Spoiler
[05/28/2021 - 03:55:21PM] [Pop].:Debug:.Scenario (parade):-> OnSceneEvent():-> For [Inmate 21408], event = [ExDevice].
[05/28/2021 - 03:55:21PM] [Pop].:Debug:.xpopExDeviceActor():-> Preparing the extra device. Device = 0, Idx = 1.
[05/28/2021 - 03:55:21PM] [Pop].:Debug:.xpopExDeviceActor():-> Ignoring the extra device.
[05/28/2021 - 03:55:21PM] [Pop].:Debug:.Scenario (parade):-> OnSceneEvent():-> For [Inmate 21408], event = [Bleed].
[05/28/2021 - 03:55:21PM] Error: Cannot access an element of a None array
stack:
    [xposcenarioparade (BA0527FD)].xposcenarioparade.SetPose() - "xposcenarioparade.psc" Line 303
    [xposcenarioparade (BA0527FD)].xposcenarioparade.OnSceneEvent() - "xposcenarioparade.psc" Line 149
    [xpoMain (BA0012C7)].xpomainscr.OnSceneEvent() - "xpoMainScr.psc" Line 1188
    [ (BA054E05)].xpoparade_sf_intro.Fragment_34() - "xpoparade_sf_intro.psc" Line 106
[05/28/2021 - 03:55:21PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [].
[05/28/2021 - 03:55:21PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [] from idx -1.
[05/28/2021 - 03:55:22PM] [Sum].:Debug:.GoToMarker():-> sActor = [Jail Master].
[05/28/2021 - 03:55:22PM] [Sum].:Debug:.GoToMarker():-> akActor = [[xpopJailerMaster < (BA024E73)>]].
[05/28/2021 - 03:55:22PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[Actor < (00000014)>]].
[05/28/2021 - 03:55:22PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] start, travel time [18.508251].
[05/28/2021 - 03:55:23PM] [Sum].:Debug:.GoToMarker():-> [Jail Master], done! Returned [0]!
[05/28/2021 - 03:55:29PM] [Pop].:Debug:.xpoParade_sf_Intro:-> End scene.
[05/28/2021 - 03:55:29PM] [Pop].:Debug:.xpoMain.OnSceneDone():-> Start.
[05/28/2021 - 03:55:29PM] [Pop].:Debug:.Scenario (parade):-> preparade
[05/28/2021 - 03:55:29PM] [Pop].:Debug:.xpoMain.SetTimeScale():-> To 10.
[05/28/2021 - 03:55:29PM] [Pop].:Debug:.Scenario (parade):-> parade
[05/28/2021 - 03:55:29PM] [Pop].:Debug:.Scenario (parade):-> Stopping scene 
[05/28/2021 - 03:55:36PM] [Pop].:Debug:.Scenario (parade):-> Scene appears to not have stopped.
[05/28/2021 - 03:55:36PM] [Pop].:Debug:.Scenario (parade):-> Playing scene 
[05/28/2021 - 03:55:36PM] [Pop].:Debug:.xpoParade_SF_MobPunish-> MobPunish begin.
[05/28/2021 - 03:55:36PM] [Pop].:Debug:.xpoMain.StartHeartbeat():-> Called from [Moving].
[05/28/2021 - 03:55:36PM] [CF][Framework] Didn't activate actor ["Stray Dog" [Actor < (7E05945E)>]]; already has effect
[05/28/2021 - 03:55:36PM] [Pop].:Debug:.xpoMain.[Heartbeat].OnBeginState():-> Start, hours to next beat = [0.250000].
[05/28/2021 - 03:55:36PM] [Pop].:Debug:.Scenario (parade):-> OnSceneEvent():-> For [None], event = [LowHp].
[05/28/2021 - 03:55:36PM] [Sum].:Debug:.GetPose():-> Got pose -> [ZapWriBleedoutIdle].
[05/28/2021 - 03:55:36PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [ZapWriBleedoutIdle].
[05/28/2021 - 03:55:36PM] [Sum].:Debug:.GetPoseDevice():-> Got device -> [sCuffsPose].
[05/28/2021 - 03:55:36PM] [Sum].:Debug:.GetPose():-> For type [sCuffsPose], got pose -> [ZazAPOA001].
[05/28/2021 - 03:55:36PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [ZazAPOA001].
[05/28/2021 - 03:55:37PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [ZapWriBleedoutIdle] from idx -1.
[05/28/2021 - 03:55:37PM] [Sum].:Debug:.GetPoseDevice():-> Got device -> [sCuffsPose].
[05/28/2021 - 03:55:37PM] [Sum].:Debug:.GetPose():-> For type [sCuffsPose], got pose -> [ZazAPOA001].
[05/28/2021 - 03:55:37PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [ZazAPOA001].
[05/28/2021 - 03:55:37PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [ZazAPOA001] from idx 0.
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.xpopPrisonerScr.[InJail].LoadState():-> Switch state to [gothit].
[05/28/2021 - 03:55:38PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:38PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.xpopPrisonerScr.[GotHit].OnBeginState():-> Inmate 21408 got hit!
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.RelieveSelf():-> For [[Actor < (00000014)>]], start! iPiss = 1, iPuddle = 0.
[05/28/2021 - 03:55:38PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:38PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:38PM] [Sum].:Debug:.GoToMarker():-> sActor = [Jail Master].
[05/28/2021 - 03:55:38PM] [Sum].:Debug:.GoToMarker():-> akActor = [[xpopJailerMaster < (BA024E73)>]].
[05/28/2021 - 03:55:38PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[Actor < (00000014)>]].
[05/28/2021 - 03:55:38PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] is close enough to the marker!
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.RelieveSelf():-> For [[Actor < (00000014)>]], start! iPiss = -1, iPuddle = 0.
[05/28/2021 - 03:55:38PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [ZazAPOA001] from idx 0.
[05/28/2021 - 03:55:38PM] [Sum].:Debug:.GoToMarker():-> [Jail Master], done! Returned [1]!
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.RelieveSelf():-> For [[Actor < (00000014)>]], done! Returned 0.
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.xpoParade_SF_MobPunish-> MobPunish ending.
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.Scenario (parade):-> parade
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.xpoMain.OnSceneDone():-> Scene ( [-1174058850] belonging to Parade Through Town)
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.Scenario (parade):-> (Parade) MobWhip scene done
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.RelieveSelf():-> For [[Actor < (00000014)>]], done! Returned 1.
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.xpopPrisonerScr.[gothit].LoadState():-> Done!
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.Scenario (parade):-> Stopping scene 
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.Scenario (parade):-> Playing scene 
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.xpoParade_SF_MobPunish-> MobPunish begin.
[05/28/2021 - 03:55:38PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:38PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:38PM] [Pop].:Debug:.Scenario (parade):-> OnSceneEvent():-> For [None], event = [LowHp].
[05/28/2021 - 03:55:38PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:38PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:38PM] [Sum].:Debug:.GetPose():-> Got pose -> [ZapWriBleedoutIdle].
[05/28/2021 - 03:55:38PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [ZapWriBleedoutIdle].
[05/28/2021 - 03:55:39PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [ZapWriBleedoutIdle] from idx -1.
[05/28/2021 - 03:55:39PM] SLAX - GetActorExposure BEGIN Inmate 21408 is 3.983865
[05/28/2021 - 03:55:39PM] SLAX - GetActorExposure END   Inmate 21408 returns 3.982097
[05/28/2021 - 03:55:39PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:39PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:39PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:39PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:39PM] [Sum].:Debug:.GoToMarker():-> sActor = [Jail Master].
[05/28/2021 - 03:55:39PM] [Sum].:Debug:.GoToMarker():-> akActor = [[xpopJailerMaster < (BA024E73)>]].
[05/28/2021 - 03:55:39PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[Actor < (00000014)>]].
[05/28/2021 - 03:55:39PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] is close enough to the marker!
[05/28/2021 - 03:55:39PM] [Sum].:Debug:.GoToMarker():-> [Jail Master], done! Returned [1]!
[05/28/2021 - 03:55:42PM] [Pop].:Debug:.xpoParade_SF_MobPunish-> MobPunish ending.

 

And then the endless loop of the following.

Spoiler
[05/28/2021 - 03:55:42PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [ZazAPOA001] from idx 0.
[05/28/2021 - 03:55:42PM] [Pop].:Debug:.Scenario (parade):-> parade
[05/28/2021 - 03:55:42PM] [Pop].:Debug:.Scenario (parade):-> Playing scene 
[05/28/2021 - 03:55:42PM] [Pop].:Debug:.xpoParade_SF_MobPunish-> MobPunish begin.
[05/28/2021 - 03:55:42PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:42PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:42PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:42PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:42PM] [Pop].:Debug:.Scenario (parade):-> OnSceneEvent():-> For [None], event = [LowHp].
[05/28/2021 - 03:55:42PM] [Sum].:Debug:.GetPose():-> Got pose -> [ZapWriBleedoutIdle].
[05/28/2021 - 03:55:42PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [ZapWriBleedoutIdle].
[05/28/2021 - 03:55:43PM] [Sum].:Debug:.StrikePose():-> Inmate 21408 is striking pose, [ZapWriBleedoutIdle] from idx -1.
[05/28/2021 - 03:55:43PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:43PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:43PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:43PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
    [alias PlayerAlias on quest BFWFurnitureCheckerQuest (88010132)].BFWHitPlayerzbfCane.OnHit() - "BFWHitPlayerzbfCane.psc" Line 9
[05/28/2021 - 03:55:43PM] [Sum].:Debug:.GoToMarker():-> sActor = [Jail Master].
[05/28/2021 - 03:55:43PM] [Sum].:Debug:.GoToMarker():-> akActor = [[xpopJailerMaster < (BA024E73)>]].
[05/28/2021 - 03:55:43PM] [Sum].:Debug:.GoToMarker():-> orMarker = [[Actor < (00000014)>]].
[05/28/2021 - 03:55:43PM] [Sum].:Debug:.GoToMarker():-> [Jail Master] is close enough to the marker!
[05/28/2021 - 03:55:43PM] [Sum].:Debug:.GoToMarker():-> [Jail Master], done! Returned [1]!
[05/28/2021 - 03:55:44PM] [Pop].:Debug:.xpopPrisonerScr.[gothit].LoadState():-> Switch state to [InJail].
[05/28/2021 - 03:55:44PM] [Pop].:Debug:.RelieveSelf():-> For [[Actor < (00000014)>]], start! iPiss = -1, iPuddle = 0.
[05/28/2021 - 03:55:45PM] [Pop].:Debug:.RelieveSelf():-> For [[Actor < (00000014)>]], done! Returned 1.
[05/28/2021 - 03:55:45PM] [Pop].:Debug:.xpopPrisonerScr.[InJail].LoadState():-> Done!
[05/28/2021 - 03:55:46PM] [Sum].:Debug:.GetPoseDevice():-> Got device -> [sCuffsPose].
[05/28/2021 - 03:55:46PM] [Sum].:Debug:.GetPose():-> For type [sCuffsPose], got pose -> [ZazAPOA001].
[05/28/2021 - 03:55:46PM] [Sum].:Debug:.GetFinalPose():-> Got final pose -> [ZazAPOA001].
[05/28/2021 - 03:55:46PM] [Pop].:Debug:.xpoParade_SF_MobPunish-> MobPunish ending.
[05/28/2021 - 03:55:46PM] [Pop].:Debug:.xpoMain.OnSceneDone():-> Scene ( [-1174058850] belonging to Parade Through Town)
[05/28/2021 - 03:55:46PM] [Pop].:Debug:.Scenario (parade):-> OnSceneDone

There is a chance that there might be a conflict with BondageFurnitureWorld mod in 5.00 (as they work well in my game before that) according to the log, I will try later with this mod removed and tries the parade later.

As for the first example, I found unable to reproduce on another save but as I checked its log before it shows the player is busy while actually PC is just locked in cell and not in any scenario, I believe there should be some linking between the first and second example I mentioned. Thus I believe there are two issues rather than three.

Edited by ZWCCWH
Posted (edited)

Just installed POP 5.0 (SE version) and I'm seeing an issue in Windhelm. I'm not sure it's related, but I'm guessing it is... so if anyone can a) confirm whether these props are indeed from POP, and b) if it is, point at any potential ways to fix it, I'd be grateful.

 

Here's what I'm seeing: There's a ladder in the courtyard of the Jarl's palace that leads up to an iron platform. There's an invisible cage I can interact with, and a bed floating in space. Basically it looks to me like some of the geometry is invisible for some reason, but otherwise functional.

 

Does anyone have any ideas?

 

Screenshot attached.

Free floating bed.png

Edited by Anunya

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