Herowynne Posted June 2, 2021 Posted June 2, 2021 (edited) 1 hour ago, Anunya said: 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? Yes, those are from POP. The cages added by POP to the game world always appear while you are arrested and/or in prison. The MCM has individual checkboxes to specify whether each added cage should appear in the game world when you are not arrested or in prison. So you can use the MCM to turn off that particular cage in Windhelm. Having said all that, in order to use POP successfully, you will want to ensure that the added cages are working properly in your game. As we can see, that cage is not working properly in your game. POP uses the assets from ZAP for the cages and other bondage furniture, so cage problems are likely due to your version of ZAP. Perhaps your ZAP is outdated or messed up. I had been using the LE version of ZAP 8.0 that I converted myself to SE, and I discovered that the POP-added cages had some issues. (Some of the pose activators inside cages were visible as brightly-colored silhouettes. The activators are supposed to be invisible.) I switched to using the ZAP 8.0+ SE conversion by Pfiffy - ZAZ Animation Packs for SE 1.0.0 - download from this Mega link on the mod page: ZAZ 8.0+ UUNP HDT Rev3 Switching to Pfiffy's ZAP 8.0+ SE conversion fixed the issues that I was seeing. I recommend that version. Hope that helps! Edited June 2, 2021 by Herowynne 3
Herowynne Posted June 2, 2021 Posted June 2, 2021 Here is a picture of the courtyard outside the Palace of Kings when the Windhelm Outdoor Cage is turned off in POP's MCM General page (the default for this cage is turned off). Spoiler Here is how the cage looks like in my game (Skyrim SE) after turning it on in POP's MCM General page. I am using the ZAP 8.0+ SE conversion by Pfiffy. Spoiler 2
Anunya Posted June 3, 2021 Posted June 3, 2021 Turns out I have the CBBE version of that pack installed (which hopefully should still be okay), so that's (probably) not the problem. I guess I should have a look at the other cages to see how they're doing.
HermausMoron Posted June 3, 2021 Posted June 3, 2021 I'm trying to install POP, but every time I do, I get the following error message:
Herowynne Posted June 3, 2021 Posted June 3, 2021 4 minutes ago, HermausMoron said: I'm trying to install POP, but every time I do, I get the following error message: That script is included with POP 5.00 both LE and SE versions. Something must have gone wrong with your download and/or installation of the mod. I recommend that you uninstall the mod and download and install again.
KalBreen Posted June 5, 2021 Posted June 5, 2021 (edited) Just wanna say I'm having sooo much fun with this mod. I got chased by a bounty hunter while trying to escape Cidhna Mine. And when I was eventually caught the bounty hunter and motley crew walked me in chains, all the way to Windhelm! I had no idea where they were taking me. On the way, they disposed of the bandits at Valtheim Tower and threw them off the bridge! Hilarious! Edited June 5, 2021 by KalBreen 1
Inte Posted June 5, 2021 Author Posted June 5, 2021 On 5/28/2021 at 5:02 AM, ZWCCWH said: 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) Reveal hidden contents [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. Reveal hidden contents [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). Reveal hidden contents [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. Reveal hidden contents [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) Reveal hidden contents [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, Reveal hidden contents [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. Reveal hidden contents [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. Unfortunately, those log fragments do not tell me anything. Perhaps a full log will.
ZWCCWH Posted June 6, 2021 Posted June 6, 2021 On 6/5/2021 at 11:25 AM, Inte said: Unfortunately, those log fragments do not tell me anything. Perhaps a full log will. Papyrus.2.log
Inte Posted June 7, 2021 Author Posted June 7, 2021 On 6/5/2021 at 11:45 PM, ZWCCWH said: Papyrus.2.log 694.1 kB · 1 download Try POP 5.01. 1
HermausMoron Posted June 8, 2021 Posted June 8, 2021 On 6/2/2021 at 10:43 PM, Herowynne said: That script is included with POP 5.00 both LE and SE versions. Something must have gone wrong with your download and/or installation of the mod. I recommend that you uninstall the mod and download and install again. Did what you said, seems to have worked, but there's no POP menu.
Herowynne Posted June 9, 2021 Posted June 9, 2021 3 hours ago, HermausMoron said: Did what you said, seems to have worked, but there's no POP menu. Did you try the standard approach for a missing MCM menu? i.e. Go into the MCM, back out to the game, and wait for two minutes to see if the "MCM: Registered # new menu(s)" notification is displayed.
HermausMoron Posted June 9, 2021 Posted June 9, 2021 16 hours ago, Herowynne said: Did you try the standard approach for a missing MCM menu? i.e. Go into the MCM, back out to the game, and wait for two minutes to see if the "MCM: Registered # new menu(s)" notification is displayed. Yeah. Nothing. Starting a new game doesn't change it either.
judge007 Posted June 9, 2021 Posted June 9, 2021 16 minutes ago, HermausMoron said: Yeah. Nothing. Starting a new game doesn't change it either. try Jaxonz MCM Kicker https://www.nexusmods.com/skyrimspecialedition/mods/36801 or in console "setstage ski_configmanagerinstance 1"
reaper2014 Posted June 12, 2021 Posted June 12, 2021 Is there a way to interact with my cellmate? She's wearing a gag, so when I talk to her, she just mumbles.
shiagwen Posted June 13, 2021 Posted June 13, 2021 Is this version now compatible with the actual cursed Loot ? The arrest didnt work with the pop version before. (dont tell me it did work, i was pissed off enough because it did not)
Foxrine Posted June 14, 2021 Posted June 14, 2021 (edited) This mod doesn't work for me. I installed everything, but when the guard is arresting me it triggers the hands up animation, then my character rests her hands and then freeze, the guard is not doing anything and my character cannot move. It happens multiple times, even after whole SSE reinstall. EDIT: I'm also playing on a completely new save Edited June 14, 2021 by Foxrine
Herowynne Posted June 14, 2021 Posted June 14, 2021 5 hours ago, Foxrine said: This mod doesn't work for me. I installed everything, but when the guard is arresting me it triggers the hands up animation, then my character rests her hands and then freeze, the guard is not doing anything and my character cannot move. It happens multiple times, even after whole SSE reinstall. EDIT: I'm also playing on a completely new save Perhaps you have a mod conflict? You could retest with a minimal load order consisting of just POP and its requirements. If that works, then you could add in your regular mods a few at a time until you determine the conflicting mod.
Foxrine Posted June 14, 2021 Posted June 14, 2021 4 hours ago, Herowynne said: Perhaps you have a mod conflict? You could retest with a minimal load order consisting of just POP and its requirements. If that works, then you could add in your regular mods a few at a time until you determine the conflicting mod. Strangely, it's still not working. My character and a guard is still staying frozen during arrest (I triggered the major arrest). I've attached the screenshot of Skyrim scene and the mod list. I use MO2. I really don't believe that the Quick Start mod is making the problem.
Herowynne Posted June 15, 2021 Posted June 15, 2021 48 minutes ago, Foxrine said: Strangely, it's still not working. My character and a guard is still staying frozen during arrest (I triggered the major arrest). I've attached the screenshot of Skyrim scene and the mod list. Verify that you have the latest version 1.7 of Fuz Ro Doh. https://www.nexusmods.com/skyrimspecialedition/mods/15109 I have never tested with ZAP 7.0. Previously, I was using ZAP 8.0 and I encountered some small issues with POP. Then I switched to ZAP 8.0+ and those issues were resolved. I recommend the SE conversion of ZAP by Pfiffy. On Pfiffy's mod page, I downloaded and use this version: ZAZ 8.0+ UUNP HDT Rev3 : https://mega.nz/#!7ZQjmABY!5slFVs_5YB7DphHCrd2m1nzDTiIwpFoLyRKq6WUt6ek
KalBreen Posted June 15, 2021 Posted June 15, 2021 The new prisons are really good and add a lot of atmosphere to the game. Feels a lot like Slaverun now, and that's a quality mod
shiagwen Posted June 15, 2021 Posted June 15, 2021 (edited) mcm is there, but empty ..... starting a new game it is ok. but htat was not necessary in all these years. however, my question is still open if this version is compatible with cl 9.0. Edited June 15, 2021 by shiagwen
shiagwen Posted June 15, 2021 Posted June 15, 2021 (edited) On 4/4/2021 at 3:55 PM, drunken toad said: Yeah, I don't use CL for that specific reason. There's no option to disable it either. people in forum of cl just do agressive comments against me and that it is my game and not a bug. good to see i am not the only one. dd 5.01 is recommended, does that meran it will run with 4.3 ? whats the difference ? btw who came to the idea with the cages everywhere ? pop has the cage version inside, why isnt that enough ? all optional in mcm you wrote, i hope the cages will disappear with that. is is possible to keep cidhna mine and disable the cage in the sky and windhelm as markath replacer, but keep windhelm for windhelm of course ? i will not play with zaz 8 because of these cages . Edited June 15, 2021 by shiagwen
Foxrine Posted June 15, 2021 Posted June 15, 2021 12 hours ago, Herowynne said: Verify that you have the latest version 1.7 of Fuz Ro Doh. https://www.nexusmods.com/skyrimspecialedition/mods/15109 I have never tested with ZAP 7.0. Previously, I was using ZAP 8.0 and I encountered some small issues with POP. Then I switched to ZAP 8.0+ and those issues were resolved. I recommend the SE conversion of ZAP by Pfiffy. On Pfiffy's mod page, I downloaded and use this version: ZAZ 8.0+ UUNP HDT Rev3 : https://mega.nz/#!7ZQjmABY!5slFVs_5YB7DphHCrd2m1nzDTiIwpFoLyRKq6WUt6ek It works now, thank you It seems that the Fuz Ro Doh was causing a problems. 1
Herowynne Posted June 15, 2021 Posted June 15, 2021 10 minutes ago, Foxrine said: It works now, thank you It seems that the Fuz Ro Doh was causing a problems. I am really pleased to hear that it is working for you now!
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