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Posted

Here's a couple mod location conflicts I've noticed since 5.44.4.

 

- The Guardhouse in Winterhold uses the same building as Milk Mod Economy, blocking access to the Milk Pumps.

- The Guardhouse in Winterhold uses the same building as The Mysterious Breeding Rooms, blocking access to the trap door used in the quest.

- The 'Riften Outside Jail' shares the same space as the Milk Pumps from Milk Mod Economy, blocking access to both.

 

Spoiler

image.jpeg.e64d71bde8055595de13586d66c2a6d5.jpeg

Spoiler

image.jpeg.f56c57dd8f328c52378f4ceac900ab15.jpeg

 

Posted (edited)

i have problem, in MCM I choose oufit is nake but when jail take my item he gave to me full cloth, this problem happen for all prisoner, they wear all cloth. How can i fix that

 

Edited by dtnam2705
Posted (edited)

I am concerned punishments/fun aren't working for me. Tested some jail time by popping a guard in the face with my fist. Got arrested. Text in the upper left says Guard had fun at 0 seconds. Later, in a VIP cage, people would come in and Punishment at 0 seconds, Punishments at 3 seconds. I checked that POP is fully running, even installed without complaint AND all of the line items are green OK!

 

Shouldn't there be something happening during 'fun' and punishments? What am I expecting exactly? Whippings? Spankings? What? What do I check to correct this?

 

edit/update 12/26: I noticed that Devious Equip was suggested, but I didn't have it. I added it for another mod in my tests, and bam(!), the punishments and fun times seemed to be held back without Devious Equip. Maybe I misread the suggestion, but it definitely now works. lol

Edited by ETSubmariner
Posted
12 hours ago, ETSubmariner said:

the punishments and fun times seemed to be held back without Devious Equip.


I am pleased to hear that you resolved your issue, but generally speaking, Devious Devices Equip is not required by POP.

 

 I test POP both with and without DDE, and POP works for me in both scenarios.

Posted (edited)

So I have another problem now that the stuff started  to work. PC gets locked in Pillory during arrest period and none of the events are working. No whipping, no Punish by tags or other tags. Anims are all registered and even the tags are supposed to work.

Update: Just realized its Minor Crimes, will add tags and check if it works in Minor.

Edited by Kingslayer101
Posted (edited)

There's something broken in the living quarters of Jorrvasker. The room near where Aela sleeps, the room at the end of that corridor now looks out into the void. If you step through the room appears again. There's a jail cell door there, and clicking on some of the things like the jail door et al shows this mod was the last to touch it in my load order. Haven't tried it with vanilla skyrim, of course, but thought to ask for suggestions.

 

Currently testing removing the two line items in this mod relating to that door. Those items just add a door, and no other interactions. There's already a normal jail cell door there anyway.

Edited by ETSubmariner
Posted
On 12/1/2022 at 4:05 PM, kaizersoze27 said:

I too get the POP Registration failed error, I am starting a new game. From the posts here by Herowynne and others, disabling Papyrus Tweaks NG and starting new game works. Once the first time registration of SUM and POP are done, I save, enable Papyrus Tweaks NG and reload the game and everything works fine, with "POP Ready" message coming up on each load successfully.

Will post more if I find any issues during game

same problem with Papyrus Tweaks NG

Posted (edited)
On 1/1/2023 at 6:46 PM, ETSubmariner said:

There's something broken in the living quarters of Jorrvasker. The room near where Aela sleeps, the room at the end of that corridor now looks out into the void. If you step through the room appears again. There's a jail cell door there, and clicking on some of the things like the jail door et al shows this mod was the last to touch it in my load order. Haven't tried it with vanilla skyrim, of course, but thought to ask for suggestions.

 

Currently testing removing the two line items in this mod relating to that door. Those items just add a door, and no other interactions. There's already a normal jail cell door there anyway.

I have a sneaking suspicion this is due to Skyrim Project Optimization (which adds occlusion panes to try and increase performance) but I haven't had a chance to test since modifying my copy. I'll come back to this when I do.

 

Edit: Apparently not. Here are examples from both sides of the door:

Spoiler


ScreenShot18.png

ScreenShot19.png

 

Edited by Scautura
Adding more details
Posted
17 hours ago, Scautura said:

I have a sneaking suspicion this is due to Skyrim Project Optimization (which adds occlusion panes to try and increase performance) but I haven't had a chance to test since modifying my copy. I'll come back to this when I do.

 

Edit: Apparently not. Here are examples from both sides of the door:

  Hide contents

 

 

 

 

17 hours ago, Scautura said:

 

 

 

Yup, the Great Void. lol

 

Step through, find a whole vanilla room beyond! I was wondering if this was supposed to be the cell you might get sent to because someone showed in interest, but confused as to why it just goes into the vanilla room. The Dragonsreach cell up the stairs works just fine, but then again it isn't a door. Doors into other rooms are a whole other thing - not just a hole but a literal step through into a new non-loading screen section.

Posted

I really don't know what is going wrong at this point. I get the POP registration failed error when starting a new game, I deleted the json files and reset POP in the mcm twice, don't use Papyrus Tweaks NG.

 

What am I doing wrong?

Posted
On 12/2/2022 at 12:05 AM, kaizersoze27 said:

I too get the POP Registration failed error, I am starting a new game. From the posts here by Herowynne and others, disabling Papyrus Tweaks NG and starting new game works. Once the first time registration of SUM and POP are done, I save, enable Papyrus Tweaks NG and reload the game and everything works fine, with "POP Ready" message coming up on each load successfully.

Will post more if I find any issues during game

solved ,thanks

Posted (edited)

@Inte @Herowynne as a Suggestion/Request

 

@Bane Master for info

 

Is there any way that it would be possible to make provision for the followers that do not accompany the PC to jail, ie when the main POP mod MCM is set to 'LEAVE' them at the place of arrest, that they could maybe be handed off to Bane Master's Follower Slavery (FSM) mod, using its plugin?

 

I am NOT suggesting that main POP be changed at all, as it's @Inte 's LE + @Herowynne 's SSE conversion, [edit] but as FSM is SSE only actually works on both, see @Bane Master's post below, a patch could probably work for both

 

What I was wondering about is if it were possible to add an addon SSE only 'Patch' esp (elsifyed if poss) to hand over the 'left behind' followers to FSM? 

 

IF I understand it correctly, there should be no complications, eg recalling them to POP etc, as the patch would just need to initiate a one off, one way transfer to FSM, with that mod dealing with their subsequent capture etc/rescue/emancipation.

 

And, after all, it would fit with the general storyline theme, as all the Skyrim guards are corrupt and would probably even sell their sisters for a bit of extra money ... ?

 

I'm sure it's more complicated than that in practical coding terms, but the principle seems simple enough

 

Any thoughts?

 

DQW

 

Edited by DonQuiWho
Posted
8 hours ago, DonQuiWho said:

Is there any way that it would be possible to make provision for the followers that do not accompany the PC to jail, ie when the main POP mod MCM is set to 'LEAVE' them at the place of arrest, that they could maybe be handed off to Bane Master's Follower Slavery (FSM) mod, using its plugin?

 

I am NOT suggesting that main POP be changed at all, as it's @Inte 's LE + @Herowynne 's SSE conversion, and FSM is SSE only

 

What I was wondering about is if it were possible to add an addon SSE only 'Patch' esp (elsifyed if poss) to hand over the 'left behind' followers to FSM? 

 

That sounds like a great idea! But a developing a mod like that is beyond my skillset at the present time.

Posted
On 1/3/2023 at 8:49 PM, TheNewDude said:

I really don't know what is going wrong at this point. I get the POP registration failed error when starting a new game, I deleted the json files and reset POP in the mcm twice, don't use Papyrus Tweaks NG.

 

What am I doing wrong?

complete reinstall of POP aswell, no idea what to do, please help

Posted
1 hour ago, Herowynne said:

 

That sounds like a great idea! But a developing a mod like that is beyond my skillset at the present time.

 

Thanks for responding, and the positive reply

 

Maybe @Inte or @Bane Master might take it on as a challenge, then?  ?

 

I'm assuming, probably very naively, that it's basically a patch to overwrite one script, with an alternative outcome resul;ting from amending the follower 'Leave in situ' section

 

But what do I know?   LOL

 

DQW

 

 

Posted

@Herowynne I could not find a mod that conflicted with POP that causes the guard to not take me to jail after the "arrested by...."  I still retain movement and they walk to where ever they were pathing to or idling at. Any ideas how to fix this? 

Posted
1 hour ago, Tomfool13 said:

@Herowynne I could not find a mod that conflicted with POP that causes the guard to not take me to jail after the "arrested by...."  I still retain movement and they walk to where ever they were pathing to or idling at. Any ideas how to fix this? 


Wrong version, or missing, Fuz Ro Doh can cause that symptom. Make sure you have the correct version for your game LE / SE / AE.

Posted

Okay, so I reinstalled it completely again but now anytime after I finish interacting with a cooking pot or alchemy table my character freezes in place, something is very wrong here.

Posted (edited)
On 1/6/2023 at 11:40 AM, DonQuiWho said:

FSM is SSE only

Actually FSM works in LE and SE ?

 

All that POP would need to do to enslave followers to a random master via FSM  is send a mod event for each follower to be enslaved

 

   Int iFSMEnslave = ModEvent.Create("fsm_enslavefollower")
   If iFSMEnslave
       ModEvent.PushForm(iFSMEnslave, kSlave) ; Form    The Follower to be Enslaved
       ModEvent.PushForm(iFSMEnslave, None)   ; Form    The Master - Use 'None' as enslaving to a random master
       ModEvent.PushString(iFSMEnslave, "")   ; String  The Master Type required - Use "" as enslaving to a random master
       ModEvent.PushBool(iFSMEnslave, True)   ; Bool    Fallback to Random master - True to allocate a random master
       ModEvent.Send(iFSMEnslave)
   EndIf

 

It's also possible to enslave to a specific Actor master or to a specific master type (from the FSM Masters.json file) - full details are on the FSM OP and in fsm_utilityscript.psc

 

To check if FSM is installed

 

Bool bIsFSMInstalled = ( StorageUtil.GetIntValue(none, "fsm_bIsMCMInstalled") == 1 )

 

That's it...

Edited by Bane Master
Posted
1 hour ago, Bane Master said:

Actually FSM works in LE and SE ?

 

All that POP would need to do to enslave followers to a random master via FSM  is send a mod event for each follower to be enslaved

 

   Int iFSMEnslave = ModEvent.Create("fsm_enslavefollower")
   If iFSMEnslave
       ModEvent.PushForm(iFSMEnslave, kSlave) ; Form    The Follower to be Enslaved
       ModEvent.PushForm(iFSMEnslave, None)   ; Form    The Master - Use 'None' as enslaving to a random master
       ModEvent.PushString(iFSMEnslave, "")   ; String  The Master Type require - Use "" as enslaving to a random master
       ModEvent.PushBool(iFSMEnslave, True)   ; Bool    Fallback to Random master - True to allocate a random master
       ModEvent.Send(iFSMEnslave)
   EndIf

 

It's also possible to enslave to a specific Actor master or to a specific master type (from the FSM Masters.json file) - full details are on the FSM OP and in fsm_utilityscript.psc

 

To check if FSM is installed

 

Bool bIsFSMInstalled = ( StorageUtil.GetIntValue(none, "fsm_bIsMCMInstalled") == 1 )

 

That's it...

 

Thanks for the reply, and the helpful info!

 

Firstly. 'Oops!'  Sorry about misleading on FSM re it's working on SSE AND LE.  I'll edit the original

 

Otherwise, you make it all sound so simple!  LOL

 

@Inte @Herowynne

 

Does this make an addon patch to POP a simple, viable, option?

 

Or is there anyone else out there who can do one?

 

DQW

Posted
27 minutes ago, DonQuiWho said:

you make it all sound so simple!  LOL

Well - not simple in general terms, but compared to creating a complex Mod like POP it's fairly trivial! ?

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