Slorm Posted March 25, 2016 Posted March 25, 2016 Vel, is there a way for players to reset the idles manually from the console or do they need to always use "setstage" to force the quest forward? I think I had a reset for the idle in v3.84, if so it would be where the enable / disable player control options are. If not you can try 'player.playidle 0' in the console as I think that will reset the player's idle to normal. You can also try enabling the controls, jumping to break the idle and disabling them again. Basically I believe anything that stops the ZAP animation from playing will work. Just tested after loosing a delivery and the Reset Player Idle from CD MCM seems to do the trick. It was the one thing that worked after being hung up and whipped by Herran. It's not ideal but at least keeps things working until a proper fix can be found and makes an upgrade to zap v6.1 more feasible
Veladarius Posted March 25, 2016 Posted March 25, 2016 Vel, is there a way for players to reset the idles manually from the console or do they need to always use "setstage" to force the quest forward? I think I had a reset for the idle in v3.84, if so it would be where the enable / disable player control options are. If not you can try 'player.playidle 0' in the console as I think that will reset the player's idle to normal. You can also try enabling the controls, jumping to break the idle and disabling them again. Basically I believe anything that stops the ZAP animation from playing will work. Just tested after loosing a delivery and the Reset Player Idle from CD MCM seems to do the trick. It was the one thing that worked after being hung up and whipped by Herran. It's not ideal but at least keeps things working until a proper fix can be found and makes an upgrade to zap v6.1 more feasible They need to have an option to disable their AI handling in the mod, that is likely the only fix for the current version of CD. Min is helping to find a way to temporarily disable it so I can use it in v4 otherwise I have to alter all the player bound scenes.
pinkpunkt Posted March 26, 2016 Posted March 26, 2016 guard not arrest me... just stand still... and i'm stand stuck... I dont think someone can help you with those few informations.
maanfall Posted March 26, 2016 Posted March 26, 2016 Since english isn't my first language, I'm having trouble understanding the changelog, and specifically this line: Warning .::. If playing with devious devices, this POP requires DDe 1.76 or later. Does this mean that if I update to patch 8B I need to have DDe? Since POP 8 in itself didn't need it. Thanks if you can explain it
Inte Posted March 26, 2016 Author Posted March 26, 2016 You need DDe 1.76 only if you use devious devices with POP.If you don't use devious devices, POP will work just fine without DDe. So no POP 8b does not require DDe.
Skull Tyrant Posted March 26, 2016 Posted March 26, 2016 You need DDe 1.76 only if you use devious devices with POP. If you don't use devious devices, POP will work just fine without DDe. So no POP 8b does not require DDe. so if using regular DD (assets and integration) you need DDE for POP 8b correct?
Inte Posted March 26, 2016 Author Posted March 26, 2016 Yes. Wearing devious devices when arrested through POP, (without DDe) will 'break' POP as in the devious devices will not be removed and you'll end up walking around with no hands and an armbinder backpack.
Whizkid Posted March 27, 2016 Posted March 27, 2016 Thanks for the update Inte yea, thanks for the update
RJLbwb Posted March 27, 2016 Posted March 27, 2016 Why, pray tell, does the latest patch delete backpacks when installed?
Punga Posted March 27, 2016 Posted March 27, 2016 I was just walking along minding my own business when all the sudden a bounty hunter appeared behind me and took me to prison. All good stuff. I too, thank you for the update. Edit: For all of you not using devious devices equip have you seen all the new expensive devices in there? They look really expensive and good.
Slorm Posted March 27, 2016 Posted March 27, 2016 Sorry, just me being a bit thick here I think. I can see what the Relentless BH does but what is the difference between that and the BH use Teleport Spells as both options sound similar?
Inte Posted March 27, 2016 Author Posted March 27, 2016 With the teleport spell off the BH just pops in (teleports) quietly without the effect and sound of the spell, its for immersion and so you wont get startled by them just popping in behind you.
DonQuiWho Posted March 27, 2016 Posted March 27, 2016 @ Inte Sorry for the pedantry , but is the ...... A manual PO force restart is mandatory before and after installing the patch. ......in any way different from A PO reset is required to update from POP 8 to POP 8a. ie. Do we need to go through they whole clean save procedure again? Not that I mind doing that if necessary. I'm very grateful for all the time and trouble you take to do this and keep it all up to date and interesting. I just want to make sure that I don't do all that if I don't really need to TIA
Inte Posted March 27, 2016 Author Posted March 27, 2016 From POP 8b and higher, the POP resets itself automatically (new feature in 8b) on alpha version update, i.e. going from POP 8a to POP 8b, so no need to reset it manually anymore. I'll remove the 'A manual PO blah ... blah' from the download page. A clean save is only required when updating POP's version number, i.e. going from POP 7f to POP 8.
grundor67 Posted March 28, 2016 Posted March 28, 2016 Indeed. A log is golden. Heh, funny you should mention that....uhm, how do I get papyrus to start logging? I read somewhere about having to enable it in Skyrim.ini file but the only thing I find close is the SkyrimPrefs.ini. I've been having the same problem as a few others and it's been driving me crazy. I can get arrested, get taken down immersively (the green ball of I'll-stop-you-dead-in-your-tracks magic), I get hogtied and hooded...guard says, "Not so tough now eh?" or something along those lines then he/she walks up and says, "Huh?" or "Don't do that" then the hood is removed. Still hogtied the screen eventually goes into transistion and I get the vanilla jail sentence. This is always followed by "....guard can't arrest you for....". PO worked great prior to installing patch 8a. Btw, currently started new game with the latest patch 8b but still get same result. If i could figure out how to get the log I would be forever grateful to figure this thing out and get back to the not-so-cozy cell experience back.
Inte Posted March 28, 2016 Author Posted March 28, 2016 You can get the log, like in here http://www.loverslab.com/topic/22241-sexlab-troubleshooting-support-guide/?do=findComment&comment=549438 Or if you feel you adventurous you can enable console log and look in the console to see what is happening.
DonQuiWho Posted March 28, 2016 Posted March 28, 2016 From POP 8b and higher, the POP resets itself automatically (new feature in 8b) on alpha version update, i.e. going from POP 8a to POP 8b, so no need to reset it manually anymore. I'll remove the 'A manual PO blah ... blah' from the download page. A clean save is only required when updating POP's version number, i.e. going from POP 7f to POP 8. Thank you very much for the, as ever, prompt reply. And also for making me very happy that I don't have to do all that again!
Mud Posted March 28, 2016 Posted March 28, 2016 Has there been a history of navmesh conflicts between PO and other popular mods? I've had an awful high number of navmesh problems in towns with ETaC, and have been working on identifying the causes. I managed to fix several by adjusting my load order, but Falkreath remains problematic for me and my current hunch is that PO's causing this one. People, especially followers, seem to commonly flip out in the center of town, and run face-first into the fences when going by the stables added outside town. The closest addition to these locations seems to be PO's pillories. Might anyone have insight to share? I also have Helgen Reborn, which adds a house to the town, but it's pretty far on the outskirts of town and doesn't appear to change anything when loaded differently.
Veladarius Posted March 28, 2016 Posted March 28, 2016 Has there been a history of navmesh conflicts between PO and other popular mods? I've had an awful high number of navmesh problems in towns with ETaC, and have been working on identifying the causes. I managed to fix several by adjusting my load order, but Falkreath remains problematic for me and my current hunch is that PO's causing this one. People, especially followers, seem to commonly flip out in the center of town, and run face-first into the fences when going by the stables added outside town. The closest addition to these locations seems to be PO's pillories. Might anyone have insight to share? I also have Helgen Reborn, which adds a house to the town, but it's pretty far on the outskirts of town and doesn't appear to change anything when loaded differently. ETaC would likely need to go at the end of the load order as it probably changes the navmesh for the new layouts, I doubt PO does at all.
mitiok18 Posted March 28, 2016 Posted March 28, 2016 What can my partner Lydia not arrested together with me?
Emy314 Posted March 29, 2016 Posted March 29, 2016 Events don't trigger for me :/ I've even put the "Time between events" to 0.5 hours and nothing happens :/ I just stand there in my cell and now half of my sentence is up. I've got all event types checked except for parade. I've tried reloading and getting arrested again. I've tried unstucking the jailer. Only "fun" I had so far was when the guard arrested me XD
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