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Posted

24k bounty? :P

Don't worry POP 8h will suit you better, I don't want to spoil it but even exploit escapes will be almost impossible, well in HC mode only - why bother otherwise. ^_^

Posted

Make sure it was major crime.

 

Thanks for the response, and everything is working ok...had not noticed it was an arrest for minor crime. I also was unaware that the punishments involving the prison and pillory only fire when it is for major crime.

 

Much appreciated.

 

 

Posted

Bounty hunter is not force greeting, instead he just cast a spell and my PC is arrested. Is there no way to "peacefully" resolve it?

Posted

I hope there are ways to escape though not easily.  When I first started playing this I still had default options and had one of those bounty hunters teleporting after me over and over.  I changed into a werewolf and ran all the way from Whiterun to Dimhallow Crypt hoping the vampires would swarm the hunter but she killed all the vampires and kept coming for me.  Not using the death alternative so once you refuse the 1rst time you're pretty much dead unless you can win the fight (got 3 followers + Serana right now so as long as I have my crew I can take them out so long as they don't get a chance to call in multiple reinforcements).  I dropped 10 lockpicks in the castle dour cell just in case I end up in there again and want to make a break for it.  Don't know if they will stay or not.  I can't begin to count how many times Beirand, that Solitude blacksmith visited my pc at the pillory.  I need to get revenge.  Think I'll pimp his wife since I have TDF prostitution. 

 

This sounds like the beginning of an epic revenge tale on par with Aeschylus's Agamemnon.

Posted

IIRC it is not possible to stop dragons from spawning once the quest is started. A workaround would be to put the player indoors during punishment in open towns instead.

Posted

I'm getting stuck at the pillory, the jailer goes to I guess release my character but then stops and gets stuck. I've tried releasing the and then forcing it, but nothing. Anyone know a console or how to debug this? Sorta stuck atm in the save now. I've also tried going back on the save before the pillory, same situation.

Posted

Sounds like the jailer is waiting for your punisher, look around the crowd for someone wearing a whip, then move him/her to you.

Posted

The mod is set up to support 1 follower, so it's probably not your follower.  I ran through it with three followers, mod picked up 1 and the other two just hung out in the jail.

Posted

A problem with that is it could be incompatible with Death alternative or defeat, which can trigger at low health. Correct me if I'm wrong.

Posted

A problem with that is it could be incompatible with Death alternative or defeat, which can trigger at low health. Correct me if I'm wrong.

 

Yes that is right depending on setup. It also might cause a problem with DCL combat surrender as well so I don't think it would be a good idea to make it closer to the death/wound threshold.

 

It's not clear though what shiagwen is asking for, if it's stop whipping after 5%-10% health has been used then it's not a problem.

 

Posted

Oh right, forgot to add that to the .json file saving function, fixed in POP 8h.

Thanks. ;)

 

Got another one for you. Looks like the setting for the Relentless Bounty Hunter toggle isn't saved either.

 

Out of curiosity, if that's switched off how long does it take the BH's to take the pc? From memory it was quite easy to keep ahead of them all the time but it's been ages since I've played without the relentless toggle so can't really remember

 

EDIT:

 

Found an odd bug when I was testing something else but I have noticed it before. I pick pocketed a guard and got a bounty of 25 in Windhelm but I was arrested for major crimes.

 

I did test also by using player.setcrimegold and that behaved normally (was then arrested for petty crimes) so seems to be an issue when caught red handed doing a crime. Major crime threshold set at 500 btw.

 

Log attached

 

Papyrus.0.log

Posted

You are absolutely correct! :blush: 

Fixed in POP 8h.

Keep them coming, and thanks.

 

The POPBHs start in Whiterun, so it depends how close you are to that. 

 

It looks like it added the 25 to the arrest fees of 666, making it a major crime since you had that set to 500.

Posted

Thanks Inte, I also found out it's not a good idea to try pick pocketing a guard to nick his weapon when the skill is only at 15 :lol:

 

It explains why the setcrimegold works correctly as well. I've cobbled together a manual system for random bounties using Excel RANDBETWEEN() and INDEX() functions to calculate a possible random bounty between 1 - 1000. I run it before every game start/reload and it gives the amount and hold ID which I put in via the console and look away quickly so I don't know which Hold it is. It's a bit kludgy but seems to work well :)

Posted

From DCL thread

 

 

 

Bug Report

 

Not sure whether to report this here or in POP.

 

I lowered the rape and uncontrollable lust to the default of 75. Uncontrollable lust fired and I was arrested by a Guard and taken to jail. On the way the arousal rape fired which made things a bit chaotic as although I used END to kill off each animation it did make the arrest rather jerky as there were 5 rapists.

 

It didn't do any harm PO carried on finished normally.

 

I'm assuming that control is passed to PO once the arrest option fires in DCL so I'm not sure which mod should suspend the rape

 

I am usually trying to avoid this by suspending DCL when the character is jailed by PO, but POP is setting the relevant flag only when the character actually arrives in jail. I have no means to otherwise tell if an arrest is in progress. In other words, I can't fix this.

 

 

Would it be possible to set the flag when the pc is first arrested so DCL can be suspended earlier?

Posted

Yes the flag is already there.
This gets set on a successful arrest.

StorageUtil.SetIntValue(PlayerRef, "xpoPCArrested", 1)
Posted

Thanks Inte

 

Can I pick your brains on something else I've noticed (sorry if this rambles a bit)

 

I use an old mod by Srende called Skyrim Bound which I use to set all the hold bounties to 950 when I start a game. Looking through the scripts it looks as if anything over 900 is set to violent crime.

 

Now here's the oddity I'm trying to get round. In my mechanical approach to random bounties I'm getting different results for the player.setcrimegold depending on whether a 950 bounty is in place.

 

For example, say I have a bounty of 950 in Whiterun, then player.setcrimegold 200 267EA will return an updated bounty of 1150

 

However if there is no bounty and I use player.setcrimegold 200 267EA it correctly returns 200 but if I then player.setcrimegold 100 267EA it will just set the bounty back to 100 rather than adding it.

 

I assume that in the first example works as it's adding 200 to non-violent bounty and summing the two together

 

So after all that my question is, is there a way from the console to either add (rather than reset) the bounty or a way to add violent bounty?

 

The purpose is to input the bounty without knowing which Hold it's for (by looking away and closing the console) but as I'm having to check if it's worked correctly I have to look at the output at the moment.

 

Sorry didn't mean to write "War & Peace" sized post

 

Posted

Usually when you use a 'set' function like,

player.SetCrimeGold 200

will set the bounty to that number, ignoring what was there previously.
To add to an existing value you need to use a modify function like,

player.ModCrimeGold(200, True)

True - is for violent crime. Although, I am not sure that this will work in console as I do not use the console much.

But, what you are actually saying you want me to add that to POP? ;)

Ok, ok you've talked me into it, but I would need more details.

  1. When does the random bounty get set? (on load game, on release from jail, etc.)
  2. How does it get set? (is it a value range selectable in the MCM? Say from 0 to 10000, or just a random number within that range?)
  3. A MCM option to toggle it on or off?
Posted

Many thanks Inte that's brilliant

 

1/ Random bounty gets processed every x number of days (set in MCM)

2/ Chance of Bounty % (set in MCM)

3/ Range of bounty (low/high set in MCM)

 

Basically the process is:

 

1/ Every x days a roll is made to see if the mod will fire

2/3/ If it fires a random bounty from the range will be set

4/ The bounty is applied to a Hold chosen randomly

5/ The player isn't told, so unless they check their stats they won't know about it until the BH's come a calling

 

Here's how I'm doing it in Excel atm I run it each Sundas:

 

A2 Chance for Bounty % (text)

B2 Bounty%

A3 =RANDBETWEEN(1,100)

A4 =IF(A3<=B2,RANDBETWEEN(100,1000),0)

A5 =IF(A4>0,INDEX(D3:D11, RANDBETWEEN(1, 9)),"0")

 

D3 - D11 contains the Hold ID's

 

000267E3  00028170 00029DB0  0002816D 0002816E  0002816C 0002816B  000267EA 0002816F 

 

 

 

Posted

Hey man got a question about your mod. When teleporting player to guard (during walk to prison) my character receives blue effect on skin (like magic one, and she looks like shining asari). In console and in active effects only thing that look different after teleport is icebane effect. Is it on prison overhauls end or something is messing up on my end? :)

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