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1 love the mod really much and thx for all the hard work :) 

 

ok i dont know if it is my skyrim but when i get put in Prison northing happens so i try to reset the mod and put the mod all the way down on my load order but i am still just stuck in jail and northing is happing i have to load a early game to get out off jail o and this is all happing in whiterun :)

 

ps Sorry about my bad englise :)

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@Inte

 

I'm not sure how feasible this is.

 

When captured by BH's and they march you off, I've noticed they'll often pick fights with bandit camps (e.g. Robbers Gorge and Valthiem Towers come to mind) and as they are powerful fighters end up clearing the area.

 

Would it be possible to have them travel with a pacify spell (or invisibility spell) so it doesn't trigger the attacks. It's fine for animals which get in the way, but a BH works for money so would be more interested in getting the prisoner back to collect the bounty rather than bandit clearance.

 

Just an idea and best put on a toggle as not everyone would want it.

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Ok, here is the lowdown on POP MCM option "Remove Locked Devious Devices".

 

Checked - will remove all devious devices (yes this includes the 'quest' ones) when jailed, and store them. These removed devices will be locked back on the PC on release.

Advantages - No leftover devices to break POP animations and/or gameplay immersion.

Disadvantages - May break some mods. I know it does NOT break CD. I did not test DCL, but since it is/should pause events while in jail, it should not break its quests unless it checks OnUnequipped or similar events, IDK.

   

Un-checked - will remove only non-locked i.e. 'non-quest' devious devices on arrest and locks whatever it removed back, on release.

Advantages - will not break other mods.  

Disadvantages - it will most definitely break POP if animation restricting devices are left, i.e. armbinder, belt, etc.

 

Thanks for that.  :)

 

I may well have got the wrong end of the stick, as I really had thought that other mods' quests would break on POP's intervention / removing their quest DD items :dodgy:

 

As I keep about 100+ past saves for each game anyway, the issue doesn't critically affect me, beyond some general inconvenience, as I can always go back if really necessary.  I just thought that my idea might have been helpful to others, and created certainty for all, as opposed to leaving any lingering doubt :s 

 

I guess that it's no big deal, then?

 

Anyway, have fun... :shy:

 

 

 

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I've already discussed this before and among the multitude of issues involved I'll mention one once again.

 

Game play immersiveness - You tell me which of these two scenarios offers a more immersive game play.

 

The guard sees a wanted criminal, runs up to her just to discover that she is wearing some 'quest' items.

  • Upon seeing this the guard says, "Oh, I see you are wearing some 'quest' items there, I obviously can't arrest you right now, ... um ... why don't you just give me a call (send a courier) when you are ready to be arrested and humiliated to one inch of your death ... meanwhile, since you are free to go ... go ahead and kill some town folk, because it is obvious you are being 'punished' already, and there is absolutely nothing I can do about it." The guard then reluctantly allows the criminal to walk away, while watching her kill Nazeem thinking, "I really hope she calls me once those 'quest' restraints have been removed and she hasn't killed the jarl yet".
  • The guard says, "We've been looking for you criminal. You don't get to kill Nazeem in a dark alley all by yourself, ... that should have been a main plaza event for everyone's benefit. Oh, I see you are wearing some 'quest' items there, if you think you can use those as 'a license to kill' you've got another thing coming. Don't worry you'll get them back after you pay for your crimes." The guard then proceeds to rightfully humiliate and then to arrest the criminal. i.e. the way POP works now.

Damn you! You made me spill my coffee all over my keyboard. :)

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Ok, here is the lowdown on POP MCM option "Remove Locked Devious Devices".

 

Checked - will remove all devious devices (yes this includes the 'quest' ones) when jailed, and store them. These removed devices will be locked back on the PC on release.

Advantages - No leftover devices to break POP animations and/or gameplay immersion.

Disadvantages - May break some mods. I know it does NOT break CD. I did not test DCL, but since it is/should pause events while in jail, it should not break its quests unless it checks OnUnequipped or similar events, IDK.

   

Un-checked - will remove only non-locked i.e. 'non-quest' devious devices on arrest and locks whatever it removed back, on release.

Advantages - will not break other mods.  

Disadvantages - it will most definitely break POP if animation restricting devices are left, i.e. armbinder, belt, etc.

 

Thanks for that.  :)

 

I may well have got the wrong end of the stick, as I really had thought that other mods' quests would break on POP's intervention / removing their quest DD items :dodgy:

 

As I keep about 100+ past saves for each game anyway, the issue doesn't critically affect me, beyond some general inconvenience, as I can always go back if really necessary.  I just thought that my idea might have been helpful to others, and created certainty for all, as opposed to leaving any lingering doubt :s

 

I guess that it's no big deal, then?

 

Anyway, have fun... :shy:

 

 

Like I mentioned above, I did test CD and it does not break that as long as the items get put back.

I did not test any other DD mods using quest DDs.

 

There could be an issue with DCL.

@Slorm says that getting arrested with DCL items locked on, but leaving 'Remove Locked Devious Devices' unchecked will not break POP, nor DCL.

 

In the past @Kimy said that leaving 'Remove Locked Devious Devices' checked and getting arrested while locked in DCL quest items will break the shit out of DCL. IDK if that still holds true now, probably does.

 

I know of no other mods using locked (quest) devious devices.

 

 

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@Inte

 

I'm not sure how feasible this is.

 

When captured by BH's and they march you off, I've noticed they'll often pick fights with bandit camps (e.g. Robbers Gorge and Valthiem Towers come to mind) and as they are powerful fighters end up clearing the area.

 

Would it be possible to have them travel with a pacify spell (or invisibility spell) so it doesn't trigger the attacks. It's fine for animals which get in the way, but a BH works for money so would be more interested in getting the prisoner back to collect the bounty rather than bandit clearance.

 

Just an idea and best put on a toggle as not everyone would want it.

 

I do not think that bandits seeing a party of a helpless prisoner escorted by BHs should be friendly towards it.

 

I use SDc and the bandits in those locations are stronger than vanilla. They sometimes win against the BHs. This makes for a very immersive way to escape the BHs. Now granted the fights can get lengthy, but there is a mechanic ... wait, did I forget to put this in the OP? ... anyways ... there is a mechanic in place to get around that if you do not wish to wait for the fight to finish, or you want to save the bandits.

 

When the fight starts keep going, when you get 6666 units away from the BHs, they will teleport to you, and should forget about the bandits.

 

 

 

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Those do look medevil indeed, but I rather not add another dependency.

 

Forgive me for asking, as I am quite ignorant in what can actually be done in mods, but can't a mod have "soft" dependencies? Can't POP use the items from the heretical resources if they exists, otherwise use the items from DDe as a fallback? Or simply let DDe to decide which devices to put on and use DDe to check if those resources are installed.

 

Actually, DDe could be great to hoard all the devious device items.

 

 

Never tried HR, but it is my understanding that those devices are just a modders resource and as such they would need some scripting to prevent their removal once equipped. This eliminates the possibility for HR to be added as a soft requirement. This leaves 2 ways to make it work,

  1. Include the assets from HR in DDe - I do not have permission for that, and prohibits it. But even if it was allowed, it is not the way to go, because I would have to update and or modify DDe with every HR update. So that's out.
  2. Add HR as a requirement.

 

Two notes about that: VirginMarie got permission to use include some of his tools for Shout like a virgin, so asking politley might change this point. ;)

Another mod with very nice items is http://www.loverslab.com/files/file/274-vigilant-of-stendarr/

Maybe you can get permission for those to include them, it seems (sadly) the author doesn't have any intentions to expand the vigilants mod to the point where the recommendation isn't "don't use this mod, it'll kill your game". 

 

Finally, just for my curiosity: what's the point in avoiding requirements of non-quest mods? Additional .esps? wouldn't it be enough to install the mod and uncheck the .esp? Of course, that's no perfect solution, but i don't see a real harm either. Just my opinion, though, and i might be wrong, that's why i ask.

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I do not think that bandits seeing a party of a helpless prisoner escorted by BHs should be friendly towards it.

 

I use SDc and the bandits in those locations are stronger than vanilla. They sometimes win against the BHs. This makes for a very immersive way to escape the BHs. Now granted the fights can get lengthy, but there is a mechanic ... wait, did I forget to put this in the OP? ... anyways ... there is a mechanic in place to get around that if you do not wish to wait for the fight to finish, or you want to save the bandits.

 

When the fight starts keep going, when you get 6666 units away from the BHs, they will teleport to you, and should forget about the bandits.

 

 

Ah, many thanks that's useful to know.

 

What's SDc by the way I could do with some stronger bandits. I'm using Tougher Bandits atm but that only beefs up the vanilla bandits so their not dead in one hit. I tried OBIS for a while but that made them too strong, I want bandits that'll put up a decent fight but not something where you have to plan a lot of tactics to take out a single enemy.

 

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Those do look medevil indeed, but I rather not add another dependency.

 

Forgive me for asking, as I am quite ignorant in what can actually be done in mods, but can't a mod have "soft" dependencies? Can't POP use the items from the heretical resources if they exists, otherwise use the items from DDe as a fallback? Or simply let DDe to decide which devices to put on and use DDe to check if those resources are installed.

 

Actually, DDe could be great to hoard all the devious device items.

 

 

Never tried HR, but it is my understanding that those devices are just a modders resource and as such they would need some scripting to prevent their removal once equipped. This eliminates the possibility for HR to be added as a soft requirement. This leaves 2 ways to make it work,

  1. Include the assets from HR in DDe - I do not have permission for that, and prohibits it. But even if it was allowed, it is not the way to go, because I would have to update and or modify DDe with every HR update. So that's out.
  2. Add HR as a requirement.

 

Two notes about that: VirginMarie got permission to use include some of his tools for Shout like a virgin, so asking politley might change this point. ;)

Another mod with very nice items is http://www.loverslab.com/files/file/274-vigilant-of-stendarr/

Maybe you can get permission for those to include them, it seems (sadly) the author doesn't have any intentions to expand the vigilants mod to the point where the recommendation isn't "don't use this mod, it'll kill your game". 

 

Finally, just for my curiosity: what's the point in avoiding requirements of non-quest mods? Additional .esps? wouldn't it be enough to install the mod and uncheck the .esp? Of course, that's no perfect solution, but i don't see a real harm either. Just my opinion, though, and i might be wrong, that's why i ask.

 

 

Indeed it is about additional .esp files.

Say a player likes the devious devices offered by DDe, but wants nothing to do with the HR ones. If HR is a requirement it will just take up room in the load order.

 

Installing HR and unchecking the esp only works if DDe does not have HR as a requirement. I need to make HR a DDe requirement to be able to add scripts to HR devices.  

 

 

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I do not think that bandits seeing a party of a helpless prisoner escorted by BHs should be friendly towards it.

 

I use SDc and the bandits in those locations are stronger than vanilla. They sometimes win against the BHs. This makes for a very immersive way to escape the BHs. Now granted the fights can get lengthy, but there is a mechanic ... wait, did I forget to put this in the OP? ... anyways ... there is a mechanic in place to get around that if you do not wish to wait for the fight to finish, or you want to save the bandits.

 

When the fight starts keep going, when you get 6666 units away from the BHs, they will teleport to you, and should forget about the bandits.

 

 

Ah, many thanks that's useful to know.

 

What's SDc by the way I could do with some stronger bandits. I'm using Tougher Bandits atm but that only beefs up the vanilla bandits so their not dead in one hit. I tried OBIS for a while but that made them too strong, I want bandits that'll put up a decent fight but not something where you have to plan a lot of tactics to take out a single enemy.

 

 

 

SDc is very good.  It's a fundamental part of all my games

 

The bandits are, like Kirsty MacColl's Terry,  'tougher than Marlon Brando'. :)   But as you can vary the number and type, you can get a good balance to suit your own gameplay

 

I'm not certain if the current version of SD+ still has the built in functionality to actually 'use' the cages, though, as I think Inte said earlier versions of SD+ could, using which the 'SD owner' could perform the neat trick of locking the PC into them overnight.  :shy:  I'm sure Inte can clarify that for you if you need it

 

EDIT.  SDc is very, very, good :P

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Indeed it is about additional .esp files.

Say a player likes the devious devices offered by DDe, but wants nothing to do with the HR ones. If HR is a requirement it will just take up room in the load order.

 

Installing HR and unchecking the esp only works if DDe does not have HR as a requirement. I need to make HR a DDe requirement to be able to add scripts to HR devices.  

 

 

 

Ah, i see, thanks for answering. I assume by DDe you mean DD equip, not DD expansion? Or do you work on both? Actually i thought you might get permission to simply inlcude it into POP, but DD equip would make sense of course. ;)

Anyway, just asking might do it, it has worked before. :)

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Those do look medevil indeed, but I rather not add another dependency.

 

Forgive me for asking, as I am quite ignorant in what can actually be done in mods, but can't a mod have "soft" dependencies? Can't POP use the items from the heretical resources if they exists, otherwise use the items from DDe as a fallback? Or simply let DDe to decide which devices to put on and use DDe to check if those resources are installed.

 

Actually, DDe could be great to hoard all the devious device items.

 

 

Never tried HR, but it is my understanding that those devices are just a modders resource and as such they would need some scripting to prevent their removal once equipped. This eliminates the possibility for HR to be added as a soft requirement. This leaves 2 ways to make it work,

  1. Include the assets from HR in DDe - I do not have permission for that, and prohibits it. But even if it was allowed, it is not the way to go, because I would have to update and or modify DDe with every HR update. So that's out.
  2. Add HR as a requirement.

 

 

The developer version of DDx seems to have included most of the HR items, so I guess you could use them from there once it updates.

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Other issues I had I noticed are that when my sentence is up, the Jailer never comes to release me.

 

In which jail has that happened?

 

I wasn't sure if this was intentional or not but when I escaped, all of my gear has been returned.

Already fixed in POP 8 umm ... m, yes POP 8m.

 

BTW, how did you escape?

 

Whiterun jail. Waited well over past my sentence time and he hasn't arrived. Though it seems like an uncommon occurence from the looks of it.

 

I dropped a lockpick in the jail cell before getting arrested. I used that and unlocked the grate. I ended up doing that just incase the jailer doesn't come.

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SDc is very good.  It's a fundamental part of all my games

 

The bandits are, like Kirsty MacColl's Terry,  'tougher than Marlon Brando'. :)   But as you can vary the number and type, you can get a good balance to suit your own gameplay

 

I'm not certain if the current version of SD+ still has the built in functionality to actually 'use' the cages, though, as I think Inte said earlier versions of SD+ could, using which the 'SD owner' could perform the neat trick of locking the PC into them overnight.  :shy:  I'm sure Inte can clarify that for you if you need it

 

EDIT.  SDc is very, very, good :P

 

 

Thanks, I'll take a look at that.

 

I stopped using SD+ a while back as I found it caused some odd bugs at times and it wasn't quite how I wanted to play with all the Sanguine stuff in any case. Looking at the OP SDc is standalone so I'll give it a try :)

 

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