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Posted

 

Hello,

 

Is it possible to disable gag equipping in the arrest scene?

 

Why?

 

 

I just find it a little less immersive with gag equipped. Especially in the arrest scene. Cuffs are indispensable, collars? - I suppose that even historically accurate (for the medieval times), ankle shackles are also ok, but gag? It's a little too BDSM themed for immersion. So if it wasn't a big problem, a little, tiny mcm option to disable gag in the arrest scenes would be nice.

2. No, the follower will leave your service when arrested with you.

3. I don't use more than one follower at a time, so implementing support for multiple followers is not going to happen.

5. You might want to try playing with the tags, see if that yields different results. See the OP for tag location in SL.

 

3. But pleeaaase... xD

 

Posted

Actually with the possibility of shouting things apart, a gag is a must. I mean without one why can't you just Fus Ro Doh the guard into Oblivion, then just escape. If not Dragonborn yet, who wants to put up with your pleading. "... please Mr. BH, I'll be good from now on, if you would just let me go... ".

No, the gag should stay. In fact the hood should be added on top of it.

Posted

Re: disappearing pillory - it reappears briefly just before being taken out of it. Otherwise it remains firmly invisible.

Posted

Actually with the possibility of shouting things apart, a gag is a must. I mean without one why can't you just Fus Ro Doh the guard into Oblivion, then just escape. If not Dragonborn yet, who wants to put up with your pleading. "... please Mr. BH, I'll be good from now on, if you would just let me go... ".

No, the gag should stay. In fact the hood should be added on top of it.

 

Didn't think about that. Generally I play from new game and thus don't learn shouts xD

That's true but on the other hand You can't use magic or shouts while in jail and you aren't gagged there. And I don't opt for removing gag totally - just adding an mcm option to disable it.

Posted

3. I don't use more than one follower at a time, so implementing support for multiple followers is not going to happen.

 

3. But pleeaaase... xD

 

 

I agree to an extent. There's no need to handle multi-follower imprisonment, but a system to dismiss additional followers on the spot would be nice to have.

Posted

Re: disappearing pillory - it reappears briefly just before being taken out of it. Otherwise it remains firmly invisible.

 

Is it invisible when not in it as well?

Posted

 

Re: disappearing pillory - it reappears briefly just before being taken out of it. Otherwise it remains firmly invisible.

 

Is it invisible when not in it as well?

 

 

No, it is visible when not being used.

Posted

 

3. I don't use more than one follower at a time, so implementing support for multiple followers is not going to happen.

 

3. But pleeaaase... xD

 

 

I agree to an extent. There's no need to handle multi-follower imprisonment, but a system to dismiss additional followers on the spot would be nice to have.

 

 

Too many mods add followers unconventionally. If there was a command/function/event to dismiss all followers, I would gladly add it, but I will not track all the followers from multiple mods just to be able to dismiss them.

E.g. DA has hundreds of lines of code just for tracking and handling followers.

 

 

Re: disappearing pillory - it reappears briefly just before being taken out of it. Otherwise it remains firmly invisible.

 

Is it invisible when not in it as well?

 

 

No, it is visible when not being used.

 

 

That is an animation issue then. You said they do show up when you did the MCM test? Or no?

Posted

I added threesomes to the suppressed tag list, but it still plays them.

 

Yes, I've noticed that as well. The suppress tag list does not seem to work in SL 1.62.

Posted

 

 

3. I don't use more than one follower at a time, so implementing support for multiple followers is not going to happen.

 

3. But pleeaaase... xD

 

 

I agree to an extent. There's no need to handle multi-follower imprisonment, but a system to dismiss additional followers on the spot would be nice to have.

 

 

Too many mods add followers unconventionally. If there was a command/function/event to dismiss all followers, I would gladly add it, but I will not track all the followers from multiple mods just to be able to dismiss them.

E.g. DA has hundreds of lines of code just for tracking and handling followers.

 

 

Re: disappearing pillory - it reappears briefly just before being taken out of it. Otherwise it remains firmly invisible.

 

Is it invisible when not in it as well?

 

 

No, it is visible when not being used.

 

 

That is an animation issue then. You said they do show up when you did the MCM test? Or no?

 

 

They do not show up running the pose test (but xcross does).

 

Posted

 

Follower mods need to implement a "DisbandFollowers" event that can be customized to send them to a nearby tavern to wait or completely dismiss them.

 

It should not be the responsibility of other mods to handle followers, the follower mod should do that. Likewise it should provide an "EnumerateFollowers" even so mods can request the list of followers if they do care to provide special handling for more than one follower.

Posted

 

Just had a stay in the Dawnstar jail (I like where the cage gets put), couple of wonky things:

 

I was walking along when Bounty hunters teleported in to grab me, and I chose to surrender. I have the Wait option enabled for followers, yet after I was brought to jail, processed, and brought out to the cage, there was Lydia following along. She wasn't arrested or anything, she just followed me wherever I was brought (including into the cage), in full armor. Missing her shield, weirdly enough. No idea where that got off to. She even hung out in the cell afterwards, watching things go down there.

 

Also, while the cage situation was happening, a couple of the gathered crowd wound up inside with me (along with Lydia).

 

Cozy, isn't that? :P

 

1. Yes, the new follower behavior AI and functions need more testing to be sure.

     So the 'wait' option was enabled, what about the 'Enable Follower Arrest'?

 

2. The gathering inside the cage issue, it is a Skyrim AI package issue. I should only happen on the first couple of arrests, tho. Do you remember how many times were you arrested with POP 8m?

 

Enable Follower Arrest was unchecked.

 

I've got Amazing Follower Tweaks on as well, which may have had a hand in her following along without interacting with any of the prison experience. It was actually kind of convenient, having her right there ready to go when it was over, instead of having to go all the way back to get her. If only that damned shield didn't go missing in the process. That was the weirdest part.

Posted

 

 

Just had a stay in the Dawnstar jail (I like where the cage gets put), couple of wonky things:

 

I was walking along when Bounty hunters teleported in to grab me, and I chose to surrender. I have the Wait option enabled for followers, yet after I was brought to jail, processed, and brought out to the cage, there was Lydia following along. She wasn't arrested or anything, she just followed me wherever I was brought (including into the cage), in full armor. Missing her shield, weirdly enough. No idea where that got off to. She even hung out in the cell afterwards, watching things go down there.

 

Also, while the cage situation was happening, a couple of the gathered crowd wound up inside with me (along with Lydia).

 

Cozy, isn't that? :P

 

1. Yes, the new follower behavior AI and functions need more testing to be sure.

     So the 'wait' option was enabled, what about the 'Enable Follower Arrest'?

 

2. The gathering inside the cage issue, it is a Skyrim AI package issue. I should only happen on the first couple of arrests, tho. Do you remember how many times were you arrested with POP 8m?

 

Enable Follower Arrest was unchecked.

 

I've got Amazing Follower Tweaks on as well, which may have had a hand in her following along without interacting with any of the prison experience. It was actually kind of convenient, having her right there ready to go when it was over, instead of having to go all the way back to get her. If only that damned shield didn't go missing in the process. That was the weirdest part.

 

 

Oh follower mods, yes that is probably it. I dismiss followers using vanilla functions which may not work with followers following through other mods.

 

About the shield, all removed follower items go to the Jailer's Place in the follower's chest.

Posted

I added threesomes to the suppressed tag list, but it still plays them.

 

Just thought of something you could try.

 

Clear all the tags from the list and add one single tag, 'Default'. That might do something, or this one, 'Type'.

Posted

You mean in the suppress list? Also, how do I clean ZAP? I verified the pillory issue with a new game.

 

Default and Type just add those to the list. 'Default Tags' results in the list having one keyword 'consentual'.

Posted

No, I meant in the 'General Sex Tags' list. Remove all tags from the list. Then add 'Default' so the list should only have that one word in it. Try it, see what happens.

If no go, remove the 'Default' tag from the list and replace it with 'Type'. Try it again.

 

You see, when you have just 'Default' tag in that general sex tag list, SL will decide what animations to play, ignoring tags.

The 'Type' will make SL play animations well, by type starting with aggressive.

 

For ZaZ AP are you using MO? If so you might want to check your settings. Don't ask me how since I do not use MO. Might want to ask @Morferous about that one.  

Posted

Then try it on a new game, see if it still happens there.

 

EDIT: Also reset your SL animation registry.

Posted

Then try it on a new game, see if it still happens there.

 

EDIT: Also reset your SL animation registry.

 

I did try a new game already, but I will reset the registry.

Posted

I've installed a few new mods and have managed to mess up my PO (patch 8m).  Although I have a bounty higher than the MCM defined major crime bounty, I can't get arrested.  The guards, if approached, just say "I know you" but do not arrest.  I've tried using the restart mod option in the MCM, and get the same problem.  If I try to trigger an arrest via the MCM, I get a message "Not a valid actor".  Here's a segment of the log for the MCM triggered arrest:

 

 

 

[12/17/2016 - 04:12:51PM] xpoPatches.::. xpoCrimeScanner: (Scanning) OnUpdate
[12/17/2016 - 04:12:56PM] [sGO] UpdateLoop:Done
[12/17/2016 - 04:13:26PM] Error: Cannot call IsChild() on a None object, aborting function call
stack:
    [xpoConfig (3C027FAC)].xpoconfig.OnOptionSelect() - "xpoconfig.psc" Line 2010
    [xpoConfig (3C027FAC)].xpoconfig.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    [sKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159
[12/17/2016 - 04:13:26PM] warning: Assigning None to a non-object variable named "::temp173"
stack:
    [xpoConfig (3C027FAC)].xpoconfig.OnOptionSelect() - "xpoconfig.psc" Line 2010
    [xpoConfig (3C027FAC)].xpoconfig.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    [sKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159
[12/17/2016 - 04:13:26PM] xpoPatches.::. xpoMain: CanArrest
[12/17/2016 - 04:13:26PM] Error: Cannot call GetCrimeFaction() on a None object, aborting function call
stack:
    [xpoMain (3C0012C7)].xazpescorttoprison.CanArrest() - "xazpescorttoprison.psc" Line 200
    [xpoConfig (3C027FAC)].xpoconfig.OnOptionSelect() - "xpoconfig.psc" Line 2011
    [xpoConfig (3C027FAC)].xpoconfig.SelectOption() - "SKI_ConfigBase.psc" Line 1177
    [sKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 159
[12/17/2016 - 04:13:26PM] xpoPatches.::. xpoConfig - Trigger Arrest Minor -> POP -:- Not a viable actor!

 

 

Posted

The arresting actor name has to appear in your crosshairs for the arrest to work. I will change that for the next patch, so it will pick the closest actor.  

Posted

 

 

 

Just had a stay in the Dawnstar jail (I like where the cage gets put), couple of wonky things:

 

I was walking along when Bounty hunters teleported in to grab me, and I chose to surrender. I have the Wait option enabled for followers, yet after I was brought to jail, processed, and brought out to the cage, there was Lydia following along. She wasn't arrested or anything, she just followed me wherever I was brought (including into the cage), in full armor. Missing her shield, weirdly enough. No idea where that got off to. She even hung out in the cell afterwards, watching things go down there.

 

Also, while the cage situation was happening, a couple of the gathered crowd wound up inside with me (along with Lydia).

 

Cozy, isn't that? :P

 

1. Yes, the new follower behavior AI and functions need more testing to be sure.

     So the 'wait' option was enabled, what about the 'Enable Follower Arrest'?

 

2. The gathering inside the cage issue, it is a Skyrim AI package issue. I should only happen on the first couple of arrests, tho. Do you remember how many times were you arrested with POP 8m?

 

Enable Follower Arrest was unchecked.

 

I've got Amazing Follower Tweaks on as well, which may have had a hand in her following along without interacting with any of the prison experience. It was actually kind of convenient, having her right there ready to go when it was over, instead of having to go all the way back to get her. If only that damned shield didn't go missing in the process. That was the weirdest part.

 

 

Oh follower mods, yes that is probably it. I dismiss followers using vanilla functions which may not work with followers following through other mods.

 

About the shield, all removed follower items go to the Jailer's Place in the follower's chest.

 

 

So it's happened again, with Lydia losing her shield. Riften this time. The guard arrested me, she was hogtied on the ground next to me, then released. When she stood up, she didn't have her shield and it was nowhere to be found on the ground. I went through my sentence, when I was released I looked around the jail for a follower's chest (couldn't find one), so I went to the jailer's place in Windhelm. Follower's chest was empty. So I dunno where her shields keep getting off to.

 

I noticed in the change log that removing the follower's shield is part of the arrest sequence. Is there any option to turn that off that I'm not seeing. I'd rather the shield look a little wonky for a few seconds than it disappearing into the ether. Dragonplate shields don't come cheap ;)

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