Airianna Posted June 25, 2017 Author Posted June 25, 2017 Thank ya for looking into it ^-^ Glad you spotted it! I don't normally fight inside the cell block, most of my fights have been in the mine. And when I do fight, most of the time I win. One fight, kitty took my stuff, but my incomplete punch knocked him down and I took it all right back. Something strange just happened, got into a fight with a kitty, lost on purpose, and a guard chose to screw me, and kitty walked away... On loose, I need to set player to stagger like the bleedout... making it so the player can't fight for a few moments to prevent accidental attacks, and causing the fight to continue when it was already over.. I also need to set up arrays for it, so I can have more than 1 inmate attacking, and still get the credit when winning against up to 3 inmates.
LewdA Posted June 25, 2017 Posted June 25, 2017 Thank ya for looking into it ^-^ Glad you spotted it! I don't normally fight inside the cell block, most of my fights have been in the mine. And when I do fight, most of the time I win. One fight, kitty took my stuff, but my incomplete punch knocked him down and I took it all right back. Something strange just happened, got into a fight with a kitty, lost on purpose, and a guard chose to screw me, and kitty walked away... On loose, I need to set player to stagger like the bleedout... making it so the player can't fight for a few moments to prevent accidental attacks, and causing the fight to continue when it was already over.. I also need to set up arrays for it, so I can have more than 1 inmate attacking, and still get the credit when winning against up to 3 inmates. Ya winning and being top dog seems to be doing just fine but ya my normal submissive approach is either calling someone out then submitting with the K key. or asking for their ore and if they refuse and defend them selves i hit that K key. or just haul off and punch someone and then when they get angry hit K lol. but regular losing by health loss seems to also cause everyone to attack. so its just the submit phase that seems to be wonkey x.x
Airianna Posted June 25, 2017 Author Posted June 25, 2017 Thank ya for looking into it ^-^ Glad you spotted it! I don't normally fight inside the cell block, most of my fights have been in the mine. And when I do fight, most of the time I win. One fight, kitty took my stuff, but my incomplete punch knocked him down and I took it all right back. Something strange just happened, got into a fight with a kitty, lost on purpose, and a guard chose to screw me, and kitty walked away... On loose, I need to set player to stagger like the bleedout... making it so the player can't fight for a few moments to prevent accidental attacks, and causing the fight to continue when it was already over.. I also need to set up arrays for it, so I can have more than 1 inmate attacking, and still get the credit when winning against up to 3 inmates. Ya winning and being top dog seems to be doing just fine but ya my normal submissive approach is either calling someone out then submitting with the K key. or asking for their ore and if they refuse and defend them selves i hit that K key. or just haul off and punch someone and then when they get angry hit K lol. but regular losing by health loss seems to also cause everyone to attack. so its just the submit phase that seems to be wonkey x.x Good news is that fighting and loosing no longer causes an uproar in the cellblock... Had an old man approach me, while I was screwing a guard, so that part isn't locked down, I went ahead and said I needed to teach him some manners, instead of waiting, he attacked and hit the guard, so another guard started in with arrows, then when the guard was done, he got up and drew his sword... I got in behind the guy, and took a pop shot at him when his health was low, that allowed me to take his ore AND ended the fight between him and the guards... LMAO Let's try this one Raven Beak Prison Revisited-21-5.7z
worik Posted June 25, 2017 Posted June 25, 2017 I'm right in my first steps to try out 21-5. A quick check with TES5Edit reported 50 ITMs that could be corrected automatically. Just to let you know of them.
LewdA Posted June 25, 2017 Posted June 25, 2017 Thank ya for looking into it ^-^ Glad you spotted it! I don't normally fight inside the cell block, most of my fights have been in the mine. And when I do fight, most of the time I win. One fight, kitty took my stuff, but my incomplete punch knocked him down and I took it all right back. Something strange just happened, got into a fight with a kitty, lost on purpose, and a guard chose to screw me, and kitty walked away... On loose, I need to set player to stagger like the bleedout... making it so the player can't fight for a few moments to prevent accidental attacks, and causing the fight to continue when it was already over.. I also need to set up arrays for it, so I can have more than 1 inmate attacking, and still get the credit when winning against up to 3 inmates. Ya winning and being top dog seems to be doing just fine but ya my normal submissive approach is either calling someone out then submitting with the K key. or asking for their ore and if they refuse and defend them selves i hit that K key. or just haul off and punch someone and then when they get angry hit K lol. but regular losing by health loss seems to also cause everyone to attack. so its just the submit phase that seems to be wonkey x.x Good news is that fighting and loosing no longer causes an uproar in the cellblock... Had an old man approach me, while I was screwing a guard, so that part isn't locked down, I went ahead and said I needed to teach him some manners, instead of waiting, he attacked and hit the guard, so another guard started in with arrows, then when the guard was done, he got up and drew his sword... I got in behind the guy, and took a pop shot at him when his health was low, that allowed me to take his ore AND ended the fight between him and the guards... LMAO Let's try this one Raven Beak Prison Revisited-21-5.7z Fighting and losing seems to work just fine with no danger to them ^-^ submitting mid fight with the K hotkey results in them being constantly aggroed until you lose to the fight. and can cause them to end up world enemy.
Airianna Posted June 25, 2017 Author Posted June 25, 2017 I'm right in my first steps to try out 21-5. A quick check with TES5Edit reported 50 ITMs that could be corrected automatically. Just to let you know of them. What do you mean ITMs? Please remember I am new to this modding routine. Error checking reported 0 errors every time I ran it through TES5Edit. [00:00] Checking for Errors in [03] Prison.esp [00:02] All Done! Thank ya for looking into it ^-^ Glad you spotted it! I don't normally fight inside the cell block, most of my fights have been in the mine. And when I do fight, most of the time I win. One fight, kitty took my stuff, but my incomplete punch knocked him down and I took it all right back. Something strange just happened, got into a fight with a kitty, lost on purpose, and a guard chose to screw me, and kitty walked away... On loose, I need to set player to stagger like the bleedout... making it so the player can't fight for a few moments to prevent accidental attacks, and causing the fight to continue when it was already over.. I also need to set up arrays for it, so I can have more than 1 inmate attacking, and still get the credit when winning against up to 3 inmates. Ya winning and being top dog seems to be doing just fine but ya my normal submissive approach is either calling someone out then submitting with the K key. or asking for their ore and if they refuse and defend them selves i hit that K key. or just haul off and punch someone and then when they get angry hit K lol. but regular losing by health loss seems to also cause everyone to attack. so its just the submit phase that seems to be wonkey x.x Good news is that fighting and loosing no longer causes an uproar in the cellblock... Had an old man approach me, while I was screwing a guard, so that part isn't locked down, I went ahead and said I needed to teach him some manners, instead of waiting, he attacked and hit the guard, so another guard started in with arrows, then when the guard was done, he got up and drew his sword... I got in behind the guy, and took a pop shot at him when his health was low, that allowed me to take his ore AND ended the fight between him and the guards... LMAO Let's try this one Raven Beak Prison Revisited-21-5.7z Fighting and losing seems to work just fine with no danger to them ^-^ submitting mid fight with the K hotkey results in them being constantly aggroed until you lose to the fight. and can cause them to end up world enemy. yeah, so it doesn't like Defeat's surrender option... LOL I accept your surrender... wham bam... Ok, time to fight again... LOL
LewdA Posted June 25, 2017 Posted June 25, 2017 I'm right in my first steps to try out 21-5. A quick check with TES5Edit reported 50 ITMs that could be corrected automatically. Just to let you know of them. What do you mean ITMs? Please remember I am new to this modding routine. Error checking reported 0 errors every time I ran it through TES5Edit. [00:00] Checking for Errors in [03] Prison.esp [00:02] All Done! Thank ya for looking into it ^-^ Glad you spotted it! I don't normally fight inside the cell block, most of my fights have been in the mine. And when I do fight, most of the time I win. One fight, kitty took my stuff, but my incomplete punch knocked him down and I took it all right back. Something strange just happened, got into a fight with a kitty, lost on purpose, and a guard chose to screw me, and kitty walked away... On loose, I need to set player to stagger like the bleedout... making it so the player can't fight for a few moments to prevent accidental attacks, and causing the fight to continue when it was already over.. I also need to set up arrays for it, so I can have more than 1 inmate attacking, and still get the credit when winning against up to 3 inmates. Ya winning and being top dog seems to be doing just fine but ya my normal submissive approach is either calling someone out then submitting with the K key. or asking for their ore and if they refuse and defend them selves i hit that K key. or just haul off and punch someone and then when they get angry hit K lol. but regular losing by health loss seems to also cause everyone to attack. so its just the submit phase that seems to be wonkey x.x Good news is that fighting and loosing no longer causes an uproar in the cellblock... Had an old man approach me, while I was screwing a guard, so that part isn't locked down, I went ahead and said I needed to teach him some manners, instead of waiting, he attacked and hit the guard, so another guard started in with arrows, then when the guard was done, he got up and drew his sword... I got in behind the guy, and took a pop shot at him when his health was low, that allowed me to take his ore AND ended the fight between him and the guards... LMAO Let's try this one Raven Beak Prison Revisited-21-5.7z Fighting and losing seems to work just fine with no danger to them ^-^ submitting mid fight with the K hotkey results in them being constantly aggroed until you lose to the fight. and can cause them to end up world enemy. yeah, so it doesn't like Defeat's surrender option... LOL I accept your surrender... wham bam... Ok, time to fight again... LOL ya its a small issue tho. thank you for taking the time to do that ^-^ love it so far ^-^ its pretty darn cool !
worik Posted June 25, 2017 Posted June 25, 2017 I'm right in my first steps to try out 21-5. A quick check with TES5Edit reported 50 ITMs that could be corrected automatically. Just to let you know of them. What do you mean ITMs? Please remember I am new to this modding routine. Error checking reported 0 errors every time I ran it through TES5Edit. [00:00] Checking for Errors in [03] Prison.esp [00:02] All Done! ... ITM = identical to master They result often accidently, e.g. by using the CK ... the author is touching a vanilla object but not changing anything. CK creates an identical new entry in your mod (Just my simplyfied explanation, there are far better ones ) Getting rid of these (and another typical CK mistake) in TES5Edit right click mod -> apply filter for cleaning wait a bit until it's done right click -> undelete and disable references ( so called UDRs .. also a bad thing, but none of them in 21.5) right click -> remove ITM records (50 of those in case of 21.5) They are usually bad things as they might break other mods earlier in the load order (and restore the vanilla record instead of leaving it untouched in its modded state as intended by the other mod's author) or they break the game at all (the "delete" stuff") I'm not the best tutor on those things but I hope it gives you a good start to read up on this. Edit: Anyway "error checking" is a good thing to do! ITM and UDR are in their nature just a different thing as the usual "errors". So your checking procedure should at best have all of those 3 steps . .. and maybe even some more that I don't know of (yet)
Airianna Posted June 25, 2017 Author Posted June 25, 2017 I'm right in my first steps to try out 21-5. A quick check with TES5Edit reported 50 ITMs that could be corrected automatically. Just to let you know of them. What do you mean ITMs? Please remember I am new to this modding routine. Error checking reported 0 errors every time I ran it through TES5Edit. [00:00] Checking for Errors in [03] Prison.esp [00:02] All Done! ... ITM = identical to master They result often accidently, e.g. by using the CK ... the author is touching a vanilla object but not changing anything. CK creates an identical new entry in your mod (Just my simplyfied explanation, there are far better ones ) Getting rid of these (and another typical CK mistake) in TES5Edit right click mod -> apply filter for cleaning wait a bit until it's done right click -> undelete and disable references ( so called UDRs .. also a bad thing, but none of them in 21.5) right click -> remove ITM records (50 of those in case of 21.5) They are usually bad things as they might break other mods earlier in the load order (and restore the vanilla record instead of leaving it untouched in its modded state as intended by the other mod's author) or they break the game at all (the "delete" stuff") I'm not the best tutor on those things but I hope it gives you a good start to read up on this. Edit: Anyway "error checking" is a good thing to do! ITM and UDR are in their nature just a different thing as the usual "errors". So your checking procedure should at best have all of those 3 steps . .. and maybe even some more that I don't know of (yet) bleh! Again? Only thing I actually touched, is the basic items like lights, placable objects, and what nots... I have cleaned it before of Identical to masters before, and there were only like 5 of them. But yes every major update should get a good cleaning. Of those too. I don't delete anything in the base game sections, If I accidentally click delete in my mod, it was something I just added to a quest by accident, and no reason they should remain, So I reload the previous save, usually no more than 15 minutes of redoing what I had just done. When I edit a base game location, I tend to move things around only slightly, and try not to change the base landscaping or what ever, but never delete. Also, I delete a large number of placables, add a mountain, ok, that wasn't what I was looking for, delete, try the next item that sounds like what I am looking for. So you don't want to undelete anything in the mod, deleted is deliberate in this case. And why the CK doesn't want to remove it completely is beyond me. For some items that I added, but chose not to use, I use TES5Edit to actually remove it entirely from the mod. Such as Factions, Packages, and the like, to keep the mod from becoming bloated with unused data. Of course, error checking is a given, that I do often. Also, one more thing that should be done, and it helps to keep Raven Beak from crashing the game, is I update the SEQ, that is generated by TES5Edit under Other, on every change I make to the mod in the CK before loading the game. Yes, I have had it crash the game without updating the seq file a couple times.
jfraser Posted June 25, 2017 Posted June 25, 2017 I'm right in my first steps to try out 21-5. A quick check with TES5Edit reported 50 ITMs that could be corrected automatically. Just to let you know of them. What do you mean ITMs? Please remember I am new to this modding routine. Error checking reported 0 errors every time I ran it through TES5Edit. [00:00] Checking for Errors in [03] Prison.esp [00:02] All Done! ... ITM = identical to master They result often accidently, e.g. by using the CK ... the author is touching a vanilla object but not changing anything. CK creates an identical new entry in your mod (Just my simplyfied explanation, there are far better ones ) Getting rid of these (and another typical CK mistake) in TES5Edit right click mod -> apply filter for cleaning wait a bit until it's done right click -> undelete and disable references ( so called UDRs .. also a bad thing, but none of them in 21.5) right click -> remove ITM records (50 of those in case of 21.5) They are usually bad things as they might break other mods earlier in the load order (and restore the vanilla record instead of leaving it untouched in its modded state as intended by the other mod's author) or they break the game at all (the "delete" stuff") I'm not the best tutor on those things but I hope it gives you a good start to read up on this. Edit: Anyway "error checking" is a good thing to do! ITM and UDR are in their nature just a different thing as the usual "errors". So your checking procedure should at best have all of those 3 steps . .. and maybe even some more that I don't know of (yet) bleh! Again? Only thing I actually touched, is the basic items like lights, placable objects, and what nots... I have cleaned it before of Identical to masters before, and there were only like 5 of them. But yes every major update should get a good cleaning. Of those too. I don't delete anything in the base game sections, If I accidentally click delete in my mod, it was something I just added to a quest by accident, and no reason they should remain, So I reload the previous save, usually no more than 15 minutes of redoing what I had just done. When I edit a base game location, I tend to move things around only slightly, and try not to change the base landscaping or what ever, but never delete. Also, I delete a large number of placables, add a mountain, ok, that wasn't what I was looking for, delete, try the next item that sounds like what I am looking for. So you don't want to undelete anything in the mod, deleted is deliberate in this case. And why the CK doesn't want to remove it completely is beyond me. For some items that I added, but chose not to use, I use TES5Edit to actually remove it entirely from the mod. Such as Factions, Packages, and the like, to keep the mod from becoming bloated with unused data. Of course, error checking is a given, that I do often. Also, one more thing that should be done, and it helps to keep Raven Beak from crashing the game, is I update the SEQ, that is generated by TES5Edit under Other, on every change I make to the mod in the CK before loading the game. Yes, I have had it crash the game without updating the seq file a couple times. doing anything that affects the game space, including just adding or subtracting clutter, can lead to those errors. skyrim is a temperamental workspace, as I know you have discovered. it's a good idea to check for them each time before uploading the file.
spiderpity Posted June 25, 2017 Posted June 25, 2017 hi , is there any chance to make the lights brighter?? i use quick light mod, if wasnt for that, inside the prison is almost pitch black, only see some tiny candles here and there, the big torches have a flickering light , turns on and off depending if im looking the light or not ; maybe is cuz im usin ELFx and enb?? if is that, how can i fix it? Should we install the revisited patches/archives in a mid game / inside the prison ??
jfraser Posted June 25, 2017 Posted June 25, 2017 hi , is there any chance to make the lights brighter?? i use quick light mod, if wasnt for that, inside the prison is almost pitch black, only see some tiny candles here and there, the big torches have a flickering light , turns on and off depending if im looking the light or not ; maybe is cuz im usin ELFx and enb?? if is that, how can i fix it? Should we install the revisited patches/archives in a mid game / inside the prison ?? i dropped realistic lighting for this very reason. it's very likely to do with your enb or lighting settings.
spiderpity Posted June 25, 2017 Posted June 25, 2017 hi , is there any chance to make the lights brighter?? i use quick light mod, if wasnt for that, inside the prison is almost pitch black, only see some tiny candles here and there, the big torches have a flickering light , turns on and off depending if im looking the light or not ; maybe is cuz im usin ELFx and enb?? if is that, how can i fix it? Should we install the revisited patches/archives in a mid game / inside the prison ?? i dropped realistic lighting for this very reason. it's very likely to do with your enb or lighting settings. i dont want to get rid of elfx, since the enb im using works cuz it, could fix the pitch black (in enb settings) but lights still turns on/off
Airianna Posted June 25, 2017 Author Posted June 25, 2017 enb 2017_06_25 17_43_51_98.jpgenb 2017_06_25 17_42_31_35.jpg hi , is there any chance to make the lights brighter?? i use quick light mod, if wasnt for that, inside the prison is almost pitch black, only see some tiny candles here and there, the big torches have a flickering light , turns on and off depending if im looking the light or not ; maybe is cuz im usin ELFx and enb?? if is that, how can i fix it? Should we install the revisited patches/archives in a mid game / inside the prison ?? i dropped realistic lighting for this very reason. it's very likely to do with your enb or lighting settings. i dont want to get rid of elfx, since the enb im using works cuz it, could fix the pitch black (in enb settings) but lights still turns on/off I use ENB as well, even tho the base lights turn on/off when not looking directly at the lights, a couple minor adjustments can help to brighten things up overall. Not in game right now to walk you through the steps. But is on the right side, like 2nd or 3rd down, there is an interior dial that needs to be adjusted by just a couple points... And you will hate the Sewers, because they are quite dark, at least there is a torch on the wall you can grab to light your way... AND after the sewer there... I deliberately made it nearly pitch black, so even my vampire with night vision can't see 2 steps in front of her without hold a torch herself.
not_trevor Posted June 25, 2017 Posted June 25, 2017 Just tried this. Much worked, but 3 things went way wrong. 1) Guards almost completely ignored my character, no-matter where I went. For instance, I walked into a guard room, complete with guard, got back all my gear, searched all containers, picked up the prison key, and then just walked out. 2) My (34th level) character couldn't lose a fight. I even picked fights with 5 other prisoners at once in an attempt to lose. It took me a long time to do much damage, but my 5 opponents combined couldn't even do enough damage to keep my health bar visible. 3) The door to the guard tower that you have to go through to escape didn't work.
Airianna Posted June 25, 2017 Author Posted June 25, 2017 Just tried this. Much worked, but 3 things went way wrong. 1) Guards almost completely ignored my character, no-matter where I went. For instance, I walked into a guard room, complete with guard, got back all my gear, searched all containers, picked up the prison key, and then just walked out. 2) My (34th level) character couldn't lose a fight. I even picked fights with 5 other prisoners at once in an attempt to lose. It took me a long time to do much damage, but my 5 opponents combined couldn't even do enough damage to keep my health bar visible. 3) The door to the guard tower that you have to go through to escape didn't work. 1) The guards ignore you, pretty much, yes. Unless you Steal items... When you start, you are added to the main faction, so they don't all just start attacking you for trespassing. The room with the key requires the key to get into that room, so you can't just walk in without using a cheat (Description page : Get Your gear Back cheats Spoiler). 2) The inmates aren't supposed to be impossible to kill, raise your combat difficulty settings to make it more challenging. I always use the default "Normal" game play. And having your stuff with regeneration makes a difference against the inmates who have nothing at all. Also, your choice of character and mods you use will skew the outcome of how it's supposed to be. (Should be a given, doesn't need a spoiler) 3) That is NOT an escape route currently. (Description page : Escape Quest Spoiler)
spiderpity Posted June 30, 2017 Posted June 30, 2017 its me again, now i went to the prison as a slave,but no1 other inmate approach to me, also they are where they want and do what they want, for example, in mining time, i saw inmates in every other rooms, like yard or showers , isnt suppose to every inmate had to do the same as me? (every1 mining, every1 in showers, etc) im using the last fix/patch u posted as a wishlist i would like an autonude option for the prisoners when they go to showers, and an approaching for sex there (the classic "i dropped my soap , take it")
Airianna Posted June 30, 2017 Author Posted June 30, 2017 its me again, now i went to the prison as a slave,but no1 other inmate approach to me, also they are where they want and do what they want, for example, in mining time, i saw inmates in every other rooms, like yard or showers , isnt suppose to every inmate had to do the same as me? (every1 mining, every1 in showers, etc) im using the last fix/patch u posted as a wishlist i would like an autonude option for the prisoners when they go to showers, and an approaching for sex there (the classic "i dropped my soap , take it") Yeah, when I started adding content, it broke their scheduled times to do things. And to fix that, instead of reducing the number of inmates, I added more inmates, to the different places. Better when populated I think. It's one of Skyrim's failings. I am wanting to set up senerios in the shower area. And figure out a way to fix their traveling between locations, that doesn't rely on Skyrim's game engine so much. As for nude switches, I haven't exactly figured that one out yet. Getting them naked and dressing after they leave the area... ummm *scratches head* I know I can make them unequip all in script. But dressing them after.. And having it happen... Wait, a trigger that covers the room for stripping, and one attached to their Alias to dress when not inside the trigger zone... That might work... I will have to try it when I am not so tired. And yes, I haven't done much with the slave side yet. It lacks a lot of content.
Crw0 Posted June 30, 2017 Posted June 30, 2017 Hello there. Is it me or is inmates realy do not aproach right now? And if i lose a brawl - there is nothing happend =( Shod i show u log or smth that might help? Sry. My Eng is bananza
Airianna Posted June 30, 2017 Author Posted June 30, 2017 Hello there. Is it me or is inmates realy do not aproach right now? And if i lose a brawl - there is nothing happend =( Shod i show u log or smth that might help? Sry. My Eng is bananza The logs won't tell me anything, except the errors you have now with Papyrus. I even stopped logging papyrus, because it slowed down response times of Skyrim it's self. When you loose a fight as an inmate. - They take your items - chance to get forced into sex As long as I can understand your English, we are good. A decent translator http://translate.reference.com - has many translations, might have your language, or one you know well enough. Can copy and paste from translation.
Airianna Posted June 30, 2017 Author Posted June 30, 2017 I am taking a little break... The mod still needs lots done to it. But at least it's playable, I will check back regularly for bug reports.
EmertX Posted July 2, 2017 Posted July 2, 2017 Not a bug, but a question. Is there a way to configure the mcM so this mod is triggered only as a possible outcome from Simple Slavery?. I'm currently using Prison Overhaul and would like to keep it as the main handler for prisons, while having this mod triggered only as slavement
Airianna Posted July 2, 2017 Author Posted July 2, 2017 Not a bug, but a question. Is there a way to configure the mcM so this mod is triggered only as a possible outcome from Simple Slavery?. I'm currently using Prison Overhaul and would like to keep it as the main handler for prisons, while having this mod triggered only as slavement At current, this mod does not have an MCM, that is beyond my current skill level. To be honest, I wouldn't even know where to begin. Someone made a mod that allowed both to work together, I haven't been told if the patch mod still works or not.
Delzaron Posted July 2, 2017 Posted July 2, 2017 I bith tested the slave and prisoner way. No guards reactions, no forcetalk... and when I escaped, guards do nothing, and the small world is not finshed.
Airianna Posted July 3, 2017 Author Posted July 3, 2017 I bith tested the slave and prisoner way. No guards reactions, no forcetalk... and when I escaped, guards do nothing, and the small world is not finshed. Hope you weren't expecting a miracle. Of course the guards don't approach, they are supposed to only watch, right now. And I just said, a few posts ago, that it lacks content still! But you should try the original and see how far I did take it.
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