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xaz

Prison Overhaul

5,274 posts in this topic

I've updated the main page with tweaking tips. Go there and have a look if you're for some reason annoyed by the current changes. They may be fixable with a bit of tweaking.

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i read it on the other forums that setting timescale value to anything under than 6 will break your game basically NPC and quests, vendors never restocking items, dead bodies never cleaning up. its good that i read the comments before installing the mod

This is simply not true. I've played the entire main story on 2 and 5, dark brotherhood on 2, thieves guild and mages guild also on either 2 or 5. I never saw those problems during this play through.

... and in any case the mod restores the previous settings when you're released from arrest, and a very large portion of the real life time spent on this mod is spent at time scale of 60, which no one claims has the problems you describe.

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i read it on the other forums that setting timescale value to anything under than 6 will break your game basically NPC and quests, vendors never restocking items, dead bodies never cleaning up. its good that i read the comments before installing the mod

This is simply not true. I've played the entire main story on 2 and 5, dark brotherhood on 2, thieves guild and mages guild also on either 2 or 5. I never saw those problems during this play through.

... and in any case the mod restores the previous settings when you're released from arrest, and a very large portion of the real life time spent on this mod is spent at time scale of 60, which no one claims has the problems you describe.

 

i only read it didnt tried it myself and u r saying that ur mod temporarily changes timescale only for the period for which u r arrested ??

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make it so that once in prison that one such punishment is being a cum dump for the prisoners and guards. and/or put your vagina/asshole to work in the guards barracks to pay off the bounty.

 

since a lot of ppl liked this. how about this for paying off crimes.

 

just ideas no functionality/capability yet as i know of.

 

-sold to the local auction house. depending on the city could be a way for raising war funds.

 

-made to work in the stables as a breeding horse. or war dog breeder in morthal

 

-the local companions as a were-wolf breeder

 

-the vampires as a human slave breeding/lower vamp breeding,

 

-become the whore mistress of the jarl.

 

-a cum dump for the greybeards/parthunax

 

-a cum dump for bandits.

 

-a cum dump in the temple of (insert a divine name here)/altar. or a be ravaged a by a possessed high priest and give birth to a half human/divine

 

-breeding horse for the little green munchkins in sol...w/e

 

of course we would need a slavers guild for this but meh wanted to get the idea out there...

 

 

(started playing oblivion first time ever this year. so mostly based on that.)

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allright this was cheskos comment on bethesda forums about timescale and issues 

 

 

There are known stability issues with timescale values that are very, very small (under 5). You can also overwhelm the AI package, scripting, and Story Manager systems by setting it to a very, very high value (as in, 3600+) due to the number of quests that are trying to start, events that need to be processed, packages that need to be evaluated, and so on. I believe that anything between 5 and 20 is perfectly fine for normal long-term play.

I would like to have a simple, light-weight dynamic timescale mod that makes time pass at 20+ when traveling the open world, 10-ish when in town, and 5 when in interiors or in conversations. It probably exists but I haven't looked yet. 

 

 

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allright this was cheskos comment on bethesda forums about timescale and issues 

There are known stability issues with timescale values that are very, very small (under 5). You can also overwhelm the AI package, scripting, and Story Manager systems by setting it to a very, very high value (as in, 3600+) due to the number of quests that are trying to start, events that need to be processed, packages that need to be evaluated, and so on. I believe that anything between 5 and 20 is perfectly fine for normal long-term play.

I would like to have a simple, light-weight dynamic timescale mod that makes time pass at 20+ when traveling the open world, 10-ish when in town, and 5 when in interiors or in conversations. It probably exists but I haven't looked yet. 

I played Skyrim with a timescale of 5 for a long time without any major issues, but I always kept noticing that AI behavior, especially NPCs' response to dialogues and game events was sluggish. Then I decided to change it to 10 and I'm currently happy with it. However, as I've mentioned before, XPO's timescale of 2 does cause problems in the game. Once, with a timescale of 2, I saw the jailer got stuck among a few other NPCs in Whiterun's marketplace and he couldn't get out of there for minutes until I raised the timescale again to 60.
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As I've already said in another message playing with timescale is a bad idea. Taking it down to 2 almost halts the game AI. If, for some reason the jailer gets stuck while he's on his way to punish the player, he'll probably never be able to get out of that situation with a timescale of 2, and I've seen that happen.

I always play at 2 and I don't usually have problems with the ai activating slowly compared to 20. Maybe I've just never noticed. Then again, you can set the timescale to whatever you want, as you know from the other post you made, so if guards get consistently stuck, you can crank it back up to 20 manually.

 

 

Here's a steam mod that adjusts time scale to 1:1. It's probably as close to unit testing ( testing a single part in isolation ) as you can get on the effects of changing time scale in Skyrim.

 

I'm not taking a side in the debate on if changing time scale should or should not be done. What I am saying is take advantage of knowing beforehand what kind of posts you will be receiving so you can avoid getting them in the first place  :)

 

http://steamcommunity.com/sharedfiles/filedetails/?id=16675

 

Well, it "works on my machine". ;)

There are a lot of posts about game breaking at low time scales but none has experienced it for themselves, just read about it somewhere. The author of the mod you linked has run his own mod for a week with no apparent problems.

I'll just run some tests in Whiterun. Move the jailer to the evidence chest set timescale to 2 and see how long it takes for him to return, then do the same with timescale 20.

Anyway, I guess I should start working on that configuration menu. That way everyone can play the mod the way they like.

 

 

I've been using SkyRealism - Time and Travel with no issues for a while now. The author says there are problems with some quests in Riverwood and Solitude, so the timescale is reset to 20 in those locations. You might poke him for more info since he's obviously put a lot of work into researching timescale changes.

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i only read it didnt tried it myself and u r saying that ur mod temporarily changes timescale only for the period for which u r arrested ??

Yes, timescale is restored to whatever you had before.
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I've been using SkyRealism - Time and Travel with no issues for a while now. The author says there are problems with some quests in Riverwood and Solitude, so the timescale is reset to 20 in those locations. You might poke him for more info since he's obviously put a lot of work into researching timescale changes.

A very good point, which I followed up on. This is what he writes:

@junjo75 I suppose if you've never played through the entire game with a 20:1 ratio, then you wouldn't notice it. The two main areas that you'll immediately see the difference are solitude and riverwood, which is why I have them in my exclusion list. If you're using 1:1 ratio, in Riverwood, if you do the Golden Claw quest line, Lucien's sister will take forever to get through her dialogue and eventually walk to the bridge. In Solitude, the execution scene goes through normally, but the people stand around for a good half hour, staring at Rogvir's corpse, when they're supposed to wander off 1 by 1 over the course of a minute or so. The reason I set it to 6 is because if an NPC needs to go through a door or entrance and it's being used or someone is in the way, they have a small in-game delay. At 20:1 it's only 1 or 2 seconds, but when you've got it at 1:1, they'll stand around for 20-40 seconds before they try going through a door again. When I put it at 6 seconds, they'll go through the door in about 4-6 seconds or so, which doesn't feel too unnatural. A good example of this is the quest to kill the dragon out front of whiterun, when the four guardsmen follow Irilith outside. At 1:1, it takes them nearly 3 minutes to all individually file out, whereas with a 20:1 ratio they get out in about 10 seconds. Hope that explains my reasoning.

Which essentially confirms what bjornk was saying. I'm not sure why I don't notice this, perhaps because, as Pinute points out, I never play at 20:1 so I don't notice the difference.

In any case, I was kind of convinced earlier that customization is needed here. For the next version I'll add options to:

1. Skip the entire collar no-wait thing altogether.

2. Turn time scale changes on/off.

3. Customize the amount of time scale changes.

4. Change the default time scale changes to something a little less aggressive.

I'm still fairly convinced that what this mod does right now is safe for game stability. Every post I've read so far regarding low time scales either present just anecdotal evidence (ie. I read of someone who said there were ctd) or mention ai problems which are all fixed by changing time scale in the console.

If anyone is worried this will mess up their game, either don't upgrade to the latest version, disable this mod for now, or create a "safe" save before getting arrested.

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i would prefer, if you skip the whole no-wait and no-sleep thingie.
it's immersive and maybe helps when roleplaying, but it's a game.

if it's reality i want above all other things, i'll not choose to play a computer game but face the opposite of my pc. More reality then i want, sometimes.

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Is it not possible to interrupt waiting or sleeping? Perhaps a daily schedule for prisoners can be added and you can still wait or sleep if you want, but at a certain time of day, your sleep/wait gets interrupted with a scheduled activity, whether it's for breakfast or for whipping or for a random event may depend on several different factors, like the severity of the crime, facilities available (or crime policy) in a hold etc.

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Is it not possible to interrupt waiting or sleeping? Perhaps a daily schedule for prisoners can be added and you can still wait or sleep if you want, but at a certain time of day, your sleep/wait gets interrupted with a scheduled activity, whether it's for breakfast or for whipping or for a random event may depend on several different factors, like the severity of the crime, facilities available (or crime policy) in a hold etc.

 

This seems like a very nice solution. And also much like it would be in a prison, also.

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Is it not possible to interrupt waiting or sleeping? Perhaps a daily schedule for prisoners can be added and you can still wait or sleep if you want, but at a certain time of day, your sleep/wait gets interrupted with a scheduled activity, whether it's for breakfast or for whipping or for a random event may depend on several different factors, like the severity of the crime, facilities available (or crime policy) in a hold etc.

Not sure. It's only done in the DB questline as far as I know, and the only information I've been able to dig up so far is that if you force move the actor just after the sleep event triggers, you interrupt sleep.

It may be possible to time correctly, but I haven't had time to experiment with it.

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Is it not possible to interrupt waiting or sleeping? Perhaps a daily schedule for prisoners can be added and you can still wait or sleep if you want, but at a certain time of day, your sleep/wait gets interrupted with a scheduled activity, whether it's for breakfast or for whipping or for a random event may depend on several different factors, like the severity of the crime, facilities available (or crime policy) in a hold etc.

Not sure. It's only done in the DB questline as far as I know, and the only information I've been able to dig up so far is that if you force move the actor just after the sleep event triggers, you interrupt sleep.

It may be possible to time correctly, but I haven't had time to experiment with it.

I vaguely remember that there was a mod on Nexus that allows being attacked in the middle of a journey or sleep. Can't remember its name but I'm going to have a look.

Edit: I think it was this mod, though I'm not sure if that mod actually interrupts wait/sleep or just launch attacks as soon as a wait/sleep triggers.

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Nice mod,keep it up :) Btw,I saw two stocks in whiterun...It is possible to have your follower to get there too?How?


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Having a problem, before updating everything worked fine. Now get arrested get taken to jail, guard leaves and jailer just stands there. I have tried reinstalling.


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Recently downloaded just the "V015.7z" file.


 


No real big problems with the mod, enjoying it a lot actually. Makes it more interesting in jail, that's for sure~! 


 


The only confusion I have is at the point where the Jailer appears after waiting in the cell.


 


From what the first post says my char. should be put into the pillory during the day and wait in the cell at night. All that happens though is, after a long wait, the Jailer appears and, depending on if it was a "Serious Crime", my char. is chained up, in the position I assume the pillory would use, and instead of being brought anywhere it happens right there in the cell and then they're whipped. After said whipping my char. is bound and gagged and brought back to the chest before being given my belongings and being told to get lost.


 


Only question I have is if my char. is supposed to be tied up somewhere else or are they meant to be in the cell for only the one whipping no matter the severity of the crime?(never did manage to get Major Severity as the guards wouldn't accept surrender at that point... x-x)


 


Mostly I just want to know If I should be trying to fix anything. 


 


Yeah... I feel dumb...  :blink:


 


Just realized other holds have different prison set ups than Riftan(where I was) so that was my error lol


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ok i cant get that mod to work....every time i submit after a crime i am taken to the jail (vanila vesrsion jail)


 


maybe i dont have to submit?


 


also the starquest xpomain does nothing :/


 


oh nvn it is working...


 


i was trying in in markath...it is working in the rest of cities but not in markath?


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ok i cant get that mod to work....every time i submit after a crime i am taken to the jail (vanila vesrsion jail)

 

maybe i dont have to submit?

 

also the starquest xpomain does nothing :/

 

oh nvn it is working...

 

i was trying in in markath...it is working in the rest of cities but not in markath?

 

Given that the Markarth prison (the silver mine) is already a quest on its own, it is probably wise for XPO to avoid messing with it.  Falkreath, Whiterun, or Solitude would be your best bets to test this.

 

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Love this mod.

 

Just had a walk from Iverstead to Riften. A thief encounter ended with the guard trudging along to Riften with a thief on the heels of my toon constantly attacking and being ignored by the guard.

 

I would suggest the following for the prisoner/player alias.

Scriptname xpoPrisonerProtect extends ReferenceAliasReferenceAlias Property kAliasGuard  AutoActor kPrisonerActor kGuardEvent OnInit()	kPrisoner = Self.GetReference() as Actor	kGuard  = kAliasGuard.GetReference() as ActorEndEventEvent OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)	If ( akCaster && !kGuard.IsInCombat() && ( akCaster as Actor ).IsHostileToActor( kPrisoner ) )		akCaster.StartCombat( kGuard )	EndIfEndEventEvent OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)	If ( akAggressor && !kGuard.IsInCombat() && ( akAggressor as Actor ).IsHostileToActor( kPrisoner ) )		akAggressor.StartCombat( kGuard )	EndIfEndEvent










 

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ok i cant get that mod to work....every time i submit after a crime i am taken to the jail (vanila vesrsion jail)

 

maybe i dont have to submit?

 

also the starquest xpomain does nothing :/

 

oh nvn it is working...

 

i was trying in in markath...it is working in the rest of cities but not in markath?

Yes, there's a quest line in Markarth that I'd break if I changed jail mechanics. At least, that's what I've heard, I never played that one myself.
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I'm having a problem with the mod. I try to make sure each mod is working after I install them so I tried with this mod, but something isn't right. I stole a few things and killed a guard or two, but it went to the vanilla jails(just teleported me to the jails and "sleeping" to serve my time). I looked on the main page for this mod, and I saw the trouble shooting console commands. I re-entered the game, loaded my game to before I went into any jails(I just made the character and haven't committed any crimes anyone saw), typed in the commands, and just killed something to get a bounty, I chose to go to jail, but then it didn't load and just froze on a blank screen. This was all in Whiterun. I'm not quite sure what is wrong, I'm pretty sure I installed everything correctly and I know I have the animation pack installed. I don't know why it would be doing this.


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I'm having a problem with the mod. I try to make sure each mod is working after I install them so I tried with this mod, but something isn't right. I stole a few things and killed a guard or two, but it went to the vanilla jails(just teleported me to the jails and "sleeping" to serve my time). I looked on the main page for this mod, and I saw the trouble shooting console commands. I re-entered the game, loaded my game to before I went into any jails(I just made the character and haven't committed any crimes anyone saw), typed in the commands, and just killed something to get a bounty, I chose to go to jail, but then it didn't load and just froze on a blank screen. This was all in Whiterun. I'm not quite sure what is wrong, I'm pretty sure I installed everything correctly and I know I have the animation pack installed. I don't know why it would be doing this.

looks like the mod isnt installed properly check that first also make sure u have zaz animation pack installed (required file) and FNIS (required for ZaZ animation pack) already installed and run fnis for user application file. if u have done these things mod will run correctly

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Any chance for alternative prison uniforms??Like for example tha classic zebra stripes??


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ok i cant get that mod to work....every time i submit after a crime i am taken to the jail (vanila vesrsion jail)

 

maybe i dont have to submit?

 

also the starquest xpomain does nothing :/

 

oh nvn it is working...

 

i was trying in in markath...it is working in the rest of cities but not in markath?

Yes, there's a quest line in Markarth that I'd break if I changed jail mechanics. At least, that's what I've heard, I never played that one myself.

 

 

Yea I can see that. But if you dig around the questline there, I'm betting you can integrate the quests or put in a check to only allow after the Markarth quest is done.

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