Tolls!
The initial infrastructure mod I started building - I wanted to use licenses, but this was the big element I was missing from SLS, and the one I felt I could make the most unique updates to.
SLS's toll integration did a lot of cool things:
- Scaling tolls based on level
- alternative forms of payment
- customizable mcm
However, it fell short in a lot of places -
- the guards are just giving you a bunch of options, which always felt odd to me. I didn't feel like there was good justification to that generally.
- Tolls were only in interior cells, which best case seems the opposite of where the tolls should be charged
- Certain mods made tolls a complete mess
- other house mods didn't play nicely with it
- limited to the cities with their own worldspace
- The stupid guy when you entered the city constantly was saying "hold on there a moment" looping like crazy, burrowing into my skull. it will be chanting in my head until the end of time.
For this iteration, tolls builds upon Licenses - mainly using its curfews as an extension - players will not be able to leave or enter during curfew - making it a more meaningful rule.
I wanted to expand on the good of SLS's tolls and fix the things it was missing. Here is my mcm:
You can still adjust toll costs, and scale them based on player level - it has a built in rule for devious followers, to make the player use alternative payments to pay for them and their masters passing. Additionally, its expanded to allow you to pay per follower, to decentivize players from running around with a warband, and it can be blocked for people with bounties (cause why would the guards want a criminal in anyway - the guards might catch you and throw you in jail, or require you to pay your bounty (or more), or maybe figure out another way to get you to pay.
Your alternate payments depend on what optional integrations you use -
Sexlab - pay with sex
Slave tats - pay with tats
Devices - pay with devious devices
Drinks - pay with drinking lactacid/skooma/cum potions (guards need to get rid of contraband - only for passing from interior to exterior) - you can also toggle drink types.
There are some free entry options - You can allow slaves to pass freely, or thanes to pass freely
You can toggle which cities you want tolls to work at, as well as which side they work from. This was built to be expandable in the future, and not just to other worldspace cities, but to places like helgen, or rorikstead - or even fully unique gates built to provide new obstacles for the players. Basically the modder (or in all honesty, me) will create a new city quest using a Toll_City_Details script. They will define a series of variables, but importantly:
Exterior gates - for gates in the main tamriel worldspace that link to another worldspace
Interior gates - for non tamriel worldspace gates that link to tamriel
(tamriel is a placeholder, should theoretically work with mods using different worldspaces)
Single gates - for standalone gates - this would be something like helgens gates, where the toll should be paid on either side.
Once these variables are defined, you would the city to the "Gate" alias of the Toll_GenericGuards quest -
This alias continuously updates to the nearest gate whenever the player changes cells. This even works on exteriors of cities like Riften with multiple nearby entrances. However, if the player pays, and decides to leave, they shouldn't expect the other gates to just be open to them, or even the gate they paid for when they come back. They didn't get a ticket or anything, they paid a fee, and the guards are mean.
This is mostly just a list of mods I intend to integrate with in some way. From the list that aren't already implemented and noted in some way:
- inflation framework - inflation potion - something from SLS, maybe maybe not. I am not a huge fan of this mechanic i find it ridiculous.
- Public whore - toll people will NOT let the public whore out
- Fertility mode - fertility potion
- Fill her up (see inflation framework)
- Slaverun reloaded - it is SO annoying having tolls when you have to go back and forth - slaves wont pay for tolls, and will be left alone during training pieces for slaverun reloaded, but will only pay with alternate payments outside of training.
Instead of a unique NPC, I opted for just using a radius and letting the nearby guards let the player out.
If you opt for an alternate payment, they pick one at random
(exterior shot)
Guards aren't always around, but if that is the case (and its not in curfew) you can walk up to the gate and activate it - its not locked, but it wont budge, you will instead get a popup like this. If you have the money, you can just pay. This option is always available to make sure the player doesn't end up extremely frustrated waiting for a guard to walk by.
Its still a WIP, as the dialogues have to be massively expanded, and frankly, tolls by itself is boring, so it will come out alongside simple crimes and punishments, but its generally functional at this point. If anyone is interested, here is the current build. (though I am not looking for testers at the moment, just here for those who are curious)
Long term plans:
- Add unique toll collectors at every city, with SFW alternative payment options that are fun and provide a short little quest
- Add general sfw options for alternate payments - likely with a somewhat annoying bar to push players towards nsfw options
- Improve toll dodge detection - at a very basic level I THINK I implemented this, but i want it to be a bit smarter - the player shouldn't be detected every time, it should depend on thier notariety (SLSF)
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