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Wartimes - a daughter's tale (Alternate start scenario) SE


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Posted
On 10/5/2025 at 4:40 PM, vipermagi said:

Father has the option to get you Licenses at the cost of favor, making use of SexLab Survival's license feature. There is now a new, standalone license mod called... Licenses - Player Oppression, and it's expansion addon LMAO - Tolls and Crimes. Would be awesome if there was a hook to link into those for license controls.

 

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On LMAO, there is a way already basically built in, though my complete lack of documentation is probably not helping, and it takes a minor amount of work from someone to get it working properly. though if no one does the legwork for me i'm sure i'll get it figured out myself at some point, since I like Wartimes.

There is a file in interface/lmao/city called whiterun.json. 

it is a json file, there is a built in section called "playerhomes". For homes with a key, you put in the hex formID, convert it to an int for the formID (this is just bad programming for me, i do need the int, cause in this particular function i don't yet do the conversion on my end), as well as the mod file to look for. It will check if you have the key. 

but for wargames, since you can lose fathers favor (and I don't think there is a home key) you would use the quest system - putting in the QuestID (name of it, ex: Favor250) then you would set the stage of the quest you gain that privilege and when you lose that privilege. 

example code:
 

{
      "name": "Tundra Homestead",
      "FormID": "0x47E3B",
      "FormIDInt": 294459,
      "ModName": "cceejsse001-hstead.esm",
      "QuestID": "",
      "OwnedStage": 0,
      "LostStage": 0
}

 

If someone gets me the rules for it, I'll get that in the next release WHEN I GET OFF MY ASS AND FINISH THE GODDAMN WHITERUN KENNEL WHAT IS WRONG WITH ME 

(but at that point anyone would be able to use that immediately and it should just start working) 

Otherwise, again, sometime after the whiterun kennel expansion I'll plan on figuring that out myself. 

No notes on the license stuff, since that isn't my mod, but I do agree, it would be cool to use that

  • 1 month later...
Posted

Can someone please send me their game setup or modlist that is ready to play with Wartimes, SexLab Survival and other similar mods. I completely forgot to save my game with all the mods while I was cleaning my PC, and I accidentally removed everything. It was over 500 mods, mostly NSFW related, so I would really appreciate it if someone could share their game with me. If we have the same NSFW mods in our Skyrim SE, that would be awesome.

  • 2 months later...
Posted

does anyone know which mod i am missing it say's that i am missing dcc-dm2.esp does anyone know what mod this comes from?

 

Posted (edited)
8 hours ago, sep0_0 said:

does anyone know which mod i am missing it say's that i am missing dcc-dm2.esp does anyone know what mod this comes from?

 

 

You installed the obsolete version.

 

Check this old post....

 

New community version called Wartimes Tweak KLA 1.0.1, check near the change log section for download link. Anything named Wartime Tweak without KLA at the end, means it is older version.  Check that page "Requirements from the original mods found here: " for a hint on requirements. It looks like the mod's new stewards are lazy with documentation even for requirements. If you already started a game with it, it likely needs a new game when replaced.  A lot of changes have occurred to remove\replace old requirement mods from original.

 

good luck

Spoiler

If you have JK's Whiterun Outskirts the house location will conflict with a windmill building near the gate to the tower and roriktead borough.  In the Monomans1 version the building conflict will break the scene triggered by Pregnancy detection+Milk-Economy milkmaid + high corruption + chance.  I think the current version also will break will the buildings are coversiing the scene area.  The entry to a JK's Whiterun Outskirts building is blocked by a WArtimes farm shack.   A patch moving the Wartime farm house to a clear area or moving the conflicting JK's Whiterun Outskirts building is necessary to have both mods together.  

 

Edited by safado
  • 1 month later...
Posted
On 2/23/2026 at 9:51 AM, safado said:

 

You installed the obsolete version.

 

Check this old post....

 

New community version called Wartimes Tweak KLA 1.0.1, check near the change log section for download link. Anything named Wartime Tweak without KLA at the end, means it is older version.  Check that page "Requirements from the original mods found here: " for a hint on requirements. It looks like the mod's new stewards are lazy with documentation even for requirements. If you already started a game with it, it likely needs a new game when replaced.  A lot of changes have occurred to remove\replace old requirement mods from original.

 

good luck

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If you have JK's Whiterun Outskirts the house location will conflict with a windmill building near the gate to the tower and roriktead borough.  In the Monomans1 version the building conflict will break the scene triggered by Pregnancy detection+Milk-Economy milkmaid + high corruption + chance.  I think the current version also will break will the buildings are coversiing the scene area.  The entry to a JK's Whiterun Outskirts building is blocked by a WArtimes farm shack.   A patch moving the Wartime farm house to a clear area or moving the conflicting JK's Whiterun Outskirts building is necessary to have both mods together.  

 

 

 

I have no effect using the KLA version; there are no dialogue options, nor is there an MCM. Which mod does the dcc-dm2.esp actually come from?

  • 2 weeks later...
Posted
On 4/11/2026 at 8:38 PM, rhb38 said:

 

 

I have no effect using the KLA version; there are no dialogue options, nor is there an MCM. Which mod does the dcc-dm2.esp actually come from?

 

dcc-dm2 (display model 2) is only used in the original legacy bugged version.  It was for one animation that was actually already in ZAZ. 

If your wartimes need that you are doing everything wrong. 

 

Posted (edited)
12 hours ago, shpuntik said:

Why does the mod require Sanguine Debauchery? 

 

There's multiples endings, slavery to father or uncle. The mod will end and offload control to SD in the form of slavery condition. From there you select what to do based on SD features. 

 

 Old version branches

Spoiler

 

Wt 20200920.jpg

 

 

Edited by safado

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