stillnofunnylogin Posted April 13, 2023 Posted April 13, 2023 (edited) 14 hours ago, BananasManiac said: I'm currently gathering feedback to decide in which direction I want to take this mod. My current roadmap is the following in order of priority: Add option for guards to equip DD or Zaz items without creating a hard dependency Yes, please. Better if optional, of course. And, as long as you're actively soliciting suggestions, An option for the guards to confiscate unlicensed property would be great, too. Is it possible to confiscate individual items to the current crime faction's prisoner property chest? (E.g. Whiterun guard confiscates to Whiterun prisoner property chest, Windhelm confiscates to Windhelm prisoner property chest, etc.) Possibly impossible suggestions number 2: Require separate licenses for Imperial and Stormcloak territories. You know, if you buy the license in Whiterun it's accepted in Solitude, but you must buy a separate license in Windhelm. Thanks! Edit: Suggestion for description page: Link to the MCM Helper mod you require, please. Edit: This one? MCM Helper on Nexus Edited April 13, 2023 by stillnofunnylogin 1
BananasManiac Posted April 13, 2023 Author Posted April 13, 2023 15 hours ago, Gyra said: Do you anticipate it being safe to upgrade your mod mid playthroughs? Please feel free to send me strings if you'd like them reviewed after you've written the dialogue the way you like it. It should be safe to update mid playthrough, but since this is my first mod I don't know all pitfalls yet :'D
BananasManiac Posted April 13, 2023 Author Posted April 13, 2023 (edited) Progress update on v1.0.0 Done - Redesigned License purchase dialogue Shows license cost and duration to make it easier to use this mod without needing to look into the modpage or the mcm (Optional) Support kinky guard responses -> (dialogue tbd) Done - (Optional) Guards can confiscate your items and stash them in the evidence chest of their hold if there is one Done - (Optional) Magic license required for enchated Clothing (not armor) Should make mage playthoughs more interesting I recommend increasing the magic or clothing license cost when enabling this for a mage playthough Done - MCM redesign to allow to enable/disable the mod allows a reset of the mod will refund gold cost of currently held licenses Done - Fix: make clothing license purchasable In Progress - (Optional) Guards can equip Devious Devices on violation This version will require a reset via mcm. This will refund your currently held licenses and reset your mcm settings. I will post a beta soon Edited April 13, 2023 by BananasManiac 3
BananasManiac Posted April 13, 2023 Author Posted April 13, 2023 16 hours ago, Gyra said: Do you anticipate it being safe to upgrade your mod mid playthroughs? Please feel free to send me strings if you'd like them reviewed after you've written the dialogue the way you like it. I duplicated the dialogue for the requested kinky dialogue and added "(Kinky)" in front of all responses as placeholder. Feel free to populate these response with fitting dialogue Will upload that beta soon
Corsec Posted April 13, 2023 Posted April 13, 2023 It sounds like this checks equipped items and not the player inventory. Does this mean that there won't be a function to apply licence restrictions to magic items like spellbooks and scrolls?
BananasManiac Posted April 13, 2023 Author Posted April 13, 2023 17 minutes ago, Corsec said: It sounds like this checks equipped items and not the player inventory. Does this mean that there won't be a function to apply licence restrictions to magic items like spellbooks and scrolls? Correct, this mod only checks equipped items/spells
Corsec Posted April 13, 2023 Posted April 13, 2023 1 hour ago, BananasManiac said: Correct, this mod only checks equipped items/spells The mod description says that this mod uses keywords to check equipped armors and bikinis. How does it check for equipped spells and weapons? I'm asking because I'd like to know how it would work with equippable magic items, there are some mods for that.
BananasManiac Posted April 13, 2023 Author Posted April 13, 2023 22 minutes ago, Corsec said: The mod description says that this mod uses keywords to check equipped armors and bikinis. How does it check for equipped spells and weapons? I'm asking because I'd like to know how it would work with equippable magic items, there are some mods for that. What kind of equippable magic item are you referring to, do you have an example?
BananasManiac Posted April 13, 2023 Author Posted April 13, 2023 (edited) v1.0-beta1 - Only for testing / collaborating - Don't use this in a playthrough Done - Redesigned License purchase dialogue Shows license cost and duration to make it easier to use this mod without needing to look into the modpage or the mcm (Optional) Support kinky guard responses -> (dialogue tbd) Done - (Optional) Guards can confiscate your items and stash them in the evidence chest of their hold if there is one Done - (Optional) Magic license required for enchanted Clothing (not armor) Should make mage playthoughs more interesting I recommend increasing the magic or clothing license cost when enabling this for a mage playthough Done - MCM redesign to allow to enable/disable the mod allows a reset of the mod which will refund gold cost of currently held licenses Done - Fix: make clothing license purchasable In Progress - (Optional) Guards can equip Devious Devices on violation Implemented as soft dependency Device equip can be tested in mcm via button is in a very rough state, I got my environment setup for dd integration and did a short test and thats it for now BM_Licenses 1.0-beta1.zip Pushed this work in progress already today, because I won't be available for one or two days. @Gyra I would be glad if you could take a look into the dialogue and provide feedback on the changes @Meladiator Do these enhancements match your suggestions/wishes? Edited April 13, 2023 by BananasManiac 1
Nuascura Posted April 14, 2023 Posted April 14, 2023 (edited) @BananasManiac Attached is the new esp. Changed some of the new dialogue you added, added periods after player lines for consistency with vanilla response options, and included new kinky dialogue. But the kinky ones are more "misogynistic" than "kinky" as aiming them toward one sex provides a more defined theme, and I love RP'ing a female character. Up to you if you'd like to differentiate between male or female with an MCM option, or hook into SexLab to check the player's established gender there. Please review to make sure I didn't change anything I shouldn't have. Also, unsure if you addressed it already, but it'd be nice if an MCM option can allow guards to disregard player licenses for forcegreets in specific cells just as SLS does. Basically, license allows you to hold and equip items, but you can't equip them inside cities and towns. No license will cause confiscations (maybe of items both on-hand and in inventory?); with license, items will only be unequipped. Or, if checking cell is too taxing, only in front of guards. BM_Licenses.esp Edited April 14, 2023 by Gyra
Corsec Posted April 14, 2023 Posted April 14, 2023 16 hours ago, BananasManiac said: What kind of equippable magic item are you referring to, do you have an example? There are mods that enable the player character to equip spellbooks in their offhand when casting spells. This would be an example- https://www.nexusmods.com/skyrimspecialedition/mods/50341 Also, does this mod implement the licence system ina way that is less Papyrus-intensive than Sexlab Survival?
BananasManiac Posted April 14, 2023 Author Posted April 14, 2023 1 hour ago, Corsec said: There are mods that enable the player character to equip spellbooks in their offhand when casting spells. This would be an example- https://www.nexusmods.com/skyrimspecialedition/mods/50341 Also, does this mod implement the licence system ina way that is less Papyrus-intensive than Sexlab Survival? I don't know how that mod added those spell books, so you would have to try it out once v1.0.0 releases fully. If you use SL Survival only for the licenses, than I would say it's fair to assume that this mod here will be much more lightweight. I also don't specifically know how resource intensive SL Survivals license module is on its own.
Nuascura Posted April 14, 2023 Posted April 14, 2023 (edited) 7 hours ago, BananasManiac said: I don't know how that mod added those spell books, so you would have to try it out once v1.0.0 releases fully. If you use SL Survival only for the licenses, than I would say it's fair to assume that this mod here will be much more lightweight. I also don't specifically know how resource intensive SL Survivals license module is on its own. SLS also doesn't run its license system in a vacuum. The current version still tries to generate and check for enforcers even if the quantity setting is set to "0." Then, you also have to factor in the added enforcer NPCs separate from the randomly-generated enforcers (City gate NPCs vs town-roaming NPCs). Also probably some more scripts running in the background. So, unless SLS cracked the code on a uniquely faster system for checking loc/cell change, player inventory, and distance to guard compared to what you have, my money's on your mod being more lightweight in sum. Or, your mod has the capability of being more lightweight in sum. Edited April 14, 2023 by Gyra
BananasManiac Posted April 15, 2023 Author Posted April 15, 2023 On 4/14/2023 at 2:12 AM, Gyra said: @BananasManiac Attached is the new esp. Changed some of the new dialogue you added, added periods after player lines for consistency with vanilla response options, and included new kinky dialogue. But the kinky ones are more "misogynistic" than "kinky" as aiming them toward one sex provides a more defined theme, and I love RP'ing a female character. Up to you if you'd like to differentiate between male or female with an MCM option, or hook into SexLab to check the player's established gender there. Please review to make sure I didn't change anything I shouldn't have. Also, unsure if you addressed it already, but it'd be nice if an MCM option can allow guards to disregard player licenses for forcegreets in specific cells just as SLS does. Basically, license allows you to hold and equip items, but you can't equip them inside cities and towns. No license will cause confiscations (maybe of items both on-hand and in inventory?); with license, items will only be unequipped. Or, if checking cell is too taxing, only in front of guards. BM_Licenses.esp 22.72 kB · 1 download Thanks for providing the dialogue I added it to v1.0.0
BananasManiac Posted April 15, 2023 Author Posted April 15, 2023 Version 1.0.0 has been released Updating to v1.0.0 will require to reset the mod via mcm. (Toggling mod enabled off/on) This will refund your currently held licenses. Changes: Redesigned License purchase dialogue Shows license cost and duration to make it easier to use this mod without needing to look into the modpage or the mcm (Optional) Added kinky guard responses (Optional) Guards can confiscate your items and stash them in the evidence chest of their hold if there is one (Optional) Magic license is required to wear enchanted Clothing (not armor) Should make mage playthoughs more interesting I recommend increasing the magic or clothing license cost when enabling this for a mage playthough MCM redesign to allow to enable/disable the mod allows a reset of the mod which will refund gold cost of currently held licenses Fixed: make clothing license purchasable (Optional) Guards can equip Devious Devices on violation Implemented as soft dependency Guards will always equip a collar and sometimes a random second item (chance can be configured via mcm) 1
CSKY Posted April 15, 2023 Posted April 15, 2023 Love it ! If you're still taking ideas I think it would be nice if the player could only get a warning the first time/randomly sometimes instead of the bounty/device, maybe a speech check could improve the odds too 1
Nuascura Posted April 15, 2023 Posted April 15, 2023 (edited) 3 hours ago, BananasManiac said: Version 1.0.0 has been released It's looking good! I've started a new playthrough. An issue I found is that the licenses can be bought from the Companions, which feels wrong. Also, SLS only uses one NPC per hold for license purchasing, so it feels wrong to allow all guards to sell licenses at any place they go. Maybe, without adding new NPCs, you could make the steward (like Proventus Avenicci) the one responsible for selling licenses? On license duration, maybe allow perpetual licenses if duration value is set to "-1"? Punishing the player if they use items, even with license, in forbidden cells such as cities would complement perpetual licenses. I've also changed a bit of the dialogue as it didn't flow well in practice: Quote 0200AEFD: Hey! You've got no permission to use that without a license. Jarl's orders. 02024DCF: Well, well, well... What's our famous slut using that without a license? 02024DD0: That's a good joke, you dumb bitch. Don't let me catch you at it again. I've also re-worded some parts of the MCM. The changes mainly clarify singulars where plurals may be misleading, and changes "payed" to "paid" Quote 475: Paid to guard or applied as bounty if violation is discovered by guard 492: Fine won't be paid from player inventory. Instead, it will be added to your bounty for this guard-faction 505: Items won't be unequipped. Instead, the guard will transfer your items to an evidence chest 516: Equip devious device on violation config.json BM_Licenses.esp Edited April 15, 2023 by Gyra
BananasManiac Posted April 15, 2023 Author Posted April 15, 2023 Released version 1.0.1 Companions will no longer offer licenses or check for license violations Increased the maximum license duration in mcm to 60 for all license types
LewdZenn Posted April 15, 2023 Posted April 15, 2023 Mages needing to wear enchanted armor is an interesting idea. What if instead Mages have to wear an enchanted ring in holds that applies a similar effect as Silenced Prisoners and if a guard spots you without it they fine you? Immersive reasoning for this could be that guards don't want mages getting wild with spells inside cities. 1
BananasManiac Posted April 15, 2023 Author Posted April 15, 2023 49 minutes ago, Gyra said: It's looking good! I've started a new playthrough. An issue I found is that the licenses can be bought from the Companions, which feels wrong. Also, SLS only uses one NPC per hold for license purchasing, so it feels wrong to allow all guards to sell licenses at any place they go. Maybe, without adding new NPCs, you could make the steward (like Proventus Avenicci) the one responsible for selling licenses? On license duration, maybe allow perpetual licenses if duration value is set to "-1"? Punishing the player if they use items, even with license, in forbidden cells such as cities would complement perpetual licenses. I've also changed a bit of the dialogue as it didn't flow well in practice: I've also re-worded some parts of the MCM. The changes mainly clarify singulars where plurals may be misleading, and changes "payed" to "paid" config.json 20.78 kB · 2 downloads BM_Licenses.esp 22.77 kB · 2 downloads Thanks, I included your changes and increased the license duration in mcm to 60 for now. I will look into a perpetual license in the future. Companions will no longer offer licenses, thanks for pointing that out. I want to keep all guards to offer and check for licenses. Only having one specific npc selling the licenses means that people have read though the modpage to figure out where to get their licenses or we would have to add additional dialogue specifically for that. One of my main design goals is to not require users to read through the mod page to understand the mod. This mod technically also works outside of cities, so if you for whatever reason see a guard you could by a license then and there. I'm starting a new playthough to see how everything interacts. Especially if it breaks anything. I could imagine some strange interactions in the first dragon fight if you don't have licenses. And I'm also making some notes on how I would make my own cum addiction mod.
BananasManiac Posted April 15, 2023 Author Posted April 15, 2023 (edited) Hi everyone, I will do a playthrough with v1.0.x and wanted to put my ideas and your suggestions into one consolidated post. I'm still looking for feedback and suggestions on how to improve the mod. Current Ideas Improve how the mod starts Maybe get a trial license when you meet the first guard Get some initial introduction dialogue Add random chance to only get a warning from a guard Add alternative ways to get licenses Different license durations depending on how you get the license? Add a way to see how long a license lasts on demand Best case -> license in inventory Otherwise -> MCM Option to only allow stewards to sell licenses These are just ideas. Nothing is set in stone or decided yet. If you have an opinion about any of these topics, feel free to share it. Edited April 16, 2023 by BananasManiac 1
Guest Posted April 15, 2023 Posted April 15, 2023 Great mod, and the ability to add keywords to armour makes this really useful and intuitive for other mods. Only issue I've had so far is with the SLA_HalfNakedBikini Keyword. After I toggle a piece of armour to have it in the MCM, it untoggles automatically. All the other keywords work fine, just this one seems to have some issues.
BananasManiac Posted April 15, 2023 Author Posted April 15, 2023 26 minutes ago, Jackeyblob said: Great mod, and the ability to add keywords to armour makes this really useful and intuitive for other mods. Only issue I've had so far is with the SLA_HalfNakedBikini Keyword. After I toggle a piece of armour to have it in the MCM, it untoggles automatically. All the other keywords work fine, just this one seems to have some issues. I think you are looking for the following keyword: SLA_ArmorHalfNakedBikini The one you mentioned doesn't exist in SLA, so that's why it didn't work. I added a notification in 1.0.2 to notify if the selected keyword doesn't exist.
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