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BananasManiac's - Licenses (Sunset)


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Posted

Hey so i am having an issue with this mod and i am unsure why it is happening but the mcm does not seem to want to load for some reason how does one go about fixing this?

Posted (edited)

@BananasManiac Reproducible Issue:

Mod erroneously detects Devious Devices items as violating license rules. I can see why it should technically be a violation, but I think there should be a differentiation between DD and other (mod and vanilla) items that are not restraints. It causes potential issues with mods that force-equips items, which in our context are likely DD items.

Example: Without clothing license, my locked-on/equipped Ebonite Catsuit Long Gloves are detected as a violation. Your mod bypasses DD unlock process and passes the message "[blank] was removed." Similarly the Catsuit torso item violates license rules, which can't be alleviated by MCM options unlike for gloves, shoes, and helmets.

 

It'd be best if your checker could pass a conditional:

IF Devious Device item

 

Maybe check for keywords in Editor IDs? zad, zadc, zadx, kof.

Edited by Gyra
Posted (edited)

What's the name of the MCM? Can't find it in my list.

 

edit: Saved and reloaded on an existing save, started a new game, no MCM. Loaded the savegame from the new game, MCM is there... ???

 

edit2:

One thing I would like to see is that you could disallow weapons / magic (and maybe clothing as well) entirely, so if you want to enter a city you have to disarm yourself.

Edited by Someone92
Posted
On 4/13/2023 at 3:58 PM, BananasManiac said:

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 39.6 kB · 8 downloads

 

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?

This is awesome. Great work. Your mod shall belong in my playthrough's forever ❤️ Thanks again.

Posted

For some reason, I cannot get the license cost or duration to stick (using 1.6.40). The checkboxes work fine, but all slider always show zero. I can click and set them, but once ok'ed they are back to 0 in the MCM. I double-checked on the requirements, all are present and the most current version.

  • 2 weeks later...
Posted
On 4/25/2023 at 11:37 AM, Someone92 said:

edit: Saved and reloaded on an existing save, started a new game, no MCM. Loaded the savegame from the new game, MCM is there... ???

 

Thanks, now I have the MCM too...

  • 1 month later...
Posted

Cool seeing another license base mod approach.

 

My suggestion for other ways to acquire license:

(Have the PC commit a minor crime)

Pick pocketing a license for someone and having someone forge your player name on it. So you have a reason to consider stealing when roleplaying a 'good' character or someone with no money.

License papers should only spawn for pickpocketing when you're hunting for it in the quest.

 

You could have the forger NPC be a Khajit from the khajit caravan, so it's not guaranteed you can always tamper with a valid license quickly.

The forgery quest could/should expire when the caravan leaves. So you have to rush to find it.

 

Being caught with a fake license could give you harder bounty / punishment.

Maybe the fake license could be shorter time or chance to be discovered as fake, Or just be limited for a number of uses.

 

 

 

Posted

Yet another person that believes SL Survival is a great mod, but a bit overweight.  I definitely need a moneysink, but I do wonder about requiring enchanted clothing for magic users.  Requiring a license to wear enchanted clothing is cool, but requiring enchantment on clothes is a bit difficult, especially if you aren't interested in the enchanter tree. 

One thing I didn't like about SLS was that I would get the bikini license so I could sell armor, but once I got enough to buy the armor license, I would still be forced to wear a bikini, and even if I had the magic license, I was required to wear bikini.

 

Is this mod still in beta or is it feature complete, or at least, complete enough that I could add it to an existing play through?

 

Thank you.

Posted
1 hour ago, delgathar said:

One thing I didn't like about SLS was that I would get the bikini license so I could sell armor, but once I got enough to buy the armor license, I would still be forced to wear a bikini, and even if I had the magic license, I was required to wear bikini.

 

Pretty sure you can go to the Quartermaster and get the bikini curse lifted...?

Posted (edited)
On 6/25/2023 at 10:26 PM, Anunya said:

 

Pretty sure you can go to the Quartermaster and get the bikini curse lifted...?

 I can ask for the bikini curse to be lifted.  Yes, but he laughs and then insults me.

Edited by delgathar
Posted
On 6/26/2023 at 5:54 AM, delgathar said:

Is this mod still in beta or is it feature complete, or at least, complete enough that I could add it to an existing play through?

 


It's feature complete enough to include it in your run.
I have used it over the last months without adding any adjustments to it.

Most features are configurable, so if you don't like them you can turn them off.

 

 

 

 

On 6/26/2023 at 5:54 AM, delgathar said:

Requiring a license to wear enchanted clothing is cool, but requiring enchantment on clothes is a bit difficult, especially if you aren't interested in the enchanter tree.

 


That is not implemented in this mod. You can optionally require the need for the magic license for enchanted clothing. But that doesn't require enchantments on them. You can simply wear normal clothing without requiring the magic license.

 

 

On 6/26/2023 at 5:54 AM, delgathar said:

One thing I didn't like about SLS was that I would get the bikini license so I could sell armor, but once I got enough to buy the armor license, I would still be forced to wear a bikini, and even if I had the magic license, I was required to wear bikini.

In this mod you are not enforced to wear bikini armor once you get the armor license.

Posted
On 5/4/2023 at 12:31 PM, Talesien said:

For some reason, I cannot get the license cost or duration to stick (using 1.6.40). The checkboxes work fine, but all slider always show zero. I can click and set them, but once ok'ed they are back to 0 in the MCM. I double-checked on the requirements, all are present and the most current version.

What MCM helper version are you running?

Posted
On 4/23/2023 at 1:34 AM, Gyra said:

@BananasManiac Reproducible Issue:

Mod erroneously detects Devious Devices items as violating license rules. I can see why it should technically be a violation, but I think there should be a differentiation between DD and other (mod and vanilla) items that are not restraints. It causes potential issues with mods that force-equips items, which in our context are likely DD items.

Example: Without clothing license, my locked-on/equipped Ebonite Catsuit Long Gloves are detected as a violation. Your mod bypasses DD unlock process and passes the message "[blank] was removed." Similarly the Catsuit torso item violates license rules, which can't be alleviated by MCM options unlike for gloves, shoes, and helmets.

 

It'd be best if your checker could pass a conditional:

IF Devious Device item

 

Maybe check for keywords in Editor IDs? zad, zadc, zadx, kof.

 

Should be fixed in v1.0.4

 

I check for zad_Lockable items. If there are any other keywords to ignore, feel free to list them here.

Posted
2 hours ago, Phant0mThund3r said:

Cool mod, gonna give it a try, adding a keyword to equipped gear via mcm would be really handy on it's own. Is releasing something like that on its own possible? 

That should be easy to do as long as you know which keywords you want to assign and on which slots

Posted

My copy of SE is still a bit fucked, thanks to the recent updates to it, so I haven't had a chance to try this out yet.  If you toggle off the licenses, (such as the armor license), does that mean that you can wear any armor you want, for free, or that you cannot wear any armor covered under that category?  I kind of want a playthrough where normal armor is outright banned in town, and Bikini armor costs an arm and a leg.  Hell, I'd love it if there was an option for the guard to force-strip the player and collar them any time they came into town.

The collar they put on, is it a standard collar, or is it random?  Does it have a chance to put on some of the 'special' collars from DCL, such as the Cursed Collar?  If not, that would be great.

Posted
45 minutes ago, ChandraArgentis said:

My copy of SE is still a bit fucked, thanks to the recent updates to it, so I haven't had a chance to try this out yet.  If you toggle off the licenses, (such as the armor license), does that mean that you can wear any armor you want, for free, or that you cannot wear any armor covered under that category?  I kind of want a playthrough where normal armor is outright banned in town, and Bikini armor costs an arm and a leg.  Hell, I'd love it if there was an option for the guard to force-strip the player and collar them any time they came into town.

The collar they put on, is it a standard collar, or is it random?  Does it have a chance to put on some of the 'special' collars from DCL, such as the Cursed Collar?  If not, that would be great.

 

If you disable the armor license, then you would be able to wear armor without license for free.

You could set the armor license cost very high to achieve a similar effect.

 

It puts on a random devious devices collar

Posted
1 hour ago, BananasManiac said:

 

If you disable the armor license, then you would be able to wear armor without license for free.

You could set the armor license cost very high to achieve a similar effect.

 

It puts on a random devious devices collar


Do you think you could add an option to include the DCL collars as well?  I love the idea of a guard being like, "Here's this random slave collar I found.  Since you're a repeat offender, this one will probably suit you better."  Then putting the player in the DCL Slave Collar or even perhaps, "We've had this collar hanging around the garrison for a while, and no one knows where it came from.  Since you're so keen on continually breaking the law, I think we'll let you have it now", then putting the Cursed Collar onto the player.

Posted
9 minutes ago, ChandraArgentis said:


Do you think you could add an option to include the DCL collars as well?  I love the idea of a guard being like, "Here's this random slave collar I found.  Since you're a repeat offender, this one will probably suit you better."  Then putting the player in the DCL Slave Collar or even perhaps, "We've had this collar hanging around the garrison for a while, and no one knows where it came from.  Since you're so keen on continually breaking the law, I think we'll let you have it now", then putting the Cursed Collar onto the player.

I never played with Devious Cursed Loot, can you give me a short description on what it does differently to Devious Devices for me to see if it would be a good addition?

Posted
2 hours ago, BananasManiac said:

I never played with Devious Cursed Loot, can you give me a short description on what it does differently to Devious Devices for me to see if it would be a good addition?

 

 

DCL adds a lot of mechanics, and quests.  I would think that most people who have DD installed likely also have DCL installed.  There's a more complete description on the page, but there are a few collars with a few effects.  The main ones would be these 3, I think.

  • The Slave Collar - Very Difficult to remove
    This collar, when worn, will not unlock until worn for x days and until the player has had sex x times (configurable in MCM)
  • The Cursed Collar - Quest
    This collar starts a quest that sends the player all over the land, trailing down the creator of the collar.  It is repeatable, but requires both the collar and a note to be given to the player when equipped (there's probably also a hook to start the quest - Laura's has a sections that starts it).
  • High Security Collars (including "The Choker", a named, High-Sec collar) - Moderately Difficult to remove.
    These don't come off with 'standard' keys and are just harder to get off or require a blacksmith.

There are also a few more that I always forget about.  The mod's MCM details some of them, and it shouldn't be too hard to do a /help collar to find the rest.

Posted
6 hours ago, ChandraArgentis said:

 

 

DCL adds a lot of mechanics, and quests.  I would think that most people who have DD installed likely also have DCL installed.  There's a more complete description on the page, but there are a few collars with a few effects.  The main ones would be these 3, I think.

  • The Slave Collar - Very Difficult to remove
    This collar, when worn, will not unlock until worn for x days and until the player has had sex x times (configurable in MCM)
  • The Cursed Collar - Quest
    This collar starts a quest that sends the player all over the land, trailing down the creator of the collar.  It is repeatable, but requires both the collar and a note to be given to the player when equipped (there's probably also a hook to start the quest - Laura's has a sections that starts it).
  • High Security Collars (including "The Choker", a named, High-Sec collar) - Moderately Difficult to remove.
    These don't come off with 'standard' keys and are just harder to get off or require a blacksmith.

There are also a few more that I always forget about.  The mod's MCM details some of them, and it shouldn't be too hard to do a /help collar to find the rest.

I'll keep it in mind, thanks.

Now I actually remember the mod, I don't have it in my modlist because it was slowing down gameplay quite alot.

 

I don't plan on adding any additional soft dependencies for now, so I won't implement it at this time.

Posted

That's awesome mod which takes - in my opinion - best part from SL Survival and installs without any additioinal headache like 200+ required addons
(Not insulting the author of SLS - they did an awesome work)


Guess you'll be a bit frustrated with this question, but is there any chance to see it on Legendary Edition?
Current issues with SSE where Steam/GoG and AE versions are requires a lot of effort to run everything smoothly are unbearable.

Posted
4 hours ago, Para123tera said:

That's awesome mod which takes - in my opinion - best part from SL Survival and installs without any additioinal headache like 200+ required addons
(Not insulting the author of SLS - they did an awesome work)


Guess you'll be a bit frustrated with this question, but is there any chance to see it on Legendary Edition?
Current issues with SSE where Steam/GoG and AE versions are requires a lot of effort to run everything smoothly are unbearable.

 

I don't plan on making this available for LE.

I don't even have a setup for LE, but if someone wants to try porting it to LE they have my blessing.

Posted
On 7/4/2023 at 10:18 PM, BananasManiac said:

If you disable the armor license, then you would be able to wear armor without license for free.

You could set the armor license cost very high to achieve a similar effect.

Would it be possible to have the option "Always allowed", "Requires License" and "Never allowed"?

Basically making License required, but not having the dialog option to buy a license.

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