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Posted (edited)

Licenses - Player Oppression

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Ko-fi_40px.png  Patreon_40px.png

 

Modular, customizable, and focused. A modern taxation system for your findom needs.

 

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Is your purse sagging from all your Draugr crypt Gold? Did you ever feel like Skyrim just ain't xenophobic enough? Or have you found your player character with way too much freedom? Come settle your findom needs here and let Licenses oppress your character!

 

Licenses, or LPO, allows you to define Skyrim's laws as roleplay elements and/or gold sinks. Transform your Skyrim into the oppressive world of your fantasy. This is the premier license mod for Skyrim.

 

Note: Only LoversLab releases contain the Dialogue Patch and Ambience Extension.

 

 

 

——— Why Licenses? ———

 

ALWAYS FLEXIBLE - Licenses offers you a variety of ways to customize the mod. Change which body slots LPO checks via the Slot Filtering page. Tag your modded items with relevant VendorItem or LPO-specific keywords. Adjust how exactly LPO enforces your laws. It's all up to you.

 

ALWAYS VERSATILE - Other mods focus only on either SFW or NSFW. Licenses follows a hybrid model instead, allowing you to fit taxation into either gameplay style.

CAREFULLY COMPATIBLE - Unlike similar mods in its class, Licenses avoids worldspace edits and NPC additions, preferring instead to place a primacy on your vanilla game world. Licenses leverages existing NPCs while also endeavoring to reduce what footprint you see of it inside your game. This ideology leads to what I call "sweetened vanilla": It's like vanilla, but with more sugar. Thus, no need to worry about common incompatibilities with other mods.

SAFELY INTEGRATED - Licenses integrates with a variety of mods to protect your gameplay experience. Find fun times with supported mods and feel safe with a guarantee that Licenses won't intrude where and when it ain't welcome.

 

MILK DRINKER'S PARADISE - LPO's Dialogue Patch and Ambience extension allow misogynistic comments to pervade in-game settlements. Comments are uniquely tailored for enabled features.

LIKE A KHAJIIT ON SKOOMA - License checks run with both native conditions and multi-threaded script processing. Equipment checks, a known horker-of-a-beast, are processed swiftly with native functions from Kris's Papyrus Extender.

 

 

 

——— How to Play ———

 

TINKER IT - Change your LPO settings to whatever you want them to be. Manage your Skyrim laws with the click of a button! Each feature has its own clear conceptual boundaries, and the MCM exposes all details so you can design for your play-style.

RENEW IT - By default, LPO establishes a strict active license cycle wherein the player temporarily loses any ability to regain license privileges should they lose their license copy, but you may avoid this trap with the Renewal feature. Take care: License renewal fees are not prorated!

LIMIT IT - The number of active licenses can be capped via an MCM option. You can also disable immediate post-expiration purchases with the License Cooldown setting. Find your limitation beyond the gold in your purse.

 

 

 

——— Core Features ———

 

Primary Licenses

  • Armor License
  • Bikini License / Exemption
  • Clothing License
  • Magic License
  • Weapon License

 

Secondary Licenses

  • Crafting License
  • Trading License
  • Curfew Exemption
  • Travel Permit
  • Life Insurance

 

Tertiary Licenses

  • Whore License (Open Integration)
  • Collar Exemption (Devious Devices)

 

Check the user manual for in-depth information on basic license features.

There are even more features that aren't cataloged online. Check the in-game settings menu to learn more about this mod's feature set.

 

 

 

——— Upgrading ———

 

When upgrading some existing saves with newer minor (major.minor.patch) updates, you may see the following notification: "Detected potential config version conflict." Licenses will automatically prompt you to reset your MCM quest. If you'd like to defer this action, you may later go to [Licenses > Auxiliary > Reset MCM] to properly upgrade your save file. This warning will not always appear and does not necessarily indicate a hard issue. However, if present, a reset will eventually be necessary to update the script's internal property index.


This mod's version numbering is heavily inspired by Semantic Versioning. This display of SemVer is not a measurement of update safety or save file compatibility for users. Mod authors should pay attention to API differences between minor versions.

 

 

 

——— Manual Settings ———


The following tokens and their respective values can be added to the INTEGER section of your Settings.json once it has been exported.

To auto load your Settings.json when initializing/enabling LPO, include this line. The assigned value must be 1 verbatim. Due to game limitations, the mod will not run its JSON pre-checks as like if you manually loaded your JSON yourself through the "Load" option; LPO cannot output any format warnings except through the Papyrus Log.

"!!doautoload" : 1


To auto start the mod via the MCM OnConfigRegister() event, include this line. The assigned value must be 1 verbatim. LPO will then call a safety deferred start 10 seconds after the character creation menu is closed. If the player opens LPO's MCM page in the interim, the auto start is cancelled.

"!!doautostart" : 1

 

 

 

——— Requirements ———

 

Hard Dependencies

Kris's Papyrus Extender

PapyrusUtil

PO3's Papyrus Extender

 

Soft Dependencies

Arousal Framework (ex. OSL Aroused or SLO Aroused NG)

Devious Devices

Fuz Ro D'oh

SlaveTats

 

Soft Integrations

Devious Followers

  • License purchases and rule violations will adjust your DF resistance levels.

Prison Overhaul Patched

  • Enforcer events may lead to a POP arrest.

 

Situational Dependencies

Backported Extended ESL Support

  • Required if game version < 1.6.1130

Equip Enchantment Fix

  • Recommended if using Devious Devices. Fixes an engine bug that disables Cursed Collar's effects in some situations.

 

 

 

——— Compatibility ———

 

External

Beyond Skyrim - Bruma

  • Allows Licenses' features to track correctly within Cyrodiil.

 

Internal

Licenses processes events from the following mods to safeguard the player during sensitive conditions.

 

Incompatible

BananasManiac's Licenses

  • This mod is LPO's predecessor. LPO inherits script names from BM Licenses, but contained functions are wildly different.

 

 

——— Complements ———

 

Alpia's Slavetats Dump

  • Provides an optional replacer for LPO's bundled tattoos.

Alternate Perspective - Alternate Start

  • Enables Helgen location monitoring while the town still stands.

Autonomous Sex Framework

  • Integrates with Whore License.

Devious Interests

  • Integrates with Whore License.

Licenses - Ambience (Bundled)

  • Provides misogynistic world interaction comments from NPCs. Oriented around a female PC. Requires: SexLab Aroused.

Licenses - Dialogue Patch (Bundled)

  • Heightens misogynistic and explicit dialogue to target weak-willed female player characters.

Licenses - NPC Voice Pack

  • Provides NPC voices (xVASynth).

Licenses - NPC HQ Voice Pack

  • Provides NPC voices (Tortoise TTS + RVC).

Licenses - Player Voice Pack (Ciri)

  • Provides player voices via DBVO with a Ciri voice model.

Licenses - Permit common items

  • Whitelists certain safe items from incurring violations.

OSL and B.O.O.B.I.E.S Keywords (KID) - Armor Mods Patch Hub

  • One-stop shop to tag your items.

Simple Player Prostitution

  • Integrates with Whore License.

TDF Enhanced Prostitution

  • Integrates with Whore License.

 

 

 

——— Miscellaneous ———

 

FAQUser Manual | Developer Notes | API

GitHub | Nexus Mods


  • Submitter
  • Submitted
    09/26/23
  • Category
  • Requirements
    Kris's Papyrus Extender, PapyrusUtil, PO3's Papyrus Extender
  • Regular Edition Compatible
    No
  • Install Instructions
    1. Install basic Modded Skyrim dependencies (SkyUI, SKSE64 etc.)
    2. Install Licenses's Hard Dependencies
    3. Install Licenses via its FOMOD installer
    4. Once in-game, navigate to the "Licenses - Player Oppression" MCM tab and select the "Initialize" option

     

    Install via the FOMOD installer. Do not attempt to install manually or without a mod manager. Do not install archive contents in its verbatim file structure directly into your game installation directory.

 

Edited by Gyra
Posted

Congrats on expanding BM Licences and making so much progress so quickly.

 

Is there any way to restrict spell tomes and scrolls to magic licence holders, and to confiscate them when caught without licences? Or is BM Licences restricted to only equipped items?

 

What is the interaction between this and Devious Interests?

 

I'm guessing that there is no follower handling for contraband, and no blocking of merchant stocks and follower inventory like in SLS?

Posted

Would it ever be feasible to use SPID to place licences into the inventories of female NPCs so that you could loot or steal them? With Immersive Wenches there are clothed, armoured and armed wenches travelling the roads and ingame they would be required to buy licences.

 

I'm guessing not since tracking the expiry dates would be problematic. Would also be problematic if you could just take them for free from follower inventory, and the mod doesn't handle follower equipment.

Posted (edited)
3 hours ago, Corsec said:

Is there any way to restrict spell tomes and scrolls to magic licence holders, and to confiscate them when caught without licences? Or is BM Licences restricted to only equipped items?

BMLE and BML only check / iterate through equipped items. I don't remember how SLS does it, but it may be possible to use GetNumItems() to iterate through player's inventory. Still, the potential performance impact could be severe. I'll see if this feature is reasonable to implement, or if there is an alternate and more efficient method.

 

3 hours ago, Corsec said:

What is the interaction between this and Devious Interests?

To keep it simple, BMLE and Devious Interests conflict with our handling of the jail release event. BMLE may not seem to manage jail events, but it needs to do so to disable checks while player is a prisoner. Else, with the original BM Licenses mod, you could just cast a spell and a guard would unlock your jail cell so to forcegreet you. An explicit compatibility script in BMLE allows the two mods' jail release event to coexist, but Devious Interests must have less priority than BMLE.

 

3 hours ago, Corsec said:

I'm guessing that there is no follower handling for contraband, and no blocking of merchant stocks and follower inventory like in SLS?

Unfortunately, no. Follower handling of any kind is outside this mod's scope. I'd like to disable barter menu, but that's yet another thing I'd have to learn how to do as I'm not sufficiently good at modding to even imagine how.

 

3 hours ago, Corsec said:

Would it ever be feasible to use SPID to place licences into the inventories of female NPCs so that you could loot or steal them? With Immersive Wenches there are clothed, armoured and armed wenches travelling the roads and ingame they would be required to buy licences.

 

I'm guessing not since tracking the expiry dates would be problematic. Would also be problematic if you could just take them for free from follower inventory, and the mod doesn't handle follower equipment.

I've been thinking of the same thing. Tracking expiry per item will be way too problematic, but we can reason that each license is officially signed for each individual so that transferring benefits is illegal. For immersion reasons, SPID could be used to place BMLE's license "book" items in their inventories.

 

There is a small problem. What BML does is it tracks license validity based on a time strictly since you bought the license. Then, it only shows the timer and says license is valid while license is in player inventory. There is no tracking per item, only per license.

Putting it in your example with Immersive Wenches: If a player hasn't bought a clothing license and steals one from a traveling wench, BML won't validate player with that license. If a player bought a clothing license, drops it, and steals another clothing license "book item" from a traveling wench, BML sees both license "book items" as the same thing. 

 

Realistically, this isn't a huge deal. The implementation, though simple (in an inoffensive way), is straightforward and effective. We can also suspend a little more disbelief and reason that Skyrim's officials do bookkeeping, know who you are, and that license validation is a two-part responsibility: they validate you through bookkeeping, you validate yourself with proof (as if it's a receipt or movie ticket, you know). In the end, SPID is something I dunno how to work with. That's the only real problem here.

Edited by Gyra
Posted (edited)

 

It's outside the scope of the mod as currently exists, but the option to get licences as slavetats rather than as inventory items would be interesting, and it removes the danger of them being stolen by combat defeat mods. Even better if the licence expiry is setup to work with the Fadetats mod, so that the licence expires when the slavetat disappears. Perhaps that could make the mod lighter if it can use Fadetats as an alternative to expiry tracking?

 

As it stands one workaround to prevent them being stolen is to stash them outside dungeons and then retrieve them afterwards, which is a realistic behaviour but it does remove the risks. Now that I think about it, maybe that was why Monoman1 implemented stash stealing in SLS to prevent exactly this?

 

Another idea is needing a licence to access crafting stations in civilized locations, excluding the ones in player homes, wilderness or dungeons. I know that there is already a mod to require permission and gold payment to use owned crafting stations. Perhaps you could patch that mod for BM Licences compatibility? Like, when you ask permission to use crafting stations it checks for licences?

https://www.nexusmods.com/skyrimspecialedition/mods/91973/

 

40 minutes ago, Gyra said:

In the end, SPID is something I dunno how to work with. That's the only real problem here.

 

I could setup an .ini file for you if you have items to distribute, the SPID modpage also has explanation and tutorials. You have to get the format exactly correct, but that's not too hard to learn. Simplest way to learn is download another mod that distributes items and then read it's .ini file. But I doubt you'd need me to do it for you, it won't take long to learn how to use SPID.

 

40 minutes ago, Gyra said:

...Devious Interests must have less priority than BMLE.

 

Does this mean to load DI before BML, or is it a priority written into the script?

 

40 minutes ago, Gyra said:

BMLE and BML only check / iterate through equipped items. I don't remember how SLS does it, but it may be possible to use GetNumItems() to iterate through player's inventory. Still, the potential performance impact could be severe. I'll see if this feature is reasonable to implement, or if there is an alternate and more efficient method.

 

Perhaps it could be done more efficiently if it was integrated with the Body Search mod instead? Meaning, licence checks for non-equipped inventory items could be done whenever Body Search runs a strip search. After all, guards shouldn't automatically detect inventory items like they do in SLS. Presumably it would not have much more of a performance impact than the Body Search mod does already.

 

40 minutes ago, Gyra said:

Putting it in your example with Immersive Wenches: If a player hasn't bought a clothing license and steals one from a traveling wench, BML won't validate player with that license. If a player bought a clothing license, drops it, and steals another clothing license "book item" from a traveling wench, BML sees both license "book items" as the same thing.

 

Fair enough. If licences are personalized then using someone else's would require forgery, which would require writing a whole new gameplay mechanic and I suspect few would use it anyway (and if it was too easy to do then it would trivialize licences). If NPC licences can't be used for anything then it's best to not simulate them in the game because they're just useless clutter.

Edited by Corsec
Posted (edited)

@Corsec All good ideas, but we'll have to see if I have time in the upcoming period to work through them and test their potential. Not even a vague timeline, sadly.

 

If you want, you could setup the SPID .ini. I assume one would only need the book items' formIDs?

 

36 minutes ago, Corsec said:

Does this mean to load DI before BML, or is it a priority written into the script?

Yes to the former. DI must load before BML. BML should be placed lower in your load order, or in other words have a greater load order number.

 

36 minutes ago, Corsec said:

Perhaps it could be done more efficiently if it was integrated with the Body Search mod instead?

This is particularly interesting to me. Another idea is to initiate a full-body aka inventory scan after guard forcegreets player. That is, in this one scenario, a player can walk through town with items in their inventory so long as they don't tip off any guard. Should the player hold or wear anything that violates license rules, only then does the guard check for violating items in player's inventory. This way, inventory scan is extremely conditional and does not happen either during player travel, interval check, or really any time up until after the guard initiates dialogue with the player.

Edited by Gyra
Posted
14 minutes ago, Gyra said:

All good ideas, but we'll have to see if I have time in the upcoming period to work through them and test their potential. Not even a vague timeline, sadly.

 

Understandable. I was throwing out ideas with no expectation of ever seeing them implemeted lol.

 

15 minutes ago, Gyra said:

If you want, you could setup the SPID .ini. I assume one would only need the book items' formIDs?

 

The simplest way would be to copy my other SPID distribution files, because those are explicitly designed to target female NPCs that are being effected by SLS licences. Specifically, they target anyone who uses either armored outfits or lower/middle-class clothing outfits. The bikini armor and non-DD files can be edited to add relevant licences rather than changing outfits. That would mean editing the first term in each line, change the plugin path to whatever contains the licences, and then swapping the FormID from an outfit to a licence. Note that this would only cover armor and clothing licences.

 

It'd be complicated to handle the other licences because of the limitations SPID has for detecting things about NPCs. SPID can detect outfits but not equipped items or items in inventory, so it can't detect enchantments. You could target anyone with mage robe outfits and give them magic licences. SPID can detect class and gender, so for example you could target all female mages/spellswords/conjurers etc and give them magic licences (but that would also give them to criminals). SPID can manually exclude NPCs for certain things like names, you could exclude anyone whose name includes terms like bandit, mancer, pyro, cryo etc.

 

Rather than types of NPCs, it'd be possible to manually target NPCs for licences, and/or to specify ones that come from specifc plugins. Immersive Wenches would be best handled this way.

 

Doesn't seem like there is much point to doing it right now though, since they'd just be useless clutter items.

 

29 minutes ago, Gyra said:

Another idea is to initiate a full-body aka inventory scan after guard forcegreets player.

 

Yes, this seems like a better idea and I'd expect it'd be more efficient and less script-heavy. It also avoids the problem that SLS guards are psychic and always know about the contraband in your inventory even if it's not equipped or on display. It also makes sense that guards would do an intensive search after they have seen the player is equipped with contraband items. Even better if the inventory scan uses the Body Search animation.

 

There is a mods to make guards folow the player if they see you sneaking. Maybe that would be an appropriate moment for the guards to forcegreet and strip search?

https://www.nexusmods.com/skyrimspecialedition/mods/38762

Posted
6 hours ago, Canaduh said:

How does this play with SLS?

 

Has this fully replaced SLS, or is there a patch?

No, this won’t ever fully replace SLS. This mod only replaces SLS’s License Feature, so BMLE should play perfectly well with it so long as you disable all of SLS’s license features.

Posted

With 1.1.12 I can't get Fines to stick, they are always 0. I can set them, but they return to zero instantly (and are zero, I tested it, the guard equipped a collar, but no fine). Setting the license costs works fine.

Posted
48 minutes ago, Talesien said:

With 1.1.12 I can't get Fines to stick, they are always 0. I can set them, but they return to zero instantly (and are zero, I tested it, the guard equipped a collar, but no fine). Setting the license costs works fine.

Yeah... about that. I forgot to link the "Fine" property. If you check your papyrus log, it should warn you about a None object related to BM_FineAmount. I resolved it a while ago, and coincidentally finished tinkering with an inventory scan function, so I'll upload a beta right now.

Posted
6 hours ago, nmed2761 said:

I know it's a dependency, but the original doesn't require sexlab. Would this run without sexlab?

No, unless the dialogue condition checks related to SexLab are removed.

Posted (edited)

Hi,

     I'm hoping to get Licenses working with LE. Weapons and Magic are working, Armor is not. 

 

The stumbling block I'm seeing is that BM_Licenses.psc uses the function  "GetEquippedArmorInSlot," which is SE SKSE code which the Po3 Papyrus Extender implements in AE, but not, sadly, in LE.

 

What is the functional difference between these code snippets? (BM_Licenses.psc defines PlayerActor, a local variable referencing the player , and slots[ ] is checked equipment slots in integers)


This is SKSE-SE/Po3Extender code
    Armor armorItem = playerActor.GetEquippedArmorInSlot(slots)
and this is LE SKSE code I'm proposing to replace it
    Armor armorItem = playerActor.GetWornForm(slots) as Armor

(Getwornform returns the formid of the worn item.)

 

EDIT: apparently, GetWornForm takes a kslotmask, so i'd have to convert slot to a  kslotmask ?

     Ex:  int Property kSlotMask32 = 0x00000004 AutoReadOnly ; BODY

Slots is literally integers: "slots[0] = 32"

 

If you can't already tell, I'm not terribly fluent in papyrus, so all feedback appreciated, especially with a link to further reading.

 

Thanks

Edited by stillnofunnylogin
Why do the italics keep coming back?
Posted (edited)

@stillnofunnylogin

 

The “difference” is in the way Slot values and Slot Masks are read.

 

instead of GetWornForm() which returns the exact value of the armor (since we have LOTS of possible armor FormIDs), you might try GetSlotMask(). You’ll likely want to loop through a list of equipped armor from a new array you set up after scanning inventory. You should want to find a starting integer <= 1000 as that covers the normal armor slot mask set, but the conditions need to be tinkered to avoid finding violation with armor in undesired slot masks (ex. Head). The alternative may be to loop through an array of slot masks, but this will be restrictive since some vanilla armor do occupy multiple slots.

 

To clarify, this is why GetEquippedArmorInSlot is desirable. Without this function, you can’t just check whether a slot is occupied (ex. Body armor may not return an exact 4). You have to check for a combination of occupied slots instead. It’s a method of approximation.

 

It’s quite complicated, but seems possible. Conditions need to be set for each possible vanilla armor piece. That is, a Helmet needs its own slot mask conditions vs Feet. Start with checking out vanilla armor’s occupied slots in xEdit.

 

OR you could just redirect from the getequippedarmorinslot function to use my inventoryscan function instead, if it works on LE.

Edited by Gyra
Posted

Oh silly me, you could also just do GetWornForm() and then find a keyword attached to that form. My bad for taking it in another direction.

 

However, the complexity still stands in properly defining the slot masks occupied. SLS is using GetWornForm() if I remember correctly. Maybe check their script for an example?

Posted (edited)
4 hours ago, Gyra said:

Oh silly me, you could also just do GetWornForm() and then find a keyword attached to that form. My bad for taking it in another direction.

 

However, the complexity still stands in properly defining the slot masks occupied. SLS is using GetWornForm() if I remember correctly. Maybe check their script for an example?

 

SL Survival sometimes uses Anding to develop a slot mask, and in other places it simply passes in the 4 for slot 32, and tests the returned formid for keywords (example: "akBaseObject = PlayerRef.GetWornForm(4) ; Body slot")

 

BM_Licenses.psc, once it retrieves a value from GetEquippedArmorInSlot, passes it to functions as an ARMO object ("checkForArmorViolation(armorItem)").  The receiving function is expecting type Form ("bool Function checkForArmorViolation(Form item)").

 

It looks to my inexpert eye that so as long as 1) I alter slots[ ] to use slotmask integers, and 2)  GetWornForm returns the armor formid,  it should work?

 

(Or rather more likely, I will find the next problem . . . . )

Edited by stillnofunnylogin
Posted
17 minutes ago, stillnofunnylogin said:

It looks to my inexpert eye that so as long as 1) I alter slots[ ] to use slotmask integers, and 2)  GetWornForm returns the armor formid,  it should work?

To my own inexperienced eye with slotmasks, if you ask for a helmet, you can’t just expect an integer 1. Because it is additive, you need to ask for integer 3 (slot masks 2+1). And this combination doesn’t cover “head” armor items like circlets that are straightforward int 1000. Such a process requires further complexity when you are testing for modded items which potentially cover multiple slots. This is what I’m wary about.

 

But yes, once you get over this part, part 2 is as you say. You get the FormID, test whether FormID can be set as Armor, and then check for keyword from there depending on which violation the item should cause. Exactly as BM_Licenses script currently does.

Posted (edited)

Edit: Progress! Now the papyrus compiler's listing specific sources it can't find. Here's a pastebin link to my latest build log.

Is SKI_Configbase specific to SkyUI 5.2+?

 

What does it mean when the compiler cannot find the flag file? I even specified the absolute path.

 

<unknown>(0,0): Unable to find flags file: E:\SteamLibrary\steamapps\common\Skyrim\data\Scripts\Source\TESV_Papyrus_Flags.flg

 

 So far, everything I can find that addresses this problem is from 2014, and  direct the original poster to reference pages that no longer exist.

 

I used to have the compiler working, way back when I used the default install paths. I hate exposing my ignorance this way, so thank you for your patience.

 

Here is my current scriptcompile.bat . The included directories are "%2" (The specific directory the script is in), and e:\scripts\source (a directory where I extracted the scripts.rar, usleep script sources, and SKSE source files).  The output directory is an arbitrary, existing, empty directory.

 

pushd %2
"%~dp0PapyrusCompiler" %1 -f="E:\SteamLibrary\steamapps\common\Skyrim\data\Scripts\Source\TESV_Papyrus_Flags.flg" -i="%~f2;%~dp0..\Data\Scripts\Source;e:\scripts\source" -o="E:\AATEMP"

 

I verified my Creation Kit files from Steam, then followed this guide. Then stated adding specific paths into the batch file.

 

Thanks

Edited by stillnofunnylogin
Posted

Okay, installed this mod, the original mod and already had all the other dependencies installed. New save: guard stops my character tells her she is not allowed to be wearing all that stuff and needs to be inspected. Rinse and repeat. Nothing else happens it just continues to run the same dialogue. Thought maybe it needed a new game so created a new character and set up a new game. Same exact thing happens. Guard stops my character, goes through the dialogue, rinse and repeat. Nothing else happens.  Any ideas?

Posted
2 hours ago, Sir Walter Ratleigh said:

Okay, installed this mod, the original mod and already had all the other dependencies installed. New save: guard stops my character tells her she is not allowed to be wearing all that stuff and needs to be inspected. Rinse and repeat. Nothing else happens it just continues to run the same dialogue. Thought maybe it needed a new game so created a new character and set up a new game. Same exact thing happens. Guard stops my character, goes through the dialogue, rinse and repeat. Nothing else happens.  Any ideas?

Please let me know what MCM settings you have enabled and disabled, what the exact dialogue line is from the Guard, and what license violation you believe you are breaking.

 

9 hours ago, stillnofunnylogin said:

Is SKI_Configbase specific to SkyUI 5.2+

It shouldn’t be. Just make sure you have an appropriate SkyUI SDK for compiling.

Posted

Not sure if that'S because I did not start a new game, but in the MCM the value shown for fine is always 0. Did not tested with the last version uploaded ~30 minutes ago.

Posted (edited)
31 minutes ago, janedynamite said:

WOW, England Simulator in Skyrim

Oi, do ya even got loicense to be here, mate?

 

8 minutes ago, Someone92 said:

Not sure if that'S because I did not start a new game, but in the MCM the value shown for fine is always 0. Did not tested with the last version uploaded ~30 minutes ago.

You are likely still on version 1.1.12 or below and are experiencing the same issue Talesian had. Try clearing browser cache and making sure LL actually shows you the download for a newer version (I've had this issue happen once before). Otherwise, if you're really certain your issue is something else, make sure to test with 1.1.14 so that both of us don't need to wade through log spam.

Edited by Gyra
Posted
7 hours ago, Gyra said:

It shouldn’t be. Just make sure you have an appropriate SkyUI SDK for compiling.

 

Thanks again. Found the SDK, resolved that error.

 

Now stuck on "RemoveKeywordOnForm" is a P03 Extender function that I have found no base Papyrus equivalent for. I may be done.

 

Thanks for your patience and all your help.

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