Nuascura Posted October 24, 2023 Author Posted October 24, 2023 On 10/22/2023 at 6:06 PM, brdc said: How about making it a range selectable? Two tabs selecting min and max days(or hours) of cooldown, and both ranging from 0 to license duration. Then the actual cooldown is randomly picked between min and max. In this way, not only the cooldown is configurable from 0 to a whole license duration, but also could add the thrill of unknown. What's more, if you wanna punish longer license durations, you could lock (forcefully or offer a choice, it's up to you) the max cooldown to equaling the duration. Then the player would still face the risk of having a long cooldown however small he/she sets the min. Plus the license durations can be range randomized too. lmk if you've got feedback on 1.2.2-b3. Cooldown period is a single slider from 0.0 to 60.0. Recommend to set to lower values, such as 7.0. 1. Actual cooldown is first generated between 1.0 and your chosen Cooldown base value. 2. Then, if you also have insurance enabled, this value is multiplied by the product of your modifiers (misbehaviour + popularity). 3. Then, the resulting product is clamped between 1.0 and the expired license's duration. This method should allow for a dynamically-generated cooldown period yet also affected by your behaviour in-game should Insurance feature be enabled. Float Function GetCooldown(Float LicenseCooldown, Float LicenseDuration) if LicenseCooldown == 0.0 return LicenseCooldown endIf Float RandomCooldown = Utility.RandomFloat(1.0, LicenseCooldown) if bmlmcm.isInsuranceFeatureEnabled RandomCooldown *= insuranceMisbehaviourMultiplier * insurancePopularityMultiplier endIf RandomCooldown = bmlUtility.Clamp(RandomCooldown, 1.0, LicenseDuration) return RandomCooldown EndFunction
yotvjsv Posted October 24, 2023 Posted October 24, 2023 9 hours ago, Black714 said: Full bondage will be hard during Quest time, but collar, belt, and plug is good combination. at least player can roaming with Erotic Adventure. Collar for Ownership, Plug for Control, Belt for Security. True, but every license or exemption is optionable and configurable thanks to Gyra. So having a choice is better than not. ? 9 hours ago, Black714 said: I ever Suggest it in SLS Support Page about Freedom License for Belt and Plug for Insurance. but SLS seems Discontinue ? SLS is discontinued, also on the modpage it says its reviewed for removal soon ;/ 1
Nuascura Posted October 25, 2023 Author Posted October 25, 2023 Possible popularity calculations: Float Function insuranceModifierFame() float TitleFameCount = 0.0 float ThaneshipFameCount = 0.0 float modifier = 1.0 int i = 0 ; Weight of a Title: 4.5 ; Weight of a Thaneship: 1.7 ; Max Popularity modifier: 18.0 + 15.3 = 33.3 Quest[] TitleFame = new Quest[4] TitleFame[0] = Game.GetFormFromFile(0x02610C, "Skyrim.esm") as Quest; dragonborn TitleFame[1] = Game.GetFormFromFile(0x01CEF6, "Skyrim.esm") as Quest; harbinger TitleFame[2] = Game.GetFormFromFile(0x01F258, "Skyrim.esm") as Quest; arch-mage TitleFame[3] = Game.GetFormFromFile(0x096E71, "Skyrim.esm") as Quest; Civil War: Siege any city, radiant quest while i < TitleFame.Length if TitleFame[i].IsCompleted() TitleFameCount += 4.5 endIf i += 1 EndWhile Bool[] ThaneshipFame = new Bool[9] ThaneshipFame[0] = isWhiterunThane ThaneshipFame[1] = isWinterholdThane ThaneshipFame[2] = isRiftThane ThaneshipFame[3] = isReachThane ThaneshipFame[4] = isPaleThane ThaneshipFame[5] = isHjaalmarchThane ThaneshipFame[6] = isHaafingarThane ThaneshipFame[7] = isFalkreathThane ThaneshipFame[8] = isEastmarchThane i = 0 while i < ThaneshipFame.Length if ThaneshipFame[i] ThaneshipFameCount += 1.7 endIf i += 1 EndWhile modifier = (TitleFameCount / TitleFame.Length) + (ThaneshipFameCount / ThaneshipFame.Length) return modifier EndFunction At default $3500 for Insurance: - It can reach $116550 if without factoring in Misbehaviour - It can reduce to $105 if popularity modifier is inverted
Corsec Posted October 25, 2023 Posted October 25, 2023 What's the story with Monoman's mods? Has he decided to remove all his content?
DonQuiWho Posted October 25, 2023 Posted October 25, 2023 7 minutes ago, Corsec said: What's the story with Monoman's mods? Has he decided to remove all his content? Looks like it ?
Corsec Posted October 25, 2023 Posted October 25, 2023 For anyone who hasn't noticed yet, it seems like Monoman1 has recently removed all his content from LL and nexus and is asking for all the SE ports to also be removed. He is still active but hasn't given an explanation.
brdc Posted October 25, 2023 Posted October 25, 2023 20 hours ago, Gyra said: lmk if you've got feedback on 1.2.2-b3. Cooldown period is a single slider from 0.0 to 60.0. Recommend to set to lower values, such as 7.0. 1. Actual cooldown is first generated between 1.0 and your chosen Cooldown base value. 2. Then, if you also have insurance enabled, this value is multiplied by the product of your modifiers (misbehaviour + popularity). 3. Then, the resulting product is clamped between 1.0 and the expired license's duration. This method should allow for a dynamically-generated cooldown period yet also affected by your behaviour in-game should Insurance feature be enabled. Float Function GetCooldown(Float LicenseCooldown, Float LicenseDuration) if LicenseCooldown == 0.0 return LicenseCooldown endIf Float RandomCooldown = Utility.RandomFloat(1.0, LicenseCooldown) if bmlmcm.isInsuranceFeatureEnabled RandomCooldown *= insuranceMisbehaviourMultiplier * insurancePopularityMultiplier endIf RandomCooldown = bmlUtility.Clamp(RandomCooldown, 1.0, LicenseDuration) return RandomCooldown EndFunction Haven't got time for Skyrim yet...maybe on this weekend. And I think trying these cooldown things may need quite some times, so it might take weeks or even months before I report any problem. By the way, I haven't tried in game, so I wonder if all the duration/cooldown can be skipped by waiting/sleeping or not? If can, it may be good for quick tests but harmful to BMLE features, I think.
Nuascura Posted October 25, 2023 Author Posted October 25, 2023 2 hours ago, brdc said: Haven't got time for Skyrim yet...maybe on this weekend. And I think trying these cooldown things may need quite some times, so it might take weeks or even months before I report any problem. By the way, I haven't tried in game, so I wonder if all the duration/cooldown can be skipped by waiting/sleeping or not? If can, it may be good for quick tests but harmful to BMLE features, I think. Cooldowns are according to game time, so yes, you can just use wait menu or sleep.
cerebus300 Posted October 25, 2023 Posted October 25, 2023 Quote Primarily: - something to restrict casting spells - some way to buy back confiscated items Awesome! These are the two things that I was going to suggest need to be worked on. I turned off the confiscation of items because I can't get them back without them being tagged as stolen, so would love to have this feature functional. Also, the spell-casting limitation would be excellent. Despite playing Skyrim for over 5000+ hours I have never played a mage character. It just never appealed to me. But, my current run-through is using Being a Cow and I have the hardcore function turned on which doesn't allow my character to hold weapons after her hands turn to hoofs. But magic is still an option, so I have started putting all of her skills into destruction to enable her to function without weapons. I would love for her only functional ability to depend on buying a magic license or she gets shut down and needs to depend on someone else to protect her. It would make that license really important for her to be able to make money to keep purchasing those licenses. SLS put a tattoo on the character that lowered her magic points by an amount that was set in the MCM. I'm sure that there are other options, but that one worked pretty well.
Pliny The Elder Posted October 26, 2023 Posted October 26, 2023 Eating food causes the guards to fine me for using magic. If I find what's causing it, I'll let you know. 1
Black714 Posted October 26, 2023 Posted October 26, 2023 (edited) 20 hours ago, Corsec said: For anyone who hasn't noticed yet, it seems like Monoman1 has recently removed all his content from LL and nexus and is asking for all the SE ports to also be removed. He is still active but hasn't given an explanation. it's sad. I feel his mod become overwhelming, it's become wider and out of control. his License is really good idea and repeatable. Thankfully Gyra mod focus on License. Edited October 26, 2023 by Black714
brdc Posted October 26, 2023 Posted October 26, 2023 12 hours ago, Gyra said: Cooldowns are according to game time, so yes, you can just use wait menu or sleep. It could be better that making duration/cooldown into "really passed time" in game, which can't be skipped by waiting/sleeping. Or at least make it optional. Then if it's on, you can't skip the cooldown easily or won't waste any license duration if you have to wait/sleep for other urgents. When it's off, it'll be easy for mod testing. This very idea thanks to another mod I've played, in which the punishments are scripted to ones that you can't wait/sleep through them. Not only the punishments are enforced well but also it emphasizes the existence of the mod during normal playthrough.
Nuascura Posted October 26, 2023 Author Posted October 26, 2023 10 hours ago, brdc said: It could be better that making duration/cooldown into "really passed time" in game, which can't be skipped by waiting/sleeping. Or at least make it optional. Then if it's on, you can't skip the cooldown easily or won't waste any license duration if you have to wait/sleep for other urgents. When it's off, it'll be easy for mod testing. This very idea thanks to another mod I've played, in which the punishments are scripted to ones that you can't wait/sleep through them. Not only the punishments are enforced well but also it emphasizes the existence of the mod during normal playthrough. Yeah... I'd rather not. With 1.3.0, I'm shifting expiration and cooldown checking to a day-by-day system according to a native game function. This means that expirations and cooldowns aim to finish at midnight or during the next available period when the engine natively detects that the last check was over 24 hours ago. Skyrim has no native condition for checking real hours, though there is a function. Far less invasive and problematic if the player finds a mod that disables or limits waiting/sleeping so that your real-life experience syncs with your player character's experience.
brdc Posted October 26, 2023 Posted October 26, 2023 1 hour ago, Gyra said: Yeah... I'd rather not. With 1.3.0, I'm shifting expiration and cooldown checking to a day-by-day system according to a native game function. This means that expirations and cooldowns aim to finish at midnight or during the next available period when the engine natively detects that the last check was over 24 hours ago. Skyrim has no native condition for checking real hours, though there is a function. Far less invasive and problematic if the player finds a mod that disables or limits waiting/sleeping so that your real-life experience syncs with your player character's experience. Sorry if I hadn't made it clear, but it comes to me that there is a better example in Skyrim--the blessings. They are timely limited and can't be skipped by waiting/sleeping. As what you mentioned, I guess it's timed by setting a built-in timer? This is what I was suggesting but not syncing real-life and player character. According to this idea, you can make the cooldowns (and even durations) into buffs just as the blessings so that they are not only timed by native approach but also visualized in "Active Effects" menu.
Sierrok Posted October 26, 2023 Posted October 26, 2023 Is this mod compatible with sls, assuming you turn off sls licences?
Nuascura Posted October 26, 2023 Author Posted October 26, 2023 12 minutes ago, Sierrok said: Is this mod compatible with sls, assuming you turn off sls licences? Yes. Though, SLS licenses with no BMLE equivalent would still work fine (property + freedom). I deleted my compatibility note on SLS. Maybe I should put it up again? 2
cerebus300 Posted October 26, 2023 Posted October 26, 2023 19 minutes ago, Sierrok said: Is this mod compatible with sls, assuming you turn off sls licences? Yep. I run both. I just had to shut down the license part of that mod. After this mod, I probably only use about 20% of SLS. I'm glad that it is there for those bits, but it is becoming less and less necessary for me. 1
Sierrok Posted October 26, 2023 Posted October 26, 2023 I was just checking cuz there are licences that this mod introduces that Id like to play around with that sls doesnt have...
VeraDra Posted October 27, 2023 Posted October 27, 2023 53 minutes ago, Gyra said: I deleted my compatibility note on SLS. Maybe I should put it up again? For the time it likely still makes sense to keep it up, at least until there's a reason for why SLS got nuked. Could even just make it a comment, and link to said comment on the page so it takes up less space on the modpage.
Nuascura Posted October 27, 2023 Author Posted October 27, 2023 2 hours ago, VeraDra said: For the time it likely still makes sense to keep it up, at least until there's a reason for why SLS got nuked. Could even just make it a comment, and link to said comment on the page so it takes up less space on the modpage. Everyone, don’t comment about SLS here. If you have any comment at all on that topic, post it there. 3
Popular Post Nuascura Posted October 27, 2023 Author Popular Post Posted October 27, 2023 (edited) Clarification on differences between Licenses (LPO) and SexLab Survival (SLS): Putting this here so it doesn't bog the front page. And typing this post as it unfortunately seems necessary in light of recent events. You cannot copyright or do anything adjacent (emphatically, you know what I mean) to the idea of claiming ownership over a basic concept to excuse or justify any action. Script-wise, there is no code in LPO, that I've contributed, which has at all been copied or inspired by SLS's script. However, it is undeniable and immoral to ignore that LPO is conceptually-inspired by SLS's License system. And yet, LPO as a whole is not a rehashing of SLS's License system. It is objectively ignorant and reductive to present LPO as a rehashing. LPO is proud to be a spiritual sibling of SLS. It owes SLS the time the latter has taken to establish the idea of Licenses in the modding scene. New users You can look at Licenses as a more focused and lightweight experience compared to SexLab Survival. Given SLS's vast feature-set that has yet to be replicated anywhere as a whole, I'd encourage you to at least try it out! Otherwise, take your pick and see which of the two mods fit your needs. Familiar Users LPO is simultaneously a simpler version and an expansion of SexLab Survival's License system. Feature-wise, LPO's Primary Licenses and Curfew Exemption quite mimic SLS's, but this is as far as similarities go for surface-level features. Below is a technical—but not in-depth aesthetic—comparison. LPO does not have as comprehensive of a scanner as SLS's for violation checking. LPO is intentionally scripted to check only equipped items for violation, NOT items simply in your inventory. As I understand, this aspect is different compared to SLS. LPO will only do a thorough inventory check when checking for confiscation item validity. LPO leverages PO3 functions to check for ammo and Pyramid Utils for fast, efficient, and effective item validation. Perhaps not "game-changing," but a difference nonetheless that noticeably improves the user experience. LPO introduces Trading License, Crafting License, Travel Permit, Life Insurance, and Collar Exemption. These "licenses" do not exist in SLS. LPO makes trading in Skyrim a two-step process rather than a one-step process like in SLS. Like SLS, LPO also validates items per equipment license. Unlike SLS, the Trading License feature operates independently of item validation and restricts both buying and selling while unlicensed. Furthermore, LPO does not block buy and sell actions for better compatibility with other mods affecting merchants. Travel Permit is not SLS's Toll feature. Nor is it the escort feature. This LPO feature diegetically restricts you from departing cities and towns. It confines you to inhabited areas, akin to a real life travel permit. The Follower Immunity feature only gives it some similarity in terms of said immunity. Life Insurance is 'wholly original', if you do want to take it that way. I use linear interpolation and a user-unmodifiable exponential decay formula to calculate insurance rates. LPO's Whore License does not, as of yet, have any tie-in with any other mod from LPO's side. LPO does not enforce any Public Whore or other prostitution features from this license on its own. LPO does not have SLS's Property and Freedom licenses. That's the meat of it. Other characteristics of LPO, more generally: No world space edits No NPC additions Allows for Thane immunity to license features Greater reliance on Vanilla concepts and features (by this, I mean primacy of a faction fine, dependence on vanilla Jail events, and dependence on vanilla Stewards for selling licenses, for instance). Overall, more friendly to a Vanilla game-setting, which is how I like my own game-world to be. Greater compatibility with other mods. Lightweight. As I mentioned to another user in this thread: If you're looking for harsher punishments (kennel?), I recommend SLS. If you're using all or most of SLS's other features (which I don't), go for SLS for a unified experience. If you're only looking for Licenses feature AND are interested in my direction that's clearly different from SLS, I'd encourage you to use LPO to avoid certain SE-specific hiccups in SLS and to prevent overlapping and unused features from affecting your playthrough. SLS contains a potentially game-breaking bug from a situational CTD (as noted under the SexLab Survival SE listing). This bug is present in 0.685 SE, only affects SE (not LE) uses of any SLS version to date, and has not been fixed for near three years. This issue is why LPO is a serious alternative to consider if you only use some of SLS's features. Edited August 7, 2024 by Nuascura 25
Someone92 Posted October 27, 2023 Posted October 27, 2023 One suggestion for Travel Permits: - Separate "Follower Provides Permit Immunity" to "Male Follower Provides Permit Immunity" and "Female Follower Provides Permit Immunity" 3
tugglyff2 Posted October 27, 2023 Posted October 27, 2023 21 hours ago, brdc said: Sorry if I hadn't made it clear, but it comes to me that there is a better example in Skyrim--the blessings. They are timely limited and can't be skipped by waiting/sleeping. As what you mentioned, I guess it's timed by setting a built-in timer? This is what I was suggesting but not syncing real-life and player character. According to this idea, you can make the cooldowns (and even durations) into buffs just as the blessings so that they are not only timed by native approach but also visualized in "Active Effects" menu. The blessings can actually be skipped by waiting, but it does so according to the timescale between in-game time and real-time. If you have the timescale set to 20:1 (as is vanilla), then waiting 1 hour (60 minutes) will count as 3 minutes passing for the Blessing. I don't think there is any way to only go by real-time. But to throw in my own two cents here. Even if there is some way to do this, I would like to ask @Gyra to please don't (or at least if you do, keep is as an optional MCM option, I'm not going to protest it on general terms if it's a feature you want to implement). As it stands, the conceit of the licenses are "X number of days", and that feels like it should follow the in-game day/night cycle. If it was like "4 hours of play time no matter what you do" that would for me personally shatter the immersion somewhat. It also means you would have to be less careful about when to sleep and such, which means you engage less with the consequences of the licenses. 1
brdc Posted October 27, 2023 Posted October 27, 2023 1 hour ago, tugglyff2 said: The blessings can actually be skipped by waiting, but it does so according to the timescale between in-game time and real-time. If you have the timescale set to 20:1 (as is vanilla), then waiting 1 hour (60 minutes) will count as 3 minutes passing for the Blessing. I don't think there is any way to only go by real-time. Yes, the blessings are actually skippable if just wait long enough, but I think the vanilla timescale is big enough to make me feel like unskippable. And I was really not suggesting anything of syncing in-game time and real time. Anyway, I was just trying to find a way to enforce the cooldown, preventing players from getting away with it too easily. But as I thought it over again, I have realized that those who don't like the cooldown would just set them to 0, while those who want it will engage the cooldown and consequences consciously anyway. So there is no point in enforcing it.
Nuascura Posted October 28, 2023 Author Posted October 28, 2023 19 hours ago, Someone92 said: One suggestion for Travel Permits: - Separate "Follower Provides Permit Immunity" to "Male Follower Provides Permit Immunity" and "Female Follower Provides Permit Immunity" On 10/11/2023 at 1:14 PM, Aria the bunny said: If I might make a feature request, one of the license features from SLS I was a fan of was the cursed collar/tattoo that drains all your magika if you don't have the magic license. I was wondering if something like that would be something that could be implemented? The above two features are now implemented in the next version. They'll be available with 1.4.0 - we are jumping another minor version due to significant back-end changes.
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