swb2025 Posted May 27 Posted May 27 Hi Nua, just had a quick question about jail behaviour (not a bug report don't worry!). Does Licenses have any feature that auto-collars you upon being sent to jail? It's happening consistently every single time I test it (only happens after teleporting to prison, not during dialogue), but I couldn't find anything in the documentation suggesting it was a feature. I don't use anything else that touches crime or prison other than LMAO, and we're sure it isn't that. Deactivating the jail quest node in License's MCM stops it (even though the MCM description for that tickbox only mentions crime resets and stripping - no adding a collar). I have most licenses turned on (including collars), but no cursed collar option for magic licenses (set to fine only) and it does it even when I have a valid collar exemption license. Could it be the jail script taking all my stuff and then the inventory check from this mod quickly noticing that the collar exemption license is gone too and throwing one in at the end? It's a pretty edge case and I actually quite like the feature (if indeed it is one), so it's no biggie, just wanted to know if it was intended. Cheers
Nuascura Posted May 27 Author Posted May 27 @swb2025 Hi! Yes, Licenses is adding the collar when you are jailed. The specific function called is this one at line 106. The idea is that entering jail punishes you for all possible punishments provided per active License Feature. You are equipped with a collar because, as far as your licensing state goes, you lost your Collar Exemption. Similarly, if you had the Nullify Magicka feature enabled, your character would be cursed upon being jailed because you've lost your Magic License. In terms of script procedure, the cause is as you observed; it is an effect because vanilla jail has already stripped you of all your items by the time line 106's function is called. 1
swb2025 Posted May 27 Posted May 27 (edited) 4 hours ago, Nuascura said: @swb2025 Hi! Yes, Licenses is adding the collar when you are jailed. The specific function called is this one at line 106. The idea is that entering jail punishes you for all possible punishments provided per active License Feature. You are equipped with a collar because, as far as your licensing state goes, you lost your Collar Exemption. Similarly, if you had the Nullify Magicka feature enabled, your character would be cursed upon being jailed because you've lost your Magic License. In terms of script procedure, the cause is as you observed; it is an effect because vanilla jail has already stripped you of all your items by the time line 106's function is called. Great stuff. The jail quest node thing should have clued me in to it being intentional but it's nice to know it was intended regardless. Thanks for clarifying. Edited May 27 by swb2025
swb2025 Posted May 31 Posted May 31 Hi again, Would someone kindly explain to me in excruciating technical detail how the "enforcers" part of the mod are supposed to work, and what should I be looking for to know that it is working? As far as I've read, it's when non-guard NPCs can 'register' a license violation and set the guards on you, but I don't think it's functioning for me. I've set male enforcers only and I've tried it with and without LOS and intervals enabled, with and without "add fine to bounty" enabled, but the only time I ever get confronted is if a guard sees me personally. When a regular citizen sees a license violation (I've been equipping gear and casting spells in front of them but away from guards) does it 'bank' a violation in some kind of memory that guards will then know to pull from and apprehend you accordingly? Will it work in a worldspace without guards (taverns in cities for example?), just trying to figure it out. Thanks
Nuascura Posted June 1 Author Posted June 1 19 hours ago, swb2025 said: Hi again, Would someone kindly explain to me in excruciating technical detail how the "enforcers" part of the mod are supposed to work, and what should I be looking for to know that it is working? As far as I've read, it's when non-guard NPCs can 'register' a license violation and set the guards on you, but I don't think it's functioning for me. I've set male enforcers only and I've tried it with and without LOS and intervals enabled, with and without "add fine to bounty" enabled, but the only time I ever get confronted is if a guard sees me personally. When a regular citizen sees a license violation (I've been equipping gear and casting spells in front of them but away from guards) does it 'bank' a violation in some kind of memory that guards will then know to pull from and apprehend you accordingly? Will it work in a worldspace without guards (taverns in cities for example?), just trying to figure it out. Thanks So there are two parts to an "Enforcement Cycle": Observers and Enforcers. Observers = NPCs that can report you for violations; Only exists if LOS is enabled; Observers can include Guards Enforcers = NPCs that can confront you for violations; Only Guard NPCs can be tagged for this role An LOS Enforcement cycle runs as follows: Licenses tags X number of NPCs as Observer When Player enters LOS of Observer, Licenses checks for violations LOS events terminate after several seconds, or if player exits a location or worldspace If a violation exists, Licenses tags X number of Guard NPCs as Enforcers When Player enters vicinity of Enforcer, Enforcer's AI Package activates Confrontation events terminate after several seconds, or if player exits a location or worldspace If LOS is disabled, Licenses skips directly to step 2 to run checks on events such as Cell/Location change, armor equip/unequip, or Periodic Cycle. Violations are "banked" but expire for the purpose of that Enforcement Cycle if you don't run into a tagged Enforcer in time. In a worldspace without guards, Licenses won't be able to enforce any rules as we do not pull any new Guard actors into the space.
swb2025 Posted June 2 Posted June 2 23 hours ago, Nuascura said: So there are two parts to an "Enforcement Cycle": Observers and Enforcers. Observers = NPCs that can report you for violations; Only exists if LOS is enabled; Observers can include Guards Enforcers = NPCs that can confront you for violations; Only Guard NPCs can be tagged for this role An LOS Enforcement cycle runs as follows: Licenses tags X number of NPCs as Observer When Player enters LOS of Observer, Licenses checks for violations LOS events terminate after several seconds, or if player exits a location or worldspace If a violation exists, Licenses tags X number of Guard NPCs as Enforcers When Player enters vicinity of Enforcer, Enforcer's AI Package activates Confrontation events terminate after several seconds, or if player exits a location or worldspace If LOS is disabled, Licenses skips directly to step 2 to run checks on events such as Cell/Location change, armor equip/unequip, or Periodic Cycle. Violations are "banked" but expire for the purpose of that Enforcement Cycle if you don't run into a tagged Enforcer in time. In a worldspace without guards, Licenses won't be able to enforce any rules as we do not pull any new Guard actors into the space. Ah, I see. It's a lot less hands-on than I thought it was; I was expecting a notification or some kind of a confrontation from a regular NPC. Thanks so much for clarifying.
equasym19 Posted June 13 Posted June 13 (edited) Generally like it, just a few issues I had: I have set the town wall setting, but still cannot ask the guards outside to remove my curse (I have no license, but am outside the city), do the city entry tasks (collar, magicka curse, contraband). Also the curse removal seems somewhat borked (dunno, didn't test too far there) Edited June 13 by equasym19
Nuascura Posted June 13 Author Posted June 13 11 minutes ago, equasym19 said: Generally like it, just a few issues I had: I have set the town wall setting, but still cannot ask the guards outside to remove my curse (I have no license, but am outside the city), do the city entry tasks (collar, magicka curse, contraband). Also the curse removal seems somewhat borked (dunno, didn't test too far there) You can’t ask guards to remove the curse unless you have a license. So your observations are just how the mod works, unfortunately, if they aren’t ideal for your gameplay preferences. These aren’t known issues with the mod itself.
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