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Posted
5 hours ago, Lucky Sparrow said:

I checked the magic status page and it showed I had a magic curse.  But my character did not have a collar or tattoo.

Super strange. Did the menu shows the source of the Nullify Magicka curse?

 

Also, would you try replicating your steps with just BMLE installed?

Posted (edited)

BMLE 1.5.0 is now out!

A huge thanks to users who reported their issues. I think this past week has been a productive one in ironing out the bugs. Let's give at least another week to see what remains.

This is a safe update for 1.4.0 users, although you may see some benign missing property errors in your papyrus log whenever BMLE checks for Thane statuses. 

 

For mod users: 

  • The new FOMOD installer automatically selects the correct patch combination for your convenience.
  • Guards are now properly filtered. If you use mods such as Convenient Carriages and find that mod NPCs are somehow tagged for Bounty quest or that you can purchase licenses from said NPCs, well, worry no more. The implemented cross-section between two factions, Guard + Guard (for dialogue), now accurately filters for valid NPCs.
    • Your mod's custom guards must also satisfy these two conditions if they are to be used for BMLE features. If they aren't being tagged for alias but you think they should be, ask the mod author to correct their faction tags.
  • Line-of-sight checker now tag all NPCs instead of just guards. Your fellow Skyrim citizens will report you for violations. LOS check still obeys your sex filters. For example, if you've only got Male Guard/Enforcers enabled, you'll find that the women of Skyrim are lenient on you.
  • Travel Permit active license cycles can now end early on your request. If you've arrived at your destination, you might as well turn in your permit early. Note that premature expirations will still call for cooldowns if you've got that feature enabled.

For mod authors:

  • The BM_Licenses_Utility script now contains our mod-wide refresh functions.
  • The same script also contains functions for early license expirations/removals. The above Travel Permit forfeit feature is essentially a test of the corresponding removal function.
Edited by Gyra
Posted (edited)
On 11/2/2023 at 12:38 PM, Someone92 said:

Also, license sellers "No faction" does not seem to work properly.

Prisoners in Solitude and NPCs from Simple Slavery Plus Plus had the buy dialog option.

 

Fixed.

 

Changelog shortlist:

- fixed curfew exemption crash

- eliminated apparent inconsistency with trading license enforcement on part of NPCs

- added SLS-esque trading block feature

 

to-do: whitelist khajit caravans and fences

 

1.5.1 must be tested on a new game. Or, you might also help me try on an existing save with 1.5.0: Trading block relies on an OnInit function, which means BM_Licenses quest might need to be restarted on existing saves.

 

Edited by Gyra
Removed attachment
Posted
3 hours ago, Gyra said:

 

Fixed.

 

Changelog shortlist:

- fixed curfew exemption crash

- eliminated apparent inconsistency with trading license enforcement on part of NPCs

- added SLS-esque trading block feature

 

to-do: whitelist khajit caravans and fences

 

1.5.1 must be tested on a new game. Or, you might also help me try on an existing save with 1.5.0: Trading block relies on an OnInit function, which means BM_Licenses quest might need to be restarted on existing saves.

BM Licenses - Enhanced - 1.5.1-beta.1.zip 162.4 kB · 2 downloads

 

Thanks for keeping this going so nicely

 

OOIC, whilst I don't think I have missed the provsion of such, will you ever consider at some future point adding in a licence to have a map?  Losing your map was a great feature of SLS, even if the ability to craft another was probably a bit too easy.  Having to buy a map would be so 1980s  ?

Posted

I know this mod isn't technically LE compatible, but I've been looking for a SLS-esque license system for a while and it seemed like a perfect fit, so I had to test it.
Having issues with a few things, though. Wondering if other LEheads are encountering the same.
When full confiscation is enabled and the guard spots me wielding a knife, they confiscate my knife but also my clothing, whereas I disabled the clothing license.

Guards don't seem to mind me walking in Bikini armor without a license.

They also don't seem to mind me walking around in the wilderness without a travel license with the license enforcement unrestricted to cities/towns enabled.
The mod completely ignored the enchanted clothing from DCL.
If it's all LE-specific bugs, sorry for wasting your time. Great mod otherwise.

Posted
12 hours ago, DonQuiWho said:

OOIC, whilst I don't think I have missed the provsion of such, will you ever consider at some future point adding in a licence to have a map?  Losing your map was a great feature of SLS, even if the ability to craft another was probably a bit too easy.  Having to buy a map would be so 1980s  ?

As much as I'd like to, that's probably outside the scope of this mod. It's a small feature, nonetheless. I'll see whether I add it or not.

 

9 hours ago, FurrPlant said:

I know this mod isn't technically LE compatible, but I've been looking for a SLS-esque license system for a while and it seemed like a perfect fit, so I had to test it.
Having issues with a few things, though. Wondering if other LEheads are encountering the same.
When full confiscation is enabled and the guard spots me wielding a knife, they confiscate my knife but also my clothing, whereas I disabled the clothing license.

Guards don't seem to mind me walking in Bikini armor without a license.

They also don't seem to mind me walking around in the wilderness without a travel license with the license enforcement unrestricted to cities/towns enabled.
The mod completely ignored the enchanted clothing from DCL.
If it's all LE-specific bugs, sorry for wasting your time. Great mod otherwise.

After testing on a new save, I can't replicate any of the bugs you found. Best bet is to see if another LE user has your issues. Alternatively, recompile the scripts using LE Creation Kit to see what functions are different between SE and LE as used by BMLE. You might also check out any warnings in your papyrus log prefixed by "BM_".

Make sure you have papyrus extender for LE.

@stillnofunnylogin did you happen to try out BMLE with papyrus extender for LE?

Posted (edited)

1.6 Betas

I'm testing a new implementation of our Trading License feature. 

 

I've realized that the faction filters for dialogues are too restrictive/limiting. By this method alone, Skyrim can't properly differentiate between Khajit Caravans and Street Sellers, and that's in addition to not properly designating Fralia or Carlotta as Street Sellers or some equivalent tag. Given such inconsistencies and the pain in having patches for said inconsistencies, I've shifted to blocking trades via the barter menu instead just as SLS does. Here's how it works with BMLE:
 

IF player doesn't have a trading license: script disallows player from purchasing anything but gems, food items, and jewelry. Script also disallows player from selling anything.

ELSE (if player has a trading license): script checks for purchased item validity based on existing conditional checks according to your held licenses. Script does not disallow player from selling items even if said items are disallowed by license rules.

 

If the script detects an illegal action, the subject item is returned to either the player or vendor while the gold amount is refunded to the purchaser of the two.

Ex. If player purchases a health potion without a trading license, script transfers health potion back to vendor and gold back to player.

 

This feature change is relatively big under-the-hood. It also removes the need for dialogue patches.

 

---

Note: You may install these over 1.5, but do not report these results from tests on existing saves. Only report issues from new games.

---

 

 

 

Edited by Gyra
Removed attachments
Posted
3 hours ago, Gyra said:

I'm testing a new implementation of our Trading License feature. 

 

I've realized that the faction filters for dialogues are too restrictive/limiting. By this method alone, Skyrim can't properly differentiate between Khajit Caravans and Street Sellers, and that's in addition to not properly designating Fralia or Carlotta as Street Sellers or some equivalent tag. Given such inconsistencies and the pain in having patches for said inconsistencies, I've shifted to blocking trades via the barter menu instead just as SLS does. Here's how it works with BMLE:
 

IF player doesn't have a trading license: script disallows player from purchasing anything but gems, food items, and jewelry. Script also disallows player from selling anything.

ELSE (if player has a trading license): script checks for purchased item validity based on existing conditional checks according to your held licenses. Script does not disallow player from selling items even if said items are disallowed by license rules.

 

If the script detects an illegal action, the subject item is returned to either the player or vendor while the gold amount is refunded to the purchaser of the two.

Ex. If player purchases a health potion without a trading license, script transfers health potion back to vendor and gold back to player.

 

This feature change is relatively big under-the-hood. It also removes the need for dialogue patches.

BM Licenses - Enhanced - 1.6.0-beta.1.zip 157.73 kB  ·  1 download

I'm getting ready to do a new play-through, so I will give this new beta version a test drive and see how it goes.

Posted

Hi, I recently started using this mod. I downloaded version 1.5  I started a brand new game to give myself a challenge before my character started making tons of gold and the licenses were absolutely trivial to afford.

 

I used LAL and started at the Falkreath Lakeview Manor. I used the carriage and traveled to Whiterun and went inside the city, the first guard immediately accused me of using a weapon, even though I had none equipped. I reloaded just to make sure it wasn't a weird bug, it happened again.  I then ditched all my weapons in the Manor, and went inside and was immediately stopped for having a weapon, even though I definitely had nothing equipped.  I can turn off that weapon check obviously, but I don't want to.  Any ideas on if this a bug or if I'm hitting some sort of mod compatibility?

 

Thanks!

 

Posted (edited)
11 hours ago, cathytime said:

Hi, I recently started using this mod. I downloaded version 1.5  I started a brand new game to give myself a challenge before my character started making tons of gold and the licenses were absolutely trivial to afford.

 

I used LAL and started at the Falkreath Lakeview Manor. I used the carriage and traveled to Whiterun and went inside the city, the first guard immediately accused me of using a weapon, even though I had none equipped. I reloaded just to make sure it wasn't a weird bug, it happened again.  I then ditched all my weapons in the Manor, and went inside and was immediately stopped for having a weapon, even though I definitely had nothing equipped.  I can turn off that weapon check obviously, but I don't want to.  Any ideas on if this a bug or if I'm hitting some sort of mod compatibility?

 

Thanks!

 

I'm not experiencing your issue, but I can help you debug it if you want. Download 1.6.0-beta.2 and replace its BM_Licenses.pex with the attached file. Let me know what notification you see, and pass the papyrus log.

 

Edited by Gyra
Removed attachment
Posted
1 hour ago, Gyra said:

I'm not experiencing your issue, but I can help you debug it if you want. Download 1.6.0-beta.2 and replace its BM_Licenses.pex with the attached file. Let me know what notification you see, and pass the papyrus log.

BM_Licenses.pex 35.85 kB · 0 downloads

I think I figured out parts of it.  I killed some wolves that were near the Manor before I traveled to Whiterun. I guess someone discovered me swinging the axe out in the middle of nowhere? Maybe the carriage driver told the guards.  Or maybe equipping the axe inside of the Manor caused it.  Either way that particular violation hasn't happened again, even equipping the axe in the manor or swinging it around in front of the carriage driver. One thing I also noticed inside the Manor, is using any other mods 'Power' triggers the spell use violation, even if its nothing that negatively impacts anything.  I don't suppose that making the 'Powers' not count except for shouts would be easy to do.

 

Another thing I noticed is I have the two DD collar options turned off. (Tertiary: Collar Licenses and Violation Penalties: Devious Device Punishments) but as soon as I get stopped by a guard, they slap a cursed collar on me anyways.

 

Thanks for the help!

Posted (edited)
5 minutes ago, cathytime said:

I don't suppose that making the 'Powers' not count except for shouts would be easy to do.

I would also like to exempt them. But just like with FNIS Spells, I can’t do so unless there is a shared/common keyword denoting ‘safe’ spells. I’ll check if there’s something that can be done for safe powers.

 

5 minutes ago, cathytime said:

Another thing I noticed is I have the two DD collar options turned off. (Tertiary: Collar Licenses and Violation Penalties: Devious Device Punishments) but as soon as I get stopped by a guard, they slap a cursed collar on me anyways.

Yeah… I found this issue last night. Fixed with 1.6.0-beta.2.

Edited by Gyra
Posted

Regarding wrongful weapon / armor violations.

I don't know if it still happens with the current version, but older versions accused me of breaking armor / weapon restrictions due to the Public Whore collar.

Posted
9 minutes ago, Someone92 said:

Regarding wrongful weapon / armor violations.

I don't know if it still happens with the current version, but older versions accused me of breaking armor / weapon restrictions due to the Public Whore collar.

hm... If Public Whore has the zad_Lockable keyword, the collar item should continue to be safe from violation. Also hard to say if issue persists as we've gone through a slew of bug fixes by now. Hopefully someone can test your issue out as I don't use Public Whore.

Posted

A petty request from a SLS fan: expand licenses' text (for immersion and "lols") to include PC's name, description, etc. I remember there were funny names given to PC in SLS that sometimes made me giggle whenever I opened the license to check its duration. Last time I checked BMLE it had just 2-3 generic lines for each license which make them look like just a random paper, not an official/legal document. Keep up the good work^^

Posted
4 hours ago, Vigor said:

A petty request from a SLS fan: expand licenses' text (for immersion and "lols") to include PC's name, description, etc. I remember there were funny names given to PC in SLS that sometimes made me giggle whenever I opened the license to check its duration. Last time I checked BMLE it had just 2-3 generic lines for each license which make them look like just a random paper, not an official/legal document. Keep up the good work^^

Oh, yeah. I liked those as well. Definitely not a high priority, but a place where some more detail could be added when the crucial stuff is all settled. Anything that continues to point out to the character what her place is within the society of Skyrim. Just because she's this "Dragonborn" or "Thane" doesn't mean that she gets to be more than she really is, a piece of property for the men of Skyrim.

Posted
On 11/3/2023 at 11:53 AM, Gyra said:

Super strange. Did the menu shows the source of the Nullify Magicka curse?

 

Also, would you try replicating your steps with just BMLE installed?

I couldn't replicate with just BMLE.  

 

But then I tried to replicate with both BMLE and SLS enabled as originally occurred, and couldn't do that either.

 

I chalked it up to just another random Skyrim screw up.  I've moved on to 1.60.

Posted (edited)
On 11/4/2023 at 7:23 AM, DonQuiWho said:

 

Thanks for keeping this going so nicely

 

OOIC, whilst I don't think I have missed the provsion of such, will you ever consider at some future point adding in a licence to have a map?  Losing your map was a great feature of SLS, even if the ability to craft another was probably a bit too easy.  Having to buy a map would be so 1980s  ?

I've been using "Helps To Have A Map" https://www.nexusmods.com/skyrimspecialedition/mods/37238.

Also an addon "Helps To Have A Compass" https://www.nexusmods.com/skyrimspecialedition/mods/37239?tab=description.

The maps degrade on use and eventually fall apart but I personally disable that feature.

 

Also, if you find you're overly familiar with Skyrim's landscape and don't even need a map to navigate anymore since you can see landmarks, etc, mods that add extra forests, dense fog, or overhaul the landscape might help you get lost again.

Edited by Pliny The Elder
forot some stuff
Posted
4 hours ago, Pliny The Elder said:

I've been using "Helps To Have A Map" https://www.nexusmods.com/skyrimspecialedition/mods/37238.

Also an addon "Helps To Have A Compass" https://www.nexusmods.com/skyrimspecialedition/mods/37239?tab=description.

The maps degrade on use and eventually fall apart but I personally disable that feature.

 

Also, if you find you're overly familiar with Skyrim's landscape and don't even need a map to navigate anymore since you can see landmarks, etc, mods that add extra forests, dense fog, or overhaul the landscape might help you get lost again.

 

Thanks vm

 

I'll have a look

 

DQW

Posted
On 11/4/2023 at 5:57 PM, Gyra said:

As much as I'd like to, that's probably outside the scope of this mod. It's a small feature, nonetheless. I'll see whether I add it or not.

 

After testing on a new save, I can't replicate any of the bugs you found. Best bet is to see if another LE user has your issues. Alternatively, recompile the scripts using LE Creation Kit to see what functions are different between SE and LE as used by BMLE. You might also check out any warnings in your papyrus log prefixed by "BM_".

Make sure you have papyrus extender for LE.

@stillnofunnylogin did you happen to try out BMLE with papyrus extender for LE?

 

 

I have spent the last several weeks shifting from my potato pc to my coal-fired pc, which has one generation newer Intel graphics and will, for now run SE. Because of Papyrus Extender. 

 

<Part you don't care about>

So for the last couple weeks, I have been playing the "get SE stable" game. You know, "this hasn't been updated for AE, try this instead," and "this SKSE extension should work but instead causes SE to close before the menu," and "this mod needs third party fix patches, and compatibility patches, and patches for the mother-loving patches," and, my favorite, "why does this mod made expressly for  SE use a BSA format that causes SE to crash to desktop?" I'm sure you've all been there, I'm just late to the SE party.

</part you don't care about>

 

At this point, sorry, I've forgotten which mod stopped working on backport because the author relied on newer Po3 functions.


The last time I tried Licenses on LE was 1.1.16. Mod ran without bombing to desktop, but could not detect armor (missing Po3 function). It would detect magic, and once the guard searched you, armor would be confiscated (if you selected the inventory search option),

Posted

I am finding this mod to be exceptionally interesting. I defiantly like this mod.  If I could make a request though. One of the things that would contribute to the mod's immersion regarding the guard's dialogue, would be the addition of misc comments about the PC or about why the enjoy the policies to keep the PC naked. So (Idle Comments) and (Hello) Comments spoken to the PC when the player passes by or if the player stops to talk to the guards, they will comment on the PC's nakedness, or lack of nakedness, or why the PC should be naked...etc...etc.

 

Posted

1.6.1 and 1.6.2 provide another two rounds of bug fixes. There's also an unmentioned change that improves the breadth of item removal when jailed, hence the noted removal of some script properties. Please comment on any additional bugs, tweaks, and improvements regarding the current feature-set. If there is satisfaction with any part of the current feature-set, I'd be interested in hearing about these comments as well. Again, I'm focusing on stability before I move on to add or consider additional features (ex. item buy-back).

 

And a final note: I'm going to thin the archive to the then-latest minor version in the near future. Let me know asap if you have any need for an older version. Otherwise, poof!

Posted
On 11/7/2023 at 9:30 AM, Pliny The Elder said:

I've been using "Helps To Have A Map" https://www.nexusmods.com/skyrimspecialedition/mods/37238.

Also an addon "Helps To Have A Compass" https://www.nexusmods.com/skyrimspecialedition/mods/37239?tab=description.

The maps degrade on use and eventually fall apart but I personally disable that feature.

 

Also, if you find you're overly familiar with Skyrim's landscape and don't even need a map to navigate anymore since you can see landmarks, etc, mods that add extra forests, dense fog, or overhaul the landscape might help you get lost again.

 

A bit of a tangent, but... I've been using "helps to have a map" but have found it basically impossible to get a map from anywhere (except via debug, which kinda sucks). What do you do?

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