Sir Walter Ratleigh Posted November 10, 2023 Posted November 10, 2023 Any thoughts on compatibility with the random crime system from Sexy Adventures? Devious Followers has a tie in with SLS for followers to purchase licenses, either with the PC's consent or not. Any plans on something similar?
Pliny The Elder Posted November 10, 2023 Posted November 10, 2023 6 minutes ago, Anunya said: 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? Yeah, general stores don't always have it in stock. I usually get one from a bandit corpse or chest somewhere. I think I saw a blacksmith selling one once, maybe since it's classified as armor? 1
Nuascura Posted November 10, 2023 Author Posted November 10, 2023 45 minutes ago, Sir Walter Ratleigh said: Any thoughts on compatibility with the random crime system from Sexy Adventures? Devious Followers has a tie in with SLS for followers to purchase licenses, either with the PC's consent or not. Any plans on something similar? No thoughts yet on compatibility in that department with Sexy Adventures. BMLE's license features are also conceptually and technically contingent on the document's presence in your inventory, which contrasts to lack of material object in SA. As for that specific Devious Followers tie-in, that has to start from DF's side before I can reciprocate and make sure the necessary functions are available in the API. You should ask Ponzi about this (though they've already mentioned of including this feature in the future). 2
Sir Walter Ratleigh Posted November 10, 2023 Posted November 10, 2023 36 minutes ago, Gyra said: No thoughts yet on compatibility in that department with Sexy Adventures. BMLE's license features are also conceptually and technically contingent on the document's presence in your inventory, which contrasts to lack of material object in SA. As for that specific Devious Followers tie-in, that has to start from DF's side before I can reciprocate and make sure the necessary functions are available in the API. You should ask Ponzi about this (though they've already mentioned of including this feature in the future). Thanks for the quick reply.
Anunya Posted November 10, 2023 Posted November 10, 2023 Upgraded from 1.5 to 1.6.2 and my game complains that it's missing the BM Licenses - USSEP patch.esp. Also, while I know this doesn't count as a proper bug report because it's from a previous version - in 1.5 my PC got stopped by a guard for having magic detected. This happened even though I didn't have a spell equipped. Later, I reloaded and disabled the Magic License and the event still fired. "Hey woman stop" - "My detect magic scroll has detected magic somewhere on you..." - "We can't have you playing around with magic" Then he says "Hey fuckhole, get back here" even though I haven't tried to leave or exit the conversation. Then I get a bounty for the violation. I don't see anything missing from my inventory though, so I don't think anything was confiscated. I then upgraded to 1.6.2 (and get the USSEP patch warning). The scenario still persists. The main reason I'm posting is not as a bug report (since it originates in 1.5), but to ask if this is something that's caused by some setting that's wrong on my side (because then I can fix it and keep playing).
Nuascura Posted November 10, 2023 Author Posted November 10, 2023 @Anunya You can ignore the missing plugin warning. It’s 100% safe to remove it as it only contains dialogue records. We also no longer need it as we’ve pivoted to a non-dialogue-based trading block. As for your Magic License issue on 1.6.2: first see if you can replicate this issue on a clean save as I can’t experience it on my end. If the issue is isolated to your existing save, check the following notes: - if Life Insurance feature is enabled, guards will approach you even if you have a license or said license is disabled - if Cursed Collar feature is enabled, guards will also approach you for a Magic Violation even if you hadn’t been playing with magic - if a script variable is stuck (which you obviously can’t easily tell), disable and re-enable the mod via the MCM menu You may also have a mod that alters the dialogue menu/event. Said mod could cause that “exit dialogue interference”, which wouldn’t be unique to BMLE. I believe @Someone92 had this issue. I personally use Convenient Dialogue UI with DBVO and have had no issues so far. Check if your own issue persists in absence of any dialogue mods 1
Someone92 Posted November 10, 2023 Posted November 10, 2023 Yeah 2 hours ago, Anunya said: Then he says "Hey fuckhole, get back here" even though I haven't tried to leave or exit the conversation. That happened to me too. No idea what exactly caused it. During the fourth of fifth interaction I pressed F to switch between first and third person camera during dialog: Switch Camera During Dialogue Somehow that fixed it for me; no idea if that was actually the cause, or something else...
Sir Walter Ratleigh Posted November 10, 2023 Posted November 10, 2023 Okay, so I installed 1.6.2 and started a new game. License menu shows up in MCM but when I open it there is just a blank menu. Tried letting it run open to see if anything would eventually show up...nothing. Tried re-installing it...nothing. 1.6.0, which I had used previously worked without problem. No other changes were made to my load order or mods. Just new BME version and started a new game. Any ideas why or should I revert back to 1.6.0?
Nuascura Posted November 10, 2023 Author Posted November 10, 2023 1 hour ago, Sir Walter Ratleigh said: Okay, so I installed 1.6.2 and started a new game. License menu shows up in MCM but when I open it there is just a blank menu. Tried letting it run open to see if anything would eventually show up...nothing. Tried re-installing it...nothing. 1.6.0, which I had used previously worked without problem. No other changes were made to my load order or mods. Just new BME version and started a new game. Any ideas why or should I revert back to 1.6.0? This issue can happen if you access the MCM too soon while the MCM is still initializing. Try to restart the MCM quest. Commands are on the front page.
Sir Walter Ratleigh Posted November 10, 2023 Posted November 10, 2023 I tried that, nothing happened. Still shows up in the MCM menu but blank when you open it.
Anunya Posted November 10, 2023 Posted November 10, 2023 13 hours ago, Gyra said: @Anunya You can ignore the missing plugin warning. It’s 100% safe to remove it as it only contains dialogue records. We also no longer need it as we’ve pivoted to a non-dialogue-based trading block. As for your Magic License issue on 1.6.2: first see if you can replicate this issue on a clean save as I can’t experience it on my end. If the issue is isolated to your existing save, check the following notes: - if Life Insurance feature is enabled, guards will approach you even if you have a license or said license is disabled - if Cursed Collar feature is enabled, guards will also approach you for a Magic Violation even if you hadn’t been playing with magic - if a script variable is stuck (which you obviously can’t easily tell), disable and re-enable the mod via the MCM menu You may also have a mod that alters the dialogue menu/event. Said mod could cause that “exit dialogue interference”, which wouldn’t be unique to BMLE. I believe @Someone92 had this issue. I personally use Convenient Dialogue UI with DBVO and have had no issues so far. Check if your own issue persists in absence of any dialogue mods Thanks for the tips. I'll give it a go. I'm right now in that awesome cycle of 1. Install new mods; 2. Spend forever configuring all the MCM settings; 3. Try the game and find something isn't working; 4: Diagnose the problem, try to address it and back to step 2. ... so I'll try the MCM on/off thing and see if it helps. If not, eventually I'm sure I'll end up starting a new save soon... but I just want to plaaaaaaaaaay
Nuascura Posted November 10, 2023 Author Posted November 10, 2023 (edited) On 11/10/2023 at 12:40 PM, Sir Walter Ratleigh said: I tried that, nothing happened. Still shows up in the MCM menu but blank when you open it. Just so we're on the same page, try again with the attached file. I started a new game and immediately went to BMLE's MCM page, but I couldn't make it not show anything. Edited November 11, 2023 by Gyra Removed attachment
Sir Walter Ratleigh Posted November 11, 2023 Posted November 11, 2023 (edited) 5 hours ago, Gyra said: Just so we're on the same page, try again with the attached file. I started a new game and immediately went to BMLE's MCM page, but I couldn't make it not show anything. BM Licenses - Enhanced - 1.6.3-beta.4.zip 158.55 kB · 0 downloads Thanks, I'll let you know. So I installed the new update, started yet another new game. Waited for all notifications to finish, did not open any menus. When notifications stopped, saved, reloaded, waited for all notifications to stop. When that was finished I opened licenses to see it blank still. So I have no idea. Edited November 11, 2023 by Sir Walter Ratleigh update
Nuascura Posted November 11, 2023 Author Posted November 11, 2023 (edited) 4 hours ago, Sir Walter Ratleigh said: So I installed the new update, started yet another new game. Waited for all notifications to finish, did not open any menus. When notifications stopped, saved, reloaded, waited for all notifications to stop. When that was finished I opened licenses to see it blank still. So I have no idea. Then can you go back and test 1.6.1? And, like you mentioned above, 1.6.0 has no issue for you, right? it's very strange. The only thing I can think of is my inclusion of a dependency check in an OnInit() event; I'll comment out this line and pass you a modified script later. Edited November 11, 2023 by Gyra
cerebus300 Posted November 11, 2023 Posted November 11, 2023 (edited) I have a question about the load order for BM licenses in conjunction with Devious Interests. The front page says, "BMLE's "Allow Jail Quest Nodes" must remain enabled. Devious Interests must also be loaded with less priority than BMLE regardless if you have enabled the former's jail/prison features." Okay, the use of terms, in general, when talking about load order is really messed up with Skyrim, and people use them differently. There is higher or lower on the mod list, a higher or lower load number, and higher or lower priority. These can mean opposite things. I've been reading to see what the definitive terminology means, but still get contradicting interpretations. SO, when you say that DI should have "less priority," does that mean that it will be copied over by BMLE, and have a lower number in the mod list than BMLE? It seems that priority should refer to the importance that is placed on a mod overwriting other mods, so mods with a higher load number, will load last, and have a higher priority. Correct? Edit: Just a recommendation to clarify that on the front page so other morons like me don't mess up. Edited November 11, 2023 by cerebus300 added information/suggestion 1
Nuascura Posted November 11, 2023 Author Posted November 11, 2023 23 minutes ago, cerebus300 said: I have a question about the load order for BM licenses in conjunction with Devious Interests. The front page says, "BMLE's "Allow Jail Quest Nodes" must remain enabled. Devious Interests must also be loaded with less priority than BMLE regardless if you have enabled the former's jail/prison features." Okay, the use of terms, in general, when talking about load order is really messed up with Skyrim, and people use them differently. There is higher or lower on the mod list, a higher or lower load number, and higher or lower priority. These can mean opposite things. I've been reading to see what the definitive terminology means, but still get contradicting interpretations. SO, when you say that DI should have "less priority," does that mean that it will be copied over by BMLE, and have a lower number in the mod list than BMLE? It seems that priority should refer to the importance that is placed on a mod overwriting other mods, so mods with a higher load number, will load last, and have a higher priority. Correct? Edit: Just a recommendation to clarify that on the front page so other morons like me don't mess up. Yeah, I totally get the confusion. Your conclusion is absolutely correct: higher load number will load later, so higher priority. Make sure BMLE loads later. Here's the longer answer: If you're on MO2, there's a priority number to the right-side of your plugin load order list. The lower a .esp type plugin is on that list, the higher "priority" it has. Additionally, when mod authors mention of "priority", they usually refer to the priority of a mod relative to the other mods you've installed, NOT the load priority of the mod as such. This is where it's confusing, of course, so we need a differentiation: "Load Priority" refers to load priority of the mod as such, or the order in which plugins are loaded into the game, with subsequent plugins overwriting preceding/loaded plugins where applicable "Load Order Priority" refers to intrinsic importance of mod as such, or the mod-to-mod relationship. Higher on load order list = lower load number = lower load order priority Lower on load order list = higher load number = higher load order priority These notes don't apply to the .esm area, which I'm less clear on. We want to also be careful with whether we are referring to the left-side "mod list" or the right-side "load order list." 1
cerebus300 Posted November 11, 2023 Posted November 11, 2023 41 minutes ago, Gyra said: Yeah, I totally get the confusion. Your conclusion is absolutely correct: higher load number will load later, so higher priority. Make sure BMLE loads later. Here's the longer answer: If you're on MO2, there's a priority number to the right-side of your plugin load order list. The lower a .esp type plugin is on that list, the higher "priority" it has. Additionally, when mod authors mention of "priority", they usually refer to the priority of a mod relative to the other mods you've installed, NOT the load priority of the mod as such. This is where it's confusing, of course, so we need a differentiation: "Load Priority" refers to load priority of the mod as such, or the order in which plugins are loaded into the game, with subsequent plugins overwriting preceding/loaded plugins where applicable "Load Order Priority" refers to intrinsic importance of mod as such, or the mod-to-mod relationship. Higher on load order list = lower load number = lower load order priority Lower on load order list = higher load number = higher load order priority These notes don't apply to the .esm area, which I'm less clear on. We want to also be careful with whether we are referring to the left-side "mod list" or the right-side "load order list." Thanks. That answers the question. I am using Vortex, so I don't think it has the load priority list/numbers. You can see them in the order that they load, though.
Nuascura Posted November 11, 2023 Author Posted November 11, 2023 (edited) @Sir Walter Ratleigh Download the attached script and lmk what happens. All this script does is remove dependency checks on script initialization. Edited November 12, 2023 by Gyra 1
Sir Walter Ratleigh Posted November 12, 2023 Posted November 12, 2023 3 hours ago, Gyra said: @Sir Walter Ratleigh Download the attached script and lmk what happens. All this script does is remove dependency checks on script initialization. BM_Licenses.pex 35.95 kB · 0 downloads I'll give it a try. Thanks.
LaRem. Posted November 12, 2023 Posted November 12, 2023 6 hours ago, Gyra said: @Sir Walter Ratleigh Download the attached script and lmk what happens. All this script does is remove dependency checks on script initialization. BM_Licenses.pexFetching info... Please add LE version. Thanks.
Nuascura Posted November 12, 2023 Author Posted November 12, 2023 17 minutes ago, LaRem. said: Please add LE version. Thanks. I'm sorry, I can't convert it by myself. You can try using BMLE with LE Papyrus Extender, though. 1
Sir Walter Ratleigh Posted November 12, 2023 Posted November 12, 2023 7 hours ago, Gyra said: @Sir Walter Ratleigh Download the attached script and lmk what happens. All this script does is remove dependency checks on script initialization. BM_Licenses.pex 35.95 kB · 2 downloads That worked perfectly. Everything is working just like it is supposed to. Thank you!
Nuascura Posted November 12, 2023 Author Posted November 12, 2023 6 minutes ago, Sir Walter Ratleigh said: That worked perfectly. Everything is working just like it is supposed to. Thank you! Interesting. Recent versions work as they are on my setup. But I guess I should find an alternative to finish certain internal setups.
Sir Walter Ratleigh Posted November 12, 2023 Posted November 12, 2023 2 minutes ago, Gyra said: Interesting. Recent versions work as they are on my setup. But I guess I should find an alternative to finish certain internal setups. Yeah, I don't have any idea what happened. It was working perfectly on 1.6.0 but when I updated to 1.6.2 it went away and nothing in the menu was showing up. This latest fix did the job though, so again thank you.
Nuascura Posted November 12, 2023 Author Posted November 12, 2023 10 minutes ago, Sir Walter Ratleigh said: Yeah, I don't have any idea what happened. It was working perfectly on 1.6.0 but when I updated to 1.6.2 it went away and nothing in the menu was showing up. This latest fix did the job though, so again thank you. Just to confirm: 1.6.4 still has the menu issue for you. But, if you replace the script for 1.6.4, the issue goes away again, right?
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