Sir Walter Ratleigh Posted November 12, 2023 Posted November 12, 2023 3 minutes ago, Gyra said: 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? Precisely.
Nuascura Posted November 12, 2023 Author Posted November 12, 2023 (edited) 12 hours ago, Sir Walter Ratleigh said: Precisely. Please help me test this version out, then. Testing a different method to do setups. Edited November 12, 2023 by Gyra Removed attachment
LaRem. Posted November 12, 2023 Posted November 12, 2023 2 hours ago, Gyra said: I'm sorry, I can't convert it by myself. You can try using BMLE with LE Papyrus Extender, though. Thank you. I'll try to do that.
Sir Walter Ratleigh Posted November 12, 2023 Posted November 12, 2023 1 hour ago, Gyra said: Please help me test this version out, then. Testing a different method to do setups. BM Licenses - Enhanced - 1.6.5-beta.1.zip 158.66 kB · 1 download Heading to bed, but I will give it a try in the morning. I'll let you know.
LaRem. Posted November 12, 2023 Posted November 12, 2023 4 hours ago, Gyra said: I'm sorry, I can't convert it by myself. You can try using BMLE with LE Papyrus Extender, though. It helped. Thank you.
Fronsi Posted November 12, 2023 Posted November 12, 2023 (edited) Hello, after some time playing with this mod, I wanted add few thinks to ToDo list: 1. Can you add feature that prevent guards to take your money or you into the jail for not have proper licence in your inventory. This thing that i hate so much every time when I visit town w/o having aquired licence. They should first ask us firstly if we have money to buy licence not grab us into the jail or add bounty cost for our head. I think this should be something like this: - If we don't have a proper licence, guards first ask us for them, if we don't have licence they take our money (adding it as a 1 day licence expiration for prevent to repeatable script asking) + they asking us if we want buy licence. 2. Can you add additional option for buying licence from faction for both guards and servants? Maybe with this option selected, guards should take extra coins for paper works on a duty. 3. I think, option punishment like bounding us by DD collars or restraints didn't work properly, I mean if we pay for take off this from us , guards don't do this and only option to take off DD Acc is summon proper key. Edited November 12, 2023 by Fronsi
Nuascura Posted November 12, 2023 Author Posted November 12, 2023 4 minutes ago, Fronsi said: 1. Can you add feature that prevent guards to take your money or you into the jail for not have proper licence in your inventory. This thing that i hate so much every time when I visit town w/o having aquired licence. They should first ask us firstly if we have money to buy licence not grab us into the jail or add bounty cost for our head. I think this should be something like this: - If we don't have a proper licence, guards first ask us for them, if we don't have licence they take our money (adding it as a 1 day licence expiration for prevent to repeatable script asking) + they asking us if we want buy licence. No. It's your responsibility to know the rules before entering an inhabited area. This follows a similar logic for scenarios where your license has expired: you must strip yourself of any prohibited items and comply with the rules before renewing your license. 5 minutes ago, Fronsi said: 2. Can you add additional option for buying licence from faction for both guards and servants? Maybe with this option selected, guards should take extra coins for paper works on a duty. Mm... possibly? Kind of. For dialogue branch simplicity's sake, it's hard to provide an option to buy licenses from both guards and stewards with the mod's current state. However, I do hope to include an option to purchase Travel Permits from Guards while you're outside Hold capitals since Stewards only reside in said capital locations. 9 minutes ago, Fronsi said: 3. I think, option punishment like bounding us by DD collars or restraints didn't work properly, I mean if we pay for take off this from us , guards don't do this and only option to take off DD Acc is summon proper key. If I understand you correctly, you want DD restraints to be unlocked when the player has paid guards to take them off? That sort of idea is outside the scope of this mod. I'd point you to Devious Interests and Devious Lore.
Sir Walter Ratleigh Posted November 12, 2023 Posted November 12, 2023 6 hours ago, Gyra said: Please help me test this version out, then. Testing a different method to do setups. BM Licenses - Enhanced - 1.6.5-beta.1.zip 158.66 kB · 7 downloads BM Licenses - Enhanced - 1.6.5-beta.2.zip 158.88 kB · 2 downloads Tested it this morning on existing game, replacing the previous version. Worked without any problems.
Nuascura Posted November 12, 2023 Author Posted November 12, 2023 (edited) 5 hours ago, Sir Walter Ratleigh said: Tested it this morning on existing game, replacing the previous version. Worked without any problems. I was able to replicate your issues with 1.6.3, 1.6.4, and Beta.1 on a separate mod setup. But Beta.2 didn't exhibit any issues. The two betas needed to be tested on new games, not existing games, because the blank MCM is due to code running on script initializations (the behavior will vary on existing games). Still, since this issue is possibly game-breaking, I've gone ahead and uploaded 1.6.5 with a separate fix. Edited November 12, 2023 by Gyra 2
Sir Walter Ratleigh Posted November 12, 2023 Posted November 12, 2023 52 minutes ago, Gyra said: I was able to replicate your issues with 1.6.3, 1.6.4, and Beta.1 on a separate mod setup. But Beta.2 didn't exhibit any issues. The two betas needed to be tested on new games, not existing games, because the blank MCM is due to code running on script initializations (the behavior will vary on existing games). Still, since this issue is possibly game-breaking, I've gone ahead and uploaded 1.6.5 with a separate fix. Awesome. Glad you were able to figure it out.
F0xii Posted November 13, 2023 Posted November 13, 2023 I can't buy a "Collar Exemption" license even while it's enabled, any help?
Nuascura Posted November 13, 2023 Author Posted November 13, 2023 30 minutes ago, F0xiiNat0r said: I can't buy a "Collar Exemption" license even while it's enabled, any help? What's the exact issue you're running into? Is the dialogue exiting? Is the guard not giving you a Collar Exemption license even though you paid?
LaRem. Posted November 14, 2023 Posted November 14, 2023 On 11/12/2023 at 3:39 PM, Gyra said: Please help me test this version out, then. Testing a different method to do setups. Version 1.6.5 tested, works fine. Questions: 1. Where do the guards take my things? There are no items in the evidence chests. 2. The DD is not put on the player, but it is considered that the DD is dressed. Do we need version DD 5.2?
LaRem. Posted November 14, 2023 Posted November 14, 2023 22 hours ago, F0xiiNat0r said: I can't buy a "Collar Exemption" license even while it's enabled, any help? MSM has a license cooling setting. Until this number of days have passed, you will not be given a license.
LaRem. Posted November 14, 2023 Posted November 14, 2023 On 11/12/2023 at 3:39 PM, Gyra said: Please help me test this version out, then. Testing a different method to do setups. 3.The guards say: Wait, I know you... but they don’t take a fine and don’t engage in dialogue.
Nuascura Posted November 14, 2023 Author Posted November 14, 2023 1 hour ago, LaRem. said: Where do the guards take my things? There are no items in the evidence chests. Whiterun guards will confiscate your items to Whiterun evidence chests. Check chest according to the arresting guard. 1 hour ago, LaRem. said: The DD is not put on the player, but it is considered that the DD is dressed. Do we need version DD 5.2? Possibly the called function doesn’t exist below DD 5.2. 24 minutes ago, LaRem. said: The guards say: Wait, I know you... but they don’t take a fine and don’t engage in dialogue. That’s a vanilla bug. Try this: https://www.nexusmods.com/skyrimspecialedition/mods/74287 1
LaRem. Posted November 14, 2023 Posted November 14, 2023 3 minutes ago, Gyra said: Whiterun guards will confiscate your items to Whiterun evidence chests. Check chest according to the arresting guard. Possibly the called function doesn’t exist below DD 5.2. That’s a vanilla bug. Try this: https://www.nexusmods.com/skyrimspecialedition/mods/74287 Thanks.
F0xii Posted November 15, 2023 Posted November 15, 2023 On 11/13/2023 at 3:44 AM, Gyra said: What's the exact issue you're running into? Is the dialogue exiting? Is the guard not giving you a Collar Exemption license even though you paid? Sorry, yeah I initiate the dialogue to buy a license and then the dialogue just exits without giving me an option to buy a license since I already own all the other ones that I have enabled.
Nuascura Posted November 15, 2023 Author Posted November 15, 2023 47 minutes ago, F0xiiNat0r said: Sorry, yeah I initiate the dialogue to buy a license and then the dialogue just exits without giving me an option to buy a license since I already own all the other ones that I have enabled. Do you have any cooldowns or activation limit enabled? And can you replicate this issue on a new game? if you can replicate the issue, it’s be best that you also pass me your settings and replication conditions so that I can replicate it on my end.
F0xii Posted November 15, 2023 Posted November 15, 2023 14 minutes ago, Gyra said: Do you have any cooldowns or activation limit enabled? And can you replicate this issue on a new game? No, I don't. And I'll have a look later once I get on the game again.
Anunya Posted November 15, 2023 Posted November 15, 2023 (edited) Hello - I ran into a minor issue on 1.6.3.1 (you put updates out super fast ) : I use the Outlaws Refuge Mod which adds a hidden location in settlements inhabited by thieves guild members. I entered the refuge and could sell items without a trading license - which I think is fine because why would the guild care, right? I think the NPC is in the fence faction. The problem is immediately afterwards I got a notice that I'd been detected in another settlement without a travel license which seems a bit unfair because it's still in Markarth (in this case) and it's the Thieves Guild, why would they care? I don't know if there's an easy fix. My guess would be to go into xEdit and add or change the relevant location keyword somewhere or something so the Outlaw Refuge is still part of Markarth (I think SLS had a debug feature where you could add a cell to a city for that exact reason). Do you think that would work? I'm happy to give it a try if someone could tell me what I'm looking for in xEdit.... EDIT: I'll update to 1.6.5 and see if it makes a difference (I doubt it, since I think the fundamental problem is that the Outlaw Refuge is not appropriately tagged as being part of the cities they're connected to, but the NPCs can still report). Edited November 15, 2023 by Anunya
Anunya Posted November 15, 2023 Posted November 15, 2023 One suggestion I'd like to make is to add a bit more granularity to the reporters, which right now is by gender - maybe by faction? For my current play through, I'd love to have to worry about guards (and maybe inn keepers, crafters and store keepers) but not regular randoms. It'd give a different flavour and difficulty level to trying to skirt having the license rules (and for me the fun comes from trying to skirt the rules and getting away with it most of the time, but with consequences when I fail).
Nuascura Posted November 15, 2023 Author Posted November 15, 2023 (edited) @Anunya Yeah, haha, we had a spurt of updates over the weekend, primarily due to what appeared to be a possible game-breaking blank MCM bug. This is why I'm waiting until at least this weekend to push another set of bug fixes. 28 minutes ago, Anunya said: The problem is immediately afterwards I got a notice that I'd been detected in another settlement without a travel license which seems a bit unfair because it's still in Markarth (in this case) and it's the Thieves Guild, why would they care? This issue may have been fixed with 1.6.4. I suggest thoroughly reading the changelogs before and after updating versions. If this issue isn't solved by the update, then the onus to fix this issue may be on the author of Outlaws Refuge. The relevant cell must be recognized as a child of a valid parent cell or cell with valid keyword. Edit: Alternatively, you could make a patch to add it in the relevant Form List, assuming the location itself contains a LocTypeTown or LocTypeCity keyword. 13 minutes ago, Anunya said: One suggestion I'd like to make is to add a bit more granularity to the reporters I'll check if Bethesda included a good faction to filter for residents. Edited November 15, 2023 by Gyra 1
Anunya Posted November 15, 2023 Posted November 15, 2023 (edited) The mod hasn't been updated since 2017, so I'm not sure the author is going to be responsive. No harm in requesting it, I suppose. I expect I'll have to figure out how to do it in xEdit to add the keyword. It's a bit daunting, so we'll see. I did figure out my earlier issue. The Guards were accusing my PC of doing magic without a license because she had a shout equipped. That makes sense. The problem is that there are a lot of mods that use different shouts for various functionality. In this case, I'd just returned from gathering some branches via Hunterborn, which isn't really witchcraft IMO I have a pretty long list of powers attached to the shout button, some of which are game utilities, some of which are decidedly innocuous in terms of being "magic". I don't expect there's an easy fix across all the different mods that use the shout button, but personally I think an option to exclude shouts from magic would be useful. This, in my view, should include using shouts - for example to play music in Become a Bard or to use the Dark Face Fix requires using the shout and ideally I'd like to be able to do that even if I haven't saved up for the very expensive (in my game) Magic License. Your call, of course, whether it matters enough to address - but that's my thought. Edited November 15, 2023 by Anunya
Nuascura Posted November 15, 2023 Author Posted November 15, 2023 4 minutes ago, Anunya said: I have a pretty long list of powers attached to the shout button You’ll be happy to learn that I’ve already filtered out “powers” for 1.6.6. Only Magic Spells, Scroll Spells, and Dragon Shouts will count for violation. 2
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