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Posted
6 hours ago, Gyra said:

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.

 

I am indeed happy to hear that :)

Posted
18 hours ago, Gyra said:

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.

Dear Gyra, please add integration of your mod with DD 4.3

Posted
48 minutes ago, LaRem. said:

Dear Gyra, please add integration of your mod with DD 4.3

I don't see why we need to support DD 4.3 if DD 5.2 is available for both SE and LE.

Posted

After some hours of testing, I can say that I like how some licenses work in BMLE compared to SLS, especially the trading license when I can't buy magic stuff if I don't have the magic license (but I think I can sell weapons if I don't have the weapon license). But the armor/weapon/magic licenses themselves I found way too easy to avoid: just keep stuff in my (or follower's) inventory and don't break rules. And since I don't like how SLS handles this situation (a guard just scans your inventory and runs up to you to confiscate stuff), I thought about a similar mechanic to Body Search mod or some integration with it, so one can try to persuade/bribe guards to don't take your stuff during the body search (including bribe with sex, which can fail too to don't make it too easy^^). Although, if understand correctly, currently there is no way to get your items back legally, so this part of the mod is a bit too hardcore :D

Posted
25 minutes ago, Vigor said:

After some hours of testing, I can say that I like how some licenses work in BMLE compared to SLS, especially the trading license when I can't buy magic stuff if I don't have the magic license (but I think I can sell weapons if I don't have the weapon license). But the armor/weapon/magic licenses themselves I found way too easy to avoid: just keep stuff in my (or follower's) inventory and don't break rules. And since I don't like how SLS handles this situation (a guard just scans your inventory and runs up to you to confiscate stuff), I thought about a similar mechanic to Body Search mod or some integration with it, so one can try to persuade/bribe guards to don't take your stuff during the body search (including bribe with sex, which can fail too to don't make it too easy^^). Although, if understand correctly, currently there is no way to get your items back legally, so this part of the mod is a bit too hardcore :D

Ah yes, about that. Storing items in your follower's inventory is the intended strat.

 

Now, on Body Search: The problem is that Body Search has its own violation-specific dialogue branches. Consequently, there are only two options to make the kind of thing you're looking for:
- Co-opt Body Search and make it explicitly tie-in with BMLE: you might see this option as creating a separate continuation of Body Search

- Implement a variation of Body Search's function inside BMLE: this will make SexLab a hard dependency again

 

I'll have to give this some more thought later on.

Posted

Hello.


I have devised a new license.

 

Restraint possession license

Carrying restraints that are not attached to your body is prohibited.
If you do not have a permit and carry restraints with you, you will be considered to be possessing them for the purpose of restraining another person and will be punished.
(Restraints already worn by you are not punishable.)
If you violate your license, the guards will force you to wear any restraints you have and confiscate (destroy) all your keys.
If there are two or more restraints of the same type and you cannot force them to wear them, the remaining restraints will be confiscated (they will not be returned).

 

This might be fun to combine with another MOD "Devious Interests", "Can't throw away the restraints".

 

Thank you.
 

Posted
3 hours ago, gachidom said:

Hello.


I have devised a new license.

 

Restraint possession license

Carrying restraints that are not attached to your body is prohibited.
If you do not have a permit and carry restraints with you, you will be considered to be possessing them for the purpose of restraining another person and will be punished.
(Restraints already worn by you are not punishable.)
If you violate your license, the guards will force you to wear any restraints you have and confiscate (destroy) all your keys.
If there are two or more restraints of the same type and you cannot force them to wear them, the remaining restraints will be confiscated (they will not be returned).

 

This might be fun to combine with another MOD "Devious Interests", "Can't throw away the restraints".

 

Thank you.
 

You can quickly sell them at Laura's shop though (I always use that mod for devious playthroughs) UNLESS there is a change to the trading license that forbids selling DDs without special permit (which would make sense considering those are restraining devices).

Posted (edited)

With the Magic violations, I've noticed that this mod includes spells that were set up as powers (Z Button cast) for utility purposes, so initiating certain mods that trigger animations, such as dance triggers, or the Add Item mods and the like will trigger a violation if you use them. These mods were set up as a spell because it's a simple function to use them, but they really aren't meant to be cast as such "In- Game" Is there any way to set this mod up so that the magic violation really only affects magic that is actually listed in the game?

 

I get it, that is a lot to ask, But maybe add a function in the MCM where we could manually list certain mods or specific spells that would exempt using or equipping them from the violation list? So I could use a mod like "The Hairstyler" on Lydia, or if I wanted to change her armor to use a modded set, I could get it it using the "Add Item Menu" mod if I wanted to without triggering the guards.

 

 

 

Edited by ScroodPooch
Posted (edited)
4 hours ago, ScroodPooch said:

With the Magic violations, I've noticed that this mod includes spells that were set up as powers (Z Button cast) for utility purposes, so initiating certain mods that trigger animations, such as dance triggers, or the Add Item mods and the like will trigger a violation if you use them. These mods were set up as a spell because it's a simple function to use them, but they really aren't meant to be cast as such "In- Game" Is there any way to set this mod up so that the magic violation really only affects magic that is actually listed in the game?

 

I get it, that is a lot to ask, But maybe add a function in the MCM where we could manually list certain mods or specific spells that would exempt using or equipping them from the violation list? So I could use a mod like "The Hairstyler" on Lydia, or if I wanted to change her armor to use a modded set, I could get it it using the "Add Item Menu" mod if I wanted to without triggering the guards.

 

 

 

Spell filters were already added in 1.6.6. Have you not updated?

 

And no, I cannot differentiate between vanilla and mod spells. It’s impossible unless there’s a specific keyword for differentiation.

Edited by Gyra
Posted

I'm encountering some oddities with the travel permit.
For example: New Game, I use Alternate Perspective to start as a Patron of the Bee&Barb. I leave the inn, enter Mistveil keep (grabbing Wylandrias quest), talk with Shadre, follow Saphire to the B&B, fail to convince her, give my best Terminator "I will be back" rendition (also fails to impress her ... difficult bitch that ...), leave again, enter the Temple of Mara, leave it again ... a guard makes a beeline to me telling me I'm not allowed to leave without a travel permit bla ...
Yet I never left the darn city. I've encountered similar problems with other interior places in other cities as well, not sure if it's due to JK's Skyrim and/or JK's The Temple of Mara, it is making the travel permit kinda unusable as you need to hold one, all the time anyway ... so there is no real point in having it activated.

Posted
28 minutes ago, Talesien said:

I'm encountering some oddities with the travel permit.
For example: New Game, I use Alternate Perspective to start as a Patron of the Bee&Barb. I leave the inn, enter Mistveil keep (grabbing Wylandrias quest), talk with Shadre, follow Saphire to the B&B, fail to convince her, give my best Terminator "I will be back" rendition (also fails to impress her ... difficult bitch that ...), leave again, enter the Temple of Mara, leave it again ... a guard makes a beeline to me telling me I'm not allowed to leave without a travel permit bla ...
Yet I never left the darn city. I've encountered similar problems with other interior places in other cities as well, not sure if it's due to JK's Skyrim and/or JK's The Temple of Mara, it is making the travel permit kinda unusable as you need to hold one, all the time anyway ... so there is no real point in having it activated.

The game should notify you the moment you incur a Travel Violation. There should've been a notification top-left of your screen, if that's where you've kept your debug notification display. Can you tell me the exact cell/location at which point the notification appears?

Posted
2 hours ago, Gyra said:

The game should notify you the moment you incur a Travel Violation. There should've been a notification top-left of your screen, if that's where you've kept your debug notification display. Can you tell me the exact cell/location at which point the notification appears?

It happens in the Temple of Mara in Riften (RiftenTempleofMara). Noticed something else, right after entering the Temple I get a notification: Location Type = Wilderness, then a second later I'm reported missing. I've no clue where that comes from though. I checked in xedit and the cell is flagged as interior place.

Posted
19 minutes ago, Talesien said:

It happens in the Temple of Mara in Riften (RiftenTempleofMara).

Thanks, I'll check it out.

 

19 minutes ago, Talesien said:

Location Type = Wilderness

This notification doesn't come from BMLE. It might come from Sexy Adventures, if you have it installed.

Posted
23 minutes ago, Gyra said:

This notification doesn't come from BMLE. It might come from Sexy Adventures, if you have it installed.

Aye it does, point is that it thinks the Temple of Mara in Riften is a wilderness location, which would likely explain why BMLE thinks I ventured out of the city.

 

 

25 minutes ago, Gyra said:

Thanks, I'll check it out.

As mentioned, I'm using JK's Temple of Mara, might make a difference.

Posted
7 hours ago, Talesien said:

As mentioned, I'm using JK's Temple of Mara, might make a difference.

Gotcha, that makes sense. If you have the know-how, you might check inside the JK esp and make sure the Temple of Mara cell is located under MarkarthLocation

Posted (edited)
Quote
  • Added Devious Followers resistance loss feature. Events fire when purchasing license or when paying license violation fine.

Do you happen to know if that also works with Devious Followers Redux?

 

edit:

Just noticed it follows Lupine00's API guide, so it should.

Edited by Someone92
Posted
8 hours ago, Someone92 said:

Do you happen to know if that also works with Devious Followers Redux?

 

edit:

Just noticed it follows Lupine00's API guide, so it should.

LMK how BMLE goes with Devious Followers. Integration on BMLE's side is basic, but should be enough bar any necessary balancing issues.

Posted

Would this work alongside SLS?

 

Like, would disabling the licence system in SLS's MCM, and using this instead cause any issues?

 

Because I do like the differences this one brings over SLS's, but I like some of the other features of SLS too

 

Great work btw, much prefer when one feature of a mod is taken and expanded on, so if you only want that feature, you don't need a whole bunch of other stuff in a mod bloating it. And can just install the ones you want

Posted

Hello, I really like the concept of this mod.

Would there be a chance though for including body slot armor / clothing as an option rather, just like other slots (hands, feet etc.)? I for example would love shoes restriction, but would prefer to keep the armor part. There doesn't seem to be any mod out there with such mechanic. Maybe Sexlab Survival has it (not sure), but that mod is too complex for my taste and has too many hard requirements.

Posted
8 hours ago, The Dragonwhore said:

Would this work alongside SLS?

 

Like, would disabling the licence system in SLS's MCM, and using this instead cause any issues?

Yes, BMLE will work alongside SLS if all equipment license features from SLS are disabled. I’d also recommend setting Enforcer RNG spawn min and max to 0. Also, don’t designate any Guards as enforcers for SLS. These latter two settings will help you avoid intrinsic CTD issues with SLS while simultaneously avoiding quest alias conflicts with BMLE.

 

4 hours ago, lalilaloo said:

Hello, I really like the concept of this mod.

Would there be a chance though for including body slot armor / clothing as an option rather, just like other slots (hands, feet etc.)? I for example would love shoes restriction, but would prefer to keep the armor part. There doesn't seem to be any mod out there with such mechanic. Maybe Sexlab Survival has it (not sure), but that mod is too complex for my taste and has too many hard requirements.

Sure, I’ll look into it.

Posted
19 minutes ago, Gyra said:

Yes, BMLE will work alongside SLS if all equipment license features from SLS are disabled. I’d also recommend setting Enforcer RNG spawn min and max to 0. Also, don’t designate any Guards as enforcers for SLS. These latter two settings will help you avoid intrinsic CTD issues with SLS while simultaneously avoiding quest alias conflicts with BMLE.

 

Sure, I’ll look into it.

Amazing, thank you.

Posted
On 11/21/2023 at 5:55 AM, Gyra said:

Gotcha, that makes sense. If you have the know-how, you might check inside the JK esp and make sure the Temple of Mara cell is located under MarkarthLocation

Sorry for the delayed response, been a tad busy.
Note 100% certain what you are asking, I assume you refer to the PNAM Parent Location. That would of course be Riften (RiftenLocation "Riften" [LCTN:00018A58]). That remains unchanged from the Skyrim.esm. Why would it be Markarth?
 

Posted
4 minutes ago, Talesien said:

Sorry for the delayed response, been a tad busy.
Note 100% certain what you are asking, I assume you refer to the PNAM Parent Location. That would of course be Riften (RiftenLocation "Riften" [LCTN:00018A58]). That remains unchanged from the Skyrim.esm. Why would it be Markarth?
 

Sorry that’s my mistake. Mixed up Dibella with Mara for some reason, Yeah, it should be RiftenLocation. Does JK’s Temple of Mara show Riften as the parent location? If so, it’s strange why the game is considering the temple as part of the wilderness.

Posted (edited)

Where does licenses keep its DD list(s)? Does licenses simply fire off a "slap a DD on the PC" modevent and let DD pick the device?

 

I had it set for the "standard" whitelist, and I got a corset with no collar (I was expecting a collar, especially if no other devices equipped).

DD 5.2, licenses 1.7.0

 

Thanks

Edited by stillnofunnylogin
Posted
46 minutes ago, stillnofunnylogin said:

Where does licenses keep its DD list(s)? Does licenses just fire off a "slap a DD on the PC" modevent and let DD pick the device?

 

I had it set for the "standard" whitelist, and I got a corset with no collar (I was expecting a collar, especially if no other devices equipped).

DD 5.2, licenses 1.7.0

 

Thanks

You can see the Standard whitelist under the BM_API_DD script.

 

Since a couple versions ago, BMLE no longer always equips collars with all events. Collars are now considered as part of the device pool rather than a guaranteed equip. This change was so that we could free up some equipment checks and reduce redundancy due to the Collar Exemption and Cursed Collar features.

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