Nuascura Posted December 5, 2023 Author Posted December 5, 2023 (edited) 8 minutes ago, WildSong34 said: I just wanted to play Skyyyrriiiiimmmm \o/ ? Oki :3 Do you want me to test it for every kind of license violation or should they share a...whatever they use to do their job? no need. Just do whatever you did last time on 1.8.2 that caused the dialogue bug, and then I'll let you play Skyrim Just get me a single line, and I can go from there. Edited December 5, 2023 by Gyra
WildSong34 Posted December 5, 2023 Posted December 5, 2023 (edited) Ok So I had coc'd to Falkreath to ensure the same conditions as before. I turned licenses back on (I'd disabled the mod in mcm until the next patch came out) and set enforcers to max to speed things up. Still on 1.8.2 btw. No one came up to me, even standing in front of the guards, so I went into the Jarls Longhouse. Seems settings require a change of cell to take proper effect. The guards did their jobs without issue. No errors. It was strange. So in another test, I turned off the enforce in city locations but kept the limit to world spaces active. I was then able to replicate the issue only twice, randomly between other successful interactions. One time the guard said "hold it" and I clicked to skip through the dialogue (as I sometimes do) and it exited the dialogue. Realising this could be an issue I went near some more guards, and each time I waited for them to finish speaking. After a couple tries, another guard got to "hold it" and exited the dialogue. Everytime it exits dialogue this way, the guards say "where do you think you're going?" and slap me with the combined bounties of all my offences. This time though, these two guards who exited prematurely gave me 0 bounty. As in, they did give me a bounty but of 0 gold ? Long story short, the phrase "hold it" definitely seems to be an issue. Additionally, the guards only considered my armor once and stripped it. All other times they only removed my weapon and didn't even mention my armor. I'm quite confused, to be honest, why this time it's acting so differently. Edit: Yeah, the guards really don't seem to care about my armor. I keep changing it right in front of them, I spawned more in. I wonder though if it's because all the enforcer guards ran off to fight a stormcloak patrol and haven't come back ? Edited December 5, 2023 by WildSong34
WildSong34 Posted December 5, 2023 Posted December 5, 2023 (edited) Even in the whiterun worldspace, they don't seem to care about my armor. Sorry if this is spamming, I'm just trying to be as helpful as I can by reporting as much as I can. Edit: I noticed I kept getting a message about being unable to equip items with my hands tied, even though they weren't. This was persisting even if I used the unequipall command on myself. I reloaded a save from before my hands were tied, and the Falkreath guard started policing my armor, both bikini and normal. So that issue might not be on your end. Will keep testing things. Another Edit: From what I can gather, after reloading this old save the Falkreath guards are now working fine mostly. I haven't tested unchecking enforce in city locations whilst leaving limit to world spaces again to see if I get the "hold it bug" as I'm going to now check if the new patch fixes the other issue of not limiting policing to city worldspaces. Edited December 5, 2023 by WildSong34
WildSong34 Posted December 5, 2023 Posted December 5, 2023 The locational filters work now! Yaaaaay! Thank you, for this and all the work you've done for this mod ❤️ 1
Nuascura Posted December 5, 2023 Author Posted December 5, 2023 (edited) Notes for myself: What I gather from your inconsistent experiences is that there may be two issues. 1. Actual fine amount to be charged from the player's wallet isn't stored in a variable, which means certain violation variables may be stuck and not properly cleared - if at least for the fine calculation function 2. Given that dialogue could exit and player could be charged a $0 fine, this means the dialogue had found no other valid branches to continue the conversation (each dialogue branch after "hold it" is linked to a specific violation variable). Which means the bounty quest validator may be faulty, or violation variables were changed while bounty quest is running. Edited December 5, 2023 by Gyra
WildSong34 Posted December 5, 2023 Posted December 5, 2023 (edited) I'm sorry my testing was so inconsistent ;-; I was consistently having this issue until asked to test it, even across multiple playthroughs. I hope I was able to help somewhat. Also, I might have been receiving the bounties because I didn't have the gold to cover them there and then. I can't confirm this due to the game's sudden inconsistency and having already upgraded to 1.9.0. That may explain the bounties after "hold it". But it doesn't explain that 1 single "0 Bounty" i recieved. That was genuinely the first time it had happened. Edited December 5, 2023 by WildSong34 1
LaRem. Posted December 6, 2023 Posted December 6, 2023 On 12/5/2023 at 10:47 AM, Gyra said: @WildSong34 This version contains a possible fix for your locational filter issue. @LaRem. With this version, most notification messages are sourced from the plugin directly rather than from a script. The following are the only files you'd need to translate: BM_Licenses.esp; translate as a separate dialogue patch. Ex: BM_Licenses - Russian.esp BM_Licenses_ENGLISH.txt; translate as BM_Licenses_RUSSIAN.txt From now on, should you only upload a lang file and a .esp patch, you won't ever need to do any other work on your end unless I change something drastically. If there are any remaining notifications that should be translated from a script, let me know and I'll take a look. BM Licenses - Enhanced - 1.9.0-beta.3.zip 219.57 kB · 4 downloads Thank you for your work. We really like it!
Nuascura Posted December 6, 2023 Author Posted December 6, 2023 Sorry about the small logic oversight with 1.9 which rendered equipment checks invalid. If you would reference my last post on the topic, wearing a bikini armor with a valid bikini license would still incur a violation if you enabled the armor license feature but had no armor license. This fix reverts the change so that we are again processing equipment items in an enclosed logic statement (returning true or false and exiting then and there), but instead skipping parent if-else statements if a corresponding feature is disabled. This will allow bikini armors to incur a violation if bikini armor license feature is disabled, but not incur a violation if said license feature is enabled. 2
Guest Posted December 6, 2023 Posted December 6, 2023 Would it be possible to include the existing devices in ZAZ Animation Pack if Devious Devices isn't installed?
Nuascura Posted December 6, 2023 Author Posted December 6, 2023 1 hour ago, turkeyNAC said: Would it be possible to include the existing devices in ZAZ Animation Pack if Devious Devices isn't installed? I’ll check it out.
nmed2761 Posted December 10, 2023 Posted December 10, 2023 Been playing with this for a while, and it's been working really well. I think the only thing I'd like to see is a catch-all "Adventures License" that covers multiple benefits like equipment and travel. Just because at a certain point, I know I'll be buying the same 3 licenses together consistently.
WildSong34 Posted December 10, 2023 Posted December 10, 2023 As much as it's an interesting concept, I feel like that defeats the purpose of this mod, being a kind of money sink. I'm not familiar with the inner workings of the mod, but I feel like such a license might require a significant muck around, making one item cover multiple benefits. It might be more efficient to make dialogue options where you can purchase license "bundles", still paying the same amount as X licenses, but streamlining it so that you aren't having to go through the ropes with each license purchase. But even that probably requires a certain amount of reworking. And then you get to the question of what these "bundles" should contain. An adventures License? I take it that's weapons, armor and travel? What other bundles would there be? Trader bundle? But you need to have respective licenses plus the trading license to deal in certain items, so you might as well have all the licenses already. You can turn off the respective license trade option, but then you'd just need the trading license anyway. Maybe Trade and Travel bundle for a wandering trader? But that still requires turning off said setting and I don't think it's worth it for skipping two extra lines of dialogue. But hey, what do I know. Maybe it's really easy to do Just speaking my mind.
PervySannin Posted December 11, 2023 Posted December 11, 2023 (edited) Love the mod idea, I kind of want to try it but not sure how compatible it'd be with SL survival. Out of curiosity, think there'd be any plans in the future for something like a "food license?" Loved the idea of needing to either hunt for food and gather water, or the only food and drink available in towns to female adventurers being vials of cum unless they have the right license. Edited December 11, 2023 by PervySannin
Nuascura Posted December 11, 2023 Author Posted December 11, 2023 4 hours ago, PervySannin said: Love the mod idea, I kind of want to try it but not sure how compatible it'd be with SL survival. https://www.loverslab.com/topic/218928-bm-licenses-enhanced/?do=findComment&comment=4234599 https://www.loverslab.com/topic/218928-bm-licenses-enhanced/?do=findComment&comment=4214972 No overlap with Freedom and Property licenses. 4 hours ago, PervySannin said: food license I think that is a little too niche. If at all, it would work best as an option to prohibit all trades without item type exception via the current Trading License. On 12/10/2023 at 12:28 PM, nmed2761 said: Adventures License On 12/10/2023 at 3:11 PM, WildSong34 said: I feel like that defeats the purpose of this mod BMLE is meant to inconvenience you. The feature might also add one too many configurable parts to an already modular mod (so modular that this feature could turn around and shatter that image of transparent modularity), so I’ll hold off on this idea for now. Spoiler Technically, it’s possible to implement a “license” to cover other license types in the same manner that Armor license grants immunity to Bikini and Clothing rules. While I can certainly imagine this feature, I can’t sufficiently imagine it as a differentiated feature: if the Adventurer’s License appears as a dialogue option while it includes Travel Permit, yet dialogue for Travel Permit still exists, one or the other feels redundant. Also, adding the feature introduces a possible conflict with the idea behind license cooldowns: Adventurer’s License can either make cooldowns useless (since it itself acts as a duplicate) OR make the gameplay too punishing + disjointed if it covers too many features (too many aspects to list). TL;DR I’m more concerned that this feature will become a central point of conflict where it turns players away because of a non-transparent logic or mechanic dissonance if not already from choice paralysis.
ironbondage Posted December 12, 2023 Posted December 12, 2023 Could you add a cursed tattoo for the magic license like SLS had?
WildSong34 Posted December 12, 2023 Posted December 12, 2023 (edited) Hai ^^ I know it would probably take some significant working, hooking into some other mods or perhaps working like your "whore license" does, but I wonder, would you consider making a slaver's license? Preventing you from having (or publically displaying) slaves from PAH, DOM etc? I myself probably wouldn't use it, but I think it'd be a cool features nonetheless. Also, would you be interested in introducing licenses specifically for the orc strongholds? Or an enforcement toggle for them? Actually, it'd be really cool to have different locations have different licenses. If not specific towns, then perhap location types. Major cities, minor cities, towns, strongholds, each getting their own rules, each possibly requiring different costs for licenses. Even if not implemented for each location type, the orc strongholds getting their own license category would be epic. Along with an option for being bloodkin to provide immunity, like the thane option. Perhaps you could give each license a set of locational enforcement toggles, as well as the global ones you already have, players could opt between global and license specific location settings I love this mod and wanna help by throwing out potential ideas for you ❤️ As Always, Have a Nice Day Edited December 12, 2023 by WildSong34
Nuascura Posted December 12, 2023 Author Posted December 12, 2023 9 hours ago, ironbondage said: Could you add a cursed tattoo for the magic license like SLS had? It’s on my mental list for the future. 4 hours ago, WildSong34 said: slaver's license As you mentioned, an easy path forward is if I make an empty license, like the whore license, which other mods can hook into. Alternatively, I’d have to see if our various slavery mods contain a technical and logic-wise similar variable for me to check. If all of these mods differ in this aspect, I wouldn’t deem this license feature worth adding given the complexity. 4 hours ago, WildSong34 said: Also, would you be interested in introducing licenses specifically for the orc strongholds? Or an enforcement toggle for them? I can check if license rules are also applicable in orc strongholds by making these locations a toggleable filter like with current cities and towns. 4 hours ago, WildSong34 said: Perhaps you could give each license a set of locational enforcement toggles, as well as the global ones you already have, players could opt between global and license specific location settings This feature has been requested multiple times. You can search this thread with the keyword “Sexy Adventures” since the requested feature mirrors their implementation. Short answer is “no.” As much as I’d want to, BMLE’s logic for defining license validity per literal inventory item prohibits this implementing the requested feature.
Lucky Sparrow Posted December 12, 2023 Posted December 12, 2023 10 hours ago, Gyra said: I can check if license rules are also applicable in orc strongholds by making these locations a toggleable filter like with current cities and towns. If an orc license is doable, I recommend it be a wearable item instead of a paper license, like a necklace, and if you're not wearing it they drive you out or do worse, and there's no possibility for dialogue while their doing it. Or maybe you quickly put the necklace on but they don't believe you're the rightful owner because if you were you would never take it off, So they confiscate the necklace and drive you away or worse.
Nuascura Posted December 17, 2023 Author Posted December 17, 2023 Popping back in for a quick check: I assume from the lack of bug reports and help requests that BMLE 1.9.1 is stable? If you've encountered any issues, please don't hesitate to report them. As far as I know, the only logic issue we have remaining is one pertaining to pre-bounty quest fine calculations. This is number one on my priority list, although it is singular and mostly un-intrusive for most playstyles.
WildSong34 Posted December 17, 2023 Posted December 17, 2023 You assumed wrong! There's so many bugs, we all died before we could report them! Cause of deaths: BUGS! ? Blep! Just kidding ^^ I've had no bugs so far, well I mean, besides the butterflies, moths and dragonflies ? I'll let you know if I come across any harmful bugs, be it chaurus, spider or coded ;3 As Always, Have a Nice Day ? 2
zittonⅡ Posted December 17, 2023 Posted December 17, 2023 Hello, I noticed your new annoucement. Is it means that if I finished the translation about this mod, I just need to send the esp doucument and the txt to you, and then I do not need to care anything about this mod except it has a important renewal.
yotvjsv Posted December 17, 2023 Posted December 17, 2023 5 hours ago, Gyra said: Popping back in for a quick check: I assume from the lack of bug reports and help requests that BMLE 1.9.1 is stable? If you've encountered any issues, please don't hesitate to report them. As far as I know, the only logic issue we have remaining is one pertaining to pre-bounty quest fine calculations. This is number one on my priority list, although it is singular and mostly un-intrusive for most playstyles. Hello, playing on 1.9.1 I have not encountered even a single bug. Really nice job with fixes ? 1
Poodledee Posted December 17, 2023 Posted December 17, 2023 Not sure what the issue is, but I am having an issue where my game CTD's when a guard force greets my character for some license violation/issue. Is it possible that wo mods trying to force greet at the same time could cause this?
Nuascura Posted December 18, 2023 Author Posted December 18, 2023 (edited) 8 hours ago, zittonⅡ said: Hello, I noticed your new annoucement. Is it means that if I finished the translation about this mod, I just need to send the esp doucument and the txt to you, and then I do not need to care anything about this mod except it has a important renewal. In most cases, that sounds right. Script translations mean the translations are only compatible with single versions. Now, the new localization files assure that old translations can still be used on newer mod versions, but these files do not assure that they are up-to-date. For example, there’s a message in my Curfew script which I forgot to make as a message object in the ESP. This means it still can’t be translated unless the script itself is changed. Once I make it a message object for 1.10, translators will have to push a teeny tiny update for their localization ESP on their own time. However, in the interim, the old 1.9 language ESP patch can still be used with 1.10 without hard compatibility issues. I will plan to increment minor versions to indicate possible dialogue object changes. You won’t need to check for dialogue updates if only the patch number increases. Since the main mod won’t always be in sync with external translations, I’d suggest you host it yourself so I can link to it ? If not, I can of course also bundle it with the main FOMOD installer with a note on the release version it was initially made for. 5 hours ago, Poodledee said: Not sure what the issue is, but I am having an issue where my game CTD's when a guard force greets my character for some license violation/issue. Is it possible that wo mods trying to force greet at the same time could cause this? Hm… Force Greet packages change NPC behavior. So, when you’re talking with an NPC, you’re mostly dealing with dialogue stuff (dialogue camera, dialogue branches, dialogue lines) rather than the package. It could be possible that you have two conflicting packages like you say. But I’m not too sure. I’m more inclined to guess that you’ve got a dialogue menu or camera mod that’s acting up. It could be your installed custom font. Or, it could be your BMLE translation file if you’ve got a custom one installed (dialogue lines in Skyrim have character limits, which the author may not have checked against). Edited December 18, 2023 by Gyra
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