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Posted
3 minutes ago, Gyra said:

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 1.9.2, translators will have to push a teeny tiny update for their localization ESP on their own time. However, in the interim, the old 1.9.1 language ESP patch can still be used with 1.9.2 without hard compatibility issues.

 

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.

 

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).

Thanks for responding.

 

I did install a crashlogger and the following is what I get.

 


Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7D8E6AFC3 SkyrimSE.exe+030AFC3    mov rdi, [rsi+0xF8]

 

Not sure if that means anythingmodlist.txtloadorder.txt. I have attached my load order and mod list that has changed a little bit during trouble shooting. I think I may have had improved camera SE installed when I started this particular game but I do believe I removed it at some point. I am starting a new profile to see if I have better luck there.

Posted
4 minutes ago, Poodledee said:

I have attached my load order and mod list that has changed a little bit during trouble shooting.

I noticed you have _ResourcePack.esl, which means you’re on 1.6.1130. The new Skyrim update is probably not the issue, but you may have an incompatible mod that is acting up in this instance. 
 

Also, I saw your USSEP patch is placed below RS Children ESM. Just in case, unless you intentionally placed it there, you should allow all ESMs besides the vanilla DLCs and Resource Pack to overwrite USSEP.

 

Yeah, easiest method is to try BMLE with a new profile and enabled mods bit-by-bit for a process-of-elimination method.

Posted
22 hours ago, Gyra said:

I noticed you have _ResourcePack.esl, which means you’re on 1.6.1130. The new Skyrim update is probably not the issue, but you may have an incompatible mod that is acting up in this instance. 
 

Also, I saw your USSEP patch is placed below RS Children ESM. Just in case, unless you intentionally placed it there, you should allow all ESMs besides the vanilla DLCs and Resource Pack to overwrite USSEP.

 

Yeah, easiest method is to try BMLE with a new profile and enabled mods bit-by-bit for a process-of-elimination method.

Well figured out it was Joy of Perspective causing the issue. And it was with any force greet not just any from your mod. 

Posted
4 hours ago, Poodledee said:

Well figured out it was Joy of Perspective causing the issue. And it was with any force greet not just any from your mod. 

Ah, of course it was from a camera mod. You should try Improved Camera instead.

Posted

I confirm this works with LE. well, I quite much outfit that I lazy to port from HDT-PE to SMP. The reason I still stay on LE.

Anyway Collar seems Spam in Inventory and replace after force-great. can we select some "Specific collar" that we will use? like Custom Collar?

Posted
17 hours ago, Gyra said:

Ah, of course it was from a camera mod. You should try Improved Camera instead.

 

I did have it for a while, read somewhere that it didn't work with the new version and uninstalled it. Ended up trying it again last night and figured out how to make it work by actually reading a bit of the mods post section.

 

It was actually after installing it that I had another event that I wanted to ask about. I use POP and in the current version an active POP situation(character in jail) was in process and I had a guard approach me regarding no magic license and ended up arresting me again. Should I take it that this  mod is not compatible as such with other mods that affect your prison experience and have to deactivate BM Licenses while in prison?

Posted
6 hours ago, Black714 said:

Anyway Collar seems Spam in Inventory and replace after force-great. can we select some "Specific collar" that we will use? like Custom Collar?

Even if you could select a custom collar and only have that Devious Devices collar equipped, you’d likely still run into your current issue.

 

Bear in mind BMLE doesn’t officially support Skyrim LE, and I can’t test LE myself. Can you describe in more detail what’s happening? Does the item look like it’s changing names and doesn’t ever equip onto your player character?

 

1 hour ago, Poodledee said:

Should I take it that this  mod is not compatible as such with other mods that affect your prison experience and have to deactivate BM Licenses while in prison?

Yes*

 

*with a small asterisk that this is supposed to be a soft incompatibility. BMLE has an SME quest node for the arrest scene that’s most important for our purpose here. The quest node tells BMLE that the player is a prisoner. As long as a prison-affecting mod doesn’t skip that quest node entirely, BMLE should still work for the most part. For example, Devious Interests affects the prison event, and its arrest scene quest node still allows for BMLE’s node.

 

POP must be either interfering with the SME quest somehow or skipping it entirely. So either BMLE or POP needs to be patched.

 

What you can do for now is this:

1. Place BMLE below POP in your load order (this lets BMLE have more priority)

2. Go in-game and get arrested through POP

3. Run this command: ShowQuestVars BM_Licenses

4. Press “PageUp” key to scroll up through the command window. Search for the variable “isPrisoner” and verify that it remains false

 

If that variable is false, and you kept “Jail Quest Nodes’ enabled in the MCM, then BMLE indeed couldn’t run the node.

Posted (edited)
6 hours ago, Gyra said:

Even if you could select a custom collar and only have that Devious Devices collar equipped, you’d likely still run into your current issue.

 

Bear in mind BMLE doesn’t officially support Skyrim LE, and I can’t test LE myself. Can you describe in more detail what’s happening? Does the item look like it’s changing names and doesn’t ever equip onto your player character?

sorry for long Messages. Thanks for the reply.
 

It’s equip well, But guard replace it every time I break the rule (Use magic, try to open and replaced by another collar). Then they equip with random collar again. And make the old one store in inventory.
 

That’s why I ask if Possible to select some specific collar Before. (I active curse collar and collar attempting in MCM).
 

Suggest: better guard remove all Devious device item thats store in inventory, since woman only allowed to wear it. not have or owned. ? (also can avoid DD item spam/manipulate)?
 

Edited by Black714
Posted (edited)
4 hours ago, Black714 said:

It’s equip well, But guard replace it every time I break the rule (Use magic, try to open and replaced by another collar). Then they equip with random collar again. And make the old one store in inventory.

What you've described is not intended behavior. What the script should do is detect that you have a Cursed Collar equipped, set quest variable "isCursed" to true, and ignore certain checks and functions as long as you have that cursed collar equipped.

 

Your issue isn't that you want a specified collar, and only that collar, to be equipped. If you could specify that collar, BMLE would just spam your inventory, even if you don't notice it.

 

Are you able to cast any magic spells with the collar equipped? If so, that means the collar's script is at least functional and attached to the enchantment.

After confirming that this is the case, use this command:

ShowQuestVars BM_Licenses

And search for the variable "isCursed". Confirm this variable is TRUE while you wear the Cursed Collar. Let me know your results.

 

Edit: In my testing just now, I found an additional bug where interacting with the Cursed Collar (to show the DD escape message box) removes the Nullify Magicka enchantment. But even as the item remains equipped on the player, the curse doesn't reappear until the item is re-equipped. Enchantment remains on the item. This means Skyrim itself isn't detecting that the item is correctly re-equipped.

Edited by Gyra
Posted
22 hours ago, Gyra said:

Yes*

 

*with a small asterisk that this is supposed to be a soft incompatibility. BMLE has an SME quest node for the arrest scene that’s most important for our purpose here. The quest node tells BMLE that the player is a prisoner. As long as a prison-affecting mod doesn’t skip that quest node entirely, BMLE should still work for the most part. For example, Devious Interests affects the prison event, and its arrest scene quest node still allows for BMLE’s node.

 

POP must be either interfering with the SME quest somehow or skipping it entirely. So either BMLE or POP needs to be patched.

 

What you can do for now is this:

1. Place BMLE below POP in your load order (this lets BMLE have more priority)

2. Go in-game and get arrested through POP

3. Run this command: ShowQuestVars BM_Licenses

4. Press “PageUp” key to scroll up through the command window. Search for the variable “isPrisoner” and verify that it remains false

 

If that variable is false, and you kept “Jail Quest Nodes’ enabled in the MCM, then BMLE indeed couldn’t run the node.

 

I am getting that variable as false. Not a game breaker though.

 

 

Posted
7 hours ago, Kruggar said:

I just started a new game with BMLE 1.9.1, and the MCM doesn't appear. Does it take time to load or do i have to run a console command?

Rule of thumb is to wait until startup notifications top-left disappear. If your mod menus don’t appear, wait a bit longer. If they still don’t appear, run

setstage SKI_ConfigManagerInstance 1

 

The MCM is named “licenses”

 

I say this generally, or maybe you already know all this, cuz BMLE doesn’t do anything special. The more mods you have, the more likely Skyrim just fucks up for no reason. And sometimes you just gotta start a new game.

 

BMLE used to have an issue with MCM entry due to an issue on my part, but that was an exception that I should’ve fixed already.

Posted (edited)
5 hours ago, Gyra said:

Rule of thumb is to wait until startup notifications top-left disappear. If your mod menus don’t appear, wait a bit longer. If they still don’t appear, run

setstage SKI_ConfigManagerInstance 1

 

The MCM is named “licenses”

 

I say this generally, or maybe you already know all this, cuz BMLE doesn’t do anything special. The more mods you have, the more likely Skyrim just fucks up for no reason. And sometimes you just gotta start a new game.

 

BMLE used to have an issue with MCM entry due to an issue on my part, but that was an exception that I should’ve fixed already.

 

I waited a lot, but MCM still doesn't appear. All other mod's MCM is loading except for licenses MCM. I tried talking to a guard to buy a permissive document, the dialogue just ends after it and nothing happens. I tried another new game, and same thing happened. 

Here's the papyrus log.

 

Papyrus.0.log

Edited by Kruggar
Posted
2 hours ago, Kruggar said:

 

I waited a lot, but MCM still doesn't appear. All other mod's MCM is loading except for licenses MCM. I tried talking to a guard to buy a permissive document, the dialogue just ends after it and nothing happens. I tried another new game, and same thing happened. 

Here's the papyrus log.

 

Papyrus.0.log 2.87 MB · 0 downloads

Something is obviously going terribly wrong with BMLE, but I can’t tell why. Some sort of cyclical failure. Last night, I started multiple new games with BMLE 1.9.1 without issue, and we haven’t had any other user post issues such as the one you’re going through.

 

I’d advise you double-check the following

- Your install of BMLE is clean: all files are certain to be from 1.9.1 and are not overwritten by any other mod

- You have the latest versions of the two hard dependencies

- You are able to run BMLE on as clean of a setup as you can

 

It’s very possible that you’ve got another mod in your install that’s messing with your game. Create a new MO2 profile to make sure that BMLE and its dependencies (and their respective dependencies) are able to run at all with only benign papyrus log issues.

Posted (edited)
8 hours ago, Gyra said:

Something is obviously going terribly wrong with BMLE, but I can’t tell why. Some sort of cyclical failure. Last night, I started multiple new games with BMLE 1.9.1 without issue, and we haven’t had any other user post issues such as the one you’re going through.

 

I’d advise you double-check the following

- Your install of BMLE is clean: all files are certain to be from 1.9.1 and are not overwritten by any other mod

- You have the latest versions of the two hard dependencies

- You are able to run BMLE on as clean of a setup as you can

 

It’s very possible that you’ve got another mod in your install that’s messing with your game. Create a new MO2 profile to make sure that BMLE and its dependencies (and their respective dependencies) are able to run at all with only benign papyrus log issues.

 

Yeah, there seems to be some compatibility issue with this mod. Could you please check it?


Edit: I just loaded BM Licenses before DD NG and it works now. Sorry for the trouble

 

 

Edited by Kruggar
Posted (edited)
On 12/21/2023 at 10:09 PM, Kruggar said:

Yeah, there seems to be some compatibility issue with this mod. Could you please check it?


Edit: I just loaded BM Licenses before DD NG and it works now. Sorry for the trouble

No need to apologize.

 

BMLE worked fine on my setup with 1130. However, I downgraded my main setup today to 640 and found the MCM missing on new game characters. Dialogue also exits after asking to purchase permissive documents, which aligns with your symptoms. There could be something else at hand which I can improve or at least counter on my part.

 

Edit: This issue was due to an improperly downgraded installation.

Edited by Gyra
Posted
On 10/18/2023 at 2:03 AM, Talesien said:

One more thing. If you use the option to confiscate items, how do you get them back? I've got the required licenses now, but there isn't anyone around (in the Riften Prison in this case [or Mistveil keep for that matter]) to talk to that seems to have a topic to retrieve the items (and simply unlocking the evidence chest and helping yourself marks the items as stolen).

 

Since we have no choice but to get our stuff back "by the force" for now, I recommend you to install Mum's the Word NG so that "stolen" tag does not apply to what you get as long as you do it undetected. It also makes all the sense: If no one has seen you taking it, how can they say it's not yours?.

Posted
50 minutes ago, Kruggar said:

 

No, what exactly does it do?

I play on 1.6.353

It allows Skyrim to access additional record spaces. But since you don’t have BEES, I guess it’s not a problematic factor. 
 

I’m now on 1.6.640, and one of the few mods I’d added recently was BEES, so I thought it was worth checking if it’s problematic here. Seems it isn’t.

Posted

How do you stop the infinite loop of not having a license and getting punished for it before you can buy said license? There might should be an option to buy a license when an enforce checks you if you have the money?

 

For me, if I don't have a life license or travel permit etc, the guard will just rush up and give me a bounty and yell at me for not having the license, then if I talk to them to buy it they just get mad at me not having the permit and fine me again. Or they keep repeatedly force greeting me to fine me

Posted
9 hours ago, NoppaiKohai said:

How do you stop the infinite loop of not having a license and getting punished for it before you can buy said license? There might should be an option to buy a license when an enforce checks you if you have the money?

 

For me, if I don't have a life license or travel permit etc, the guard will just rush up and give me a bounty and yell at me for not having the license, then if I talk to them to buy it they just get mad at me not having the permit and fine me again. Or they keep repeatedly force greeting me to fine me

If you don't have a Life Insurance, it should be as simple as just obeying the rules. For the Travel Permit, BMLE should resolve your travel violation if you're confronted inside a settlement. Otherwise, BMLE will send you to jail. What's happening to you in your experience? Where are you being confronted?

Posted

It seems that the writing space in which you can enter the bikini keywords is too small. It allows me to enter a maximum of two of the keywords I want to enter ("EroticArmor, SLA_ArmorPretty, ").
It would be great if you could enter the corresponding keywords in an external ini file. This would not only save you having to re-enter the keywords every time you start the game, it would also give you a quicker overview of which keywords have already been entered, as the MCM is a bit confusing for this purpose.
This seems particularly appropriate in view of the fact that the SLA keywords do not only include "EroticArmor".

 

I wanted to add these keywords:

Spoiler

SLA_ArmorPretty
EroticArmor
sla_ArmorSpendex
SLA_ArmorLewdLeotard
SLA_ArmorTransparent
SLA_ArmorCurtain
SLA_ArmorHalfNakedBiki
SLA_ArmorTransparent
SLA_ArmorHalfNaked
SLA_ArmorRubber

 

Posted

Hi, just wanted to report some issues I'm having, and ask a few questions.

 

I'm experiencing the issue above where the mod doesn't seem to load the MCM for new characters.  I had originally tested with an existing save, and when I did so I also saw that my conversations would exit when I asked guards about "Permissive Documents", which I attributed to that I'd set stewards as who I could buy licenses from, but I see it mentioned above, so I thought I'd include that as well.

 

When I did have it working, I also noticed that while the trade and equipment licenses were in affect, I wasn't sure the crafting license was doing anything.  Is that supposed to prevent crafting, or are guards supposed to notice you crafting and confront you?  Just verifying intended behavior for testing.

 

I'm attempting to add this mod to a setup I've had for a few years now, I'm on version 1.5.97 and I don't believe it's downgraded (but it's been a minute).  I don't have any CC content.  Not sure if anything there is related.

 

I've tried moving the mod around in the load order without much success, and there's no conflicts shown in MO2.

 

Another minor issue I noticed is that the 1.9.2 version of the mod seems to be installing as version 1.9.1 in MO2.  I assume that's just a numbering thing and not important, but just mentioning.

 

 

One question - does the Whore license function as potentially cheaper curfew license as in SLS?  I enjoy  that text/flavor opportunity, even without an integration with a mod for whoring.

 

Another question - you mention being compatible with SLS if you turn off the equipment licenses in SLS.  I was considering leaving the equip/curfew licenses on in SLS (since I use most of the other features), but using BM Licenses for trade and crafting, as I'd really like to add those restrictions.  Besides having to purchase licenses from different NPCs, do you see any inherent problems with doing that?

 

Posted

Ok I just installed the mod, but I already have two things I want to say.

 

1) The guard was offended by my use of magic, aka facelight and a spell called FNIS NPC idles. Is is possible to set it up so I can enter exceptions for different spells?

 

2) Unless I am missing something, the only way to tell when a license is expirying is to look at the mcm menu. Anyway to view this information in game, other than remembering when you bought it? Maybe the time you got it is printed on the license you get, you could ask a guard, or you get an a "book of receipts" that will tell you the expiry of all licenses you own.

 

Can't wait to play btw, it seems like a cool mod.

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