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Posted
3 hours ago, Nuascura said:

@syrenundine Would you be interested in making a new listing page for your voice pack and SPID? It would help with visibility and allow easier tracking of your updates.

Yeah I am certainly not opposed, happy to be reduce the number of random files buried in the forums

Posted

If anyone is still interested in a SlaveTats Cursed Tattoo, feel free to suggest a tattoo pack to me that suits our purposes. I'm toying with the Draconic pack's collarbone tattoos. This is one of the packs on the original SlaveTats listing.

Posted
2 hours ago, uscf22 said:

Please include old versions in your downloads, so you don't break modlists... as you've done mid-modlist-download for me...

Which version are you missing and for what modlist? None of the old versions that I’d just removed were “stable” 

Posted
25 minutes ago, snorere said:

any possibility to offer BM Licenses - Enhanced - 1.9.2.zip download? Require it for Happy Fun Times

Version 1.9.2 has MCM initialization issues and shouldn't be used, which is why I purged that download. The earliest download I have locally-saved, and the earliest version which I think is safe to use at all, is 1.10.1.

 

I recommend manually updating or waiting for your modlist's author to update.

Posted
11 hours ago, Nuascura said:

If anyone is still interested in a SlaveTats Cursed Tattoo, feel free to suggest a tattoo pack to me that suits our purposes. I'm toying with the Draconic pack's collarbone tattoos. This is one of the packs on the original SlaveTats listing.

I can make you a tattoo (or multiple) if you want to and have some idea in mind that is within my capabilities.
I would recommend the throat and/or wrist as its not affected by cbbe/unp differences, so dont need to provide two different versions and makes sense considering mana control. Could of course also do something like nipples, but for that it needs a unp version or accept distortion. Collarbone could be fine with cbbe/unp if thats the area you want it to be, not sure if the meshes already differ in that area.


Personally I like the idea of the dragonic tats from slave tats you mentiond and would do neck and wrist, that means two tattoo's as they are on different body meshes or three if the same is supposed to be added to the ankles. If one tattoo would be better I'd maybe do it on the areas in the spoiler image as the body mesh doesnt reach till the ankles and wrists.
Green is the border to hand and feet mesh, thats why I'd move the tats further up if its not supposed to be split to head/feet/hands.

Spoiler

grafik.thumb.png.7ced69e3e705589b3dc344fae6d60fc1.png


Just made this real quick as example for the hands. Says "no magic" in that skyrim dragon language, tho the C is a K as there is no C available in the translations that I found.  nomagic wrist.dds
I like that kinda crude look, but if its supposed to be more clean no problem either.

Spoiler

grafik.png.a371ec1e44d37996af590415d8cfb8af.png
could add some gradiant to it as well if that is interesting
grafik.png.d26c74029d55bb02005689f2b8b69bbc.png

around the nip as example

Spoiler

grafik.png.48fb014bf409efbf48489f00f372af71.png

 

Posted
2 hours ago, Alpia said:

I can make you a tattoo (or multiple) if you want to and have some idea in mind that is within my capabilities.
I would recommend the throat and/or wrist as its not affected by cbbe/unp differences, so dont need to provide two different versions and makes sense considering mana control. Could of course also do something like nipples, but for that it needs a unp version or accept distortion. Collarbone could be fine with cbbe/unp if thats the area you want it to be, not sure if the meshes already differ in that area.

Fantastic! Collarbone tattoo is probably not ideal. I’d much rather the primary tattoo areas be around the neck and wrists like it is in SLS. Wrist tattoos block hand spell casting. Throat tattoos block shouts.
 

But we might also use your tattoos around the nipples - that would help us differentiate from SLS’s tattoos - and I like the look of it, anyway. Nipple tattoos would also suit anyone using the Nipple Magic mod, whatever it’s called. I think the color scheme and of your current design with gradient is suitable. Crude look is good. Maybe we could also try out tattoos that go straight down the spine?

Posted (edited)

Hello, when I use ssedit to add the keyword on the bikini armor like this picture. The guard still warned me that the armor which you wear is not be allowed. And then , I appeared that the guard seems like cannot identify the bikni armors' parts besides  bra and thong, but I am sure about I add the keyword EroticArmor [KYWD:0608C7F6] for all bikini armors. I do not know what's wrong in my game. Did I add the wrong keyword?

image.png

Edited by zittonⅡ
Posted
11 hours ago, Nuascura said:

Fantastic! Collarbone tattoo is probably not ideal. I’d much rather the primary tattoo areas be around the neck and wrists like it is in SLS. Wrist tattoos block hand spell casting. Throat tattoos block shouts.
 

But we might also use your tattoos around the nipples - that would help us differentiate from SLS’s tattoos - and I like the look of it, anyway. Nipple tattoos would also suit anyone using the Nipple Magic mod, whatever it’s called. I think the color scheme and of your current design with gradient is suitable. Crude look is good. Maybe we could also try out tattoos that go straight down the spine?

The only issue with a spine tattoo that I would see is that it will obviously overlap with other slave tats which might not be desirable. Nipple tattoo works fine as its not that big of an area compared to something like the spine, so would only affect other nip tats.
I'll use that crude looking brush and make some and then you'll just try and pick what you think will fit best.

Slightly off topic, but if you have not seen it before the runic collar would also make a great alternative to regular collars for the magic license or rather the lack of one.

Posted

After plenty of troubleshooting, I think I finally figure out why the guard say I am using magic at the start of the game.

 

It seems to mistaken 3BA SMP Physics as magic armor, is there any solution to it apart from removing slot 32 from equipment check?

Posted
5 hours ago, zittonⅡ said:

Hello, when I use ssedit to add the keyword on the bikini armor like this picture. The guard still warned me that the armor which you wear is not be allowed. And then , I appeared that the guard seems like cannot identify the bikni armors' parts besides  bra and thong, but I am sure about I add the keyword EroticArmor [KYWD:0608C7F6] for all bikini armors. I do not know what's wrong in my game. Did I add the wrong keyword?

Export your settings.json file and let me see what’s there.

 

1 hour ago, DrSeptimus said:

After plenty of troubleshooting, I think I finally figure out why the guard say I am using magic at the start of the game.

 

It seems to mistaken 3BA SMP Physics as magic armor, is there any solution to it apart from removing slot 32 from equipment check?

Disable checks for enchanted armor under Magic License.

Posted (edited)

I'm playing around with the listing name. The mod name itself will be changed to "Licenses" since that's the name of the MCM page, but I'm not too sure on the listing name.

 

Some possibilities:

BananasManiac's - Licenses (Enhanced)

Licenses (BMLE)
BM Licenses - Enhanced

Licenses (Enhanced)

Licenses

 

Any thoughts?

Edited by Nuascura
Posted
12 hours ago, Nuascura said:

Export your settings.json file and let me see what’s there.

 

Disable checks for enchanted armor under Magic License.

I solved it, the reason is I made a patch to overwrite the armor. But I forgot it and not edited the patch,  just direct added the keyword to the armor's esp.

Posted
20 hours ago, Nuascura said:

Some possibilities:

BananasManiac's - Licenses (Enhanced)

Licenses (BMLE)
BM Licenses - Enhanced

Licenses (Enhanced)

Licenses

 

Any thoughts?

Or maybe an inverse: Licenses (Enhanced) - BananasManiac's 

Posted

I like the trading restriction licenses, however, is there a way to permit it to do alchemy items? When I have it enabled, it prevents me from buying "salt pile" which is a pretty important ingredient for cooking in survival. Love the mod! SLS did way too much. 

Posted

This mod looks very promising, thank you very much for providing it!

 

Regarding the Jail Quest Nodes (Disables equipment checks, resets violations, strips player) option: is it maybe possible to separate the "strips player" portion into a separate check box option?

 

I have two issues with it when enabled: first it seems to remove the 3BA token when in prison and second it removes the lockpick the PC receives when sent to the prison with Prison Alternative.

Posted
15 hours ago, Benjy D said:

I like the trading restriction licenses, however, is there a way to permit it to do alchemy items? When I have it enabled, it prevents me from buying "salt pile" which is a pretty important ingredient for cooking in survival. Love the mod! SLS did way too much. 

Possible. Let me think it through to whitelist alchemy items.

 

28 minutes ago, Gudulba said:

I have two issues with it when enabled: first it seems to remove the 3BA token when in prison and second it removes the lockpick the PC receives when sent to the prison with Prison Alternative.

Ponzi’s pyramid utils luckily make this easier to change. I could possibly fix your issue without adding a whole new option. Just in case, can you tell me what keywords are attached to the token?

Posted
1 hour ago, Nuascura said:

Possible. Let me think it through to whitelist alchemy items.

 

Ponzi’s pyramid utils luckily make this easier to change. I could possibly fix your issue without adding a whole new option. Just in case, can you tell me what keywords are attached to the token?

Good question 🙂 Can I check the 3BA keywords with SSEEdit, in-game or with any other option?

Posted (edited)
On 1/27/2024 at 6:06 PM, Nuascura said:

Version 1.9.2 has MCM initialization issues and shouldn't be used, which is why I purged that download. The earliest download I have locally-saved, and the earliest version which I think is safe to use at all, is 1.10.1.

 

I recommend manually updating or waiting for your modlist's author to update.

 

Version 1.11 also has MCM initialization issues. I does not initialize at all in my case (Skyrim SE 1.5.97). I never had installed any version before. Just tried 1.11 and it doesn't show.

 

Edited by Grumbrum
Posted (edited)

When I enable the magic license (but don't purchase one), I get fined by the guard even though I don't have anything magical on me. He says that he detects some magic on me, I get fined, but nothing else happens. Then a few seconds later I get fined again with a higher fine, and so on.

 

I have disabled all checkboxes under magic license (Armor, weapon etc). It doesn't matter whether I check "confiscate items", I still get fined multiple times.

 

Also, how does the cursed collar work, and where do I get one? Is it equipped by the guards?

Edited by Rubikon11
Posted
11 hours ago, Grumbrum said:

 

Version 1.11 also has MCM initialization issues. I does not initialize at all in my case (Skyrim SE 1.5.97). I never had installed any version before. Just tried 1.11 and it doesn't show.

 

I'll look into this issue.

 

27 minutes ago, Rubikon11 said:

When I enable the magic license (but don't purchase one), I get fined by the guard even though I don't have anything magical on me. He says that he detects some magic on me, I get fined, but nothing else happens. Then a few seconds later I get fined again with a higher fine, and so on.

 

I have disabled all checkboxes under magic license (Armor, weapon etc). It doesn't matter whether I check "confiscate items", I still get fined multiple times.

 

Also, how does the cursed collar work, and where do I get one? Is it equipped by the guards?

- Guards will check if you have any spells equipped in your hands.

- The fine is probably increasing as your insurance premium is increasing via misbehavior

- Cursed Collar is dependent on Devious Devices. If you don't have that mod installed, the Cursed Collar option won't do anything. The collar is enchanted with a Nullify Magicka curse that disables all magic casting from you.

 

There may otherwise be an issue with stuck violations with 1.11. I've already implemented a fix, but I'm still in the middle of developing 1.12.

Posted

Thank you for the quick answer.

 

I have DD installed, and the BML mod recognizes it. Where do I get the collar from? It is different than a regular collar from DD, right?

 

I have no spells equipped. I have also emptied my whole inventory and have nothing equipped, and it still happens. Maybe it triggers on a character accessory, like the horns or some physics (I think I have read something like this in this thread. Though none of these things appear as inventory items.)

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