Nuascura Posted February 2, 2024 Author Posted February 2, 2024 1 minute ago, Rubikon11 said: 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.) gargamel9 dm'd me and said that paying the fine reset their stuck violations, so that's something you can try. The only violation that should remain stuck at all is the Travel Violation, of course. As for the collar, it's just a regular DD collar that's renamed and custom-enchanted via a script. You're supposed to get it after being confronted by a guard.
Rubikon11 Posted February 2, 2024 Posted February 2, 2024 Hmm I get fitted with the collar now, after I pay the fine (I had it going to bounty before). I pay the fine, I get a message that my items were confiscated, but I get challenged again very quickly for the same reason, and the cycle repeats. Nevermind though, I just pretend that I can't use magic until I have enough gold for a license. Otherwise things seem to work, thank you for the mod
Nuascura Posted February 3, 2024 Author Posted February 3, 2024 (edited) 1.12 Major changes in Licenses' back-end necessitate a different update process this time around for users on existing saves. New users, or users who intend on starting new characters, do not need to pay any attention to this post. New games with 1.12 are preferred and most optimal for your experience. New Requirement: Pyramid Utils 0.2.2 Licenses', in its 1.12 state, needs this version (or newer) to function as expected. Pyramid Utils greatly increases Licenses' script performance and flexibility. Note for Beta Users A small portion of you may have had access to Beta files. Users familiar with SlaveTats will know that the registry must be flushed if Tattoo jmaps have changed. You'll also need to delete the slavetats_cache.json file. Pre-Installation Go to the in-game MCM Disable the mod via the page 1 option. This will stop all of Licenses' quests except for its MCM and Utility. Save game and exit Installation Install Licenses 1.12 Ensure it takes the same load order priority as the plugin it replaces (BM_Licenses.esp) from 1.11 and below Go in-game Enter the following commands in this correct order stopquest BM_Licenses_Utility startquest BM_Licenses_Utility stopquest BM_Licenses_MCM startquest BM_Licenses_MCM Go to the MCM Enable Licenses and wait for its startup process to complete et Voila Configuration File Adjustment Your settings.json should still be compatible to some extent (barring newly implemented settings, obviously). But I can't give you any guarantees. To update your .json so that it can be accepted by Licenses' health-checker, find the variable "mod name" under the "string" section. Change its value to "licenses". The line should now read as such: "string" : { "bikinikeywordstring" : "EroticArmor", "equipmentslotstring" : "32, 33, 37, 39, 42", "mod name" : "licenses", "mod version" : "1.12.0" } Edited February 4, 2024 by Nuascura 2
Nuascura Posted February 4, 2024 Author Posted February 4, 2024 Nexus Mods Listing Licenses is now available on the Nexus for users who would like to keep track of updates through Nexus Mods or for users who prefer the base, non-gender-oriented language. The Nexus Mods archive does not contain the Kinky Dialogue Patch, but contents and functionality are otherwise the same. https://www.nexusmods.com/skyrimspecialedition/mods/110418
Aladsk Posted February 4, 2024 Posted February 4, 2024 I love the concept and implementation of this mod, however I think it could benefit from the ability to configure licenses on a hold-by-hold basis in the MCM. This would mesh well with the facts that Skyrim is currently in a civil war/succession crisis, and that each hold enforces its own laws. For example, the civil war capitals could enforce weapon and armor licenses more heavily, given the presence of the respective faction leaders. Meanwhile, Winterhold could enforce magic licenses more heavily, since the Jarl despises both mages and the College. Furthermore, Riften could place an emphasis on trading licenses as a misguided effort by the current Jarl to curb the Thieves Guild, only to increase traffic for fences and Khajiit caravans.
Nuascura Posted February 4, 2024 Author Posted February 4, 2024 27 minutes ago, ThePopato said: I love the concept and implementation of this mod, however I think it could benefit from the ability to configure licenses on a hold-by-hold basis in the MCM. This would mesh well with the facts that Skyrim is currently in a civil war/succession crisis, and that each hold enforces its own laws. Why not use Sexy Adventures, then? It's a perfectly fine mod and is the only mod I'm aware of that covers that niche, although only as laws and not actual purchasable licenses. Or, I think a potential integration could be on Sexy Adventure's side where it whitelists Crime Laws based on held BMLE licenses (in this scenario, I'd disable BMLE license enforcement). BMLE also places a centricity on license documents (whereas SA centers on laws). In your scenario, you'd need to have an Armor License from each of the different Holds - that sounds like hell to manage script-wise and as a user. Or, if a single Armor License provides Armor privileges Skyrim-wide, yet each Hold has its own laws, I think there'd appear to be a dissonance between context and mechanics. In general, the level of customization provided by Sexy Adventures is just a bit too much for BMLE since I want to keep it both lightweight and accessible. Having said that, if there's interest in your requested feature, I highly suggest you ask Teutonic about it.
Aladsk Posted February 4, 2024 Posted February 4, 2024 True, Sexy Adventures exists and does add hold-specific laws. However, that mod makes the relevant activities strictly illegal instead of locking them behind a permit system, which is not quite what I'm looking for. I'll be sure to make a comment in that mom's thread to gauge interest. Thanks for the suggestion. On an unrelated note, I recall dialogue in the past about implementing restraint exemption licenses such as a gag exemption license. Is this feature still planned, or has it been shelved?
Nuascura Posted February 4, 2024 Author Posted February 4, 2024 (edited) 49 minutes ago, ThePopato said: On an unrelated note, I recall dialogue in the past about implementing restraint exemption licenses such as a gag exemption license. Is this feature still planned, or has it been shelved? Collar Exemption is certainly a restraint exemption license, so that's already implemented. But for other exemptions, I still need to think through whether to add a full restraint exemption or just a gag exemption (and the reason/context for each license type). I've been pushing off this "thinking" since I'd been busy refining and fixing what we have so far. You're free to give me a justification / narrative description for each or your favorite one! I still think adding both at the same time would be overkill and add redundancy. Edited February 4, 2024 by Nuascura
Black714 Posted February 4, 2024 Posted February 4, 2024 (edited) Sorry to ask, this is works if I have another custom area right? Wyrmstooth, Falskaar, Bruma, Etc, that have Town and City Keyword? Edited February 4, 2024 by Black714
Nuascura Posted February 4, 2024 Author Posted February 4, 2024 Settlements with the “City” keyword go under BM_Cities. Vice versa for BM_Towns. If Arnima has the Town keyword as it implies in its ID, then you should move it to the other formlist. You should be good as long as you can verify which locations have which keyword(s). 1
Raine_Hyd Posted February 4, 2024 Posted February 4, 2024 On 1/9/2024 at 7:44 PM, Nuascura said: Ok given the inconsistency on which mod breaks BMLE's MCM among all of our mod setups, it's likely an issue of script overload rather than the singular fault of an individual mod. 1.9.2 is just 1.9.1 but with a fixed FOMOD installer. BMLE USSEP patch was deprecated a long, long, long time ago! You shouldn't have it for any reason, in which case I encourage you to clean up your mod setup in general. Just coming back to this, just updated to the current version and followed the update/install instructions. Still having this issue, I honestly don't remember what BMLE Ussep is anymore because I can't find it. Yeah cleaning up my mod setup would take hours. 300gbs of mods...
Grumbrum Posted February 4, 2024 Posted February 4, 2024 The MCM works with 1.12. Thanks! However, the guard dialogue triggers very rarely. Most of the time it does nothing.
Nuascura Posted February 4, 2024 Author Posted February 4, 2024 26 minutes ago, Grumbrum said: However, the guard dialogue triggers very rarely. Most of the time it does nothing. Can you expand on this issue? What's the context and do you have a replication process? 5 hours ago, Raine_Hyd said: Just coming back to this, just updated to the current version and followed the update/install instructions. Still having this issue, I honestly don't remember what BMLE Ussep is anymore because I can't find it. Yeah cleaning up my mod setup would take hours. 300gbs of mods... BMLE does not need USSEP... If you upgraded an impacted save, the issue will still persist given the effect of the previous version of BMLE. Of course, you might still try setstage SKI_ConfigManagerInstance 1 If that doesn't work, install Licenses 1.12 on a new game.
Trill0 Posted February 4, 2024 Posted February 4, 2024 Out of curiosity, I'm playing a character that uses a staff right now but they seem to keep it in hammer space. In the image where the elf is holding a staff and book, is this some mod where the staff shows all the time, or just a pose?
Alpia Posted February 4, 2024 Posted February 4, 2024 1 hour ago, Trill0 said: Out of curiosity, I'm playing a character that uses a staff right now but they seem to keep it in hammer space. In the image where the elf is holding a staff and book, is this some mod where the staff shows all the time, or just a pose? Its just a pose its either from gomapero's or gunslicers poser dont know which off the top of my head 1
Raine_Hyd Posted February 5, 2024 Posted February 5, 2024 8 hours ago, Nuascura said: Can you expand on this issue? What's the context and do you have a replication process? BMLE does not need USSEP... If you upgraded an impacted save, the issue will still persist given the effect of the previous version of BMLE. Of course, you might still try setstage SKI_ConfigManagerInstance 1 If that doesn't work, install Licenses 1.12 on a new game. Yes I'm aware it doesn't need it after you pointed it out, I just don't remember what it was from that caused me to state that in the response about 1.9. I'll try the new save thing and see what happens.
Gudulba Posted February 5, 2024 Posted February 5, 2024 A humble suggestion regarding immersion 🙂 : when my PC is missing a license, a guard will zero in on her with absolute confidence that she is missing a license as if the guard was a a clairvoyant and knows it already beforehand. -> Maybe the dialogue could be changed so that the guard first wants to check the licenses a PC has and only if he/she is missing one, hands out the fine/bounty/devious device.
The Dragonwhore Posted February 5, 2024 Posted February 5, 2024 Hey, just updated to 1.12, following the instructions, but now I can't adjust any of the individual license costs or durations and they're all stuck at 0 I can adjust other things though Basically, all I can do on the Primary Licenses, Secondary Licenses, and Tertiary Licenses is enable/disable licenses. All the other settings are stuck at 0
Nuascura Posted February 5, 2024 Author Posted February 5, 2024 40 minutes ago, Gudulba said: Maybe the dialogue could be changed so that the guard first wants to check the licenses a PC has and only if he/she is missing one, hands out the fine/bounty/devious device. Putting inventory checks mid-dialogue won't work because script processing takes a variable time. But, changing how we begin the dialogue (which is probably what you're suggesting) is possible. I'll see what I can do. 11 minutes ago, The Dragonwhore said: Hey, just updated to 1.12, following the instructions, but now I can't adjust any of the individual license costs or durations and they're all stuck at 0 I can adjust other things though Basically, all I can do on the Primary Licenses, Secondary Licenses, and Tertiary Licenses is enable/disable licenses. All the other settings are stuck at 0 That means the Global Variables from the mod plugin aren't being recognized because the script can't find them. Possible steps to take: Turn off and turn on the Mod again via MCM Enter the following two commands and then check MCM: stopquest BM_Licenses_MCM startquest BM_Licenses_MCM Try again from your old save file, from pre-update Just do the usual clean uninstall, if you really want to try to continue the existing save Remove 1.11 from mod list Load game, save, and exit Clean with Fallrim Tools Install 1.12 into mod list Load up game Be doubly sure that Licenses.esp is occupying the same exact load order priority as BM_Licenses.esp prior to the latter's removal.
The Dragonwhore Posted February 5, 2024 Posted February 5, 2024 Only thing that worked was doing a full clean of the savegame with fallrim, but it is working now, thanks (although I probably did more than necessary, I entered game, disabled 1.11 in MCM, saved, exited, removed 1.11, cleaned, loaded save, saved again, then exited and enabled 1.12 and loaded)
Gudulba Posted February 5, 2024 Posted February 5, 2024 1 hour ago, Nuascura said: Putting inventory checks mid-dialogue won't work because script processing takes a variable time. But, changing how we begin the dialogue (which is probably what you're suggesting) is possible. I'll see what I can do. Exactly, just the dialogue. Thanks for considering!
Grumbrum Posted February 5, 2024 Posted February 5, 2024 On 2/4/2024 at 9:22 PM, Nuascura said: On 2/4/2024 at 8:53 PM, Grumbrum said: However, the guard dialogue triggers very rarely. Most of the time it does nothing. Can you expand on this issue? What's the context and do you have a replication process? I figured it out: During the installation I chose to install without dialogue patch. But later on I activated the corresponding option in the MCM. That caused the rare triggering. Most guards (approx. 95%) remained ignorant. After I reinstalled with dialogue patch it worked very reliable (even with imperial soldiers in Ivarstead).
Nuascura Posted February 5, 2024 Author Posted February 5, 2024 18 minutes ago, Grumbrum said: I figured it out: During the installation I chose to install without dialogue patch. But later on I activated the corresponding option in the MCM. That caused the rare triggering. Most guards (approx. 95%) remained ignorant. After I reinstalled with dialogue patch it worked very reliable (even with imperial soldiers in Ivarstead). That… shouldn’t be the case. There are three variations of our dialogue thus far: - Default Base - Default Kinky - Dialogue Patch Kinky Dialogue Patch is supposed to only affect the dialogue lines of the “kinky” section. If anything of these three have a higher probability of going wrong, it should be with the Dialogue Patch because I have to carry over record changes from Default Kinky whenever I change the latter. TL;DR logically, your issue doesn’t sound right. “Dialogue trigger” is also a very vague description, which was why I was prodding for more info aside from asking for replication process. If referring only to bounty, one could be referring to the force-greet AI package or the bounty-related guard dialogue - the two primary components of the event which exist quite independently under Bounty Quest. Perhaps you were using an old version of the dialogue patch with 1.12? My other assumption would be that something messed with the AI package. Someone on Ponzipyramid’s Discord server reported that an old Slaves of Tamriel version was causing AI issues that affected Licenses’ guard behaviors.
Harry Smackmeat Posted February 6, 2024 Posted February 6, 2024 (edited) Works great! I feel more oppressed. Successfully can't do diddly squat within the walls of a city except occupy space and fondle the missives board. Hospitality I haven't felt since Vvardenfell. I thought the trade license requirement wasn't working with my mod list but then I tried to buy a steel knife so I can shove it in the guard's eye socket skin some animals on the road to sell and the trader said I was refused and the gold was refunded, and most importantly that I'm a waste of time. Yay. Naturally I needed a follower so I can be a notch above wild animal. My legally-appointed bff and main character is miraculously dull despite at least 5 mods that add personality to NPCs. Yay. If I could afford to run Mantella he'd probably still be dull. While off enjoying our reversed roles a thief on the road tore my robes off and now my follower switches from quiet introvert to all the sudden awkwardly wanting to rawdog me on the side of the road inbetween sabrecat-infested courier jobs. OSL Aroused is a hell of a drug. Can't legally have a stick to hit him with, but breaking the law is tempting. If I play my cards right, though...I could be a whore! A professional whore is a prestigious position now in Tamriel. Two tiers of authorization to have it, right? It's kinda like the ancient profession of wiping the king's butt, except more fun for both participants. 10/10 so far. I really feel like this mod might've been a missing blob of glue for all of my mods to mush together as one consistent and bizarre experience. I probably should've added DD, but I have a prison overhaul that supposedly doesn't like DD. Edited February 6, 2024 by Harry Smackmeat 1
Gudulba Posted February 6, 2024 Posted February 6, 2024 Every now and then, I get the notification message "You've been reported missing" in the upper left corner. This text seems to be included in Licenses.esp. Is it really from this mod and if yes, what does it mean?
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