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Posted
2 hours ago, Nuascura said:

Actually, I think I was able to fit some logic into the array creation to consider bikini license permissions. Let me know if the attached file grants you your desired or expected effect with your current Licenses settings.

Damn!  That was crazy fast!  Thanks so much - I'll try it out today.  

Posted (edited)
10 hours ago, Nuascura said:

If Resaver doesn't show any issues, you should be good.

Seems like most of the orphan scripts (one, I can't identify) pertain to Licenses.   I'm going to test it a few times and see if SLHH, BaboDialogue, Sexy Adventures, Sexlife, ABM trigger appropriately after the change to Sexlab Aroused NG.  Starting a new game is SO tedious.

 

Thanks!

 

Spoiler

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Edited by Dez65
Posted

Is there a difference between this version here and the one over at nexus? Or doesn’t it matter which one? :classic_huh:

Posted
On 10/17/2023 at 7:21 AM, Nuascura said:
  • Find a way to allow players to buyback confiscated items
  •  

Move them into a safe chest per hold, e.g. like the chest in the prison. It can be hidden. And you need a dialogue e.g. with the stewards or a guard captain to access the confiscated items.

 

I’ve done something similar for an experimental mod of mine.

Posted
9 hours ago, Nuascura said:

Actually, I think I was able to fit some logic into the array creation to consider bikini license permissions. Let me know if the attached file grants you your desired or expected effect with your current Licenses settings.

Decided to start a new game with all the changes and upgrades using 1.14.1 beta.  I've selected only the Clothing license in Primary:

 

Spoiler

TheElderScrollsVSkyrimSpecialEditionScreenshot2024_03.24-11_57.26_03.thumb.png.d5b62d0e0fa3b40d8830cd737c00ebf9.png

Ran showquestvars BM_Licenses while wearing Fine Quilted Clothes.  No clothing violation shown in the console:

 

Spoiler

TheElderScrollsVSkyrimSpecialEditionScreenshot2024_03.24-11_56_47_30.thumb.png.9220e4ec8987f2337dd7b3e43ff6af81.png

Any suggestions?  I so appreciate you diligent support! 

Posted
1 hour ago, Dez65 said:

Ran showquestvars BM_Licenses while wearing Fine Quilted Clothes.  No clothing violation shown in the console:

Firstly, checking the variable in console is not always a sure way of checking if violation is flagged. When an item is equipped, it...

1. Registers for single update to collect multiple calls

2. Checks if violation check is under valid conditions

3. Executes violation check

4. Checks if bounty quest is under valid conditions

5. Executes bounty quest

 

The violation flag persists for steps 3 to 5. And if the bounty quest start conditions aren't valid (such as if the quest found no guards to chase you), your violations are reset for the most part.

 

I disabled all equipment licenses bar clothing license and tested "Fine Clothes" on my end with 1.15.1-beta.4. Found no issues getting a guard to chase me. I couldn't find "Fine Quilted Clothes" with Skyrim Cheat Engine for some reason; is this a vanilla item? If it isn't because I have a mod renaming my items, you'll need to check for the keyword VendorItemClothing. If the item doesn't have VendorItemClothing, it won't be processed for violation at all.

Posted
6 hours ago, worik said:

Move them into a safe chest per hold, e.g. like the chest in the prison. It can be hidden. And you need a dialogue e.g. with the stewards or a guard captain to access the confiscated items.

 

I’ve done something similar for an experimental mod of mine.

We currently move items to the Hold's evidence chest. I've looked into making the items purchasable, but don't merchants have to be in the same cell as their merchant chest? Ideally, guards could sell items from the chest (or my custom hidden chest, as you said) wherever they are.

 

Then again, I have a conflicting report where Alvor's gift menu seems accessible regardless of the cell he's in. So I'm still not sure how to implement this buyback feature properly.

Posted (edited)
1 hour ago, Nuascura said:

We currently move items to the Hold's evidence chest. I've looked into making the items purchasable, but don't merchants have to be in the same cell as their merchant chest? Ideally, guards could sell items from the chest (or my custom hidden chest, as you said) wherever they are.

  • Evidence chest: that thing might be in use by other mods too. I suggest to make it with your own ones. Less conflicts and interference by other mods and less vanilla-interference if the PC goes to jail between your mod’s interactions.
  • Cell: no It can be anywhere. Personally, I have a non-accessible cell in the void to place them. It’s convenient for debugging to coc yourVeryOwnCell and check stuff
  • Guards: create your own „merchant“ faction for the deal and instead of messing with the vanilla guards ,I suggest to work with quest aliases and fill them only if the player has confiscated items
    • maybe even a dialogue option „I will never buy my stuff back“ which dumps the items into the bin and clears the chest (some sort of player-controlled cleanup)

 

Edited by worik
Posted
8 hours ago, worik said:

Is there a difference between this version here and the one over at nexus? Or doesn’t it matter which one? :classic_huh:

Also, forgot to answer this, lol. No difference in regard to core files between LL and nexus. LL version has a dialogue patch. That's it.

Posted

I can't start the mod, I click initialize, initialization begins, I close the mcm and nothing happens, I open the mcm, again only the initialize button. What could be the problem?

Posted
2 hours ago, Nuascura said:

If the item doesn't have VendorItemClothing, it won't be processed for violation at all.

It's from Weapons Armor Clothing and Clutter Fixes and it does have the VendorItemClothing.

 

I think I may have understood the logic.  I wore Bikini armor with Armor, Bikini and Clothing licences required.  Got stopped for the Bikini's and put on clothes.  Immediately got stopped for the clothes.  I think I understand now that, if I want to get stopped Bikini or Clothing, Armor licenses have to be required.

 

Sorry for being such a dimwit and wasting your time!  Thanks for your patience.

Posted
30 minutes ago, The_XXI said:

I can't start the mod, I click initialize, initialization begins, I close the mcm and nothing happens, I open the mcm, again only the initialize button. What could be the problem?

Are you sure you have PapyrusUtils, Pyramid Utils, and PO3 Extender installed?

 

Can you replicate your issue on a new game?

 

You can also try this command: GetQuestRunning BM_Licenses_Utility

If the quest isn't running, run: StartQuest BM_Licenses_Utility

If the quest is running, do the following:

stopquest BM_Licenses_Utility

startquest BM_Licenses_Utility

 

Finally, check if Papyrus Log states anything wrong with the following search terms: "BM_" and "BMLE"

 

Otherwise, I'm not sure what could be going wrong. It's assuredly isolated to your side. It could be anything from a script lag or a mismatched SKSE and Skyrim version.

 

Last time I downgraded from 1130 to 640 Skyrim, I didn't do it properly, but Skyrim loaded without issue. The only symptom was Licenses not loading if Devious Devices NG's dll was present. TL;DR do a deep dive of your mod setup.

Posted (edited)
9 minutes ago, Dez65 said:

I wore Bikini armor with Armor, Bikini and Clothing licences required.  Got stopped for the Bikini's and put on clothes.  Immediately got stopped for the clothes

Right, this is the logic with 1.15.1 (which we've changed compared to 1.15.0):

 

If Clothing License feature is enabled, you need a license to wear anything with the keyword VendorItemClothing.

If Bikini License feature is enabled, you need a license to wear anything properly tagged that ALSO has either of the keywords VendorItemClothing and VendorItemArmor.

If Armor License feature is enabled, you need a license to wear anything with the keyword VendorItemArmor.

 

Each one only restricts equipping any items under its own category. If Armor License is enabled in isolation (as in, Clothing and Bikini are disabled), it'll only check for VendorItemArmor. You can still wear VendorItemClothing without issue. The Armor License is the only one that is special in that purchasing it will allow you to wear Clothing and Bikini even if you don't have the latter two licenses on-hand.

 

License restrictions: Bikini License overlaps with Clothing and Armor. License privileges: Armor License overlaps with the other two equipment licenses.

Edited by Nuascura
Posted
On 3/10/2024 at 6:43 PM, Nuascura said:

Do you think you could tell me what keywords are attached to that fishing rod?

 


Sorry for taking so long to answer, I didn't play it very much recently, the keywords it has are magicdisallowenchanting, ocf_tool, ocf_weapontypefishingrod, ocf_weaptypemelee, vendoritemweapon, weaptypemace, weaptypesword, ccbgssse001_fishingpolekw
Could you add some option to whitelist and/or blacklist selected keywords for weapon and armor licenses? Similar to the one on the bikini license

Posted
23 minutes ago, Fulanoo said:

Sorry for taking so long to answer, I didn't play it very much recently, the keywords it has are magicdisallowenchanting, ocf_tool, ocf_weapontypefishingrod, ocf_weaptypemelee, vendoritemweapon, weaptypemace, weaptypesword, ccbgssse001_fishingpolekw
Could you add some option to whitelist and/or blacklist selected keywords for weapon and armor licenses? Similar to the one on the bikini license

Licenses automatically excludes items that have both MagicDisallowEnchanting and VendorNoSale because items with these two keywords are most often quest items.

 

Instead, you may elect to add the BM_LicensesIgnoreItem keyword to select items - items tagged with this keyword will be excluded from all item-related checks.

Posted
19 minutes ago, Nuascura said:

Licenses automatically excludes items that have both MagicDisallowEnchanting and VendorNoSale because items with these two keywords are most often quest items.

 

Instead, you may elect to add the BM_LicensesIgnoreItem keyword to select items - items tagged with this keyword will be excluded from all item-related checks.

Didn't know about that keyword, thanks

Posted (edited)
18 hours ago, Nuascura said:

Are you sure you have PapyrusUtils, Pyramid Utils, and PO3 Extender installed?

 

Can you replicate your issue on a new game?

 

You can also try this command: GetQuestRunning BM_Licenses_Utility

If the quest isn't running, run: StartQuest BM_Licenses_Utility

If the quest is running, do the following:

stopquest BM_Licenses_Utility

startquest BM_Licenses_Utility

 

Finally, check if Papyrus Log states anything wrong with the following search terms: "BM_" and "BMLE"

 

Otherwise, I'm not sure what could be going wrong. It's assuredly isolated to your side. It could be anything from a script lag or a mismatched SKSE and Skyrim version.

 

Last time I downgraded from 1130 to 640 Skyrim, I didn't do it properly, but Skyrim loaded without issue. The only symptom was Licenses not loading if Devious Devices NG's dll was present. TL;DR do a deep dive of your mod setup.

PapyrusUtils, Pyramid Utils, and PO3 Extender are installed. I started a new game, nothing has changed. The GetQuestRunning BM_Licenses_Utility command returned GetQuestRunning >> 1.0

 

I installed 1.14 with nexus, it works.

Edited by The_XXI
Posted

Any chance you could add Integration / Support for FadeTats / FadeTattoos Continued? Where the magic curse tattoo fades over time, and when it's gone, the spell/perk also vanishes?

Additionally, Is there some way we can apply it to npcs? if not, could you possibly make a perk/spell that applies the tattoos and then we can distribute it ourselves via SPID / KID?

Posted
20 hours ago, ironbondage said:

Any chance you could add Integration / Support for FadeTats / FadeTattoos Continued? Where the magic curse tattoo fades over time, and when it's gone, the spell/perk also vanishes?

Additionally, Is there some way we can apply it to npcs? if not, could you possibly make a perk/spell that applies the tattoos and then we can distribute it ourselves via SPID / KID?

I'll look into these requests eventually. No promises!

Posted
1 minute ago, Nuascura said:

I'll look into these requests eventually. No promises!

 

Looking forward to that if it's possible! I do miss not having the whole party restricted from magic/tattooed automatically lol.

Posted (edited)

How can I cure my magic curse? I have the magic license, but I still can' t cast magic.

When I finish the misson of Shergrath in the blue palace. The guard catch me and say I don't have magic license, and then make the curse to me. But I already have magic liecense, how can I cure myself

Edited by zittonⅡ
Posted
9 hours ago, zittonⅡ said:

How can I cure my magic curse? I have the magic license, but I still can' t cast magic.

When I finish the misson of Shergrath in the blue palace. The guard catch me and say I don't have magic license, and then make the curse to me. But I already have magic liecense, how can I cure myself

Do you have a life insurance?

Posted
18 minutes ago, Nuascura said:

Do you have a life insurance?

Yes, I have. The reason of why these guards take a trouble to me  is in this task, the game get all of PC‘s items enforced. So I didn't get the licenses during to I finished the task. I used the console code left there to whiterun, the guards never take any troubles to me. 

Posted

Is there somewhere I can see what the list of possible punishment restrictive devices are (Limited, Standard, Restrictive). I can sort of guess, but it'd be nice to to know for sure :)

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