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Posted

Thank you for providing your source code! It is a very big help for understanding Papyrus scripting.

 

Would it be okay if I used your DepleteMagica() function in my mod, as long as the source is attributed?

 

 

Posted
9 hours ago, invisible_rodent said:

Thank you for providing your source code! It is a very big help for understanding Papyrus scripting.

 

Would it be okay if I used your DepleteMagica() function in my mod, as long as the source is attributed?

 

You're welcome! Do as you wish 😄

Posted (edited)

My patch for Man Those Borders didn't work at all.

I took this afternoon to learn how LCTNs work, and made all new Location records for the borders.

 

This is tested to work. Well, at least the one outside Riverwood does so I assume the rest should, IDK.

 

Licenses Man Those Borders.esp

 

This flags the border posts as "city", so if you approach them you will be carded.

 

Minor conflict with ELFX. Just load after.

If you use DynDOLOD, you'll have to generate a new one.

 

 

Oh, and this flags Falkreath as a city instead of a town because it's my personal version of the plugin and I use Redbag's Falkreath.  Can easily be swapped back in SSEEdit if that bothers you.

This also needs the esl version of Man Those Borders.

Edited by Harry Smackmeat
  • 2 weeks later...
Posted
On 5/7/2024 at 3:50 AM, Nuascura said:

 

Enable Licenses' Log Traces and check your log for the violating FormID. If no form ID is provided, cross-reference with your in-game item and check whether your item releases any enchantment that can be located within a mod plugin under xEdit.

Different person with the same problem here, the log contains the line "[BMLE] Detected Magic Violation (Spell): [SPELL < (FE04E801)>]" which I assume means the problem is whatever spell has the ID FE04E801, but searching the ID (or any other ID) in the console returns nothing, so I'm not quite sure what to do to find what spell/ mod is the problem.

Posted
1 hour ago, aaassssacc said:

Different person with the same problem here, the log contains the line "[BMLE] Detected Magic Violation (Spell): [SPELL < (FE04E801)>]" which I assume means the problem is whatever spell has the ID FE04E801, but searching the ID (or any other ID) in the console returns nothing, so I'm not quite sure what to do to find what spell/ mod is the problem.

 

FE indicates the plugin is a light plugin (.esl or ESL-flagged .esp). "04E" indicates the load order. Open xEdit, filter for light plugins, find "FE 04E" under the Form ID Prefix column.

Posted
On 5/31/2024 at 6:06 PM, aaassssacc said:

Different person with the same problem here, the log contains the line "[BMLE] Detected Magic Violation (Spell): [SPELL < (FE04E801)>]" which I assume means the problem is whatever spell has the ID FE04E801, but searching the ID (or any other ID) in the console returns nothing, so I'm not quite sure what to do to find what spell/ mod is the problem.

Mods like this one seems to use spells to check actors for sex scenes. When Magic licenses are enabled, it triggers a license violation from that mod, even if the player has nothing else in the inventory.

I deactivated that mod in MCM and the violation no longer triggered, and thus switched to another mod that matchmakes NPCs.

IDK if there's plans for adding a feature that allows players to exclude certain spells/items from triggering license violations, but it would be a solution to fix that issue with scripted spells from other mods.

 

Posted
10 hours ago, Vaccinated Alligator said:

Mods like this one seems to use spells to check actors for sex scenes. When Magic licenses are enabled, it triggers a license violation from that mod, even if the player has nothing else in the inventory.

I deactivated that mod in MCM and the violation no longer triggered, and thus switched to another mod that matchmakes NPCs.

IDK if there's plans for adding a feature that allows players to exclude certain spells/items from triggering license violations, but it would be a solution to fix that issue with scripted spells from other mods.

 

Add to FormList BM_LicensesIgnoreSpell.

 

Usually, such user-inaccessible spells are evident by ID, so it’s a quick and easy add to whitelist.

Posted
On 5/31/2024 at 11:40 PM, Nuascura said:

 

FE indicates the plugin is a light plugin (.esl or ESL-flagged .esp). "04E" indicates the load order. Open xEdit, filter for light plugins, find "FE 04E" under the Form ID Prefix column.

OK, so the problem is this mod : https://www.nexusmods.com/skyrimspecialedition/mods/64653 in case anyone else has the same random "my detect magicka scroll is going crazy in your direction" problem.

However, after some testing I'm pretty sure whatever process the item spawner uses  does somthing to the savefile - on a brand new game, not only does using the hotkey item spawner incur a violation, loading a save from BEFORE it was used and walking in front of a guard also incurs an identical license violation immediatly, and the violation keeps re-occuring afterwards. Also stopping and re-initialising licences does nothing, but completely removing simple item spawner from the load order does.

Its fully possible the problem is on my end with one of my other mods or  I made a mistake testing, but if other people have similar problems with the simple item spawner you might want to list it as incompatible or somthing.

Anyways, dropped the problematic mod and now things are working fine! thanks for the quick reply

Posted

@aaassssacc You needn't have removed that mod unless it was impacting your gameplay by itself. Just add its spells to the formlist I noted in my previous reply.

 

In my own setup, I've eschewed AIM and any variants like QUI for Skyrim Cheat Engine. Interface is only a tad less responsive, but otherwise works well.

Posted (edited)

Public Beta: 1.15.3. This beta replaces release 1.15.2 in the interim.

 

[snip]

 

Archived versions:

beta.2, beta.5, beta.7

 

 

Edited by Nuascura
Removed Attachment
Posted
6 hours ago, Üc207Pr4f57t9 said:

for whatever reason, only licenses not related to clothing, armour or weapons works. Im thinking possible conflict with requiem but anything else known to cause this issue?

 

Missing pyramid utils.

Posted

been using the mod for some time and its working great so far, really prefer this version of license implementation over the clunky survival license system. give a lor more incentive to play as a "commoner" in early game

 

small request: would it be possible to add a toggle for magic license for enchanted items? so that with the toggle it would only check for magic equip and magic use, but not for enchanted items?

i understand that this could be circumvented with like exeptions keyword and all, but the setup might be rather complex depending on modlist since there is quite a large number of mods with "vanilla ish" items with immersive flavored enchantement. for example those cloak mods or amulet mods. imo it just feel werid to be arrested for magic vialotion for like wearing a Mara amulet or some cloak that give 5% cold resist or even carrying a lantern. 

 

Posted

@Nuascura

 

Hi there

 

OOIC, I had my PC defeated in combat and sent off to Simple Slavery.  After that they got bundled off to Solitude jail. 

 

On getting out, in Solitude, I found it almost impossible to do anything as all my licences had gone AWOL.  By nefarious means, I managed to make enough cash to buy a replacement of at least the one that I thought might help get past the most debilitating and damaging effects, but my PC got sent away with a flea in her ear because she 'already' had them.  😆

 

But I have no way of telling where they are, or even if they still exist anywhere in game

 

So, Is this Catch 22 intentional, a wicked by-product of the mod author's nefarious imagination, or just an unforseen glitch? 

 

I try ever so hard not to cheat, but it's getting well nigh impossible to progress this game as my PC gets arrested / whatever after almost every 100 metres

 

Any clues as to how I might even find the original ones would be welcome 

 

DQW

Posted (edited)
7 hours ago, normal24yearoldstudent said:

small request: would it be possible to add a toggle for magic license for enchanted items? so that with the toggle it would only check for magic equip and magic use, but not for enchanted items?

Pretty sure this feature has long been implemented: You can disable specific enchanted equipment checks under the Magic License category. If not, can you tell me what differs between your request and what’s already part of Licenses?

 

5 hours ago, DonQuiWho said:

Any clues as to how I might even find the original ones would be welcome 

Hm hm hm

 

Based on your retelling, it’d seem that Simple Slavery still has your items somewhere in its auction house chest. Otherwise, it could be in the Solitude evidence chest.

 

Alternatively, just wait until your license cycle is up and then purchase a new license.

 

++alternatively, I’ve implemented a License Renewal feature in 1.15.3, which would speed up this process if you want to test it out. Beta is in ponzi’s discord server but I’ll post it in the above Public Beta post later today.

 

edit: To more specifically answer your question: your conundrum is by design. Losing your license means that you have to endure this pain until your license cycle has ended. You can only either recover your document or wait until you can purchase it again.

 

If you are constantly getting arrested without any clear inciting reason from your PC’s actions, however, there may be a bug.

Edited by Nuascura
Posted (edited)
8 hours ago, Nuascura said:

Pretty sure this feature has long been implemented: You can disable specific enchanted equipment checks under the Magic License category. If not, can you tell me what differs between your request and what’s already part of Licenses?

 

Hm hm hm

 

Based on your retelling, it’d seem that Simple Slavery still has your items somewhere in its auction house chest. Otherwise, it could be in the Solitude evidence chest.

 

Alternatively, just wait until your license cycle is up and then purchase a new license.

 

++alternatively, I’ve implemented a License Renewal feature in 1.15.3, which would speed up this process if you want to test it out. Beta is in ponzi’s discord server but I’ll post it in the above Public Beta post later today.

 

edit: To more specifically answer your question: your conundrum is by design. Losing your license means that you have to endure this pain until your license cycle has ended. You can only either recover your document or wait until you can purchase it again.

 

If you are constantly getting arrested without any clear inciting reason from your PC’s actions, however, there may be a bug.

 

Thanks for the reply

 

I could get your update off Discord, but I'll wait till you post it here, just to make sure that I get your very latest tweaks

 

FWIW, I did look in the Simple Slavery Evidence Chest Auction House Chest, but there was nothing there.

 

I think, though, that the licenses are most likely to have been nicked from the PC's inventory when stripped by (MTB's) ChainBeast that sent me to SS++ in the first place.  The trouble is that the beast, or more likely the ChainBeast chest that the licenses may well now have been placed in, is still probably out on the road near DarkWater Crossing and getting there is going to be a long hard, almost impossible, struggle.  I could try cheating on that, but I always think that spoils the ethos of playing

 

If you have added the opportunity to purchase replacements, that might well be the best way of keeping your challenge, without the Catch 22 clause :smile:

 

I'll keep my eyes open for your posting the next version.  I presume it will be available, as a Beta, on the main mod page?  If not, please let me know where elsae to look

 

Thanks aagain

 

DQW

Edited by DonQuiWho
Posted
6 hours ago, Üc207Pr4f57t9 said:

Unfortunately I do have pyramid utils, but I didnt when I had started my game, could that be the issue?

Usually not an issue, but I’m not certain on it, regardless, that’s the only reason I can think of for all those features coincidentally not working at the same time. You could check your papyrus log to see what errors pop up using the “BM_” keyword (this is my script prefix).

 

5 hours ago, DonQuiWho said:

I'll keep my eyes open for your posting the next version.  I presume it will be available, as a Beta, on the main mod page?  If not, please let me know where elsae to look

It’ll be here as a new post in this thread. I’ll need to wait until I’ve got time to update.

Posted (edited)

In addition to bounties, the penalty restraint equipment could be an interesting dynamic.
For powerful dragonborn with prior license violations,
restriction system is proposed to ensure citizen safety by imposing a restraint penalty for a certain period.

 

 

 Penalty Level Calculation

  1. Each 5 violations (or as adjusted by a slider) will result in an increase of 1 penalty level.
  2. The violation count decreases by 1 per day (or as adjusted by a slider), except when the character is in prison.
  3. This means that even after being released from prison, the penalty remains for a certain period, and the PC must comply with it.

 

Wearing Penalty Equipment

  1. If the penalty level is 1 or higher, guards will provide penalty equipment (devious device).
  2. The PC must wear the penalty equipment within the city.
  3. Refuse to wear or missing the equipment will be treated as an 1 license violation.

 

Penalty Level Changes

  1. When the penalty level changes, guards will release the PC from the current restraint.
  2. If a new penalty equipment is required, it will be provided.

 

Inspired by a similar feature in SL SURVIVAL.

Edited by 912s4dd
Posted

Love this mod so much! Have you thought about adding some more options for licenses like requiring yoke / armbinder / handcuffs, and one for gags and blind folds? Could be like "speaking privileges", and "sight rights" or something lol. Who would trust an ungagged dragonborn that isn't wearing a breast yoke?!

Posted
12 hours ago, 912s4dd said:

In addition to bounties, the penalty restraint equipment could be an interesting dynamic.
For powerful dragonborn with prior license violations,
restriction system is proposed to ensure citizen safety by imposing a restraint penalty for a certain period.

Yes definitely, I enjoyed that feature in SLS! Thanks for the suggestion - I'll definitely have that at the back of my mind. It'll be up in the list once I get some more basic stuff outta the way, like implementing a method to retrieve confiscated items.

 

5 hours ago, NoppaiKohai said:

Love this mod so much! Have you thought about adding some more options for licenses like requiring yoke / armbinder / handcuffs, and one for gags and blind folds? Could be like "speaking privileges", and "sight rights" or something lol. Who would trust an ungagged dragonborn that isn't wearing a breast yoke?!

Of course! Although I'm holding off for the same reason as mentioned above, unfortunately. Will keep your suggestions in mind.

Posted
On 6/7/2024 at 9:44 PM, Nuascura said:

Pretty sure this feature has long been implemented: You can disable specific enchanted equipment checks under the Magic License category. If not, can you tell me what differs between your request and what’s already part of Licenses?

 

 

damn, apologies, did not realize i was on a older version. 

Posted
6 hours ago, Nuascura said:

@DonQuiWho

 

beta.2 has been replaced with beta.5

 

 

 

Thanks for this.  I'll try to resurrect where I was on the game that went squiff and is in abeyance, but I can't promise to have it all checked out by teatime 😋

 

Or tomorrow  But I'll see what I can do ...

 

DQW

Posted (edited)
On 6/9/2024 at 6:38 AM, Nuascura said:

@DonQuiWho

 

beta.2 has been replaced with beta.5

 

 

 

Hi

 

Managed to test out (only) the license renewal changes and I'm glad to say that it seems to work OK

 

Can I maybe make a suggestion, though?  

 

The probelm of losing the licenses in the first place arises where you have mods in play that can

 

1 - steal ALL the PC's belongings (like happened to me with Skyrim Chainbeasts - where I had inavertently set up the theft parameters to allow that)

2 - steal items, even if set on chance basis, of >0 [EDIT} OR =0 value as, after their repurchase, they all have 0 value

 

The first one is fixable, insofar as the chance than a licence may be taken, by the player setting an item numerical value that will be less than the total number of items in the inventory

 

The second is more problematic, as if everything with a value>0 EDIT OR=0 is taken, all the licences get removed.  And it then can get VERY difficult to pursue the game if, having fallen on hard times and been robbed blind, the PC now has much much less cash than that needed to get them all renewed - and setting the initial price of them all at 1 septim defeats the object of having them in game in the first place, doesn't it? 

 

So why not make this a bit easier - in a future update - by providing for a gameplay that allows players to set a renewal cost that is a reduced % of the primary cost?  I know that they don't have centralised electronic asset management in the 'real Skyrim', 😛, BUT, if licenses are valid from hold to hold, their postal system must have some means of delivering new licence issue notices to neighbouring holds, incidentally making much better use of all these couriers who seem to hang around doing nothing most of the time, with the guards maintaining their local records etc.  This would not only allow the guards to spot fakes, but also reissue genuine ones at a reduced cost - after of course, first having tortured the loser to the point that they are certain that they are telling the truth 😆

 

Leaving aside the inanities, 😉

 

1 - Lost/Missing Licenses renewal seems to work OK

2 - There would be merit in reducing the renewal cost in some way

 

Hope that helps

 

DQW

 

EDITS : On Reflection, stealing of only item >0 is, of course, NOT a problem if the value =0.  The issue only arises if the value stolen can be 0

 

 

Edited by DonQuiWho

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