Lcklsmth Posted June 28, 2024 Posted June 28, 2024 Hello! I was in the process of writing about an "issue" that I had encountered and I was going through the options to describe what I had done I realized what I had not done thus finding the answer I was looking for, but since I was already here and writing this post, I figured I might as well tell you that I'm loving your mod! I enjoyed the licences in Slaverun and I'm glad to see a newer mod for them! While at it, a question for you as well: do you think it would be possible to have the prostitution license linked with Public Whore or the Ancient Profession mods? It makes more sense for the Ancient Progression mod but I find it would be kind of amusing to have to pay for a license for prostitution when you are either volunteering to prostitute yourself to help the city make money or forced to do it and forced to pay a license to do it without being fined on top of that.
Nuascura Posted June 28, 2024 Author Posted June 28, 2024 @Lcklsmth I'm happy you enjoy this mod! I originally added upon BM Licenses for myself because I was sick and tired of the state of any Skyrim "license" features in nsfw and sfw mods. I don't believe there were any sfw applications, either. Glad to see that there continues to be value in the sharing of my version. As for your question: integrations have to come from those mods, either by their respective mod authors or through patches. Some thoughts: TAP has its own per-hold license system, so perhaps its author can integrate by piggybacking on LPO's Skyrim-wide system. Public Whore, however, enforces prostitution on the player, so I'm not sure what an LPO Whore License can add beyond aesthetic value within the inventory. 1
SleepyHome Posted June 29, 2024 Posted June 29, 2024 (edited) Hello! it's possible to have the magic null tattoo an standalone overlay racemenu please? i really like the mods but i want to change the tattoo glow more freely or is there a way to increase the glow? Edited June 29, 2024 by SleepyHome
Nuascura Posted June 29, 2024 Author Posted June 29, 2024 18 hours ago, SleepyHome said: Hello! it's possible to have the magic null tattoo an standalone overlay racemenu please? i really like the mods but i want to change the tattoo glow more freely or is there a way to increase the glow? There’s a glow setting right inside LPO’s SlaveTats interface. Change it and then use the Refresh Tattoos debug function. 1
The Lonesome Spirit Posted June 30, 2024 Posted June 30, 2024 I feel there may be an obvious answer, but I thought I'd inquire about it anyway. Regarding Schlongs of Skyrim's ability to set outfits as revealing, that counts as using magic according to the guards. Is there a way to whitelist spells or otherwise prevent the guards from freaking out as they do. Obviously I could just turn of the licenses that are preventing me from making outfits as revealing, however I was hoping for a different solution. I feel like turning the licenses off, after they've been turned on, feels like cheating to me. XD Great mod by the way!
Nuascura Posted July 1, 2024 Author Posted July 1, 2024 6 hours ago, The Lonesome Spirit said: Is there a way to whitelist spells or otherwise prevent the guards from freaking out as they do. Ya. 1.16.0 and below: Add spell to FormList BM_LicensesIgnoreSpell via your personal plugin patch. 1.16.1 and above: Dynamic magic detection has changed to require an animation event, so plugin patch is only necessary for edge cases or for user-accessible spells that you intentionally want to whitelist. 1
Lcklsmth Posted July 1, 2024 Posted July 1, 2024 (edited) I bought a magic license but the tattoo and magic nullification remain. I tried Refreshing Features, Status, and Tattoos but it didn't help. Is there another way I could cancel the magic nullification? Edit 1: I was able to remove the tattoo but not the magic nullification. Edit 2: I reinitialized the mod which fixed the issue. Though I'd be curious to know if you have an idea why buying the licence didn't remove the tattoo and magicka nullification. I'm curious also, if I get out of a city without a magic license, would the tattoo/magic nullification remain or does it stop being in effect a certain distance away from cities? Edited July 1, 2024 by Lcklsmth
Nuascura Posted July 1, 2024 Author Posted July 1, 2024 7 hours ago, Lcklsmth said: Though I'd be curious to know if you have an idea why buying the licence didn't remove the tattoo and magicka nullification. Did you forget that you enabled Life Insurance? 1.16 versions also have guard dialogue to remove curse. If you satisfy the necessary conditions, you can remove the curse outside of the purchase license conversation branch. 7 hours ago, Lcklsmth said: I'm curious also, if I get out of a city without a magic license, would the tattoo/magic nullification remain or does it stop being in effect a certain distance away from cities? The curse remains in effect at all times.
Angel019 Posted July 1, 2024 Posted July 1, 2024 Hi, seems like 1.16.1 is not supported for game version 1.5.97 or is it just me?
Nuascura Posted July 1, 2024 Author Posted July 1, 2024 16 minutes ago, Angel019 said: Hi, seems like 1.16.1 is not supported for game version 1.5.97 or is it just me? What happens when you try to load your game? Do you have bees?
Angel019 Posted July 1, 2024 Posted July 1, 2024 52 minutes ago, Nuascura said: What happens when you try to load your game? Do you have bees? Lisences esp stops working and no i don't use bees, its fine i'll just stick to 1.16.0
Lcklsmth Posted July 1, 2024 Posted July 1, 2024 3 hours ago, Nuascura said: Did you forget that you enabled Life Insurance? 1.16 versions also have guard dialogue to remove curse. If you satisfy the necessary conditions, you can remove the curse outside of the purchase license conversation branch. The curse remains in effect at all times. I did forget I enabled Life Insurance! The guards made sure to remind me however. Thank you for the reply!
Nuascura Posted July 1, 2024 Author Posted July 1, 2024 1 hour ago, Angel019 said: Lisences esp stops working and no i don't use bees, its fine i'll just stick to 1.16.0 You need bees to use any future esp compiled by the updated creation kit 🐝🐝🐝🐝🐝🐝
The Lonesome Spirit Posted July 2, 2024 Posted July 2, 2024 On 6/30/2024 at 7:02 PM, Nuascura said: Ya. 1.16.0 and below: Add spell to FormList BM_LicensesIgnoreSpell via your personal plugin patch. 1.16.1 and above: Dynamic magic detection has changed to require an animation event, so plugin patch is only necessary for edge cases or for user-accessible spells that you intentionally want to whitelist. Thanks for the update, it fixed the issue (SOS "revealing outfit" triggering guards), didn't need to do anything on my end to fix my problem!
SleepyHome Posted July 2, 2024 Posted July 2, 2024 On 6/30/2024 at 6:31 AM, Nuascura said: There’s a glow setting right inside LPO’s SlaveTats interface. Change it and then use the Refresh Tattoos debug function. Hi i try messing with the glow setting but there's only color option and the Alpha, is there any way to increase the brightness of glow?
Nuascura Posted July 3, 2024 Author Posted July 3, 2024 20 hours ago, SleepyHome said: Hi i try messing with the glow setting but there's only color option and the Alpha, is there any way to increase the brightness of glow? Could you expand on your reply? Is the glow setting not there for you?
SleepyHome Posted July 3, 2024 Posted July 3, 2024 1 hour ago, Nuascura said: Could you expand on your reply? Is the glow setting not there for you? Yes, well i'm using 1.15 version, there's only color setting for both color of tatoo and color of glow, not the increase glow setting
Nuascura Posted July 3, 2024 Author Posted July 3, 2024 16 minutes ago, SleepyHome said: Yes, well i'm using 1.15 version, there's only color setting for both color of tatoo and color of glow, not the increase glow setting Ah shoot, you're right, you're right. I totally forgot that "glow" is "glow color", not "glow intensity." My bad. Unfortunately, I don't know how to make it a standalone racemenu overlay. I've provided every relevant SlaveTats customizable option within my own tattoo interface. This means, if SlaveTats can't change the setting you want, only Racemenu may be able to - though I say this out of inexperience with this aspect of Racemenu. If you'd like to make it a Racemenu overlay yourself, you're free to ask Alpia for permission! 1
SleepyHome Posted July 3, 2024 Posted July 3, 2024 42 minutes ago, Nuascura said: Ah shoot, you're right, you're right. I totally forgot that "glow" is "glow color", not "glow intensity." My bad. Unfortunately, I don't know how to make it a standalone racemenu overlay. I've provided every relevant SlaveTats customizable option within my own tattoo interface. This means, if SlaveTats can't change the setting you want, only Racemenu may be able to - though I say this out of inexperience with this aspect of Racemenu. If you'd like to make it a Racemenu overlay yourself, you're free to ask Alpia for permission! Thanks for the answer, i'm not a modder myself so i'm happy with what i got. Great mod, i enjoy it
Arcane Wanderer Posted July 7, 2024 Posted July 7, 2024 Thanks for this mod! Just started a new play-through today after not playing for a couple of years. I like the very recent change of allowing an option for the Bikini license to apply only to armor, not clothing. I imagine few if any players really wanted to make it expensive to wear non-armor bikini clothing instead of wearing ordinary clothing. Wearing erotic armor ties into a bunch of other LL mods of course. So, it might be more interesting to remove the "armor" toggle from bikini license and instead split it into two licenses - "bikini armor" and "bikini clothing". "Bikini Armor" would be expensive but cheaper than regular armor. If enabled, "bikini clothing" would normally be set as free or much cheaper than regular clothing. The MCM option for "bikini armor" would by greyed out unless "armor" was enabled. Similarly, the option for a "bikini clothing" license only makes sense if "clothing" requires a license.
Guest Posted July 7, 2024 Posted July 7, 2024 Hello, I seem to have an issue, still, with magic violations, pretty much like moddingnoob had described a page or two back, where (having started a clean new game), I come to a settlement, and it is correctly determined that I don't have a magicka curse, which is then applied, and I can verify this through the magic menu. Nevertheless, as soon as the grace period timer runs out, I am again called out for not having the curse (even though it is still there), and this goes on and on, forever. I only have non-enchanted clothes and cash. I followed the suggestion about turning on the traces, but I can't seem to find a file containing this log. What is the filename, and where is it supposed to be located? I do have quite a lot of other mods installed, so it is probably just some interference, but I wonder if someone maybe has had and resolved similar issues, or if they can possibly suggest some culprits for this. I have neither SLS nor Sexy Adventures installed. I do have Adult survival (with the Koozie platform), for the nice additional crimes, but I left the redundant crime options like magic, armor, etc. unchecked in this one.
Nuascura Posted July 7, 2024 Author Posted July 7, 2024 (edited) 12 hours ago, Arcane Wanderer said: So, it might be more interesting to remove the "armor" toggle from bikini license and instead split it into two licenses - "bikini armor" and "bikini clothing". "Bikini Armor" would be expensive but cheaper than regular armor. If enabled, "bikini clothing" would normally be set as free or much cheaper than regular clothing. The MCM option for "bikini armor" would by greyed out unless "armor" was enabled. Similarly, the option for a "bikini clothing" license only makes sense if "clothing" requires a license. It's an interesting suggestion that I'd like to consider. But, with the way CK treats script properties, and the way I've integrated them as dialogue conditions, it'd be a PITA to create new variables, and rename and replace existing variables. I'd think about it more if I were starting anew. 1 hour ago, gargamel9 said: Hello, I seem to have an issue, still, with magic violations, pretty much like moddingnoob had described a page or two back, where (having started a clean new game), I come to a settlement, and it is correctly determined that I don't have a magicka curse, which is then applied, and I can verify this through the magic menu. Nevertheless, as soon as the grace period timer runs out, I am again called out for not having the curse (even though it is still there), and this goes on and on, forever. I only have non-enchanted clothes and cash. Strange. We should first differentiate curse and magic violation dialogues. If you still have the Nullify Magicka curse active, Skyrim shouldn't let the curse-related bounty dialogue pass at all. The curse-related dialogue also only appears for first-time curse violations, so subsequent magic violations should never lead to that dialogue anymore. Even if you have this repeated violation issue, it is more likely that you'd see the usual magic violation dialogue repeatedly. Please do the following for me: First, go into your MCM, export your config, and share it with me here. Second, double-check the following for me in console and provide the return value (this is also the dialogue condition verbatim): player.HasMagicEffect BM_ME_NullifyMagicka and ensure that you actually aren't able to cast any spells. Third, enable Log Traces and pass me your papyrus log, logging the scenario where you are encountering this issue. LPO doesn't generate any unique/new file, it just spits traces into the papyrus log. Edited July 7, 2024 by Nuascura
Guest Posted July 7, 2024 Posted July 7, 2024 2 hours ago, Nuascura said: It's an interesting suggestion that I'd like to consider. But, with the way CK treats script properties, and the way I've integrated them as dialogue conditions, it'd be a PITA to create new variables, and rename and replace existing variables. I'd think about it more if I were starting anew. Strange. We should first differentiate curse and magic violation dialogues. If you still have the Nullify Magicka curse active, Skyrim shouldn't let the curse-related bounty dialogue pass at all. The curse-related dialogue also only appears for first-time curse violations, so subsequent magic violations should never lead to that dialogue anymore. Even if you have this repeated violation issue, it is more likely that you'd see the usual magic violation dialogue repeatedly. Please do the following for me: First, go into your MCM, export your config, and share it with me here. Second, double-check the following for me in console and provide the return value (this is also the dialogue condition verbatim): player.HasMagicEffect BM_ME_NullifyMagicka and ensure that you actually aren't able to cast any spells. Third, enable Log Traces and pass me your papyrus log, logging the scenario where you are encountering this issue. LPO doesn't generate any unique/new file, it just spits traces into the papyrus log. Thank you. It turns out that I have indeed mistaken a magic violation for the curse violation. So the first one only is the curse (wherupon the curse is applied) and then I keep getting magic violations. I dropped all items except for my clothes, but I keep getting them endlessly. The nullify effect works, I can't use any magic. So I suppose the console command is no longer relevant. I still don't know where to look for the log. It seems like the kind of thing that everyone knows and it's obvious, but I don't see it. I tried various log files in the game and documents directories, opened the console to see the traces there, figured out that logging first needs to be enabled in the inis, but I still couldn't find anything Licenses-related. Sorry for being such a pain, and thanks!
Nuascura Posted July 7, 2024 Author Posted July 7, 2024 (edited) 2 hours ago, gargamel9 said: I still don't know where to look for the log. It seems like the kind of thing that everyone knows and it's obvious, but I don't see it. I tried various log files in the game and documents directories, opened the console to see the traces there, figured out that logging first needs to be enabled in the inis, but I still couldn't find anything Licenses-related. Sorry for being such a pain, and thanks! You can follow the instructions linked here. You don’t need to enter the same keys and values under SkyrimCustom.ini. If they exist, delete only the entries in the custom.ini. The file should appear the moment the game launches. If it doesn’t appear the first time, by the time you reach the main menu, just restart the game for a second time. If you already did all that: LPO log traces are tagged by [BM-LPO]. Double-check that the Licenses Log Traces option is enabled inside the MCM. Edited July 7, 2024 by Nuascura
Guest Posted July 8, 2024 Posted July 8, 2024 16 hours ago, Nuascura said: You can follow the instructions linked here. You don’t need to enter the same keys and values under SkyrimCustom.ini. If they exist, delete only the entries in the custom.ini. The file should appear the moment the game launches. If it doesn’t appear the first time, by the time you reach the main menu, just restart the game for a second time. If you already did all that: LPO log traces are tagged by [BM-LPO]. Double-check that the Licenses Log Traces option is enabled inside the MCM. Yes, but in what directory does the file appear, and how will it be it named? I'm probably just being dumb. But I've gone through many, multiple times, and there are so many logfiles. I will remove the settings from the custom ini again, then (it was empty before I put them there).
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