NobKop Posted October 12, 2023 Posted October 12, 2023 Seems like a cool mod for an underpowered player play-through. I have tried before to make a "stranded girls" type play through, using the Radiant Prostitution mod to keep afloat with working as a bar maid. This seems like a good way to make earning money more important and making armor and weapons an investment, while "backdoor prostitution" becomes a potentially necessary step just via economics, which is cool. Obviously, there are no guards in taverns. Though now I feel like we might need a mod, that makes guard occasionally walk into inns, like one guy once a day... (I prefer sight-line mechanics for this stuff.) 1
inviz.t Posted October 12, 2023 Posted October 12, 2023 10 hours ago, Gyra said: Obviously, 1.1.18 isn't out yet. But to answer your question, it'd probably work if there are no conflicting formIDs between BMLE and SLS. Check in xEdit. Curious, however: Why would you still use SLS's equipment licenses? Pretty much just to make things harder and more helpless feeling. The SLS license system is great, and I love the idea of a travel permit that forces me to stay in one location unless I have the proper paperwork, the trading license and crafting licenses would also fit in well with the already existing licenses in SLS. Also, I've a feeling you might've answered a similar question to this already that I might've missed, but are you planning to add any additional punishments for violating laws? Things like rape, drugging, tattoos etc.?
Nuascura Posted October 12, 2023 Author Posted October 12, 2023 (edited) 1 hour ago, inviz.t said: Also, I've a feeling you might've answered a similar question to this already that I might've missed, but are you planning to add any additional punishments for violating laws? Things like rape, drugging, tattoos etc.? No, I haven’t answered this question before. And no, I’m not planning to add additional punishments. (I did add a Jail scenario if you don’t have enough to pay the fine) I’d like to keep BMLE more performant and lightweight over SLS, barring my current conditional setups which I will improve. Harsher punishments are precisely a reason to go for SLS. And you probably are doing this when using the two mods together, but if not, a tip: disable SLS enforcer NPCs and reduce guard designated enforcers to zero. Actually, ignore this tip. It's complicated. Edited October 12, 2023 by Gyra 2
Nuascura Posted October 12, 2023 Author Posted October 12, 2023 4 hours ago, AlexGaming100 said: getting error on trying to install BM Licenses - Enhanced - 1.1.18b-3.zip like the file isnt on the site could i have a mirror download? Clear your website cache. This is a beta download, so it’s not a high priority. If enough people complain, I’ll upload again in that case since it wouldn’t be the website’s fault. Otherwise, stick with 1.1.16 or wait until I’m actually done with 1.1.18.
Nuascura Posted October 12, 2023 Author Posted October 12, 2023 If 1.1.18b-3 has no apparent issues that I can reproduce, I'll push it to a full 1.1.18 release in a day or two so that I can move on. Before you bother reporting any issues, please remember: - make sure you have all of the requirements - test in a new game save to ensure issues are replicable in a relatively clean environment - place BMLE below any jail/prison mods before gameplay. Issues resulting from such mod conflicts are a separate thing to report; they are not "bugs" - BMLE versions below 1.1.17 require BML 1.1.0. Otherwise, certain crucial mod processes will not run. If you don't have BML 1.1.0, don't bother comparing BMLE 1.1.16 and BMLE 1.1.18b-3 2
brdc Posted October 12, 2023 Posted October 12, 2023 20 hours ago, Aria the bunny said: If I might make a feature request, one of the license features from SLS I was a fan of was the cursed collar/tattoo that drains all your magika if you don't have the magic license. I was wondering if something like that would be something that could be implemented? 17 hours ago, Gyra said: I think it's possible. Would you be alright if the license document itself applies immunity to a script effect (curse not visible in menu) to the player? Or would you prefer the curse be linked to a specific and unique collar? If it's just for debuff, I personally suggest don't use a collar. Since there's a lot of collar-based quest from other mods, especially DD and DCL. These collars can't be unlocked by normal keys or scripts and they will block each other. Tattoo would be better, as it won't take up any equipment slot and therefore compatible to any other device quests/punishments.
BYJE137 Posted October 12, 2023 Posted October 12, 2023 Looks awesome. I tested 1.18b-3 out and experienced a device conflict when being punished by a guard - mod tried to equip hooked elbow shackles on me despite a collar already having been equipped. Don't know if this problem is known already, I assume it's non-trivial to completely avoid device conflicts in event equip contexts, just figured I'd mention it. I'll definitely include this mod in my next playthrough.
Nuascura Posted October 12, 2023 Author Posted October 12, 2023 (edited) 1 hour ago, brdc said: If it's just for debuff, I personally suggest don't use a collar. Since there's a lot of collar-based quest from other mods, especially DD and DCL. These collars can't be unlocked by normal keys or scripts and they will block each other. Tattoo would be better, as it won't take up any equipment slot and therefore compatible to any other device quests/punishments. I don't have a personal tattoo file to use with SlaveTats, and I've also yet to code with SlaveTats besides using it as user. So, for now, I'm planning the following: - Under Magic License: option to sap Magicka if player isn't holding a Magic License - Under Collar Exemption: option to sap Magicka if player is wearing a collar. Curse will automatically be overridden if player has Magic License. The latter is a result of working through logic efficiency, which is why Cursed Collar is under Collar Exemption rather than Magic License. 21 minutes ago, BYJE137 said: Looks awesome. I tested 1.18b-3 out and experienced a device conflict when being punished by a guard - mod tried to equip hooked elbow shackles on me despite a collar already having been equipped. Don't know if this problem is known already, I assume it's non-trivial to completely avoid device conflicts in event equip contexts, just figured I'd mention it. I'll definitely include this mod in my next playthrough. Fuck my life. I still need to add traces to check slots and keywords of the item that failed to be equipped so that we can all avoid these messages. Edited October 12, 2023 by Gyra 1
tugglyff2 Posted October 12, 2023 Posted October 12, 2023 Great mod! I have one problem though: I can't seem to get it to register my worn armor as Bikini Armor. I click the check for "Is Bikini armor" in the MCM and it gets "stuck", but nothing happens and the guards still treat me as if I'm wearing regular armor, and when I enter the MCM again the check for "Is Bikini Armor" is unchecked again. I have tried to check it both an even and an odd number of times before approaching a guard, just in case it's a toggle that always unchecks itself, but get the same result either way. I have also tried to change the keyword to "Bikini" (which is part of the name of the armor I'm trying with) just in case that worked, but no result. I also tried to look at the armor in SSEdit to potentially just add the keyword there, but that was a little beyond my skill level. Everything else seems to work, is this a known problem or otherwise something I'm doing wrong?
Nuascura Posted October 12, 2023 Author Posted October 12, 2023 1 hour ago, tugglyff2 said: Great mod! I have one problem though: I can't seem to get it to register my worn armor as Bikini Armor. I click the check for "Is Bikini armor" in the MCM and it gets "stuck", but nothing happens and the guards still treat me as if I'm wearing regular armor, and when I enter the MCM again the check for "Is Bikini Armor" is unchecked again. I have tried to check it both an even and an odd number of times before approaching a guard, just in case it's a toggle that always unchecks itself, but get the same result either way. I have also tried to change the keyword to "Bikini" (which is part of the name of the armor I'm trying with) just in case that worked, but no result. I also tried to look at the armor in SSEdit to potentially just add the keyword there, but that was a little beyond my skill level. Everything else seems to work, is this a known problem or otherwise something I'm doing wrong? Do you have SexLab Aroused installed? (ex. OSL or SLA NG)
tugglyff2 Posted October 12, 2023 Posted October 12, 2023 26 minutes ago, Gyra said: Do you have SexLab Aroused installed? (ex. OSL or SLA NG) Yes. "Sexlab Aroused Redux SSE". This one:
Nuascura Posted October 13, 2023 Author Posted October 13, 2023 @tugglyff2 Unfortunately or fortunately, I can't replicate your issue on 1.1.18b-3. BMLE should correctly apply the keyword, and the option should remain "enabled" while you wear the armor item that you manually added a keyword to. However! What I did find was that BMLE wasn't correctly applying an insurance violation if player has only either clothing or bikini license. In such a case, BMLE would fire armor license violation dialogue instead, which is incorrect when player has enabled Insurance feature. This has been fixed. For your issue, I would suggest you try a new game, try 1.1.18b-3 with SLA NG (since this is my setup), or try both.
brdc Posted October 13, 2023 Posted October 13, 2023 12 hours ago, Gyra said: I don't have a personal tattoo file to use with SlaveTats, and I've also yet to code with SlaveTats besides using it as user. So, for now, I'm planning the following: - Under Magic License: option to sap Magicka if player isn't holding a Magic License - Under Collar Exemption: option to sap Magicka if player is wearing a collar. Curse will automatically be overridden if player has Magic License. The latter is a result of working through logic efficiency, which is why Cursed Collar is under Collar Exemption rather than Magic License Well, you could always make it work one way or another. This one is OK logically. I'm just worrying it will be a little over scripted. In a heavily modded Skyrim the less scripts the better. Cutting out unnecessary scripts is also good to keep this mod as lightweight as possible. So I wish it could work like: When you have the magic license, you are good and no other scripts are running. When you don't, you are forcefully granted something, it has the debuff absorb your magicka. This SOMETHING could be an unlockable device, a tattoo, a unremoveable quest item, or whatever you feel doable. With the debuff is linked to this SOMETHING directly, there will be no extra scripts running when you don't have it.
bigboing Posted October 13, 2023 Posted October 13, 2023 Seems to be a problem with the download for 1.1.18b-3. Could be a site problem or something else.
Nuascura Posted October 13, 2023 Author Posted October 13, 2023 (edited) 7 hours ago, brdc said: So I wish it could work like: When you have the magic license, you are good and no other scripts are running. When you don't, you are forcefully granted something, it has the debuff absorb your magicka. This SOMETHING could be an unlockable device, a tattoo, a unremoveable quest item, or whatever you feel doable. With the debuff is linked to this SOMETHING directly, there will be no extra scripts running when you don't have it That’s precisely how it’d run! Although I haven’t thought it any further, of course. Mister X introduced me to Magic Effects and Spells. In 1.1.18b-3, the crafting license violation checker runs as such: - spell attached to player - if not in furniture, no script runs - if in valid workbench furniture as natively detected by conditionals in CK, script runs Deplete Magicka should work similarly. Edit: I might also add that, in contrast to SLS and LE, Skyrim Special Edition has new functions that allow to check for max actor values + buffs. This means I can accurately calculate player magicka values and sap it all at once with in one singular update. This also means that the function can either run on longer intervals or run on equip/unequip events. Edited October 13, 2023 by Gyra
Tycho Brahe Posted October 13, 2023 Posted October 13, 2023 Not sure if anyone has mentioned this before, but any chance of having more expensive, permanent/perpetual licenses?
tugglyff2 Posted October 13, 2023 Posted October 13, 2023 14 hours ago, Gyra said: @tugglyff2 Unfortunately or fortunately, I can't replicate your issue on 1.1.18b-3. BMLE should correctly apply the keyword, and the option should remain "enabled" while you wear the armor item that you manually added a keyword to. However! What I did find was that BMLE wasn't correctly applying an insurance violation if player has only either clothing or bikini license. In such a case, BMLE would fire armor license violation dialogue instead, which is incorrect when player has enabled Insurance feature. This has been fixed. For your issue, I would suggest you try a new game, try 1.1.18b-3 with SLA NG (since this is my setup), or try both. It was the version of SLA I was using that was the problem. Sort of. Tagging with BM Licenses still didn't work, but it DID recognize the keywords from SLA NG. Though I had to set the keyword to SLA_ArmorHalfNakedBikini instead of EroticArmor to be able to tag it as "Bikini" instead of "Naked" in SLA. (Posting in case someone else has the same problem in the future and reads these comments.)
Nuascura Posted October 13, 2023 Author Posted October 13, 2023 3 hours ago, Tycho Brahe said: Not sure if anyone has mentioned this before, but any chance of having more expensive, permanent/perpetual licenses? Open source, open license (with some common LL exceptions). Anyone is free to make that option. But I would suggest against doing so unless there is a mechanic to counter the benefit of permanent licenses, at which point I'd probably implement permanent licenses myself. As a mod author and not a user or patcher, I'm compelled not to implement your requested option just yet. This is my reasoning.
Corsec Posted October 13, 2023 Posted October 13, 2023 Should some licences not be necessary if the player is currently enslaved? I'm thinking that the insurance mod wouldn't make sense if the player character currently has an Owner. The rationale for each licence changes completely when the player has an Owner. When the player is free it's a restriction on her, but when the player is a slave it's a restriction on the Owner's rights to use the slave as they wish. As we know from real history, slave-owners get violently angry when the government tries to tell them what they can and can't do with their slaves, they start civil wars over that kind of thing lol. I'd also like to suggest a mod integration with Public Whore. If you want a licence and can't afford it then the steward offers you the licence/licences but you also get sent to Public Whore with debt. Additional licences for more even more debt. This would have to exclude the Travel permit because Public Whores are stuck in the city they owe debt to. The newest Radiant Prostitution mod has a debt outcome for SS++, maybe that could work too?
Nuascura Posted October 13, 2023 Author Posted October 13, 2023 36 minutes ago, Corsec said: Should some licences not be necessary if the player is currently enslaved? I'm thinking that the insurance mod wouldn't make sense if the player character currently has an Owner. Current insurance and collar license logic wouldn't make sense. Travel Permit also wouldn't make sense so long as the Owner is following the player. I think the other licenses are fine. If a Slavery Mod author sees things differently, they're free to enable/disable BMLE license options from their side. And for whore mods hm... Logically-speaking, and I'm no expert mod author, I believe BMLE is a core thing like a framework, or a conditional statement's condition. By that logic, either Public Whore or a separate BMLE component should create that bridge. Otherwise, BMLE will get too messy. We'll see what happens after I polish up BMLE.
Tycho Brahe Posted October 14, 2023 Posted October 14, 2023 2 hours ago, Gyra said: Open source, open license (with some common LL exceptions). Anyone is free to make that option. But I would suggest against doing so unless there is a mechanic to counter the benefit of permanent licenses, at which point I'd probably implement permanent licenses myself. As a mod author and not a user or patcher, I'm compelled not to implement your requested option just yet. This is my reasoning. Of course, and thanks for providing explanation for the design decision!
Taki17 Posted October 14, 2023 Posted October 14, 2023 A quick FYI for you @Gyra: I have updated Devious Interests and the ServedTime event handler was streamlined for easier compatibility, by putting all its content under a single function. You no longer need to include an entire copy of it it your mod, so the appropriate script can be reduced to something like this: Scriptname BM_Jail_Release_din extends Quest Event OnStoryServedTime(Location akLocation, Form akCrimeGroup, int aiCrimeGold, int aiDaysJail) If (( Game.GetFormFromFile( 0x003E0DE7, "DeviousInterests.esp" ) as GlobalVariable ).GetValue() == 1 ) din_ServedTime din_ST = ( Game.GetFormFromFile( 0x2E8C65, "DeviousInterests.esp" ) as Quest ) as din_ServedTime ;alternatively you can fetch the quest like this: ;din_ServedTime din_ST = Quest.GetQuest( "din_ServedTime" ) as din_ServedTime din_ST.DoDINServedTimeEvent( akLocation, aiDaysJail ) EndIf Self.Stop() EndEvent 2
Kruggar Posted October 14, 2023 Posted October 14, 2023 (edited) I was using BM Licenses 1.1.0 + BMLicenses_Archive_20230919 from here I recently updated to BM Licenses - Enhanced 1.1.18. 1. I went into an empty cell and disabled the mod from MCM, 2. Waited a minute, 3. Saved the game, 4. Removed BML 1.1.0+Tweak and then installed 1.1.18, 5. Enabled the Mod from MCM. It was done mid save. Problem is: I don't get the dialogue to purchase licenses from Guard or Steward, tried both options from MCM. Secondly, DD devices fail to validate on my character, i get a debug message. Edited October 14, 2023 by Kruggar
BYJE137 Posted October 14, 2023 Posted October 14, 2023 (edited) So I have now concluded that I consistently have a problem with the 1.18b-3 which makes the game unplayable. I am not able to trade with anyone, regardless of the mod settings. It doesn't matter if I have the trade license or not, if the mod option to restrict trade is enabled or not; regardless of which type of merchant I talk to, I do not get any option to trade with them. I can talk to them, but the trade option is not available in the conversation. If SLS is installed I can trade by using that mod's bribe function to have them look the other way, but merchants will not allow you to trade in any other way. I can buy a trade license, but that does not make any difference and in a playthrough where SLS was also installed I got consistent CTD every time I tried to open the license and read it - this problem was easily reproducible. I could open and read the magic license without any problem in the same playthrough. Starting new game without SLS removes the option to bribe merchants to trade with me, but I still have no way to trade with anyone regardless of the mod input - save game, exit skyrim, enter again; still no difference. Starting new game without SLS and Trade and Barter also disabled -> still no option to trade, regardless of mod settings. I'm running out of ideas about how to counter this problem. Play on SE. As far as I know I do not have any other mods aside from SLS and Trade and Barter which would interact with the mod, and removing both from the mod list and starting a new game does not solve the problem. Update: The CTD when opening the trade license is not caused by SLS - it happens consistently in a new game where neither SLS nor Trade and Barter are included in the load order. Update 2: Just noticed that there was also a 1.1.19b-1 version uploaded so I tried that one out to check. In a new game with the 19b version I now have the option to trade again - so whatever logic might have been changed in between those two versions might have solved this problem (this makes me happy - I really wanted to have a go at a playthrough with this mod so I got very annoyed by this problem). Edited October 14, 2023 by BYJE137 Update with new info
Nuascura Posted October 14, 2023 Author Posted October 14, 2023 47 minutes ago, BYJE137 said: Update: The CTD when opening the trade license is not caused by SLS - it happens consistently in a new game where neither SLS nor Trade and Barter are included in the load order. Replicated CTD. Also aware of trade block issue, but didn't know how severe it was when I uploaded 1.1.19b-1. These two issues are precisely why I had an open beta posted on the front page, but I guess I have to push a new full release sooner than I expected. Thanks for the reports! 5 hours ago, Taki17 said: I have updated Devious Interests and the ServedTime event handler was streamlined for easier compatibility, by putting all its content under a single function. Thanks for letting me know! Will update on my part soon. 3 hours ago, Kruggar said: Problem is: I don't get the dialogue to purchase licenses from Guard or Steward, tried both options from MCM. Secondly, DD devices fail to validate on my character, i get a debug message. That message is a soft warning. If a message box appears (the one that pauses your game) and says that a new device could not be equipped onto your player AND the debug notification gives you a device name, pass me a papyrus log. Otherwise, if you've only seen the debug notification, no need to do anything. But please pass me a log this time, regardless, as I'd like to check if anything there will tell us why you can't buy licenses. 1
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