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Posted

Thanks. A workaround is to use the cheat menu in DF to give 2000 gold  or so in debt to the PC, which should trigger "We need to make some deals." Then console the gold in.

Posted

This mod has been an essential part of my load order for years.

 

On recent playthroughs, I've run into a situation where the PC will suddenly get levied a huge bounty - in the thousands.  Just now, for example, I got a notification that there's a 16,000+ bounty on the PC in Falkreath. 

 

Checking here (and elsewhere) to see if there's anything in this mod that I had not, somehow, been previously unaware of that might impose such a bounty.  Or if anyone is aware of some other mod that might do so.  I note that I haven't added any new mods for a while, though I've been keeping up with updates.

Posted

@Dez65 Are you able to trace your steps to the point at which LPO applied that bounty?

 

It could be that you accidentally left enabled the option to apply your License Violation fine to your Hold bounty. The only other intended situation under which your bounty is incremented is if you've intentionally "walked away" from an enforcer event. Per the changelog for 1.22.1, there was an issue with version 1.22.0 where the bounty quest was erroneously terminating itself and forcing through the walkaway event. This could have been your issue.

Posted (edited)
28 minutes ago, Nuascura said:

This could have been your issue.

Thanks for the quick response.  I'll see if I have that setting ticked.  I don't recall walking away from a license challenge and I've been pretty good about keeping the licenses up to date.  Also, seem like a big bounty, which is why I was doubtful it came from LPO.  I though it might be SLSF and am waiting a response there.  Or maybe some vanilla glitch I hadn't encountered before?

 

I have updated to LPO 1.22.1.

Edited by Dez65
Posted (edited)
39 minutes ago, Dez65 said:

Or maybe some vanilla glitch I hadn't encountered before?

I think it's more likely that bug I introduced with 1.22.0 but fixed with 1.22.1. It was forcing you through the walkaway event, which adds your fine to bounty if you lingered too long during the enforcer confrontation.

Edited by Nuascura
Posted
2 hours ago, Dez65 said:

16,000+ bounty on the PC in Falkreath

I think I figured it out.  I recently updated to PAF 4.0 from an earlier version, but I didn't install the "Guard Fix" (see spoiler).  So the PC was getting a 2000 gold bounty per person who saw her having an accident even though I didn't have PAF bounties enabled.

 

Sorry for bothering you!

 

Spoiler

 

 

Posted
1 hour ago, Dez65 said:

I think I figured it out.  I recently updated to PAF 4.0 from an earlier version, but I didn't install the "Guard Fix" (see spoiler).  So the PC was getting a 2000 gold bounty per person who saw her having an accident even though I didn't have PAF bounties enabled.

 

Sorry for bothering you!

 

  Reveal hidden contents

 

 

No worries! Thanks for reporting back.

Posted (edited)

I have the armor and weapon licenses but when i equip them the guards keep coming after me and my character sais i dont have any licenses. why is that

Edited by XarisZ
Posted
49 minutes ago, XarisZ said:

I have the armor and weapon licenses but when i equip them the guards keep coming after me and my character sais i dont have any licenses. why is that

Are you by chance using the Sexy Adventures mod?

If so, check that you don't have Weapon/Armor Laws active in that mod.

Anything you have set up in LPO as requiring a license, you want to make sure it is toggled 'off' in Sexy Adventures

Posted
8 minutes ago, IBAGadget said:

Are you by chance using the Sexy Adventures mod?

If so, check that you don't have Weapon/Armor Laws active in that mod.

Anything you have set up in LPO as requiring a license, you want to make sure it is toggled 'off' in Sexy Adventures

Nope i dont use that mod

Posted
9 hours ago, osculim said:

I don't know if anyone ever get this but 9 out of 10 times I get this ctd when loading a game with licences installed. I love the mod so if anyone know a fix for this it would be awesome.

As you may have already noticed in your crash log, it looks like an issue related to Licenses' MCM script when calling SkyUI's config events. But this tells us very little, especially as it notes "line 0", which is to indicate correctly that my script adds and doesn't directly depend on anything from the OnGameReload() or SKI_PlayerLoadGameAlias.OnPlayerLoadGame() events. It's more likely that you've got another mod bugging out in your load order, or you have an SKSE dll that doesn't jive with your installed SKSE version. Sometimes, these issues fail in the background. Even though you can load the game properly, the issue cascades behind-the-scenes.

Posted
3 hours ago, Nuascura said:

As you may have already noticed in your crash log, it looks like an issue related to Licenses' MCM script when calling SkyUI's config events. But this tells us very little, especially as it notes "line 0", which is to indicate correctly that my script adds and doesn't directly depend on anything from the OnGameReload() or SKI_PlayerLoadGameAlias.OnPlayerLoadGame() events. It's more likely that you've got another mod bugging out in your load order, or you have an SKSE dll that doesn't jive with your installed SKSE version. Sometimes, these issues fail in the background. Even though you can load the game properly, the issue cascades behind-the-scenes.

I highly doubt its an skse dll. I have a suspicion it might be skyui's mcm as licences sometimes don't even show up in the mcm. I assure I take meticulous care when building my load order everything is always up to date. I do however do synthesis patching after think that could cause something like that ? 

Posted
9 hours ago, osculim said:

I highly doubt its an skse dll. I have a suspicion it might be skyui's mcm as licences sometimes don't even show up in the mcm. I assure I take meticulous care when building my load order everything is always up to date. I do however do synthesis patching after think that could cause something like that ?

It is unlikely a Synthesis patch. Synthesis patches are mostly plugin-based and do not involve scripts, dlls, or quest records. You would have to be using a Synthesis patch specifically targeting a quest record and, even then, I'm not sure how such a record change could lead to a SkyUI freeze.

 

The reason I say it *could* be an SKSE dll is not because of any certainty but because the look of it being a SkyUI issue could have a myriad of other factors.

 

Take this experience: Some pages back in this thread, I downgraded my Skyrim install from 1130 to 640. Before that, I'd already been attempting to upgrade my mod setup as well, having installed SKSE for 1130. Once I downgraded via the 640 Steam depots, I removed 1130 SKSE, put in 640 SKSE, and reverted my other mods that I had updated. Skyrim loaded perfectly fine. But for some reason, the only mod that would fail to load its MCM was Licenses. In testing via process of elimination, I found that using DD 5.2's dll allowed Licenses to load its MCM. Using DDNG's dll made it inexplicably fail. I finally wiped my Skyrim install clean and redownloaded 640 rather than download 640 over 1130; That solved my problem completely.

 

So that is to say you I think you should backtrack a bit and consider what mods you've recently installed - they may not be playing nice with your Skyrim version. Or there could be another mod stalling SkyUI, which led to your crash log even as their name doesn't appear in said log. Your best bet is to always go process of elimination to narrow down the issue.

Posted
17 minutes ago, Nuascura said:

It is unlikely a Synthesis patch. Synthesis patches are mostly plugin-based and do not involve scripts, dlls, or quest records. You would have to be using a Synthesis patch specifically targeting a quest record and, even then, I'm not sure how such a record change could lead to a SkyUI freeze.

 

The reason I say it *could* be an SKSE dll is not because of any certainty but because the look of it being a SkyUI issue could have a myriad of other factors.

 

Take this experience: Some pages back in this thread, I downgraded my Skyrim install from 1130 to 640. Before that, I'd already been attempting to upgrade my mod setup as well, having installed SKSE for 1130. Once I downgraded via the 640 Steam depots, I removed 1130 SKSE, put in 640 SKSE, and reverted my other mods that I had updated. Skyrim loaded perfectly fine. But for some reason, the only mod that would fail to load its MCM was Licenses. In testing via process of elimination, I found that using DD 5.2's dll allowed Licenses to load its MCM. Using DDNG's dll made it inexplicably fail. I finally wiped my Skyrim install clean and redownloaded 640 rather than download 640 over 1130; That solved my problem completely.

 

So that is to say you I think you should backtrack a bit and consider what mods you've recently installed - they may not be playing nice with your Skyrim version. Or there could be another mod stalling SkyUI, which led to your crash log even as their name doesn't appear in said log. Your best bet is to always go process of elimination to narrow down the issue.

I don't have dd installled atm but I do have a ton of other plugins as most of them are requirements. I will go through all of them and figure it out. Thanx for the advice 

Posted

Question about the mod, the magic curse when applied by spell. Is that a spell that the players get themselves? I can't find it in my spell list.

 

If it isn't, then that'd be my suggestion for the mod. A spell that applies/removes the curse. It would pair well with "active curse enforcement", with a long cast time and a loud noise (that attracts nearby npcs) you could use it "safely" in the wilderness, but not quickly inside a city.

 

I know I could use the collar but then I'd need to constantly have to escape the thing when leaving.

 

Also I tried another one of these mods a while back, it didn't have the "on sight" feature so a guard could instantly detect you equiping a knife in a basement and come get you. It's a great feature to have them only do anything if you are actually caught by an npc rather than big brother onEquipEvent. Love it.

 

 

Posted (edited)

I started generating a voice pack for the Dialogue Patch but only completed the FemaleNord.  Base Skyrim only has FemaleNord, MaleGuard, and MaleNordCommander as guards so I was planning on doing all 3 and the additions patch but I'm honestly not sure if I can get to them anymore.

 

Anyways, here's the FemaleNord if anyone wants it.  I didn't make a download page for it since it's woefully incomplete and I don't know if I'll finish it.

 

Edited by kamithemoon
Posted
3 hours ago, kamithemoon said:

I started generating a voice pack for the Dialogue Patch but only completed the FemaleNord.  Base Skyrim only has FemaleNord, MaleGuard, and MaleNordCommander as guards so I was planning on doing all 3 and the additions patch but I'm honestly not sure if I can get to them anymore.

 

Anyways, here's the FemaleNord if anyone wants it.  I didn't make a download page for it since it's woefully incomplete and I don't know if I'll finish it.

 

Sounds good for female nord! Although, will there be a difference compared to ondine's pack? 😅 I'd hate for you to waste your time and electricity.

Posted
1 hour ago, Nuascura said:

Sounds good for female nord! Although, will there be a difference compared to ondine's pack? 😅 I'd hate for you to waste your time and electricity.

They're made with different programs.  Ondine's pack was made with xVASynth while this was made with Tortoise and RVC.  xVASynth is much faster and easier to make but is of a much lower quality.  Mine is of a much higher quality but as the name implies, Tortoise is hella slow and I have to listen to each voice line to ensure emotional tone and voice inflections are acceptable.

 

This example is from Ondine's pack.

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