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Posted (edited)

Wellp, I completed the main module for the guards.  Just needed some encouragement, I guess.  The NPC responses addon will take much more work as every NPC has the responses which leads to significantly more dialogue that would need to be generated.  But I might just save myself the trouble and add an additional patch to condition the responses to only certain voice types only.  FemaleVampires, FemaleShrill or FemaleCondesending showing concern for you seems a bit out of character for them, for example.  I suppose as well as MaleDunk and such.



Here's a link to the Dialogue Addon for the Vanilla Guards.

Update: Well, fuck me.  I only generated voices for the dialogue patch which I incorrectly assumed modified all base dialogue and it did not.  I'm missing fully half of these voices.  Wellp, back to the grind I guess.

Edited by kamithemoon
Posted

Ah that reminds me, I do need to segregate the Ambience plugin’s dialogue anyway. Plan is to separate into Children/Elder, Guard, and normal. Because currently some lines are being incorrectly said by elderly female NPCs and it may be better to leave some lines excluded from Guard hellos.

Posted

@kamithemoon I have all of my ambience dialogues in an Excel sheet. If you want, I can pass you that file (it’s also on my Discord server). It might help better layout all the lines for you.

Posted
27 minutes ago, Nuascura said:

Ah that reminds me, I do need to segregate the Ambience plugin’s dialogue anyway. Plan is to separate into Children/Elder, Guard, and normal. Because currently some lines are being incorrectly said by elderly female NPCs and it may be better to leave some lines excluded from Guard hellos.

I'd appreciate that.  There are a few guard lines in the ambiance patch such as the "lend any holes you can" one that's limited to males in the guard faction.  Vanilla Skyrim only has MaleGuard and MaleNordCommander as male guards so this could be changed to just those voices instead and would save a lot on generation.  While messing with it, I actually added back in FemaleNord for the few female guards as women being dismissive towards other women is a kink of mine.

 

I took a glance through and having all lines available to all NPCs seems to make things a bit too generic.  I would recommend adding voice type conditions to some of these to give NPCs a bit more personality.  I started a bit myself but realized I have no idea the context of who, where, and when these lines are supposed to be said so that made things difficult to do it justice.

Posted

@kamithemoon are you able to join my server to help me test my files? I've successfully separated the dialogues into three different quests. We should be able to set more specific voicetype conditions from there on.

Posted
4 hours ago, Nuascura said:

@kamithemoon are you able to join my server to help me test my files? I've successfully separated the dialogues into three different quests. We should be able to set more specific voicetype conditions from there on.

I apologize but I have to reverse course.  The main voice pack is complete but I won't be able to generate further voices for the ambiance pack.  There is also a small bug in the ambiance patch where the dialogue has priority and overrides initial NPC responses.  For example, when you first talk to Taarie in Solitude, she should make disparaging comments about your clothes which then prompt you to ask what's wrong about your clothes.  However, with the ambiance dialogue there's a chance an ambiance dialogue will play instead which then makes your question about clothes come from no where.  So the ambiance dialogue should probably be set to the lowest priority if that's possible or perhaps moved to be a random idle if the player is near instead of a response dialogue.

 

Posted
10 hours ago, kamithemoon said:

I apologize but I have to reverse course.  The main voice pack is complete but I won't be able to generate further voices for the ambiance pack.  There is also a small bug in the ambiance patch where the dialogue has priority and overrides initial NPC responses.  For example, when you first talk to Taarie in Solitude, she should make disparaging comments about your clothes which then prompt you to ask what's wrong about your clothes.  However, with the ambiance dialogue there's a chance an ambiance dialogue will play instead which then makes your question about clothes come from no where.  So the ambiance dialogue should probably be set to the lowest priority if that's possible or perhaps moved to be a random idle if the player is near instead of a response dialogue.

No worries about not being able to generate it or give further feedback. The separation thing was something I had planned to do, anyway. I can definitely look to adjust the quest priority if that is indeed the issue. JIC, you can also adjust global comment chance in the MCM.

Posted
20 hours ago, kamithemoon said:

when you first talk to Taarie in Solitude, she should make disparaging comments about your clothes which then prompt you to ask what's wrong about your clothes. 

I found the topicinfo record for this Taarie line. It comes from SolitudeDialogue (priority 30), under Hello Misc (priority 50). Unfortunately, there's not much I can do. If we take WICommentNaked as a reference, that quest has a priority of 40. That means a naked actor talking to Taarie in a vanilla un-modded setting will also find Taarie's opening line blocked. But I see that normal world comments and locational dialogue ranges from 40 to 45, so I will lower my current priorities to 50.

Posted (edited)

Hey, I have a quick question. I'm trying to add keywords for the bikini license, and I see it says to add them into the JSON file. Do you think you could explain how to do that? I want to just copy/paste into it, but that doesn't seem right.

 

Also, the only thing I see in here is data for the magic tattoos 

Edited by FFUps009
Posted (edited)

Just want to say, of the "excuse to go naked and/or wear strictly worse bikini armor" mods, this is my favorite so far! Especially with the NPC comments. It's fun to be degraded constantly whenever I'm in a city.

 

I'm using Corsac's non-DD vanilla outfits to make the world more internally consistent. Works better for me than SES.

Edited by not_a_waluigi
Posted
On 3/17/2024 at 9:51 AM, Feltol said:

Hello, I did a lot of testing with this and Prison Alternative. A very fun combination of mods and they play well together for the most part. I thought it might be interesting to note that if you have the option selected to disable searching while in prison, Licenses seems to think you are still in prison when you are released from it. The guards will never check you for armor, weapons, or clothes again. So Licenses has to be rebooted every time you leave the prison with Prison Alternative. Presumably whatever Prison Alternative does to release the player from prison must be a different hook than what Licenses is expecting. 

 

Not a super big deal, but if you feel the need to make this mod compatible with Prison Alternative, that seems to be the only issue I found.

 

On 3/18/2024 at 1:24 PM, Nuascura said:

Can you try putting Licenses below Prison Alternative in your load order? It may or may not change anything.

 

I think I'm also having some issues with the interaction between prison alternative(PA) and licenses.

I had a magic license, got sent to jail by PA (for unrelated reasons). As soon as I'm in jail, PA takes away all of my inventory and licenses gives me a cursed collar and tattoo. 

After a while, I am released from PA and my inventory is given back to me. Now, there are two issues:

 

1. I believe licenses confiscated some of my items I didn't have a license for as I was being put in jail. However, when I talk to the guards after being released,  even if I now have a license, they don't have any items to give back to me. So those items are lost forever.

2. Even though my magic license was returned to me after being released, I still have the cursed collar an tattoo on and the guards don't seem to have any kind of dialogue to remove it. 

 

I have licenses set up to load after PA as well.

 

Would appreciate any help. 

Posted
17 hours ago, Dingo- said:

1. I believe licenses confiscated some of my items I didn't have a license for as I was being put in jail. However, when I talk to the guards after being released,  even if I now have a license, they don't have any items to give back to me. So those items are lost forever.

2. Even though my magic license was returned to me after being released, I still have the cursed collar an tattoo on and the guards don't seem to have any kind of dialogue to remove it. 

These don't appear to be the same issues as the one you quoted. That one I patched around with a later general improvement change.

 

1. If Licenses did indeed confiscate your items, then those items are with Licenses' hidden storage chest and should be there. If Licenses was not the one that confiscated those items, then obviously you won't find them with the guards later on. Also ensure you have Scrab's Papyrus Extender up to date. If you would like to debug item appearance: the moment your items are confiscated, don't talk with any guards about retrieving your items. Do "coc BM_Licenses_ItemStorageCell". Check the chest to your camera's left. Any items Licenses touched at all will be there. If they aren't there, the issue is unrelated to Licenses directly.

 

2. You need to look for the dialogue topic that's something like "I bought my license. Please remove my curse."

Posted
19 minutes ago, Nuascura said:

1. If Licenses did indeed confiscate your items, then those items are with Licenses' hidden storage chest and should be there. 

I did some more testing yesterday and discovered some weird behavior. If I don't install licenses, then everything is fine. All my items are returned to me when I'm released. The issue only occurs when I have both licenses and PA. However, I tried using licenses' MCM to block the mod from confiscating my items, went to jail and some of my items still disappear and are never returned to me. 

So there might be some bad interaction between PA, licenses and some other mod, or I don't know. 

I should be able to find the time today to start a new game and do some more testing. I'll also try to test this with less mods to attempt to find out if one or some of them are not playing nice with PA and licenses. 

 

29 minutes ago, Nuascura said:

2. You need to look for the dialogue topic that's something like "I bought my license. Please remove my curse."

 

I talked to the guard immediately after being released and I was not able to find that dialogue, even though my magic license was returned to me. Should any guard be able to do that or are there only some specific guards who can? Maybe I should have tried talking to more guards. I'll try again today.

 

 

Thanks for the quick response, btw!

Posted

@Dingo-

On issue 1: something else to try is to leave Licenses enabled but go to the Auxiliary tab and disable jail nodes. See if your items still disappear. If they still do go missing, leave Licenses installed but disabled in-game via the MCM. But this should be effectively the same as having Licenses not installed at all.

 

On issue 2: The prompt should appear as long as you’re within a city or town. It’s supposed to otherwise only appear if you have the curse AND have a Magic License and Insurance if feature is enabled.

Posted

So, I started a new game and the issue with some of my equipment not being returned to me after being released from jail is no longer happening. So that seems to have been caused by me installing a handful of mods on an ongoing save. However, the problem with me not being able to get the cursed collar and tattoo removed persisted even on the new game. 

 

Since you mentioned that removing the collar was related to a dialogue topic, I decided to give that a look in xEdit and noticed that the dialogue topic has the following condition: Subject.HasMagicEffect(BM_ME_NullifyMagicka [MGEF:FE0008FB]) = 1.

Since one of the other conditions is: Subject.GetInFaction(IsGuardFaction [FACT:00086EEE]) = 1, I'm assuming that "Subject" would be the guard and not me. And the guard doesn't have that magic effect, so it makes sense that dialogue was not showing up.

Using xEdit I changed the condition so it runs on the player: (PlayerRef [PLYR:00000014]).HasMagicEffect(BM_ME_NullifyMagicka [MGEF:FE0008FB]) = 1.

Now that dialogue is appearing in game and I am able to get the collar and tattoo removed.

 

Now, if only I could also use xEdit to fix the pain I'm feeling from knowing I'll likely have to ditch my 50+ hours save and start over.🥲

Posted
26 minutes ago, Dingo- said:

Since you mentioned that removing the collar was related to a dialogue topic, I decided to give that a look in xEdit and noticed that the dialogue topic has the following condition:

Poggers, I’m always glad to have people proficient enough to debug and find the issue. I’ll be sure to include this change by the next version. Thanks!

Posted
1 hour ago, Nuascura said:

@Dingo-

On issue 1: something else to try is to leave Licenses enabled but go to the Auxiliary tab and disable jail nodes. See if your items still disappear. If they still do go missing, leave Licenses installed but disabled in-game via the MCM. But this should be effectively the same as having Licenses not installed at all.

 

Disabling jail nodes in the MCM actually worked. That made me curious, so I had a look at the mod internals.

Now, this is definitely starting to go beyond my knowledge of Skyrim modding, so I apologize if I got something wrong.  

 

The jail nodes option in the MCM is related to the variable allowJailQuestNodes_var, which is connected to the BM_Jail_Arrest_Node (among others) story manager quest node, which in turn is linked to the BM_Jail_Arrest quest. That quest uses the BM_Jail_Arrest script, so I looked at the script and saw it calls on the function PlayerJailed() from the BM_Licenses script.

 

Looking at the function as defined in the BM_Licenses script, I find this: 

 

if !soft
        ; remove all valid items
        ConfiscateItems_Simple()
        ApplyPunishment(true)
    endIf

 

Since we called PlayerJailed() without an argument, soft would take on it's default value: false. So the if block runs and the ConfiscateItems_Simple() function is called.

I was not really able to understand that function completely, but at the very end I did see this:

 

; Remove items
    SPE_ObjectRef.RemoveItems(PlayerActorRef, PotentialForms, none)

 

So I went to the SPE:ObjectRef script from Scrab's Papyrus Extender mod and this is what it had to show:

 

; Remove all items in akForms from akReference, optionally moving them to akTarget. Returns the number of items removed
int Function RemoveItems(ObjectReference akReference, Form[] akForms, ObjectReference akTarget) global native

 

So akTarget is the place the items are being moved to, but the way the function was called in ConfiscateItems_Simple() was SPE_ObjectRef.RemoveItems(PlayerActorRef, PotentialForms, none). Shouldn't the third argument passed in that function be BM_ItemConfiscationChest? 

 

Again, this is starting to get beyond my knowledge, so my bad if I am not understanding things correctly. 

 

Also, you obviously know your own mod better than I do, as well as the vision you have for it, so feel free to disregard the following. Shouldn't the ConfiscateItems_Simple() function being called inside the PlayerJailed() function be dependent on whether or not we allowed the mod to confiscate items in the MCM? 

 

Since Prison Alternative is taking care of confiscating my items while in jail, I'll try to comment out the ConfiscateItems_Simple() function being called inside the PlayerJailed() function and recompile the script to see if my issue is fixed. 

Posted
11 hours ago, Dingo- said:

So akTarget is the place the items are being moved to, but the way the function was called in ConfiscateItems_Simple() was SPE_ObjectRef.RemoveItems(PlayerActorRef, PotentialForms, none). Shouldn't the third argument passed in that function be BM_ItemConfiscationChest? 

No, we intentionally want to discard items with this call into the void - if we are running in terms of vanilla conventions.

See, this is how it works: When the player is going to jail, LPO first confiscates all items (if necessary) from a dialogue script, as in during the dialogue arrest event, to LPO's own chest. Afterward, when the player is actually sent to jail, vanilla Skyrim executes its own scripts to confiscate items to the vanilla Evidence Chest. At this point, the player has resumed character and camera control, when the game has equipped the player with a prisoner outfit. Here, LPO runs yet another confiscation function (ConfiscateItems_Simple()) to trash anything remaining that goes against LPO's rules.

 

The likely problem is that Prison Alternative isn't running its onjailed item confiscation functions early enough, at the point where vanilla would've ran them. As such, LPO ends up trashing all of your items indiscriminately.

Posted
8 hours ago, Nuascura said:

The likely problem is that Prison Alternative isn't running its onjailed item confiscation functions early enough, at the point where vanilla would've ran them. As such, LPO ends up trashing all of your items indiscriminately.

 

Ah, now I see. Then the reason why I had no problems on a new save could be due to my character only having about 5 items at the time, so Prison Alternative was pretty quick at confiscating them and it was done by the time LPO's ConfiscateItems_Simple() kicked in. Meaning there was nothing left for ConfiscateItems_Simple() to trash.

On the other hand, since I had so many items on my old save, PA was not able to confiscate all of them quickly enough and some leftover items were caught by LPO's ConfiscateItems_Simple(). 

 

If that is the case, is there anything that could be done to avoid that from happening? I mean, sure, I could just disable jail nodes, but I personally find it really cool how being jailed gives you the cursed collar and tattoo, it would be a shame to have to abandon that. :(

If not, then it's fine, it's nothing game breaking after all. 

Posted

@Dingo- Actually, would you mind testing something for me?

 

LPO already registers for PA mod events to shield you from license/violation checks during the PA jail event. This is separate from the jail nodes. If PA is installed, LPO ends up with two possible paths toward "PlayerJailed()" function: once from the jail node, once from the PA entry mod event. In the former case, LPO calls PlayerJailed(false). In the latter case, LPO calls PlayerJailed(true). Can you double-check if this function is being called repeatedly?

 

If this is the case and is why your items are vanished by LPO, I need to remove the PlayerJailed() function call from my PA mod event reception body or disable its call from my jail node IF Prison Alternative is installed.

Posted (edited)

@Nuascura

 

So, I believe I was able to find those two instances where PlayerJailed is called (not counting the ones associated to Prison Overhaul Patched). Looking at the code, I did think both events that contain the Playerjailed function were being called indiscriminately, but to make sure I decided to bruteforce it and asked the scripts to display a message box right before calling those functions like so:

 

From BM_License_Moderator_Alias:

Event pamaPA_OnImprisonementStart(string eventName, string strArg, float numArg, Form sender)
    bmlUtility.LogTrace("pamaPA_OnImprisonementStart")
    Debug.MessageBox("Calling PlayerJailed(true)")
    licenses.PlayerJailed(true)
EndEvent

 

From BM_Jail_Arrest:

Event OnUpdate()
    Debug.MessageBox("Calling PlayerJailed()")
    licenses.PlayerJailed()
    Self.Stop()
EndEvent

 

I opened up the game, got sent to jail and both message boxes showed up. So from my understanding, if my brute force method is correct, this would mean the function is indeed being called repeatedly. 

 

Also, I don't know if this is of any help, but I did the test three times and on all three instances the message box displaying "Calling PlayerJailed()" appeared before the other one, so PlayerJailed() on BM_Jail_Arrest should be the one being called first.

 

Edit: I kept playing until the end of my jail sentence and noticed something else. I'm not sure if this is the intended behavior, but the "Calling PlayerJailed()" message box appeared multiple times throughout serving Prison Alternative's jail sentence and, if my method is correct, then this would mean the PlayerJailed() function itself got called on each of those occasions. The message box appeared every time PA finished an event and sent me back to the "default" jailed state. Interestingly enough, as I was being released the function seems to have been called twice in a row. 

Edited by Dingo-
Posted

@Dingo- Thanks for testing. These things fall through because I don't use PA.

 

Can you check your log? Check via the search term "BM-LPO". See if the event "pamaPA_OnImprisonementStart" appears repeatedly. If it doesn't repeat, then that means the repeated calls are coming from the jail node. In this case, the solution to all our problems should hopefully only be to condition the node against running if Prison Alternative is installed. This prevents the multi-calls from the jail node. 

 

Also, when the player is in a pama event, we want PlayerJailed() to only be called from the pama mod event reception. The mentioned node conditioning should prevent this issue as well.

 

Unfortunately I can't provide a test plugin since I'm not near my PC.

Posted

@Nuascura Checked the log and pamaPA_OnImprisonementStart does indeed only appear one time. 

 

Just in case, I pulled every line in the log that contained the text "[BM-LPO]" and placed it here:

Spoiler
[03/14/2025 - 01:07:51PM] [BM-LPO] No exception state detected
[03/14/2025 - 01:07:51PM] [BM-LPO] Violation Checker passed initial conditions.
[03/14/2025 - 01:07:51PM] [BM-LPO] Called startViolationCheckQuest()
[03/14/2025 - 01:07:51PM] [BM-LPO] Started Violation Check Quest.
[03/14/2025 - 01:07:51PM] [BM-LPO] ViolationCheck
[03/14/2025 - 01:07:52PM] [BM-LPO] ViolationCheck_DD
[03/14/2025 - 01:07:52PM] [BM-LPO] ViolationCheck_Armor
[03/14/2025 - 01:07:52PM] [BM-LPO] ViolationCheck_Weapon
[03/14/2025 - 01:07:52PM] [BM-LPO] Violation Check time-out in 5 seconds.
[03/14/2025 - 01:07:52PM] [BM-LPO] ViolationCheck_Magic
[03/14/2025 - 01:07:52PM] [BM-LPO] ViolationCheck_Travel
[03/14/2025 - 01:07:57PM] [BM-LPO] ResetViolations() Type: -1
[03/14/2025 - 01:07:57PM] [BM-LPO] Ending Violation Check.
[03/14/2025 - 01:08:28PM] [BM-LPO] Sent BM-LPO_LicenseRemoved
[03/14/2025 - 01:08:31PM] [BM-LPO] ApplyNullifyMagicka
[03/14/2025 - 01:08:31PM] [BM-LPO] ApplyNullifyMagicka passed conditions
[03/14/2025 - 01:08:31PM] [BM-LPO] RenewCollar
[03/14/2025 - 01:08:32PM] [BM-LPO] DDI_OnDeviceEquipped
[03/14/2025 - 01:08:32PM] [BM-LPO] ResetViolations() Type: 0
[03/14/2025 - 01:08:33PM] [BM-LPO] DHLP_OnSuspend
[03/14/2025 - 01:08:33PM] [BM-LPO] pamaPA_OnImprisonementStart
[03/14/2025 - 01:08:33PM] [BM-LPO] ResetViolations() Type: 0
[03/14/2025 - 01:08:36PM] [BM-LPO] Player is a prisoner
[03/14/2025 - 01:08:45PM] [BM-LPO] Player is a prisoner
[03/14/2025 - 01:20:07PM] [BM-LPO] ApplyNullifyMagicka
[03/14/2025 - 01:20:07PM] [BM-LPO] ApplyNullifyMagicka failed to apply. isMagicViolation: False; force: TRUE; CheckNullifyMagickaCurse(PlayerActorRef): 1
[03/14/2025 - 01:20:07PM] [BM-LPO] ResetViolations() Type: 0
[03/14/2025 - 01:22:20PM] [BM-LPO] ApplyNullifyMagicka
[03/14/2025 - 01:22:20PM] [BM-LPO] ApplyNullifyMagicka failed to apply. isMagicViolation: False; force: TRUE; CheckNullifyMagickaCurse(PlayerActorRef): 1
[03/14/2025 - 01:22:20PM] [BM-LPO] ResetViolations() Type: 0
[03/14/2025 - 01:25:16PM] [BM-LPO] ApplyNullifyMagicka
[03/14/2025 - 01:25:16PM] [BM-LPO] ApplyNullifyMagicka failed to apply. isMagicViolation: False; force: TRUE; CheckNullifyMagickaCurse(PlayerActorRef): 1
[03/14/2025 - 01:25:16PM] [BM-LPO] ResetViolations() Type: 0
[03/14/2025 - 01:25:52PM] [BM-LPO] SLScene_OnStart
[03/14/2025 - 01:27:12PM] [BM-LPO] SLScene_OnEnd
[03/14/2025 - 01:27:32PM] [BM-LPO] ApplyNullifyMagicka
[03/14/2025 - 01:27:32PM] [BM-LPO] ApplyNullifyMagicka failed to apply. isMagicViolation: False; force: TRUE; CheckNullifyMagickaCurse(PlayerActorRef): 1
[03/14/2025 - 01:27:32PM] [BM-LPO] ResetViolations() Type: 0
[03/14/2025 - 01:29:48PM] [BM-LPO] ApplyNullifyMagicka
[03/14/2025 - 01:29:48PM] [BM-LPO] ApplyNullifyMagicka failed to apply. isMagicViolation: False; force: TRUE; CheckNullifyMagickaCurse(PlayerActorRef): 1
[03/14/2025 - 01:29:48PM] [BM-LPO] ResetViolations() Type: 0
[03/14/2025 - 01:29:50PM] [BM-LPO] ApplyNullifyMagicka
[03/14/2025 - 01:29:50PM] [BM-LPO] ApplyNullifyMagicka failed to apply. isMagicViolation: False; force: TRUE; CheckNullifyMagickaCurse(PlayerActorRef): 1
[03/14/2025 - 01:29:50PM] [BM-LPO] ResetViolations() Type: 0
[03/14/2025 - 01:29:51PM] [BM-LPO] DHLP_OnResume
[03/14/2025 - 01:29:52PM] [BM-LPO] pamaPA_OnImprisonementEnd
[03/14/2025 - 01:30:01PM] [BM-LPO] No exception state detected
[03/14/2025 - 01:30:01PM] [BM-LPO] Violation Checker passed initial conditions.
[03/14/2025 - 01:30:01PM] [BM-LPO] Called startViolationCheckQuest()
[03/14/2025 - 01:30:01PM] [BM-LPO] Started Violation Check Quest.
[03/14/2025 - 01:30:01PM] [BM-LPO] ViolationCheck
[03/14/2025 - 01:30:02PM] [BM-LPO] ViolationCheck_DD
[03/14/2025 - 01:30:02PM] [BM-LPO] ViolationCheck_Weapon
[03/14/2025 - 01:30:02PM] [BM-LPO] Violation Check time-out in 5 seconds.
[03/14/2025 - 01:30:02PM] [BM-LPO] ViolationCheck_Armor
[03/14/2025 - 01:30:02PM] [BM-LPO] ViolationCheck_Travel
[03/14/2025 - 01:30:02PM] [BM-LPO] ViolationCheck_Magic
[03/14/2025 - 01:30:08PM] [BM-LPO] ResetViolations() Type: -1
[03/14/2025 - 01:30:08PM] [BM-LPO] Ending Violation Check.
[03/14/2025 - 01:31:18PM] [BM-LPO] SLScene_OnStart
[03/14/2025 - 01:32:30PM] [BM-LPO] SLScene_OnEnd
[03/14/2025 - 01:32:41PM] [BM-LPO] No exception state detected
[03/14/2025 - 01:32:41PM] [BM-LPO] Violation Checker passed initial conditions.
[03/14/2025 - 01:32:41PM] [BM-LPO] Called startViolationCheckQuest()
[03/14/2025 - 01:32:41PM] [BM-LPO] Started Violation Check Quest.
[03/14/2025 - 01:32:41PM] [BM-LPO] ViolationCheck
[03/14/2025 - 01:32:42PM] [BM-LPO] ViolationCheck_Armor
[03/14/2025 - 01:32:42PM] [BM-LPO] ViolationCheck_Weapon
[03/14/2025 - 01:32:43PM] [BM-LPO] Violation Check time-out in 5 seconds.
[03/14/2025 - 01:32:43PM] [BM-LPO] ViolationCheck_Travel
[03/14/2025 - 01:32:43PM] [BM-LPO] ViolationCheck_Magic
[03/14/2025 - 01:32:43PM] [BM-LPO] ViolationCheck_DD
[03/14/2025 - 01:32:48PM] [BM-LPO] ResetViolations() Type: -1
[03/14/2025 - 01:32:48PM] [BM-LPO] Ending Violation Check.
[03/14/2025 - 01:34:31PM] [BM-LPO] No exception state detected
[03/14/2025 - 01:34:31PM] [BM-LPO] Violation Checker passed initial conditions.
[03/14/2025 - 01:34:31PM] [BM-LPO] Called startViolationCheckQuest()
[03/14/2025 - 01:34:31PM] [BM-LPO] Started Violation Check Quest.
[03/14/2025 - 01:34:31PM] [BM-LPO] ViolationCheck
[03/14/2025 - 01:34:32PM] [BM-LPO] ViolationCheck_Magic
[03/14/2025 - 01:34:32PM] [BM-LPO] ViolationCheck_DD
[03/14/2025 - 01:34:32PM] [BM-LPO] Violation Check time-out in 5 seconds.
[03/14/2025 - 01:34:32PM] [BM-LPO] ViolationCheck_Weapon
[03/14/2025 - 01:34:32PM] [BM-LPO] ViolationCheck_Travel
[03/14/2025 - 01:34:32PM] [BM-LPO] ViolationCheck_Armor
[03/14/2025 - 01:35:38PM] [BM-LPO] ResetViolations() Type: -1
[03/14/2025 - 01:35:38PM] [BM-LPO] Ending Violation Check.
[03/14/2025 - 01:35:43PM] [BM-LPO] No exception state detected
[03/14/2025 - 01:35:43PM] [BM-LPO] Violation Checker passed initial conditions.
[03/14/2025 - 01:35:43PM] [BM-LPO] Called startViolationCheckQuest()
[03/14/2025 - 01:35:43PM] [BM-LPO] Started Violation Check Quest.
[03/14/2025 - 01:35:43PM] [BM-LPO] ViolationCheck
[03/14/2025 - 01:35:44PM] [BM-LPO] ViolationCheck_Armor
[03/14/2025 - 01:35:44PM] [BM-LPO] ViolationCheck_Weapon
[03/14/2025 - 01:35:44PM] [BM-LPO] Violation Check time-out in 5 seconds.
[03/14/2025 - 01:35:44PM] [BM-LPO] ViolationCheck_DD
[03/14/2025 - 01:35:44PM] [BM-LPO] ViolationCheck_Travel
[03/14/2025 - 01:35:44PM] [BM-LPO] ViolationCheck_Magic

 

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