Nuascura Posted December 31, 2025 Author Posted December 31, 2025 On 12/29/2025 at 3:37 AM, edinburg said: When licenses is configured to apply a curse on magic violations but active curse enforcement is disabled, everything works correctly (guards only apply the curse if the player readies/casts a spell). However, while explaining the violation the guard says the player is wandering around without a curse instead of accusing them of casting a spell. This can be corrected by adding "AND Subject.GetVMQuestVariable(BM_Licenses_MCM::NullifyMagickaEnforce) = 1" to the conditions for the "Why are you wandering around without a curse?" dialog option (96C) in Licenses.esp and adding "OR Subject.GetVMQuestVariable(BM_Licenses_MCM::NullifyMagickaEnforce) = 0" to the "Who do you think you are, casting that strange magic around here?" dialog option (878) in Licenses.esp and the overriding "Stupid girl. Are you the one casting that strange magic here?" record in Licenses - Dialog Patch.esp. When Prison Alternative is installed, Licenses calls ApplyPunishment(true) when the pamaPA_ImprisonementEnd evet is fired which applies a curse if curses are enabled and a DD item if DD on violation is enabled. pamaPA_ImprisonementEnd fires when the player is released normally, when the player is released into an event, and when the player escapes. DD and curses applied by collars tend to break events if the player is released into an event, and it doesn't make sense to apply them when the player escapes. I'd also suggest that if the player managed to survive Prison Alternative at all (which can be quite difficult with all official addons enabled) they deserve a break and don't need to be punished on normal release. So the easiest way to fix this is just to remove licenses.ApplyPunishment(true) from pamaPA_OnImprisonementEnd in BM_Licenses_Moderator_Alias.psc. Thanks for the feedback. Looks like I have my work cut out for me. The pamaPA_OnImprisonementEnd event change looks the easiest. Remove licenses.ApplyPunishment(true) as you said. I should note that NullifyMagickaEnforce has to be flagged as conditional in the script to be used as part of a condition function. But this is for my own documentation, and otherwise, the changes suggested seem logical. I'm working on an underlying overhaul of the license tracking system so I can't look too closely at these other changes. That also means these changes won't come out any time soon, unfortunately.
Nuka Cherry Posted January 18 Posted January 18 I was arrested lighting a campfire outside town, using hunterborn. That made me laugh. I am guessing that excluding camp fires and other mod related additions is impossible?
Nuascura Posted January 18 Author Posted January 18 3 hours ago, Nuka Cherry said: I was arrested lighting a campfire outside town, using hunterborn. That made me laugh. I am guessing that excluding camp fires and other mod related additions is impossible? I’m unfamiliar with Hunterborn. Which rule did Licenses claim that you broke when lighting a campfire?
Nuka Cherry Posted January 19 Posted January 19 On 1/18/2026 at 1:52 PM, IBAGadget said: I would guess crafting? Yes, you make fires for cooking, and setting the fire triggers the crafting violation. It is fine, just one mod if it is a hassle.
SJX52020 Posted February 6 Posted February 6 Love the mod, it's an excellent gold sink. Though I've been having an issue where even if trading licenses are disabled in the MCM, a guard might still fine for trading. I tried enabling and disabling again in the MCM but that didn't work, so I just re-enabled and bought a trading license, but then I was still fined despite having an active trading license. Is there anything I'm missing?
IBAGadget Posted February 7 Posted February 7 did you have a license for the items you were buying? ie, no armor license would get you a fine for buying armor - this isn't a fine for trading per se, but a fine for having something you're not licensed to own
Nuascura Posted February 8 Author Posted February 8 @edinburgYour suggested fixes are included in 1.26.0 1
Nuascura Posted February 8 Author Posted February 8 A quick guide on how to activate Lifetime License variants: 1. Under the "General" tab, scroll down until you see "Lifetime Multiplier." 2. Adjust multiplier to a value of your choice. This value changes the cost of a Lifetime License (ex. if an Armor License costs 500 gold and your LT multiplier is 2.0, its Lifetime variant costs 1000 gold). 3. Accrue 1000 gold and go to your seller of choice to purchase your LT license. Warnings: The Activation Limit feature runs simultaneous with Lifetime Licenses. Ex. If your limit is 5, purchasing 5 Lifetime Licenses will lock you out from any future purchases forever (or until you update your Limit value). 1.26.0 is a relatively early build, but from testing, I feel confident everything is in-place.
DbatRT Posted February 9 Posted February 9 Hi, great mod! I have a request and an idea for a feature: dynamic license activation based on various factors. For example, temporary enabling of the Armor License or Clothing License after being in prison as a repressive measure aimed at preventing recidivism and replenishing the city's budget. So, after release from prison, you'd have to pay extra for the license (which would serve as a good warning to prevent future offenses), or if you don't have the money, it would be a good humiliating lesson.
Ursur1major Posted February 9 Posted February 9 6 hours ago, DbatRT said: Hi, great mod! I have a request and an idea for a feature: dynamic license activation based on various factors. For example, temporary enabling of the Armor License or Clothing License after being in prison as a repressive measure aimed at preventing recidivism and replenishing the city's budget. So, after release from prison, you'd have to pay extra for the license (which would serve as a good warning to prevent future offenses), or if you don't have the money, it would be a good humiliating lesson. Maybe not quite what you have in mind but LMAO - Tolls and Crimes has the ability to turn on licenses over time, and is planning on having it advance dynamically with a "Slavery level" which will increase or decrease depending on player actions among others. Dunno how implemented that last part is yet though or if it still just in the planning phases. 1
2004 Toyota Camry SE V6 Posted February 10 Posted February 10 I'm trying to add AND keywords to the bikini restriction list, but there are quite a lot of them. I see in the mcm that extensive lists need to be entered into a settings.json file, but don't know where find that. Can someone please explain how to do it like I'm 5?
IBAGadget Posted February 10 Posted February 10 8 minutes ago, 2004 Toyota Camry SE V6 said: I'm trying to add AND keywords to the bikini restriction list, but there are quite a lot of them. I see in the mcm that extensive lists need to be entered into a settings.json file, but don't know where find that. Can someone please explain how to do it like I'm 5? Why not just add the IsBikiniItem Keyword to the armor instead? If you already have AND KID files for the clothing/armor that you use, just add the necessary bikini keyword to those files and you are done
Nuascura Posted February 13 Author Posted February 13 This is a cumulative list of highlights for 1.26 since I was too busy to make one for the initial 1.26.0 release. What's New Routine confiscation storage maintenance: Runs once a week and clears biweekly (Items confiscated must first be flagged for expiration during the next weekly available check to be removed in the following weekly check). Lifetime Licenses: Your permissive documents can now be purchased in a variant that never expires. Prices are controlled via a single "Lifetime Multiplier" value. Updated Dialogue Patch brings new lines for Trading and Crafting license purchases. What's Changed MGEF-based modularized tracking allows for targeted mod event reception and more time-accurate internal responses to held License states. The Crafting State detector now runs with a smarter, less polling-focused approach. Localization files have been updated with clearer descriptions for each License feature. 2
jperrins66 Posted February 14 Posted February 14 I'm having a bug where the confiscated stuff is not returned after I buy the right licence
Nuascura Posted February 14 Author Posted February 14 2 hours ago, jperrins66 said: I'm having a bug where the confiscated stuff is not returned after I buy the right licence What item was confiscated? Which license did you buy? What is the list of license types that you’ve enabled?
jperrins66 Posted February 14 Posted February 14 3 hours ago, Nuascura said: What item was confiscated? Which license did you buy? What is the list of license types that you’ve enabled? I've done some tests, and it's universal and yes it is a new game, and I've checked nothing is overwriting it and moved it to end of mod list
Nuascura Posted February 14 Author Posted February 14 40 minutes ago, jperrins66 said: I've done some tests, and it's universal and yes it is a new game, and I've checked nothing is overwriting it and moved it to end of mod list I can’t help you if I don’t understand Licenses’s internal variable environment based on your enabled settings. Please answer the questions I asked previously one by one. Then, attempt to replicate the issue via a controlled setup (ex. only enable the Armor License, initiate an Enforcer event, buy an Armor License, and attempt to take back your armor item). I cannot properly diagnose an issue without your help. 1
jperrins66 Posted February 14 Posted February 14 1 hour ago, Nuascura said: I can’t help you if I don’t understand Licenses’s internal variable environment based on your enabled settings. Please answer the questions I asked previously one by one. Then, attempt to replicate the issue via a controlled setup (ex. only enable the Armor License, initiate an Enforcer event, buy an Armor License, and attempt to take back your armor item). I cannot properly diagnose an issue without your help. Sorry, OK I just had the Armour Licence enabled, normal non-magical steel armour was taken, head body hands and feet, bought licence from guard (also redid it with steward) and it was all gone when I did the take back, I repeated it with magical armour and then bikini armour and the result was the same (inventory empty). Hope that is helpful, it's probably something weird with my setup, so I've just turned off the confiscate feature and everything else works fine, so no worries if I'm the only one having this issue, Love the mod. I don't know if this helps but on the previous version I had a similar problem that if my stuff was taken, and I got a licence the stuff didn't show up either but if I then bought the licence again straight away and tried the take back it did show up, that did not work this time.
Nuascura Posted February 15 Author Posted February 15 @jperrins66 I had some time to test on my latest build but was unable to replicate your issue. Please retry with 1.26.2 and follow the below steps that I had followed: Start a New Game Start Licenses via the MCM Enable Confiscation and Inventory Confiscation; leave all other settings as default Add 5000 gold to inventory Add "Iron Armor" (unenchanted) to inventory Equip "Iron Armor" Go to Whiterun city, wait for item to be confiscated Buy Armor License Retrieve Iron Armor from Guard If you still cannot see "Iron Armor" under the Guard's Gift Menu, there should be an issue with your base setup. Try to replicate your issue with a clean setup: disable all mods except what is necessary for Licenses.
Kingslayer101 Posted February 15 Posted February 15 So with your update, I have this popping up on my new save file in Fallrim Tools. Its because of the script rename, is it ok to clean this?
Nuascura Posted February 16 Author Posted February 16 5 hours ago, Kingslayer101 said: So with your update, I have this popping up on my new save file in Fallrim Tools. Its because of the script rename, is it ok to clean this? Yeah it’s ok to clean up. Might also be safer to disable Licenses in-game before updating since the Barter scripts are new and vastly changed. 1
FatherRichard Posted February 16 Posted February 16 Im having a bug where the mod gets stuck initializing forever, unsure of the cause but it seems to happen no matter what version I use. I have all the required mods
Nuascura Posted February 16 Author Posted February 16 12 minutes ago, FatherRichard said: Im having a bug where the mod gets stuck initializing forever, unsure of the cause but it seems to happen no matter what version I use. I have all the required mods Just to state the obvious, you do need to exit the MCM back to gameplay for Licenses to run its functions. Other than that… Please pass a papyrus log, logging your experience from starting a new game up to your attempting to initialize Licenses.
noctred Posted February 17 Posted February 17 Hi, I'm looking for a bit of clarification on the bikini license in exemption mode. My understanding was that, when configured as an exemption, you would be able to wear bikini armor by default (with no licenses purchased) and would only need to buy the bikini license if you wanted to wear other types of armor/clothing. However, with the bikini license running in exemption mode, guards are stopping me for license violations when I'm only wearing armor pieces tagged with the BM_LicensesBikiniItem keyword. Am I misunderstanding how the exemption mode works or is the mod misbehaving in my game?
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