Jump to content

Recommended Posts

Posted

@Kruggar I can't replicate your issues. BUT, the last Tweak version was either 1.1.12 or 1.1.11 depending on when you noticed the mod page transferal. And those versions are a big jump back from 1.1.18. I'd ask that you pass the papyrus log, test with a new game, and double-check your license seller setting.

 

@BYJE137 CTD issue was present with multiple license books due to some missing book properties. This is fixed in 1.1.19b-2. Remember to check the changelogs.

Posted (edited)
19 hours ago, Gyra said:

@Kruggar I can't replicate your issues. BUT, the last Tweak version was either 1.1.12 or 1.1.11 depending on when you noticed the mod page transferal. And those versions are a big jump back from 1.1.18. I'd ask that you pass the papyrus log, test with a new game, and double-check your license seller setting.

 

23 hours ago, Kruggar said:

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.

 


So, I took additional steps after this, I enabled the mod from MCM > passed time (24 hours) in game > Saved, quit and reloaded the save. Now I'm able to purchase licenses normally.
However I'm still not getting the DD items equipped on character after violations. 
Here's the papyrus log.

debug_notif.png

 

Edited by Kruggar
Posted (edited)

@Kruggar Try 1.2.0

 

Fair warning: the screenshot you sent showed that the device validator wasn't correctly validating restraints that had passed the exceptions checker, so it's a little misleading. It's not that the devices failed to validate or that the validator was too sensitive, but that there was simply a gap in the logic. If you see any more warnings, first check if you could logically wear the restraint in your current state. If you can, then that means the validator still needs work. Best method to double-check on your end is to grab that invalidated item and manually equip it - see if DD pops any warning to you directly.

 

 

Edited by Gyra
Removed attachment
Posted
4 hours ago, Gyra said:

@Kruggar Try 1.2.0

 

Fair warning: the screenshot you sent showed that the device validator wasn't correctly validating restraints that had passed the exceptions checker, so it's a little misleading. It's not that the devices failed to validate or that the validator was too sensitive, but that there was simply a gap in the logic. If you see any more warnings, first check if you could logically wear the restraint in your current state. If you can, then that means the validator still needs work. Best method to double-check on your end is to grab that invalidated item and manually equip it - see if DD pops any warning to you directly.

 

 

 

I used the PEX file you shared, devices are working properly now. Thanks!

Posted (edited)

@Kruggar if you or anyone else has time, I'd be grateful if you could try out the attached .pex. I probably don't need to get into the specifics, but the gist is that it's a logically-optimized and compressed validator. This script was compiled with 1.2.0; it should work for older versions but I won't guarantee it will.

 

Edited by Gyra
Removed attachment; included with 1.2.1
Posted
32 minutes ago, Gyra said:

@Kruggar if you or anyone else has time, I'd be grateful if you could try out the attached .pex. I probably don't need to get into the specifics, but the gist is that it's a logically-optimized and compressed validator. This script was compiled with 1.2.0; it should work for older versions but I won't guarantee it will.

BM_API_DD.pex 7.18 kB · 0 downloads


I'll test it tomorrow if anyone else haven't already. 

Posted

Silenced Prisoners

https://www.nexusmods.com/skyrimspecialedition/mods/15791

 

This is a mod that adds handcuffs that make it impossible to cast spells and a gag that prevents you from shouting. Maybe you can use these handcuffs or the code behind them to restrict spell casting instead of draining mana.

 

On another note, guards only enforce the "no magic" rule if you have spells equipped and readied? Right now they are kind of psychics knowing that you have spells equipped even though there is no visual tell.

Posted

What do I need to do to get the clothing license to trigger? I have it enabled in the MCM, and it shows up as an option when buying licensed, but no matter what I do the guards ignore my clothing, even when they notice an equipped weapon or magic.

Posted
13 hours ago, Someone92 said:

On another note, guards only enforce the "no magic" rule if you have spells equipped and readied? Right now they are kind of psychics knowing that you have spells equipped even though there is no visual tell.

I rationalized this as Guards having a Detect Magicka scroll in their possession. Additionally, as a change from original BML, I added a OnSpellCast event to check for magic license violations. Cast a spell near a guard and they should approach you.

 

I’ll look into the method you’ve passed to me.

 

3 hours ago, Aria the bunny said:

What do I need to do to get the clothing license to trigger? I have it enabled in the MCM, and it shows up as an option when buying licensed, but no matter what I do the guards ignore my clothing, even when they notice an equipped weapon or magic.

Do you have a bikini or armor license?

 

Body equipment licenses follow a succession logic. Clothing -> Bikini -> Armor. Unless I have a logic hole somewhere, having armor license active and having the license book itself as valid inside your inventory will cause guards to ignore processing clothes entirely. Same for bikini license.

Posted
1 hour ago, Aria the bunny said:

It was a fresh save, I had no licenses. I also had the bikini license disabled since I don't have any bikini armor mods, maybe that would do it?

No, bikini license should be irrelevant in this context. Can you let me know your mod version? 
 

Other trouble-shooting steps you can try:

- disable and enable mod via MCM

- use in-game wait menu to wait 24 hrs


If you’re wearing modded clothing, ensure it has the correct item keywords applied via its esp. Double check if other vanilla clothing items work, even if your current problematic item is vanilla.

 

Also, enable papyrus log and search for anything with the prefix “bm_”. If anything appears, pass me a log.

Posted

Disabling then re-enabling the mod a couple times did work, though for some reason disabling the mod the first time gave my over 8000 gold. I am using the most recent version of the mod. I also tried to enable the log, but the guide I found didn't work, so no luck there.

Posted (edited)
57 minutes ago, Aria the bunny said:

though for some reason disabling the mod the first time gave my over 8000 gold

ah... that's my bad. There's a logic hole here, Should be fixed with 1.2.1.

 

57 minutes ago, Aria the bunny said:

Disabling then re-enabling the mod a couple times did work

This means the hasClothingLicense variable was stuck in your game. I have no means of checking what you did so I can find the root case, however. Maybe you imported a config file? Maybe you enabled and disabled Clothing License? Maybe you did something else?

 

Edit: Just patched another logic hole in how BMLE refreshes license status from two events: when you import a config file and when you enable/disable a license feature. Again, no idea what steps you took exactly, so not sure if this was the root cause of your problem.

Edited by Gyra
Posted (edited)

To-do List

[Completed as of August 25, 2024. If there is a newer to-do list, you're looking at the wrong one. That or it doesn't exist publicly.]

Edited by Nuascura
Posted

I started playing this mod in my level 62 save. I can buy all the licenses as they should be, but the life ensurance price is already over 500,000 septims and keeps going higher. Now it's over like one thousand billions, so I can never afford it without cheating...

Why is it happening and what can do about it?

Posted

I have a request that I think would fit within the theme of this mod. Would it be possible to create functionality to buy back confiscated items when confiscation is active? Either one by one or if it's simpler, just a blanket "buy back everything". Could be marked value + a fine or something so it doesn't become too easy.

 

I like the function, but I wish there was a way to legally get back unique items except stealing them from the evidence chest.

Posted
36 minutes ago, brdc said:

I started playing this mod in my level 62 save. I can buy all the licenses as they should be, but the life ensurance price is already over 500,000 septims and keeps going higher. Now it's over like one thousand billions, so I can never afford it without cheating...

Why is it happening and what can do about it?

Please tell me what the calculations appear as as according to the MCM. What are the multipliers/modifiers’ values?

 

16 minutes ago, tugglyff2 said:

I have a request that I think would fit within the theme of this mod. Would it be possible to create functionality to buy back confiscated items when confiscation is active? Either one by one or if it's simpler, just a blanket "buy back everything". Could be marked value + a fine or something so it doesn't become too easy.

 

I like the function, but I wish there was a way to legally get back unique items except stealing them from the evidence chest.

I’ll look into it.

Posted
On 10/16/2023 at 8:35 AM, Someone92 said:

This is a mod that adds handcuffs that make it impossible to cast spells and a gag that prevents you from shouting. Maybe you can use these handcuffs or the code behind them to restrict spell casting instead of draining mana.

This might actually work better than simply draining the players magicka. Especially considering mods like Ordinator (which is probably the most commonly used perk overhaul). If one takes up Vancian Magic (which I often do, as a loooooooong time D&D GM, I can get behind that principle easily), having zero Magicka does exactly nothing to stop one from casting spells.

Posted (edited)

One more thing. If you use the option to confiscate items, how do you get them back? I've got the required licenses now, but there isn't anyone around (in the Riften Prison in this case [or Mistveil keep for that matter]) to talk to that seems to have a topic to retrieve the items (and simply unlocking the evidence chest and helping yourself marks the items as stolen).

Edited by Talesien
Posted
19 hours ago, Gyra said:

So, to recap, this is a list of incoming features (subject to change; no timeline):

1. Gag Exemption. Should be easy enough

2. Bondage Exemption. A little harder, perhaps?

3. Curfew Exemption. Thinking of attaching a magic effect that runs using CK condition to check current time

4. Deplete Magicka curse. CK magic effect should activate EITHER if player lacks Magic License OR player is wearing cursed collar or item

5. Patches for mods that change barter dialogues (USSEP, Misc Dialogue Patches, Immersive Persuasion)

 

 

Hmm... I sort of mentioned it previously, but any hope for a feature that just plain confiscates everything in the inventory? Should be a fairly easy implementation.

 

I suppose having any of these apply to followers like SLS would add quite a bit of complexity, though.

Posted (edited)
2 hours ago, Lute said:

 

Hmm... I sort of mentioned it previously, but any hope for a feature that just plain confiscates everything in the inventory? Should be a fairly easy implementation.

 

I suppose having any of these apply to followers like SLS would add quite a bit of complexity, though.

I didn’t put that on the list just because I haven’t properly thought through implementing it. Similar to why I haven’t touched SlaveTats yet as I haven’t had time to work with that mod. The ones listed are the ones I can at least imagine how to implement through concept and technicality.

 

Concept-wise, the “general property license” needs to depend on what you mentioned as sexual favors, or something equivalent, else it isn’t sufficiently differentiated from BMLE’s other features.

Edited by Gyra
Posted
3 hours ago, Talesien said:

One more thing. If you use the option to confiscate items, how do you get them back? I've got the required licenses now, but there isn't anyone around (in the Riften Prison in this case [or Mistveil keep for that matter]) to talk to that seems to have a topic to retrieve the items (and simply unlocking the evidence chest and helping yourself marks the items as stolen).

No option yet. Still looking into a method. Your only option is to steal them back, at present.

Posted
On 10/18/2023 at 3:21 AM, Gyra said:

Please tell me what the calculations appear as as according to the MCM. What are the multipliers/modifiers’ values?

The misbehaviour multiplier is 5143820288.00x and the popularity one is 1.75x for now.

I didn't change all the base cost and duration. With ''exempt thanes'' on and ''invert'' off. And all other licenses are toggled on and purchased.

Posted (edited)
5 hours ago, brdc said:

The misbehaviour multiplier is 5143820288.00x and the popularity one is 1.75x for now.

I didn't change all the base cost and duration. With ''exempt thanes'' on and ''invert'' off. And all other licenses are toggled on and purchased.

 

I found multiple issues. Will try to fix with 1.2.1.

 

Edit:

Should be fixed with 1.2.1. What likely happened is that you tried to break license rules while out-of-sight, but BMLE was incorrectly changing modifier without you being "spotted", so to say. 

Two options for you:
- Break a rule while in a guard's sight. This should clamp your multiplier to 15.0x

- Disable and enable mod via MCM. This should reset your misbehaviour multiplier to 1.0x

Edited by Gyra
Posted (edited)
19 hours ago, Gyra said:

Should be fixed with 1.2.1. What likely happened is that you tried to break license rules while out-of-sight, but BMLE was incorrectly changing modifier without you being "spotted", so to say. 

Two options for you:
- Break a rule while in a guard's sight. This should clamp your multiplier to 15.0x

Good to know why and how. Thanks!

Yet I still wonder what exactly breaks the rules when I am not having a life insurance? In my case I had all the licenses except the life one so I could have only broken its rules.

 

Few more questions:

When updating from 1.2.0 to 1.2.1, is it save that just replace it in MO?

Anyway to extend my owned licenses within duration? Or I can only buy them again after expired?

Edited by brdc

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...