Nuascura Posted April 8 Author Posted April 8 8 hours ago, layzpeon said: I just recently updated from 1.26.2 to 1.26.4, and now when I buy a magic license it doesn't dispel the curse. After buying it I tried checking with guards and the steward (who is the person I buy the license from) and none of them have the dialog option to remove the curse. Did you restart Licenses after the update? Are you able to replicate the issue on a new game? If so, please pass me a step-by-step from the point of character creation to replicate your issue, thanks.
layzpeon Posted April 8 Posted April 8 29 minutes ago, Nuascura said: Did you restart Licenses after the update? Are you able to replicate the issue on a new game? If so, please pass me a step-by-step from the point of character creation to replicate your issue, thanks. I'll give those a try and let you know.
layzpeon Posted April 8 Posted April 8 (edited) 16 hours ago, Nuascura said: Did you restart Licenses after the update? Are you able to replicate the issue on a new game? If so, please pass me a step-by-step from the point of character creation to replicate your issue, thanks. Tried restarting the mod. Restarting removed the curse, but once I was cursed again by a guard and paid for a new license, the curse remained. Started a new game, got cursed, bought license, still cursed. Step-by-step: Create Character (I use Alternate Perspective) Set up Licenses: Set the License Seller as "Steward" Turn off all Licenses except Magic For the Magic License, set "Nullify Magicka" to "Spell" and enable "Active Curse Enforcement" Choose Alternative Perspective start that starts me with a home in Whiterun so I can quickly get cursed & buy a license Start, step outside house Guard confronts me and applies the curse Use Console to give me enough money for the License Go to Dragonsreach and buy License from Steward Curse is still active I'll note that everything was working fine for this in 1.26.2, and I haven't added any other new mods since updating Licenses. I'll hold onto this test character if you want me to try anything else. Edited April 8 by layzpeon
Mehmeme Posted April 8 Posted April 8 1 hour ago, layzpeon said: Tried restarting the mod. Restarting removed the curse, but once I was cursed again by a guard and paid for a new license, the curse remained. Started a new game, got cursed, bought license, still cursed. Im also having this issue
layzpeon Posted April 9 Posted April 9 5 hours ago, Nuascura said: @Mehmeme @layzpeon Please try 1.26.5 That fixed it, thanks! 1
ASDASDASD_Smasher Posted April 9 Posted April 9 On 9/23/2025 at 5:39 AM, Nuascura said: Very easy. All you'd need to do is change the dialogue conditions based on how you want this setup to be. The applied Condition Functions and their OR or AND combinations will need to be more defined than how you wrote them out to be. Example setup: Player.GetItemCount(Armor License) OR Player.GetItemCount(Bikini License) OR Player.GetItemCount(Weapon License) OR Player.GetItemCount(Magic License) or Player.GetItemCount(Armor License) OR Player.GetItemCount(Bikini License) AND Player.GetItemCount(Weapon License) OR Player.GetItemCount(Magic License) You can do this in xEdit. Let me know if you need help. Hello, it took me a while to get working on this, but now I tried to do it and changed the records like this. However, the travel permit dialogue still appears. What am I doing wrong?
Nuascura Posted April 10 Author Posted April 10 @ASDASDASD_Smasher In your image, you created an override for my original Dialog Topic 0x88a record - this is good. The problem is that your additions/amendments were added to the original record rather than the overwriting record, as shown on the rightside panel. This means that you've allowed the contents of my original record to take priority over the amended record, so that effectively nothing changes in-game. TL;DR: Move all your GetItemCount condition functions from "Licenses.esp" to "travelpermitpatch.esp" Secondly, just to clarify, the logic of those conditions would be as follows: Travel Permit would not be available for purchase unless Player holds a Weapon License AND either an Armor License or Bikini License.
long_time_lurker Posted April 10 Posted April 10 Hello, this might be a stuipd question, but where can I find these addons? Licenses - Ambience (Bundled) Provides misogynistic world interaction comments from NPCs. Oriented around a female PC. Requires: SexLab Aroused. Licenses - Dialogue Patch (Bundled) Heightens misogynistic and explicit dialogue to target weak-willed female player characters.
Nuascura Posted April 10 Author Posted April 10 @long_time_lurker Both plugin addons are inside the fomod installer.
ASDASDASD_Smasher Posted April 10 Posted April 10 (edited) 17 hours ago, Nuascura said: @ASDASDASD_Smasher In your image, you created an override for my original Dialog Topic 0x88a record - this is good. The problem is that your additions/amendments were added to the original record rather than the overwriting record, as shown on the rightside panel. This means that you've allowed the contents of my original record to take priority over the amended record, so that effectively nothing changes in-game. TL;DR: Move all your GetItemCount condition functions from "Licenses.esp" to "travelpermitpatch.esp" Secondly, just to clarify, the logic of those conditions would be as follows: Travel Permit would not be available for purchase unless Player holds a Weapon License AND either an Armor License or Bikini License. Okay, so I got the option hidden now if you dont have a weapon licence and either bikini or armor as intended, but now there is a weird bug where I'm constantly reported for missing and conforted for travel permit violation whenever that is enable, though I'm standing in the middle of Whiterun. Here is the picture of SSedit. Any idea what's wrong? Edited April 10 by ASDASDASD_Smasher
Nuascura Posted April 11 Author Posted April 11 (edited) @ASDASDASD_Smasher If this issue has to do with your patch, I am not sure where to even begin guessing, unfortunately. You say the issue only occurs with your patch enabled? Since the patch only affects the purchase dialogue, your patch shouldn't interfere with any of Licenses' internal functions. You could try the generic step of restarting Licenses in-game if you've just recently updated. There's a chance you are misinterpreting the issue as coming from your patch when it is actually with outdated variables inside Licenses. Edited April 11 by Nuascura
ASDASDASD_Smasher Posted April 11 Posted April 11 15 hours ago, Nuascura said: @ASDASDASD_Smasher If this issue has to do with your patch, I am not sure where to even begin guessing, unfortunately. You say the issue only occurs with your patch enabled? Since the patch only affects the purchase dialogue, your patch shouldn't interfere with any of Licenses' internal functions. You could try the generic step of restarting Licenses in-game if you've just recently updated. There's a chance you are misinterpreting the issue as coming from your patch when it is actually with outdated variables inside Licenses. Now that I tested it, it seems the bug is also presnt without patch. I'm not sure what causes it, because I tried refreshing the mod etc. but I'm still reported missing whenever travel permit is enabled. Are there any known causes for such behauvior?
gerroth Posted April 12 Posted April 12 Not a support question, just some hint (aka shilling) for an adjacent thing I've created. I'm a big enjoyer of the "bikini exemption" license mode, but its hard to integrate it into a gameplay loop, because there needs to be a reliable/good way of acquiring bikini armor that is still challenging (and doesn't feel like cheating). While distributors for TAWOBA exist, something similar for mage-style robes is hardly existent, especially if you want enchanted versions. Therefore I wanted to share my SPID distributor for various mage bikini items: Really vast, about 1200+ enchanted bikini robes for all schools and levels (created by xEdit Script) Includes Modular Mage, Sha's Silks, Queen Marikas Dress and more Specifically created/balanced for a licenses playthrough, also includes correct tags for everything https://www.nexusmods.com/skyrimspecialedition/mods/169396 3
Nuascura Posted April 12 Author Posted April 12 @ASDASDASD_Smasher No known causes and reports of the issue atm. I haven't changed anything about the Permit feature's function specifically in quite a while. I also just ran from Helgen intro through Riverwood to Whiterun last night without any unintended behaviors. Make sure you are using the latest version of Licenses (1.26.5). Then, please try to replicate your issue with a new game, at default mod settings, and pass me a step-by-step from the point of character creation. If you aren't able to replicate your issue change a setting and repeat.
Kingslayer101 Posted April 12 Posted April 12 So I've got this problem with a magic tat, I made my own tattoo for the neck part to use for the Magic license and changed the json's location to Face but for some reason the tat keeps on applying to the body instead.
RoxDox Posted April 12 Posted April 12 Genuinely not sure what causes the issue but for many versions of this mod on a new save its almost a coin flip if when I hit "initialise" for the mod that it will just hang and never work. In most cases I just need to start a new game and make sure setting this mod up is the first thing I do.
ASDASDASD_Smasher Posted April 12 Posted April 12 12 hours ago, Nuascura said: @ASDASDASD_Smasher No known causes and reports of the issue atm. I haven't changed anything about the Permit feature's function specifically in quite a while. I also just ran from Helgen intro through Riverwood to Whiterun last night without any unintended behaviors. Make sure you are using the latest version of Licenses (1.26.5). Then, please try to replicate your issue with a new game, at default mod settings, and pass me a step-by-step from the point of character creation. If you aren't able to replicate your issue change a setting and repeat. Okay, so I did some installing and uninstalling and went all the way back to version 1.21 and then tried the newer versions and everything seems to work now, even with the newest version 1.26.5. Instead of being reported missing I get the normal "you have been detected in a settlement" message and guard does not confort me. My patch seems to be working fine also, doing whats intended. I'm happy its working out like this, though I would have liked to known what caused the issues in the first place.
ASDASDASD_Smasher Posted April 12 Posted April 12 I think I have identified the culprit. It was the mod called Devious Interests. I uninstalled it during my testing and I guess that was why I stopped seeing those messages, because as soon as I installed it again, I started receiving those "you have been reported missing" messages. 1
ASDASDASD_Smasher Posted April 13 Posted April 13 (edited) Okay, so here is the thing. Why I wanted to make the patch now is because I'm currently making my first real own mod. This mod is pretty simple and for now basically just creates NPC that provides premade bikini outfit package so I don't have to go through the hassle crafting them all. I'm planning on expanding the mod in the future if possible, but for now I'd really like my custom NPC to be able to sell this mods licenses or call the purchase function, so I'm trying to add the script to dialogue end fragment in Creation Kit. However, I have failed compile any of the properties from this mods scripts. I should have both the pex. and psc. files in the appropriate folders and I should have all the papyrus resources also or at least they are installed through Vortex. Like I said, this is my first mod so I'm really still learning the ropes, but I'd really like to get this to work and currently I'm really struggling with no idea how to progress so I would appreciate any help. This is just what I get: Edited April 13 by ASDASDASD_Smasher add pic
Nuascura Posted April 14 Author Posted April 14 @ASDASDASD_Smasher Can you paste your entire TIF script here? I have a hunch what the issue is but don’t want to mislead you.
ASDASDASD_Smasher Posted April 14 Posted April 14 (edited) 7 hours ago, Nuascura said: @ASDASDASD_Smasher Can you paste your entire TIF script here? I have a hunch what the issue is but don’t want to mislead you. Here it is: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 4 Scriptname TIF__0608E465 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_3 Function Fragment_3(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE Actor playerRef = Game.GetPlayer() int cost = 500 if playerRef.GetItemCount(Gold001) >= cost playerRef.RemoveItem(Gold001, cost, True) Armor[] outfitParts = new Armor[12] outfitParts[0] = OutfitTop outfitParts[1] = OutfitBottom outfitParts[2] = OutfitBoots outfitParts[3] = OutfitGloves outfitParts[4] = OutfitAbs outfitParts[5] = outfitChest outfitParts[6] = OutfitPauldron1 outfitParts[7] = OutfitPauldron2 outfitParts[8] = OutfitTasset outfitParts[9] = OutfitThigh outfitParts[10] = OutfitHead outfitParts[11] = OutfitGorget int i = 0 while i < outfitParts.Length if outfitParts playerRef.AddItem(outfitParts, 1, True) endif i += 1 endWhile if BikiniLicense && playerRef.GetItemCount(BikiniLicense) == 0 playerRef.AddItem(BikiniLicense, 1, True) endif if WeaponLicense && playerRef.GetItemCount(WeaponLicense) == 0 playerRef.AddItem(WeaponLicense, 1, True) endif if TravelPermit && playerRef.GetItemCount(TravelPermit) == 0 playerRef.AddItem(TravelPermit, 1, True) endif if ItemSound ItemSound.Play(playerRef) endif BikiniFullPackageBought.SetValue(1) Debug.Notification("You received bikini outfit and licenses.") else Debug.Notification("Not enough gold.") endif (GetOwningQuest() as Quest).SetStage(10) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Armor Property OutfitTop Auto Armor Property OutfitBottom Auto Armor Property OutfitBoots Auto Armor Property OutfitGloves Auto MiscObject Property Gold001 Auto Armor Property OutfitAbs Auto Armor Property OutfitPauldron1 Auto Armor Property OutfitPauldron2 Auto Armor Property outfitChest Auto Armor Property OutfitTasset Auto Armor Property OutfitThigh Auto Armor Property OutfitHead Auto Armor Property OutfitGorget Auto Sound Property ItemSound Auto Book Property BikiniLicense Auto Book Property WeaponLicense Auto Book Property TravelPermit Auto GlobalVariable Property BikiniFullPackageBought Auto Quest Property bmUtility Auto Edited April 14 by ASDASDASD_Smasher
long_time_lurker Posted April 14 Posted April 14 On 4/10/2026 at 7:58 PM, Nuascura said: @long_time_lurker Both plugin addons are inside the fomod installer. thanks a lot!
ASDASDASD_Smasher Posted April 14 Posted April 14 (edited) 3 hours ago, ASDASDASD_Smasher said: Here it is: Hide contents ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 4 Scriptname TIF__0608E465 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_3 Function Fragment_3(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE Actor playerRef = Game.GetPlayer() int cost = 500 if playerRef.GetItemCount(Gold001) >= cost playerRef.RemoveItem(Gold001, cost, True) Armor[] outfitParts = new Armor[12] outfitParts[0] = OutfitTop outfitParts[1] = OutfitBottom outfitParts[2] = OutfitBoots outfitParts[3] = OutfitGloves outfitParts[4] = OutfitAbs outfitParts[5] = outfitChest outfitParts[6] = OutfitPauldron1 outfitParts[7] = OutfitPauldron2 outfitParts[8] = OutfitTasset outfitParts[9] = OutfitThigh outfitParts[10] = OutfitHead outfitParts[11] = OutfitGorget int i = 0 while i < outfitParts.Length if outfitParts playerRef.AddItem(outfitParts, 1, True) endif i += 1 endWhile if BikiniLicense && playerRef.GetItemCount(BikiniLicense) == 0 playerRef.AddItem(BikiniLicense, 1, True) endif if WeaponLicense && playerRef.GetItemCount(WeaponLicense) == 0 playerRef.AddItem(WeaponLicense, 1, True) endif if TravelPermit && playerRef.GetItemCount(TravelPermit) == 0 playerRef.AddItem(TravelPermit, 1, True) endif if ItemSound ItemSound.Play(playerRef) endif BikiniFullPackageBought.SetValue(1) Debug.Notification("You received bikini outfit and licenses.") else Debug.Notification("Not enough gold.") endif (GetOwningQuest() as Quest).SetStage(10) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Armor Property OutfitTop Auto Armor Property OutfitBottom Auto Armor Property OutfitBoots Auto Armor Property OutfitGloves Auto MiscObject Property Gold001 Auto Armor Property OutfitAbs Auto Armor Property OutfitPauldron1 Auto Armor Property OutfitPauldron2 Auto Armor Property outfitChest Auto Armor Property OutfitTasset Auto Armor Property OutfitThigh Auto Armor Property OutfitHead Auto Armor Property OutfitGorget Auto Sound Property ItemSound Auto Book Property BikiniLicense Auto Book Property WeaponLicense Auto Book Property TravelPermit Auto GlobalVariable Property BikiniFullPackageBought Auto Quest Property bmUtility Auto Wait a sec, that was my old script before I figured out licence items are not enough but you need to call mod function. I was just trying to add the property to because I wanted to see if it would comile. Before that I was trying to use this porperty but it wouldn't work either BM_Licenses_Utility Property bmUtility Auto. This was the new code I was supposed to use: Actor playerRef = Game.GetPlayer() int cost = 500 bool purchaseSucceeded = false BM_Licenses_Utility util = bmUtility as BM_Licenses_Utility if playerRef.GetItemCount(Gold001) >= cost playerRef.RemoveItem(Gold001, cost, True) Armor[] outfitParts = new Armor[12] outfitParts[0] = OutfitTop outfitParts[1] = OutfitBottom outfitParts[2] = OutfitBoots outfitParts[3] = OutfitGloves outfitParts[4] = OutfitAbs outfitParts[5] = outfitChest outfitParts[6] = OutfitPauldron1 outfitParts[7] = OutfitPauldron2 outfitParts[8] = OutfitTasset outfitParts[9] = OutfitThigh outfitParts[10] = OutfitHead outfitParts[11] = OutfitGorget int i = 0 while i < outfitParts.Length if outfitParts playerRef.AddItem(outfitParts, 1, True) endif i += 1 endWhile if util util.BM_PurchaseBikiniLicense(false) util.BM_PurchaseWeaponLicense(false) util.BM_PurchaseTravelPermit(false) purchaseSucceeded = true else Debug.Notification("License utility not linked.") endif if ItemSound ItemSound.Play(playerRef) endif if purchaseSucceeded BikiniFullPackageBought.SetValue(1.0) Debug.Notification("You received bikini outfit and licenses.") endif else Debug.Notification("Not enough gold.") endif (GetOwningQuest() as Quest).SetStage(10) Sorry I'm so bad at this. I just don't understand why I can't use the stuff in your scripts as properties, when it works with other scripts. Edited April 14 by ASDASDASD_Smasher
ASDASDASD_Smasher Posted April 16 Posted April 16 @Nuascura Any comment? Am I doing it completely wrong? Any kind of push towards the right direction would be greatly appreciated.
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