fish3128_81 Posted April 26 Posted April 26 Why is the Ambience extension removed from the latest release?
Nuascura Posted April 26 Author Posted April 26 (edited) 21 minutes ago, fish3128_81 said: Why is the Ambience extension removed from the latest release? I guess it was inevitable. I mixed up the filenames for my two different archive versions between NexusMods and LoversLab. When you see this reply, the fixed archives should already be online. Edited April 26 by Nuascura 1
DS6677 Posted April 29 Posted April 29 I'm not sure if it's on my end, but when I buy a license from the guards, the license doesn't appear in my inventory. Anyone else having a similar issue?
Nuascura Posted April 30 Author Posted April 30 2 hours ago, DS6677 said: I'm not sure if it's on my end, but when I buy a license from the guards, the license doesn't appear in my inventory. Anyone else having a similar issue? Please provide replication step when starting a new game, and ensure the issue does reoccur on a new game, thanks.
ASDASDASD_Smasher Posted May 1 Posted May 1 I guess I'm really out of options here. I've tried basically everything I can to get this work with my mod. I've made a new Skyrim installation exclusively trying to get the source files work but it seems there is always something missing with some of the prequisite source files and scripts and I just cant fucking get it to compile. Then I tried workaround with form of this code Debug.Notification("FULL PACKAGE START") Actor playerRef = Game.GetPlayer() if OutfitTop playerRef.AddItem(OutfitTop, 1, True) Debug.Notification("OutfitTop added") else Debug.Notification("OutfitTop missing property") endif if WeaponLicense playerRef.AddItem(WeaponLicense, 1, True) SendModEvent("BM-LPO_WeaponLicense_" + playerRef.GetFormID() + "_Activate") SendModEvent("BM-LPO_LicensePurchased", "", 6.0) Debug.Notification("Weapon license sent") else Debug.Notification("WeaponLicense missing property") endif and while it compiles and even shows the mod events firing in the game, it just doesn't seem to register it or that's how it shows in MCM. Pics related. I guess this shit is just beyond me.
Nuascura Posted May 2 Author Posted May 2 @ASDASDASD_Smasher It'd be best if you can join us on the Citadel server. I can help you more efficiently there. We also have other devs who integrate with Licenses, so they could offer some tips for you.
ChandraArgentis Posted May 8 Posted May 8 Updating from 1.26.5 to 1.26.6 failed to load saves for me, due to missing the Ambience and Dialog patch in 1.26.6. I was able to get it working by installing both and having 1.26.6 overwrite 1.25.5.
Nuascura Posted May 9 Author Posted May 9 10 hours ago, ChandraArgentis said: Updating from 1.26.5 to 1.26.6 failed to load saves for me, due to missing the Ambience and Dialog patch in 1.26.6. I was able to get it working by installing both and having 1.26.6 overwrite 1.25.5. You downloaded the older archive and installed it late, is my guess. I uploaded the wrong archive the first time. Please download 1.26.6 again.
Ursur1major Posted May 14 Posted May 14 I'm suddenly noticing that I can no longer recover my gear. I go to the steward with a valid license and stuff having been confiscated, but the window to grab stuff is completely and utterly empty.
Nuascura Posted May 15 Author Posted May 15 (edited) 6 hours ago, Ursur1major said: I'm suddenly noticing that I can no longer recover my gear. I go to the steward with a valid license and stuff having been confiscated, but the window to grab stuff is completely and utterly empty. A recent update introduced a feature where items are flagged to disappear after one week in game time, depending on what week they were confiscated. Maybe that's what you observed. Edited May 15 by Nuascura
Ursur1major Posted May 15 Posted May 15 7 hours ago, Nuascura said: A recent update introduced a feature where items are flagged to disappear after one week in game time, depending on what week they were confiscated. Maybe that's what you observed. It was maybe a a single night between when my character had her stuff confiscated and when I tried to pick them back up again. I was doing Diplomatic Immunity where all my licenses were being held by Delphine and I forgot about taking off my gear when i went over to pick them up so the Guard accosted me. I guess one oddity was that I wasn't asked to pay a fine, and the dialogue was about lacking a magic license presumably because I was wearing some enchanted jewelry. I know the first time you get accosted you don't have to pay but this was certainly not the first time and I'd gotten this same dialogue a few other times. I did some testing: I dropped my Armour License and got stopped by a guard who confiscated my armour, and this time I could pick up all my confiscated items. I am unable to replicate the issue, because no matter what I try I get the "The use of Magic is forbidden" dialogue which does proceed to having to pay a fine and lets me pick them back up again. But every time previously where I've gotten the dialogue "what happened to your magical curse?" instead it never proceeded to a fine and while everything was still confiscated I could not retrieve any of it. I'd recommend some further testing on that because I think that particular forcegreet is not removing the items "Properly"? But I'll probably just turn off checking for enchanted gear for now.
Nuascura Posted May 15 Author Posted May 15 (edited) @Ursur1major Do you happen to still have a papyrus log for any session where the issue occurred? ETA 1: I don't see "what happened to your magical curse?", but I totally understand if you were paraphrasing. I assume what you saw was "Why are you wandering around without a curse?" The former dialogue doesn't exist. Further, besides one line per described below, there is no other line that related to a missing Nullify Magicka curse. If you weren't asked to pay a fine, that could be because you triggered the Leniency condition for the Nullify Magicka Curse violation, which is separate from other available Leniency conditions. Here is one way I triggered it on a test run I conducted just now: Spawn in Alt Perspective Cell Activate Licenses via MCM Disable all License types except for Magic License Enable checks for Enchanted Clothing Enable Active Curse Enforcement, set to Spell Enable Confiscate Inventory Items Give player 1x Expert Robes of Destruction Give player 5000 gold Wearing default clothing (with the Robes still unequipped), coc WhiterunOrigin Play through the Lenient Magicka Violation event If the general FirstTimeViolation occurs, the curse will still be applied to your character at the end of this enforcement event. Simply execute removespell on the Nullify Magicka spell form. Then, quickly equip and unequip any time to trigger the guards - this will lead to the Lenient Magicka Violation event Once event is finished, observe that your Expert Robes of Destruction have been confiscated Check Item Retrieval - Robes shouldn't be there Buy Magicka License Check Item Retrieval - Robes will be there --- If you are sure you weren't paraphrasing, perhaps you saw that line from somewhere else - LMAO or SLS, or some other mod. Otherwise if you were paraphrasing, I'd double-check that you are on 1.26.6. Edited May 15 by Nuascura
Ursur1major Posted May 16 Posted May 16 On 5/15/2026 at 2:03 PM, Nuascura said: @Ursur1major Do you happen to still have a papyrus log for any session where the issue occurred? ETA 1: I don't see "what happened to your magical curse?", but I totally understand if you were paraphrasing. I assume what you saw was "Why are you wandering around without a curse?" The former dialogue doesn't exist. Further, besides one line per described below, there is no other line that related to a missing Nullify Magicka curse. If you weren't asked to pay a fine, that could be because you triggered the Leniency condition for the Nullify Magicka Curse violation, which is separate from other available Leniency conditions. Here is one way I triggered it on a test run I conducted just now: Spawn in Alt Perspective Cell Activate Licenses via MCM Disable all License types except for Magic License Enable checks for Enchanted Clothing Enable Active Curse Enforcement, set to Spell Enable Confiscate Inventory Items Give player 1x Expert Robes of Destruction Give player 5000 gold Wearing default clothing (with the Robes still unequipped), coc WhiterunOrigin Play through the Lenient Magicka Violation event If the general FirstTimeViolation occurs, the curse will still be applied to your character at the end of this enforcement event. Simply execute removespell on the Nullify Magicka spell form. Then, quickly equip and unequip any time to trigger the guards - this will lead to the Lenient Magicka Violation event Once event is finished, observe that your Expert Robes of Destruction have been confiscated Check Item Retrieval - Robes shouldn't be there Buy Magicka License Check Item Retrieval - Robes will be there --- If you are sure you weren't paraphrasing, perhaps you saw that line from somewhere else - LMAO or SLS, or some other mod. Otherwise if you were paraphrasing, I'd double-check that you are on 1.26.6. Yeah apologies I was paraphrasing as I at the time had trouble triggering the dialogue again so i couldn't remember the exact words. I did manage to trigger it again and it worked this time as in i could retrieve confiscated items, not sure why it didn't work the previous times maybe was something else interfering or something in the scripts that got fixed when I turned things off and on again in the MCM settings. I will return with hopefully a log if it ever happens again but seems to be working as intended now. 1
Nuascura Posted May 16 Author Posted May 16 2 hours ago, Ursur1major said: I will return with hopefully a log if it ever happens again but seems to be working as intended now. Mmhmm don’t hesitate to return! I’m always eager to fix any true and verified issues cuz I use this mod and y’all are my playtesters. 1
bondfan86 Posted May 17 Posted May 17 Some thoughts and (possibly) bugs about curfews: a) I have no fast travel, except by carriage (with devious carriages chances to make it riskier). So I have no real control when I arrive. Arriving during curfew and instantly getting force greeted is a bit weird, not sure how/if that is fixable. Maybe having a delay after carriage travel before curfew checks? I'd like to make it to the inn before being in violation. b) I just arrived in Markath for the first time. Got teleported inside (see a) 😆 ), but for some reason I got teleported inside "Secret Room in Markath" instead of the Inn, and all doors require a key, I don’t know if that’s your bug or some mod interaction. d) The guard says "if you have no place to stay", well, in Whiterun I own a home, so maybe it would make sense to teleport me there instead of the inn? Love the mod, I use it with lmao for dynamic activation.
Nuascura Posted May 17 Author Posted May 17 5 hours ago, bondfan86 said: a) I have no fast travel, except by carriage (with devious carriages chances to make it riskier). So I have no real control when I arrive. Arriving during curfew and instantly getting force greeted is a bit weird, not sure how/if that is fixable. Maybe having a delay after carriage travel before curfew checks? I'd like to make it to the inn before being in violation. Yeah I had previously run into this issue, which is why I added a delay of 10 seconds before the Curfew Violation tracker sics the guards onto you. In the event that 10 seconds isn't enough, Licenses TPs you to the nearest Inn as a form of Leniency. Each confrontation for a Curfew Violation thereafter TPs you to Jail. Leniency resets daily. 5 hours ago, bondfan86 said: b) I just arrived in Markath for the first time. Got teleported inside (see a) 😆 ), but for some reason I got teleported inside "Secret Room in Markath" instead of the Inn, and all doors require a key, I don’t know if that’s your bug or some mod interaction. I don't know what "Secret Room" you are referring to. If the TP procedure works okay for every other Hold in your game, then the keyword forms applied to that "Secret Room in Markarth" are incorrectly used. 5 hours ago, bondfan86 said: d) The guard says "if you have no place to stay", well, in Whiterun I own a home, so maybe it would make sense to teleport me there instead of the inn? This is mostly a limitation of performance and papyrus capability. I haven't investigated for methods to locate "homes" in a given location. The issue also is that these cells must have an "origin marker", which is like a location address for me to TP your character to. All Inns have this marker; I'm uncertain if all Skyrim homes share the same standardized use of that marker.
bondfan86 Posted May 17 Posted May 17 Ah, didn't know about the jail, good thing I never got caught running from the inn to my home
Ursur1major Posted May 26 Posted May 26 On 5/16/2026 at 4:55 PM, Nuascura said: Mmhmm don’t hesitate to return! I’m always eager to fix any true and verified issues cuz I use this mod and y’all are my playtesters. It happened again! Sold some stuff I didn't have a license for by mistake, guards took my weapons whose license had just expired and made me pay a fine. Got a new Weapon's License the same day and tried to retrieve them, empty. Hopefully you can find something in this log. Papyrus.0.log
Nuascura Posted May 27 Author Posted May 27 (edited) 20 hours ago, Ursur1major said: Hopefully you can find something in this log. Before I even try to start debugging the issue, I highly suggest you try to sort out your mod setup issues. Seemingly irrelevant and detached things can cause issues in unexpected ways. Case in point: NONE property errors in MCM Helper caused issues for me with one of kaxat's SES submods. Issue A: Looks like Frostfall is causing stack dumps? [05/26/2026 - 06:35:47PM] ###############Stack Dump Summary Start################ [05/26/2026 - 06:35:47PM] Event: AND_NPC_ScanSpell.OnEffectStart, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: SLSF_Reloaded_MasterClock.OnUpdateGameTime, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: WIDeadBodyCleanupScript.OnDeath, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: _DeviousSounds_MagEff_RingGag.OnUpdate, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: nwsfollower_playeralias.OnUpdate, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: slsf_reloaded_playerscript.OnANDUpdate, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: _frost_interfacehandler.OnMenuOpen, Frequency: 2 [05/26/2026 - 06:35:47PM] Event: _frost_interfacehandler.InvalidateFetchedRangesOnProcess, Frequency: 7 [05/26/2026 - 06:35:47PM] Event: critterspawn.OnCellAttach, Frequency: 9 [05/26/2026 - 06:35:47PM] Event: _frost_interfacehandler.OnSkyUIInvListGetEntryProtectionData, Frequency: 155 [05/26/2026 - 06:35:47PM] Event: _frost_interfacehandler.OnSkyUIInvListGetEntryChangeData, Frequency: 186 [05/26/2026 - 06:35:47PM] ###############Stack Dump Summary End################## Issue B: Whatever mod owns "_sndlcquestscript" is calling non-existent forms unguarded. [05/26/2026 - 07:05:58PM] Error: File "SAFO.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [_SNDLCQuest (41021E36)]._sndlcquestscript.DLCMaintenance() - "_SNDLCQuestScript.psc" Line 1031 [_SNQuest (41000D62)]._snquestscript.Maintenance() - "_SNQuestScript.psc" Line 1899 [alias Player on quest _SNQuest (41000D62)]._snplayeralias.OnPlayerLoadGame() - "_SNPlayerAlias.psc" Line 333 Issue C: SexyAdventures stack dumps? [05/26/2026 - 07:06:07PM] ###############Stack Dump Summary Start################ [05/26/2026 - 07:06:07PM] Event: SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: SSv3PlayerAlias.OnPlayerLoadGame, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: Sexy_LawsAdherenceAliasScript.OnLoad, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: WIDeadBodyCleanupScript.OnDeath, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: XPMSEWeaponStyleScaleEffect.OnEffectStart, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: _DeviousSounds_MagEff_RingGag.OnUpdate, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: _frost_compatibility.OnPlayerLoadGame, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: and_core.OnUpdate, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: and_playerscript.OnPlayerLoadGame, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: nade_playeralias_scr.OnPlayerLoadGame, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: nwsfollower_playeralias.OnUpdate, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: slsf_reloaded_playerscript.OnObjectUnequipped, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: lmao_punishment_controller_script.CellChange, Frequency: 2 [05/26/2026 - 07:06:07PM] Event: critterspawn.OnCellAttach, Frequency: 27 [05/26/2026 - 07:06:07PM] Event: Sexy_LawsAdherenceAliasScript.OnCurrentCumLawChange, Frequency: 111 [05/26/2026 - 07:06:07PM] ###############Stack Dump Summary End################## Issue D: Pama prison alt spam? [05/26/2026 - 06:20:45PM] Error: Cannot call GetPositionX() on a None object, aborting function call stack: [alias pamaBeatupVictim1 on quest pama_PBU (18000D62)].pamabeatupvictim.Renew() - "pamaBeatupVictim.psc" Line 296 [pama_PBU (18000D62)].pamabeatupcore.onGameLoad() - "pamaBeatupCore.psc" Line 240 [alias playerAlias on quest pama_PBU (18000D62)].pamaPBU_OnGameLoad.OnPlayerLoadGame() - "pamaPBU_OnGameLoad.psc" Line 6 These aren't necessarily issues on their own. There may be a separate mod inciting these issues, or the above issues may just be more sensitive to hiccups. What seems to have happened in your game is a form of cascading papyrus errors. A good first step is to remove any mod that invokes the specific search term "NONE OBJECT" (not just "NONE") in your papyrus log. NONE objects are a common cause for papyrus hiccups. Edited May 27 by Nuascura
Ursur1major Posted May 27 Posted May 27 9 hours ago, Nuascura said: Spoiler Before I even try to start debugging the issue, I highly suggest you try to sort out your mod setup issues. Seemingly irrelevant and detached things can cause issues in unexpected ways. Case in point: NONE object errors in MCM Helper caused issues for me with one of kaxat's SES submods. Issue A: Looks like Frostfall is causing stack dumps? [05/26/2026 - 06:35:47PM] ###############Stack Dump Summary Start################ [05/26/2026 - 06:35:47PM] Event: AND_NPC_ScanSpell.OnEffectStart, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: SLSF_Reloaded_MasterClock.OnUpdateGameTime, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: WIDeadBodyCleanupScript.OnDeath, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: _DeviousSounds_MagEff_RingGag.OnUpdate, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: nwsfollower_playeralias.OnUpdate, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: slsf_reloaded_playerscript.OnANDUpdate, Frequency: 1 [05/26/2026 - 06:35:47PM] Event: _frost_interfacehandler.OnMenuOpen, Frequency: 2 [05/26/2026 - 06:35:47PM] Event: _frost_interfacehandler.InvalidateFetchedRangesOnProcess, Frequency: 7 [05/26/2026 - 06:35:47PM] Event: critterspawn.OnCellAttach, Frequency: 9 [05/26/2026 - 06:35:47PM] Event: _frost_interfacehandler.OnSkyUIInvListGetEntryProtectionData, Frequency: 155 [05/26/2026 - 06:35:47PM] Event: _frost_interfacehandler.OnSkyUIInvListGetEntryChangeData, Frequency: 186 [05/26/2026 - 06:35:47PM] ###############Stack Dump Summary End################## Issue B: Whatever mod owns "_sndlcquestscript" is calling non-existent forms unguarded. [05/26/2026 - 07:05:58PM] Error: File "SAFO.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [_SNDLCQuest (41021E36)]._sndlcquestscript.DLCMaintenance() - "_SNDLCQuestScript.psc" Line 1031 [_SNQuest (41000D62)]._snquestscript.Maintenance() - "_SNQuestScript.psc" Line 1899 [alias Player on quest _SNQuest (41000D62)]._snplayeralias.OnPlayerLoadGame() - "_SNPlayerAlias.psc" Line 333 Issue C: SexyAdventures stack dumps? [05/26/2026 - 07:06:07PM] ###############Stack Dump Summary Start################ [05/26/2026 - 07:06:07PM] Event: SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: SSv3PlayerAlias.OnPlayerLoadGame, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: Sexy_LawsAdherenceAliasScript.OnLoad, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: WIDeadBodyCleanupScript.OnDeath, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: XPMSEWeaponStyleScaleEffect.OnEffectStart, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: _DeviousSounds_MagEff_RingGag.OnUpdate, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: _frost_compatibility.OnPlayerLoadGame, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: and_core.OnUpdate, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: and_playerscript.OnPlayerLoadGame, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: nade_playeralias_scr.OnPlayerLoadGame, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: nwsfollower_playeralias.OnUpdate, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: slsf_reloaded_playerscript.OnObjectUnequipped, Frequency: 1 [05/26/2026 - 07:06:07PM] Event: lmao_punishment_controller_script.CellChange, Frequency: 2 [05/26/2026 - 07:06:07PM] Event: critterspawn.OnCellAttach, Frequency: 27 [05/26/2026 - 07:06:07PM] Event: Sexy_LawsAdherenceAliasScript.OnCurrentCumLawChange, Frequency: 111 [05/26/2026 - 07:06:07PM] ###############Stack Dump Summary End################## Issue D: Pama prison alt spam? [05/26/2026 - 06:20:45PM] Error: Cannot call GetPositionX() on a None object, aborting function call stack: [alias pamaBeatupVictim1 on quest pama_PBU (18000D62)].pamabeatupvictim.Renew() - "pamaBeatupVictim.psc" Line 296 [pama_PBU (18000D62)].pamabeatupcore.onGameLoad() - "pamaBeatupCore.psc" Line 240 [alias playerAlias on quest pama_PBU (18000D62)].pamaPBU_OnGameLoad.OnPlayerLoadGame() - "pamaPBU_OnGameLoad.psc" Line 6 These aren't necessarily issues on their own. There may be a separate mod inciting these issues, or the above issues may just be more sensitive to hiccups. What seems to have happened in your game is a form of cascading papyrus errors. A good first step is to remove any mod that invokes the specific search term "NONE OBJECT" (not just "NONE") in your papyrus log. NONE objects are a common cause for papyrus hiccups. I very much appreciate the input. I think the "No object" problem might have been because I've been running an outdated library it would seem, guess I had trouble keeping track of what I had. I'm still seeing it from Naked Defeat in my log but I'm not sure about that. And for any remaining Stack Dumps remain I guess I'm not sure how to fix that, googling it simply tells me I should make sure I got all the latest libraries, which I hopefully have now. I'll be back with a new log if it happens yet another time for control.
IBAGadget Posted May 27 Posted May 27 Naked Defeat has always been buggy and prone to causing crashes after awhile. It was also starting to get bloated with 'feature creep'. I switched away from ND and went to Baka's SL Defeat. Much simpler with the same end result
Nuascura Posted May 27 Author Posted May 27 (edited) 1 hour ago, Ursur1major said: I very much appreciate the input. I think the "No object" problem might have been because I've been running an outdated library it would seem, guess I had trouble keeping track of what I had. I'm still seeing it from Naked Defeat in my log but I'm not sure about that. And for any remaining Stack Dumps remain I guess I'm not sure how to fix that, googling it simply tells me I should make sure I got all the latest libraries, which I hopefully have now. I'll be back with a new log if it happens yet another time for control. NONE objects and NONE properties (I should've also mentioned the latter earlier, in case the differentiation was needed) are not caused by an outdated Address Library - the library is only relevant for SKSE DLL mods. 99% of the time, NONE objects and NONE properties are a result of poorly scripted and poorly guarded stuff by mod authors. Even Licenses has an issue there - I may have to add a guarding condition under the Barter script. Stack Dumps are different. If a script creates endless copies of itself, the Papyrus VM will eventually be overloaded, causing stack dumps. The cause of that 'duplication', though, is variable. Sometimes, it is because of a mistake by the mod author. Other times, it is because a NONE property caused a hiccup in the engine, which then caused the engine to duplicate the script object. Tl;dr: it varies. For the purpose of debugging Licenses, it'd be best if you can re-create the bug you saw on as clean of a setup as possible. Having said that, I would personally prioritize fixing your setup because stack dumps are an extreme. In general, you shouldn't expect stack dumps regardless of any papy log errors. Edited May 27 by Nuascura 1
swb2025 Posted May 27 Posted May 27 Hi Nua, just had a quick question about jail behaviour (not a bug report don't worry!). Does Licenses have any feature that auto-collars you upon being sent to jail? It's happening consistently every single time I test it (only happens after teleporting to prison, not during dialogue), but I couldn't find anything in the documentation suggesting it was a feature. I don't use anything else that touches crime or prison other than LMAO, and we're sure it isn't that. Deactivating the jail quest node in License's MCM stops it (even though the MCM description for that tickbox only mentions crime resets and stripping - no adding a collar). I have most licenses turned on (including collars), but no cursed collar option for magic licenses (set to fine only) and it does it even when I have a valid collar exemption license. Could it be the jail script taking all my stuff and then the inventory check from this mod quickly noticing that the collar exemption license is gone too and throwing one in at the end? It's a pretty edge case and I actually quite like the feature (if indeed it is one), so it's no biggie, just wanted to know if it was intended. Cheers
Nuascura Posted May 27 Author Posted May 27 @swb2025 Hi! Yes, Licenses is adding the collar when you are jailed. The specific function called is this one at line 106. The idea is that entering jail punishes you for all possible punishments provided per active License Feature. You are equipped with a collar because, as far as your licensing state goes, you lost your Collar Exemption. Similarly, if you had the Nullify Magicka feature enabled, your character would be cursed upon being jailed because you've lost your Magic License. In terms of script procedure, the cause is as you observed; it is an effect because vanilla jail has already stripped you of all your items by the time line 106's function is called. 1
swb2025 Posted May 27 Posted May 27 (edited) 4 hours ago, Nuascura said: @swb2025 Hi! Yes, Licenses is adding the collar when you are jailed. The specific function called is this one at line 106. The idea is that entering jail punishes you for all possible punishments provided per active License Feature. You are equipped with a collar because, as far as your licensing state goes, you lost your Collar Exemption. Similarly, if you had the Nullify Magicka feature enabled, your character would be cursed upon being jailed because you've lost your Magic License. In terms of script procedure, the cause is as you observed; it is an effect because vanilla jail has already stripped you of all your items by the time line 106's function is called. Great stuff. The jail quest node thing should have clued me in to it being intentional but it's nice to know it was intended regardless. Thanks for clarifying. Edited May 27 by swb2025
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