swb2025 Posted May 31 Posted May 31 Hi again, Would someone kindly explain to me in excruciating technical detail how the "enforcers" part of the mod are supposed to work, and what should I be looking for to know that it is working? As far as I've read, it's when non-guard NPCs can 'register' a license violation and set the guards on you, but I don't think it's functioning for me. I've set male enforcers only and I've tried it with and without LOS and intervals enabled, with and without "add fine to bounty" enabled, but the only time I ever get confronted is if a guard sees me personally. When a regular citizen sees a license violation (I've been equipping gear and casting spells in front of them but away from guards) does it 'bank' a violation in some kind of memory that guards will then know to pull from and apprehend you accordingly? Will it work in a worldspace without guards (taverns in cities for example?), just trying to figure it out. Thanks
Nuascura Posted June 1 Author Posted June 1 19 hours ago, swb2025 said: Hi again, Would someone kindly explain to me in excruciating technical detail how the "enforcers" part of the mod are supposed to work, and what should I be looking for to know that it is working? As far as I've read, it's when non-guard NPCs can 'register' a license violation and set the guards on you, but I don't think it's functioning for me. I've set male enforcers only and I've tried it with and without LOS and intervals enabled, with and without "add fine to bounty" enabled, but the only time I ever get confronted is if a guard sees me personally. When a regular citizen sees a license violation (I've been equipping gear and casting spells in front of them but away from guards) does it 'bank' a violation in some kind of memory that guards will then know to pull from and apprehend you accordingly? Will it work in a worldspace without guards (taverns in cities for example?), just trying to figure it out. Thanks So there are two parts to an "Enforcement Cycle": Observers and Enforcers. Observers = NPCs that can report you for violations; Only exists if LOS is enabled; Observers can include Guards Enforcers = NPCs that can confront you for violations; Only Guard NPCs can be tagged for this role An LOS Enforcement cycle runs as follows: Licenses tags X number of NPCs as Observer When Player enters LOS of Observer, Licenses checks for violations LOS events terminate after several seconds, or if player exits a location or worldspace If a violation exists, Licenses tags X number of Guard NPCs as Enforcers When Player enters vicinity of Enforcer, Enforcer's AI Package activates Confrontation events terminate after several seconds, or if player exits a location or worldspace If LOS is disabled, Licenses skips directly to step 2 to run checks on events such as Cell/Location change, armor equip/unequip, or Periodic Cycle. Violations are "banked" but expire for the purpose of that Enforcement Cycle if you don't run into a tagged Enforcer in time. In a worldspace without guards, Licenses won't be able to enforce any rules as we do not pull any new Guard actors into the space.
swb2025 Posted June 2 Posted June 2 23 hours ago, Nuascura said: So there are two parts to an "Enforcement Cycle": Observers and Enforcers. Observers = NPCs that can report you for violations; Only exists if LOS is enabled; Observers can include Guards Enforcers = NPCs that can confront you for violations; Only Guard NPCs can be tagged for this role An LOS Enforcement cycle runs as follows: Licenses tags X number of NPCs as Observer When Player enters LOS of Observer, Licenses checks for violations LOS events terminate after several seconds, or if player exits a location or worldspace If a violation exists, Licenses tags X number of Guard NPCs as Enforcers When Player enters vicinity of Enforcer, Enforcer's AI Package activates Confrontation events terminate after several seconds, or if player exits a location or worldspace If LOS is disabled, Licenses skips directly to step 2 to run checks on events such as Cell/Location change, armor equip/unequip, or Periodic Cycle. Violations are "banked" but expire for the purpose of that Enforcement Cycle if you don't run into a tagged Enforcer in time. In a worldspace without guards, Licenses won't be able to enforce any rules as we do not pull any new Guard actors into the space. Ah, I see. It's a lot less hands-on than I thought it was; I was expecting a notification or some kind of a confrontation from a regular NPC. Thanks so much for clarifying.
equasym19 Posted June 13 Posted June 13 (edited) Generally like it, just a few issues I had: I have set the town wall setting, but still cannot ask the guards outside to remove my curse (I have no license, but am outside the city), do the city entry tasks (collar, magicka curse, contraband). Also the curse removal seems somewhat borked (dunno, didn't test too far there) Edited June 13 by equasym19
Nuascura Posted June 13 Author Posted June 13 11 minutes ago, equasym19 said: Generally like it, just a few issues I had: I have set the town wall setting, but still cannot ask the guards outside to remove my curse (I have no license, but am outside the city), do the city entry tasks (collar, magicka curse, contraband). Also the curse removal seems somewhat borked (dunno, didn't test too far there) You can’t ask guards to remove the curse unless you have a license. So your observations are just how the mod works, unfortunately, if they aren’t ideal for your gameplay preferences. These aren’t known issues with the mod itself.
SJX52020 Posted June 28 Posted June 28 Love this mod, but my only gripe is that no matter if I buy a trading licence or not, I always get accosted by guards as if I don't have one. Even if I disable the function in the MCM I still get penalised for trading. Not sure what I need to do to resolve this as it doesn't seem to affect anyone else
IBAGadget Posted June 28 Posted June 28 13 minutes ago, SJX52020 said: Love this mod, but my only gripe is that no matter if I buy a trading licence or not, I always get accosted by guards as if I don't have one. Even if I disable the function in the MCM I still get penalised for trading. Not sure what I need to do to resolve this as it doesn't seem to affect anyone else Are you trying to buy something you don't have a license for? for example: Are you trying to buy armor or weapons when you don't have a license for them? If you have armor/clothing/weapon/magic licenses enabled, you have to have purchased those licenses before a trading license will allow you to buy items that fall into those categories - the trading license does not allow you to bypass the other license restrictions. consequently, even if you have an armor license you will not be able to buy any if trading license is enabled and you don't posses one.
SJX52020 Posted June 29 Posted June 29 23 hours ago, IBAGadget said: Are you trying to buy something you don't have a license for? for example: Are you trying to buy armor or weapons when you don't have a license for them? If you have armor/clothing/weapon/magic licenses enabled, you have to have purchased those licenses before a trading license will allow you to buy items that fall into those categories - the trading license does not allow you to bypass the other license restrictions. consequently, even if you have an armor license you will not be able to buy any if trading license is enabled and you don't posses one. I'll double check when I get a chance, but I'm quite sure it's anything at all, even when I just sell items. It persists through disabling the trading function in the MCM as well
IBAGadget Posted June 30 Posted June 30 2 hours ago, SJX52020 said: I'll double check when I get a chance, but I'm quite sure it's anything at all, even when I just sell items. It persists through disabling the trading function in the MCM as well if that's the case, then it sounds to me like you have something interfering with your LPO functionality, or something is broken in your install. I've always run with the trading license active and never had an issue with being confronted by guards for buying or selling. I'm also careful to ensure that I'm not buying anything I don't have a license for.
abunchofcats Posted June 30 Posted June 30 Here to report some bugged behavior: The main bug is that the licenses never seem to expire properly, in the sense that they always remain in my inventory and still valid (as in guards will treat the licenses as valid and won't arrest you, even if the age of a license is in the negatives), until I go into the MCM (where I've seen it say they will "expire in -96 hours") and manually refresh the mod. After this, the licenses will properly disappear appropriately, and guards will immediately react to license violations. After manually refreshing, even after buying new licenses, the new ones don't seem to expire until I manually refresh again. I'm using this mod with LMAO's license control, and the save has been using it since game start. I asked on that thread, but they seem confident that LMAO shouldn't be affecting this behavior. I think on this save the license expiration hasn't actually worked properly in its entire runtime (in the sense that at a certain point I noticed nothing ever expired). I haven't tested to see if it works fine on a new save yet, though.
Nuascura Posted July 1 Author Posted July 1 @abunchofcats Please replicate your issue on a fresh new game with only Licenses and its own hard dependencies enabled in your load order (ie. disable LMAO and every other mod you've installed except for crucial things like SSE Display Tweaks and Auto Input Switch). If you are able to replicate the issue, please follow the below steps and then provide me your step-by-step for me to replicate the issue if it deviates from the below steps. 1. Disable all of Licenses's addons (ex. Dialogue Patch); only keep the core mod's esp enabled 2. Create a new character 3. Enable Licenses via the MCM 4. Set Trading License duration to 1 day 5. Buy Trading License 6. Wait 2 days
abunchofcats Posted July 1 Posted July 1 (edited) I think I found out what was wrong, it's tied to a different mod that was modifying licenses. The licenses worked just fine on a new clean save, so it's not related to this mod itself. While testing more on my bugged save, it seems like this mod (Disguise Outfit Framework) was the culprit: https://www.nexusmods.com/skyrimspecialedition/mods/151446. After removing this mod from the original save and refreshing mcm context and status and whatnot, the licenses were able to expire properly. A heads up for anyone else using that mod. Edited July 1 by abunchofcats fix line break 1
IBAGadget Posted July 1 Posted July 1 4 hours ago, abunchofcats said: I think I found out what was wrong, it's tied to a different mod that was modifying licenses. The licenses worked just fine on a new clean save, so it's not related to this mod itself. While testing more on my bugged save, it seems like this mod (Disguise Outfit Framework) was the culprit: https://www.nexusmods.com/skyrimspecialedition/mods/151446. After removing this mod from the original save and refreshing mcm context and status and whatnot, the licenses were able to expire properly. A heads up for anyone else using that mod. I just looked at that mod - it's basically designed to completely bypass and render licenses useless. Essentially, by wearing different outfits it makes LPO think you always have a valid license so you will never by harassed by guards, regardless of your actual license status. No point in even having LPO in your game if that's the way it's going to work. 1
aslab Posted July 4 Posted July 4 Here is a wired idea, a license to decline sex advances. Then one would have to add to this mod an approach system where if the player turns down the john without a license there could be a chance of reporting the indecent to a guard.
Nuascura Posted July 4 Author Posted July 4 50 minutes ago, aslab said: Here is a wired idea, a license to decline sex advances. Then one would have to add to this mod an approach system where if the player turns down the john without a license there could be a chance of reporting the indecent to a guard. @thor3222 Would that fit in LMAO? Like, someone without a "collar exemption" would be approached by NPCs for events.
thor3222 Posted July 5 Posted July 5 (edited) 6 hours ago, Nuascura said: @thor3222 Would that fit in LMAO? Like, someone without a "collar exemption" would be approached by NPCs for events. I really like the idea, I think thematically it would fit super well, and if someone built it I would gleefully integrate it. The biggest issue with the idea I see is very much a integration issue. Its very much a "we could build it, but they won't come" sort of situation. It would go great to add some variance and choice to things like ASF, SL Approach, MAYBE PW, etc. But often times the choices are an illusion to begin with and if you say no you get tackled. The mods triggering these events would have to be rewritten to support it. I see it as something like the prostitution license where you expect the mods themselves to handle the consequences. BUT if like @kaxat would be interested in something like that, here is how I see it working: Nua builds a license for it. Simple implementation, like the prostitution license. Probably has a global that can be checked to see if the license exists and is held. possibly with a second global to determine if the npc respects it. Establish an event that people could be called on any decline situation, that would trigger a likely time gated "in violation" trigger (if the license is not held by the player). Nua COULD build a confrontation event here, but... I build a crime for it in LMAO so if the violation is detected, I sick a guard on you, and they confront/punish you for it. If we time check every decline as well as actual violations, i have a lot of flexibility to make it so sometimes you get confronted, the guard checks your license, grumbles when you have it and sends you away (or searches you or something, an excuse to bug you, love that shit), then they punish you, likely with a special punishment in the mix that the guard can bring you back to the requester so you can service them. Kaxat builds an update to ASF where if the player declines (I think that is already a thing with dialogue options, but I could be wrong - I spend more time building than playing) it fires off this event so the flags can be set. but I think this is ultimately a collaborative juncture between at least 3 modders, or a dreamers standalone mod - the most difficult/annoying part is the integration with the mods that call these sex events that you can actually decline. its a lot of chasing down dialogues and remapping things. Potentially easier with dynamic dialogue replacer. I dunno. BUT IF SOMEONE DOES MAKE IT - I'd be happy to support/integrate it into LMAO. Edited July 5 by thor3222 1
kaxat Posted July 5 Posted July 5 (edited) There is an ASF event that gets sent out called ASF_PlayerConsent. It is intended to inform other mods what choice the player makes when ASF prompts them for sex. The event can be disabled in the ASF MCM. If a player disables ASF prompts then they will automatically accept all sex. I can tweak this if needed and still fire the event when prompts are disabled. RegisterForModEvent("ASF_PlayerConsent", "PlayerConsentListener") ;/ @param OptionSelected Button player clicked. Options: Accept, Acquiesce, Decline, Refuse, Cancel @param PlayerConsents Whether or not the player accepted or declined. Cancel = decline. @param PotentialOrgy Whether the requestor indicated they wanted an orgy and planned to ask more actors after player. @param RequestorRef The actor prompting the player for sex. /; Event PlayerConsentListener(String OptionSelected, Bool PlayerConsents, Bool PotentialOrgy, Form RequestorRef) One of the @TODOs in the code is to create a blocking hook for this event. Modeled after the ones SexLab added in version 1.6x. Then another mod can intercept and alter the player's choice. If one of you will find that useful I will build it. Otherwise it may never get built. Edit: The "Cancel" option is intended to be free of consequences. The player can select that if having sex is likely to cause a glitch in an ongoing quest or scene. ASF will pretend like it never asked the player. I was tempted to not send the event when the player cancels. But I decided there might be some usecase where knowing they cancelled was important. Edited July 5 by kaxat 1
Plaguetard2.0 Posted July 7 Posted July 7 (edited) I was bored as I have had no power for 3 days so I was compiling back stories for characters I might play in Skyrim and looking at how they avoid or approach systems of my Skyrim world, and thought of this mod. If you had any interest. I think a cool idea would be to find a black market dealer outside the city, who sells fraudulent licenses for a cheaper price. There could then be a chance that when a guard talks to you, and demands to see your papers, most would be fooled, but some would not, with various punishing outcomes when they discover it is fake. Just an idea! Edited July 7 by Plaguetard2.0
Nuascura Posted July 7 Author Posted July 7 On 7/5/2026 at 11:43 AM, kaxat said: Edit: The "Cancel" option is intended to be free of consequences. The player can select that if having sex is likely to cause a glitch in an ongoing quest or scene. ASF will pretend like it never asked the player. I was tempted to not send the event when the player cancels. But I decided there might be some usecase where knowing they cancelled was important. I think this works well enough. @thor3222 Maybe LMAO could send start a confrontation event on your end if the player is missing a Collar Exemption or something, lol 1
Nuascura Posted July 7 Author Posted July 7 4 hours ago, Plaguetard2.0 said: I was bored as I have had no power for 3 days so I was compiling back stories for characters I might play in Skyrim and looking at how they avoid or approach systems of my Skyrim world, and thought of this mod. If you had any interest. I think a cool idea would be to find a black market dealer outside the city, who sells fraudulent licenses for a cheaper price. There could then be a chance that when a guard talks to you, and demands to see your papers, most would be fooled, but some would not, with various punishing outcomes when they discover it is fake. Just an idea! Sounds interesting. Thanks for sharing. I'm not sure when I'll have the energy to add a huge feature change to Licenses, but I'll keep this in mind.
thor3222 Posted July 7 Posted July 7 2 hours ago, Nuascura said: I think this works well enough. @thor3222 Maybe LMAO could send start a confrontation event on your end if the player is missing a Collar Exemption or something, lol honestly might be a good way to go. I want to make wearing collars a bigger deal in general, as gameplay wise there is very little effect. having it be a problem for a collar wearer to turn down a sexual advance i think just makes sense. 2 hours ago, Nuascura said: Sounds interesting. Thanks for sharing. I'm not sure when I'll have the energy to add a huge feature change to Licenses, but I'll keep this in mind. I got dis one. 1
Plaguetard2.0 Posted July 8 Posted July 8 Just putting this here in case anyone gets as confused as I was. I was trying to make it so by default, the player could wear bikini armor, but would need to purchase an exemption to be able to wear other clothing/armor. I also wanted to have trade violations where I had to have the appropriate license to sell, so I couldn't easily make money from selling armor. I messed with various settings for quite some time, and even used OSLAroused, KID, and KID / Boobies to add all the keywords needed that something should bypass and couldn't figure it the right setup. with the Bikinin exemption rule I tried toggling on and off the options under the bikini requirement, but if I had an item on, it was a violation. Turns out, after getting some help understanding the finer aspects of the license system, if you want to set it up this way, you'll need to set Clothing - Disabled Armor - Disabled Bikini Exemption with Check Armor/Clothing Off I haven't tried selling bikini items to vendors yet, but even with the armor license disabled, if I try to sell normal armor, because it isn't bikini exempt, PC is in violation of trade regulations. So I raised the price to near what it was going to be to get bikini exemption + Armor license for just the bikini exemption, and I got it so that by default, PC can wear bikini style items, so that basically all poor people have bikinis / nudity, and will have to pay money to wear 'normal' clothing. 1
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