swb2025 Posted October 13 Posted October 13 3 hours ago, Alexvkj_new said: I afraid I fucked up my game. I blame the civil war, because after the battle of Whiterun it stopped collecting tolls and MCM turned to this Along with the "Generic City Name" bug, are you also getting a load of the checkboxes not activating when clicked, slider options only showing 0 and 1, options not saving and values changing wildly beyond the default/what you set them as? If so, have you only just installed the mod or been suddenly resetting or restarting any of the mod's functions in quick succession recently? I can't speak for the civil war, but I had what looks like this exact problem just the other day, and the cause for me was impatiently initialising all of the different parts of the mod too quickly (initialise LPO, initialise LMAO, enable license management, enable World Changes, etc...) and not waiting for the all-clear messages to pop up. The only thing that resolved it for me was rolling back to before I initialised LMAO for the first time (not a big deal for me personally since I'm using a testing save) and properly exiting the MCM and waiting for each message to clear in the log, each time. Hope something in there helps.
Alexvkj_new Posted October 13 Posted October 13 4 hours ago, swb2025 said: I can't speak for the civil war, but I had what looks like this exact problem just the other day, and the cause for me was impatiently initialising all of the different parts of the mod too quickly Well, patience was never my strength So maybe that too, but at the beginning of the game all worked. And yeah, now the whole MCM looks like mess To fix this, I re-initialized LMAO in the debug menu and this fixed most of it, even the cheap lifetime licenses bug. The only thing that feels broken is the collar exemption that was triggered at the wrong slave level, but I better make a separate post to it
Alexvkj_new Posted October 13 Posted October 13 Yeah, seems like the license control is either broken after my debug attempts or I don't understand how it works. I've set up following to trigger by slave level: 10 - weapons 20 - armor 40 - bikini exemption (so that I need to pay extra or forced to wear a bikini) 60 - collar exemption 70 - nudity in LPO I disabled all licenses. Then refreshed mod objects. Then gradually changed the global slave level in MCM, saved/reloaded, changed locations etc Result: Licenses don't trigger I'm going to test it on a new game. The question is, what are the right settings? What should I do in LPO and in LMAO to get the desired effect on the world?
Ursur1major Posted October 13 Posted October 13 2 hours ago, Alexvkj_new said: Yeah, seems like the license control is either broken after my debug attempts or I don't understand how it works. I've set up following to trigger by slave level: 10 - weapons 20 - armor 40 - bikini exemption (so that I need to pay extra or forced to wear a bikini) 60 - collar exemption 70 - nudity in LPO I disabled all licenses. Then refreshed mod objects. Then gradually changed the global slave level in MCM, saved/reloaded, changed locations etc Result: Licenses don't trigger I'm going to test it on a new game. The question is, what are the right settings? What should I do in LPO and in LMAO to get the desired effect on the world? Did you set up everything in License's MCM before giving over control to LMAO? If you reset everything you should probably disable License Control in LMAO before setting up License as well and then reenabling it after everything is set up as you want it.
Janik Posted October 13 Posted October 13 On 10/11/2026 at 7:18 PM, Thoraag said: I am not sure what I am looking at but are any of your mods working? you have 3000+ lines of unmapped properties. you are papyrus tweakin hard. im not sure how lmao isn't mentioned at all but wc is. im not even seeing my logs Mods all seem to be working. ¯\_(ツ)_/¯ I generally leave papyrus logging off so I don't know what it looked like early game. I'll just keep using my manually adjusting WC levels approach. Thanks for taking a look.
swb2025 Posted October 13 Posted October 13 3 hours ago, Alexvkj_new said: The question is, what are the right settings? What should I do in LPO and in LMAO to get the desired effect on the world? It should work if you're testing on a new game or any game prior to it bugging out, as long as you just enable everything slowly and in the right order (LPO first, then LMAO, then World Changes, exiting the MCM and waiting for the popup messages every time it tells you to). The MCM settings tabs can be gone through pretty linearly from top to bottom, so as long as you configure LPO first and give the scripts time to run when necessary, it should be completely fine. Only thing to be aware of is that some of the laws don't apply properly if you enable them directly via checkboxes; you want to set your conditions for their activation (slave level, days passed or what have you) and then fulfil them normally in-game. Even if they do kick in, LMAO might not handle them properly if you activate them manually.
Alexvkj_new Posted October 13 Posted October 13 1 hour ago, Ursur1major said: Did you set up everything in License's MCM before giving over control to LMAO? If you reset everything you should probably disable License Control in LMAO before setting up License as well and then reenabling it after everything is set up as you want it. For the new game I've just set up the LPO from the exported file and try to never touch it. Yeah, the whole setup is a bit clunky and fragile. Maybe we can make it easier with a guide or something. I'll try to document my current campaign and see what works
Alexvkj_new Posted October 13 Posted October 13 With the latest version, I've set the checkbox 'pay toll direct at the gate'. I didn't before because I thought I'll miss out on random search by the guard, but Thoraag, you smartass! Well, in Markarth as I wanted to leave the city after the event at the market, the guards wanted to search me, so the gate trick didn't let me out. Since it was a known bug, I didn't use the sewers and just fast traveled to the stables outside, which I think is a valid workaround
Thoraag Posted October 13 Author Posted October 13 6 hours ago, Alexvkj_new said: Yeah, seems like the license control is either broken after my debug attempts or I don't understand how it works. I've set up following to trigger by slave level: 10 - weapons 20 - armor 40 - bikini exemption (so that I need to pay extra or forced to wear a bikini) 60 - collar exemption 70 - nudity in LPO I disabled all licenses. Then refreshed mod objects. Then gradually changed the global slave level in MCM, saved/reloaded, changed locations etc Result: Licenses don't trigger I'm going to test it on a new game. The question is, what are the right settings? What should I do in LPO and in LMAO to get the desired effect on the world? none of those licenses kick in instantly - each require at least a day to kick in. When the licenses "kick in" it sends a courier with a message letting you know the law will start. Then it will take a day (or whatever you configure) for it to actually kick in. it will kick in whether or not the courier reaches you, but its not instant so the player ideally gets a warning
Thoraag Posted October 13 Author Posted October 13 2 hours ago, Janik said: Mods all seem to be working. ¯\_(ツ)_/¯ I generally leave papyrus logging off so I don't know what it looked like early game. I'll just keep using my manually adjusting WC levels approach. Thanks for taking a look. Well I'll note based on the logs, I don't think LMAO is working properly at the very least. basically every fundamental property is broken in your logs. The babo mods as well. My recommendation: Drop LMAO until the next update, which should resolve that papyrus tweaks need and allow things to work. The babo mods I don't know if baka is working on something similar but his soft deps are like mine and breaking things, I don't know what their plans are though. Your best bet is honestly roll back to 1.6.1770 or 1.5.97, and use the 4.1.1 papy tweaks, but in a couple weeks mine will be fixed regardless
Thoraag Posted October 13 Author Posted October 13 2 hours ago, Alexvkj_new said: For the new game I've just set up the LPO from the exported file and try to never touch it. Yeah, the whole setup is a bit clunky and fragile. Maybe we can make it easier with a guide or something. I'll try to document my current campaign and see what works I wouldn't worry too much about that - The issue isn't so much its fragile, its that the mcm is inscrutable, which is something im reworking and will be significantly different in 2 weeks (discord has previews of what I am working on) 37 minutes ago, Alexvkj_new said: With the latest version, I've set the checkbox 'pay toll direct at the gate'. I didn't before because I thought I'll miss out on random search by the guard, but Thoraag, you smartass! Well, in Markarth as I wanted to leave the city after the event at the market, the guards wanted to search me, so the gate trick didn't let me out. Since it was a known bug, I didn't use the sewers and just fast traveled to the stables outside, which I think is a valid workaround Yeah i need to fix that markarth thing, people have been bringing it up for months i need to just resolve it. it never gets reported at a time I can easily work on it and it gets lost in my brain 😭
Thoraag Posted October 13 Author Posted October 13 16 hours ago, Alexvkj_new said: I afraid I fucked up my game. I blame the civil war, because after the battle of Whiterun it stopped collecting tolls and MCM turned to this That is very odd. did refresh mod objects fix this? I haven't seen something like that, its like your properties suddenly failed. You didn't update to papyrus tweaks 4.2 mid game did you?
LynErso666 Posted October 13 Posted October 13 (edited) 4 hours ago, Thoraag said: I wouldn't worry too much about that - The issue isn't so much its fragile, its that the mcm is inscrutable, which is something im reworking and will be significantly different in 2 weeks (discord has previews of what I am working on) Yeah i need to fix that markarth thing, people have been bringing it up for months i need to just resolve it. it never gets reported at a time I can easily work on it and it gets lost in my brain 😭 Hey thaz good to hear. No worries, you're workin on hard and ur much appreciated. I tried your LMAO thing again just to mess with the untouched version to get a better handle on things and I noticed when nudity laws are engaged with Licenses Play Oppression, random females start appearing naked in the world. Really really weird, since I never activated anything in any of their MCMs. There's nothing in Licenses related to NPC changes. I don't mess with LMAO World Changes at all, since it's taken literal years to overhaul basically every outfit in the game by hand piece by piece. I'm just wondering how LMAO does this outfit thing and if there's a way to stop it permenantly from a dev perspective. PS: Most of your NPCs have no facegen files. DId you forget to export the facegens when making them? That's always the first thing I do when I create a new NPC and export them. Update: I found a setting in the World Changes MCM I don't like to go into because I don't want lol but the "NPCs observe slavery laws" unticked or ticked doesn't seem to affect random female NPCs going naked left and right. Oh good grief. It doesn't look good for me to use this in the future if I'm going to have to script every NPCs outfit to them like I am forced to do with WACCF altered NPCs all just to use this mod in the future. Update 2: So even with LMAO disabled the WC_Stripped Faction still keeps removing clothes from NPCs. WILD. Testing in an enviroment with Sexlab, it's requirements, and LMAO, LPO, Devious Devices, and maybe a few other mods. Conflicts: impossible. I have since created a script that stops these factions from ever being used but still doesn't work. It was a bad response. I'd be better of specifically editing LMAO scripts. You can disable the mod, disable the MCM setting. LMAO doesn't respect its own MCM in this case even if a nudity law was enabled one time during initial testing, either that or it was never implimented. There is a faction for stored outfits to restore on these NPCs, but LMAO never makes any attempt to ever restore it despite a change in settings, or even disabling the mod, this does seem to be absolutely permenant. Luckily I caught the setting and disabled it before it affected too many NPCs, and then I edited the MCM file and the plugin and set that setting to off by default from now on (as it should be imo) and it's not doing it any longer. But I really would love a way to reset an NPC this mod has....well...ruined. It's rare but sometimes even guards who were in an approach get stuck saying "I got something special for you" (as well as many other of the various punishment dialogue lines) forever with no way to ever recover that NPC. Edited October 13 by LynErso666 1
DonQuiWho Posted October 13 Posted October 13 2 hours ago, LynErso666 said: Update 2: So even with LMAO disabled the WC_Stripped Faction still keeps removing clothes from NPCs. WILD. Testing in an enviroment with Sexlab, it's requirements, and LMAO, LPO, Devious Devices, and maybe a few other mods. Conflicts: impossible. I have since created a script that stops these factions from ever being used but still doesn't work. You can disable the mod, disable the MCM setting. LMAO doesn't respect its own MCM in this case even if a nudity law was enabled one time during initial testing, and then disabled. There is a faction about stored outfits to restore on these NPCs, but LMAO never makes any attempt to ever restore it despite a change in settings, disabling the mod, this does seem to be absolutely permenant. Luckily I caught the setting and disabled it and then edited the MCM file and the plugin and set that setting to off by default from now on (as it should be imo) and it's not doing it any longer. But I really would love a way to reset an NPC this mod has....well...ruined. It's rare but sometimes even guards who were in an approach get stuck saying "I got something special for you" forever with no way to ever recover that NPC. I had wondered why I had the odd NPC wandering around starkers! It is annoying, especially when you don't seem to have done anything at all to make it happen. If there is a fix for that, @Thoraag , it would be very welcome DQW 1
phbd01 Posted October 14 Posted October 14 Hi an ostim user here, i read the github site but cant seem to understand well. Many features are listed as to do. Can anyone tell me how to know that this mod is working fine with all features? I mean what is the main gameplay? I only learned about body search. What other gameplay features it has?
Alexvkj_new Posted October 14 Posted October 14 2 hours ago, phbd01 said: Hi an ostim user here, i read the github site but cant seem to understand well. Many features are listed as to do. Can anyone tell me how to know that this mod is working fine with all features? I mean what is the main gameplay? I only learned about body search. What other gameplay features it has? Those are things I experienced so far: - Tolls at the gate and random searches is the most prominent thing. But looks like they search only for humiliation because they never found contraband on me - Additional crimes like nudity, lockpicking, aneaking, drawing weapons. I only got fined for drawing weapons so far - LPO licenses activated at configured triggers What I like about the mod is that it can introduce all those things gradually as the game time goes and influenced by your actions. So the more you advance your game, the more expensive and oppressive the world becomes. So more or less the reverse idea of the base game that makes a lot of financial pressure at the beginning which then relieves as you advance, here the pressure build up with the time
Ursur1major Posted October 14 Posted October 14 1 hour ago, Alexvkj_new said: Those are things I experienced so far: - Tolls at the gate and random searches is the most prominent thing. But looks like they search only for humiliation because they never found contraband on me - Additional crimes like nudity, lockpicking, aneaking, drawing weapons. I only got fined for drawing weapons so far - LPO licenses activated at configured triggers What I like about the mod is that it can introduce all those things gradually as the game time goes and influenced by your actions. So the more you advance your game, the more expensive and oppressive the world becomes. So more or less the reverse idea of the base game that makes a lot of financial pressure at the beginning which then relieves as you advance, here the pressure build up with the time Depending on Slave Level, your settings as to what is and isn't a crime, and your currently held licenses they definitely will do more than just humiliate you, I even had one time where they refused to return my clothes because i kept back-talking on top of like 4-5 infractions. I think confiscated stuff ends up elsewhere that License's stuff though, think I saw it in the player evidence locker in the guard post, and I think I remember a dialogue about being able to buy it back, but I've never been in a situation where I could or had stuff I desperately wanted back that I couldn't get back by other means so I haven't fully explored this option. I tend to turn off the "fine" punishment myself because it just feels rather boring and the amount is never very high. Though the Tattoo Punishment seems to have disappeared from my MCM in my latest playthrough, not sure what's up with that. 4 hours ago, phbd01 said: Hi an ostim user here, i read the github site but cant seem to understand well. Many features are listed as to do. Can anyone tell me how to know that this mod is working fine with all features? I mean what is the main gameplay? I only learned about body search. What other gameplay features it has? One of the things I really like about this mod is also the tug and pull possible with the killing of slavers, I've set it so bandits count as slavers but each slaver killed only removes 1 slavery (Suggestion: Maybe another option that instead of each individual bandit counts, only Bandit Chiefs/Named Bandit Leaders count as "Slavers"? Since even with 1 slavery per bandit killed some bandit strongholds have like 50 bandits in them). Which lets you try and fight the power, which I consider a very important part of any struggle, the ability to actually struggle. But this is mostly meant as a companion-piece to the Licenses mod as well as a spritial successor to some parts of the old now sadly no longer maintained Sexlab Survival. And the purpose of this mod is to further add a sense of oppression to the player character. And if you look at the description of LMAO you will see a list of what is expected to be accomplished by each version, currently we're going through 0.4.x.x so the content in that section is not (fully) included yet but is what is currently being worked upon, while content from the lower version numbers are already included.
Alexvkj_new Posted October 14 Posted October 14 Yeah, the bandits really need som re-work. I cleared the Halted Stream Camp and it literally wiped all the hard earned slave status off Whiterun in my current game
Thoraag Posted October 14 Author Posted October 14 4 hours ago, Alexvkj_new said: Yeah, the bandits really need som re-work. I cleared the Halted Stream Camp and it literally wiped all the hard earned slave status off Whiterun in my current game There should be an mcm setting under npc control
DonQuiWho Posted Wednesday at 07:31 PM Posted Wednesday at 07:31 PM Has anyone else got problems finding guards to talk to about tolls? I find I'm due to pay, but there are often no guards near the gate - Windhelm is particularly sparse - and when I do go in town to find one, they are often far from the gate and don't have the toll payment dialogue DQW
LynErso666 Posted Thursday at 08:31 AM Posted Thursday at 08:31 AM 15 hours ago, Thoraag said: There should be an mcm setting under npc control Did u notice the convo about the outfit issue with the NPC MCM setting not refreshing NPC Outfits that were permenantly removed? I had to create 4 scripts just to outfit switch on load just to remedy it for now.
Alexvkj_new Posted Thursday at 09:07 AM Posted Thursday at 09:07 AM 13 hours ago, DonQuiWho said: Has anyone else got problems finding guards to talk to about tolls? I find I'm due to pay, but there are often no guards near the gate - Windhelm is particularly sparse - and when I do go in town to find one, they are often far from the gate and don't have the toll payment dialogue There should be a specific guard NPC, that looks a bit different. I think it's been added by the mod on purpose. In Windhelm they also spawn at the palace for some reason. I'd recommend to check the option "pay directly at the gate" in MCM. No worries, if you're subject of a random search or curfew it won't let you in @Thoraag Although I noticed following bug/feature: the tolls for leaving the city seems to be only due if I paid for entering. If I entered or left the city by other means (fast travel being the simplest, but also the modded sewers for example or Nchuand-Zel exit to the mine outside) there is no toll due. Some people could consider fast travel a cheat but I'm not one of them
DonQuiWho Posted Thursday at 09:21 AM Posted Thursday at 09:21 AM 12 minutes ago, Alexvkj_new said: There should be a specific guard NPC, that looks a bit different. I think it's been added by the mod on purpose. In Windhelm they also spawn at the palace for some reason. I'd recommend to check the option "pay directly at the gate" in MCM. No worries, if you're subject of a random search or curfew it won't let you in @Thoraag Although I noticed following bug/feature: the tolls for leaving the city seems to be only due if I paid for entering. If I entered or left the city by other means (fast travel being the simplest, but also the modded sewers for example or Nchuand-Zel exit to the mine outside) there is no toll due. Some people could consider fast travel a cheat but I'm not one of them Thanks. Thought I had that selected but I'll check my settings again! It may be that I'm more simple than the solution! 🙂 DQW
Thoraag Posted Thursday at 05:09 PM Author Posted Thursday at 05:09 PM (edited) 8 hours ago, LynErso666 said: Did u notice the convo about the outfit issue with the NPC MCM setting not refreshing NPC Outfits that were permenantly removed? I had to create 4 scripts just to outfit switch on load just to remedy it for now. I am paying attention and some of these things are being corrected or have already been corrected, but as noted like 8 posts up I am doing a major rebuild to fix the papyrus tweaks issue that is fucking up a bunch of players, and fully building the mcm so many of the things being noted are truly moot, but I am looking into the things being mentioned even when im not directly addressing them. Things are very free flowing right now during this rebuild so there is no real point in me addressing things that may change heavily in just a couple days of building. A huge part of the confusion with this mod is 2 factors: 1. I am rarely in your face with events, leaning away from a A+B=C gaming style, and trying to more emulate realistic reactions. This means things don't react instantly, leading to panic because people expect instant activity 2. the mcm is too complicated, settings for crimes are found on like 5 different pages and no one can tell what is doing what. So by cleaning up the MCM i aim to clarify both and it will help me find actual bugs vs just user error 8 hours ago, Alexvkj_new said: There should be a specific guard NPC, that looks a bit different. I think it's been added by the mod on purpose. In Windhelm they also spawn at the palace for some reason. I'd recommend to check the option "pay directly at the gate" in MCM. No worries, if you're subject of a random search or curfew it won't let you in @Thoraag Although I noticed following bug/feature: the tolls for leaving the city seems to be only due if I paid for entering. If I entered or left the city by other means (fast travel being the simplest, but also the modded sewers for example or Nchuand-Zel exit to the mine outside) there is no toll due. Some people could consider fast travel a cheat but I'm not one of them Fast travel can trigger the toll skipping, but guards aren't omniscient, money won't be taken automatically, and guards aren't likely to recognize the face of a random toll skipper. I don't currently actively stop players from fast traveling cause I want players to play how they want to, but I won't actively support fast travel with any special detection for it. With the rebuilt mcm I am going to have a purely optional way to soft disable fast travel (by owning the map) little preview where I am at with the mcm changeup: mcmdemo.webm Edited Thursday at 05:09 PM by Thoraag 2
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