Jump to content

Recommended Posts

Posted
12 hours ago, thor3222 said:

Yeah I just rewrote the devices controller so that musta slipped through the cracks, can you send me your papy logs so I can make sure they all get resolved?

Papyrus.0.log

It also contains a few papyrus errors from other mods and  lot of ERRORS and WARNINGS which I still do not know how to handle. 

🤨

Posted
8 hours ago, jperrins66 said:

Will the next update need a new game also or not, love the mod but don't want to restart again if I don't need too


if you are updating from 0.2.x -> 0.3.x then yes, but I went overkill on this particular updates refactoring to hopefully prevent that in the foreseeable future. I don't anticipate the next few major updates would require a new game, but no explicit promises beyond I try my best to not require it (I have an update system built so I can manually fix property issues where necessary, this one just had things that i can't code around - script renaming and type changes)

Posted

The slave level and wider settings do not seem to be 100% functional.
I am playing a new game and have set it up appropriately.

Your instructions say it ticks up by 1 a day, but I have had it where nothing ticks up in a day, and others where multiple towns will tick up by 1 (but not all) which might be the RNG factor, and that is fine, but the daily ticks im not sure are happening appropriately (or even when during the day).
Could we get a notification of when it updates and where it updates (just the major cities), as an option in the MCM to check.

I also tried manually setting it to 80 to test it, the courier never came to me, and the cities never enslaved, but when I turned the mod off and back on, then they registered as enslaved, however still no courier, and from what I could see the rules were not being enforced on NPC's.
As the first issue, could we get some MCM debug options (ie courier is looking for player or not looking, and licenses are being updated for slave towns).

Posted (edited)

does this mod conflict with Babodialogue. For some reason everytime i try to install both either one of them loads or the other one loads. Both don't seem to want to co-exist. Thinking it's either the new update or something on Babo's part but for the life of me i cannot get them to both exist in-game

Edited by Giga-Bool
Posted
26 minutes ago, Giga-Bool said:

does this mod conflict with Babodialogue. For some reason everytime i try to install both either one of them loads or the other one loads. Both don't seem to want to co-exist. Thinking it's either the new update or something on Babo's part but for the life of me i cannot get them to both exist in-game

I have both latest versions on a new game and have no problem running both together, maybe it's something else ?

Posted
7 hours ago, nocturna said:

The slave level and wider settings do not seem to be 100% functional.
I am playing a new game and have set it up appropriately.

Your instructions say it ticks up by 1 a day, but I have had it where nothing ticks up in a day, and others where multiple towns will tick up by 1 (but not all) which might be the RNG factor, and that is fine, but the daily ticks im not sure are happening appropriately (or even when during the day).
Could we get a notification of when it updates and where it updates (just the major cities), as an option in the MCM to check.

I also tried manually setting it to 80 to test it, the courier never came to me, and the cities never enslaved, but when I turned the mod off and back on, then they registered as enslaved, however still no courier, and from what I could see the rules were not being enforced on NPC's.
As the first issue, could we get some MCM debug options (ie courier is looking for player or not looking, and licenses are being updated for slave towns).


slave level ticking up seems to have bugs, im looking into that. 

I am assuming you have licenses, yes? since that is required for most of them. Most of those laws also kick in about a day after you get the courier. 

Process is courier gives you the letter, the letter activates the timer, once the timer is up it kicks in. I'll test if there is some sort of issue with the slave level detection in general cause the other calls seem to be. 

 

 

6 hours ago, Giga-Bool said:

does this mod conflict with Babodialogue. For some reason everytime i try to install both either one of them loads or the other one loads. Both don't seem to want to co-exist. Thinking it's either the new update or something on Babo's part but for the life of me i cannot get them to both exist in-game


Should be no issue, I ran both of them together for ages. They don't touch any of the same things as far as i know. 

 

6 hours ago, jperrins66 said:

2 Questions : can you delete the world esp if you don't want to run that part and is the ASF needed if you don't run the world part ?


Yes, and the ASF thing is only a thing for the world events part. (and you don't even need it for that). To be fair I haven't tested a ton without both, the base LMAO doesn't rely on world events at all. 

Posted
10 hours ago, thor3222 said:


slave level ticking up seems to have bugs, im looking into that. 

I am assuming you have licenses, yes? since that is required for most of them. Most of those laws also kick in about a day after you get the courier. 

Process is courier gives you the letter, the letter activates the timer, once the timer is up it kicks in. I'll test if there is some sort of issue with the slave level detection in general cause the other calls seem to be. 

 

Yes, and I have set LMAO to progressively implement the licenses through the checkbox in LMAO.
I made sure it was installed and correctly loading before LMAO. Licenses (with LMAO) seems to work appropriately for the player, the toll gates and random searches all work correctly too, it seems to be specifically the slave level rise logic and the NPC logic that are not updating correctly.

The courier will show at the start and give me the licenses for weapons and magic, then he leaves, sometimes he might give armor too but thats it.
Afterwards he never appears again.

Posted (edited)
On 2/14/2026 at 9:31 PM, thor3222 said:

slave level ticking up seems to have bugs, im looking into that.

 

On my new game the slavery level stays firmly at zero, its been like an ingame week already and I've been travelling all over the map.

Also, the toll gate ledgers all say that the pass is 0 gold even though the guards are charging the money properly and I've never had any couriers arriving.

Edited by Onomatophobia
Posted
4 hours ago, Onomatophobia said:

 

On my new game the slavery level stays firmly at zero, its been like an ingame week already and I've been travelling all over the map.

Also, the toll gate ledgers all say that the pass is 0 gold even though the guards are charging the money properly and I've never had any couriers arriving.


I figured out the slavery level issue for sure. I think I figured out the toll issue but i'll test that before I push up tonight.

Posted
On 2/15/2026 at 1:25 AM, nocturna said:

Yes, and I have set LMAO to progressively implement the licenses through the checkbox in LMAO.
I made sure it was installed and correctly loading before LMAO. Licenses (with LMAO) seems to work appropriately for the player, the toll gates and random searches all work correctly too, it seems to be specifically the slave level rise logic and the NPC logic that are not updating correctly.

The courier will show at the start and give me the licenses for weapons and magic, then he leaves, sometimes he might give armor too but thats it.
Afterwards he never appears again.


Just an FYI, not resolved yet, will be the next thing I look at to hopefully fix tonight. I was hoping the fix to the slave level thing would fix this, but it apparently hasn't. 

 

 

11 hours ago, Fraying9981 said:

"NPCs observe laws. You are not in Skyrim alone. If you have to have a collar exemption, so do NPCs. "

May I ask how this works exactly?


In world events you set when licenses trigger - location entry, city entry, slave level (apparently bugged, but next on my list to fix tonight), etc - When they trigger, a courier will come to you and deliver a notice detailing whats going to happen. The next day (also adjustable) the licenses/relevant laws actually start up. 

Before any of this happens, a script checks npcs inventories and gets an approximate value, and sets them as poor/common/rich (though factions also come in to play in some cases)

When the licenses/relevant laws are active, based on the npcs wealth, they may or may not be able to afford a license/exemption. if they can't, they will start wearing collars, or wearing clothes instead of armor, or being stripped, etc. 

These all trigger based on proximity, to keep calls down, but will stay active until the licenses/laws are disabled. 

Posted
22 minutes ago, thor3222 said:


Just an FYI, not resolved yet, will be the next thing I look at to hopefully fix tonight. I was hoping the fix to the slave level thing would fix this, but it apparently hasn't. 

 

 


In world events you set when licenses trigger - location entry, city entry, slave level (apparently bugged, but next on my list to fix tonight), etc - When they trigger, a courier will come to you and deliver a notice detailing whats going to happen. The next day (also adjustable) the licenses/relevant laws actually start up. 

Before any of this happens, a script checks npcs inventories and gets an approximate value, and sets them as poor/common/rich (though factions also come in to play in some cases)

When the licenses/relevant laws are active, based on the npcs wealth, they may or may not be able to afford a license/exemption. if they can't, they will start wearing collars, or wearing clothes instead of armor, or being stripped, etc. 

These all trigger based on proximity, to keep calls down, but will stay active until the licenses/laws are disabled. 

 

Thanks for explaining this.

1. How do you pick npcs to affect? Asking this because a/ mods like pah aygas for example can add npcs to cities b/ other mods add other npcs to cities

2. Whats the method to strip them/change outfit? Is it spid? 

3. Confirmation: so there is no interaction between guards and npcs? No one taken to jail?

4. The rich: do you add the license document to their inventory?

5. Do you strictly mirror the license mod for what they should wear? Do you consider anything else? Obviously in the license mod you do not consider prostitution or curfew license for example right? Only clothing stuff?

6. Do you have gender parameters for this law update logic? Only male/only female

 

The framework im working with: skyrimnet which adds a lot of awareness and possible ai actions. For example reporting npcs to guards. 

Thanks in advance for your tips

Posted
2 hours ago, Fraying9981 said:

 

Thanks for explaining this.

1. How do you pick npcs to affect? Asking this because a/ mods like pah aygas for example can add npcs to cities b/ other mods add other npcs to cities

2. Whats the method to strip them/change outfit? Is it spid? 

3. Confirmation: so there is no interaction between guards and npcs? No one taken to jail?

4. The rich: do you add the license document to their inventory?

5. Do you strictly mirror the license mod for what they should wear? Do you consider anything else? Obviously in the license mod you do not consider prostitution or curfew license for example right? Only clothing stuff?

6. Do you have gender parameters for this law update logic? Only male/only female

 

The framework im working with: skyrimnet which adds a lot of awareness and possible ai actions. For example reporting npcs to guards. 

Thanks in advance for your tips


1. I assign keywords via spid to determine baseline exempt, rich, and poor npcs. female npcs will get a spell that runs a script once to check if they have the wealth keywords, and if not, calculate and assign them. Its mod agnostic, and should work out of the box with any mods (though you may need to adjust the spid file to intelligently support)
2. anyone non exempt will get the outfit management spell. if they have it, it uses that in combination with the wealth keywords to remove the original outfit and store it using storageutil. in the case of the armor script, one of 3 basic farmers outfits will be assigned in its place.
3. No interaction between guards and npcs currently. I plan on introducing scenes at some point, but I want to make the mod fully functional for the player before I work too much on ambiance.
4. No
5. for the armor license it looks for any armor piece by basic armor keywords. anything without those keywords is just considered clothes. 
6. The mod is basically targeted at female players and is female only by default, and the dialogue suggests it. It would be easy to flip the script or make it gender neutral by removing the F flags from the SPID, but someone would need to write a "males of" version of this mod with changed dialgoues for that to work.

 

Posted
4 hours ago, thor3222 said:

2. anyone non exempt will get the outfit management spell. if they have it, it uses that in combination with the wealth keywords to remove the original outfit and store it using storageutil. in the case of the armor script, one of 3 basic farmers outfits will be assigned in its place.

 

Just about to start a new game, using this mod for the first time, and saw this. 

 

So, can I just check this one out, please

 

So, I sell a DOM slave via AYGAS to an innkeeper as a tavern whore.  Before selling them, I equip them with a set of 'fancy' clothes and some DDs to be checked with the DD filter so that only  encounters//animations that I want them to be able to perform are carried out.  (Think of selling my female Ulfric in Solitude, equipped with her original fancy outfit and a double plugged chastity belt so that she has to go arounds begging to suck the lollipop of every male NPC to whom she sells her services)

 

I realise that I'm not too familiar with this mod - I did try a very early version long ago but on a very limited basis - but does what you have here mean that:

 

1 - the basic clothing set by the player will be overwritten by the mod's outfits regardless?

2 - DDs will be removed and hence allow encounters that I have not determined are to be her lot in life?

 

If so, is there a way of switching clothes management to be 'on' or 'off' ?

 

If not, unfortunately I might pass this time as, TBH, I like my slave creations to wear what I want them to, to behave as I determine. and do what I want 😉

 

Any guidance would be very helpful, thanks

 

DQW

 

 

 

 

Posted (edited)
4 hours ago, DonQuiWho said:

 

Just about to start a new game, using this mod for the first time, and saw this. 

 

So, can I just check this one out, please

 

So, I sell a DOM slave via AYGAS to an innkeeper as a tavern whore.  Before selling them, I equip them with a set of 'fancy' clothes and some DDs to be checked with the DD filter so that only  encounters//animations that I want them to be able to perform are carried out.  (Think of selling my female Ulfric in Solitude, equipped with her original fancy outfit and a double plugged chastity belt so that she has to go arounds begging to suck the lollipop of every male NPC to whom she sells her services)

 

I realise that I'm not too familiar with this mod - I did try a very early version long ago but on a very limited basis - but does what you have here mean that:

 

1 - the basic clothing set by the player will be overwritten by the mod's outfits regardless?

2 - DDs will be removed and hence allow encounters that I have not determined are to be her lot in life?

 

If so, is there a way of switching clothes management to be 'on' or 'off' ?

 

If not, unfortunately I might pass this time as, TBH, I like my slave creations to wear what I want them to, to behave as I determine. and do what I want 😉

 

Any guidance would be very helpful, thanks

 

DQW

 

 

 

 



So just considering this I am updating the rules for slaves specifically - if they are a slave already, they don't get outfit changes. I might decide to change that later, but if I do i'll make it an MCM option. I'm also adjusting it so it makes sure external slaves don't get device removal outside of slavery laws (they never got collar removals) - slaves made by this mod exclusively still will, but external ones don't.

Regardless, outside of this you can just disable "NPCs observe slavery laws" they won't be changed at all. 

For maximum safety, wait till tonights push, it will button up a few relevant things for you.

Alternatively, just don't use the world events extension. If you want things as you set them, world events probably isn't for you. Download the main mod and remove/disable world events. They are separate for a reason - LMAO has 90% of the functionality entirely focused on the player, World events just dynamically applies them.

Edit: its up

Edited by thor3222
Posted
On 2/15/2026 at 1:25 AM, nocturna said:

Yes, and I have set LMAO to progressively implement the licenses through the checkbox in LMAO.
I made sure it was installed and correctly loading before LMAO. Licenses (with LMAO) seems to work appropriately for the player, the toll gates and random searches all work correctly too, it seems to be specifically the slave level rise logic and the NPC logic that are not updating correctly.

The courier will show at the start and give me the licenses for weapons and magic, then he leaves, sometimes he might give armor too but thats it.
Afterwards he never appears again.


This should be fixed now

Posted (edited)
4 hours ago, thor3222 said:

Edit: its up

 

So, do we need to start a new game to update or does it happen automatically?

 

Edit: tried it on the new game - the kennel was properly disabled, and the entrance was showing a proper price, but still no slavery levels ticking up and no couriers.

Edited by Onomatophobia
Posted

Thank you for the frequent updates, Thor. I must ask, though, are the navmesh edits intended? I see that your goal is to make a highly compatible mod, but you have several navmesh changes in Whiterun and outside of Whiterun. They are not playing so nice with me having Capital Whiterun Expansion and some house mods like HS Breezehome.

I attached an example of the navmesh conflicting with my existing mods. If possible, I think it would be highly beneficial to leave navmesh intact, and instead use collision boxes with NAV_CUT flags to exclude NPCs from walking through certain objects (such as the added objects by the city gates).
image.png.d080c71188884001a5b5e6ebb0379c69.pngimage.thumb.png.79923d0a857b6df610a476c2e7088062.png

Posted
15 hours ago, FaerDaer1 said:

For some reason my price changes never update and resets back to default once I leave MCM, a conflict probably?


Do you have any economy mods? ex: https://www.nexusmods.com/skyrimspecialedition/mods/149830 

ultimately any economy mods are fighting over the same variables, and mine does not fight very hard at all, I only do daily (in game) update calls to check and adjust things, where stuff like the one linked above check every like 5 seconds. 

Mine should continue working on like prostitution mods and stuff if so, but yeah those sorts would conflict. 

 

 

15 hours ago, Onomatophobia said:

 

So, do we need to start a new game to update or does it happen automatically?

 

Edit: tried it on the new game - the kennel was properly disabled, and the entrance was showing a proper price, but still no slavery levels ticking up and no couriers.


Hmmmm... everyone on the discord says the slavery level is ticking up now with the latest. I will clarify, the updates are daily (midnight in game), it only updates in cities you encountered (since this update, thats a new thing), and the global slave level is the average of all 5 holds. My guess is whiterun should be ticking up for you, but it does tick up just 1 a day unless you are being a degen, so it would take 5 days for the global slave level to rise to 1 with just whiterun. 

 

 

12 hours ago, AylaElfie said:

Thank you for the frequent updates, Thor. I must ask, though, are the navmesh edits intended? I see that your goal is to make a highly compatible mod, but you have several navmesh changes in Whiterun and outside of Whiterun. They are not playing so nice with me having Capital Whiterun Expansion and some house mods like HS Breezehome.

I attached an example of the navmesh conflicting with my existing mods. If possible, I think it would be highly beneficial to leave navmesh intact, and instead use collision boxes with NAV_CUT flags to exclude NPCs from walking through certain objects (such as the added objects by the city gates).
 



I'll give that another look, ironically I used that exact video as a tutorial when doing it, but when I was building that I was unknowingly dealing with script lag and having issues with the cell because of it, so i was scrambling a little bit, and likely left some mistakes. When I get back to editing the kennel (in the next update or 2) i'll give that a look specifically and clean things up, and double check any other navmesh updates I did in the main world. 



 

Posted (edited)

Is world events supposed to be an MCM menu? If so it doesn't seem to be working for me. I couldn't find it in MCM despite the plugin showing up in load order. If I remove the World Changes.esp from the load order then the game would tell me that the mod isn't installed anymore, so it seems to have loaded, but the menu itself isnt visible or something

Edited by EllyDD

Create an account or sign in to comment

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

Create an account

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

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...