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Posted
2 hours ago, DonQuiWho said:

 

Thanks. 

 

I have tried that out, and sure, it does just that.  But it's a bit of a stretch to go out looking for that bunch of rabid Orks just to orchestrate ending up in jail 😄

 

Anyway, on balance, I prefer POP, and really only use Prison Overhaul if I want to include the Pama's post prison events in any particular game

 

But it is a way of getting round the problem I outlined.   Thanks for taking the trouble to raise it and I hope that it will appeal to other punters out there who are unaware of it  

 

DQW

Here's something I found in my mountain of mods - it's for LE but I've just run it on AE. Used a game start in Falkreath, gave my girl a bounty of 1000 and sent her outside. Within seconds a guard intercepted her and she was sent straight to prison.

kzy_DisableResistArrest.zip

Posted
3 hours ago, blackoperations said:

Any idea on how to fix the camera spin problem with body search anims/dialogue?

 I have improved conversation camera and smooth camera and they work fantastic together (best combo out there).  However, when the fantastic body search progression sequence runs, the cameras start to spin and/or force the PC body in the animation to rotate faster and faster.  I've tried every setting combo I could think of and no dice.

It may be the player dialogue gesture animations I have installed that trigger it.

 

I had similar issues with true directional movement - headtracking. Look at the mcm settings and disable the option that allows it to manipulate the spine. That is a reason for a lot of misalignment. 

Immersive Equipping animations also caused some chaos with the search anims - npc would strip me and then the self strip animations would play

Though after looking into Improved Alternate Conversation Camera, that looks to be your issue there. I THINK there might be a fundamental issue with them together, cause you are in a standard dialogue, but the animation only works if the player is back to the guard. The camera tries to snap to the conversation subject, forcing rotation and headtracking. I am not seeing a guide or anything on that. If you can point me to where to look to do a temporary disable hook, that would likely be the best solution, and I would be happy to implement that. I did something similar with precision for the search, in cases like this where possible I would prefer to be able to make it compatible. 

Posted
19 hours ago, DonQuiWho said:

 

Thanks vm for replying.  

 

I don't mind if other folk just want to continue to play with the default bounty/guard/jail dialogue stuff, but if you can raise this up to give an option for imprisonment to be absolutely 'non conformist or suberviant', that will take the existing mechanic to a whole new level.  

 

DQW


Yeah, once i take over the bounty system it will be highly customizable to enable that. Currently, all my usage of prison is a threat to the player (that they can and will follow through on), but not a primary action.  Most of the crimes I actually handle are fairly petty crimes, so prison out the jump is kind of a crazy punishment for any of it. But there will be a prison punishment down the road for players that are constantly getting into trouble, or that the guards just don't like. I just need to figure out how to balance it nicely and allow the player to balance it as they wish.

When I get general bounty handling taken over, if the guard wants to take you to jail, you are going to jail unless you actually fight them off. But I want to make sure I do it in a sane way, especially by default. Low bounties, no one is even paying attention to you. Mid range bounties, sure, you are a criminal, but they can abuse as they wish you under the threat of prison and thats good enough for them (though I might have some cases where they abuse you and still take you to jail). High range bounties, its jail or death. but i'll be giving the player overlapping sliders for each range (so when it nears that switch it rolls for which it is going to be).  

Posted
3 hours ago, 43deadwood said:

Here's something I found in my mountain of mods - it's for LE but I've just run it on AE. Used a game start in Falkreath, gave my girl a bounty of 1000 and sent her outside. Within seconds a guard intercepted her and she was sent straight to prison.

kzy_DisableResistArrest.zip 1.51 kB · 0 downloads

 

Wow!  TYVM

 

If I can get that to work, it will revolutionise gameplay!

 

DQW

Posted
On 2/24/2026 at 12:32 PM, thor3222 said:


Though after looking into Improved Alternate Conversation Camera, that looks to be your issue there. I THINK there might be a fundamental issue with them together, cause you are in a standard dialogue, but the animation only works if the player is back to the guard. The camera tries to snap to the conversation subject, forcing rotation and headtracking. I am not seeing a guide or anything on that. If you can point me to where to look to do a temporary disable hook, that would likely be the best solution, and I would be happy to implement that. I did something similar with precision for the search, in cases like this where possible I would prefer to be able to make it compatible. 

Thanks.  I'll dig into that.  

Posted

You know those mods where it expands base map like Summerset Isle or Cyrodill Burma etc.
Will you make your mod compatible with those mods after you finish cooking this mod or no?

Posted
3 hours ago, simmo111 said:

I am paying a toll once and the gate is permantly unlocked. Happens on all the 0.3 versions including latest update.

I still haven't had the opportunity to test this again, but considering that, so far, there aren't that many reports of this, only the two of us, it occurred to me that it might have something to do with the MCM setting for toll behavior when the player is enslaved – I set it so that the PC can pass for free, when enslaved, and I think this option is off by default, if I remember correctly. Did you, by any chance, turn this option on, too? It might be a clue.

Posted
8 hours ago, simmo111 said:

I am paying a toll once and the gate is permantly unlocked. Happens on all the 0.3 versions including latest update.

 

4 hours ago, Alias Fakename said:

I still haven't had the opportunity to test this again, but considering that, so far, there aren't that many reports of this, only the two of us, it occurred to me that it might have something to do with the MCM setting for toll behavior when the player is enslaved – I set it so that the PC can pass for free, when enslaved, and I think this option is off by default, if I remember correctly. Did you, by any chance, turn this option on, too? It might be a clue.

 


Yeah, check your mcm options to see what might be happening, cause there are numerous legitimate game reasons why the tolls would be free. 

The options that would allow it:
Tolls free for thanes (if thane)
Tolls free for slaves (if slave)
if you are a homeowner 

If those options are active, and you fit those categories it would make sense. 

If they are active, but you don't think any of them should count, check in the in game console 

"sqv lmao_utility" and look for isHomeOwner, isSlave, and isThane variables. if any are flagged incorrectly, that could be what is happening, and I'll have more questions so I can resolve that.

Posted
7 hours ago, LGNx7 said:

You know those mods where it expands base map like Summerset Isle or Cyrodill Burma etc.
Will you make your mod compatible with those mods after you finish cooking this mod or no?


For sure. I am building everything to be modular and expandable. The main thing that will need to happen for probably all of those is "Single Gate Handling" which is in a medium place on my list of priorities. 

That will allow for tolls in places like riverwood or falkreath, where there isn't a loading screen between town entrances. Once that is in place patching in locations from other mods will be as simple as creating an esl, using lmao and the other mod as masters, adding a couple activators and guards at entrances, and adding a "city quest" for it. I have a lot of infrastructure for it already built, but the behaviors and handling for single gates are not available yet. Once that is ready it will also be able to be patched for mods like "open cities" and such

Posted
41 minutes ago, thor3222 said:

 

 


Yeah, check your mcm options to see what might be happening, cause there are numerous legitimate game reasons why the tolls would be free. 

The options that would allow it:
Tolls free for thanes (if thane)
Tolls free for slaves (if slave)
if you are a homeowner 

If those options are active, and you fit those categories it would make sense. 

If they are active, but you don't think any of them should count, check in the in game console 

"sqv lmao_utility" and look for isHomeOwner, isSlave, and isThane variables. if any are flagged incorrectly, that could be what is happening, and I'll have more questions so I can resolve that.

Just to clarify, at the time of last testing, I did not fit any of those categories. (not enslavet, not a thane, not owning any homes anywhere) I just thought that the exception might get triggered accidentally, somehow. Unfortunately, it will still be some time, before I can test again.
The gate was simply unlocked, and I could pass without any conversation with the guards. I do not know if I have to talk to them first, even when I can pass for free. Hope this helps.

Posted
1 hour ago, Alias Fakename said:

Just to clarify, at the time of last testing, I did not fit any of those categories. (not enslavet, not a thane, not owning any homes anywhere) I just thought that the exception might get triggered accidentally, somehow. Unfortunately, it will still be some time, before I can test again.
The gate was simply unlocked, and I could pass without any conversation with the guards. I do not know if I have to talk to them first, even when I can pass for free. Hope this helps.


if you didn't fit those categories, that sqv call would clarify if you are getting internally flagged for it, at which point we can determine where the actual issue lies. No rush on that, when you can test it, great, i'll likely have follow up questions at that point.

Posted

I've noticed with the .3 versions it causes mcm lag and makes the "take notes" mod freeze after typing like half a page of shit.

 

The mcms will often freeze when I'm changing things, not just lmao. I need to close them and wait about 10 seconds so I can continue changing settings. The issue dissapears when I downgrade the mod to the .2 versions on a save where the issue was present and the issue is there even when I start a new game with the .3 versions. Not sure what is causing it, just thought I'd let you know.

Posted

Well I updated the mod and my LMAO - World Changes broke again, in the exact same manner as described earlier in the thread
That's...interesting

Posted
17 hours ago, thor3222 said:

 

 


Yeah, check your mcm options to see what might be happening, cause there are numerous legitimate game reasons why the tolls would be free. 

The options that would allow it:
Tolls free for thanes (if thane)
Tolls free for slaves (if slave)
if you are a homeowner 

If those options are active, and you fit those categories it would make sense. 

If they are active, but you don't think any of them should count, check in the in game console 

"sqv lmao_utility" and look for isHomeOwner, isSlave, and isThane variables. if any are flagged incorrectly, that could be what is happening, and I'll have more questions so I can resolve that.

Will try it out. Might take awhile though, I went back to a previous save and disabled tolls.  I'll re-enable them and do the exact same things I did on the playthrough they stopped working on and see if it happens again and try the console command you mention.

Posted (edited)

A few questions and a potential Issue?

First of all the Issue: I keep getting called out for being nude despite having items in by body slot which have recieved appropriate covering keywords for AND.

 

But also just wondering about a quick clarification regarding integration of Licenses.
The description says Licences come "Online" through this mod, I've been assuming I still have to enable them in the Licenses MCM and then LMAO has them actually work or not depending on world state?
Or is this assumption incorrect and I should disable them and LMAO will change the MCM options when appropriate?

 

Edit: I haven't changed anything but it *seems* it stopped with the nudity despite wearing clothes?

Edited by Ursur1major
Posted

Cheers,

I've been running into the issue that the Kennel NPCs of this mod specifically have their Face and Body textures mismatch.
Haven't observed that on any other NPCs so far modded or not, but probably something to do with mod conflicts.

Any pointers on what could cause that?

Posted
9 hours ago, heilhobo said:

I've noticed with the .3 versions it causes mcm lag and makes the "take notes" mod freeze after typing like half a page of shit.

 

The mcms will often freeze when I'm changing things, not just lmao. I need to close them and wait about 10 seconds so I can continue changing settings. The issue dissapears when I downgrade the mod to the .2 versions on a save where the issue was present and the issue is there even when I start a new game with the .3 versions. Not sure what is causing it, just thought I'd let you know.


You can try posting papy logs and I can see if anything sticks out on my end that might be causing it. I haven't used take notes since I started building this mod, but I don't know how they would interact at all. 

Posted
9 hours ago, EllyDD said:

Well I updated the mod and my LMAO - World Changes broke again, in the exact same manner as described earlier in the thread
That's...interesting

 
Def need more details on this, there are a lot of things described earlier in the thread. If its the download issue, I might try just reuploading with a couple minor fixes since LL just did a big DL change. 

 

2 hours ago, Ursur1major said:

A few questions and a potential Issue?

First of all the Issue: I keep getting called out for being nude despite having items in by body slot which have recieved appropriate covering keywords for AND.

 

But also just wondering about a quick clarification regarding integration of Licenses.
The description says Licences come "Online" through this mod, I've been assuming I still have to enable them in the Licenses MCM and then LMAO has them actually work or not depending on world state?
Or is this assumption incorrect and I should disable them and LMAO will change the MCM options when appropriate?

 

Edit: I haven't changed anything but it *seems* it stopped with the nudity despite wearing clothes?


actually a known issue found on discord last night. attached is the file, just overwrite the existing one in /scripts and it should work. 

With licenses, set whatever settings you want in the licenses mcm (base prices, duration, etc) Then in the World changes MCM, enable license control, set the triggers you want them to turn on. It SHOULD auto turn off all the licenses when its enabled, but check the licenses mcm, if not, (let me know) and disable the licenses. They will kick in when the triggers are hit. 

LMAO_Crime_Nudity.pex

Posted
2 hours ago, NonNamen said:

Cheers,

I've been running into the issue that the Kennel NPCs of this mod specifically have their Face and Body textures mismatch.
Haven't observed that on any other NPCs so far modded or not, but probably something to do with mod conflicts.

Any pointers on what could cause that?


Common skyrim L - this is just a somewhat common issue with skyrim modding - if you don't have this already, you should: https://www.nexusmods.com/skyrimspecialedition/mods/42441?tab=files 

 

if you do have this already let me know and i can look at my mod list later in the day and see if there are any other fix mods for that I use in addition. not a mod specific issue, just a skyrim issue. I don't do much if any customization on the npcs i use (Abigail is just Mjoll, Baarst and Harrkas are just some random npcs I stole, the rest are just common leveled list npcs). Sometimes it can be a facegeom thing, but its just a skyrim oddity ultimately. 

Posted
1 hour ago, thor3222 said:

With licenses, set whatever settings you want in the licenses mcm (base prices, duration, etc) Then in the World changes MCM, enable license control, set the triggers you want them to turn on. It SHOULD auto turn off all the licenses when its enabled, but check the licenses mcm, if not, (let me know) and disable the licenses. They will kick in when the triggers are hit. 

 

Thank you, are Trading and Crafting Licenses also meant to turn off? Saw they remained after I enabled it.

Posted
1 hour ago, Ursur1major said:

Thank you, are Trading and Crafting Licenses also meant to turn off? Saw they remained after I enabled it.

 

They aren't actively handled by this mod - the ones that are are 

armor
bikini armor
clothing
magic
weapons
curfew
travel

the other ones I don't touch, partially because i don't personally use them, and partially because I don't know how to write good in-mod-lore reasoning for handling them. 

Posted

Any thoughts on letting the licenses turned on by world changes be chosen. Like idc about bikini armor but would like collar etc. Cuz rn it seems to be an all or nothing situation on that.

Posted
11 hours ago, thor3222 said:


Common skyrim L - this is just a somewhat common issue with skyrim modding - if you don't have this already, you should: https://www.nexusmods.com/skyrimspecialedition/mods/42441?tab=files 

 

if you do have this already let me know and i can look at my mod list later in the day and see if there are any other fix mods for that I use in addition. not a mod specific issue, just a skyrim issue. I don't do much if any customization on the npcs i use (Abigail is just Mjoll, Baarst and Harrkas are just some random npcs I stole, the rest are just common leveled list npcs). Sometimes it can be a facegeom thing, but its just a skyrim oddity ultimately. 

 

Worked like a charm, much apreciated!

Posted

Papyrus.0.logPapyrus.2.logPapyrus.1.log

 

Just threw in the three logs from my most recent session. Idk if that looks normal

13 hours ago, thor3222 said:


You can try posting papy logs and I can see if anything sticks out on my end that might be causing it. I haven't used take notes since I started building this mod, but I don't know how they would interact at all. 

 

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