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Posted (edited)
11 hours ago, swb2025 said:

Aw thank you.

 

I have a few more questions if you don't mind. Sorry if they're a bit obtuse. 

 

1. Does the script that strips the NPCs only run once per NPC/license activation? I've noticed that if I give any armor or clothes to a follower after their initial strip/collaring, they keep those new armor/clothing equipped and in their inventory, even after coming to town and waiting a day or so. It's fine if that is the case; performance friendly and all, just wanted to make sure I'm not running into a bug.

 

2. If the slave level is eventually lowered back below the appropriate thresholds, will NPCs be restored to their previous clothed/uncollared state, or is it a permanent thing at the moment? They seemed to stay in the slave outfits for me, but that might be because I'm turning the slave levels up and down manually and not letting the world changes do its thing organically.

 

3. The effects of licenses and laws on NPCs are different based on whether they're designated poor, common or rich, right? I recall reading somewhere in the thread that some of the license (clothing for example) only applies to poor NPCs initially, while richer NPCs effectively ignore it because lore-wise they're paying the license fees. Is it a binary thing like where poor NPCs get no licenses, common get clothes licenses but not armor/collar licenses, and the rich get all of them? Or is there a hidden timer for richer NPC exemption that slowly ticks down as the slave levels get higher, causing common npcs to eventually fall, followed by the rich ones later?

I only ask because I turned the slave levels up enough for collars to be applied, and it only happened to some npcs, but in other tests where I cranked the settings up to 100 it collared basically everyone except the exempt ones (just the Jarl's court npcs pretty much). If so, then that granularity is really cool.

 

Cheers again and thanks for your patience!


1. NPC's are checked daily, but once they have been marked as stripped/collared/whatever it will bypass them in the future (until the rules are disabled, then it starts checking them again until they are observing the new status quo). This works well for most cases, but as you noticed, not the greatest for followers. Followers in general are tricky to work with, I have some long term plans & goals with followers but they are down the road. 

2. yes, NPCs will be restored to previous states once the relevant rules are removed. I store all the outfits using storageutil so they can be restored - as noted above, this check is run daily, so it won't happen immediately, especially for npcs you are already in the area of (since you being around them is what triggers the check in the first place)

3. Yes, I categorize all NPCs by rich/common/poor - where I can based on in game dialogue/lore I categorize them directly, everyone else gets a one time run script (triggered by your proximity like the laws checks) that just adds up the value of all the items in their inventory and assigns them their grouping. not a perfect solution, but the SPID that does the initial categorization is always being reviewed and mildly updated as people note cases where its off. With the laws/clothing checks its not a time based thing based on their wealth, but a chance % change - since the check runs daily, for example poors might get a 50% chance to observe out of the gate, that increases by like 5% every day, where as rich npcs might have a 5% chance out of the gate, increasing by 1-2% a day. The chances vary greatly depending on the specifics of the laws/license in question - stuff like the collar law poors observe very quickly, where rich npcs never suffer it. I tried to make it feel as organic for the world as I could. Eventually I'll likely add some MCM settings to allow users to set the scale for the different factors.

Edited by thor3222
Posted (edited)
4 hours ago, thor3222 said:


1. NPC's are checked daily, but once they have been marked as stripped/collared/whatever it will bypass them in the future (until the rules are disabled, then it starts checking them again until they are observing the new status quo). This works well for most cases, but as you noticed, not the greatest for followers. Followers in general are tricky to work with, I have some long term plans & goals with followers but they are down the road. 

2. yes, NPCs will be restored to previous states once the relevant rules are removed. I store all the outfits using storageutil so they can be restored - as noted above, this check is run daily, so it won't happen immediately, especially for npcs you are already in the area of (since you being around them is what triggers the check in the first place)

3. Yes, I categorize all NPCs by rich/common/poor - where I can based on in game dialogue/lore I categorize them directly, everyone else gets a one time run script (triggered by your proximity like the laws checks) that just adds up the value of all the items in their inventory and assigns them their grouping. not a perfect solution, but the SPID that does the initial categorization is always being reviewed and mildly updated as people note cases where its off. With the laws/clothing checks its not a time based thing based on their wealth, but a chance % change - since the check runs daily, for example poors might get a 50% chance to observe out of the gate, that increases by like 5% every day, where as rich npcs might have a 5% chance out of the gate, increasing by 1-2% a day. The chances vary greatly depending on the specifics of the laws/license in question - stuff like the collar law poors observe very quickly, where rich npcs never suffer it. I tried to make it feel as organic for the world as I could. Eventually I'll likely add some MCM settings to allow users to set the scale for the different factors.

1. Understood. Like I said it makes sense for performance alone. I was also messing around in the SPID file earlier and saw CurrentFollowerFramework| listed under Keyword = WC_Exempt_Restore which it says is for preventing listed NPCs from reverting slave statuses. Does this mean that followers don't obey the same logic as regular NPCs do once the laws are disabled? If so, would it mean that their confiscated inventories are lost to StorageUtil forever, or is it something totally different? Sorry, I wish I knew more about CK stuff so I could explore it all personally.

 

2. Also makes sense. I'm probably getting a little script lag from a heavy setup on my end, too, so, good to know.

 

3. Even more detailed than I expected to be honest! Very cool how dynamic it all is, especially the small details.

 

Would you mind sharing a very vague outline what kind of ideas you have in mind for followers in the future? Nothing tangible or set in stone of course, but I'm quite intrigued by how you'd go about integrating them.

 

Really looking forward to the next update, whenever it may drop (not that there's any way of anticipating roughly when that might be winkwinknudgenudge).

 

Cheers again.

Edited by swb2025
Clarity
Posted

Hey, new to the mod after clinging to SLS for a veeery long time, so far its great. One thing I was wondering, is it lmao or licenses that sends me to jail for a curfew vioation? If its lmao, would it be possible to do it so the player gets a grace period to get inside, like in SLS?

Also, as I understand, the content with Abigail and the warehouse is unfinished so far, is there an ETA for it? Or rather, are you working on that first (thats what it looks like to me in the roadmap), or are you going to do more general stuff first before diving into town specific things?

Posted
2 hours ago, swb2025 said:

1. Understood. Like I said it makes sense for performance alone. I was also messing around in the SPID file earlier and saw CurrentFollowerFramework| listed under Keyword = WC_Exempt_Restore which it says is for preventing listed NPCs from reverting slave statuses. Does this mean that followers don't obey the same logic as regular NPCs do once the laws are disabled? If so, would it mean that their confiscated inventories are lost to StorageUtil forever, or is it something totally different? Sorry, I wish I knew more about CK stuff so I could explore it all personally.

 

2. Also makes sense. I'm probably getting a little script lag from a heavy setup on my end, too, so, good to know.

 

3. Even more detailed than I expected to be honest! Very cool how dynamic it all is, especially the small details.

 

Would you mind sharing a very vague outline what kind of ideas you have in mind for followers in the future? Nothing tangible or set in stone of course, but I'm quite intrigued by how you'd go about integrating them.

 

Really looking forward to the next update, whenever it may drop (not that there's any way of anticipating roughly when that might be winkwinknudgenudge).

 

Cheers again.


You are correct, followers don't follow the same restore logic - my thought behind that being while the other NPC's theoretically have lives, followers are always with the player, so if the guards are confiscating the NPCs stuff, they wouldn't just get it back, they might buy the stuff back or something, and if the follower did that the player would be involved. iffy logic? sure. but followers be tricky to figure out what to do with :P realistically the best thing to do is give the player options, but building up the infrastructure to do that in a way that doesn't blow up with follower frameworks be very tricky. In the base game, when you do things like draw weapons, the followers auto do that. So theoretically the guard should punish the followers too - but since most people that use followers don't exactly stick to one, this makes for an exponential problem in building realistic behavior with followers. tricky tricky stuff. 


But vague outline for what I want to do:
Each main hold kennel will have a potential follower (abigail is whiteruns) 
I have a game arching story planned out for a follower I want to build and can't decide if he will be a standalone mod or included
A few base game characters feel ripe to be followers and I kind of want to make that happen. 

Followers are problematic in NSFW skyrim for all the reasons i gave above, so I want to find a framework agnostic way to give followers a bit of personality, and not have them be dumb little zombie slaves that follow you forever unquestionably. 
I would want followers to have an internal timer of how long they can be adventuring for without rest. Any time you get to a safe town, they will confront the player saying they need a rest, and will fuck off and do their own thing for a while. That might be hanging out in the inn, that might be doing little odd things in town, etc. If they are past the internal timer, they may insist on staying a day or 2 before they will join you again.
Similarly, based on the personality, you may lose followers based on what you do. If they are embarrassed by your behavior why would they stick around? They might start giving you tasks in town instead, depending on how much respect they have for you. 
I would want to also do profit sharing - as you loot, everything gets added up, and they will ask for their split. this would be something you would negotiate with the followers.

Posted (edited)
2 hours ago, Mehmeme said:

Hey, new to the mod after clinging to SLS for a veeery long time, so far its great. One thing I was wondering, is it lmao or licenses that sends me to jail for a curfew vioation? If its lmao, would it be possible to do it so the player gets a grace period to get inside, like in SLS?

Also, as I understand, the content with Abigail and the warehouse is unfinished so far, is there an ETA for it? Or rather, are you working on that first (thats what it looks like to me in the roadmap), or are you going to do more general stuff first before diving into town specific things?


Licenses currently is what is sending you to jail for a curfew violation, Though ideally in the next update or shortly after I'll start taking over that behavior. kind of looping in everything you asked about nicely - 

I am currently working on an "Escort system" - a scheme to bring the player over here or over there. The primary reason for it is explicitly because when the player is breaking curfew, I want that to be a crime I handle, and I want the guards to escort the player to the kennel. However, it will also enable almost half a dozen punishments I have planned, and be widely useful throughout the mod. Also, yes, when i do handle that there will be both a notification warning and sometimes there will be guard warnings where they give you some guff but let you go on your way.

Once the escort system is done, the next priority is cleaning up and expanding the whiterun kennels behavior, and from then there will be a steady stream of smaller content updates expanding the kennel behavior. 

So all coming sooner rather than later. No ETA yet cause I keep expanding the scope of the Escort system as I build it, but I just this last weekend finished building 46 new unique animations to support it, KRZP gave me half a dozen for it as well, and the main leading functionality is mostly working, though there are about 8 new situations i need to adjust for with the new animations and then create events and yadda yadda yadda. Lots of explanation on the discord if you go there I'm always yapping about my progress and asking for feedback on what im doing

Edited by thor3222
Posted
3 hours ago, thor3222 said:


You are correct, followers don't follow the same restore logic - my thought behind that being while the other NPC's theoretically have lives, followers are always with the player, so if the guards are confiscating the NPCs stuff, they wouldn't just get it back, they might buy the stuff back or something, and if the follower did that the player would be involved. iffy logic? sure. but followers be tricky to figure out what to do with :P realistically the best thing to do is give the player options, but building up the infrastructure to do that in a way that doesn't blow up with follower frameworks be very tricky. In the base game, when you do things like draw weapons, the followers auto do that. So theoretically the guard should punish the followers too - but since most people that use followers don't exactly stick to one, this makes for an exponential problem in building realistic behavior with followers. tricky tricky stuff. 


But vague outline for what I want to do:
Each main hold kennel will have a potential follower (abigail is whiteruns) 
I have a game arching story planned out for a follower I want to build and can't decide if he will be a standalone mod or included
A few base game characters feel ripe to be followers and I kind of want to make that happen. 

Followers are problematic in NSFW skyrim for all the reasons i gave above, so I want to find a framework agnostic way to give followers a bit of personality, and not have them be dumb little zombie slaves that follow you forever unquestionably. 
I would want followers to have an internal timer of how long they can be adventuring for without rest. Any time you get to a safe town, they will confront the player saying they need a rest, and will fuck off and do their own thing for a while. That might be hanging out in the inn, that might be doing little odd things in town, etc. If they are past the internal timer, they may insist on staying a day or 2 before they will join you again.
Similarly, based on the personality, you may lose followers based on what you do. If they are embarrassed by your behavior why would they stick around? They might start giving you tasks in town instead, depending on how much respect they have for you. 
I would want to also do profit sharing - as you loot, everything gets added up, and they will ask for their split. this would be something you would negotiate with the followers.

Yeah that sounds tricky. Hard to integrate them in a way that doesn't basically feature creep its way into becoming Devious Followers Lite by the sounds of it. Still, appreciate that you're trying to keep it modular.

 

11 hours ago, thor3222 said:

1. NPC's are checked daily, but once they have been marked as stripped/collared/whatever it will bypass them in the future (until the rules are disabled, then it starts checking them again until they are observing the new status quo). This works well for most cases, but as you noticed, not the greatest for followers.

Also, might be a stupid question, but if (active?) followers are distinguishable as their own faction like the CurrentFollowerFramework line suggests... Would it be possible to implement a kind of dead man's switch that untags them (and only them?) as already "sorted" by the strip/collar checker once they've already been through it? Basically doing what the disabling of the law would do for regular NPCs but limited just to followers to avoid the situation I brought up in my first post (where they can just waltz into town with new armor/removed collar and be perma immune forevermore). Maybe it could be limited to a once per day check or something to prevent infinitely resetting inventories or infinitely repeating calls.

 

The scripting capacity for Skyrim might not be that sophisticated, or it might be too niche of a preference to be worth the effort, but I had to ask.

 

Cheers.

Posted
7 hours ago, swb2025 said:

Yeah that sounds tricky. Hard to integrate them in a way that doesn't basically feature creep its way into becoming Devious Followers Lite by the sounds of it. Still, appreciate that you're trying to keep it modular.


Yeah, and I want to make sure im not stepping on that mods toes at all, cause devious followers is one of if not my favorite mods. So I would want it to extend naturally, rather than try to re-invent the wheel. When i get to it though. ultra low priority, I have much bigger fish to fry. 

 

 

7 hours ago, swb2025 said:

Also, might be a stupid question, but if (active?) followers are distinguishable as their own faction like the CurrentFollowerFramework line suggests... Would it be possible to implement a kind of dead man's switch that untags them (and only them?) as already "sorted" by the strip/collar checker once they've already been through it? Basically doing what the disabling of the law would do for regular NPCs but limited just to followers to avoid the situation I brought up in my first post (where they can just waltz into town with new armor/removed collar and be perma immune forevermore). Maybe it could be limited to a once per day check or something to prevent infinitely resetting inventories or infinitely repeating calls.

 

The scripting capacity for Skyrim might not be that sophisticated, or it might be too niche of a preference to be worth the effort, but I had to ask.

 

Cheers.


Its doable, but I wouldn't want to handle it that way. I already feel like I'm being too aggressive taking the followers stuff once, and have had some questions about doing that in the first place. I'd rather leave it as is until I have the time to build a robust solution. 

Posted
13 hours ago, thor3222 said:


Licenses currently is what is sending you to jail for a curfew violation, Though ideally in the next update or shortly after I'll start taking over that behavior. kind of looping in everything you asked about nicely - 

I am currently working on an "Escort system" - a scheme to bring the player over here or over there. The primary reason for it is explicitly because when the player is breaking curfew, I want that to be a crime I handle, and I want the guards to escort the player to the kennel. However, it will also enable almost half a dozen punishments I have planned, and be widely useful throughout the mod. Also, yes, when i do handle that there will be both a notification warning and sometimes there will be guard warnings where they give you some guff but let you go on your way.

Once the escort system is done, the next priority is cleaning up and expanding the whiterun kennels behavior, and from then there will be a steady stream of smaller content updates expanding the kennel behavior. 

So all coming sooner rather than later. No ETA yet cause I keep expanding the scope of the Escort system as I build it, but I just this last weekend finished building 46 new unique animations to support it, KRZP gave me half a dozen for it as well, and the main leading functionality is mostly working, though there are about 8 new situations i need to adjust for with the new animations and then create events and yadda yadda yadda. Lots of explanation on the discord if you go there I'm always yapping about my progress and asking for feedback on what im doing

Thanks for the detailed answer, sounds great :)

Maybe Ill take a look at the discord, though on the other hand I dont wanna spoiler myself lol

Posted
3 hours ago, Mehmeme said:

Thanks for the detailed answer, sounds great :)

Maybe Ill take a look at the discord, though on the other hand I dont wanna spoiler myself lol


not too much of a worry spoiler wise. I tend to detail out mechanics I am planning or thinking of, but I rarely go over the actual content details. 

Posted
2 hours ago, jperrins66 said:

For some reason when I use the world part, guards from the Extra guards mod they all end up with no body clothing but still have boots etc


I’m not familiar with an extra guards mod, but are they female guards? My guess is they don’t have the actual guarddialogue faction, which would prevent the mod from stripping them when the different laws kick in. 
 

I would recommend updating the wc_distr file and adding whatever unique faction they are using for that mod into it. I’m guessing those extra guards aren’t confronting you either

Posted (edited)

Awesome stuff! In fact, License and some of this mod's additions feel so "natural" to my type of mod list, i kinda forgot they were they're own mods, and ended up praising another mod while thinking of License's features, as well as few of this one's. Great work!
I am experiencing game instability after installing this one with some optional stuff though. Installing mid play through led to it randomly, but rarely, crashing whenever this mod's MCM settings were adjusted, as well as, sometimes, when approaching gate with a tall. Running on a fresh install, those specific crashes seem to be gone, but i am still experiencing some crashes that i don't think happened before and i haven't managed to point out to anything. I'll post mod list and stuff once i have more certainty this mod is the issue (i sure hope not, i do love what this tries to do), i'm posting this rn in case instability is a known issue with this mod and i just missed a post about it.

Edited by SillyLea
Posted (edited)
5 hours ago, SillyLea said:

Awesome stuff! In fact, License and some of this mod's additions feel so "natural" to my type of mod list, i kinda forgot they were they're own mods, and ended up praising another mod while thinking of License's features, as well as few of this one's. Great work!
I am experiencing game instability after installing this one with some optional stuff though. Installing mid play through led to it randomly, but rarely, crashing whenever this mod's MCM settings were adjusted, as well as, sometimes, when approaching gate with a tall. Running on a fresh install, those specific crashes seem to be gone, but i am still experiencing some crashes that i don't think happened before and i haven't managed to point out to anything. I'll post mod list and stuff once i have more certainty this mod is the issue (i sure hope not, i do love what this tries to do), i'm posting this rn in case instability is a known issue with this mod and i just missed a post about it.


if you are crashing, send papyrus logs instead of the modlist. There shouldn’t be instability in the mod, but if it’s something with the mod I’ll be able to see something in the papy logs. There are no unique skse stuff, so there should be errors that would point to me

Edited by thor3222
Posted (edited)
1 hour ago, thor3222 said:


if you are crashing, send papyrus logs instead of the modlist. There shouldn’t be instability in the mod, but if it’s something with the mod I’ll be able to see something in the papy logs. There are no unique skse stuff, so there should be errors that would point to me

Thanks for response! I have solved the issue, turns out the culprit was 3BA Body's pratial reinstall fomod, since i wanted to change some physics settings, right before installing your mod, would have never guessed it could have borked my game, and all the numerous crashing when interacting with your stuff was just timing.

Anyways, again, great work on the mod! Really excited to see if cool new stuff coming in the future, and sorry for bothering you prematurely. >..<

Edited by SillyLea
Posted
2 hours ago, SillyLea said:

Thanks for response! I have solved the issue, turns out the culprit was 3BA Body's pratial reinstall fomod, since i wanted to change some physics settings, right before installing your mod, would have never guessed it could have borked my game, and all the numerous crashing when interacting with your stuff was just timing.

Anyways, again, great work on the mod! Really excited to see if cool new stuff coming in the future, and sorry for bothering you prematurely. >..<


Perfect! glad its working! also I didn't respond to it but thanks so much for the note earlier - 

 

8 hours ago, SillyLea said:

Awesome stuff! In fact, License and some of this mod's additions feel so "natural" to my type of mod list, i kinda forgot they were they're own mods, and ended up praising another mod while thinking of License's features, as well as few of this one's. Great work!


Its exactly what I'm going for! I want the mod to feel like a natural inclusion, and not something that takes you out of the game, so im glad even in its early stages its hitting that vibe

Posted

So I've got this weird problem that the guards wont put a bounty on carrying contraband. Whenever I get a guard search, the guard just takes random items and leaves the player. Do I need to enable Slave Level in World Changes MCM to make them proc?
Also is it possible to not let the guards use the vanilla arrest and instead do a Prison Overhaul arrest?

Posted
32 minutes ago, Kingslayer101 said:

So I've got this weird problem that the guards wont put a bounty on carrying contraband. Whenever I get a guard search, the guard just takes random items and leaves the player. Do I need to enable Slave Level in World Changes MCM to make them proc?
Also is it possible to not let the guards use the vanilla arrest and instead do a Prison Overhaul arrest?

 

So I'll note I have a well documented hatred of bounties, and I don't use them in most cases, I don't think I have a single way to add bounties through the search system. I find them to be a lazy mechanic. It SHOULD (if you are caught with them) do one of the punishments, assuming you have one available. is that not happening? If not, what is happening? the patdown and then he just walks away? 

Does POP have different function for sending the player to prison? if so, yes, I'll make sure that gets added in a near future update, potentially the next one - the next update should have prison as a real actual punishment, so i'll be cleaning up the behavior of how that works and it will be a good time to get that integrated.

Posted (edited)
8 minutes ago, thor3222 said:

 

So I'll note I have a well documented hatred of bounties, and I don't use them in most cases, I don't think I have a single way to add bounties through the search system. I find them to be a lazy mechanic. It SHOULD (if you are caught with them) do one of the punishments, assuming you have one available. is that not happening? If not, what is happening? the patdown and then he just walks away? 

Does POP have different function for sending the player to prison? if so, yes, I'll make sure that gets added in a near future update, potentially the next one - the next update should have prison as a real actual punishment, so i'll be cleaning up the behavior of how that works and it will be a good time to get that integrated.


Yeah I refreshed the MCM to check, I get patdown and then the guard walks away. I still have my stolen gear in inventory, he just takes my Thieves Guild clothes. Trying to do a hardcore thief run so would very much appreciate if Player gets caught in the act and gets fined by big bounty/prison. That way I dont get bored of the same gameplay loop xD

The courier never spawned for me since I started this playthrough which is weird, still havnt got the notice for the licenses to take effect soon via World Changes.

Edited by Kingslayer101
Posted
4 minutes ago, Kingslayer101 said:


Yeah I refreshed the MCM to check, I get patdown and then the guard walks away. I still have my stolen gear in inventory, he just takes my Thieves Guild clothes. Trying to do a hardcore thief run so would very much appreciate if Player gets caught in the act and gets fined by big bounty/prison. That way I dont get bored of the same gameplay loop xD

The courier never spawned for me since I started this playthrough which is weird, still havnt got the notice for the licenses to take effect soon via World Changes.


Oh, if its thieves guild clothes - does he say he found nothing? cause there was a recent report about that where the guard was confiscating the stuff from that crime when he wasn't supposed to be, which could be the same issue here (since there are a half dozen reasons including random chance why he wouldn't actually catch you for it) - you can try these 2 files, just overwrite the existing ones in the /lmao/scripts folder, and see if it fixes the issue for you. 

I was also informed in general the courier is a little unpredictable - there isn't anything I can do about the actual courier (or at least want to do about him - I prefer not to modify base game behaviors if i can help it to prevent compatibility issues. However, I plan on changing the behavior so when the courier is kicked off (given the notice to deliver to you) i'll be kicking in the timer immediately, whether the player gets the flier or not, so there will be more consistency there. I don't know if that will be in the next patch, but it would be soon after most likely.

LMAO_Search_Script.pex LMAO_Crime_Held_UnlicensedGear.pex

Posted
17 minutes ago, jperrins66 said:

Does the console message "confiscation chest clerard" come from this mod ? 


Yes, for sure. I did have to check, my spelling isn't THAT bad (but I do sometimes inject spelling mistakes due to negligance so it was possible)

i'll remove that for my next version, there is no need for that to be logging

Posted
59 minutes ago, thor3222 said:


Yes, for sure. I did have to check, my spelling isn't THAT bad (but I do sometimes inject spelling mistakes due to negligance so it was possible)

i'll remove that for my next version, there is no need for that to be logging

O the spelling could have been me, I'm a bit stoned lol

Posted

Sorry to be a bother but are the  console messages " the npc will speak now " , "wornhaskeyword >>" , "getsleeping >>" , "getisid" also part of this mod ?

Cause when they trigger and also when the "confiscation " one triggers my game stutters for just long enough to bug me , but man do I LOVE this mod, O and if you remember my previous problem of the confiscated stuff not being there, that no longer happens but I'm not sure if it was your fixes or me trying a new game and removing some mods before hand, but if it was the mods I suspect it was "Proteus" mod

Posted (edited)
18 hours ago, thor3222 said:


Oh, if its thieves guild clothes - does he say he found nothing? cause there was a recent report about that where the guard was confiscating the stuff from that crime when he wasn't supposed to be, which could be the same issue here (since there are a half dozen reasons including random chance why he wouldn't actually catch you for it) - you can try these 2 files, just overwrite the existing ones in the /lmao/scripts folder, and see if it fixes the issue for you. 

I was also informed in general the courier is a little unpredictable - there isn't anything I can do about the actual courier (or at least want to do about him - I prefer not to modify base game behaviors if i can help it to prevent compatibility issues. However, I plan on changing the behavior so when the courier is kicked off (given the notice to deliver to you) i'll be kicking in the timer immediately, whether the player gets the flier or not, so there will be more consistency there. I don't know if that will be in the next patch, but it would be soon after most likely.

LMAO_Search_Script.pex 32.48 kB · 1 download LMAO_Crime_Held_UnlicensedGear.pex 3.61 kB · 1 download


So I tried the script files, the guard checks now and says he found nothing. He doesnt take the thieves guild armor now but still doesnt interact with the stolen items in my inventory. This is the Guard at the gate wanting to inspect me because the door is "locked" before I can enter.
So that fixes the issue of the armor but nothing about the stolen items I have on me.

Edited by Kingslayer101
Posted
10 hours ago, jperrins66 said:

Sorry to be a bother but are the  console messages " the npc will speak now " , "wornhaskeyword >>" , "getsleeping >>" , "getisid" also part of this mod ?

Cause when they trigger and also when the "confiscation " one triggers my game stutters for just long enough to bug me , but man do I LOVE this mod, O and if you remember my previous problem of the confiscated stuff not being there, that no longer happens but I'm not sure if it was your fixes or me trying a new game and removing some mods before hand, but if it was the mods I suspect it was "Proteus" mod


Nope, those console messages are not mine!

 

7 hours ago, Kingslayer101 said:


So I tried the script files, the guard checks now and says he found nothing. He doesnt take the thieves guild armor now but still doesnt interact with the stolen items in my inventory. This is the Guard at the gate wanting to inspect me because the door is "locked" before I can enter.
So that fixes the issue of the armor but nothing about the stolen items I have on me.


Check your lmao mcm in the debug page, and see if it is showing those crimes as active/confrontable. If not, there is likely a trigger you are missing on those. On the stolen items, do you have steelfeathers papyrus extender? thats what i use to determine if an item is stolen. I may have given people some bad information cause I think i have said it isn't 100% necessary for that crime, but i think i rewrote it at some point because it wasn't working right without it. (determining stolen items in papyrus is trickier than you might think). 

If that is the case, get that if you can, but i know its only available on modern skyrim so if you are on an older version or VR, that crime will just not work for now for you until I find a way to get most of the functionality without steelfeathers

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