Kingslayer101 Posted April 24 Posted April 24 (edited) 7 hours ago, thor3222 said: 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 I did update the Steelfeather Papyrus Extender but I did get the dialogue for being a Thief, the guard didnt confiscate the stolen items but then he confiscated the Thieves Guild Armor and said to talk to Barst. I went to Barst but there was no dialogue for getting back the confiscated gear. I checked the Debug MCM and the boxes for Contraband were only ticked, not the ones for sneaking, lockpicking etc. Edited April 24 by Kingslayer101
thor3222 Posted April 24 Author Posted April 24 9 hours ago, Kingslayer101 said: I did update the Steelfeather Papyrus Extender but I did get the dialogue for being a Thief, the guard didnt confiscate the stolen items but then he confiscated the Thieves Guild Armor and said to talk to Barst. I went to Barst but there was no dialogue for getting back the confiscated gear. I checked the Debug MCM and the boxes for Contraband were only ticked, not the ones for sneaking, lockpicking etc. We are hopping a bit around too much to make sense right now. Thieves guild stuff would be from the "Held Contraband Crime" Stolen goods would be from "Held Stolen Goods Crime" The dialogue is ambiguous - if he found thieves guild stuff on you he might call you a thief - they do that for like 4 crimes, so I would need the exact line to see if that is an actual issue, or working as intended, but with the dialogue stuff because of how its set up, im guessing that is working as intended. With the stolen goods crime, depending on how you set the MCM the guard won't notice if you have stolen stuff anymore after a while intentionally. You are throwing sneaking and lockpicking out of absolutely nowhere - those are both active crimes. Lockpicking won't be active unless you are actively lockpicking, sneaking won't be active unless actively sneaking. Neither are confronted during search, and both are firing appropriately as far as i know Now the Barst thing, that is known. I don't have that fully implemented yet. Happy to help debug/fix any of this, but I need more details and clarity, there are a lot of systems in this mod so if you are jumping around like that in your explanation of what is going on its inscrutable. 1
Kingslayer101 Posted April 24 Posted April 24 (edited) 40 minutes ago, thor3222 said: We are hopping a bit around too much to make sense right now. Thieves guild stuff would be from the "Held Contraband Crime" Stolen goods would be from "Held Stolen Goods Crime" The dialogue is ambiguous - if he found thieves guild stuff on you he might call you a thief - they do that for like 4 crimes, so I would need the exact line to see if that is an actual issue, or working as intended, but with the dialogue stuff because of how its set up, im guessing that is working as intended. With the stolen goods crime, depending on how you set the MCM the guard won't notice if you have stolen stuff anymore after a while intentionally. You are throwing sneaking and lockpicking out of absolutely nowhere - those are both active crimes. Lockpicking won't be active unless you are actively lockpicking, sneaking won't be active unless actively sneaking. Neither are confronted during search, and both are firing appropriately as far as i know Now the Barst thing, that is known. I don't have that fully implemented yet. Happy to help debug/fix any of this, but I need more details and clarity, there are a lot of systems in this mod so if you are jumping around like that in your explanation of what is going on its inscrutable. Yeah sorry about that. What I was saying, ignoring the Active Crimes, the contraband being active, I got stopped by the guard who called me a thief (Where you say I picked it up from a corpse) the guard goes through the inventory, confiscates the Thieves Guild armor set I have equipped but then says they found nothing after that. The Stolen gear is still in my inventory. I guess I'm pretty much repeating the same thing I'll test around with other guards besides the one on the gate and see if something comes up. So this is the situation atm in Riften, I got checked twice by the Guards while holding Stolen Gear, both times didnt get detected nor received any Hostility. Edited April 24 by Kingslayer101
thor3222 Posted April 24 Author Posted April 24 22 minutes ago, Kingslayer101 said: Yeah sorry about that. What I was saying, ignoring the Active Crimes, the contraband being active, I got stopped by the guard who called me a thief (Where you say I picked it up from a corpse) the guard goes through the inventory, confiscates the Thieves Guild armor set I have equipped but then says they found nothing after that. The Stolen gear is still in my inventory. I guess I'm pretty much repeating the same thing I'll test around with other guards besides the one on the gate and see if something comes up. So this is the situation atm in Riften, I got checked twice by the Guards while holding Stolen Gear, both times didnt get detected nor received any Hostility. That screen is the crimes possible in riften - not the crimes you have active. Those screens allow you to refine on a per city basis what crimes you want to happen in which city. the debug menu has a display of what crimes you are actually committing. 1
Kingslayer101 Posted April 24 Posted April 24 (edited) 53 minutes ago, thor3222 said: That screen is the crimes possible in riften - not the crimes you have active. Those screens allow you to refine on a per city basis what crimes you want to happen in which city. the debug menu has a display of what crimes you are actually committing. But shouldnt this tab show the statistics as well? Like If I got caught, it should get counted down. The Punishment did get counted but not the Crime Laws in which I got caught. There has been no change in the Recognition as well, the guard's should have added hostility for running away or having Stolen Gear in the inventory. I'm focusing on the Stolen Gear part because I'm doing a Thief playthrough 😭 Spoiler This is the Debug Menu, Held Contraband is showing that correctly but after being caught there's no change in hostility, nor respect or recognition. Spoiler Edited April 24 by Kingslayer101
thor3222 Posted April 24 Author Posted April 24 22 minutes ago, Kingslayer101 said: But shouldnt this tab show the statistics as well? Like If I got caught, it should get counted down. The Punishment did get counted but not the Crime Laws in which I got caught. There has been no change in the Recognition as well, the guard's should have added hostility for running away or having Stolen Gear in the inventory. I'm focusing on the Stolen Gear part because I'm doing a Thief playthrough 😭 This is the Debug Menu, Held Contraband is showing that correctly but after being caught there's no change in hostility, nor respect or recognition. The stat variables are there but its not something i have actually tested and may not be working at the moment. Plus those stats are intended to be explicitly what you get caught for, not for every occurrence. Otherwise everyone would have 500000 drawn weapon crime activations just because of how the game works. It will be more important and something I actually fix once I get to some additional punishments that are dependent on those stats (ex, a punishment to confiscate weapons, or maybe your weapon license if you keep drawing your weapons in town) Respect and recognition wouldn't change for crime specific things, though hostility should. There may be a bug there I need to address, but those stats in general don't matter a ton right now outside of a few different dialogues/responses. It DOES show you have stolen gear and lockpicks, so theoretically if a guard searches you, they should confiscate your lockpicks and anything stolen you have on you, I'll note they won't 100% of the time - they roll for each one based on the detection chances you set in the contraband tab for that crime, so if they roll poorly they will miss things. If they are making dialogue that suggests they found something though, they should be taking it, if not, send me papyrus logs to see if there is some sort of error going on. I may just need to re-evaluate the stolen goods crime, maybe its not working as intended. As i noted before, stolen stuff is actually very tricky to detect properly due to how skyrims systems work, so if something is failing there might be nuances i missed in my testing. however, in my testing both work properly. 1
Kingslayer101 Posted April 24 Posted April 24 51 minutes ago, thor3222 said: The stat variables are there but its not something i have actually tested and may not be working at the moment. Plus those stats are intended to be explicitly what you get caught for, not for every occurrence. Otherwise everyone would have 500000 drawn weapon crime activations just because of how the game works. It will be more important and something I actually fix once I get to some additional punishments that are dependent on those stats (ex, a punishment to confiscate weapons, or maybe your weapon license if you keep drawing your weapons in town) Respect and recognition wouldn't change for crime specific things, though hostility should. There may be a bug there I need to address, but those stats in general don't matter a ton right now outside of a few different dialogues/responses. It DOES show you have stolen gear and lockpicks, so theoretically if a guard searches you, they should confiscate your lockpicks and anything stolen you have on you, I'll note they won't 100% of the time - they roll for each one based on the detection chances you set in the contraband tab for that crime, so if they roll poorly they will miss things. If they are making dialogue that suggests they found something though, they should be taking it, if not, send me papyrus logs to see if there is some sort of error going on. I may just need to re-evaluate the stolen goods crime, maybe its not working as intended. As i noted before, stolen stuff is actually very tricky to detect properly due to how skyrims systems work, so if something is failing there might be nuances i missed in my testing. however, in my testing both work properly. Here's the Papyrus Log. Papyrus.0.log
thor3222 Posted April 24 Author Posted April 24 28 minutes ago, Kingslayer101 said: Here's the Papyrus Log. Papyrus.0.log 1.08 MB · 1 download Well, bully for me! No errors pointing to LMAO in the papyrus logs. So it at least thinks its working properly. To recap - the issue is you get searched, you have stolen goods on you, they do the dialogue saying they caught you with stolen goods on you, the items not confiscated. Are you punished? does the guard indicate he is going to punish you? In your inventory, do the items you expect to be confiscated show that they are stolen? trying to figure out what the actual issue is here
Kingslayer101 Posted April 24 Posted April 24 (edited) 12 minutes ago, thor3222 said: Well, bully for me! No errors pointing to LMAO in the papyrus logs. So it at least thinks its working properly. To recap - the issue is you get searched, you have stolen goods on you, they do the dialogue saying they caught you with stolen goods on you, the items not confiscated. Are you punished? does the guard indicate he is going to punish you? In your inventory, do the items you expect to be confiscated show that they are stolen? trying to figure out what the actual issue is here The guard sees stolen goods, doesnt do anything about them but either says there's nothing and lets me go otherwise fines me in some other encounters. That depends if he confiscates the Thieves Guild Armor or not too. Is he supposed to take away the Stolen items? Because they remain in my inventory after the search. I've tried disabling the other options and left only the Stolen Items active, the guard checks but leaves me alone saying he found nothing. Doesnt even take the Thieves Guild Armor either. Edited April 24 by Kingslayer101
thor3222 Posted April 24 Author Posted April 24 44 minutes ago, Kingslayer101 said: The guard sees stolen goods, doesnt do anything about them but either says there's nothing and lets me go otherwise fines me in some other encounters. That depends if he confiscates the Thieves Guild Armor or not too. Is he supposed to take away the Stolen items? Because they remain in my inventory after the search. I've tried disabling the other options and left only the Stolen Items active, the guard checks but leaves me alone saying he found nothing. Doesnt even take the Thieves Guild Armor either. The theives guild armor falls under "other contraband" which you have inactive. so he wouldn't take those. (prior to the files i sent you in a previous message, he would have taken those cause there was a bug). Him not seeing the stolen items isn't necessarily a bug, as I noted before, they roll to see what they actually find, and it sounds like sometimes he finds them, sometimes he doesn't. It sounds like just the confiscation aspect isn't working. I asked this a few times: are the stolen items marked as stolen in your inventory? do they have the little red hand icon? im using a built in function called "RemoveAllStolenItems()" - if that isn't working, then i'll need to find a new method. the detection is done differently through steelfeathers, so if there is a disconnect there, i will need to find a new solution.
Kingslayer101 Posted April 24 Posted April 24 4 minutes ago, thor3222 said: I asked this a few times: are the stolen items marked as stolen in your inventory? do they have the little red hand icon? im using a built in function called "RemoveAllStolenItems()" - if that isn't working, then i'll need to find a new method. the detection is done differently through steelfeathers, so if there is a disconnect there, i will need to find a new solution. Yes the items are marked Stolen with the hand icon.
thor3222 Posted April 24 Author Posted April 24 3 minutes ago, Kingslayer101 said: Yes the items are marked Stolen with the hand icon. ahhhhlllll right. I think I got the information I need. I think the particular crime is just bugged - I don't think it will be fixed next patch necessarily, but soon after. potentially something that waits until I do a more general crime overhaul, cause that is coming soon (taking over the bounty system, changing how pickpockets are dealt with, etc) - there were discussions on the discord about changing some of the stolen goods crime behavior regardless so it might be all done in one go there. 1
jantol Posted May 2 Posted May 2 I'm getting alot of Lmao drawn weapon suspended stack from this mod even though it is disabled from the MCM menu.
swb2025 Posted May 2 Posted May 2 Are there any plans to add consequences for wearing a collar somewhere down the line? The dialogue is cool but right now there doesn't seem to be much mechanical reason to shell out for the collar exemption license. Also, just to make sure I'm not missing something... I know the Whiterun kennels are sealed off for maintenance and the other cities don't have them yet, so there's no way to get your stuff back without console magic or item menu mods. This means the confiscation mechanic is effectively non functional right now, correct? Should I just disable LMAO's implementation of confiscation and let LPO's gift-menu version run things for now?
thor3222 Posted May 4 Author Posted May 4 On 5/2/2026 at 10:56 AM, jantol said: I'm getting alot of Lmao drawn weapon suspended stack from this mod even though it is disabled from the MCM menu. Hmmmm wanna send over your papy logs? I highly doubt LMAO would be causing that stack, even if it would show up in it. The logic flow is playerAlias recieves the sheath/unsheath effect. It passes to the relevant function (draw weapon) it checks the quest stage to see if it is active. if its not, it returns. If it is, it calls registerforsingleupdate() at your set delay in the mcm + a couple seconds so whether it is active or inactive there is basically 0 performance cost to its calls - the onupdate call has the actual costly logic, but whenever the "registerforsingleupdate" gets triggered, it resets the timer before it will actually fire that call. My guess is something else is actually causing the issue and its just showing up in the logs cause drawing weapons is a common action in the game.
thor3222 Posted May 4 Author Posted May 4 (edited) On 5/2/2026 at 4:37 PM, swb2025 said: Are there any plans to add consequences for wearing a collar somewhere down the line? The dialogue is cool but right now there doesn't seem to be much mechanical reason to shell out for the collar exemption license. Also, just to make sure I'm not missing something... I know the Whiterun kennels are sealed off for maintenance and the other cities don't have them yet, so there's no way to get your stuff back without console magic or item menu mods. This means the confiscation mechanic is effectively non functional right now, correct? Should I just disable LMAO's implementation of confiscation and let LPO's gift-menu version run things for now? Actually, I'm kind of working on mechanics for collars right now in the escort system. Since physical leashes aren't really possible in skyrim (until some ACTUAL genius figures them out) I am working on an "Escort" system that will allow the guards to bring you wherever they want. This will enable more punishments, such as kicking the player out of town, or bringing them to the kennel, or jail, bringing them to a pillory or other device, or a slut walk, etc. the way I am handling it is the guards will get a control ring that will allow them to activate any collar. This will force the runic collar visual glowy assets in 3 colors - purple for controlling, red for punishing, green for just active (and white for escaping). The guards will lead you, and if you are too slow, or try to run away, they can shock you, force you to walk to them, choke you, etc. They can force you to stay still, to kneel, to get into a submissive pose, or crawl. And to keep it from being boring i'll be building events and scenes so interrupts can happen and the player can be further humiliated by townsfolk or other guards on their way to the actual punishment. (oh, and after the punishment is over, it doesn't fully stop - it just dims to a deactivated state. For up to 2 game days as long as you are wearing the collar you will have reduced magic power, inability to shout, etc) With this system, if you are wearing a collar already, the guards will be more likely to use a escort punishment, which (as currently planned) tend to be harsher punishments. Thats not to say they won't use these punishments and just snap a collar around your neck if you don't have one, but I'm hoping to balance it so those are a rarity without a collar instead of likely. Should all together add strong reasons to avoid a collar if you can. And if you cant (devious followers, submissive lola, etc) - wellllllllll thats what you get for being a slave. And yeah I need to update the confiscation stuff to just forward to the prison chests or something until they are actually all in place, as right now it just kind of takes your stuff and that feels bad all around. I would recommend getting an additemmenu/modex sort of mod for cases where it feels like the game is being too harsh. Edited May 4 by thor3222 1
swb2025 Posted May 4 Posted May 4 4 hours ago, thor3222 said: the way I am handling it is the guards will get a control ring that will allow them to activate any collar. This will force the runic collar visual glowy assets in 3 colors - purple for controlling, red for punishing, green for just active (and white for escaping). The guards will lead you, and if you are too slow, or try to run away, they can shock you, force you to walk to them, choke you, etc. They can force you to stay still, to kneel, to get into a submissive pose, or crawl. And to keep it from being boring i'll be building events and scenes so interrupts can happen and the player can be further humiliated by townsfolk or other guards on their way to the actual punishment. (oh, and after the punishment is over, it doesn't fully stop - it just dims to a deactivated state. For up to 2 game days as long as you are wearing the collar you will have reduced magic power, inability to shout, etc) With this system, if you are wearing a collar already, the guards will be more likely to use a escort punishment, which (as currently planned) tend to be harsher punishments. Thats not to say they won't use these punishments and just snap a collar around your neck if you don't have one, but I'm hoping to balance it so those are a rarity without a collar instead of likely. Should all together add strong reasons to avoid a collar if you can. And if you cant (devious followers, submissive lola, etc) - wellllllllll thats what you get for being a slave. Interesting. Sounds like an absolute ton of effort well outside the scope of simple crime handling, especially with all those animations it'd require. Speaking of which, the body search animations already implemented are incredibly smooth, I don't think I've seen anything like them around before. Are they original? 4 hours ago, thor3222 said: And yeah I need to update the confiscation stuff to just forward to the prison chests or something until they are actually all in place, as right now it just kind of takes your stuff and that feels bad all around. I would recommend getting an additemmenu/modex sort of mod for cases where it feels like the game is being too harsh. Ah, I figured as much. Good to confirm it though. I already use an additem mod, but it's not super helpful when it swipes like 20 items of varying stacks all at once and I can't remember what got confiscated. Still, easy to circumvent now I know what's going on, and there's probably an item removal log mod out there somewere. Prison chest sounds like a good workaround too. Any rough estimate on when we might get to test the next version or is it more of a "it's done when it's done" type thing? Either way, take it easy, it's all great work.
thor3222 Posted May 5 Author Posted May 5 (edited) 17 hours ago, swb2025 said: Interesting. Sounds like an absolute ton of effort well outside the scope of simple crime handling, especially with all those animations it'd require. Speaking of which, the body search animations already implemented are incredibly smooth, I don't think I've seen anything like them around before. Are they original? The animations are original! @krzp made the baseline anims and I made the variants and transitional animations. For the escort stuff KRZP made the choking anims, im reusing the common crawl animations and I am building all the other anims (though some need another whack at them - my kneel to standing animation is terrible) 17 hours ago, swb2025 said: Any rough estimate on when we might get to test the next version or is it more of a "it's done when it's done" type thing? Either way, take it easy, it's all great work. Yeah lots of two steps forward, one step back build process but its getting there. Mainly trying to figure out the package handling for when the player is trying to run off RN. (the guard initially responds, but if the player dodges or hides behind something so the guard misses the spell, the guard isn't currently aggressive at getting them back in line - he needs to aggressively pursue and pull the user back into range; and then on repeat infractions i need to knock the player out and TP them to an outcome) Definitely a its done when its done sort of thing but progress is moving forward steadily, if slowly. I'd love to say later this month but that might be a little ambitious just based on life stuff. Edited May 5 by thor3222 3
swb2025 Posted May 6 Posted May 6 On 5/5/2026 at 4:38 PM, thor3222 said: The animations are original! @krzp made the baseline anims and I made the variants and transitional animations. For the escort stuff KRZP made the choking anims, im reusing the common crawl animations and I am building all the other anims (though some need another whack at them - my kneel to standing animation is terrible) Yeah lots of two steps forward, one step back build process but its getting there. Mainly trying to figure out the package handling for when the player is trying to run off RN. (the guard initially responds, but if the player dodges or hides behind something so the guard misses the spell, the guard isn't currently aggressive at getting them back in line - he needs to aggressively pursue and pull the user back into range; and then on repeat infractions i need to knock the player out and TP them to an outcome) Definitely a its done when its done sort of thing but progress is moving forward steadily, if slowly. I'd love to say later this month but that might be a little ambitious just based on life stuff. Great stuff. Thanks for the info and take your time. 1
The_Reader Posted May 7 Posted May 7 Which option deactivates the guard from taking my Bow of Shadows from AE? He just talks shit about Daedra's stuff and takes my bow ;( I deactivated the "Other Contraband" but he still took my bow...
thor3222 Posted May 7 Author Posted May 7 1 hour ago, The_Reader said: Which option deactivates the guard from taking my Bow of Shadows from AE? He just talks shit about Daedra's stuff and takes my bow ;( I deactivated the "Other Contraband" but he still took my bow... Yes, there is a bug in the search script that is letting the other contraband confiscation and detection fire regardless of if you have it active or not. I have a fix for that here, (I know the search script is the main thing - i don't remember if the held contraband script needed updating or not, but whatever - its there just in case) LMAO_Search_Script.pex LMAO_Crime_Held_Contraband.pex 1
Alias Fakename Posted May 7 Posted May 7 On 5/4/2026 at 6:51 PM, thor3222 said: Actually, I'm kind of working on mechanics for collars right now in the escort system. Since physical leashes aren't really possible in skyrim (until some ACTUAL genius figures them out) I am working on an "Escort" system that will allow the guards to bring you wherever they want. This will enable more punishments, such as kicking the player out of town, or bringing them to the kennel, or jail, bringing them to a pillory or other device, or a slut walk, etc. the way I am handling it is the guards will get a control ring that will allow them to activate any collar. This will force the runic collar visual glowy assets in 3 colors - purple for controlling, red for punishing, green for just active (and white for escaping). The guards will lead you, and if you are too slow, or try to run away, they can shock you, force you to walk to them, choke you, etc. They can force you to stay still, to kneel, to get into a submissive pose, or crawl. And to keep it from being boring i'll be building events and scenes so interrupts can happen and the player can be further humiliated by townsfolk or other guards on their way to the actual punishment. (oh, and after the punishment is over, it doesn't fully stop - it just dims to a deactivated state. For up to 2 game days as long as you are wearing the collar you will have reduced magic power, inability to shout, etc) With this system, if you are wearing a collar already, the guards will be more likely to use a escort punishment, which (as currently planned) tend to be harsher punishments. Thats not to say they won't use these punishments and just snap a collar around your neck if you don't have one, but I'm hoping to balance it so those are a rarity without a collar instead of likely. Should all together add strong reasons to avoid a collar if you can. And if you cant (devious followers, submissive lola, etc) - wellllllllll thats what you get for being a slave. And yeah I need to update the confiscation stuff to just forward to the prison chests or something until they are actually all in place, as right now it just kind of takes your stuff and that feels bad all around. I would recommend getting an additemmenu/modex sort of mod for cases where it feels like the game is being too harsh. Reading about the leash alternative, an interesting one demonstrated in the mod A Perilous Inn comes to mind, by Gargamel9, where the player would be slowed by restraints (shackles), i.e. the escort is always able to catch up, the escort was leading the way, and if the player would get out of a certain range from the escort, they would come back and whip the PC until the proper path was resumed, or the PC died. I thought that was very nice and immersive, and one huge benefit of this was that it didn't require the player character AI to be turned on, which is completely broken in VR... Unfortunately, the mod was never completed, but it did showcase a brief demonstration of this mechanic...
thor3222 Posted May 7 Author Posted May 7 2 hours ago, Alias Fakename said: Reading about the leash alternative, an interesting one demonstrated in the mod A Perilous Inn comes to mind, by Gargamel9, where the player would be slowed by restraints (shackles), i.e. the escort is always able to catch up, the escort was leading the way, and if the player would get out of a certain range from the escort, they would come back and whip the PC until the proper path was resumed, or the PC died. I thought that was very nice and immersive, and one huge benefit of this was that it didn't require the player character AI to be turned on, which is completely broken in VR... Unfortunately, the mod was never completed, but it did showcase a brief demonstration of this mechanic... So I am controlling the players speed so they are forced into a walking speed, which should prevent them from being able to truly escape on their own. When the guard is leading the player, I rely on the collar/ring powers as a way to kind of give a plausability for the guard to know when you are trying to escape or go the wrong way. However, I am also working on it so the guard could follow you - if he does, since its just a travel package, he approaches the player and if he gets close enough he whips you. since he is hard locked at your speed, he won't whip you unless you stop. There will be detection though if you are getting further from the end point, and he will punish you with the collar in that case. Then there will be a dual guard set up, the leader using the collar, the follower whipping you. I'll be using the acheron QTE game to give the player a way to break the collars control without alerting the guard, but it only works in the leader only situation - with the following guard they are watching too closely, and will whip you, interrupting the game to prevent your escape. But with all of it there won't be player AI packages (outside of very short range leash effects) - those always cause random issues functionally even out of vr 3
Alias Fakename Posted May 8 Posted May 8 13 hours ago, thor3222 said: So I am controlling the players speed so they are forced into a walking speed, which should prevent them from being able to truly escape on their own. When the guard is leading the player, I rely on the collar/ring powers as a way to kind of give a plausability for the guard to know when you are trying to escape or go the wrong way. However, I am also working on it so the guard could follow you - if he does, since its just a travel package, he approaches the player and if he gets close enough he whips you. since he is hard locked at your speed, he won't whip you unless you stop. There will be detection though if you are getting further from the end point, and he will punish you with the collar in that case. Then there will be a dual guard set up, the leader using the collar, the follower whipping you. I'll be using the acheron QTE game to give the player a way to break the collars control without alerting the guard, but it only works in the leader only situation - with the following guard they are watching too closely, and will whip you, interrupting the game to prevent your escape. But with all of it there won't be player AI packages (outside of very short range leash effects) - those always cause random issues functionally even out of vr Thanks for explaining. I would have preferred a less sci-fi-magic-heavy solution, one more raw-medieval, but, of course, this is your mod, and you should do whatever you want to do. There will always be a multitude of people trying to get you to do what they want, like me. I just had to give it a try and win you over for this method, sorry Looking forward to the coming updates. Keep up the good work and thanks!
thor3222 Posted May 8 Author Posted May 8 2 hours ago, Alias Fakename said: Thanks for explaining. I would have preferred a less sci-fi-magic-heavy solution, one more raw-medieval, but, of course, this is your mod, and you should do whatever you want to do. There will always be a multitude of people trying to get you to do what they want, like me. I just had to give it a try and win you over for this method, sorry Looking forward to the coming updates. Keep up the good work and thanks! Well if it helps - the "following" method will be more raw medieval - as noted, you will be expected to walk towards the location, and the guard will walk towards you, and whip you if they get too close (you are being too slow - the guard is locked at your speed so he won't catch up to whip you unless you let him). The magical collar method will only be used in this case if the player is actively trying to run away, cause if that is the case, what does whipping actually do to stop them? Additionally, I do plan to allow the player to set the default escort method - guard lead, guard follow, or tp to location (for players who can't be bothered to walk through town). It only won't do the default method in a couple cases: some sort of exposition reason (i have one in mind, but it might be down the road - I would like to introduce the control collar as a story based mechanic that is introduced in a demo quest with a jarl), or if the player is consistently trying to escape (ex: Player tries to run off. guard stops them with collar, admonishes them, player continues the behavior - guard could choke them out, but might call them stupid and switch to leading since the player clearly doesn't know where they are going. This would switch to collar primary. Or the guard calls a second guard so one leads and controls the collar, and one follows whipping) Though also what I might do is add a small damage package to the whips, and do the same blackout sequence I plan with the choking/shocking mechanics with the whips if you get whipped enough. Basically with all of it I'm trying to make consistency. The suppression collar gives an in game lore sort of excuse for me to prevent the dragonborn from using shouts, magic, or attacking, as well as forcing the player to walk instead of letting them run. If I just take the abilities away with no real logic to it, it feels like i am roleplaying for the player, and i want the player to ultimately make all their choices. If during this sequence i just rely on standard devices to slow you down, they have to be devices that would slow you down in the normal game. (though typing that out I MIGHT try using the fetters with the ball or a leg binder and the guard following package in a case where the player has no collar - I like variance, and that could make for a interesting case) So hopefully that gives you some background to it, and eases the mind on the magical aspects! and never apologize for suggestions and feedback! I always appreciate it and even though i rarely take an entire suggestion at its face, I always TRY to pick out the stuff I think would work and try to find a way to use it. 2
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