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Posted

Sorry if this has been asked and answered, I did a quick search and didn’t find it.

 

is there no way to toggle licenses individually? I want armor, weapon, and magic licenses to be handled by this mod, but not things like collar and travel/curfew licenses. Best solution I can find is to set it up so they trigger when I enter Rorik’s manor… which I don’t think I’ve ever been in after thousands of hours in skyrim

Posted

Heya, Love this Mod and sorry if its been asked before and I'm just too stuoid to find it lol.

 

But it would be neat to also add poisons as a toggle to the contraband list.

Posted
On 5/27/2026 at 12:43 AM, swb2025 said:

BONUS question: Does the "Travel Permit Requires Male Follower" option in World Change's Laws menu do anything at present? If so, what part is it supposed to interfere with? Does it stop you from buying it without an active male follower, or does it render the permit useless/invalid and get you apprehended down the regular path like if you didn't have the permit at all? I've been testing it and I can buy the travel permit with no followers at all, as well as travel from hold to hold with no followers while holding the permit. Travel Permit otherwise functions as intended, not anything on License's end, it's just this option that doesn't seem to do anything for me.

 


Travel Permit is a little weird, guards will stop you on the road, not out of town. I do intend to at some point block it from EXITING towns, but that isn't implemented yet. 

 

On 5/27/2026 at 4:47 AM, dfhbi said:

 

Maybe I'm still missing something in terms of configuration, load order, or requirements (or maybe I need to be a little bit more patient haha). After wandering between cities for about an in-game week after the collar laws, the console reports that there are no items to equip after the device list update. I have zaz 8+, DDNG 0.42, and non-devious devices from the linked page to Nuascura's modtweaks (both non-devious and masterlist plugins are active). Sorry, this is probably just me being an idiot, so bear with me. Is there supposed to be a file to configure the device lists, or is it all handled by a script? 

 

 

On 5/27/2026 at 6:00 AM, Ursur1major said:

I'm still seeing a lot of "none" when I run "sqv lmao_devices_controller" after installing those and refreshing.


I think both of you are having the same bug here and unfortunately I don't know exactly how to resolve it. I believe I did resolve this with someone on the discord, but this was the patched version (which @Ursur1major should already have from the last chat)

https://skyrim-lmao.gitlab.io/LMAO-Mod/download/2026/03/30/expirimental/

 

My hope is the next official patch just fixes it, but there is a good chance I completely rebuild the devices integration as a full on esl patch as well, instead of relying on the json files, as it seems kind of finicky, even if it allows for easy customization by the .01% of users who would actually care to (programmer brain told me to make it customizable)

 

On 5/27/2026 at 4:47 AM, dfhbi said:

In regards to future plans with the Iron Consulate and slavers (really looking forward to all this), will hydra still have some limited amount of support/integration, or is it going to become unsupported? I essentially got it just for LMAO, so I'm not that heavily invested in keeping it around. Just generally interested in your plans and whether I should drop it pre-emptively from my modlist. 

 


I'm not big on dropping support for things I have already built, so what I have for hydra won't go away, it just won't get any further clean up.

Posted
On 5/27/2026 at 7:49 AM, dfhbi said:

2. Yeah, those steps are how I progress with all the other laws and occasionally the free use law. I'd set the global slavery value high, wait for the courier, read all the letters, then wait 24h, and they'd activate. It's a bit of a forced approach, but it's just for testing. Organically increasing the slavery level by playing for days would probably work better. Every other law activates and updates in the quedt journal simultaneously, except the free use law. I tried this on a few new saves with some settings adjustments, and found that free use only activates (on my setup), whenever the courier delivers two copies of the "morale boost" letter. The letter item has only one formID, but the copies don't stack. I suppose there's some mcm setting, global value, or simply a necessity to refresh mod objects in the mcm, which allows the quest to advance smoothly. Or there might be a problem when all laws are simultaneously activated.

If no one else has run into this issue, it's probably not very relevant. I can somewhat reliably savescum/brute force it to work, and it only needs to run once. Understanding the logic of why it sometimes decides to fail is just a cherry on top. 

 

3. Fair enough. I like how Hydra brings some life and visible world changes when used with the current LMAO. I'm not a huge fan of all the worldspace and cell edits/additions hydra does, but that mod is pretty old. If the support should be removed in future versions of LMAO, it doesn't seem worthwhile keeping hydra around long term in the modlist. In a zero integration scenario with a future version of LMAO, it would be pretty jarring to have all of the hydra NPCs around before slavery becomes a thing in the world. That's the reason why I added hydra in the first place, to mesh together with LMAO. 


Thank you again @swb2025 got it right on the money. 
 

One thing I'll note is in a future patch (probably one after the next) is i'll be decoupling the courier need from the licenses kick in. It has been an issue for several people as the courier is inconsistent in appearing. So i'll get reports about the laws not kicking in, when in reality there is just a dumbass courier lost somewhere that needs to deliver a letter. The courier WILL still continue delivering those notices, but i'm gonna have it kick in on time whether they can get to you or not. 

 

Posted
On 5/27/2026 at 8:44 AM, Mashi said:

 

There is something *kinda* like what you're talking about already, through the author is poof and there is a bit of an update. Haven't looked or tested it, but it may save some time or simply be a waste 

 

 


I considered using this or Hydra as my base, and both have the same issue: 

mesh edits. Its something I want to avoid like the plague cause it makes things super incompatible with a bunch of other awesome mods, and most SFW mods don't patch for NSFW mods (and there are too many SFW mods to have to patch for as a NSFW modder) Hydra is a lesser case so it was more heavily considered, but when I tried Ambient slaves it caused a lot of issues with my normal mod stack so I booted it pretty quickly. 

With iron consulate, the only environment changes I plan to make are slaver camps at various crossroads, with events other mods can hook into to auto toggle them off, and an MCM players can toggle them off at as well. Plus starting from scratch gives me more creative control over what is going on generally, so i can make sure my plans work together nicely.

Posted
On 5/30/2026 at 10:33 AM, 2004 Toyota Camry SE V6 said:

Sorry if this has been asked and answered, I did a quick search and didn’t find it.

 

is there no way to toggle licenses individually? I want armor, weapon, and magic licenses to be handled by this mod, but not things like collar and travel/curfew licenses. Best solution I can find is to set it up so they trigger when I enter Rorik’s manor… which I don’t think I’ve ever been in after thousands of hours in skyrim


I THINK you can set any of the license controls as "None" which should allow that. At least that is how the mcm is coded. if its not working in practice let me know. 

 

On 5/30/2026 at 10:44 AM, FionnRoan said:

Heya, Love this Mod and sorry if its been asked before and I'm just too stuoid to find it lol.

 

But it would be neat to also add poisons as a toggle to the contraband list.


I don't remember if I have them in there already, so I am not clear if its something that is triggering for you and you think it shouldn't, or if its not in there and you think it should. 

BUT 

1. I need toggles in general on all the different aspects of the contraband list, so players have some customizability
2. I need to remove the books/reading to its own crime from contraband as well

I will note, if you have the compunction - in interface/lmao/crimes/contraband.json you can adjust that file to add or remove whatever you want from the contraband list. If poisons are there, it should be in "generic" and if poisons aren't there, it should be added to "generic" - the one big issue with that file is I don't have the editorids so its not clear at a glance what items are which. 

Posted
21 hours ago, thor3222 said:

Travel Permit is a little weird, guards will stop you on the road, not out of town. I do intend to at some point block it from EXITING towns, but that isn't implemented yet. 

I know the Travel Permit doesn't block you from leaving town, that's intended behaviour from LPO as far as I know. I was asking specifically if the "Travel Permit requires male follower" option (enabled by default) from LMAO's menu does anything right now or if it's a placeholder feature. Because ticking it doesn't stop me from buying a permit without a male follower, nor does it get me apprehended if I'm out and about with a permit but without a male follower. I was just wondering what it does.

Posted
2 hours ago, swb2025 said:

I know the Travel Permit doesn't block you from leaving town, that's intended behaviour from LPO as far as I know. I was asking specifically if the "Travel Permit requires male follower" option (enabled by default) from LMAO's menu does anything right now or if it's a placeholder feature. Because ticking it doesn't stop me from buying a permit without a male follower, nor does it get me apprehended if I'm out and about with a permit but without a male follower. I was just wondering what it does.


Ya know, there is an extremely high chance (99.9999% :P) I misinterpreted the male follower thing in licenses when I set this up. I was always just assuming that flag meant you need a male companion, when on further inspection, it is actually it is an exemption - if you have a male follower you don't need that license. My MCM is worded incorrectly due to this misunderstanding. It'll be updated next patch.

When i get deeper into follower stuff I'll plan on making the travel license enabled not allow you to leave without a companion, and a toll option to make guards not let you leave unless its a male companion. But that won't be for a bit

Posted (edited)

how about a licence for a male companion and one for a female companion ?
if we would going crazy then a extra (licence) penalty for the player if he/she has 2 followers (if possible)

i cant wait for the next Update because i like LPO and LMAO 😉

Edited by Dreckiger Dan
Posted
5 hours ago, thor3222 said:


Ya know, there is an extremely high chance (99.9999% :P) I misinterpreted the male follower thing in licenses when I set this up. I was always just assuming that flag meant you need a male companion, when on further inspection, it is actually it is an exemption - if you have a male follower you don't need that license. My MCM is worded incorrectly due to this misunderstanding. It'll be updated next patch.

When i get deeper into follower stuff I'll plan on making the travel license enabled not allow you to leave without a companion, and a toll option to make guards not let you leave unless its a male companion. But that won't be for a bit

 

All good then, bug squashed. So, if its meaning is inverted, then right now it's effectively a duplicate feature of LPO's native option where followers grant immunity to needing a travel permit, right?

Posted
11 minutes ago, swb2025 said:

 

All good then, bug squashed. So, if its meaning is inverted, then right now it's effectively a duplicate feature of LPO's native option where followers grant immunity to needing a travel permit, right?


Not a duplicate, all it does is turn on LPO's option there. 

 

5 hours ago, Dreckiger Dan said:

how about a licence for a male companion and one for a female companion ?
if we would going crazy then a extra (licence) penalty for the player if he/she has 2 followers (if possible)

i cant wait for the next Update because i like LPO and LMAO 😉


Not likely there on my end, thats more in licenses wheelhouse. And hopefully it will be soon! lots of random stuff have been getting in the way of progress but things are still moving forward. 

Posted

Hi, I recently started a playthrough which incorporates stealing and smuggling. LMAO is a perfect addition to to that playthrough. The only thing I'm missing is a way to hide contraband on my character. I remember that there was a mod (I cannot remember its name) which lets you hide small items inside you. Is there any plan to implement that feature in your mod? Also if anyone can remember what that mod is called please share.

Posted
4 hours ago, DzOnIxD said:

Hi, I recently started a playthrough which incorporates stealing and smuggling. LMAO is a perfect addition to to that playthrough. The only thing I'm missing is a way to hide contraband on my character. I remember that there was a mod (I cannot remember its name) which lets you hide small items inside you. Is there any plan to implement that feature in your mod? Also if anyone can remember what that mod is called please share.


you are talking about sexlab body search. The “hidden pocket”.


I have some plans to how to allow the player to safely store contraband, though not implemented yet. Hidden on the character itself is something I have been thinking about how to implement in a gameplay friendly way, but I’m not sure yet. 
 

it’s something I’m going to re-evaluate when the escort system is done, as I think I could use the two in tandem in some interesting way, but not necessarily the “hidden pocket” (though not necessarily not)

 

I feel like if I was going to use that, I would want to make it more of an effort to add or remove things there, possibly something you have to use a follower npc for, and would be criminalized doing using in public. (Probably with associated animations for adding and removing)
 

however, its not out of the question. I’d more like an actual hidden pouch that ISNT your vagina that would bypass simple searches when dressed. Something like this could maybe hold a dagger, so say a guard is escorting you to prison, you escape with the minigame, and instead of running away you pull your dagger out and assassinate him, take his ring and discharge your collar for a clean escape. 
 

Basically I didn’t want to shamelessly rip off body search, so if I want to do something a little different

Posted

I have a problem with sex scenes at the gates, there won't be any initiation, I just have to pay the toll to enter.

Posted
On 6/8/2026 at 7:53 AM, mieooow said:

what does warehouse do? any content for it?


Soft disabled for now, its the Whiterun kennel. it has some content, needs a lot more, has a few bugs i need to resolve but that is first priority after i finish escort system (and part of escort system is bringing the player to the kennel)

 

7 hours ago, Onomatophobia said:

Tried running the last version on a new game and for some reason, during the initialization it says 0 Cities found? Whats up with that?


Try "Refresh Mod Objects" in the MCM - it should grab any elements that are missing. if it doesn't, check your papyrus logs and see if things are going nuts. 

 

3 hours ago, you1995 said:

I have a problem with sex scenes at the gates, there won't be any initiation, I just have to pay the toll to enter.


Do they give you the option? There are like 30 things that could be happening here that are completely normal, so I need more details on exactly where the failure point is.

Posted (edited)
19 hours ago, thor3222 said:


Soft disabled for now, its the Whiterun kennel. it has some content, needs a lot more, has a few bugs i need to resolve but that is first priority after i finish escort system (and part of escort system is bringing the player to the kennel)

 


Try "Refresh Mod Objects" in the MCM - it should grab any elements that are missing. if it doesn't, check your papyrus logs and see if things are going nuts. 

 


Do they give you the option? There are like 30 things that could be happening here that are completely normal, so I need more details on exactly where the failure point is.

Yes, I get the whole dilaogue with all 3 options. When I chose the ugh fine option, nothing happens. , I've also set the mod for sex only. I disabled the player as victim for sex scenes. 

 

I also checked the save using falrim:

 

image.png.89172b5d452878c6e3be737beb6c984a.png

Edited by you1995
Posted (edited)
6 hours ago, you1995 said:

Yes, I get the whole dilaogue with all 3 options. When I chose the ugh fine option, nothing happens. , I've also set the mod for sex only. I disabled the player as victim for sex scenes. 

 

I also checked the save using falrim:

 

image.png.89172b5d452878c6e3be737beb6c984a.png


OMG Skyrim modding is so fun. I learn something new every day! 

I did a little bit of research on that "Canary Error" this morning. Details are a little scant but from what I can tell, its the kind of bug that I can't directly address (https://www.nexusmods.com/fallout4/mods/44949) - "Have you ever been playing your game and found that a mod appears to not be working correctly anymore, but when you report it to the mod author they tell you they can't reproduce the issue? Do you then struggle to reproduce it yourself on another save? There's a good chance you ran into a recently discovered issue where large chunks of data can be lost in your save file!"

There is a 20 minute long video at the bottom I'll watch later and see if it offers any specific dev advice to prevent that from happening in the future, but it seems like best advice I can give you is roll back your save until you find one that works, and start from there. From the list, My guess is its something to do with PlayerAlias, but I could be wrong - I am not sure why if you agree to a sex event it would prevent it from actually firing. I will note this is the first time anyone has reported this kind of issue, but I also know not everyone does the kind of legwork with resaver to see stuff like that.

Did you uninstall anything mid playthrough? 

edit:

OK! I further investigated it! It does seem like this is a save/game thing, not a mod specific thing. While Canary has been built for Fallout, it doesn't seem like anyone is really mentioning it in Skyrim. It doesn't seem like something I can directly address, or give you advice on how to fix, but it MIGHT be something I can detect, even if Canary isn't actually built for Skyrim. 

My advice for you is for sure just roll back to a save before these issues - look at your saves folder and see if you can find one that has a severe drop in memory size, and try that one. If you can check it in resaver first, even better.

To humor me, can you give me a few pieces of data:
1. The broken save file. I want to see what all scripts are missing, if it is just the ones listed, or if there are more. I want to ideally identify a script that I can place some sort of one time trigger to set a variable as working, so when this issue happens for others it can reset to its broken state and on my cell change call I can detect that failure and inform the user, so they can roll back quickly instead of finding out potentially hours or days down the road. 
2. The previous working save file - if you can find one. This will just verify the scripts are normally there, and im looking in the right spot. 
3. What skyrim version are you on?
4. Did you do any uninstalling of mods before this event?
5. Do you have any skyrim mods that deal with saves directly - examples: S.L.A.C.K. or Seamless Saving
6. If you find a previous working save file, did it fail on a quick save or a full save?

7. How much memory does your system have?

Wish I could tell you I know whats happening and have a fix in mind! It does seem like its just a quirky Bethesda engine thing, but hopefully I can at least build something to find it in the future to save headaches.

Edited by thor3222
Posted
19 hours ago, thor3222 said:


OMG Skyrim modding is so fun. I learn something new every day! 

I did a little bit of research on that "Canary Error" this morning. Details are a little scant but from what I can tell, its the kind of bug that I can't directly address (https://www.nexusmods.com/fallout4/mods/44949) - "Have you ever been playing your game and found that a mod appears to not be working correctly anymore, but when you report it to the mod author they tell you they can't reproduce the issue? Do you then struggle to reproduce it yourself on another save? There's a good chance you ran into a recently discovered issue where large chunks of data can be lost in your save file!"

There is a 20 minute long video at the bottom I'll watch later and see if it offers any specific dev advice to prevent that from happening in the future, but it seems like best advice I can give you is roll back your save until you find one that works, and start from there. From the list, My guess is its something to do with PlayerAlias, but I could be wrong - I am not sure why if you agree to a sex event it would prevent it from actually firing. I will note this is the first time anyone has reported this kind of issue, but I also know not everyone does the kind of legwork with resaver to see stuff like that.

Did you uninstall anything mid playthrough? 

edit:

OK! I further investigated it! It does seem like this is a save/game thing, not a mod specific thing. While Canary has been built for Fallout, it doesn't seem like anyone is really mentioning it in Skyrim. It doesn't seem like something I can directly address, or give you advice on how to fix, but it MIGHT be something I can detect, even if Canary isn't actually built for Skyrim. 

My advice for you is for sure just roll back to a save before these issues - look at your saves folder and see if you can find one that has a severe drop in memory size, and try that one. If you can check it in resaver first, even better.

To humor me, can you give me a few pieces of data:
1. The broken save file. I want to see what all scripts are missing, if it is just the ones listed, or if there are more. I want to ideally identify a script that I can place some sort of one time trigger to set a variable as working, so when this issue happens for others it can reset to its broken state and on my cell change call I can detect that failure and inform the user, so they can roll back quickly instead of finding out potentially hours or days down the road. 
2. The previous working save file - if you can find one. This will just verify the scripts are normally there, and im looking in the right spot. 
3. What skyrim version are you on?
4. Did you do any uninstalling of mods before this event?
5. Do you have any skyrim mods that deal with saves directly - examples: S.L.A.C.K. or Seamless Saving
6. If you find a previous working save file, did it fail on a quick save or a full save?

7. How much memory does your system have?

Wish I could tell you I know whats happening and have a fix in mind! It does seem like its just a quirky Bethesda engine thing, but hopefully I can at least build something to find it in the future to save headaches.

Wow, thanks for taking so much time to look into this problem. To answer your questions.

1: I have attached some save files here I hope it works

2: It seems that this entire playthrough the sex part did not work, but the bondage and law braking parts were working. The last playtrough it worked just fine. I updated the mod for the previous playtrough.

3: Latest version:

image.png.dfc93e7a116d998cfcf6e01a428c66c3.png

4:No, the game already has too many mods.

5:No

6:I don't have a working save file

7: 32 GB of RAM

 

I know my game is heavily moded, but I had no problems in the past.

E.rar

Posted (edited)
4 hours ago, you1995 said:

Wow, thanks for taking so much time to look into this problem. To answer your questions.

1: I have attached some save files here I hope it works

2: It seems that this entire playthrough the sex part did not work, but the bondage and law braking parts were working. The last playtrough it worked just fine. I updated the mod for the previous playtrough.

3: Latest version:

image.png.dfc93e7a116d998cfcf6e01a428c66c3.png

4:No, the game already has too many mods.

5:No

6:I don't have a working save file

7: 32 GB of RAM

 

I know my game is heavily moded, but I had no problems in the past.

E.rar 27.86 MB · 0 downloads


For the lingering sex issue:
1. Are you using sexlab, and if so, what version?
2. Can try to fire off a sex event and send me papyrus logs. It should give me exactly what is happening there if there is an error. 

Edit: Unfortunately the save files gave me nothing that i could easily check. Nothing I could actively check to prevent this issue. I would try 
https://www.nexusmods.com/skyrimspecialedition/mods/163969 - a comment in the fallout4 canary tool says it should fix it. I have been using it for a while and it seems solid, but I haven't done a long term playthrough with it (cause im always building) - but it seems like the best bet against these issues in Skyrim. its just skse so it takes no slots. i'll note - it won't fix your existing save, my recommendation is just start a new save if you can, though from the files (assuming its the same character) go back a while, so I wish i had better news for that

Edited by thor3222
Posted

Amazing mod, great work. I appreciate all the effort that went into this mod. :heart:

Posted

A small thing I would like to see is:



When negotiating with the Gate Guards 

option a) Pay 25/100 gold

option b) other option

If option b is chosen, ------------> Go fetch us 10 Iron Arrows

There is no way to re-negotiate and say        --------> Ok, ok, I accept paying 25/100 gold. You are sort of pushed into a surprise option and thus can not retrack from it. Even if you leave the conversation, and if there is a second Gate Guard, you'll still have to fletch them 10 iron arrows. Which, if you are outside of the gates, is sometimes a big hassle.

tldr: Option A) Gold, Option B) Surprise option, I sort of would like a retraction of ... ok fine I'll find you the gold renegotiation.
Not sure if it is intended like this.

Posted
On 6/12/2026 at 3:06 PM, riko3 said:

A small thing I would like to see is:



When negotiating with the Gate Guards 

option a) Pay 25/100 gold

option b) other option

If option b is chosen, ------------> Go fetch us 10 Iron Arrows

There is no way to re-negotiate and say        --------> Ok, ok, I accept paying 25/100 gold. You are sort of pushed into a surprise option and thus can not retrack from it. Even if you leave the conversation, and if there is a second Gate Guard, you'll still have to fletch them 10 iron arrows. Which, if you are outside of the gates, is sometimes a big hassle.

tldr: Option A) Gold, Option B) Surprise option, I sort of would like a retraction of ... ok fine I'll find you the gold renegotiation.
Not sure if it is intended like this.


Yeah the intention is for them to give you a task and for it to be sticky - since its the same guard, it feels very robotic if the same guard just gives you a different option every time. 

However, you should always still be able to just pay if you don't want to do the task, so I'll give that a look and when the next patch is ready hopefully that will be fixed as well. 

Posted (edited)
35 minutes ago, thor3222 said:


Yeah the intention is for them to give you a task and for it to be sticky - since its the same guard, it feels very robotic if the same guard just gives you a different option every time. 

However, you should always still be able to just pay if you don't want to do the task, so I'll give that a look and when the next patch is ready hopefully that will be fixed as well. 


Thank you, thank you, mhm yeah I understand. Iirc I went up to the 2nd guard(which was like 3-4 feet/90 cm) next to the previous guard that I talked to) just to try my luck, and since it became sticky, he also said if you want to pass hand over 10 iron arrows.

And I was like "oof, I'm outside of the city gates, this is going to be annoying." Thanks again for this lovely mod. :heart:

Edited by riko3

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