Jump to content

Recommended Posts

Posted
4 hours ago, IBAGadget said:

I seem to have hit a slight snag - I can't get into Markarth.

 

running v0.4.0.3

 

Random searches turned off

Gate searches 25%

Ask guard if I can enter

told I have to be searched firsts - no search takes place. I can continue to ask to enter and the cycle repeats.
I also picked up a couple of spectators on my way up to the gate for some reason. Not sure what they are hoping to spectate?

 

Either way, gate access is not progressing through the search and then on to my payment options.

 

Debug screen does not come up in MCM, so I can't even see what the options are there.


It sounds like somethings fucky there if the mcm isn't popping up. You could share your papyrus logs and I can debug and see if its something new I introduced or something I may have missed. 

Spectators are a WIP - there is a new spectator page where you can adjust the weights to reduce the frequency they show up. They will be getting a ton of expanded behaviors in the coming months as they have the potential to become a cornerstone feature. 

Right now they are a little one note. this whole weekend was supposed to be cleaning up that feature, but....
 

Posted
1 hour ago, Ursur1major said:

😮

Looking forward to it.

 

Also, some more thoughts on face tattoos, an issue if going away from Rape tattoos that suddenly came to mind is the fact that beyond the bridge to Fade Tattoos, Rape Tattoos is also the source of its own filters and tags, so without using Rape Tattoos you'd need to handle your own face "tags" and tattoo exclusions and the user would need to set them up for both Rapetats and this mod. The ideal scenario would be if the new tattoo method could still "see" RapeTats tags and exclusions.

 

Because currently beyond getting a number of tattoos that overlap I also noticed I was getting tattoos I had normally excluded because they were not meant to be applied "as tattoos/scribbles" or I had simply not wanted them in the pool.

 


Also fair. I will likely roll that back with the next update, but i'll figure out something for that

Posted (edited)

IMPORTANT NOTE

 

Posted on Papyrus Tweaks NG:
image.png.f935ac8095eded160eff176e38a2dd77.png

 

This is more than a bit of a problem long term. The further out we get from the update, the more players will expect this to work for the latest. Unfortunately LMAO has so many soft dependencies that Papyrus Tweaks is frankly essential - without it, you end up getting a ton of these in your papyrus logs:

 

[10/09/2026 - 05:24:20PM] warning: Property LMAO_Collar on script LMAO_PlayerAlias attached to alias Player on quest LMAO_Utility (11000807) cannot be initialized because the script no longer contains that property
[10/09/2026 - 05:24:20PM] warning: Property LMAO_Generic_Dialogue on script LMAO_PlayerAlias attached to alias Player on quest LMAO_Utility (11000807) cannot be initialized because the script no longer contains that property
[10/09/2026 - 05:24:20PM] warning: Property LMAO_Escort_Controller on script LMAO_PlayerAlias attached to alias Player on quest LMAO_Utility (11000807) cannot be initialized because the script no longer contains that property
[10/09/2026 - 05:24:20PM] warning: Property LMAO_Devices_Controller on script LMAO_PlayerAlias attached to alias Player on quest LMAO_Utility (11000807) cannot be initialized because the script no longer contains that property
[10/09/2026 - 05:24:20PM] warning: Property LMAO_Spectator_Controller on script LMAO_PlayerAlias attached to alias Player on quest LMAO_Utility (11000807) cannot be initialized because the script no longer contains that property
[10/09/2026 - 05:24:20PM] warning: Property LMAO_Punishment_Controller on script LMAO_PlayerAlias attached to alias Player on quest LMAO_Utility (11000807) cannot be initialized because the script no longer contains that property
[10/09/2026 - 05:24:20PM] warning: Property LMAO_EscortStamina on script LMAO_PlayerAlias attached to alias Player on quest LMAO_Utility (11000807) cannot be initialized because the script no longer contains that property
[10/09/2026 - 05:24:20PM] warning: Property LMAO_Search_Controller on script LMAO_PlayerAlias attached to alias Player on quest LMAO_Utility (11000807) cannot be initialized because the script no longer contains that property

 

that basically break your save because they can't call those properties. For 1.6.1770 and less, Papyrus Tweaks 4.1.1 works just fine and will continue to work, but with Papyrus Tweaks getting abandoned, and players starting to leak in with the latest showing the same problems papyrus tweaks was fixing, it is time for a radical change in LMAO and an unfortunate detour when I was really grooving on updates. 

Next Update all soft dependancies will be removed, and rebuilt as esl patches for the main mod. This will prevent papyrus tweaks from being necessary for everyone, improve stability, and improve performance. It will come at a cost of minor customization loss however - Some of the Json files used for customization will be completely removed, others will take a backseat or get some new limits. I will try my best to document those as I build. 

I believe I will also be taking this opportunity to do the merge I mentioned before between LMAO and world changes, which will save an LO spot; and I will almost certainly be rebuilding the MCM to be MUCH more simple and user friendly, while exploring alternative MCM plans that would allow me to make like an "advanced" mode with all the settings I currently have and more. 




This all unfortunately means it might be a few weeks before the next update, and the next update is CERTAINLY going to require a new game. I try my best to update save safe, but its a struggle at the best of times, and this would be borderline impossible/absolutely impossible to make work on existing saves. 



Once I get it playable there will be a version likely in an "experimental" page on the website, and once the discord testers give it an A-OK it will be going on LL

 

 

Edited by Thoraag
Posted
2 hours ago, Thoraag said:


It sounds like somethings fucky there if the mcm isn't popping up. You could share your papyrus logs and I can debug and see if its something new I introduced or something I may have missed. 

Spectators are a WIP - there is a new spectator page where you can adjust the weights to reduce the frequency they show up. They will be getting a ton of expanded behaviors in the coming months as they have the potential to become a cornerstone feature. 

Right now they are a little one note. this whole weekend was supposed to be cleaning up that feature, but....
 

Turned papyrus logging back on, but forgot to turn it on in the correct .ini (that's fixed now)

Unfortunately, when I tried to reload my save that was having the initial issue with the guards not searching me, my character got stripped, assumed the search pose, then catapulted through the sky to the other side of skyrim. 

 

Had to reload an earlier save and make my way back to Markarth. This time, I ran into another issue - the guard dialogue was there for the initial guard greeting on first visit to Markarth, but then he turned into a spectator and wouldn't complete the dialogue - he just stood there clapping and throwing rocks at me. Another guard got caught between being a spectator and being a Sexy Adventures rapist, so he just ran around following me for awhile until I got him out into the countryside and stuck an arrow in his knee. I needed his helmet and shield for my collection anyway.

 

Unfortunately, now SA is stuck with an in-progress gangbang with no participants, and its debug option to terminate the quest is non-functional. For now, I've turned spectators off, as there is currently just too much potential to interfere with other quests that grab random npcs for scenes. If I run into any more guard searches that don't start properly, I'll let you know

Posted (edited)

Loving this mod so far! I'm a sucker for content that uses the leash mod.

 

That being said, I seem to have some trouble getting punishments to trigger... even when committing crimes, guards don't seem to notice, now matter how I configure the MCM. When using debug to manually trigger a punishment, I am told "No guard nearby to punish you."

 

I checked all my dependencies, and the only one that looks like it would potentially a problem is PapyrusUtil (I'm running version 4.6 instead of 4.8 since I'm still on Skyrim SE 1.6.1770). Could that be the source of the problem, or am I doing something else wrong?

 

edit: I'm running version 4.0 of LMAO, but I tried 4.0.3 and the problem persists there. I'm also using Papyrus Tweaks 4.1.1.

ScreenShot3.png

Edited by latertexer
forgot details
Posted
16 hours ago, Thoraag said:


I am confident I changed that after .4.0 so I would just grab the LL version and maybe try swapping out just the wc_x_effect pex and wc_npc_manager pex, (probably as a different mod overwriting in case there are issues) I am not 100% sure that is safe cause I don't remember if i changed the call signatures of those functions, but might be worth a shot. Otherwise, you can roll back to .4.0 but lose the begging fixes and some other new features, or just wait a few weeks for a update where i add it back in. 

 

Mucho gracias, will try it out.

 

15 hours ago, Thoraag said:

This all unfortunately means it might be a few weeks before the next update, and the next update is CERTAINLY going to require a new game. I try my best to update save safe, but its a struggle at the best of times, and this would be borderline impossible/absolutely impossible to make work on existing saves. 

 

Just to clarify, does "new game" in this context mean it's okay to roll back to a previous save before the mod was ever installed, or straight up "go to the main menu, click new game, brand new slate" type deal?

 

Posted
4 hours ago, latertexer said:

Loving this mod so far! I'm a sucker for content that uses the leash mod.

 

That being said, I seem to have some trouble getting punishments to trigger... even when committing crimes, guards don't seem to notice, now matter how I configure the MCM. When using debug to manually trigger a punishment, I am told "No guard nearby to punish you."

 

I checked all my dependencies, and the only one that looks like it would potentially a problem is PapyrusUtil (I'm running version 4.6 instead of 4.8 since I'm still on Skyrim SE 1.6.1770). Could that be the source of the problem, or am I doing something else wrong?

 

edit: I'm running version 4.0 of LMAO, but I tried 4.0.3 and the problem persists there. I'm also using Papyrus Tweaks 4.1.1.

ScreenShot3.png


You sure you have SPID installed? getting the no guard nearby means the guard isn't in the alias - that alias gets filled by the guard approach spell added via SPID

Posted
3 hours ago, swb2025 said:

 

Mucho gracias, will try it out.

 

 

Just to clarify, does "new game" in this context mean it's okay to roll back to a previous save before the mod was ever installed, or straight up "go to the main menu, click new game, brand new slate" type deal?

 


You can roll back to a previous save before the mod was ever installed, that will be fine.

the changes are just such that if you tried installing somewhere lmao had already been it would fuck things up in your save entirely, there will be a TON of dead references I would be shocked if it even loads in that scenario. 

Posted
2 hours ago, Thoraag said:


You sure you have SPID installed? getting the no guard nearby means the guard isn't in the alias - that alias gets filled by the guard approach spell added via SPID

Ah, that would be it!

Downloaded: yes. Installed: not until you pointed that out.

 

Thank you for the quick response! Works like a charm, now!

Posted
2 hours ago, albrict said:

I must be doing something wrong here, I get this every time I start up 1.7.104?

 

LMAO 2026-10-10 221927.png


If you got the version from LL, get the "latest" that links to the site - it has a fomod where you can remove those skse ones. but you can always just manually remove them from the skse folder in the mod too (the dll files) - that being said, I don't think this mod will work right for you on the latest skyrim. Because of the soft dependancies you really need papyrus tweaks to make it work and papyrus tweaks seems inconsistent at best on the latest. worth a shot I suppose, but if things aren't working that is why. 

I am actively working on decoupling all the soft dependancies to remove the papyrus tweaks requirement, so the next update i push publically will fix that though.

Posted

For another playthrough I took the latest of LMAO from Gitlab. This time I started with Unbound off Solitude. Joined the legion, did couple of quests. The next day the courier delivered just one announcement about the weapon and magic licenses. Then couple of days later licenses kicked in and I got fined for wearing the armor. BUT there was no announcement about the armor license.

Last time I remember, I received two separate letters about armor and weapon license. Also, the steward still offers a lifetime license for a ridiculously low price. I ignored the offer because of RP of course :)

Posted

Also, I had a mod Richer Merchants installed, but looks like LMAO's economy changes overwrites the gold cap for the vendors. 

Is it worth checking btw.? What economy changes are to expect?

Posted
2 hours ago, Alexvkj_new said:

For another playthrough I took the latest of LMAO from Gitlab. This time I started with Unbound off Solitude. Joined the legion, did couple of quests. The next day the courier delivered just one announcement about the weapon and magic licenses. Then couple of days later licenses kicked in and I got fined for wearing the armor. BUT there was no announcement about the armor license.

Last time I remember, I received two separate letters about armor and weapon license. Also, the steward still offers a lifetime license for a ridiculously low price. I ignored the offer because of RP of course :)


So because of the reliance on couriers, that feature has always been fussy, even when its fully working; which i'll note - your description sounds exactly as what I would expect. 

Basically previously the laws were always held until the courier delivered the message to you. However, because the courier is bugged severely in the base game, it doesn't always show up. So I was getting a lot of bug reports about the law not kicking in even though the requirement had passed. To fix this, I now strictly follow the players settings. I still send the courier, but whether it gets to you or not in time is not relevant, the law will kick in regardless. 

I think this is a fundamentally better approach, but it does cause the issue like you noted where you get punished for it without even knowing its active which feels unfair. I am trying to figure out a couple ways to give the player a heads up without being in their face - random npc chirps, maybe innkeepers mentioning it, maybe laws posted somewhere like with missives or something. Ultimately the world changing around you without your involvement is kind of the goal of the mod, so laws changing and no one telling you fits. The only real problem is the unfair gameplay, which is a real concern I need to resolve, but no ETA

 

 

2 hours ago, Alexvkj_new said:

Also, I had a mod Richer Merchants installed, but looks like LMAO's economy changes overwrites the gold cap for the vendors. 

Is it worth checking btw.? What economy changes are to expect?


LMAO has no mechanism to overwrite the gold cap for vendors, and if it did, it would lose to anything else. The only actual overwrites LMAO does to any of the economy factors is just to stop things like inn prices from being flagged as a constant. Everything else is just globals LMAO lazily overwrites and doesn't listen for. Any Economy mod wins over LMAO because of its infrequency in calling.

With all the economy factors, lmao stores the base, factors it based on how you decide to scale it, and then on city change and daily it rechecks and updates the prices. the infrequency is why lmao loses. But if you don't have other mods handling economy stuff LMAO can manage basically every different economic factor in the game and in mods. 

 

Posted
1 hour ago, Thoraag said:

LMAO has no mechanism to overwrite the gold cap for vendors, and if it did, it would lose to anything else. The only actual overwrites LMAO does to any of the economy factors is just to stop things like inn prices from being flagged as a constant. Everything else is just globals LMAO lazily overwrites and doesn't listen for. Any Economy mod wins over LMAO because of its infrequency in calling.

With all the economy factors, lmao stores the base, factors it based on how you decide to scale it, and then on city change and daily it rechecks and updates the prices. the infrequency is why lmao loses. But if you don't have other mods handling economy stuff LMAO can manage basically every different economic factor in the game and in mods. 

 

Cleared. For some reason my LOOT just excluded the esp for richer merchants, lmao. Thanks for the explanation though

Posted

Im trying to get the march of shame punishment to trigger with no success. The console says punishment phase 1>1 none generated,

pose input sneak canmove crawl kneel choke stopped false controlled false

Posted
3 hours ago, huhyeahso said:

Im trying to get the march of shame punishment to trigger with no success. The console says punishment phase 1>1 none generated,

pose input sneak canmove crawl kneel choke stopped false controlled false


you wearing a collar?

and are you doing it through gameplay or through the debug menu. Right now the gameplay activation is too fussy, its on the shortlist to fix right after the rebuild i am working on (or in the same patch). Through the debug menu it should work as long as you are wearing a collar.

Posted
On 10/5/2026 at 8:38 PM, Thoraag said:


If you could, give me papyrus logs from a run where you killed some bandits.

I enabled logging, loaded a save, killed some bandits (with the keyword) then exited,

It seems like there are WC_ scripts missing.  The only ones I see are WC_EquipCheck and WC_NPC_WealthCheck.  Shouldn't there be more in there?

Papyrus.0 - Copy.log

Posted
42 minutes ago, Janik said:

I enabled logging, loaded a save, killed some bandits (with the keyword) then exited,

It seems like there are WC_ scripts missing.  The only ones I see are WC_EquipCheck and WC_NPC_WealthCheck.  Shouldn't there be more in there?

Papyrus.0 - Copy.log 927.39 kB · 0 downloads


I am not sure what I am looking at but are any of your mods working? you have 3000+ lines of unmapped properties. you are papyrus tweakin hard. im not sure how lmao isn't mentioned at all but wc is. im not even seeing my logs 

Posted

The tolls collectors at the gates again. 

When I had a bounty too low to attack me on sight and at the same time higher than I had gold on me, they were just stuck in the 'Wait, I know you' loop. Since you already introduced a gatekeeper NPC, maybe it makes sense to not put him in the guard faction and just leave the toll dialog + a chance for random search? This way you'll save a lot of pesky condition checks

Posted

Just a quick note - if you are running this alongside Sexy Adventures, do not have Spectators active. There is the chance that it will latch on to your SA rapists and permanently fuck up the SA Gangrape function - it will never complete, even if you use console commands to try to reset the quest. SA's own force reset mcm function will remain grayed out and non-functional. Gangrape gets stuck in a condition check/timer loop that flags you as unrapeable, even if you turn gangrape off and back on again.

Posted

@Thoraag

Uff, I think I finally figured it out for about the lifetime liccenses. It's a feature of LPO which is configurable multiplier in MCM. When you set it to 1.0x, it disables the feature. But LMAO overwerites the rules and enables it again at configured price with configured multiplier, which is obviously 1x of the configured price. This explains why I'm able to buy the lifetime license all of a sudden :)

 

So, I'd suggest just set the lifetime multiplier to 10x in the LPO MCM. I calculated it based on the average campaign duration of 80 game-days (doing just main quest, one guild, some side-quests). 

Posted
2 hours ago, IBAGadget said:

Just a quick note - if you are running this alongside Sexy Adventures, do not have Spectators active. There is the chance that it will latch on to your SA rapists and permanently fuck up the SA Gangrape function - it will never complete, even if you use console commands to try to reset the quest. SA's own force reset mcm function will remain grayed out and non-functional. Gangrape gets stuck in a condition check/timer loop that flags you as unrapeable, even if you turn gangrape off and back on again.

 

FWIW, folks, SA has a number of other terminal problems, including getting to a point were the game seems to save but the 'saves' will not reload and worse, cannot be fixed.  If anyone is using it, have a look back through that mod thread to see what I mean.  It's such a shame, as it was always one of my favourite mods

 

DQW

 

 

Create an account or sign in to comment

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

Create an account

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

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...