thor3222 Posted May 21, 2025 Author Posted May 21, 2025 6 hours ago, afa said: Some random observations Shield seems to overwrite weapon drawn crime even if it's disable which could lead to oddity behavior with the guards, they will follow but no dialogue. It might affect further crime reporting also. Solitude gate tends to bug out. I can't nail down exactly why, but after entering and exiting a few times the gate stops asking for toll DD default gag talk doesn't work with guard dialogue of this mod, so if you enable DD as payment, get gag, you can't talk to guard again to enter/exit gate again unless you manage to get the gag off somehow. hmmm I’ll give a look at the code and test in game to see if I can replicate the shield thing. It’s weird that it would run without the crime enabled. with the solitude gate, how quickly are you entering/exiting? I’ll note there is a few second delay until the gate gets swapped and the till needs to be paid again. the dd gag talk is expected though. I might add an additional dialogue for that case where you try to communicate but they can’t understand you, but it irks me when the player is gagged and can just talk like normal somehow getting their point across. I feel like the guards would just fuck with you in that case
cerebus300 Posted May 21, 2025 Posted May 21, 2025 On 5/20/2025 at 11:55 AM, thor3222 said: These days it SHOULD turn everything off on initialize, however, with weapons/magic it only gives a 1 day grace period currently (I think). But you SHOULD have gotten confronted by a courier with a note detailing the weapon and magic restriction basically right away. ("To all travelers" i think its called - once its grabbed it starts the 1 day counter that turns on the licenses) I will note though I am working on some functionality cleanup on that to give the player more flexibility on how all these things start, but I am working through building those event triggers to make that happen. I'd also generally recommend turning off the fines in the licenses MCM - I don't do that, as I just want to touch the activations of the licenses mainly, and adjust licenses costs based on the players choices in the mcm It was activating right from the start, but I went back to an older save and turned all of the licenses off in Licenses. It worked as expected. No problems when coming into a city and after a day the courier came with a note about the necessity of limiting magic and weapons. So, all is good so far and I'm looking forwards to the further development of this mod. This has so much potential. To be honest when I received that letter from the courier, I had a weird moment that kind of freaked me out. I know this is political, but knowing where the mod is going for a group of people in Skyrim, I couldn't help but feel some parallels with the current crack downs in the US, with their obvious fabricated rationales, that are all just smaller steps to establishing an authoritarian regime. It was weird and unsettling. But an interesting moment within the game. Okay, no more political inferences. Great mod! 1
thor3222 Posted May 21, 2025 Author Posted May 21, 2025 1 hour ago, cerebus300 said: It was activating right from the start, but I went back to an older save and turned all of the licenses off in Licenses. It worked as expected. No problems when coming into a city and after a day the courier came with a note about the necessity of limiting magic and weapons. So, all is good so far and I'm looking forwards to the further development of this mod. This has so much potential. Ecellent! Glad its working! 1 hour ago, cerebus300 said: To be honest when I received that letter from the courier, I had a weird moment that kind of freaked me out. I know this is political, but knowing where the mod is going for a group of people in Skyrim, I couldn't help but feel some parallels with the current crack downs in the US, with their obvious fabricated rationales, that are all just smaller steps to establishing an authoritarian regime. It was weird and unsettling. But an interesting moment within the game. Okay, no more political inferences. Great mod! I don't make porn mods, I make political satire Well I think you might have similar moments with subsequent courier letters, though not the intention, but I can definitely see how it reads like that! I guess I am somewhat succeeding in making something believable though
thor3222 Posted May 22, 2025 Author Posted May 22, 2025 (edited) On 5/20/2025 at 5:54 PM, slonez1 said: Question3: Another mod triggers a SL scene in city, and the guards yell at me like 4 times during the scene about nudity. Is there a way to detect that? I think that may have been mentioned by someone previous. I have a new scheme to handle this sort of thing built and in testing. Will be part of next update. 18 hours ago, afa said: DD default gag talk doesn't work with guard dialogue of this mod, so if you enable DD as payment, get gag, you can't talk to guard again to enter/exit gate again unless you manage to get the gag off somehow. I have added some new dialogues to handle this occasion. Most of the time the guards will still not let you through, but sometimes they will in exchange for an alternate payment for next update Edited May 22, 2025 by thor3222
Boneless1205 Posted May 22, 2025 Posted May 22, 2025 At some point, the gate to the solitude opens without paying tolls.
thor3222 Posted May 22, 2025 Author Posted May 22, 2025 4 hours ago, Boneless1205 said: At some point, the gate to the solitude opens without paying tolls. On 5/21/2025 at 2:41 AM, afa said: Solitude gate tends to bug out. I can't nail down exactly why, but after entering and exiting a few times the gate stops asking for toll Can one of you go into solitude, then in your console, do "sqv lmao_utility" and get me some screenshots of what it prints? My main theory is this is caused by the Thane detection. What might be enough is if you see that it says "isThane_var = true" and you can confirm you are not thane. Hard for me to debug this by myself without putting the rest of development on hold cause it sounds like I need longer playtime specifically in solitude
Boneless1205 Posted May 22, 2025 Posted May 22, 2025 52 minutes ago, thor3222 said: Can one of you go into solitude, then in your console, do "sqv lmao_utility" and get me some screenshots of what it prints? My main theory is this is caused by the Thane detection. What might be enough is if you see that it says "isThane_var = true" and you can confirm you are not thane. Hard for me to debug this by myself without putting the rest of development on hold cause it sounds like I need longer playtime specifically in solitude
Lillithcometh Posted May 22, 2025 Posted May 22, 2025 is this a "lite" mod in terms of stress on the game? when i open up console, theres a cascade of text relating to no crime, gaurd not needed, gate is locked. worried this is firing constantly and putting possible stress, but thought id ask.
thor3222 Posted May 22, 2025 Author Posted May 22, 2025 31 minutes ago, Boneless1205 said: <Screenshot> There are about 100 more variables in LMAO_Utility - can you hit PgUp/PgDown on your keyboard to scroll through and find the one that says "isThane"? Don't necessarily need a screenshot, if you can confirm it says "true" and you can confirm you arent actually thane
thor3222 Posted May 22, 2025 Author Posted May 22, 2025 5 minutes ago, Lillithcometh said: is this a "lite" mod in terms of stress on the game? when i open up console, theres a cascade of text relating to no crime, gaurd not needed, gate is locked. worried this is firing constantly and putting possible stress, but thought id ask. Every call made is light weight and non looping, firing off based on timed update calls instead of loops inside functions. For efficiency maintenance calls are made on cell change, firing off staggered calls to the various city update scripts to ensure both efficiency and that I am not firing off a bunch of scripts at once. the most aggressive checking is the crime detection for things like nudity/held weapons/magic/lockpicking - while those are active it runs update scripts every X seconds to see if a guard detects you. These calls aren't taxing, as they tend to be very simple checks, but they do ping a lot. However, you can also change the crime detection frequency in the MCM if you are concerned. It will take longer for guards to detect you, but its there both for performance reasons and for realism reasons. I have profiled the mod multiple times and it barely is a blip in the profiler, its running quickly and efficiently. (if you have something like frostfall or xpmse those are 1000x more taxing than this mod) Despite this, every update has included various performance updates to make it more efficient. For example, last update added basic variable checks as the first step to the crimes to avoid full checks on repeat calls (you or a mod equip 18 items in a second, now it only runs one full check at the end instead of 18 full checks at once) Next update will include better location detection to cut down on unnecessary crime calls. That all being said I use the console for my debugging so i post a lot of things to there. I mean to put that back behind the debug option in the mcm, but sometimes I forget, but printing to the console is not a taxing call either. Basically, performance on this mod shouldn't be a concern. I am working hard to make sure its as efficient as possible. 1
Boneless1205 Posted May 22, 2025 Posted May 22, 2025 (edited) 31 minutes ago, thor3222 said: There are about 100 more variables in LMAO_Utility - can you hit PgUp/PgDown on your keyboard to scroll through and find the one that says "isThane"? Don't necessarily need a screenshot, if you can confirm it says "true" and you can confirm you arent actually thane it seems i'm not thane. MCM say i jumped toll in solitude Edited May 22, 2025 by Boneless1205
thor3222 Posted May 22, 2025 Author Posted May 22, 2025 (edited) 12 minutes ago, Boneless1205 said: it seems i'm not thane Hmmm... Other reasons it might be opening automatically for you - do you own Proudspire? Are you marked as a "slave" in DF/submissive lola/zaz? Are the tolls active generally, in that city, and internal/external? (depending on which side of the gate, sounds like both) (edit: just saw your edit, if its saying you jumped the toll its unlikely to be the above) The only other thing I can think is maybe the gate reference changed for some reason - do you know if there is any quest you may have finished that corresponds to this change? If you can, go to the gate, open your console, and click on it, i don't know if the base console does it or if its just from more informative console, but if you can get me the Ref ID of both sides of that gate I can see if it might have changed. Edited May 22, 2025 by thor3222
Boneless1205 Posted May 22, 2025 Posted May 22, 2025 16 minutes ago, thor3222 said: Hmmm... Other reasons it might be opening automatically for you - do you own Proudspire? Are you marked as a "slave" in DF/submissive lola/zaz? Are the tolls active generally, in that city, and internal/external? (depending on which side of the gate, sounds like both) (edit: just saw your edit, if its saying you jumped the toll its unlikely to be the above) The only other thing I can think is maybe the gate reference changed for some reason - do you know if there is any quest you may have finished that corresponds to this change? If you can, go to the gate, open your console, and click on it, i don't know if the base console does it or if its just from more informative console, but if you can get me the Ref ID of both sides of that gate I can see if it might have changed. I think I've found the starting point of this problem. The door has always been open for free since I was bound to get through it for free.
thor3222 Posted May 22, 2025 Author Posted May 22, 2025 (edited) 1 hour ago, Boneless1205 said: I think I've found the starting point of this problem. The door has always been open for free since I was bound to get through it for free. So you talked to a guard for toll entry, they equipped devices to you, and let you through, and then the gate wouldn't lock anymore? If you talk to the guards do they still have the normal dialogue? That shouldn't change the behavior of the gates in any way, once you are through the gates should reset after a few seconds. but it is at least something i can check into, see if there is something coded wrong there. If you change cities do other cities work, and then if you move back does solitude work again? Edited May 22, 2025 by thor3222
Boneless1205 Posted May 22, 2025 Posted May 22, 2025 26 minutes ago, thor3222 said: So you talked to a guard for toll entry, they equipped devices to you, and let you through, and then the gate wouldn't lock anymore? If you talk to the guards do they still have the normal dialogue? That shouldn't change the behavior of the gates in any way, once you are through the gates should reset after a few seconds. but it is at least something i can check into, see if there is something coded wrong there. If you change cities do other cities work, and then if you move back does solitude work again? Guards dialogue is working. only problem is gate. and i changed city and it worked, but solitude gate still doesn't work.
thor3222 Posted May 22, 2025 Author Posted May 22, 2025 2 hours ago, Boneless1205 said: Guards dialogue is working. only problem is gate. and i changed city and it worked, but solitude gate still doesn't work. I found the issue! For some reason the game is coded so once roggvirr's execution and follow up scenes are all complete, the gate changes. it disables the old gate and enables a new gate. real stupid coding in my opinion, but I was able to build some code that fixes it. It will be in my next update in the coming days - there are too much stuff in the works to rush out a fix right now, I'd just introduce a dozen more bugs. 2
Lillithcometh Posted May 23, 2025 Posted May 23, 2025 (edited) 12 hours ago, thor3222 said: Every call made is light weight and non looping, firing off based on timed update calls instead of loops inside functions. For efficiency maintenance calls are made on cell change, firing off staggered calls to the various city update scripts to ensure both efficiency and that I am not firing off a bunch of scripts at once. the most aggressive checking is the crime detection for things like nudity/held weapons/magic/lockpicking - while those are active it runs update scripts every X seconds to see if a guard detects you. These calls aren't taxing, as they tend to be very simple checks, but they do ping a lot. However, you can also change the crime detection frequency in the MCM if you are concerned. It will take longer for guards to detect you, but its there both for performance reasons and for realism reasons. I have profiled the mod multiple times and it barely is a blip in the profiler, its running quickly and efficiently. (if you have something like frostfall or xpmse those are 1000x more taxing than this mod) Despite this, every update has included various performance updates to make it more efficient. For example, last update added basic variable checks as the first step to the crimes to avoid full checks on repeat calls (you or a mod equip 18 items in a second, now it only runs one full check at the end instead of 18 full checks at once) Next update will include better location detection to cut down on unnecessary crime calls. That all being said I use the console for my debugging so i post a lot of things to there. I mean to put that back behind the debug option in the mcm, but sometimes I forget, but printing to the console is not a taxing call either. Basically, performance on this mod shouldn't be a concern. I am working hard to make sure its as efficient as possible. Thanks for the reply! Im super unfamiliar with the inner workings of things, so my lamen-brain saw a cascade of text saying "gate is locked-do nothing" over 50 times in under 30 seconds and wasnt sure XD thanks for the clarification! Edited May 23, 2025 by Lillithcometh
thor3222 Posted May 23, 2025 Author Posted May 23, 2025 6 hours ago, Boneless1205 said: Do I need a new save when updating the version? na I’m doing my best to make sure a new save isn’t necessary on updates. with every update it will be the same process: save/reload, and then refresh mod objects in the mcm
Lillithcometh Posted May 24, 2025 Posted May 24, 2025 So i set the delay to 10, but still get a cascade of messgaes firing....refresh activation state etc. im glad its not causing lag or script bloat, but, its been difficult to use console commands to look up npcs, setstage for quests, etc since the second you input something, the results are swept away....
thor3222 Posted May 24, 2025 Author Posted May 24, 2025 36 minutes ago, Lillithcometh said: So i set the delay to 10, but still get a cascade of messgaes firing....refresh activation state etc. im glad its not causing lag or script bloat, but, its been difficult to use console commands to look up npcs, setstage for quests, etc since the second you input something, the results are swept away.... That will be resolved in next update. Just an oversight from testing. But major changes are in testing currently, and I don't want to force it out early and introduce a dozen actual bugs. 1
bondjamesbond Posted May 25, 2025 Posted May 25, 2025 I used this mod on a brief playthrough the last few days. Just wanted to say my experience with it has been good. Keep up the great work, thank you for the mod! 1
thor3222 Posted May 26, 2025 Author Posted May 26, 2025 On 5/23/2025 at 9:17 PM, Lillithcometh said: So i set the delay to 10, but still get a cascade of messgaes firing....refresh activation state etc. im glad its not causing lag or script bloat, but, its been difficult to use console commands to look up npcs, setstage for quests, etc since the second you input something, the results are swept away.... Fix is up! On 5/23/2025 at 2:57 AM, Boneless1205 said: Do I need a new save when updating the version? Fix is up! 1
Boneless1205 Posted May 26, 2025 Posted May 26, 2025 6 hours ago, thor3222 said: Fix is up! Fix is up! Do I need the old file when updating the version?
Mahuhu Posted May 26, 2025 Posted May 26, 2025 "Simple Player Prostitution" (to handle OStim integration)
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