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Posted

I too have a problem with Crimes and bodysearch, I don't get aproached at all when doing any crimes and when i activate bodysearch no animation is happening, and i get the dialogue. Also the random bodysearches from the mod happens normally.

Posted

So every time I'm searched and stripped of armour / clothes, no matter if unequip or drop is selected, they disappear for good, I'm assuming this is not supposed to happen ?

Posted (edited)
13 hours ago, jperrins66 said:

So every time I'm searched and stripped of armour / clothes, no matter if unequip or drop is selected, they disappear for good, I'm assuming this is not supposed to happen ?

 

I found that using the MCM option to STRIP instead of DROP, leaving DROP enabled makes them disappear forever.  STRIP just removes them from the PC, but leaves them in the PC's inventory

 

I 

14 hours ago, blackoperations said:

Not sure what is going on with the nudity detection though.  That's fine though, I just turned it off as a crime.  The rest is great.  Keep going.  Waiting for more.

 

As you'll see above, I'm getting weird guard interactions that seem to emanate from this mod.  I get error messages coming up in my logs about this, long after I cancelled out 'nudity' as a crime.  They appear before some CTDs too, and I'm not sure if that's causal or cooincidental. 

 

Despite the appeal of some of its provisions, I'm seriously beginning to think about biting the bullet and removing this one.    

 

DQW

 

EDIT:  FWIW, I used the debug to 'terminate' the mod's opeartions. and the MCM went right back to the 'initialisation' stage but I still had LMAO scripts running after that, eg the gate entry toll demands were still in operation

Edited by DonQuiWho
Posted
On 7/6/2025 at 4:15 PM, DonQuiWho said:

I'm a bit lost on this one

 

Using STEAM AE 1.6.1170

 

In Whiterun, I get approached by a guard, who says nothing to the PC, but has text 'What's the Problem' and something like (IIRC)  'What's the matter'.  Per the console, the Guard has the LMAO Confrontation Package active.  If activating those text lines, the guard removes the PC's armour, leaving her nude, recorde a 'caught nude' event' and dishes out a bounty fine.  At this point the guard seems to have the LMAO Punishment Package active in the console

 

The armour is set to remove to inventory, rather than drop it, and that seems to work OK.  The PC puts the armour back on and all carries on, but the guard still has the confrontation package and related text, and stands in front of the NPC like a lost puppy.  I have also once seen an event that looked like adding a tattoo. 

 

I have tried to 'disable' and then 'enable' the guard but the packages don't seem to go away

 

I had only 3 crimes enabled, lockpicking, smithing after curfew (curfew handled by licences), nudity,, with the hostility levels for those ramped up a little, but the PC now has a huge hostility score,  Only nudity has registered as a crime and that after the guuard removeds the armour.  (Licenses are all up to date etc so that should not cause the removal)

 

If a guard approaches, they seem to have no intiating dialogue of their own.  eg, I just loaded up the game in the Whiterun Guardhouse.  A guard there has the Protection package.  You get what seems to be the PC saying 'I'm Sorry' followed by the guard saying 'till next time, followed by the PC saying 'come on let me go', 'Let Me go', and it's followed by 'What does that mean'   It's like seeing one side of the conversation only, ie the PC's

 

Any idea what might cause that? 

 

TIA for any insight you can give me

 

DQW


Hmmmmm.... 

So the confrontation package happens when you commit a crime. If you finish up the confrontation dialogue it should switch to the punishment aspect. It sounds like the dialogue isn't loading for some reason. 

Did you happen to update mid save, if so, did you follow the instructions? Save/Reload (this is needed to pick up any updated dialogues - the links are there in the game, but skyrim is wonky, and it won't load the actual dialogue until then, causing random breaks) and Refreshing mod objects (not always necessary, but i note any update where it is needed - this wires up any properties that are missing)

Posted
On 7/7/2025 at 5:16 AM, you1995 said:

I too have a problem with Crimes and bodysearch, I don't get aproached at all when doing any crimes and when i activate bodysearch no animation is happening, and i get the dialogue. Also the random bodysearches from the mod happens normally.


Make sure you have the body search animations. Are you on the latest of scrabs papyrus extender? someone on the discord had the same thing and they were still on 2.0 - missing all the functions i need to assign confronting guards.

 

20 hours ago, Fraying9981 said:

hi, how does this integrate with SLS & licenses Player Oppression?

Many of the functionalities seem to be similar.


SLS - it doesn't. The goal is to replace a big chunk of stuff no one has yet replaced in SLS. Petty crimes, kennels (next update will have the whiterun one), general misogynistic atmosphere. Licenses it integrates with, though the integration is currently more on the world events side - it activates license laws dynamically so its not all or nothing. 

 

 

19 hours ago, jperrins66 said:

So every time I'm searched and stripped of armour / clothes, no matter if unequip or drop is selected, they disappear for good, I'm assuming this is not supposed to happen ?


That shouldn't happen unless you are running away. During the search part the guard steals your clothes/armor, but once they are finished with you they give it back. the only exception is if you run off. Then they keep it. In the future they will be sending those to the area kennels confiscation chest, so the player has the opportunity to sneak in and steal them back, or buy them back from the person in charge.

 

 

7 hours ago, DonQuiWho said:

As you'll see above, I'm getting weird guard interactions that seem to emanate from this mod.  I get error messages coming up in my logs about this, long after I cancelled out 'nudity' as a crime.  They appear before some CTDs too, and I'm not sure if that's causal or cooincidental. 

 

Despite the appeal of some of its provisions, I'm seriously beginning to think about biting the bullet and removing this one.    

 

DQW

 

EDIT:  FWIW, I used the debug to 'terminate' the mod's opeartions. and the MCM went right back to the 'initialisation' stage but I still had LMAO scripts running after that, eg the gate entry toll demands were still in operation


With the nudity crime i highly recommend using AND - it does detection way better and is integrated. Getting all aspects of nudity detection is difficult, and my implementation is less than optimal. The next update will further simplify mine, removing some bad edge cases, but AND will still be recommended for this. 

And if the mod isn't in a place that feels ready for you, no worries at all - its still very much in progress and there is lots to do. If you hop in the discord on the LMAO channel I help debug these sorts of issues directly and can often provide updated scripts before a full release to fix issues. 

In the discord I have improvements to guard searches, gate behavior, guard confrontations, and more staged for next release, but as I am working on a giant feature (the whiterun kennel) its still gonna be a bit before next release. 

But again, no worries if its not working right for you now, if it would improve your game to uninstall it i get it! consider checking in later once more has been updated! 

Posted
3 hours ago, thor3222 said:

SLS - it doesn't. The goal is to replace a big chunk of stuff no one has yet replaced in SLS. Petty crimes, kennels (next update will have the whiterun one), general misogynistic atmosphere. Licenses it integrates with, though the integration is currently more on the world events side - it activates license laws dynamically so its not all or nothing. 

 

Thanks

So you recommend to use this instead of sls licenses right?

And sls for the rest of functionalities for the time being?

Posted
1 hour ago, Fraying9981 said:

 

Thanks

So you recommend to use this instead of sls licenses right?

And sls for the rest of functionalities for the time being?


No use licenses for licenses, and this. 
 

you CAN use this with sls, there is no hard incompatibilities. But I wouldn’t use sls tolls at the very least

Posted
6 hours ago, thor3222 said:


Make sure you have the body search animations. Are you on the latest of scrabs papyrus extender? someone on the discord had the same thing and they were still on 2.0 - missing all the functions i need to assign confronting guards.

 


SLS - it doesn't. The goal is to replace a big chunk of stuff no one has yet replaced in SLS. Petty crimes, kennels (next update will have the whiterun one), general misogynistic atmosphere. Licenses it integrates with, though the integration is currently more on the world events side - it activates license laws dynamically so its not all or nothing. 

 

 


That shouldn't happen unless you are running away. During the search part the guard steals your clothes/armor, but once they are finished with you they give it back. the only exception is if you run off. Then they keep it. In the future they will be sending those to the area kennels confiscation chest, so the player has the opportunity to sneak in and steal them back, or buy them back from the person in charge.

 

 


With the nudity crime i highly recommend using AND - it does detection way better and is integrated. Getting all aspects of nudity detection is difficult, and my implementation is less than optimal. The next update will further simplify mine, removing some bad edge cases, but AND will still be recommended for this. 

And if the mod isn't in a place that feels ready for you, no worries at all - its still very much in progress and there is lots to do. If you hop in the discord on the LMAO channel I help debug these sorts of issues directly and can often provide updated scripts before a full release to fix issues. 

In the discord I have improvements to guard searches, gate behavior, guard confrontations, and more staged for next release, but as I am working on a giant feature (the whiterun kennel) its still gonna be a bit before next release. 

But again, no worries if its not working right for you now, if it would improve your game to uninstall it i get it! consider checking in later once more has been updated! 

 

Thanks for taking the trouble to reply, especially given my current hesitations!  Some ppl go off in the huff if you query their pet projects, and if you don't do that you'll generate enough goodwill to go far!

 

I really like the idea of your mod.  It does fill in some of the gaps left by not using SLS - I can't remember when I last played a game without that - and I hope that you manage to work out any teething problems people encounter out there as it settles down.  My game might not be the best place to be trying it either.  I had a major melt down and it took weeks to get Skyrim back up, using a very old backed up MO2 mod installation, but STEAM kindly dumped me in on AE so a lot of that has proved to be out of date, and I'm still finding, in particular, outdated SKSE mods that worked with 1.5.97 but screw you if you try to use them with AE 🙄

 

So it's possible that I have some other weirdness in my game, so I'll leave this 'uninitialised' for a while.  I'll keep my eyes on what happens and let you know if there's anything unexpected happens - that maybe shouldn't! - and what might appear at the time in the papyrus logs that could be useful to you

 

Thanks again

 

DQW

 

 

Posted
3 hours ago, DonQuiWho said:

 

Thanks for taking the trouble to reply, especially given my current hesitations!  Some ppl go off in the huff if you query their pet projects, and if you don't do that you'll generate enough goodwill to go far!

 

I really like the idea of your mod.  It does fill in some of the gaps left by not using SLS - I can't remember when I last played a game without that - and I hope that you manage to work out any teething problems people encounter out there as it settles down.  My game might not be the best place to be trying it either.  I had a major melt down and it took weeks to get Skyrim back up, using a very old backed up MO2 mod installation, but STEAM kindly dumped me in on AE so a lot of that has proved to be out of date, and I'm still finding, in particular, outdated SKSE mods that worked with 1.5.97 but screw you if you try to use them with AE 🙄

 

So it's possible that I have some other weirdness in my game, so I'll leave this 'uninitialised' for a while.  I'll keep my eyes on what happens and let you know if there's anything unexpected happens - that maybe shouldn't! - and what might appear at the time in the papyrus logs that could be useful to you

 

Thanks again

 

DQW

 

 


Oh yeah, every update I have a lot of fixes that only happen because of the peeps reporting bugs and oddities. 

If you do find stuff in the papyrus logs that you think are a red flag feel free to post them! I do my best to keep them clear of my mod, but every update I end up making new errors (usually minor errors where there isn't blocking code for uninitialized variables) but i tend to fix all of them by the next update. 

Posted

I am now having issues in Windhelm too where somehow the hostility value dropped below 0.

I checked by doing crimes and checking the MCM repeatedly and it seems that if the value is below 0, the add hostility function does not work.

Posted
57 minutes ago, Vollkornstulle said:

I am now having issues in Windhelm too where somehow the hostility value dropped below 0.

I checked by doing crimes and checking the MCM repeatedly and it seems that if the value is below 0, the add hostility function does not work.


hmmmm that is very odd. The only thing that should restrict adding hostility is the "inCity()" call. 

Fortunately at least at this moment the hostility isn't super vital. most it does right now is harsher dialogues, cause the harsher punishments hostility is needed for aren't yet implemented. 

But i'll see if i can replicate this and figure out why it might be happening. I did recently change the city detection so that may be playing a part. 

Posted (edited)
1 hour ago, thor3222 said:


hmmmm that is very odd. The only thing that should restrict adding hostility is the "inCity()" call. 

Fortunately at least at this moment the hostility isn't super vital. most it does right now is harsher dialogues, cause the harsher punishments hostility is needed for aren't yet implemented. 

But i'll see if i can replicate this and figure out why it might be happening. I did recently change the city detection so that may be playing a part. 

Nope, there is some crucial thing you are missing:

Every punishment has a minimum hostility of 0.

Every time the guards are telling me I did a crime and they have to think of the right punishment.

And then they walk away and nothing happens.

 

Edit: Maybe that´s also the reason I´m not getting hostility. Do you get the hostility when you are caught or when you receive a punishment? Don´t know the exact inner workings of the mod.

Edited by Vollkornstulle
Posted
1 hour ago, Vollkornstulle said:

Nope, there is some crucial thing you are missing:

Every punishment has a minimum hostility of 0.

Every time the guards are telling me I did a crime and they have to think of the right punishment.

And then they walk away and nothing happens.

Scripts.zip

You can try dis - its a update to the utility script that calculates the hostility. it should prevent hostility from dropping below 0 - though you would need to change cells for it to fix itself. 

You would unzip it and overwrite the file in /scripts 

Consider it very experimental though - I am in the middle of a major update and i dont know if that will cause more problems than it solves. 

The other fix is like setpqv lmao_city_windhelm cityharrassvalue X (don't quote me on that, off top of my head)

Posted
18 minutes ago, thor3222 said:

Scripts.zip

You can try dis - its a update to the utility script that calculates the hostility. it should prevent hostility from dropping below 0 - though you would need to change cells for it to fix itself. 

You would unzip it and overwrite the file in /scripts 

Consider it very experimental though - I am in the middle of a major update and i dont know if that will cause more problems than it solves. 

The other fix is like setpqv lmao_city_windhelm cityharrassvalue X (don't quote me on that, off top of my head)

Allright. Now it sets the value to 0 when the value was negative.

Guards in Whiterun also do punishments again and hostility value increases as intended.

 

Posted
39 minutes ago, Vollkornstulle said:

Allright. Now it sets the value to 0 when the value was negative.

Guards in Whiterun also do punishments again and hostility value increases as intended.

 


Awesome! Easy fix! still wonder how it got negative. May be some floating point thing with the hostility decay function or something 

Posted (edited)

Got ani idea while testing out the Licenses - with kinky dialogue on the guards sometimes will tell you to go to the tavern, to "lend any holes you can" - so I though it could be fun to add some sort of tavern job, a barmaid perhaps where you get tons of harassment and stuff, with "lending a hole" being part of the job or something like that.

Edited by Onomatophobia
Posted
6 hours ago, Onomatophobia said:

Got ani idea while testing out the Licenses - with kinky dialogue on the guards sometimes will tell you to go to the tavern, to "lend any holes you can" - so I though it could be fun to add some sort of tavern job, a barmaid perhaps where you get tons of harassment and stuff, with "lending a hole" being part of the job or something like that.


Not likely to happen with this mod in existing taverns, but it is something I have been toying around with for some of the kennels. The whiterun kennel specifically has a bar area, and the named female npc is going to go from bard -> server -> kennel slut, so making a server position the player can potentially pick up is something that would work well I think. 

For existing taverns, I would look at radiant prostitution - it basically does what you are describing

But its not something that will be with the Kennel release - something I add on later. 

Posted

Hm,,, got an issue with body search. While  PC is stripped for it, other guard comes up to confront about being naked. Quite sure it is not intended behaviour.

Posted
On 7/11/2025 at 12:46 PM, nilead said:

Hm,,, got an issue with body search. While  PC is stripped for it, other guard comes up to confront about being naked. Quite sure it is not intended behaviour.


interesting, yeah definitely not. 

In the MCM look into the "Crime Pause Buffer" and try increasing it. I think my default might be too low for normal timescale. 

When the player is stripped by this mod the pause crime call is made, this is intended to prevent these issues, but once it runs out guards can detect again. So likely the buffer is running out mid confrontation, since the search is one of the longer confrontations.

Posted
20 hours ago, thor3222 said:

In the MCM look into the "Crime Pause Buffer" and try increasing it. I think my default might be too low for normal timescale.

Running AI dialogue alongside it, so scene takes abnormaly long due to the arguing against the groping) Ramping up the buffer fixed it for me. Thanks.

Posted (edited)

The guards are not giving me my clothes back after they conclude the body search. 

They found multiple different forbidden items on me every time, so maybe that is linked.

Is that intentional?

Edited by Vollkornstulle
Posted

Not sure what's going on, but on a fresh save this mod is showing that I'm thane of Windhelm (isThane_var = True). It's the only city this is happening at and other mods like Public Whore correctly show no thaneship. This is causing Windhelm and only Windhelm to not work properly unless I disable all Thaneship immunities. Using 0.1.4.2.

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