Airianna Posted December 13, 2016 Posted December 13, 2016 I need to report an issue, With work around... When starting a new game, and getting to the Markarth prison mission set, this mod interferes with the starting of the quest set, Have to stealth, get behind the guard walking out the door, stand and talk to him from behind to get the mission set started, and be able to go with him quietly. If he makes it outside, it won't matter what guard you talk to, no one is interested on taking you in, just that one guard is required for starting the mission set, and I haven't bothered trying to find him after he leaves, cause stepping outside, the other guards near by, ignore you for the most part.
Mr Sinister Posted December 27, 2016 Author Posted December 27, 2016 I need to report an issue, With work around... When starting a new game, and getting to the Markarth prison mission set, this mod interferes with the starting of the quest set, Have to stealth, get behind the guard walking out the door, stand and talk to him from behind to get the mission set started, and be able to go with him quietly. If he makes it outside, it won't matter what guard you talk to, no one is interested on taking you in, just that one guard is required for starting the mission set, and I haven't bothered trying to find him after he leaves, cause stepping outside, the other guards near by, ignore you for the most part. I am sorry I have not replied, and I am sorry you are having problems. I always feared that Markarth could have an issue but I never encountered one. What part are you having an issue with? Have you had a bounty before the incident?
khumak Posted January 11, 2017 Posted January 11, 2017 Are some guards flagged as gay? I just had what I initially thought was a mod conflict but after some more testing I think this guard is gay. I'm playing a male PC, I'm in Whiterun, I have Lydia and Arissa as followers. If I steal from the guard standing outside Belethor's shop and get caught, he has an option to have sex with me but no option for my followers. If I instead go steal from some other guard I can ask him if he likes my friend and he'll happily have sex with either Lydia or Arissa. If so is there an option to force guards to be straight? I guess I can just pay the bounty or kill the gay ones but I like the follower option better. I'm using Sexlab Trainers, Solutions, Defeat, PaySexCrime, and AmorousAdventures loaded in that order.
Funnybizness Posted January 12, 2017 Posted January 12, 2017 Exactly what I was looking for. Thank you.
Mr Sinister Posted January 19, 2017 Author Posted January 19, 2017 Are some guards flagged as gay? I just had what I initially thought was a mod conflict but after some more testing I think this guard is gay. I'm playing a male PC, I'm in Whiterun, I have Lydia and Arissa as followers. If I steal from the guard standing outside Belethor's shop and get caught, he has an option to have sex with me but no option for my followers. If I instead go steal from some other guard I can ask him if he likes my friend and he'll happily have sex with either Lydia or Arissa. If so is there an option to force guards to be straight? I guess I can just pay the bounty or kill the gay ones but I like the follower option better. I'm using Sexlab Trainers, Solutions, Defeat, PaySexCrime, and AmorousAdventures loaded in that order. I am sorry you are having problems. Guards can reject an offer based on gender (the probability of which can be changed in the options), but there should always be the option to offer followers. It is unlikely a mod conflict, but rather the way the mod selects followers. I will try to improve that. Exactly what I was looking for. Thank you. I am happy to hear that. Thank you for the feedback. Happy New Year! Happy New Year to you. I have had an update for some time but have not got around to testing it properly. I will try to get it done soon.
khumak Posted January 19, 2017 Posted January 19, 2017 Are some guards flagged as gay? I just had what I initially thought was a mod conflict but after some more testing I think this guard is gay. I'm playing a male PC, I'm in Whiterun, I have Lydia and Arissa as followers. If I steal from the guard standing outside Belethor's shop and get caught, he has an option to have sex with me but no option for my followers. If I instead go steal from some other guard I can ask him if he likes my friend and he'll happily have sex with either Lydia or Arissa. If so is there an option to force guards to be straight? I guess I can just pay the bounty or kill the gay ones but I like the follower option better. I'm using Sexlab Trainers, Solutions, Defeat, PaySexCrime, and AmorousAdventures loaded in that order. I am sorry you are having problems. Guards can reject an offer based on gender (the probability of which can be changed in the options), but there should always be the option to offer followers. It is unlikely a mod conflict, but rather the way the mod selects followers. I will try to improve that. Thanks for the reply. In case it makes any difference, the first follower I get is generally not a vanilla follower. It's usually Arissa, a custom follower. I also use Sofia, another custom follower. So by the time I have a PaySexCrime interaction with a guard I generally will have 3 followers, Arissa, Sofia, and Lydia obtained in that order. I'm using AFT as my follower overhaul system. I could get Lydia first if the order I get them in makes any difference. One other question. This mod has an option to use aroused as part of the check to see if a guard rejects you and I do have that checked (I do have Aroused installed now). Does that mean he's less likely than normal to accept if he's not aroused or does aroused always increase the chance based on how aroused he is? I couldn't tell from the MCM menu. Also overall this mod works great and I'm quite happy with it, just a few kinks I haven't been able to get worked out so far.
Mr Sinister Posted January 27, 2017 Author Posted January 27, 2017 Thanks for the reply. In case it makes any difference, the first follower I get is generally not a vanilla follower. It's usually Arissa, a custom follower. I also use Sofia, another custom follower. So by the time I have a PaySexCrime interaction with a guard I generally will have 3 followers, Arissa, Sofia, and Lydia obtained in that order. I'm using AFT as my follower overhaul system. I could get Lydia first if the order I get them in makes any difference. One other question. This mod has an option to use aroused as part of the check to see if a guard rejects you and I do have that checked (I do have Aroused installed now). Does that mean he's less likely than normal to accept if he's not aroused or does aroused always increase the chance based on how aroused he is? I couldn't tell from the MCM menu. Also overall this mod works great and I'm quite happy with it, just a few kinks I haven't been able to get worked out so far. Sorry for the late reply, my internet has been out. Custom followers should work, as should ATF. The order obtained should not change things. The problem is possibly due to the mod checking the area for followers, but your followers are technically in a different area, (as you are on the border of the area,) but I can probably fix that. The way this works with aroused is at an arousal of 32 the guard’s acceptance chance is normal. At lower arousal they are less likely, while higher is more likely. Although there is going to be some customisation option for this. Thank you for the feedback.
karlpaws Posted January 27, 2017 Posted January 27, 2017 Why the Companions in Whiterun also have that dialog option (let's talk about my bounty) as if they were guards? P.S. Can't wait for update, those bounty collectors sounds awesome! Thanks for letting me know, I did not think about them being guards. They will not have that in future versions. Also the new version does not add new bounty collectors; it just adds support for the existing ones. Although if you have ideas let me know. I realize this is a lot late but I guess I forgot to check this thread. I've noticed something similar with the Dawnguard Sentries mod. Sentries added to many small villages and towns will also run up to me when I have a bounty with the "can I ask about my bounty" option but then only give the "I changed my mind" option. I can't try the 1.4.1 option just yet but if anyone else has that mod maybe they can chime in or check. When approached by a guard demanding sex (only situation I have had it happen in so far) I think it would be good to have the "me and my friend" option ignore animal/creature followers since there aren't any animations (that I know of) for that kind of mix. Again quite late but thought I'd mention something that's changed since this was posted. There are a set of wolf and dog male-female-creature animations availble (for a while, in NSAP) and now in Leito's SLAL pack. While I support the removal of creature options from this, I thought I'd mention that in case someone else missed it.
Mr Sinister Posted January 27, 2017 Author Posted January 27, 2017 Why the Companions in Whiterun also have that dialog option (let's talk about my bounty) as if they were guards? P.S. Can't wait for update, those bounty collectors sounds awesome! Thanks for letting me know, I did not think about them being guards. They will not have that in future versions. Also the new version does not add new bounty collectors; it just adds support for the existing ones. Although if you have ideas let me know. I realize this is a lot late but I guess I forgot to check this thread. I've noticed something similar with the Dawnguard Sentries mod. Sentries added to many small villages and towns will also run up to me when I have a bounty with the "can I ask about my bounty" option but then only give the "I changed my mind" option. I can't try the 1.4.1 option just yet but if anyone else has that mod maybe they can chime in or check. When approached by a guard demanding sex (only situation I have had it happen in so far) I think it would be good to have the "me and my friend" option ignore animal/creature followers since there aren't any animations (that I know of) for that kind of mix. Again quite late but thought I'd mention something that's changed since this was posted. There are a set of wolf and dog male-female-creature animations availble (for a while, in NSAP) and now in Leito's SLAL pack. While I support the removal of creature options from this, I thought I'd mention that in case someone else missed it. Thank you for the feedback. Anyone classed as a guard has that dialogue even if it is not appropriate for them. I can probably do something to improve that. Originally I did not account for animals, but they have been removed in the update I still have not released, (unless anyone wants something like that.)
meme supreme Posted January 28, 2017 Posted January 28, 2017 Hey, great mod. Makes starting a thief character when Pickpocket chances are low actually really fun.
khumak Posted January 28, 2017 Posted January 28, 2017 Thanks for the reply. In case it makes any difference, the first follower I get is generally not a vanilla follower. It's usually Arissa, a custom follower. I also use Sofia, another custom follower. So by the time I have a PaySexCrime interaction with a guard I generally will have 3 followers, Arissa, Sofia, and Lydia obtained in that order. I'm using AFT as my follower overhaul system. I could get Lydia first if the order I get them in makes any difference. One other question. This mod has an option to use aroused as part of the check to see if a guard rejects you and I do have that checked (I do have Aroused installed now). Does that mean he's less likely than normal to accept if he's not aroused or does aroused always increase the chance based on how aroused he is? I couldn't tell from the MCM menu. Also overall this mod works great and I'm quite happy with it, just a few kinks I haven't been able to get worked out so far. Sorry for the late reply, my internet has been out. Custom followers should work, as should ATF. The order obtained should not change things. The problem is possibly due to the mod checking the area for followers, but your followers are technically in a different area, (as you are on the border of the area,) but I can probably fix that. The way this works with aroused is at an arousal of 32 the guard’s acceptance chance is normal. At lower arousal they are less likely, while higher is more likely. Although there is going to be some customisation option for this. Thank you for the feedback. Ahh, I hadn't thought about distance. Interesting. My followers do frequently fall behind or wander off. Will have to pay more attention to where they are if it happens again. I actually haven't had that issue in several RL days now so it could be that I had some sort of conflict that's not there anymore. I did run into 1 other oddity. Sometimes a guard will approach me demanding sex even if I have a bounty of zero. Is that normal? Doesn't really bother me, I just though it was supposed to be based on bounty. I do have arousal enabled so maybe he was just horny. Follower sex worked fine.
karlpaws Posted January 28, 2017 Posted January 28, 2017 Thank you for the feedback. Anyone classed as a guard has that dialogue even if it is not appropriate for them. I can probably do something to improve that. Originally I did not account for animals, but they have been removed in the update I still have not released, (unless anyone wants something like that.) While I don't mind animal human human encounters I think they're best left to situational events that make sense. Unless you have a kinky guard that wants your dog more than you, or wants to watch more than pound your face into the dirt doing you doggystyle, I don't see much call for animal use in this mod. If the guard wanted to watch, PC and Follower would always be an option in that case, whether animal, man or mer. The mod would have to check if animal animations are enabled or not and pick a follower based on that (and optionally based on a dialog option). On the other hand, the dawnguard mod I mentioned usually adds 2-3 guards and a husky to places and the husky is always paired with one of the sentries. In that case, if caught by a guard I would think the guard could seek to punish you by letting the dog have you or using one of the three way animations and both dog and guard getting their rocks off. I have had no luck getting Scent of Sex to work, but that seems to be the most free form mod for that kind of encounter. Other mods do not handle creature sex at all, and it seems a stretch to hope that a mod would include dialog options for random NPCs from random mods such that I could walk up to someone and say "Hey, can I get you and your dog to make me a sandwich?" (Ya know, it strikes me that if I knew what was missing in the Sentries mod, I might be able to add a faction or some already in game thing to them, so I could go commit a crime and get myself arrested by a sentry and his dog. Don't think its worth you adding something back in just so I can change a mod for myself.)
Mr Sinister Posted January 28, 2017 Author Posted January 28, 2017 Hey, great mod. Makes starting a thief character when Pickpocket chances are low actually really fun. Thank you, I am happy to know people use and like the mod. Let me know if you have any issues or ideas. Ahh, I hadn't thought about distance. Interesting. My followers do frequently fall behind or wander off. Will have to pay more attention to where they are if it happens again. I actually haven't had that issue in several RL days now so it could be that I had some sort of conflict that's not there anymore. I did run into 1 other oddity. Sometimes a guard will approach me demanding sex even if I have a bounty of zero. Is that normal? Doesn't really bother me, I just though it was supposed to be based on bounty. I do have arousal enabled so maybe he was just horny. Follower sex worked fine. While it may not be completely about distance, having you followers close will help. Yes, guards can approach you, but only if you have enabled it in the options. Thank you for the feedback. Anyone classed as a guard has that dialogue even if it is not appropriate for them. I can probably do something to improve that. Originally I did not account for animals, but they have been removed in the update I still have not released, (unless anyone wants something like that.) While I don't mind animal human human encounters I think they're best left to situational events that make sense. Unless you have a kinky guard that wants your dog more than you, or wants to watch more than pound your face into the dirt doing you doggystyle, I don't see much call for animal use in this mod. If the guard wanted to watch, PC and Follower would always be an option in that case, whether animal, man or mer. The mod would have to check if animal animations are enabled or not and pick a follower based on that (and optionally based on a dialog option). On the other hand, the dawnguard mod I mentioned usually adds 2-3 guards and a husky to places and the husky is always paired with one of the sentries. In that case, if caught by a guard I would think the guard could seek to punish you by letting the dog have you or using one of the three way animations and both dog and guard getting their rocks off. I have had no luck getting Scent of Sex to work, but that seems to be the most free form mod for that kind of encounter. Other mods do not handle creature sex at all, and it seems a stretch to hope that a mod would include dialog options for random NPCs from random mods such that I could walk up to someone and say "Hey, can I get you and your dog to make me a sandwich?" (Ya know, it strikes me that if I knew what was missing in the Sentries mod, I might be able to add a faction or some already in game thing to them, so I could go commit a crime and get myself arrested by a sentry and his dog. Don't think its worth you adding something back in just so I can change a mod for myself.) I cannot promise to do something, but if there is interest in something that fits generally in the scope of the mod, I am happy to try. Animals would be under a separate option, it may be more difficult to do, but I can try.
karlpaws Posted January 29, 2017 Posted January 29, 2017 Thank you for the feedback. Anyone classed as a guard has that dialogue even if it is not appropriate for them. I can probably do something to improve that. Originally I did not account for animals, but they have been removed in the update I still have not released, (unless anyone wants something like that.) While I don't mind animal human human encounters I think they're best left to situational events that make sense. Unless you have a kinky guard that wants your dog more than you, or wants to watch more than pound your face into the dirt doing you doggystyle, I don't see much call for animal use in this mod. If the guard wanted to watch, PC and Follower would always be an option in that case, whether animal, man or mer. The mod would have to check if animal animations are enabled or not and pick a follower based on that (and optionally based on a dialog option). On the other hand, the dawnguard mod I mentioned usually adds 2-3 guards and a husky to places and the husky is always paired with one of the sentries. In that case, if caught by a guard I would think the guard could seek to punish you by letting the dog have you or using one of the three way animations and both dog and guard getting their rocks off. I have had no luck getting Scent of Sex to work, but that seems to be the most free form mod for that kind of encounter. Other mods do not handle creature sex at all, and it seems a stretch to hope that a mod would include dialog options for random NPCs from random mods such that I could walk up to someone and say "Hey, can I get you and your dog to make me a sandwich?" (Ya know, it strikes me that if I knew what was missing in the Sentries mod, I might be able to add a faction or some already in game thing to them, so I could go commit a crime and get myself arrested by a sentry and his dog. Don't think its worth you adding something back in just so I can change a mod for myself.) I cannot promise to do something, but if there is interest in something that fits generally in the scope of the mod, I am happy to try. Animals would be under a separate option, it may be more difficult to do, but I can try. I'm not really thinking you need to do anything else. I've been using the mod for a while (and also like that pickpocket leveling consequence free "exploit"?) but forgot to follow the thread, and since I hardly use followers I never noticed the animal part. I think it would take something special (and a bit of work) to correctly identify a guard with an animal companion, detect if creature sex is enabled, give a dialog option for sex with the animal, guard or both, and then if dog/male/female is selected, put the actors in the scene in the correct order (there seems to be an issue with that for those animations). In my mind, it makes more sense for a mod to support various vanilla scenarios and mod added ones, and supporting or not supporting mods as the cooking or alchemy improvement mods do. Keep the focus simple for now, and if/when Sexlab expands creature support and allows more ad hoc pairings and creature genders then implement extra features in mods like yours. If anything, an option in between anal and two guards could be an animal use. If you can run a check for dogs nearby, similar to a check for the second guard, (and if needed, a check for enabled creature sex) you could have a sometimes available option to put on a show for the guard with anything available. If not only dogs, horses could be another option and if someone doesn't have a mod adding extra people and pets it just wouldn't show up that often. Thematically this fits more as a prison overhaul type mod, changing punishments more than your idea of replacing the bribe option to talk the guard into letting you go.
Mr Sinister Posted January 30, 2017 Author Posted January 30, 2017 I'm not really thinking you need to do anything else. I've been using the mod for a while (and also like that pickpocket leveling consequence free "exploit"?) but forgot to follow the thread, and since I hardly use followers I never noticed the animal part. I think it would take something special (and a bit of work) to correctly identify a guard with an animal companion, detect if creature sex is enabled, give a dialog option for sex with the animal, guard or both, and then if dog/male/female is selected, put the actors in the scene in the correct order (there seems to be an issue with that for those animations). In my mind, it makes more sense for a mod to support various vanilla scenarios and mod added ones, and supporting or not supporting mods as the cooking or alchemy improvement mods do. Keep the focus simple for now, and if/when Sexlab expands creature support and allows more ad hoc pairings and creature genders then implement extra features in mods like yours. If anything, an option in between anal and two guards could be an animal use. If you can run a check for dogs nearby, similar to a check for the second guard, (and if needed, a check for enabled creature sex) you could have a sometimes available option to put on a show for the guard with anything available. If not only dogs, horses could be another option and if someone doesn't have a mod adding extra people and pets it just wouldn't show up that often. Thematically this fits more as a prison overhaul type mod, changing punishments more than your idea of replacing the bribe option to talk the guard into letting you go. Ok, I will not do it unless there is more interest. Thank you for the feedback.
meme supreme Posted January 30, 2017 Posted January 30, 2017 Hey, great mod. Makes starting a thief character when Pickpocket chances are low actually really fun. Thank you, I am happy to know people use and like the mod. Let me know if you have any issues or ideas. I can't really think of anything since the mod is pretty much perfect as is, but maybe per race variables? Guards are always more suspicious of elves, Khajiit and Argonians than they are of the human races so if that reflected in this by making those specific races have less of a chance to have their lower tier offers accepted and have to do more persuasive things it'd be pretty cool. I'm not sure how hard it'd be to actually implement a function that checks for player race and then alters the chance if it gets one of these races, but I dunno, it's pretty much the only thing I can think of.
Vithiss Posted January 30, 2017 Posted January 30, 2017 Once upon a time SD+ had a race+location based variable for naked rape (it may still afaik, I haven't used it in a while) such that, for example, elves had a higher risk rate in Windhelm. That was, afaik, a simpler thing than this mod, but, it might still serve as a template or some such. I do think it would be kind of neat to be able to configure something like a "hold variable" - I am thinking of like a single modifier applied generally to all or most settings to reflect the relative "corruption" of a given hold's guards and/or a race based thing. IMO, though, these are relatively small gains and so would need to be pretty simple to be worth the effort. I do some of this sort of thing on some play-throughs by manually adjusting mcm settings for various mods when I want that sort of thing going on and can continue to do it that way. Thanks again!
Mr Sinister Posted January 31, 2017 Author Posted January 31, 2017 I can't really think of anything since the mod is pretty much perfect as is, but maybe per race variables? Guards are always more suspicious of elves, Khajiit and Argonians than they are of the human races so if that reflected in this by making those specific races have less of a chance to have their lower tier offers accepted and have to do more persuasive things it'd be pretty cool. I'm not sure how hard it'd be to actually implement a function that checks for player race and then alters the chance if it gets one of these races, but I dunno, it's pretty much the only thing I can think of. Once upon a time SD+ had a race+location based variable for naked rape (it may still afaik, I haven't used it in a while) such that, for example, elves had a higher risk rate in Windhelm. That was, afaik, a simpler thing than this mod, but, it might still serve as a template or some such. I do think it would be kind of neat to be able to configure something like a "hold variable" - I am thinking of like a single modifier applied generally to all or most settings to reflect the relative "corruption" of a given hold's guards and/or a race based thing. IMO, though, these are relatively small gains and so would need to be pretty simple to be worth the effort. I do some of this sort of thing on some play-throughs by manually adjusting mcm settings for various mods when I want that sort of thing going on and can continue to do it that way. Thanks again! Thank you for the feedback. Those are good ideas, I will see what I can do.
Mr Sinister Posted February 6, 2017 Author Posted February 6, 2017 Does anyone have any thoughts on each holds feeling towards the different races? Or what the holds' general likeliness to accepting an offer is?
karlpaws Posted February 7, 2017 Posted February 7, 2017 Well, here's a list... I'll put my comments below it, so people can quote and delete my stuff, then add their own as they want. Eastmarch — capital in Windhelm.Falkreath Hold — capital in Falkreath.Haafingar — capital Solitude.Hjaalmarch — capital in Morthal.The Pale — capital in Dawnstar.The Reach — Markarth as its capital.The Rift — capital in Riften.Whiterun Hold — capital in Whiterun.Winterhold — capital in Winterhold. Tribal OrcsRaven Rock Windhelm and the stormcloaks are pretty racist, so they probably wouldn't want to have sex with beast races. Probably less corruption too being all into the struggle from a religious basis, though I'd think they'd be more partial to fellow Nords, and then other humans. Elves they might take your coin and throw you down for a hate fuck but I don't think you have a gold theft part of the mod right now. I don't know if you can do a sliding scale, where some holds give you more time and others less... keeping you on a shorter leash, so to speak? I don't even know what the % chance numbers are or how you calculate these things so this is going to be rough/messy.... Nords +20%, other man, +10%, dunmer +5% (getting paid back one way or another for letting them live there) alt/bosmer/orcs -5% (thalmor plants/(imperial stooges?)) cat,lizard -100% Falkreath is rather small and dour, not much of a jail and I can't think the guards really want to put that much work into things. Should be quicker than average to accept sex and being on the border I'd think they're more open to other races. Though quite split for the Stormcloaks, (I'm looking at Solaf and Bolund, one's more welcoming) the cloud of death over the whole place should make it more open to expressions of life. So maybe +10% to all? Haafingar strikes me as very cosmopolitan and welcoming of all races, being a major port for the Imperials and HQ of the army but probably also a bit more law and order with an actual dungeon and headsman. They should be kinda the flip of Falkreath and equally willing to put anyone in jail, so a -5% to all? Morthal, like Falkreath, is small, lacks a proper jail and is rather depressing and isolated in the marsh. I am not sure what their financial situation would be, but they're probably more willing to take bribes or find entertainment with anyone passing through, as long as you are "passing through" and not staying to create more problems. Again a +10%. Dawnstar is also small, lacks a real jail and is probably hard up, but the Jarl Skald is a real believer and his guards are probably Stormcloaks at home and only because someone has to stay and guard the place. Similar rules to Windhelm but less issues with non-nords, as they have no refugee population. Probably Nords +20%, others +5, any mer, beast or orcs -5. Markarth is a flourishing city but not as open as Solitude. Rather racist to bretons but a thalmor presence, orcish smiths and allied with the Imperials probably not as much of a problem with anyone else. Suspicious of everyone though and really happy to make an involuntary miner out of you, so at best +5% for anyone not a breton, -100% for bretons that are probably just reachmen anyway and belong in Cidna for making trouble. Riften, home of the thieves guild, should be rife with corruption. While affiliated with the stormcloaks, they do not seem to have the racial animosity generally, just certain individuals more outspoken than others. I would say +5-10% but if you could, when done with one guard have a second guard called for "two for one". Optionally, if there was an NPC you could use (maybe Maul or Harrald the jarl's son or some other base game NPC that everyone would have) as a way someone could get double time fucking a thieves guild rep. Whiterun is supposedly a city based on trade. As a major city it has an actual jail with escape route and the guards are willing to put a Alik'r in a cell for making a disturbance, but it also strikes me as a fairly open and free wheeling city though there are nearly no other non-human races present. The guards are never insulting though and people all seem to get along with everyone else more than their own feuding neighbors. I would either say +10% to everyone, or +15% for bounties under 500 and maybe -10 for over 500? Not sure you can do that. Probably can, but the math is messy. Winterhold is such a wreck that they're using an ice cave for a jail. Any reason a guard could have for not having to haul you out there would probably be welcome, and being right on the coast its probably a little colder than average. Likely +5-10% and a Riften style 2-for-1 if you're wearing mage clothing. Orcs will take blood or gold and have no jail, so I'd say either a 0% or 100% for taking your body over your gold. Raven Rock has a bit of a jail but is pretty much all dunmer. They don't seem racist as much as insular though, so they should be willing to bang anyone but might prefer their own a bit more. Potentially +10% for dunmer, +5% for anyone else, maybe -5% if you have a 500+ bounty? My assmption with this is you'd have the base acceptance value set in the MCM and your speech skill, illusion spells that might boost that, items, potions, target arousal and gender preference (if set) all increase your chances, and these numbers are factored in along with all of those to increase or decrease the number you have to beat with your "roll". So... there's my thoughts. Well, that got long.
Vithiss Posted February 7, 2017 Posted February 7, 2017 Not actually answering the question posed, but I wonder: would it be harder to add a list of the holds with a slider for each (with simple value options and not too many of them) to the MCM? You wouldn't have to set hard and fast values then (bypass the figuring it all out stage) and users can customize to their liking and even vary it themselves for things like being a thane in that hold if we want to. Just a thought (partly arsing from my being kind of too tired to think very much).
karlpaws Posted February 9, 2017 Posted February 9, 2017 This may or may not be official, but I have a mod that puts a guard outside the front Windhelm gate and inside the gate to the docks. He has a bit of speech that sounds like it was from the original game and cut, but I'm not sure. He usually says something about "one of those craven imperials" and khajiit have to make a persuasion check to even get in but my orc I'm just trying out he says he has no problem with. Go right in... So perhaps in my original scheme, Nords and orcs could be at +10 and bretons and imperials only +5, potentially with the dunmer if they are not -5 or 10. Altmer and bosmer I'll have to check now, but I'd still suspect them at -5.
Mr Sinister Posted February 11, 2017 Author Posted February 11, 2017 This may or may not be official, but I have a mod that puts a guard outside the front Windhelm gate and inside the gate to the docks. He has a bit of speech that sounds like it was from the original game and cut, but I'm not sure. He usually says something about "one of those craven imperials" and khajiit have to make a persuasion check to even get in but my orc I'm just trying out he says he has no problem with. Go right in... So perhaps in my original scheme, Nords and orcs could be at +10 and bretons and imperials only +5, potentially with the dunmer if they are not -5 or 10. Altmer and bosmer I'll have to check now, but I'd still suspect them at -5. Thank you, your analysis is very helpful. Not actually answering the question posed, but I wonder: would it be harder to add a list of the holds with a slider for each (with simple value options and not too many of them) to the MCM? You wouldn't have to set hard and fast values then (bypass the figuring it all out stage) and users can customize to their liking and even vary it themselves for things like being a thane in that hold if we want to. Just a thought (partly arsing from my being kind of too tired to think very much). Thank you for the feedback. It will likely have customisable options, but I wanted to account for as much as possible, particular what people wanted.
ercramer69 Posted February 11, 2017 Posted February 11, 2017 I have a small request, currently when a guard approaches if another guard is close by your character can be double teamed, however since there are so many animations that allow for more then just threesome. To take advantage of these animations, would it be possible to get a response of you and all your friends can have some fun, or something to that effect? This way when you get stopped during a guard change and there are four guards walking by all four might have some fun before their shift starts.
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