Hex Bolt Posted July 13, 2019 Posted July 13, 2019 Small bug. Activation Center correctly detects that iNeed is installed. However, the Drunk modifier for Sleep Creep is disabled.
Mike-Long Posted July 13, 2019 Posted July 13, 2019 Teutonic, don't want to bother you, but how much time for the next update? (Sorry if the expression is rude, English is not my language) In my testing all the in-game features work almost 100% fine, the major problem is the config files don't loading properly each time I play the game, I must go to the MCM and load each saved json manually. Thank you so much for this great mod.
Teutonic Posted July 13, 2019 Author Posted July 13, 2019 On 7/11/2019 at 7:48 PM, kempo95 said: Is a SE port possible? I tried installing the mod for SE and most of the functions work. Except for the crime function which is the main feature for the mod. I tried saving the esp with the creation kit but that doesn't seem to be enough to port the mod. You don't have to keep updating the SE for me per se, just porting the current version is good enough for me. Would be wonderful ? I am not familiar with all the differences between the editions, so I can not reliably make a port. In how far does the crime function not work? 3 hours ago, Mike-Long said: Teutonic, don't want to bother you, but how much time for the next update? (Sorry if the expression is rude, English is not my language) Thank you so much for this great mod. There are "problems" (I will put it that way) with the feature update. There have been a few bug reports though, so maybe I will throw in another bugfix update. 3 hours ago, Mike-Long said: In my testing all the in-game features work almost 100% fine, the major problem is the config files don't loading properly each time I play the game, I must go to the MCM and load each saved json manually. What exactly do you mean with this though?
Mike-Long Posted July 14, 2019 Posted July 14, 2019 On 7/13/2019 at 11:05 AM, Teutonic said: What exactly do you mean with this though? Some features not stored correctly in the MCM, for example, the multiplier for homosexuality / bestiality in the Crime page.
Hex Bolt Posted July 17, 2019 Posted July 17, 2019 For crime options for weapons, does this mod have an exemption for tools like pickaxe and woodcutter's axe? If not, would you consider adding it? The point came up in the recent discussion for weapon licenses for SexLab Survival. The exception would have to apply to both equipping and possession, since there are places in towns to chop wood and that's a reasonable lawful activity.
Tenri Posted July 18, 2019 Posted July 18, 2019 4 hours ago, HexBolt8 said: For crime options for weapons, does this mod have an exemption for tools like pickaxe and woodcutter's axe? If not, would you consider adding it? The point came up in the recent discussion for weapon licenses for SexLab Survival. The exception would have to apply to both equipping and possession, since there are places in towns to chop wood and that's a reasonable lawful activity. I don't think you need to equip the pickaxe/wood cutters axe to use their respective nodes. Unless you attack them to make the process faster that is, I know that works for mining not sure for woodcutting. That said being allowed to possess the tools would be nice.
Hex Bolt Posted July 18, 2019 Posted July 18, 2019 Good point. I checked wood chopping and the axe is not treated as equipped even though you're animating with it, and I did that right in front of guard with crime set for equipped weapons only. I should have checked that before posting. So the exception for tools would only be needed for possession.
Hex Bolt Posted July 20, 2019 Posted July 20, 2019 I'm finding that unexpected things can trigger the public use of magic crime, due to the way that they were implemented. For example, giving a bard performance in an inn got me a magic use bounty, presumably because the performance was triggered by an invisible spell. Honestly, the performance wasn't bad enough for someone to call the cops. As a suggestion, limit the magic use crime to destruction spells, or consider adding a toggle to limit magic use crimes to destruction magic. Yes that allows for abuse, but I'm finding that right now having the use of magic crime enabled is not practical.
jlttsmiley Posted July 20, 2019 Posted July 20, 2019 5 hours ago, HexBolt8 said: I'm finding that unexpected things can trigger the public use of magic crime, due to the way that they were implemented. For example, giving a bard performance in an inn got me a magic use bounty, presumably because the performance was triggered by an invisible spell. Honestly, the performance wasn't bad enough for someone to call the cops. As a suggestion, limit the magic use crime to destruction spells, or consider adding a toggle to limit magic use crimes to destruction magic. Yes that allows for abuse, but I'm finding that right now having the use of magic crime enabled is not practical. Just wondering if it is possible to link a trigger to the endgame feature. o"r npc comment. A lot of time when the player has a spell equipped in public NPCs will say things like "go cast your fancy magic someplace else or that spell looks dangerous etc which means the game is tracking if the player has a spell equipped . just an idea
Corsayr Posted July 20, 2019 Posted July 20, 2019 5 hours ago, HexBolt8 said: I'm finding that unexpected things can trigger the public use of magic crime, due to the way that they were implemented. For example, giving a bard performance in an inn got me a magic use bounty, presumably because the performance was triggered by an invisible spell. Honestly, the performance wasn't bad enough for someone to call the cops. As a suggestion, limit the magic use crime to destruction spells, or consider adding a toggle to limit magic use crimes to destruction magic. Yes that allows for abuse, but I'm finding that right now having the use of magic crime enabled is not practical. In some ways I kind of like that you can get penalized for things that aren't what they say they are. Guard: You were casting a spell while singing!! DB: No I was just singing. Guard: That is exactly what someone who was casting a spell while singing would say! DB: ? The seemingly random miscarriage of justice is sooo meta. ?
jlttsmiley Posted July 20, 2019 Posted July 20, 2019 9 hours ago, Corsayr said: In some ways I kind of like that you can get penalized for things that aren't what they say they are. Guard: You were casting a spell while singing!! DB: No I was just singing. Guard: That is exactly what someone who was casting a spell while singing would say! DB: ? The seemingly random miscarriage of justice is sooo meta. ? IT WSA A MAGICAL SONG..............
Hex Bolt Posted July 21, 2019 Posted July 21, 2019 16 hours ago, Corsayr said: The seemingly random miscarriage of justice is sooo meta. ? Yep, there's a lot to be be said for being unfairly accused. Unfortunately, this really is killing this feature for me. Bard singing and debug spells trigger a bounty every time. I could just turn the magic crime off and simply not cast spells in town, but that's really limiting. I wanted this feature so that if I'm in a bad situation and choose to risk using magic in public, I can do so and let SL Adventures handle detection and adding a bounty. If the situation is dire enough a bounty could be worth it, and maybe I won't get reported. If I have to turn it off, I lose that, so that's why I brought it up.
Lupine00 Posted July 21, 2019 Posted July 21, 2019 18 minutes ago, HexBolt8 said: Yep, there's a lot to be be said for being unfairly accused. It would, as has been suggested, be better if it was Destruction only. Then all those utilities and extensions that mods add through spells would be allowed. Possibly, restoration could also be banned by option, but a lot of mod spells/added inherent abilities are alteration or illusion. Outliers are candlelight and magelight. You should probably always be punished for such obvious and gratuitous use of magic.
Corsayr Posted July 21, 2019 Posted July 21, 2019 6 hours ago, HexBolt8 said: Yep, there's a lot to be be said for being unfairly accused. Unfortunately, this really is killing this feature for me. Bard singing and debug spells trigger a bounty every time. I could just turn the magic crime off and simply not cast spells in town, but that's really limiting. I wanted this feature so that if I'm in a bad situation and choose to risk using magic in public, I can do so and let SL Adventures handle detection and adding a bounty. If the situation is dire enough a bounty could be worth it, and maybe I won't get reported. If I have to turn it off, I lose that, so that's why I brought it up. I keep the fine for magic pretty low so being fined a lot for it doesn't get out of hand. Of course money is tight in my play through so it is still a hardship, and I have spent some time in jail unjustly. ?
tuxagent7 Posted July 21, 2019 Posted July 21, 2019 Hi everyone, I am trying to see if sleep rape work in my game, have any of you received it ? what were your settings and how did it play out ? Proximity check seems to work except i put it at 2 people to have the check but sleep rape is not in the same settings so it should work separately ? Thanks for the help Edit : Everything works good, i was just lucky (or unlucky)
worik Posted July 21, 2019 Posted July 21, 2019 17 minutes ago, Corsayr said: and I have spent some time in jail unjustly. ? ? The story of my life in Skyrim. It even started with me en route to my beheading. Some of you might have heard what happened in Helgen 1
Hex Bolt Posted July 22, 2019 Posted July 22, 2019 14 hours ago, Corsayr said: I keep the fine for magic pretty low so being fined a lot for it doesn't get out of hand. That's a valid way to do it. It just doesn't work for me, since I want to set the public magic bounty high, enough to really hurt, but still leave me the option to commit the crime if the situation justifies it. The crime rule just needs a little tweaking to ignore debug spells and "non spell" spells.
Tenri Posted July 22, 2019 Posted July 22, 2019 1 hour ago, HexBolt8 said: That's a valid way to do it. It just doesn't work for me, since I want to set the public magic bounty high, enough to really hurt, but still leave me the option to commit the crime if the situation justifies it. The crime rule just needs a little tweaking to ignore debug spells and "non spell" spells. Ignore spells with 0 cost? would be the only way I could think to do that. Assuming that is something you can check, 0 base cost maybe?
Vithiss Posted July 22, 2019 Posted July 22, 2019 11 hours ago, Tenri said: Ignore spells with 0 cost? would be the only way I could think to do that. Assuming that is something you can check, 0 base cost maybe? Would that include shouts and non-spells tied to that key? (for me that would include: bard performances, a couple of SGO3 things, Simple Actions' sleep, sit, & meditate). Shouts don't have "cost" do they? Just wondering.
Tenri Posted July 22, 2019 Posted July 22, 2019 37 minutes ago, Vithiss said: Would that include shouts and non-spells tied to that key? (for me that would include: bard performances, a couple of SGO3 things, Simple Actions' sleep, sit, & meditate). Shouts don't have "cost" do they? Just wondering. IDK, does the crime system even look at shouts and greater/lesser powers as is? I honestly haven't used it much. If it does count shouts/powers, then you would need some other way to identify the difference between "actual powers" and what is "debug/misc in powers cause reasons".
Teutonic Posted July 22, 2019 Author Posted July 22, 2019 I assume it would be sufficient to only trigger the crime if the spell is equipped when it is being cast. Seems unlikely to me modders would equip the spell and then force the player to cast it, then unequip it and equip whatever they had in their hand before. Not to mention it would not go unnoticed. Shouts and powers should also trigger the crime.
Tenri Posted July 22, 2019 Posted July 22, 2019 14 minutes ago, Teutonic said: I assume it would be sufficient to only trigger the crime if the spell is equipped when it is being cast. Seems unlikely to me modders would equip the spell and then force the player to cast it, then unequip it and equip whatever they had in their hand before. Not to mention it would not go unnoticed. Shouts and powers should also trigger the crime. That would prevent issues for things that happen automatically, but a lot of mods have spells/powers that you need to manually equip and cast in order to use the mod effectively. Some examples that you might want to use in towns would be: SGO's main menu power for most of its functions SLSurvival has a couple of powers one of which is even meant to get the guards attention for help STA has a new power to spank NPCs wounds has the treat wounds power from the sounds of it, but IDK as I don't use it, the bard performances are a spell/power you cast EFF has powers for follower management things that I rarely use personally (used to use the teleport but that is like a 1 in 5 CTD button in my experience) hunterborn and campfire each have a bunch of powers but they are mostly for use outside towns RND has some powers but they are not needed (and can be disabled) as everything they do can be done without them puppetmaster/mind control spells to initiate sex scenes various mods have debug spells/powers, but those aren't typically for general play There is a severe lack of consistency between mods for manually activated mod functions, a few can only be done through MCM (generally debug or one time register things), some mods use an activated item from your inventory (ypsFasion and campfire come to mind), some use an activated item outside menus (you make hunterborn cashes this way), many others use spells or powers even a couple use shouts, too many use hotkeys (enough to make the keyboard a minefield of scripts some that activate even while typing in console or when setting hotkeys in MCMs).
Hex Bolt Posted July 22, 2019 Posted July 22, 2019 The bard performance is actually a lesser power, so no spell is equipped. I'd wrongly assumed that SL Adventures was detecting the power's spell effect; I didn't realize that it was also checking powers. I'd think that in general, lesser powers (not shouts) would be benign and shouldn't be treated as criminal use of magic. Khajiit Night Eye is a lesser power. Mods use powers to open a menu or issue commands to followers. The suggestion made earlier to allow zero-cost spells could go a long way toward accommodating debug spells.
DarksideTinkerbell Posted July 23, 2019 Posted July 23, 2019 A couple of Suggestions if they are possible; 1. If you have MME then you can under crimes give Immunity to Nudity Laws if you are a Milk Maid 2. If you have Hormones and are a Bimbo (Bimbo Curse) then the chance to be raped in any situation is increased 3. If using Beastess or Untamed then bestiality chances are increased 4. If you have Shout Like a Virgin then "Multiple Orgasm" proc can also proc being raped just like if you masturbate 5. If you have PSQ then in Succubus Form can be a crime option, also "see Bimbo Curse, Hormones" I know some would be impossible, while others well..? I suggest them only because this Mod is awesome for making the game far richer in the content and how a person plays, it already does a lot in helping to expand on other Mods with a little eventfulness. And changing things around at certain points. But for me when I am a Bimbo walking through town I expect everyone to suddenly go "yeah baby I want you now!!" where once before the Curse they pretty much ignored me unless horny. Or prior to becoming a Milk Maid I always made sure I was dressed or undressed according to the Law, but I have become a proud entrepreneur by now becoming a Milk Maid and everyone loves a Milk Maid so they are expected to walk topless at all times (I mean seriously they have no choice in any case, would not want to damage that precious Milk right?). My thinking would be that maybe the above is an addon to Adventures? But I am no expert just kinky... Thinking more about it, as a seperate MCM with a page for the Mods Optionally Incorporated you could literally set up so prior to say Bimbo Curse or becoming a Succubus the proximity Rape would be normal (you could have it so you might surrender or might not) but once you get Bimbo Curse or become a Succubus then you could have it that not only is there a higher chance that proximity rape procs but you auto surrender, cause what Bimbo or Succubus would say no right?
Hex Bolt Posted August 4, 2019 Posted August 4, 2019 Would you considering supporting Nether's Follower Framework? I noticed that SL Adventures does not recognize followers when I'm using this framework, so the option for Follower Blocks Rape doesn't work. NFF leaves PlayerFollowerCount at zero and uses its own global nwsFollowerCount instead. As a workaround I'm turning proximity rape off when a follower is present. Thank you for your consideration.
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