Tiress Posted September 25, 2019 Posted September 25, 2019 I recently found the mods below and immediately thought it might fit well into SL Survival license system. So I'm throwing it here as an idea.. https://www.nexusmods.com/skyrim/mods/79379/? https://www.nexusmods.com/skyrim/mods/80341/?
Lupine00 Posted September 25, 2019 Posted September 25, 2019 1 hour ago, Tiress said: I recently found the mods below and immediately thought it might fit well into SL Survival license system. So I'm throwing it here as an idea.. https://www.nexusmods.com/skyrim/mods/79379/? https://www.nexusmods.com/skyrim/mods/80341/? Ah yes... I use FMEA and SLD to block crafting myself. FMEA is a good match with SLS, but when you first start out with it, it's a bit of a system-shock. Even if you can use a crafting station, the downsides of doing so are considerable. And harvesting alchemy ingredients will mess you up. You need to allow time to do that, and then allow time to recover; you can't mix it with adventuring unless you want to die. FMEA doesn't do much to stop smithing - mining, yes, but not smithing. I keep trying to convince Monoman that the vendor blocking based on license should be extended in other ways too - perhaps to require you to wear sexy clothes or a bikini before they will deal with you. Access to crafting can be regulated in other ways, it's actually quite easy, code wise, but what would be the conditions? The old pay to use mod seems like a good way. I'd forgotten all about that, though I tried it back when I was mad for poverty mechanics. I don't use Hunterborn, or hunt to speak of, so the hunting mod wouldn't do much for me. But how often do guards see you hunting anyway? It seems like it wouldn't be often.
Tiress Posted September 25, 2019 Posted September 25, 2019 Spoiler 7 hours ago, Lupine00 said: Ah yes... I use FMEA and SLD to block crafting myself. FMEA is a good match with SLS, but when you first start out with it, it's a bit of a system-shock. Even if you can use a crafting station, the downsides of doing so are considerable. And harvesting alchemy ingredients will mess you up. You need to allow time to do that, and then allow time to recover; you can't mix it with adventuring unless you want to die. FMEA doesn't do much to stop smithing - mining, yes, but not smithing. I keep trying to convince Monoman that the vendor blocking based on license should be extended in other ways too - perhaps to require you to wear sexy clothes or a bikini before they will deal with you. Access to crafting can be regulated in other ways, it's actually quite easy, code wise, but what would be the conditions? The old pay to use mod seems like a good way. I'd forgotten all about that, though I tried it back when I was mad for poverty mechanics. I don't use Hunterborn, or hunt to speak of, so the hunting mod wouldn't do much for me. But how often do guards see you hunting anyway? It seems like it wouldn't be often. FMEA has a place in my LO too and as you say, it can make crafting and harvesting quiet dangerous. I thought of the licence more as of another money sink and/or a way to get humiliated. I keep convincing myself to at least try SLD, but every time I see the MCM I have a feeling it would take me hours to figure out and set up properly. Vendors having requirements to trade with you sounds like fun. To go with the license system, having licence to be able to use crafting stations is one option. It might also require consent of its owner who might have requirements of his own. It might also be both so that you'd have to pay for the licence and still do what the owner wants being it simply more money, fetching some materials or something more.. body related. Conditions could be additionaly different depending on whether you are dealing with a man or a woman, but I think at this point it's starting to be more complicated than it might be worth. This is just something that popped in my head at the moment, it would require more thought. I don't really hunt either but here and there I kill some animals for leather or meat to survive and make money.. to survive. This would add the risk of getting a bounty making survival even harder. I was actually asking the same question when I thought about it. You are right. Guards are mostly around the town or a village, not in the wilderness and even if we took patrols from other mods into consideration, it wouldn't be quiet as often as it might seem at first. It doesn't have to be limited to guards though, it might be any humanoid faction that isn't enemy. OR to spice it up even more, it might be random with sneak skill lowering the chance to be spotted.
Lupine00 Posted September 25, 2019 Posted September 25, 2019 1 hour ago, Tiress said: but every time I see the MCM I have a feeling it would take me hours to figure out and set up properly. No. It's easy Step 1 - install SLD Step 3 - profit! But seriously, the sane approach is to add SLD to your game and almost forget about it. Then when you think of something it could do for you, start it up and add a modifier or two. Repeat that process of gradually adding things as you feel a need for them, rather than in one huge setting session. Stick to that rule especially with worn items, or you'll go insane. Regularly save your settings in a slot when you're happy with them, so if something goes wrong, you don't have to do it all again. There's also a facility to just set (almost) any AV you want straight to a value you like, conveniently. Quickly take away all your skills and health on starting a new game. You can also fix your node sizes when some mod messes them up.
Bakon Posted September 25, 2019 Posted September 25, 2019 This may be more onto "monoman's tweaks" but would there be a possibility to toggle/remove the ability to heal your limbs through the amputator framework MCM/shortcut in the future? Could always try to remove the MCM myself, but something along these lines would be great alongside your other changes!
Lupine00 Posted September 25, 2019 Posted September 25, 2019 1 hour ago, Tiress said: To go with the license system, having licence to be able to use crafting stations is one option. I like this BTW. For what it's worth At this point, there's really no obvious MUST HAVE things that SLS should add. Endless things it would be nice to have, but it's doing useful things right now, and there are a few glitches, but there's no obvious missing piece. By glitches, I mean things like wrong dialog in certain situations, or enforcers who don't show up where you'd expect. OK. I burned some to death - and no replacements seem to have been sent. It ended up being a mistake as it resulted in a massive bounty and a whore collar from DCL, but it's fairly minor stuff. Nothing that stops your game or forces a reload or other serious woes.
Lupine00 Posted September 25, 2019 Posted September 25, 2019 8 minutes ago, Bakon said: This may be more onto "monoman's tweaks" but would there be a possibility to toggle/remove the ability to heal your limbs through the amputator framework MCM/shortcut in the future? Could always try to remove the MCM myself, but something along these lines would be great alongside your other changes! I think those are there to fix serious issues when amputator goes awry. Taking it away is like removing console access. Simply erase that MCM from your mind until you genuinely need it.
Tiress Posted September 25, 2019 Posted September 25, 2019 13 minutes ago, Lupine00 said: At this point, there's really no obvious MUST HAVE things that SLS should add. Endless things it would be nice to have, but it's doing useful things right now, and there are a few glitches, but there's no obvious missing piece. Agreed. It wasn't a request, just something interesting I stumbled upon and decided to share, I can definitely have enough fun with what SLS has now.
Millstallone Posted September 25, 2019 Posted September 25, 2019 I have a weird problem again. The dismemberment won't work now. If I get hit with a power attack from a two handed weapon, it'll turn the screen red, and my arm won't be able to use items or magic... but my arm is still attached. I also can't heal my arm despite the game working as if I have no arm. Using Amputation's debug to lop off the arm proper doesn't do anything to remedy the problem. There are no mod conflicts afaik, and TES5Edit shows no overwrites or conflicts with Survival, Amp, or anything else. I also have the updated framework too.
Monoman1 Posted September 26, 2019 Author Posted September 26, 2019 17 hours ago, Millstallone said: I have a weird problem again. The dismemberment won't work now. If I get hit with a power attack from a two handed weapon, it'll turn the screen red, and my arm won't be able to use items or magic... but my arm is still attached. I also can't heal my arm despite the game working as if I have no arm. Using Amputation's debug to lop off the arm proper doesn't do anything to remedy the problem. There are no mod conflicts afaik, and TES5Edit shows no overwrites or conflicts with Survival, Amp, or anything else. I also have the updated framework too. You didn't install the new Amputator framework over the old framework on an existing save did you? And you haven't got both installed right? 23 hours ago, Bakon said: This may be more onto "monoman's tweaks" but would there be a possibility to toggle/remove the ability to heal your limbs through the amputator framework MCM/shortcut in the future? Could always try to remove the MCM myself, but something along these lines would be great alongside your other changes! Like Lupine says, that button is only for debug use. You shouldn't use it unless something's gone wrong. @Tiress Both were actually suggested before. While a hunting licence is interesting I just think guards aren't in the wilds enough for it to work. And most other people in the wilds probably wouldn't care - bandits, vigilants, imperials, stormcloaks - (no hold allegiance) Crafting is more interesting but I don't know about a licence. Seems a bit overboard. Someone suggested needing your own tools, which I think would be easy enough to implement and adds a basic requirement. The equipment owner might also have requirements of their own. On 9/24/2019 at 3:07 AM, Reesewow said: SLUTS redux has generally worked well enough for me as well - a few issues with the crime/Simple Slavery bridging when I tried it a while ago, but there have been some fixes on that since based on the changelog and the unofficial fixes people have posted. The last update from July also apparently added Deviously helpless suspend/resume events and made it so any generic DD items get added back to your inventory automatically after a run, which was definitely an annoyance with Devious Followers (not fun have your earnings instantly offset by your DF escort punishing you repeatedly for not wearing your cuffs immediately after a pony run). I can't claim to have specifically tested these changes myself however. IMO it does definitely work best with an escort, which ties in well with Devious Followers and/or the Survival escort requirement. Either that or getting really good at crushing wolves with the cart. I assume it also has some exposed code for exterior mods to hook into it nicely, since it was added to Simply Slavery fairly quickly. It could definitely be a fun soft-dependency outcome for those that already run it with SL Survival however. One idea for implementation: The SLUTS company has obtained certain exemptions from the Skyrim Jarls for their couriers, to help maintain trade channels in these times of uncertainty. The company has taken full responsibility for their couriers (read - the guards have no responsibility to rescue you) and has already implemented a dress and conduct code becoming of females in Skyrim. What this could mean for the player in terms of SLS - if the player has been recruited as a SLUTS courier in the past, they can insist they have a package to deliver when talking to the toll collectors.. Instead of being required to pay the toll and have an escort - the player is then sent directly to the carriage driver outside and a SLUTS transport mission is started. Extra useful option if it works in the framework of a SLS->SLUTS soft-dependency bridge would be to allow the player to have the option of a random destination or a specific one when getting started. This are the default options in SLUTS Redux for voluntary runs, but I don't know if it would be easily tied into a soft-dependency link. Other random tie-in idea - sometimes a SLUTS run results in the player being stuck as a walking SLUTS billboard (slavetats+forced nudity) for a period of time. SLS might be able to detect this debuff and act upon it. Could be things like Enforcers ignoring you, or the toll system being suspended until the debuff clears since the PC is *obviously* an official courier and doesn't need to pay the toll. So if a player was destitute, wanted to avoid the toll, or is desperately avoiding followers for fear of DF debt - they would have additional options beyond sneaking out of the city and provoking the wrath of the guards for skipping out. Instead of sneaking out, they could leave officially and follower-free.... they'd just have to make it to their destination of choice in one piece while bound, naked and dragging a heavy cart. Good post. I'll think about it. In any case I don't think there'll be any major content added to SLS for a little while. I feel it's in a decent place atm. I'm focusing on other mods for the moment. You can still expect bug fixes though.
pornlover12345 Posted September 26, 2019 Posted September 26, 2019 Hi there, big fan of the mod. Unfortunately, I'm running into an issue with the inequality system, specifically the stats change section. Basically, if I enable stats change, my first arrow shot simply won't do any damage. Subsequent arrows do normal damage. I have no real clue why this is the case, just thought I'd mention it. For now I'm playing with it disabled, which does fix the problem. Thanks for all the great work! EDIT: upon further testing, (by firing a sneak shot, which deals double damage), I can confirm that the first shots do appear to do some damage. Could the appearance of not doing any damage be because the modified NPCs have more health than the bar is showing?
Monoman1 Posted September 26, 2019 Author Posted September 26, 2019 47 minutes ago, pornlover12345 said: Hi there, big fan of the mod. Unfortunately, I'm running into an issue with the inequality system, specifically the stats change section. Basically, if I enable stats change, my first arrow shot simply won't do any damage. Subsequent arrows do normal damage. I have no real clue why this is the case, just thought I'd mention it. For now I'm playing with it disabled, which does fix the problem. Thanks for all the great work! EDIT: upon further testing, (by firing a sneak shot, which deals double damage), I can confirm that the first shots do appear to do some damage. Could the appearance of not doing any damage be because the modified NPCs have more health than the bar is showing? Yup. Male health bars goes above the bars maximum. It's unfortunate that this is how the game displays the fortified health. Likewise female health bars start lower than the bars max. You can double check that you are doing damage by opening the console and clicking the npc. Their health should be displayed on the left somewhere as a number if you have mfg console. Check their health before and after you attack.
Corsayr Posted September 26, 2019 Posted September 26, 2019 12 minutes ago, Monoman1 said: Yup. Male health bars goes above the bars maximum. It's unfortunate that this is how the game displays the fortified health. Likewise female health bars start lower than the bars max. You can double check that you are doing damage by opening the console and clicking the npc. Their health should be displayed on the left somewhere as a number if you have mfg console. Check their health before and after you attack. That one got me too. Right after the update I fought a bandit, he did the normal charge at me thing which I countered with a fus roh da! Then a sprinting power attack on the downed bandit... his health bar barely moved... tried to run but he hit me from behind because he was faster and knocked me down... It was a long night after that. ?
Lupine00 Posted September 26, 2019 Posted September 26, 2019 34 minutes ago, Monoman1 said: It's unfortunate that this is how the game displays the fortified health. Likewise female health bars start lower than the bars max. It's a consequence of the AV percentage "feature" that has a partial fix in SE. The function documented as returning the percentage of real (modified) AV instead returns the percentage of the unmodified value. If you don't use spell effects to modify the AV, but instead modify them directly, you can work around this issue. Then instead of (say) a 200HP bandit having 220HP and an invisible 20HP buffer, they are shown as having 220HP. There are downside of course
donttouchmethere Posted September 26, 2019 Posted September 26, 2019 The good thing with the lowered health of females: You can enslave them all via PAHE right away ? Thx for the health buffer btw, got some follower deaths in low lvl just from changing equipment lol Also my PC can win brawls now! => take that DEC! (against women tho ?, males are like end bosses ?)
Corsayr Posted September 26, 2019 Posted September 26, 2019 I know you JUST SAID you were gonna let SLS sit for a bit to work on some other mods... But! There was this thing going on over in tweaks about BiS, and it got me thinking... cool SLS feature (to me anyway) A strip clothing hot key that removes your clothes and places a bundle on the ground with the clothes in it like a drop able container... a stash. Then have a chance for it to be stolen if NPCs are near. This would be used for stripping before bathing, or before entering a town without the proper garment licensing... or tons of other immersion things. ?I know... back to my corner. 3
Tiress Posted September 26, 2019 Posted September 26, 2019 46 minutes ago, Corsayr said: Then have a chance for it to be stolen if NPCs are near. This would be used for stripping before bathing, or before entering a town without the proper garment licensing... or tons of other immersion things. I like it. And it might even work as an incentive to wear something new making use of all those downloaded outfit and armor mods.
Guest AthenaESIV Posted September 27, 2019 Posted September 27, 2019 So how about pregnancy permits? Could be based off bodymorph or pregnancy belly maybe for max compatibility? Guards catch you pregnant there is some harsh dialog, and some other kind of penalty of your chosing... Obviously buying permits ahead of time would be strange, unless there was some kind of breeding whore license for prostitutes or something, I'm not sure how that would work. My weekly idea for dismissal! \o/ Also hopefully you keep an eye on Lupine's new SLA file, looks like it has tons of potential for mods like yours.
Lupine00 Posted September 27, 2019 Posted September 27, 2019 On 9/23/2019 at 3:02 AM, Monoman1 said: Just wearing them + time. You can check your exp in the Mcm, then wait an hour or two and check again. And yes, all parts count as bikini armor. Could you maybe show in MCM how many bikini and non-bikini parts the PC is wearing? I regret not adding bikini in SLD now. I will fix eventually.
mangalo Posted September 27, 2019 Posted September 27, 2019 13 hours ago, Corsayr said: I know you JUST SAID you were gonna let SLS sit for a bit to work on some other mods... But! There was this thing going on over in tweaks about BiS, and it got me thinking... cool SLS feature (to me anyway) A strip clothing hot key that removes your clothes and places a bundle on the ground with the clothes in it like a drop able container... a stash. Then have a chance for it to be stolen if NPCs are near. This would be used for stripping before bathing, or before entering a town without the proper garment licensing... or tons of other immersion things. ?I know... back to my corner. I like it but if this was to become real I think BiS should make it mandatory to undress first (or at least make it an MCN option) 1
Lupine00 Posted September 27, 2019 Posted September 27, 2019 2 hours ago, mangalo said: I like it but if this was to become real I think BiS should make it mandatory to undress first (or at least make it an MCN option) This would be awesome! Ideally, a patched BIS would always use this feature for you when you wash. Of course you can strip first and hand your clothes to your follower for safe-keeping - what could go wrong? But if you didn't, all clothes (worn or not) would go in the stash. In fact, why stop there? Make ALL your gear go in the stash while you wash! That's way better than the "I don't want to let such and such see me bathing" mechanic. That mechanic is back-to-front. Instead of PC refusing to wash with people nearby, if the PC foolishly decides to wash with people nearby, they might come and ... you know ... take advantage somehow? Steal your clothes, or other things, or just rapes. Except in bath houses, inns and player homes. A follower could then "auto guard" to stash, unless of course thieves distract the follower Creates a whole new use for that "Lucky for you that was just lying around," dialog.
Corsayr Posted September 27, 2019 Posted September 27, 2019 Just now, Lupine00 said: Ideally, a patched BIS would always use this feature for you when you wash. The reason I was thinking of it as separate from BiS is if BiS does it, you will already be in water. Ideally you would want to leave the stash bundle on the shore (if bathing in a lake) or outside the tub (in a bath house).
Bushi Neko Posted September 27, 2019 Posted September 27, 2019 Well, "Bow Daddy" and I had to take some time away from all things gaming. Including obviously breaking various mods. Especially SLS. But we are returning now. We missed a bit here... Well we shall see how playing catch up goes. Spoiler
Lupine00 Posted September 27, 2019 Posted September 27, 2019 21 minutes ago, Corsayr said: The reason I was thinking of it as separate from BiS is if BiS does it, you will already be in water. I thought about that, but it could spawn the container at the follower (if you have one). But on further consideration, BiS could just refuse to let you wash if you have clothes with you ... or anything in your inventory besides quest items ... or it could put quest items in the stash too. It probably needs more thought, but I like the idea of putting all your gear at risk to take a wash.
mangalo Posted September 27, 2019 Posted September 27, 2019 On another topic, is there something blocking you from disabling shouts when being cursed/wearing the collar ? As a mage, staying in a Slaverun city makes you practically powerless but not so much if you can still use shouts. From a game engine point of view, I imagine this must be quite hard to disable, though... Maybe put the player in an eternal shout cooldown ... Or find some quest that has shouts disabled during a scene... Note : I haven't tried using shouts while cursed yet so maybe my comment might be totally useless
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