WhatRules Posted October 17, 2019 Posted October 17, 2019 5 hours ago, Bushi Neko said: That's height. You can normally drop heights down to .82 b4 any safeties kick in to prevent perv type play, tho' some mods are twitchy at other heights. .85 is the limit on how short lots of testing from me and a few have achieved for safe limit. Mostly just of use to kawaii type players or those who shorten their Bosmer or Kitsune / Neko's to look anime. Rapes. I have a few sex attack mods that trigger on if wearing devices. Devious Enslaved sees them also. So I do not mind devices as earned or penalized.. but I don't run the magika curse as being a setup for attack. There are PLENTY of other ways to get myself in trouble with DD's.   ED: Just because... I also crank chastity devices down to near non existent as a punishment. Other than bra's. Those are indeed a punishment if your lugging milk around.. I cant wrap my head around a male society so intent to make women into sexual objects being so chastity belt happy. It's pretty counter productive. So they don't want dwarves to have sex. That's so racist of Bethesda. 3
Bushi Neko Posted October 17, 2019 Posted October 17, 2019 23 minutes ago, saltshade said: So they don't want dwarves to have sex. That's so racist of Bethesda. SHHHH... that's the secret of where they went... celibacy ended them. 2
Monoman1 Posted October 18, 2019 Author Posted October 18, 2019 11 hours ago, Bushi Neko said: where I get a chance to near literally cut off males balls. Many of whom are pictured as more than a few RL dudes near daily Yikes! Anyone got one of those male chastity belts lying about? I'm suddenly feeling very... exposed 9 hours ago, saltshade said: "- Fixed begging for clothes."  What was wrong with it? It was giving food instead of clothes. 7 hours ago, Krazyone said: Time to do some testing...  Have a look at the post I linked anyway. Load your complete load order in TesEdit and search for the FormID and it should bring you straight to topic of interest. Check the conditions on the topic. In the case I posted there is no way for a female character to access the topic as there is a GetIsSex male == 1 condition which is.... weird. 6 hours ago, Xiaron said: I've got what I think is the same bug report, because if it's working as intended I'm a bit confused.  My PC begged, and got the 'scattered gold' reward at the end. However the gold objects required me to steal them or change object ownership to pick them off the floor. This was from Wuunferth in Windhelm in his room in the Jarl's palace.  Also, it's not SLA. That's a different event, this is definitely from SLS. Yea it's just that if the owner of the object isn't specified explicitly when the object is created then it inherits the cells owner. For now just use it in public places. 6 hours ago, AthenaESIV said: Monoman, I read your comment about the dialog for begging being rally complicated, do you have any advice for creating dialog in CK? I made a couple simple things but am about to try a more complex dialog mod to test in my own game... Right now I'm trying to flow chart everything out and give myself plenty of hooks for editing down the road and adding new loops.  I want to make it repeatable like you have done, thought maybe you would have some insight on do and don'ts  Not looking for a guide or huge explanation, just tid bits of knowledge SLS taught you o/ Ehh haven't really got any tips. I usually just wing it I don't think you can have a single root topic extend into multiple dialogue views which would have been useful in the case of the begging topic. I could have separated food/drink/etc into different views but as it is they're all clumped into one. I think dialogue is something you just have to start and see what works and what doesn't. Other than that always click 'show all text'.  Oh and if you're using mod organizer. After you create some new dialogue views and eventually close the CK, Immediately go and move the new dialogue views xmls into your mod's folder. If you forget and your working on multiple mods it can turn into a real pain in the ass later when you want to separate them. 5 hours ago, shar181 said: I can think of one possible solution to this. Instead of just a check to see if the PC is Dragonborn or not, there could be an Intimidation speech check (Maybe modified by fame, infamy, or dragonborn status) when guards or toll collectors try to shake you down. Mmm, maybe. I kind of.... hate speech checks though. Depending on your level of speech they either seem to A) always fails or B) always pass.  I mean I don't want it to be random or anything but still doesn't seem right..... 2 hours ago, valcon767 said: issue 1 (minor) Known issue. I'm not all that bothered about it tbh. Turn off training and you'll rarely have that problem 2 hours ago, valcon767 said: no way (that i saw ..probably just missed it) to turn tolls totally off for a period of time. 'Door lockdown' will unlock the gates.  'Toll evasion' is for dodging the toll but I think you need to turn it off before you abscond. But I'm not sure even that will save you. There's going to be a lot of fringe cases like that that I'm not sure what to do about them. Â
Tenri Posted October 18, 2019 Posted October 18, 2019 Â 2 hours ago, valcon767 said: vanilla questline The Forsworn Conspiracy and No One Escapes Cidhna Mine sends you into the Temple of Talos in Markarth (which technically is out of the city), then the city guards arrest you and throw you in Cidhna Mine (also not part of the city) which results in failure to pay the toll and punishment in Markarth. also the Forsworn are stuck in town at the gate until you go pay a toll to unlock the gates (at which time i always get caught by the toll collector and punished). was wondering if i just missed something that would prevent this issue when doing that questline ?? There is an option in the MCM that allows you to set what city a cell is in, once you get in a cell you think should be safe but the message pops up you can open the MCM then go to the Tolls page and set that cell to Markarth in this example. If that doesn't work would have to modify the cells themselves.
Krazyone Posted October 18, 2019 Posted October 18, 2019 7 hours ago, Bushi Neko said: SL Animation editor is your friend. Plus the magicalautosaving of the new adjustments to each animation for your character or NPC's in each save branch.  I use Sexlab's Animation Editor, all the time. It'a bit limited, as it does not have a Scrub Option. In other words, go through the scenes forward and backwards to tune them to perfection. Unless I'm doing it wrong, which is possible... Or there is another animation editor that does it.  It tends to boil down to, me doing very quick alterations during the sex event. Using Ctrl to just alter single sections, if need be.  Sexlab version 1.63... Wishlist.  No.1 feature I'd like, is the ability to pause the sex scene and scrub forwards and backwards to tweak characters alignments. No.2 feature I'd like is multiple inverse kinematic area locking, locking hands, locking feet and private parts to spots simultaneously. If needed...       This would stop floating body parts, that are meant to be touching.   1 hour ago, Monoman1 said: Have a look at the post I linked anyway. Load your complete load order in TesEdit and search for the FormID and it should bring you straight to topic of interest. Check the conditions on the topic. In the case I posted there is no way for a female character to access the topic as there is a GetIsSex male == 1 condition which is.... weird. ( A reply to me doing some testing for problems, causing Guards to not accept my fines payments. Or accepting any input from me. )  Yeah... thanks. But I've already worked out the problem, which was a corrupted save. That's why I save using separate save slots, every 1 - 3 hours.   I'm not a technical person, but I am a dab-hand at fixing problems. I checked for clashing mods, and found none. So checked the saves, and found it only occurred on 3 recent saves.   I rolled back my save, fixing the problem. If it re-occurs, then I know its definitely a mod clashing problem. But the mods could have only been recent, and that about 3 mods. 1
shar181 Posted October 18, 2019 Posted October 18, 2019 2 hours ago, Monoman1 said: Mmm, maybe. I kind of.... hate speech checks though. Depending on your level of speech they either seem to A) always fails or B) always pass.  I mean I don't want it to be random or anything but still doesn't seem right..... Well, it'll just be up to the player to decide whether or not they want to play along. It's just a matter of the perks they've chosen giving them a way of neutralizing the disadvantages imposed by the mod (without disabling the mod completely). Functionally, its not much different from the fact that my Dragonborn can pluck two flowers and make a potion worth 900 gold, thus being able to leave the cities at will.  And of course, you could always hide the potential intimidation behind a toggle. x3
Wolfsword10 Posted October 18, 2019 Posted October 18, 2019 Are Hearthfire houses safe from theft? I would assume they are a player house type location. The assess stash function says they aren't safe but seems kind of ridiculous that the DLC housing would be unsafe.
valcon767 Posted October 18, 2019 Posted October 18, 2019 4 hours ago, Tenri said: Â There is an option in the MCM that allows you to set what city a cell is in, once you get in a cell you think should be safe but the message pops up you can open the MCM then go to the Tolls page and set that cell to Markarth in this example. If that doesn't work would have to modify the cells themselves. knew there had to be a sertting i was just missing as well done as this mod is. Â thanks for the info so i know what i am looking for. Â btw for those doing Forsworn Conspiracy/No One Escapes Cidhna Mine - there is a workaround for it : Â when you are at the point of getting arrested by the guards in the Temple of Talos if you go pay the toll (to get out of town) then RUN into the Temple you can actually make it there (inside) fast enough that the toll is not reapplied and then you avoid the not paying the toll sequence, but it is a close thing. just figured that out while playing a few minutes ago. Â
Lupine00 Posted October 18, 2019 Posted October 18, 2019 10 hours ago, Monoman1 said: Oh and if you're using mod organizer. After you create some new dialogue views and eventually close the CK, Immediately go and move the new dialogue views xmls into your mod's folder. If you forget and your working on multiple mods it can turn into a real pain in the ass later when you want to separate them. You can use MO with the CK? My CK freezes on exit with MO. Different installs, different machines, same thing.  I don't use views though, I think they're awful.  Did you see my comment on not being able to sell random jewellery items?
Bushi Neko Posted October 18, 2019 Posted October 18, 2019 8 hours ago, Krazyone said: I use Sexlab's Animation Editor, all the time. It'a bit limited, as it does not have a Scrub Option. In other words, go through the scenes forward and backwards to tune them to perfection. Unless I'm doing it wrong, which is possible... Or there is another animation editor that does it.  It tends to boil down to, me doing very quick alterations during the sex event. Using Ctrl to just alter single sections, if need be.  Sorta yes and no while in game... 99% of the time if an animation is off it's visible right at the first stage. The modifications at stage one usually will not vary in further stages. So just setup stage one and move right down the animator edits to match and your done. You should only have to do it once ever per character play thru for any animation. There are a few mods that have setstage options that you can use. SEXLAB TOOLS lets you select any animation any stage any time to tinker. Worth it to me for the visuals to take a minute or two and align an animation the first time I see it in a playthrough then let it restart from stage one. Then it's good from then on. Rarely do I see NPC's waaaaaay out in space regarding animations that have been tinkered. But I have varying sizes on them also, so I try and pay attention.Â
Lupine00 Posted October 18, 2019 Posted October 18, 2019 7 hours ago, valcon767 said: RUN into the Temple you can actually make it there (inside) fast enough that the toll is not reapplied and then you avoid the not paying the toll sequence, but it is a close thing. just figured that out while playing a few minutes ago. You can set the toll time allowance in the MCM, so strictly so much trouble isn't required. If you push it out a bit, you can do things like go onto Riften docks and do things you need to do there without setting the entire outdoor cell Riften.
Monoman1 Posted October 18, 2019 Author Posted October 18, 2019 10 hours ago, Wolfsword10 said: Are Hearthfire houses safe from theft? I would assume they are a player house type location. The assess stash function says they aren't safe but seems kind of ridiculous that the DLC housing would be unsafe. Should be fine (for now at least). The locations have the player home keyword. The assess stash function probably just assumes you're out in the wilds. 4 hours ago, Lupine00 said: You can use MO with the CK? My CK freezes on exit with MO. Different installs, different machines, same thing. Never had any issue. Win7 & win10. 4 hours ago, Lupine00 said: I don't use views though, I think they're awful. They're not great but they do help me visualize. 4 hours ago, Lupine00 said: Did you see my comment on not being able to sell random jewellery items? Yup. Did you see mine?  On 10/17/2019 at 2:45 PM, Monoman1 said: Hum, I don't remember making any changes in that area. Perhaps these certain ones are missing the ArmorJewelry keyword? What licences do you have? Â
legraf Posted October 18, 2019 Posted October 18, 2019 4 hours ago, Lupine00 said: You can use MO with the CK? My CK freezes on exit with MO. Different installs, different machines, same thing. Mmm, I can't explain the crash-on-exit. MO (MO1) and CK have always worked together for me, including compiling scripts once I installed the appropriate fix.
Tenri Posted October 18, 2019 Posted October 18, 2019 7 hours ago, Lupine00 said: You can use MO with the CK? My CK freezes on exit with MO. Different installs, different machines, same thing. My CK freezes and crashes whenever I close it after opening through MO as well, everything saves properly though far as I can tell, and you can just save before quitting otherwise, so it is just a minor inconvenience.
NicoleDragoness Posted October 18, 2019 Posted October 18, 2019 Continuing to give a try to the mod I found two things related to the Kennel: Â 1. Ok. For a poor level-1 or so player it's a choice to have some rest. It's bit a nonsense that the "private" cell costs by default 4 times than an Inn's room. (yeah, yeah, I know, it' configurable ... but still. Â Â The first thing that surprises me is why there is not a Kennel in Markarth? The only place in vanilla Skyrim where someone traines dogs? Â 2. I know that probably there are few players that don't like bestiality, sex with creatures and so on. I blame myself to be one who sees all those things .... disgusting. Â Â So ... if the user doesn't have ANY creature pack installed, why not an "Alternative Kennel" (well, maybe no longer a Kennel) without animals but fullfilled with perverted serial rapers (for example)? In this case the possibilities are pretty infinites. Player raped by the keeper, by the prisoner/s, with or without spectators (aka keeper and/or toll guys). And so on. Â EDIT: Another little non sense: Honeyside in Riften has a direct exit door for the outside the City. Using this door makes me an outlaw. Hmmmmm.
Monoman1 Posted October 18, 2019 Author Posted October 18, 2019 5 minutes ago, NicoleDragoness said: Ok. For a poor level-1 or so player it's a choice to have some rest. It's bit a nonsense that the "private" cell costs by default 4 times than an Inn's room. (yeah, yeah, I know, it' configurable ... but still.   The first thing that surprises me is why there is not a Kennel in Markarth? The only place in vanilla Skyrim where someone traines dogs? Your inn costs 10 gold? That's pretty low... and I'm pretty sure that's not the vanilla cost. I'm nearly sure the lowest is 50 (which is way too low IMO). The bannered mare is 200 gold in my game but that's probably higher than normal. No kennels in other cities because creating them is extremely time consuming. I have an idea to add the same kennel to every city which will be a little odd but will at least give somewhere to sleep in every city without having to build more cells and script the entire thing. Don't know if it'll work yet though. 7 minutes ago, NicoleDragoness said: 2. I know that probably there are few players that don't like bestiality, sex with creatures and so on. I blame myself to be one who sees all those things .... disgusting.   So ... if the user doesn't have ANY creature pack installed, why not an "Alternative Kennel" (well, maybe no longer a Kennel) without animals but fullfilled with perverted serial rapers (for example)? In this case the possibilities are pretty infinites. Player raped by the keeper, by the prisoner/s, with or without spectators (aka keeper and/or toll guys). And so on. If 'Creature content' is disabled then bestiality sex shouldn't happen. You'll just get the kennel keeper every time. I think sleeping down with the animals is still a good way of emphasizing the situation you're in even with creature content disabled. And short answer for why no alternative kennel - take too much time. 12 minutes ago, NicoleDragoness said: EDIT: Another little non sense: Honeyside in Riften has a direct exit door for the outside the City. Using this door makes me an outlaw. Hmmmmm. To be fair, that door is stupid in vanilla anyway. What's the point of the massive wall all around the city if a private citizen has a back way through the walls. I wish it did not exist, it is far from practical. Maybe I'll just board it up permanently. That would make the inside of the house and the exterior look dumb though and there's potential for mod conflicts with player home mods. 1
mercplatypus Posted October 18, 2019 Posted October 18, 2019 10 gold is the actual Vanilla cost for inns. Its why there are so many mods that alter/increase the cost to add challenge with survival mods.
Monoman1 Posted October 18, 2019 Author Posted October 18, 2019 Just now, mercplatypus said: 10 gold is the actual Vanilla cost for inns. Its why there are so many mods that alter/increase the cost to add challenge with survival mods. I stand corrected. But that really is a pittance.Â
Lupine00 Posted October 19, 2019 Posted October 19, 2019 1 hour ago, Monoman1 said: Your inn costs 10 gold? That's pretty low... and I'm pretty sure that's not the vanilla cost No. The vanilla cost is 10 gold. Always has. Â DF bumped it up to 100, and if you play with that, you get used to it, and think 100 is normal for inns. Â Realistic Inn Rental - or whatever it's called - gives costs ranging from 50 to 200. In my game at least. 1
Lupine00 Posted October 19, 2019 Posted October 19, 2019 1 hour ago, Monoman1 said: To be fair, that door is stupid in vanilla anyway. What's the point of the massive wall all around the city if a private citizen has a back way through the walls. This is far from unrealistic as historic precedent goes. Side doors and private exits are a real thing for city walls. What's missing in Skyrim is a bunch of houses built outside the wall, up against it, that have recently been torn down as part of civil war re-fortification. Â Honeyside is aimed at thieves who want covert access to the city, and from a military perspective, that door isn't a big risk. It's not big enough to put a lot of men through in a hurry, and is easily defended. Â I think it makes perfect sense for it to be there, and if you evade the toll with it ... you get what you "deserve" ... or don't if you dodge all the guards ... and that's fun of it. It's no different to a sewer entrance, just less time wasting.
Monoman1 Posted October 19, 2019 Author Posted October 19, 2019 2 minutes ago, Lupine00 said: Honeyside is aimed at thieves who want covert access to the city Covert eh? Nothing says covert like a balcony
Monoman1 Posted October 19, 2019 Author Posted October 19, 2019 13 hours ago, Lupine00 said: You can use MO with the CK? My CK freezes on exit with MO. Different installs, different machines, same thing. Maybe this will help? https://www.nexusmods.com/skyrim/mods/99796
shar181 Posted October 19, 2019 Posted October 19, 2019 3 hours ago, Monoman1 said: To be fair, that door is stupid in vanilla anyway. What's the point of the massive wall all around the city if a private citizen has a back way through the walls. I wish it did not exist, it is far from practical. Maybe I'll just board it up permanently. That would make the inside of the house and the exterior look dumb though and there's potential for mod conflicts with player home mods. I would highly recommend not doing things that could cause conflicts with other mods!  Might there be a way to set it up so that your absence won't be noted unless you leave the area around a city, rather than just depending on the walls? It's a little silly that visiting the Windhelm Docks also counts as leaving the city. xD  Of course, that would probably be a super hard thing to do, unless it could be tied to how many "units" you are away from the city's gate. Kind of like how Hunterborn tracks how far your stash is from a road?
Monoman1 Posted October 19, 2019 Author Posted October 19, 2019 12 minutes ago, shar181 said: I would highly recommend not doing things that could cause conflicts with other mods! Â Might there be a way to set it up so that your absence won't be noted unless you leave the area around a city, rather than just depending on the walls? It's a little silly that visiting the Windhelm Docks also counts as leaving the city. xD Â Of course, that would probably be a super hard thing to do, unless it could be tied to how many "units" you are away from the city's gate. Kind of like how Hunterborn tracks how far your stash is from a road? Well there's a 2 hour 'grace period' (which you can change), so as long as you're back before it expires you should still be fine.Â
Lupine00 Posted October 19, 2019 Posted October 19, 2019 14 minutes ago, shar181 said: Might there be a way to set it up so that your absence won't be noted unless you leave the area around a city There already is in practice. You just need to adjust the time before you're noticed missing in the MCM.
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