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Posted

Is it normal to be getting a "stash" notification even when using safe-storage containers? Specifically, the chest beside the player bed in the Thieves Guild is marked Safe by the console, but I got a warning about it being an unreliable stash location when I dropped by armor in there.

Posted
5 hours ago, shar181 said:

I might re-enable some of DCL's actual cursed loot functions... but its just so annoying when I'm running through a dungeon and that shit happens. ><; Plus the dialogue for getting help with yokes never fucking appears for me.

 

yokes and armbinders in dungeons were the bane of my existence for a while there.  there are 2 mods which will handle them fine (imo).

 

Devious Device Helpers -  can help you out of devices (yokes/armbinders) in dungeons and has settings that can make it require a key can also tie you in devices,

  but is consensual, and can adjust where it ties you up, whether you can refuse, can even set it to not tie you with stuff you do not have a key for.

  with the right settings (default) you can actually never get tied in devices by it unless you agree to it.

 

Devious Followers Continued - works both as consensual and not consensual, works as gold sink, has some nice ways to get you in trouble, has some games that

  only occur under specific circumstances. does require tweaking of the MCM to get it adjusted to your game.  will work to get you out of yokes/armbinders.

 

both of those will also get you out of straightjackets also.  

 

recommendation would be for light use and consensual use take Devious Device Helpers, if you want a more devious approach (including getting into more troubles)

use DFC.

 

Posted
1 hour ago, shar181 said:

Is it normal to be getting a "stash" notification even when using safe-storage containers? Specifically, the chest beside the player bed in the Thieves Guild is marked Safe by the console, but I got a warning about it being an unreliable stash location when I dropped by armor in there.

It has been for me, so I 'assume' yes. I ve never asked Monoman1 about it.

Any stash * not * EDIT:  including a created one ( Bards chest, witches sack, hunters cache etc …  ) not in your own owned home  shows it. (Created ones show theft or no theft tho' )

By safe console generally means non regenerating and player enabled. I am not sure SLS made changes to that, other than NO storage anywhere is 100% safe from pilfering by sticky fingered NPCs, but again.. in your home ones.  Tho' some added NPC types can indeed still pilfer if left unescorted in your home...

Posted
7 minutes ago, Bushi Neko said:

It has been for me, so I 'assume' yes. I ve never asked Monoman1 about it.

Any stash * not * EDIT:  including a created one ( Bards chest, witches sack, hunters cache etc …  ) not in your own owned home  shows it. (Created ones show theft or no theft tho' )

By safe console generally means non regenerating and player enabled. I am not sure SLS made changes to that, other than NO storage anywhere is 100% safe from pilfering by sticky fingered NPCs, but again.. in your home ones.  Tho' some added NPC types can indeed still pilfer if left unescorted in your home...

 

Hm. I think Monoman1 ought to consider making the Stash system toggle-able. I could see it causing all kinds of problems with mod-created containers if every single container outside of the player-houses can be stolen from.

 

For example, one of my mods (I'm not sure which, honestly) adds a "spectral chest" to the game. It'll show up at a random location, and upon opening it you're given a spell to summon this chest and use it as your personal extra-dimensional container. Depending on how SLS handles this whole stash thing, I might end up having items stolen from a magical chest that only my character can summon or access. xD

 

And just turning the "items stolen" down to 0 isn't a great solution, 'cause that basically means that every single item you ever dump in a container (just to be rid of the junk) will be there forever. x.x

Posted
13 minutes ago, shar181 said:

 

Hm. I think Monoman1 ought to consider making the Stash system toggle-able. I could see it causing all kinds of problems with mod-created containers if every single container outside of the player-houses can be stolen from.

mmmm….  Not really. Because at 0 doesn't mean things stay forever. Any respawnable chest or container or body will remove items as usual.  No matter what number you have it at.  Only chest that can be seen / found by NPC's are checked.  There are ways to cheat that system therefore.. but in general anything not actually in a cell is safe.  Witches stashes in your inventory.. safe.. Manipulator storage... safe. Both of those are really cheating tho'..   The idea is of course that you can be robbed. Part of the add of the misery of SLS. Or turn to 0 and life stays normal for spawns / respawns.

 

Or of course, just put a chest of any kind where NPC's don't go, and are not likely to find and safe it is.

 

The grove of trees between Whiterun and the Giants camp, I camp there all the time. Where the beehive is?  I leave cache there like every  game.. Never gets robbed.  

 

But in a nutshell.. a summoned chest should not be robbed, because it's not actually in a cell with NPCs to be scanned for. 

Posted
2 hours ago, shar181 said:

Is it normal to be getting a "stash" notification even when using safe-storage containers? Specifically, the chest beside the player bed in the Thieves Guild is marked Safe by the console, but I got a warning about it being an unreliable stash location when I dropped by armor in there.

Safe in the console only means that the container does not respawn. This has no bearing on the stash stealing mechanic. 

57 minutes ago, Bushi Neko said:

Tho' some added NPC types can indeed still pilfer if left unescorted in your home...

Shouldn't happen in player homes. At least the ones correctly flagged as player homes. 

46 minutes ago, shar181 said:

 

Hm. I think Monoman1 ought to consider making the Stash system toggle-able. I could see it causing all kinds of problems with mod-created containers if every single container outside of the player-houses can be stolen from.

 

For example, one of my mods (I'm not sure which, honestly) adds a "spectral chest" to the game. It'll show up at a random location, and upon opening it you're given a spell to summon this chest and use it as your personal extra-dimensional container. Depending on how SLS handles this whole stash thing, I might end up having items stolen from a magical chest that only my character can summon or access. xD

 

And just turning the "items stolen" down to 0 isn't a great solution, 'cause that basically means that every single item you ever dump in a container (just to be rid of the junk) will be there forever. x.x

Hmm. I think having a safe chest you can summon on demand is effectively the same as setting stolen items to 0. And OP IMO. 

But I would agree that more options are needed. 

 

There are fairly safe and convenient places you can create a stash. But no stash outside of player homes is 100% safe. It's just degrees of safer. 

I've had it happen a few times where a DEC approach made an npc follow me out to my fairly safe stash and ended up stealing from it later. 

Posted
3 minutes ago, Monoman1 said:

 

Shouldn't happen in player homes. At least the ones correctly flagged as player homes. 

 

Ack! Correct.. I have no idea why I put that, that way. 

I did indeed mean some add homes can be pilfered.... duh moment?

I blame @donttouchmethere for having me distracted with much multi-tasking...

 

That's the story I am sticking too anyway. 

Posted
24 minutes ago, Bushi Neko said:

Ack! Correct.. I have no idea why I put that, that way. 

I did indeed mean some add homes can be pilfered.... duh moment?

I blame @donttouchmethere for having me distracted with much multi-tasking...

 

That's the story I am sticking too anyway. 

Spoiler

 

 

Posted
3 hours ago, Monoman1 said:

Safe in the console only means that the container does not respawn. This has no bearing on the stash stealing mechanic. 

Shouldn't happen in player homes. At least the ones correctly flagged as player homes. 

Hmm. I think having a safe chest you can summon on demand is effectively the same as setting stolen items to 0. And OP IMO. 

But I would agree that more options are needed. 

 

There are fairly safe and convenient places you can create a stash. But no stash outside of player homes is 100% safe. It's just degrees of safer. 

I've had it happen a few times where a DEC approach made an npc follow me out to my fairly safe stash and ended up stealing from it later. 

I like the idea of the stashes -- especially the way Hunter Stashes are integrated -- but in practice they're a lot like Devious Devices for me. x3 A source of frustration more often than enjoyment. Maybe there could be a way for players to manually set containers to be ignored by your Stash system, should they find one that they think would logically not get robbed. Personally, I think a personal chest in the Thieves Guild ought to be pretty safe, what with their severe rules regarding theft from other members.

 

Was Bushi Neko correct when she said...

 

3 hours ago, Bushi Neko said:

Not really. Because at 0 doesn't mean things stay forever. Any respawnable chest or container or body will remove items as usual.

'Cause if that's the case, I can avoid one of my big annoyances just by setting it to zero. I've been under the impression that Stashes will remain indefinitely, even if the container is one that respawns items. But if not, I can just dump my junk in whatever barrel or alchemist purse I stumble across and be assured that it will all disappear as soon as the container resets. :3

 

3 hours ago, Monoman1 said:

Hmm. I think having a safe chest you can summon on demand is effectively the same as setting stolen items to 0. And OP IMO. 

I would normally agree (that is kind of a problem with the Conjured Shelter in Frostfall), but I think in this particular case its fine. After all, you need to find the chest before you can summon it, and there's no telling where it might be. Having the container is just a nifty reward for thorough exploration! ^_^

Posted
48 minutes ago, shar181 said:

Was Bushi Neko correct when she said...

 

'Cause if that's the case, I can avoid one of my big annoyances just by setting it to zero. I've been under the impression that Stashes will remain indefinitely, even if the container is one that respawns items. But if not, I can just dump my junk in whatever barrel or alchemist purse I stumble across and be assured that it will all disappear as soon as the container resets. :3

She was, and I can say that using the system indeed does not effect your dumped junk.

You have to understand the stashing mechanic. ( Stashes are only legit stashes for SLS if they are a container that a player can actually posses, and is respawn safe. Because theft is irrelevant if a container will respawn the contents anyway :)  )

That being only player ' owned ' containers which are safe from respawn are governed.

Any container that is created is always player owned. ( Unless some mod maker really fubar'd it ) 

Any container that is ' safe ' per console is player use.  ( NOTE USE. Not owned. Just not going to respawn your junk away ) 

Only homes ( if tagged as homes correctly, which I did mis-plain at first as NPC's ) are totally safe. For the same mechanic that keeps DCL out of player homes.

48 minutes ago, shar181 said:

 Personally, I think a personal chest in the Thieves Guild ought to be pretty safe, what with their severe rules regarding theft from other members.

 

Ive been a thief and stolen shit tons of stuff from the guild / members. Nobody cares if you don't get caught... Honor among thieves does not really apply.  If I was a thief and you stashed an uber value or cool item and I wanted it.. darn skippy I would take it.. so do they.  Thus that explained. Besides, safe beds toggle will make a bed like that very hazardous in addition to the possible stealing. 

 

48 minutes ago, shar181 said:

 

I would normally agree (that is kind of a problem with the Conjured Shelter in Frostfall), but I think in this particular case its fine. After all, you need to find the chest before you can summon it, and there's no telling where it might be. Having the container is just a nifty reward for thorough exploration! ^_^

On that I agree...  But I would probably never find it.. I just don't play to explore much anymore.. 

Posted
49 minutes ago, Bushi Neko said:

Ive been a thief and stolen shit tons of stuff from the guild / members. Nobody cares if you don't get caught... Honor among thieves does not really apply.  If I was a thief and you stashed an uber value or cool item and I wanted it.. darn skippy I would take it.. so do they.  Thus that explained. Besides, safe beds toggle will make a bed like that very hazardous in addition to the possible stealing.

Hey, the dragonborn is an amoral psychopath. Don't lump those other thieves in with her. xD

Posted
1 hour ago, Bushi Neko said:

You have to understand the stashing mechanic. ( Stashes are only legit stashes for SLS if they are a container that a player can actually posses, and is respawn safe. Because theft is irrelevant if a container will respawn the contents anyway :)  )

That being only player ' owned ' containers which are safe from respawn are governed.

I don't think SLS cares who owns the container or if it respawns.  (I'd suggested to Monoman1 sometime ago that player owned containers should optionally be exempt from theft, but reworking stashes hasn't been a priority, with the effort that tolls & licenses has needed.)  The mod description for stashes says:

 

"THE barrel. In whiterun.... The place you stash all your shit while you build up enough coin to buy breezehome. Well now stashing your ebony armor and bazillions of gold and gems in a container in the middle of any town with everyone watching is a really terrible idea....  There are only two ways to make sure what you stash is safe:

  1. Stash in a player home. Any location with the keyword LocTypePlayerHouse is not tracked at all.
  2. Stash your stuff in a Hunterborn cache in a remote area away from the road with nobody watching."
Posted
30 minutes ago, HexBolt8 said:

I don't think SLS cares who owns the container or if it respawns.  (I'd suggested to Monoman1 sometime ago that player owned containers should optionally be exempt from theft, but reworking stashes hasn't been a priority, with the effort that tolls & licenses has needed.)  The mod description for stashes says:

 

It very much cares in the case of the conversation with shar.  It's about how the system works doesn't work for removing items of junk.

IE... does the respawn clean up junk you leave like normal in non player use containers that respawn.

Yes. Yes it does.  

Or to be specific.. would his junk despawn if left in respawn containers. Yep. It does.  I clean up POOP mostly that way. Dump it in dead bodies or containers to remove it from the cells quicker than leaving. Also bottles of urine and feces. Selling those things works btw... just fyi. 

Posted
3 minutes ago, Bushi Neko said:

It very much cares in the case of the conversation with shar.  It's about how the system works doesn't work for removing items of junk.

Ah, I misunderstood you then.  I thought you were talking about SLS stash theft, not getting rid of junk by using respawning containers.  Yeah, I sometimes do that too.

Posted

You could also put a few perks in conjuration and conjure a lesser shelter.  No one is going to steal items from oblivion.  Although I don't know if that spell is added by one of my mods or is a vanilla spell.   

Posted
6 minutes ago, JahReit said:

You could also put a few perks in conjuration and conjure a lesser shelter.  No one is going to steal items from oblivion.  Although I don't know if that spell is added by one of my mods or is a vanilla spell.   

Conjure Shelter is a Frostfall spell. A very fun and useful and somewhat OP spell. Doesn't stop me from shamelessly abusing it, though. x3

Posted
1 hour ago, shar181 said:

Conjure Shelter is a Frostfall spell. A very fun and useful and somewhat OP spell. Doesn't stop me from shamelessly abusing it, though. x3

Thanks, didn't know where it came from.  I try not to use it to much.  Normally, conjure, check to see if anything needs dis-enchanting, store, dispel then set up my regular camp.

Posted

I just drop this here for shameless promotion:

> lowers the gold merchants have at low lvl and make SLS even harder

> rises the gold merchants have on higher lvl to a point that your able to sell all those magic weapons and expensive stuff

Posted
19 hours ago, shar181 said:

Hm. I think Monoman1 ought to consider making the Stash system toggle-able. I could see it causing all kinds of problems with mod-created containers if every single container outside of the player-houses can be stolen from.

I find it ... amusing ... when I dump a load of unwanted junk in a dungeon chest, then an instant later re-open it to dump some more and see a message telling me that some of my items are missing.

 

I really want to know who takes them, in the thirty seconds that I was standing next to the chest in a cleared dungeon. The Flash possibly?

Posted
10 hours ago, donttouchmethere said:

I just drop this here for shameless promotion:

> lowers the gold merchants have at low lvl and make SLS even harder

> rises the gold merchants have on higher lvl to a point that your able to sell all those magic weapons and expensive stuff

I prefer https://www.nexusmods.com/skyrim/mods/34612  TRADE AND BARTER as it does that, but allows you to set your economy to a brutal harshness, while controlling restocking, racial hatred / prejudice with merchants.. etc. :) 

39 minutes ago, Lupine00 said:

I find it ... amusing ... when I dump a load of unwanted junk in a dungeon chest, then an instant later re-open it to dump some more and see a message telling me that some of my items are missing.

 

I really want to know who takes them, in the thirty seconds that I was standing next to the chest in a cleared dungeon. The Flash possibly?

Tirik… He got sticky fingers, and into EVERYTHING.

 

38 minutes ago, Lupine00 said:

They fork it into their gourd patch for extra juicy.

Probably, it's still very common in a lot of the world... ? 

 

image.png.d8e110544020cad43fede56737c426eb.png

Posted

I started a new game for reasons unrelated to SLS, but I found that "Loc not known" error when trying to leave the city again. This time it was Solitude, so it wasn't just a thing with Riften. I'm not sure about this, but I think this happens if the MCM settings for Tolls are changed before the first time the player uses a toll box. Specifically, it seems to happen if either...

  • The "Lockdown Toll Doors" option is disabled.
  • The "Enable Toll Evasion" option is disabled.

I'm not sure which of these it is. It might be that both need to be disabled. After I encountered the error I reloaded my last save (when I was still inside Proudspire Manor) and toggled both of those options back on. When I used the toll box again, there was no error.

 

Someone should test this out, when time allows. For all I know it might be a little glitch unique to my game.

Posted
1 hour ago, shar181 said:

I started a new game for reasons unrelated to SLS, but I found that "Loc not known" error when trying to leave the city again. This time it was Solitude, so it wasn't just a thing with Riften. I'm not sure about this, but I think this happens if the MCM settings for Tolls are changed before the first time the player uses a toll box. Specifically, it seems to happen if either...

  • The "Lockdown Toll Doors" option is disabled.
  • The "Enable Toll Evasion" option is disabled.

I'm not sure which of these it is. It might be that both need to be disabled. After I encountered the error I reloaded my last save (when I was still inside Proudspire Manor) and toggled both of those options back on. When I used the toll box again, there was no error.

 

Someone should test this out, when time allows. For all I know it might be a little glitch unique to my game.

like you i also recently started a new game for reasons unrelated to SLS and hit that same error (loc not known).

tested it a bit and found it happened at all 5 walled cities.  by keeping the MCM settings for "Lockdown Toll Doors" and "Enable Toll Evasion" both enabled

until after i payed the toll for the first time the error is just not there. it worked correctly at any of the 5 walled cities provided those settings stayed enabled

until after paying the toll for the first time.

 

at least the knowledge is now here for others that hit that error, and it is fairly easy to solve (just requires a little effort by player).

 

still loving the mod

 

Posted
On 9/14/2019 at 4:57 PM, donttouchmethere said:

Your right! That's why I never start there too.

But that's part of the plan => It is MM1's "good" influence that I try something new.

I will be free from SLS there, that's why there must be another drawback or it would feel like cheating and not like starting a story.

(mainly I don't have to be scared about enforcers all the time while doing blacksmith work)

With my more spawns and unleved enemies it will be even harder and a rush into the wilds will be certain doom.

 

BUT here comes Honeypopcorn Skyrim Overhaul into play.

It adds a lot of hardcore followers there to fight a Riekling epidemic (means it adds also a hardcore amount of Rieklings) => best game start story ever? =D

 

Completely ignored those Solstheim HSO followers so far.

Now they will be an important part to an evolving story!

(normally I grab always the same followers => sexy and pointy ears!, but no cherry picking this time)

 

I will just have to stay a bit in the background during battles (this will fail, a lot lol) and should be careful to not loose a hand or two xD

The whoring part seems inevitable because  DF is set to chaos mode and iNeed follower needs activated.

Also there are limited shops to sell stuff, that will slow gold gathering too.

(a random DD adding even will be my ruin)

All famous last words ^^

Do you know were I can download Honeypopcorns skyrim overhaul? I can only find the LE version in Japanese

Posted
11 minutes ago, valcon767 said:

like you i also recently started a new game for reasons unrelated to SLS and hit that same error (loc not known).

tested it a bit and found it happened at all 5 walled cities.  by keeping the MCM settings for "Lockdown Toll Doors" and "Enable Toll Evasion" both enabled

until after i payed the toll for the first time the error is just not there. it worked correctly at any of the 5 walled cities provided those settings stayed enabled

until after paying the toll for the first time.

 

at least the knowledge is now here for others that hit that error, and it is fairly easy to solve (just requires a little effort by player).

 

still loving the mod

 

Just to make sure, you only have to pay the toll once before disabling the options? For example, if I pay the toll in Solitude and then immediately disable the options, when I go to Riften for the first time I won't get that error when I use the toll box?

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