Heroine HoneyCrotch Posted November 10, 2019 Posted November 10, 2019 17 minutes ago, valcon767 said: SLS does not add anything that MiniNeeds will see as a consumable item. it might cause a need to be fulfilled depending on other things (begging can lead to sex which can be a MiniNeeds need for example.) first i use LE not SSE and have the latest SLS installed. i am using version v0.567 and did a check using TESEdit (while writing this response in fact) i do have all 3 DLCs and a couple of other mods that can affect vampires. SLS has to adjust vampire races for the inequality feature. it does not (in the one i have downloaded and installed) change any head parts for any vampire race. (pic attached showing NordRaceVampire) i would suggest that any who have run into this bug (vampire face not right) do a check on which version you are using and whether it actually changes the head data on vampire races. do you have dawnguard installed?
Heroine HoneyCrotch Posted November 10, 2019 Posted November 10, 2019 11 hours ago, Lupine00 said: Is this what we'd commonly call a "wild edit"? Why does SLS need to modify vampire races? Instead of adding a mod to overwrite SLS, why not simply remove those records from SLS? the races probably got attached to a list, opposed to races being edited is my guess.
Heroine HoneyCrotch Posted November 10, 2019 Posted November 10, 2019 20 minutes ago, valcon767 said: i do have all 3 DLCs and a couple of other mods that can affect vampires. you have all dlc's installed? really? thats funny how your dawnguard isn't referencing the vampire races in tes5edit, weird dawnguard changes the races, this mod reverts them back to vanilla
shar181 Posted November 10, 2019 Posted November 10, 2019 3 minutes ago, Heroine of the Night said: you have all dlc's installed? really? thats funny how your dawnguard isn't referencing the vampire races in tes5edit, weird Dawnguard isn't showing up in my SSEEdit screen, either. :v I hadn't noticed that... I wonder why.
Heroine HoneyCrotch Posted November 10, 2019 Posted November 10, 2019 1 minute ago, shar181 said: Dawnguard isn't showing up in my SSEEdit screen, either. :v I hadn't noticed that... I wonder why. that's cause this mod doesnt have it as master, load ALL mods into xedit, dawnguard 110% touches the vampire races.
Heroine HoneyCrotch Posted November 10, 2019 Posted November 10, 2019 11 hours ago, Lupine00 said: Is this what we'd commonly call a "wild edit"? Why does SLS need to modify vampire races? Instead of adding a mod to overwrite SLS, why not simply remove those records from SLS? i say the thing to do is let xedit add dawnguard as a master and then you can drag dawnguards changes over into Survival, real quick and easy in Xedit, im guessing the races got referenced for a reason
shar181 Posted November 10, 2019 Posted November 10, 2019 1 hour ago, Heroine of the Night said: that's cause this mod doesnt have it as master, load ALL mods into xedit, dawnguard 110% touches the vampire races. I did load all the mods. I don't even know how to load only one mod. xD
mangalo Posted November 10, 2019 Posted November 10, 2019 Suggestion for a future release : make buying lockpicks harder in "enslaved" cities. That way it's really harder for women to escape restraints or even find a way out of the city. What use would a woman have for these anyway ?
Monoman1 Posted November 10, 2019 Author Posted November 10, 2019 Is this not just a load order issue? 1. Skyrim.esm 2. Dawnguard.esm (optional) 3. Survival.esp 4. Vampire appearance mod 5. TesEdit merge patch Survival doesn't care about vampire head parts only that the inequality effect is applied. So let the appearance mod override survival and then your TesEdit patch will add the inequality effect back in with the appearance mod head parts. I don't think dawnguard upgrades vampire appearance....? But it's been so long I don't remember. I'm going to make the TesEdit patch a requirement I think at this stage. Anyone not using one is just daft IMO.
Heroine HoneyCrotch Posted November 10, 2019 Posted November 10, 2019 2 hours ago, shar181 said: I did load all the mods. I don't even know how to load only one mod. xD I use MO, my Dawnguard file is 100% still exactly what it's supposed to be, dawnguard.esm is touching vampire races and if you went into xEdit with dawnguard.esm and it says its not touching vampire races you got some problems with your dawnguard.esm.
Heroine HoneyCrotch Posted November 10, 2019 Posted November 10, 2019 27 minutes ago, Monoman1 said: don't think dawnguard upgrades vampire appearance....?
Monoman1 Posted November 10, 2019 Author Posted November 10, 2019 @Heroine of the Night Oh I know dawnguard makes changes to vanilla vampire races. What I meant was that dawnguard vampires still look like liquid excrement. So most people will probably be running a vampire appearance overhaul of some sort.
Siudhne Posted November 10, 2019 Posted November 10, 2019 Recently I'm always getting "SLS_: Detected player sleeping rough in city but no nearby guards" when sleeping outside (far away from a city or settlement). The message itself I'd click away, but it also unfortunately disrupts the sleep after 1h. Edit: Using sleep everywhere mod. I didn't have the problem before though.
Monoman1 Posted November 11, 2019 Author Posted November 11, 2019 19 hours ago, mangalo said: Suggestion for a future release : make buying lockpicks harder in "enslaved" cities. That way it's really harder for women to escape restraints or even find a way out of the city. What use would a woman have for these anyway ? Who do you buy lockpicks from? General stores? I don't think I've ever bought a lockpick. I'm pretty sure 100% of my lockpicks come from dead bandits. And I have 100s of them stored in my house. Maybe instead the answer is to add lockpick removal to MWA (like food removal, it's much more convenient code-wise to add it there) and increase the value of lockpicks so that they are rarer and more expensive to buy? 1
mangalo Posted November 11, 2019 Posted November 11, 2019 2 minutes ago, Monoman1 said: Who do you buy lockpicks from? General stores? I don't think I've ever bought a lockpick. I'm pretty sure 100% of my lockpicks come from dead bandits. And I have 100s of them stored in my house. Maybe instead the answer is to add lockpick removal to MWA (like food removal, it's much more convenient code-wise to add it there) and increase the value of lockpicks so that they are rarer and more expensive to buy? From what I recall, general stores and blacksmiths, sometimes random merchants like in Riften. Sure, it could go into an automatic removal from MWA, but I still think it fits better with Survival and its inventory check at the gates. Having it done by MWA would feel a bit more like a removal of the item from the game, while having them confiscated fits the narrative better (you could smuggle them, and could be punished for carrying some on you). I got this idea because my character has a strong lockpicking skill and just got into slaverun. Escaping the devices was a piece of cake with lockpicks and I figured that in the end, they are nothing but an item to commit crime - which should be banned from cities. But you could say, as we go down this road, why not ban devices keys etc all together, which is another debate. Anyway, I'm curious to know how the other users would feel about this.
valcon767 Posted November 11, 2019 Posted November 11, 2019 lockpicks - locations i have found them for sale Blacksmiths - 0 to 1 General Goods Merchants - 0 to 7 Fences - 0 to 30 i would suggest making them MUCH more expensive to purchase. another possibility could be have enforcers just outright take them from player whenever they check on papers, with some comment about women should not have thieving tools. if enforcers take the lockpicks they should be just gone for good. and like you i usually get all my lockpicks from dead bandits. if enforcers are taking them away all the time when they find them on you it will make the player think about things even more when going to town. if you do set enforcers to take them, it could make a nice way to increase players need to beg (a new begging dialogue to get a single lockpick). just a souple of thoughts. 1
Monoman1 Posted November 11, 2019 Author Posted November 11, 2019 Hmm. I still think you'd need to make lockpicks rarer in the game world otherwise there'd be no point to increasing their cost or confiscating them at the doors (these two don't seem to work together). In my mind: Enter town, get lockpicks confiscated. Buy lockpicks, get lockpicks confiscated again going out the door. Leave town with no lockpicks. (What's the point of buying lockpicks....?) Find a bandit, kill him, take his lockpicks. (Why did I buy those lockpicks?) Find a chest, open with lockpick. Find more lockpicks + loot. Go back to town, get lockpicks confiscated. Sell stuff you got using lockpicks. And the impact of introducing more expensive lockpicks and lockpick confiscation is net zero really. But at the same time you can't totally remove lockpicks from the game either....
Bound Posted November 11, 2019 Posted November 11, 2019 Saying the impact of confiscating lockpicks (and keys?!) and raising their cost is a net zero because you can just get more is as silly as saying that the licenses and city taxes mechanics are a net zero because you can just get more money. Confiscating lockpicks every time a guard or enforcer catches you with them would make it vastly harder to build up that stockpile. Also merchants and blacksmiths flat out shouldn't sell the things, receipt for fences and other shady types like khajit travelers and the like, but that's a secondary issue if you already risk losing them any time you carry them in the city or through the gates. Add a minor punishment in addition to confiscation for being caught with some (small bounty? pillory time? spanking? stripped so you can't hide any more on you? cuffs or binders for a day? all the above?) and it becomes another potentially kinky difficulty enhancer that would significantly change and challenge rogue type characters. And there's the key to remember, make it more challenging but don't make it impossible. 2
Bushi Neko Posted November 11, 2019 Posted November 11, 2019 2 hours ago, Monoman1 said: Who do you buy lockpicks from? General stores? I don't think I've ever bought a lockpick. I'm pretty sure 100% of my lockpicks come from dead bandits. And I have 100s of them stored in my house. Maybe instead the answer is to add lockpick removal to MWA (like food removal, it's much more convenient code-wise to add it there) and increase the value of lockpicks so that they are rarer and more expensive to buy? They are soooo needed.. Devices, loot... plain doors. Yet lay around like toothpicks. I think MWA is a great thought, but perhaps a chance slider on removal with the cursed addition? Or a toggle for Curse removing on / off? I never use the food toggles myself, because I don't run around overloading on food ( which is easy to do with all our disparity going on ) and with spoilage, my extreme cost of EVERYTHING food is sometimes a more sought loot than Septims. 1
Bushi Neko Posted November 11, 2019 Posted November 11, 2019 2 minutes ago, Bound said: Saying the impact of confiscating lockpicks (and keys?!) and raising their cost is a net zero because you can just get more is as silly as saying that the licenses and city taxes mechanics are a net zero because you can just get more money. Confiscating lockpicks every time a guard or enforcer catches you with them would make it vastly harder to build up that stockpile. Also merchants and blacksmiths flat out shouldn't sell the things, receipt for fences and other shady types like khajit travelers and the like, but that's a secondary issue if you already risk losing them any time you carry them in the city or through the gates. Add a minor punishment in addition to confiscation for being caught with some (small bounty? pillory time? spanking? stripped so you can't hide any more on you? cuffs or binders for a day? all the above?) and it becomes another potentially kinky difficulty enhancer that would significantly change and challenge rogue type characters. And there's the key to remember, make it more challenging but don't make it impossible. This was added while I was adding mine above. THIS.. is a great idea. There was a mod about searching that removed them.. but last I checked it was FUBAR and unusable in LE, something removing them would be the right idea. You know you cant have them, you hide them in cache' like armor etc your not supposed to have in town...
Monoman1 Posted November 11, 2019 Author Posted November 11, 2019 1 hour ago, Bound said: Saying the impact of confiscating lockpicks (and keys?!) and raising their cost is a net zero because you can just get more is as silly as saying that the licenses and city taxes mechanics are a net zero because you can just get more money. Sure. If the first bandit you came across had 3000 gold to cover the cost of a licence. 1 lockpick is as good as 1000 lockpicks if you're good enough. So it's not really the same thing. In any case I meant in the scenario I posted. I'm sure it would have some effect but I don't think it'd be as serious as ye seem to think. First enemy I come across after leaving town is usually a bandit or three. And they almost always have lockpicks.
Monoman1 Posted November 11, 2019 Author Posted November 11, 2019 2 hours ago, Bushi Neko said: I never use the food toggles myself, because I don't run around overloading on food ( which is easy to do with all our disparity going on ) and with spoilage, my extreme cost of EVERYTHING food is sometimes a more sought loot than Septims. It's not really about how much food you carry around with you but just how available it is, or was, at least in my game. Same as lockpicks, every bandit usually had some food and water. So you didn't really need to carry food around with you, just whenever you get hungry whack a couple of bandits and they'll cover you for the next day or two. I will probably replace the toggle with a slider - '% chance to remove food per item'
Hex Bolt Posted November 11, 2019 Posted November 11, 2019 Treating lockpicks as illegal is handled pretty well by Body Search, if that kind of thing is not a good fit as a new features for SL Survival. Body Search is configurable, with a greater chance of avoiding punishment and confiscation if the PC is only carrying a small number. Followers are searched too, so players cannot evade the search that way. This induces me to only carry a few picks at any time, even if plenty are for sale, lest I risk buying several in town and get caught by Body Search on the way out. I have the fine per lockpick set high, so I really don't want to get busted carrying a lot of them. It's a different approach than making lockpicks scarce but it still makes me limit how many I carry. For my own game, I also added a small weight to lockpicks so I wouldn't want to carry 100 anyway. Personally, this feels more realistic than making such a useful item really expensive or rare, and it already exists. 1
Bushi Neko Posted November 11, 2019 Posted November 11, 2019 4 hours ago, Monoman1 said: It's not really about how much food you carry around with you but just how available it is, or was, at least in my game. Same as lockpicks, every bandit usually had some food and water. So you didn't really need to carry food around with you, just whenever you get hungry whack a couple of bandits and they'll cover you for the next day or two. I will probably replace the toggle with a slider - '% chance to remove food per item' I know. I get the gist. Tho' it's not that abundant for me. Lockpicks tho'... like toothpicks or pocket candy. Everywhere. I am more into the lockpick thing. If you don't have DCL pulling them off you every time you hit a stumble you can build those things up. Way up. 4 hours ago, HexBolt8 said: Treating lockpicks as illegal is handled pretty well by Body Search, if that kind of thing is not a good fit as a new features for SL Survival. That' the one I was speaking about earlier. I had not messed with it in a bit, but when I did it was so fubar... I am going to take your endorsement as a it got worked on? EDIT: Correction, I had to go back and check what I had posted. Then I remembered I had pulled it because of a conflict with something, I want to say POP at the time? Or DCL? Anyway I had forgotten about it until it came up here about lockpicks. Otherwise, it did work well. 1
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