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Posted
2 hours ago, Monoman1 said:

Ok so this should do it. Sets the licence ownership to 'none' whenever you buy a licence or drop/pick up one. It also seemed to work to fix licences that already have a bad ownership status by dropping and picking them up again. 

So just drop and pick up all the licences in your inventory after adding the fix. 

SLS Licence Ownership Fix for version v0.570.7z 28.03 kB · 2 downloads

 

Obviously, this will be integrated into the next version but I can't post a full update right now as my dev build is a bit of a mess at the moment. 

Good job Monoman ! Thank you, the license doesnt expire anymore

Posted
7 hours ago, Monoman1 said:

Obviously, this will be integrated into the next version but I can't post a full update right now as my dev build is a bit of a mess at the moment. 

Thanks for fixing this. I thought it might just be my game.

 

Can you clarify your experience on ownership?

 

I think that owner None means it's unowned, and you can take it. Everything in the world that is free-for-all is owned by None and is never considered stolen.

This avoids the need for developers to mark things as player owned so that the player can take them.

 

I don't think that Skyrim has a concept of things owned by the player. My guess is that the guard script looks for any ownership, and if there is one, assumes it's an NPC, because vanilla never sets player ownership. At least I think that's how it works from memory of reading about how to configure NPC owned interiors for theft.

Posted
48 minutes ago, Lupine00 said:

Thanks for fixing this. I thought it might just be my game.

 

Can you clarify your experience on ownership?

 

I think that owner None means it's unowned, and you can take it. Everything in the world that is free-for-all is owned by None and is never considered stolen.

This avoids the need for developers to mark things as player owned so that the player can take them.

 

I don't think that Skyrim has a concept of things owned by the player. My guess is that the guard script looks for any ownership, and if there is one, assumes it's an NPC, because vanilla never sets player ownership. At least I think that's how it works from memory of reading about how to configure NPC owned interiors for theft.

Yea, that's what I'm thinking. 

https://www.loverslab.com/topic/108964-mortal-weapons-armors/?do=findComment&comment=2840993

 

Using DropObject() I think can also cause ownership problems as well. I think under certain circumstances an object dropped can inherit the ownership of the cell owner but I don't really understand the conditions. Should it inherit the cell owner or the container owner or the actor itself. I'd presume if it already had an owner it should keep that owner. But that all revolves around object references. Anything placed in the game world with the CK can have the ownership set and I'm think it's Object ref is never destroyed. This is all complicated by MWA that's creating ObjRefs on the fly...

 

If I need to drop the object to create an object ref to that object and dropping an object sets the ownership under certain circumstances at the same time then how do I determine if an object is actually stolen or not.... :S

 

I feel a headache coming on.

Posted
26 minutes ago, Monoman1 said:

If I need to drop the object to create an object ref to that object

I suspect you have to drop it into a cell owned by None to be sure it's ownership won't change.

 

I'm not sure why dropped objects would ever need to become owned by the cell owner.

In what scenario does that benefit vanilla? Or the vanilla from some older TES game?

I don't think it does, so if it happens, it was probably not intended, and the conditions are random buggy conditions...

 

But, maybe there is some case where a None-owned object coming out of the NPC who owns the cell should gain that NPC's ownership?

 

There are clearly some ownership oddities in vanilla, such as the civil war battles that turn all the fortress contents into owned contents.

I suspect this was done on purpose to stop you looting the fortress "for free". You can still rob it though!

 

 

But for SLS/MWA purposes, does exact ownership matter?

All that matters is whether the item is stolen or not. You could make stolen items owned by some dummy actor that sits in a storage cell somewhere, and it would be safe. Stolen-ness is visible "in container" so you don't need a concrete object to determine that.

 

I believe that vanilla does its theft processing (for things like the story manager) at the time of theft, so it can just look at the cell.

Posted
11 minutes ago, jh2014 said:

Does this work with Magno CUM Gaudio (MCG)?

Haven't had any reports of it not working as far as I remember. 

2 hours ago, Lupine00 said:

I suspect you have to drop it into a cell owned by None to be sure it's ownership won't change.

Not always possible of course. Got to drop wherever the player is. 

2 hours ago, Lupine00 said:

I'm not sure why dropped objects would ever need to become owned by the cell owner.

In what scenario does that benefit vanilla? Or the vanilla from some older TES game?

I don't think it does, so if it happens, it was probably not intended, and the conditions are random buggy conditions...

I could be completely mixing this up with PlaceAtMe. I'd have to check it out more. 

 

Posted

Found the True Dragonborn quest by accident, enjoying it so far.

 

Unable to learn spell from reading tome, does this mod has anything to do with it?

Posted
19 minutes ago, jh2014 said:

Unable to learn spell from reading tome, does this mod has anything to do with it?

Highly unlikely. I suspect a different mod to blame.

Posted

A little disparity idea: female shopkeepers have less cash reserve.

Because they're bad at business? Maybe they're just afraid to have too much cash lying around.

e.g. No more than 250 cash reserve on a female vendor when you first start trading (or set cap in MCM).

 

Reduces your ability to sell in most towns. Immersive and practical.

Posted
2 hours ago, jh2014 said:

Found the True Dragonborn quest by accident, enjoying it so far.

What? Never heard of this one. How to trigger it?

Posted
18 hours ago, Lupine00 said:

A little disparity idea: female shopkeepers have less cash reserve.

Because they're bad at business? Maybe they're just afraid to have too much cash lying around.

e.g. No more than 250 cash reserve on a female vendor when you first start trading (or set cap in MCM).

 

Reduces your ability to sell in most towns. Immersive and practical.

How would one do this. Only thing I can think of is modify the LITM lists VendorItemGoldMisc, VendorItemGoldBlacksmith, VendorItemGoldApothecary to be a lot lower and then manually add a new list VendorItemGoldMiscMale to every male merchant container to top up their gold to normal levels. 

 

Edit: Ok so I did this. Works ok except for one itty bitty thing and one massive pain in the hole (there's always something isn't there)

1. Can't separate shared chests like adrianne avenici and Ulfberth - both use the same chest. That's fine, whatever. 

2. Using SetNthCount(Int n, Int count) on the leveled list to dynamically change the vendor gold because I added a slider you can set yourself and *queue drum-roll* 'count' can not be higher than 255.... :sighface:

Honest to god, I'm baffled by the limitations in skyrim some times. So now I've got to create an iteration to add more forms to the list while remaining total is over 255. It's a layer of complication that is just totally fucking unnecessary. 

Posted
10 hours ago, Monoman1 said:

2. Using SetNthCount(Int n, Int count) on the leveled list to dynamically change the vendor gold because I added a slider you can set yourself and *queue drum-roll* 'count' can not be higher than 255.... :sighface:

Yeah. I would have thought that would have worked nicely. Skyrim ... it's like the 128 entry limit on arrays? Why Skyrim why?

A limit that only exists in one place ... the 'new' mechanism for creating an array. Make one with a function and it disappears.

And then there are only functions for certain types... Some have been added by mods, but it remains a nuisance.

Posted
5 hours ago, Lupine00 said:

Yeah. I would have thought that would have worked nicely. Skyrim ... it's like the 128 entry limit on arrays? Why Skyrim why?

A limit that only exists in one place ... the 'new' mechanism for creating an array. Make one with a function and it disappears.

And then there are only functions for certain types... Some have been added by mods, but it remains a nuisance.

And you need to know the exact size of that array when you create it, can't use variables :S

There's ways around this of course but still, extra unnecessary steps.

 

Anyway. /rant.

This is done, but as a consequence I had to set the 'Use All' flag on the vanilla VendorGold lists. It should be a safe edit I think but I really would have preferred not to. 

Now if only I could give Ulfberth more gold than Adrianne but I think the only way to do that is just put some extra gold into Ulfberths inventory but that'd be open to exploitation (pickpocketing) and would need controls so..... 

 

Posted

Hi Monoman. I`m using nomkaz` SSE vers. When I try to use the v1.8d with bikini words patch I get gaps on forearms and calves on some of the tops ie. dwarven, blades. Any Idea what might be causing this? 

Posted
1 hour ago, Razghar said:

Hi Monoman. I`m using nomkaz` SSE vers. When I try to use the v1.8d with bikini words patch I get gaps on forearms and calves on some of the tops ie. dwarven, blades. Any Idea what might be causing this? 

I'm no SE expert but sounds like just the usual bodyslide issue?

Try building the meshes again. The esp isn't body specific so it shouldn't matter if you're CBBE or UUNP. 

Posted
32 minutes ago, Monoman1 said:

I'm no SE expert but sounds like just the usual bodyslide issue?

Try building the meshes again. The esp isn't body specific so it shouldn't matter if you're CBBE or UUNP. 

I very seldom ask for help unless I`v exhausted all my options so believe me when I say I tried everything lol...It`s weird because in bodyslide when I select the bikini tops in question the body is ok but in game the calves and wrist are gone. Without the 1.8 d patch the armors are fine but the bikini Xp dosen`t work so I`m stumped.?

Posted
13 minutes ago, Razghar said:

I very seldom ask for help unless I`v exhausted all my options so believe me when I say I tried everything lol...It`s weird because in bodyslide when I select the bikini tops in question the body is ok but in game the calves and wrist are gone. Without the 1.8 d patch the armors are fine but the bikini Xp dosen`t work so I`m stumped.?

What main bikini file are you running? The SE version might be a little different. Can you provide a link to it. Also maybe a pic in game. 

 

Also you could just add the keyword yourself to the esp that works for you. It might actually be the easier option. There's a guide in post 2 of how to add it via a TesEdit script. If you know what you're doing it can take only like a minute or two. 

'Method 2' is the scripted method. 

Posted
4 minutes ago, Monoman1 said:

What main bikini file are you running? The SE version might be a little different. Can you provide a link to it. Also maybe a pic in game. 

 

Also you could just add the keyword yourself to the esp that works for you. It might actually be the easier option. There's a guide in post 2 of how to add it via a TesEdit script. If you know what you're doing it can take only like a minute or two. 

'Method 2' is the scripted method. 

https://www.nexusmods.com/skyrimspecialedition/mods/9547

Spoiler

20191127185504_1.jpg.4706dfe2c80e80a9c4f4f6d5034ccc87.jpg20191127185006_1.jpg.6961ba583d72c02011c877dab756bd3e.jpg

Hi have to work early tomorrow so I have no time to learn the keywords thing tonight but I will definitely check it out. I`m really enjoying the mod and would love to have the bikibi xp working. I had TAWoBA for years but never actually used them until I tried this mod and works really well with naked dungeons mod cause armor can be destroyed.

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