shar181 Posted January 4, 2020 Posted January 4, 2020 7 minutes ago, Monoman1 said: True enough I suppose. Swallow 5 loads in exchange for a key would trade off freedom now for cum addiction later. There also needs to be a way to just beg for cum in general now. I'm loathe to open the begging dialogue view again though *shudders*. Speaking of cum addiction has anyone's character become addicted yet? Too fast, too slow? I'm on SSE, so I might be a version behind... I did get the "pony cumpulsion" effect though, if that's what you mean by "addiction". Happened the first time she was with a horse after updating. ><;
Monoman1 Posted January 4, 2020 Author Posted January 4, 2020 2 hours ago, shar181 said: I'm on SSE, so I might be a version behind... I did get the "pony cumpulsion" effect though, if that's what you mean by "addiction". Happened the first time she was with a horse after updating. ><; No theres cum addiction in the beta. A new 'need' of sorts. No se conversion that I'm aware of. Probably no point in a conversion just yet.
Bane Master Posted January 4, 2020 Posted January 4, 2020 14 hours ago, Tenri said: there might be a script attached to it specifically for the SK scenario. There is - thanks for the heads up!
Lupine00 Posted January 4, 2020 Posted January 4, 2020 2 hours ago, Monoman1 said: True enough I suppose. Swallow 5 loads in exchange for a key would trade off freedom now for cum addiction later. There also needs to be a way to just beg for cum in general now. I'm loathe to open the begging dialogue view again though *shudders*. Don't use DialogViews use the old system. It ends up being simpler (and quicker). If you need a dialog map ... OneNote. I spent ages trying to use views in the Skooma Mod. Awful.
Monoman1 Posted January 4, 2020 Author Posted January 4, 2020 32 minutes ago, Lupine00 said: Don't use DialogViews use the old system. It ends up being simpler (and quicker). If you need a dialog map ... OneNote. I spent ages trying to use views in the Skooma Mod. Awful. I like views in general. They help me visualise and I'm very much a visual guy. It's just that it can get really unwieldy in complex dialogue trees. Adding/moving a topic now in the begging tree can take several seconds on my beefy machine. Totally random addition: I also meant to add paying for the toll with devious keys. 1
aspirine2 Posted January 5, 2020 Posted January 5, 2020 i 'm using your amazing mod with Dark arena ...problem is ...my pc dies and doesn't enter essential state ..so is your mod responsible for this or which one ..if so what should i do to make dark arena play smoothly with all it's features many thanks in advance ..
Lupine00 Posted January 5, 2020 Posted January 5, 2020 16 hours ago, Monoman1 said: They help me visualise and I'm very much a visual guy. That's where OneNote comes in.
shar181 Posted January 5, 2020 Posted January 5, 2020 I'm not 100% certain, but I think that the cursed collar effect is causing certain perk points from the Ordinator mod to be reset. Specifically, the "Intuitive Magic" perk from the Alteration tree, which causes Novice/Apprentice level spells to cost 100% less magicka.
Tenri Posted January 5, 2020 Posted January 5, 2020 1 hour ago, shar181 said: I'm not 100% certain, but I think that the cursed collar effect is causing certain perk points from the Ordinator mod to be reset. Specifically, the "Intuitive Magic" perk from the Alteration tree, which causes Novice/Apprentice level spells to cost 100% less magicka. I believe it is supposed to suppress that perk, because the curse that comes with the collar is meant to prevent the use of magic. while 100% reduced cost would bypass that easily for free and permanently. Does the perk reactivate once you remove the collar?
shar181 Posted January 5, 2020 Posted January 5, 2020 1 hour ago, Tenri said: I believe it is supposed to suppress that perk, because the curse that comes with the collar is meant to prevent the use of magic. while 100% reduced cost would bypass that easily for free and permanently. Does the perk reactivate once you remove the collar? It didn't come back the first time this happened, no... I haven't managed to get out of the collar yet, this time. Edit: I got out the collar, just to test this. The perks didn't return after the collar came off. Even if this is an intended effect, I believe it is a poor design choice; unlocking those perks requires a significant investment in both Alteration grinding and perk points (It's pretty deep in the tree), and that investment shouldn't be undermined just because it makes things easier while collared. The same logic would dictate that Pickpocketing perks be taken away to prevent the player from being able to get keys, or nullify Smithing perks so that, when you lose weapons, you can't just remake them at a forge. This mod is all about finding ways around the limitations that it imposes; a mage who has trained specifically to circumvent the cursed collar should be allowed to do so. Not to mention that, for a pure mage, being limited to Novice and Apprentice spells is pretty inconvenient. It's not like they'll be at full strength; it would be the equivalent of a pure warrior needing to make do with whatever weapons she can scavenge from bandits.
Tenri Posted January 5, 2020 Posted January 5, 2020 1 hour ago, shar181 said: It didn't come back the first time this happened, no... I haven't managed to get out of the collar yet, this time. Edit: I got out the collar, just to test this. The perks didn't return after the collar came off. Even if this is an intended effect, I believe it is a poor design choice; unlocking those perks requires a significant investment in both Alteration grinding and perk points (It's pretty deep in the tree), and that investment shouldn't be undermined just because it makes things easier while collared. The same logic would dictate that Pickpocketing perks be taken away to prevent the player from being able to get keys, or nullify Smithing perks so that, when you lose weapons, you can't just remake them at a forge. This mod is all about finding ways around the limitations that it imposes; a mage who has trained specifically to circumvent the cursed collar should be allowed to do so. Not to mention that, for a pure mage, being limited to Novice and Apprentice spells is pretty inconvenient. It's not like they'll be at full strength; it would be the equivalent of a pure warrior needing to make do with whatever weapons she can scavenge from bandits. I don't use ordinator and it might have been a different perk that was targeted it was a relatively recent change, I remember someone arguing the opposite, that the perk was too easy to get and undermined the curse. I just went and found the post with the update notes, it specifically mentions the 'Descending Light' perk, the second perk for the restoration tree (so a much less difficult accomplishment). And it also said temporary so if it is affecting a different perk permanently then yeah that would be a bug. edit: I agree that if you've put enough effort into circumventing the curse you should be able to. Mages have a harder time suffering without a licence but, also have an easier time in that the drawback can be removed by removing the collar (unless you have curse with no collar), and by only requiring one licence unless you want to use actual armour. 1
Monoman1 Posted January 5, 2020 Author Posted January 5, 2020 1 hour ago, shar181 said: It didn't come back the first time this happened, no... I haven't managed to get out of the collar yet, this time. Edit: I got out the collar, just to test this. The perks didn't return after the collar came off. Even if this is an intended effect, I believe it is a poor design choice; unlocking those perks requires a significant investment in both Alteration grinding and perk points (It's pretty deep in the tree), and that investment shouldn't be undermined just because it makes things easier while collared. The same logic would dictate that Pickpocketing perks be taken away to prevent the player from being able to get keys, or nullify Smithing perks so that, when you lose weapons, you can't just remake them at a forge. This mod is all about finding ways around the limitations that it imposes; a mage who has trained specifically to circumvent the cursed collar should be allowed to do so. Not to mention that, for a pure mage, being limited to Novice and Apprentice spells is pretty inconvenient. It's not like they'll be at full strength; it would be the equivalent of a pure warrior needing to make do with whatever weapons she can scavenge from bandits. Did you clean save the mod at some point? That's the only reason I can think for the perk not to be added back. I was asked by another user to suppress them. I don't use ordonator so I don't care either way tbh. But IMO being able to cast magic while magically cursed doesn't make a lot of sense to me . In any case. Adding perks is one of the easiest things to do with the console.
shar181 Posted January 5, 2020 Posted January 5, 2020 8 hours ago, Monoman1 said: Did you clean save the mod at some point? That's the only reason I can think for the perk not to be added back. I was asked by another user to suppress them. I don't use ordonator so I don't care either way tbh. But IMO being able to cast magic while magically cursed doesn't make a lot of sense to me . In any case. Adding perks is one of the easiest things to do with the console. Even if someone else asked you to add it, please get rid of that feature. It's just one more thing that can go wrong. I get that its easy to re-add perks in the console, but it's a burden that shouldn't really be put on the player. If someone feels the perk is OP (Which they very reasonably could; I usually avoid this perk for exactly that reason), they can very easily manage that themselves by not taking the perk. I really think that no mod should ever be taking your perks away, and if you really want to include it there should be an option in the MCM that says "Disable this if you don't want the mod to touch your perks". The entire reason I took that perk was to deal with the collar; so my mage wouldn't be completely helpless why she had it on. It makes perfect sense to me that a dedicated mage would be able to learn ways around that curse, even if only for simple magic. I thought it was just a cool way for my character to develop around the limitations imposed by Survival. >< Edit: To answer your question, no. I didn't do a clean save. At least not any time recently. 2
Monoman1 Posted January 5, 2020 Author Posted January 5, 2020 2 hours ago, shar181 said: but it's a burden that shouldn't really be put on the player. Let me tell you a thing or two about burden 2 hours ago, shar181 said: If someone feels the perk is OP (Which they very reasonably could; I usually avoid this perk for exactly that reason), Thing is, you can't avoid descending light. It's the second perk up on the center branch of the restoration tree. So if you want to get into restoration then there's no 'not taking it'. Whatever. Like I say I don't use ordinator as I find it very OP. I'll remove the code. Can't be bothered with ordinator anymore so future issues around it will simply be ignored. I go too far out of my way to be compatible with other mods. 1
lordjester29 Posted January 5, 2020 Posted January 5, 2020 If at all possible, I would like to have the clothes license options avalible for all of the different licenses.
Monoman1 Posted January 5, 2020 Author Posted January 5, 2020 14 minutes ago, lordjester29 said: If at all possible, I would like to have the clothes license options avalible for all of the different licenses. I don't understand.
mangalo Posted January 5, 2020 Posted January 5, 2020 13 hours ago, shar181 said: This mod is all about finding ways around the limitations that it imposes; a mage who has trained specifically to circumvent the cursed collar should be allowed to do so. Not to mention that, for a pure mage, being limited to Novice and Apprentice spells is pretty inconvenient. It's not like they'll be at full strength; it would be the equivalent of a pure warrior needing to make do with whatever weapons she can scavenge from bandits. That is one way of seeing things, but certainly not the only one. Everyone can have its own vision of what a mage could do or how powerful he could be. Correct me if I'm wrong, but isn't the vision of this mod to supress the damage power and make your character submit ? What's would the logic behind the mod be if we don't allow beefy warriors to enter cities with their weapons but we still allow mages to basically blow everyone to pieces ? In the end, it all depends on how powerfull we imagine the curse to be, and considering how this is a submission mod, I think a hard and non-forgiving approach is better. I think the decision to remove those perks was the right choice, and I'm not saying your opinion is wrong, however I just wanted to let know that there are people who support the perk removal.
shar181 Posted January 5, 2020 Posted January 5, 2020 1 hour ago, Monoman1 said: Let me tell you a thing or two about burden Please don't; I hear enough about burdens from Lydia. xD 1 hour ago, Monoman1 said: Thing is, you can't avoid descending light. It's the second perk up on the center branch of the restoration tree. So if you want to get into restoration then there's no 'not taking it'. That's technically true, but I handle required-but-unwanted perks by removing them using the console; fortunately, most Ordinator perks don't automatically stop working if you lose a prerequisite after taking it. I did that right away after I got the "Command Lock" perk; that dialogue box every time I tried to use a door got on my nerves super-fast, but I still wanted the Aurification perk which comes after it! I would very much appreciate it if you remove the code for disabling these perks, though. Or at least make it optional, for those who think its a very good addition. 23 minutes ago, mangalo said: I think the decision to remove those perks was the right choice, and I'm not saying your opinion is wrong, however I just wanted to let know that there are people who support the perk removal. I get the desire for a mod about submission to enforce certain limitations on your character, but I think this is one of those times when the player should rely on self-censorship. It's a powerful ability, so if the player wants their character to have their magic abilities completely stymied by the collar they simply shouldn't take an ability which allows them to cast without using magicka. It's sort of like how we pretend that we can't just make a potion worth a thousand gold using only flowers and butterfly wings. Sure, we know that we can do it... but we choose not to because we're supposed to be struggling to make gold. x3
mangalo Posted January 5, 2020 Posted January 5, 2020 7 minutes ago, shar181 said: I get the desire for a mod about submission to enforce certain limitations on your character, but I think this is one of those times when the player should rely on self-censorship. It's a powerful ability, so if the player wants their character to have their magic abilities completely stymied by the collar they simply shouldn't take an ability which allows them to cast without using magicka. It's sort of like how we pretend that we can't just make a potion worth a thousand gold using only flowers and butterfly wings. Sure, we know that we can do it... but we choose not to because we're supposed to be struggling to make gold. x3 Again, it depends on how you see things... I took the perks way before I installed Survival, and they're great in a normal playthrough. But I'm also fine thinking that the curse is so strong (or thinking that blocking magicka is so simple) that it can suppress the perk. I'm personally not a big fan of the self-censorship, like saying "you don't need a chastity belt, just don't have sex" Ultimately, it should be the mod that decides wether it wants to enforce things on you or not.
moddingnoob Posted January 6, 2020 Posted January 6, 2020 Is it possible to get the licenses and sexlab adventures's nudity laws to play nice together? Edit: While still using the randomized options.
Tenri Posted January 6, 2020 Posted January 6, 2020 1 hour ago, moddingnoob said: Is it possible to get the licenses and sexlab adventures's nudity laws to play nice together? Edit: While still using the randomized options. As long as you don't set the clothes licence to always, you should always be able to wear basic clothing/nothing if the law is randomly must be naked. and If you have slaverun you are supposed to be naked in slaverun towns regardless so having crime for not wearing clothes wouldn't make sense
moddingnoob Posted January 6, 2020 Posted January 6, 2020 14 minutes ago, Tenri said: As long as you don't set the clothes licence to always, you should always be able to wear basic clothing/nothing if the law is randomly must be naked. and If you have slaverun you are supposed to be naked in slaverun towns regardless so having crime for not wearing clothes wouldn't make sense Yes, but what if I want it to be random if wearing armor/having weapons is illegal, and you need the license if so?
moddingnoob Posted January 6, 2020 Posted January 6, 2020 When I talk to a guard to pay the toll, he ends up taking my license. Is there a specific person I'm supposed to talk to instead, or what is going on here?
Monoman1 Posted January 6, 2020 Author Posted January 6, 2020 11 hours ago, mangalo said: Again, it depends on how you see things... I took the perks way before I installed Survival, and they're great in a normal playthrough. But I'm also fine thinking that the curse is so strong (or thinking that blocking magicka is so simple) that it can suppress the perk. I'm personally not a big fan of the self-censorship, like saying "you don't need a chastity belt, just don't have sex" Ultimately, it should be the mod that decides wether it wants to enforce things on you or not. I might give this one more shot maybe. It looks like there's nothing actually wrong with the code but a version update process restarted the script that stored the status of your perks. So if it was done while the magic curse was active then your perk status was lost. I might add an option and change the storage of the perks status from a local script variable to a storageutil variable. That way it should 'survive' the script being restarted or clean saves even. 6 hours ago, moddingnoob said: Is it possible to get the licenses and sexlab adventures's nudity laws to play nice together? Edit: While still using the randomized options. Randomized options? I presume you're not using slaverun? I don't know how slaverun works with adventures. But if you set clothes licence to never then you can wear clothes around town without an armor licence thus avoiding bounties for being naked. 4 hours ago, moddingnoob said: When I talk to a guard to pay the toll, he ends up taking my license. Is there a specific person I'm supposed to talk to instead, or what is going on here? Try the beta. I don't think there's any major issues with it anyway. Just drop your existing licences and pick them up again to refresh their ownership status after updating. You should also rebuild your TesEdit patch when updating to the beta. https://www.loverslab.com/blogs/entry/9431-sl-survival-dev-blog/page/11/?tab=comments#comment-46583
Monoman1 Posted January 6, 2020 Author Posted January 6, 2020 Guys. Off-topic. But who the hell is Tasius. And what is he in charge of? Even the dogs in the street keep telling me about him. It's a greeting I keep getting. From everyone. Animals included. Something like: "Don't cross Tasius. He's in charge around here" Any idea what it's from?
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