Katie schnurr Posted January 22, 2020 Posted January 22, 2020 your followers can rob you sleeping in the house to mine have 2 times so far
Corsayr Posted January 22, 2020 Posted January 22, 2020 9 hours ago, donttouchmethere said: you can disable "followers don't carry contraband" in SLS MCM. I often have no licences while they are all activated and followers still carry everything after disabling that option. Should be 3 checkboxes I think. Those check boxes are grey'd out because I disabled licenses, so I have to enable and uncheck, then disable again and that should work you think? I'll try anything! ?
donttouchmethere Posted January 22, 2020 Posted January 22, 2020 27 minutes ago, Corsayr said: Those check boxes are grey'd out because I disabled licenses, so I have to enable and uncheck, then disable again and that should work you think? I'll try anything! ? oh, lol, that's bad if those boxes only work if licences are activated it's skyrim, your tactic might even work if not, I'm sure you have monoman1's attention now⚠️ or just set licences prices to zero? just checked, 50gold is min, but still that is like disabled also, why did you never tell me how much fun it is to play a female bosmer elf in a world full of racist and sexist nord? oh, and if you want to change NPC equipment without a follower mod you could use SUM or Dress up lover
Hex Bolt Posted January 22, 2020 Posted January 22, 2020 40 minutes ago, Corsayr said: I'll try anything! ? That was easy. Usually it takes a lot of alcohol to get a gal to say that. ? 1
Corsayr Posted January 22, 2020 Posted January 22, 2020 3 hours ago, donttouchmethere said: also, why did you never tell me how much fun it is to play a female bosmer elf in a world full of racist and sexist nord? Didn't you read my blog??? ?
Corsayr Posted January 22, 2020 Posted January 22, 2020 3 hours ago, donttouchmethere said: oh, and if you want to change NPC equipment without a follower mod you could use SUM or Dress up lover Actually I use Utopium's Utilities Which has a feature that lets you directly access any NPC inventory like a chest. But that didn't work either, she just threw the stuff back at me and told me to carry my own contraband... Haven't had a chance to test after re-enabling and un-checking, then re-disabling... I needed to do a full restart for other reasons related to MWA not working right P.S. Hey MM1 I'll be posting in MWA and in a couple of minutes... ?
tuxagent7 Posted January 22, 2020 Posted January 22, 2020 18 hours ago, Corsayr said: But seriously, is there a way to make it so I can give my follower better weapons and gear to fight with? (The follower in question is the Housecarl from Falkreth I forget her name.) I am not using any follower mods besides DFC. Hi corsayr, What i did to give follower better armor and weapons and to make it accept it. I put myself in fighting stance (draw weapons) and then talked to give them the weapon and armor and they equip it instantly. You may have to get rid of their old stuff Try that, it should work and i use nether follower framework 1
Lupine00 Posted January 23, 2020 Posted January 23, 2020 9 hours ago, HexBolt8 said: Without a way to mark some containers as off-limits, the system unfortunately isn't practical for my games. I think a simple range check would cover almost every practical case. i.e. If the player is less than range X from the container, it's not eligible for theft. It would protect chests by your bed, while you are sleeping there, or simply pulling stuff in and out of it. It would protect your pack when you put it down, right in front of you. It would protect chests in dungeons that you're standing in front of. The latter isn't a real problem, it's just ... strange ... to be told that all your things are there, or some are missing, when you re-open a chest in a dungeon that you dumped garbage into. It seems perfectly reasonable (to me) to disable the feature for dungeons altogether as it doesn't make a lot of sense and doesn't improve gameplay in any way I can see. The lack of an option to choose whether you want theft in player homes on or off, and the lack of an ability to set a range within which you are effectively "guarding" the container makes this feature feel less finished than some newer parts of SLS. It feels a bit lost in time; a hangover from the earlier days of SLS when it was (primarily) a patch together of three disparate features: map+compass, container theft, and city-exit tolls. Licenses transformed the toll feature into the core of the mod and adding bikinis to that extended it. Map+compass is one of those things where you could wish that map and compass were separated into distinct items, but it's not a deal-breaker... Spoiler Map item determines whether you can bring up the map or not, and also causes the range on the compass guide icons to collapse to about 1024 if you have no map (visual range). Compass item determines whether the compass appears on the HUD. You could then have one without the other, and it would work. Having a compass but no map is still a lot better than not having either. The map though ... not sure ... maybe it's possible to hide the player icon/arrow on the map if you have no compass. Not sure about that. Either way, still would be ok. I know this idea was brought up before, but at the time I'd forgotten about being able to easily adjust the range on the compass way-point markers. Tolls obviously got lots of love, but container theft... Initially I just hated it, but I've come to like the idea, just not finding it useful with the current implementation. So I guess the luxury gold-plated version of container theft would look like this: Spoiler Option to enable/disable by location type: player-homes, other dwellings, town/city (exteriors), settled areas, wilderness, dungeon. (Or have a 'chance' slider for each location type that impacts the chance and rate of theft. Safe range slider - containers within the range are protected from thefts. Theft delay slider - how long you have to be out of range of a container before an NPC dives in and loots it. Prefer valuable items enable/disable - NPCs steal the portable wealth first. Ignore zero-value items enable/disable - NPCs do not steal things with zero value (or zero weight?) Zero value or weight items are typically quest items, or old zaz objects. And finally, a tricky feature - possibly can't even be done - guards police containers toggle - guards will chase people for stealing from your container, but will prevent you from dumping stuff in the city (if they see you). So, with this feature, putting stuff in the barrel by the smith in Whiterun would get you harassed and punished by guards, because it's not yours. However, if you put your pack down and walk out of safe range, the guards would arrest Nazeem for stealing from it, and then harass and fine you for leaving your pack unattended like a stupid woman with no grasp of how to protect herself from thieves. This would then naturally extend into the guards protecting your ALL IMPORTANT vegetable stall from theft. Clearly, you need to add a chance of theft within safe-range - only for low morality NPCs - to make this more exciting. Then some lout can rob your vegetable stall, and guards will immersively chase and fine them, and then they'll come and tell you off for "letting" it happen. Not really expecting any of this, but it's ... interesting. 1
Corsayr Posted January 23, 2020 Posted January 23, 2020 On 1/11/2020 at 6:05 PM, Tenri said: @CynicalCore Yeah in that case for whatever reason it isn't unloading the gate. try this script. It should change the Toll box to recalculate the toll when you activate it to pay, I tried to make it respect the increased cost for Slaverun enslaved town and 'jobs' completed to reduce the cost of the toll. Haven't tested it at all but I expect it should work. SLS TollBoxRecalculatesToll.7z 2.42 kB · 2 downloads FYI I never got the chance to mention it before, but this totally fixed my toll gate issue! Thank you! ?
Hex Bolt Posted January 23, 2020 Posted January 23, 2020 2 hours ago, Lupine00 said: So I guess the luxury gold-plated version of container theft would look like this: If we're gold plating it, I'd add a chance for items to be added, because not everyone's an outright thief. Some are just folks in desperate need. So you've been defeated, robbed, stripped, and locked in restraints. Fortunately you got away and finally managed to reach one of your emergency caches in the wilderness. You're saved! Or maybe not. In place of restraints keys and lockpicks you find a few septims and a couple of apples. That well-tempered Blade of Ass-Whooping is gone but there's an iron dagger instead. Your backup set of armor is gone but in its place there's fur armor and beggar rags. Potions are gone but at least you find a plain silver ring or a garnet, real useful stuff! You're not 100% screwed, just 90%. The person who took your stuff left you things that he could. In that example, if you can escape those restraints then you have armor, clothing, a weapon, a few coins, a bit of food, and a miscellaneous item to sell. Some people will simply take things, but others might leave what they can. And it's almost worse getting a miserable low level item in place of something nice that you had in there. 2
Lupine00 Posted January 23, 2020 Posted January 23, 2020 1 hour ago, HexBolt8 said: You're not 100% screwed, just 90%. The person who took your stuff left you things that he could. In that example, if you can escape those restraints then you have armor, clothing, a weapon, a few coins, a bit of food, and a miscellaneous item to sell. Some people will simply take things, but others might leave what they can. And it's almost worse getting a miserable low level item in place of something nice that you had in there. I like that idea for real stashes. It would be silly for player homes, or your backpack though. If somebody does burgle your player home container, it's because they're a thief and they broke into your house to rob you. To support both use cases, how do we tell them apart? As we know the current open container, presumably MCM options could act on that (last container opened), to register otherwise unknown containers as being of a certain kind.
donttouchmethere Posted January 23, 2020 Posted January 23, 2020 On 1/21/2020 at 10:05 PM, Katie schnurr said: ok is there a way to fix alvors store. i hate just dropping junk in the world but my follower was encumbered and me and my horse,or better yet i wander can i drop the world of bikini armors esp and just use monomans use this for your loot issues: pocket mimic sloves all you encumbered issues and still prevents you to have endless weapons and armor in your inventory, because it will eat them it will also eat any food and books you try to store in there ingredients can be stored and some custom equipments campfire equipment can be stored in there as well as side effect of the mimic eating all you get crafting material so far it had no negative sideeffects on my game other than me crafting more than ever (and getting just enough gold to pay SLS and DF)
Katie schnurr Posted January 23, 2020 Posted January 23, 2020 16 minutes ago, donttouchmethere said: use this for your loot issues: pocket mimic sloves all you encumbered issues and still prevents you to have endless weapons and armor in your inventory, because it will eat them it will also eat any food and books you try to store in there ingredients can be stored and some custom equipments campfire equipment can be stored in there as well as side effect of the mimic eating all you get crafting material so far it had no negative sideeffects on my game other than me crafting more than ever lol i just dumped all the junk in the witches house i was grabbibf any thing and every thing to make money to start with lol i just kept the enchanted items from the cursed loot helgan deal just sorely missed having alvor to sell to believe it or not hes my favorite black smith to trade with used the witch anis or some thing like that house cause no guards to grumble
donttouchmethere Posted January 23, 2020 Posted January 23, 2020 SLS 0.579 On my actual game the active scripts for _sls_weaponready _sls_weaponunready go haywire and create stackdumps also they rise my active scripts to over 100 and rising ⚠️ Spoiler not sure if it's a mod conflict on my side or if other users have the same issue the issue didn't start right away on my first guard contacts in windhelm. The SLS stacks start after leaving Bleak Falls Temple and cleaning the MBC camp in the wilderness. Can't see any guards close by, but for what ever reason SLS decided to spam weapon check active scripts. Somewhere there must be a guard for what ever reason that failed to approach. Maybe SLS guard script got borked by a stack dump or is the cause for those. I will fall back to a save before it all started and see if it repeats ?♂️ Spoiler first save with sls stacks I kept all saves, so I can check older saves or send them to you if that helps
AlyssaAwoo Posted January 23, 2020 Posted January 23, 2020 How about adding the Cum Addiction to the Sleep Deprivation so your Character will refuse to sleep/won´t sleep very well because she is hungry/ravenous.. etc,
Hex Bolt Posted January 23, 2020 Posted January 23, 2020 "Real stashes" vs. putting stuff in a container: a real stash would be in an exterior cell without keyword LocTypeCity or LocTypeTown. A more sophisticated approach would let the player flag them individually in the MCM for internal tracking. A real stash would have a chance that thief leaves a low value item as compensation; Lupine's suggestion for a distance from player check and elapsed time check make a lot of sense. If the player has just exited a container menu, then reopening that container right away should not result in missing items. You're standing right there. I'm guessing that immediate theft was done for the sake of simplicity, but if we're kicking around ideas for making container theft feel more real and complete then the first theft should really wait for a player cell change or minimum elapsed time. Perhaps the code already does this, but I'd guess that containers in a highly populated area would be checked for theft more often than in the middle of nowhere.
Monoman1 Posted January 23, 2020 Author Posted January 23, 2020 2 hours ago, donttouchmethere said: I kept all saves, so I can check older saves or send them to you if that helps It appears SLS_Utility has hung for you for some reason. Send me the first save that appears to have the issue. Too many hung scripts will make it too hard to track down. I've not seen this myself. My current save has 4 active scripts, none of them are SLS. 22 hours ago, Corsayr said: Those check boxes are grey'd out because I disabled licenses, so I have to enable and uncheck, then disable again and that should work you think? I'll look into it. Consequence of having too many options. 23 hours ago, Katie schnurr said: your followers can rob you sleeping in the house to mine have 2 times so far Followers only have a chance to rob gold you give them to carry. Carry gold yourself. This feature stops an exploit where often giving gold to your follower saves you from losing it during bad events from SLS AND many other mods as well. Followers can not steal items from you. On 1/22/2020 at 6:18 AM, Lupine00 said: Alas, SLS doesn't recognize HDT HH heels as heels. That's news to me. SLS should handle NiO heels, hdt heels and killer heels tag. Heel height is not considered for anything except Nio heels. On 1/21/2020 at 9:47 PM, -alpha- said: It's the cover animation, I really like it but it seems working oddly. The menu option isn't checked for the toggle before starting the cover quest when you become naked. I've fixed this now. Not being able to toggle the option: Either the animation file wasn't found or your papyrus util is old. On 1/21/2020 at 9:42 PM, KLongad Sirtup said: Is it possible for the escort list json file by default to possibly initially have the Vanilla Followers (including DLC ones) added to it? Not really. As I can't think of any vanilla follower that doesn't need some other quest completed first before they become your follower. There's hirelings like jenassa. But they're on a different follower system and are not supported.
Monoman1 Posted January 23, 2020 Author Posted January 23, 2020 On 1/21/2020 at 6:59 PM, aspirine2 said: i know this might be the problem indeed...i remember reading a message about hte license being removed ...but as you said i disabled the license ..waited 3 hours ..saved game ..loaded a game and still can't buy a license ..!?? should my pc visit SD world and get back the items ...but it's annoying to do that each time ....any more ideas before i do that ..?? Are you sure this isn't just the licence guys being assholes? They have a chance to not have any licences available. The chance is re-rolled each day or after setting the 'Purchase Block Chance' slider. You haven't said what exactly happens when you try to buy so I don't know after that. On 1/21/2020 at 4:37 PM, ButWhyThough said: s it just me or does the pickpocket bonus on sleeping NPCs not work? Because the chances of pickpocketing something without being detected aren't higher when they're asleep. It's just a little thing but it's been bugging me ever since I've had this mod, while all other functions work just fine. The mod wasn't adding the perk on start up. This is fixed now. For now you can disable the perk, exit the mcm. Re-enter the mcm and enable and it should add the perk. On 1/21/2020 at 4:34 PM, KLongad Sirtup said: I'm wondering where the "SlaveTats for Toll Tattoos" are - is a specific download or just any slave tats? Also is the tattoo database something you create yourself, is auto generated or is a download? If is a download where is it held please? You need slave tats + rape tats + fade tats Rape tats also need a database file to work. Someone posted one in it's thread. Sorry but I don't have time to go looking for it On 1/21/2020 at 2:15 PM, Lupine00 said: I still have the enforcers approach me with a demand to inspect me, follower by a "You think you can smuggle contraband on your escort?" On 1/20/2020 at 11:03 PM, Garfieldcat said: the guards in smaller towns like Riverwood constantly force greet me about followers smuggling contraband. Log, log? Too hard to track down without a log. On 1/20/2020 at 2:58 PM, Bushi Neko said: Maybe even fear us. :rofl: I think I speak for a lot of men when I say we already fear you. On 1/20/2020 at 2:58 PM, Bushi Neko said: Sucked up the fatigue thing much easier than winding up in worse trouble for whatever reason or preggo. You're right. Camping outside IS too easy. On 1/21/2020 at 11:01 AM, mogon said: I disabled the licence system and to my surprise was told, that 2 licences were removed from my equipment. You were surprised after the pop up message specifically says you'll lose your licences? Also see point above about 'Purchase Block Chance' On 1/21/2020 at 3:15 AM, Yuni said: Edit: I can't seem to make them stop so far, I've tried turning off spank comments, spank events, and even the license system, but nothing works. Turn on debug mode. This will give you 2 new spells. Cast the 'Get Actor Package' spell on the Npc that is approaching you. Must hit him with the spell before the force greet completes (as he's running to you). Turn off debug mode after. 1
Monoman1 Posted January 23, 2020 Author Posted January 23, 2020 42 minutes ago, HexBolt8 said: Perhaps the code already does this, but I'd guess that containers in a highly populated area would be checked for theft more often than in the middle of nowhere. The mod tries to steal from the container as soon as possible. This makes sense in my mind. If someone sees you put something in they're not going to wait until some time later to have a look. It also stop you from using containers as short term storage -> dump shit into a container before tolls/licence checks for example then something might not be there when you get back even if you're gone 2 mins. Encourages you to keep your stuff on you. Of course it doesn't work for backpacks (mobile containers) as it's not really a vanilla thing. Distance check makes sense though I will think about it. Removing stash mechanics from dungeons does not make sense to me. Small dungeons can then be exploited as safe storage. Wouldn't make a lot of sense for somewhere like Halted Stream Camp, full with bandits, to not take your stuff.
Hex Bolt Posted January 23, 2020 Posted January 23, 2020 18 minutes ago, Monoman1 said: The mod tries to steal from the container as soon as possible.... It also stop you from using containers as short term storage -> dump shit into a container before tolls/licence checks for example then something might not be there when you get back even if you're gone 2 mins. Distance check makes sense though I will think about it. Good point. 19 minutes ago, Monoman1 said: Removing stash mechanics from dungeons does not make sense to me. Small dungeons can then be exploited as safe storage. Wouldn't make a lot of sense for somewhere like Halted Stream Camp, full with bandits, to not take your stuff. Agreed. Bandits will happily take your stuff. I was thinking of wilderness stashes off in a clump of trees. If I place a (non respawning) sack there then it seems as if most or all of my stuff should still be there depending on how long I'm gone (or a decent-hearted person in need might have helped himself but left something in return).
mangalo Posted January 23, 2020 Posted January 23, 2020 I started a new save, wandered in the wild then entered Dragonsbridge for the first time. There, a enforcer talked to me and because I had no escort, teleported me to Solitude. Is it intended ? Because he said he would get me an escort but 1 - Why couldn't I just stay in Dragonsbridge and maybe get one escort 2 - When actually teleported to Solitude, there's no event happening (I expected a devious follower to be enforced on me)
Tenri Posted January 23, 2020 Posted January 23, 2020 15 minutes ago, mangalo said: I started a new save, wandered in the wild then entered Dragonsbridge for the first time. There, a enforcer talked to me and because I had no escort, teleported me to Solitude. Is it intended ? Because he said he would get me an escort but 1 - Why couldn't I just stay in Dragonsbridge and maybe get one escort 2 - When actually teleported to Solitude, there's no event happening (I expected a devious follower to be enforced on me) Teleporting to a city is normal, you have to register followers to be potential escorts using the MCM then after the teleportation one of them will be assigned as your (devious) follower. Potential escorts are saved in a JSON file so the list is maintained between saves. 1
decaluka Posted January 23, 2020 Posted January 23, 2020 I'm going to ask a strange question, but how fun is this mod in practice? Doesn't it get too punishing to be enjoyable fun? That's what put me away from a few mods on LL. If anyone wants to share their opinion on it you're welcome
mangalo Posted January 23, 2020 Posted January 23, 2020 1 hour ago, Tenri said: Teleporting to a city is normal, you have to register followers to be potential escorts using the MCM then after the teleportation one of them will be assigned as your (devious) follower. Potential escorts are saved in a JSON file so the list is maintained between saves. It makes sense in that case. Then I'd suggest providing a non-empty list with the mod, be it vanilla followers or 3DNPCs etc. Still, getting teleported feels weird, isn't it up to the player to find a follower ... ?
Monoman1 Posted January 23, 2020 Author Posted January 23, 2020 27 minutes ago, mangalo said: It makes sense in that case. Then I'd suggest providing a non-empty list with the mod, be it vanilla followers or 3DNPCs etc. Not so simple. As I said above vanilla followers aren't generally available until certain quests are completed. Hirelings (Jenassa etc) are on a different follower system and aren't supported. Interesting Npcs has it's completely standalone follower system and as a result is completely incompatible. 29 minutes ago, mangalo said: Still, getting teleported feels weird, isn't it up to the player to find a follower ... ? No. Not in towns. The toll doors in cities can force you to get a follower before leaving (minimum followers required). Unwalled towns don't have the luxury (because no walls, obviously). 1 hour ago, decaluka said: I'm going to ask a strange question, but how fun is this mod in practice? Doesn't it get too punishing to be enjoyable fun? That's what put me away from a few mods on LL. If anyone wants to share their opinion on it you're welcome Depends on how you derive fun. I've always found the early game to be the most interesting. As you become more powerful I find the game becomes more dull as I start to just squash enemies like bugs. Once I hit high level it's about as fun as tgm in console and run around handing everyone their asses with very little risk. Once the challenge goes so does the fun.
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