jbezorg Posted December 1, 2018 Posted December 1, 2018 Any workaround for the endless force greet by the toll collectors when wearing a collar?
Monoman1 Posted December 1, 2018 Author Posted December 1, 2018 35 minutes ago, jbezorg said: Any workaround for the endless force greet by the toll collectors when wearing a collar? I'm not familiar with that problem. What do they say to you?
jbezorg Posted December 2, 2018 Posted December 2, 2018 Whenever the player is wearing a collar (think there was also a small bounty) the toll keeper will greet the player and it will start with the player saying "why is the gate locked?". I'll go through the dialogue normally and when it ends the'll force greet and start it over. Came in through the windmill in Solitude and all three toll keepers ran to the player force greeting. The only thing I could do was go into console and disable them all. Is there a global or quest var that gets set when the dialogue starts to disable the force greet package?
Monoman1 Posted December 2, 2018 Author Posted December 2, 2018 5 hours ago, jbezorg said: Whenever the player is wearing a collar (think there was also a small bounty) the toll keeper will greet the player and it will start with the player saying "why is the gate locked?". I'll go through the dialogue normally and when it ends the'll force greet and start it over. Came in through the windmill in Solitude and all three toll keepers ran to the player force greeting. The only thing I could do was go into console and disable them all. Is there a global or quest var that gets set when the dialogue starts to disable the force greet package? I've never had that problem so I can't say anything with absolute certainty but: 1. I don't think force greets are ever applied specifically to the toll guards. Definitely not for that dialogue that I can remember. Force greets are used for things like getting evicted, the simply knock scene, creature fondling and 'hard gag' begging though. 2. Don't think a collar would have anything to do with it. A gag maybe. 3. It's possibly something to do with your bounty maybe because the toll guards are in the town guard faction. Are any of the normal town guards force greeting you? Try clearing your bounty and see if it keeps happening. 'Player.AddItem f 100000' or PayCrimeGold - https://steamcommunity.com/sharedfiles/filedetails/?id=382706790
Stuker Posted December 2, 2018 Posted December 2, 2018 The force greet is bounty related. I'm playing with SewerRats atm and everytime my bounty rises above 1000 Septim the toll keepers run wild on me. If a city guard is approaching me, this is not a problem because they have the dialogue to pay, go in jail or send me to S.L.U.T.S. The toll keepers don't have this options.
Monoman1 Posted December 2, 2018 Author Posted December 2, 2018 15 minutes ago, Stuker said: The force greet is bounty related. I'm playing with SewerRats atm and everytime my bounty rises above 1000 Septim the toll keepers run wild on me. If a city guard is approaching me, this is not a problem because they have the dialogue to pay, go in jail or send me to S.L.U.T.S. The toll keepers don't have this options. Ok, so the simple fix would seem to be to just remove them from the town guard faction. Would like to keep them in it though so you're not tempted to try and kill them or something. Wonder what's the reason they aren't getting the pay bounty dialogue.
jbezorg Posted December 3, 2018 Posted December 3, 2018 16 hours ago, Monoman1 said: Ok, so the simple fix would seem to be to just remove them from the town guard faction. Would like to keep them in it though so you're not tempted to try and kill them or something. Wonder what's the reason they aren't getting the pay bounty dialogue. You can add them to the city crime faction. i.e. the faction that all the town residents belong to so they can't be killed w/o consequence.
Monoman1 Posted December 3, 2018 Author Posted December 3, 2018 5 hours ago, jbezorg said: You can add them to the city crime faction. i.e. the faction that all the town residents belong to so they can't be killed w/o consequence. Cool. Good info. Thanks 1
Rob_J Posted December 21, 2018 Posted December 21, 2018 Can I ask if there is a pool of items that are equiped on you in the kennel, or an option for limiting it in the MCM? (not a fan of the full covering suits and hobble dresses before throwing you in with the hounds, kinda defeats the purpose)
Monoman1 Posted December 21, 2018 Author Posted December 21, 2018 1 hour ago, Rob_J said: Can I ask if there is a pool of items that are equiped on you in the kennel, or an option for limiting it in the MCM? (not a fan of the full covering suits and hobble dresses before throwing you in with the hounds, kinda defeats the purpose) Just from memory, I don't think it's configurable.
user9120975435 Posted December 30, 2018 Posted December 30, 2018 For some reason I don't get the option to either choose tats/DD/drugs when talking to the toll-guy, his speech options are basically empty except for what other mods add. But I CAN pay toll and thus gain exit out of the town. What am I doing wrong?
Monoman1 Posted December 30, 2018 Author Posted December 30, 2018 6 hours ago, user9120975435 said: For some reason I don't get the option to either choose tats/DD/drugs when talking to the toll-guy, his speech options are basically empty except for what other mods add. But I CAN pay toll and thus gain exit out of the town. What am I doing wrong? I wonder is it a once off thing? If I remember right, the options are reset when you activate the interior or exterior door. I can't remember which.
Guest Posted January 2, 2019 Posted January 2, 2019 Hi there! Does anyone have SL survival before DD was added as a hard dependency? If you could upload it somewhere or PM me I'd be really thankful, thanks!
Monoman1 Posted January 2, 2019 Author Posted January 2, 2019 2 hours ago, Kira shadowstep said: Hi there! Does anyone have SL survival before DD was added as a hard dependency? If you could upload it somewhere or PM me I'd be really thankful, thanks! That's version 0.1.31. Which is still available here.
Guest Posted January 2, 2019 Posted January 2, 2019 1 hour ago, Monoman1 said: That's version 0.1.31. Which is still available here. Thanks monoman!
MetZwerg Posted January 4, 2019 Posted January 4, 2019 does anyone know, if the saddle-bags from "Convenient Horses" mod is still a save stash ?
Stuker Posted January 5, 2019 Posted January 5, 2019 16 minutes ago, MetZwerg said: does anyone know, if the saddle-bags from "Convenient Horses" mod is still a save stash ? Never had an issue with them.
MetZwerg Posted January 5, 2019 Posted January 5, 2019 hmmm i set the number of needed followers to zero in the mcm and i still need a follower to get out..... either the possibility to set it to zero should not be there or the toll collector should let me get out alone....
Guest Posted January 5, 2019 Posted January 5, 2019 Hullo! I've picked up a couple of 'issues' which may or not just be things in my setup, but something that might be worth putting on the investigation list. There appears to be an issue with (what I presume to be) JK's city mods (honestly it's been so long since I've *not* used JK's mods that I don't even remember the vanilla layout anymore). Anyway, the problem is largely restricted to Riften, in that there appears to be a glitched version of the gate opposite the Thieves Guild cemetery entrance, where what appears to be another gate is clipping through, and can be activated to leave the city without paying the toll. This could just be a thing on my ludicrously complex setup, but I don't know how you manage the whole gate toll system, and JK's mods were on your list of soft-dependencies. Additionally, there's the little side-door off to the left on the North gate exit (the one where the guards try to extort you in the vanilla game) that takes you up to the battlements, from there you can just hop over the side and avoid paying the toll there. Neither of these issues are in the slightest bit game-breaking, but I thought I'd throw them out just in case they flew under the radar and you wanted to have a look at them for the next version (if such a thing were to occur winkwink). Oh. One more thing; pickpocketing the Whiterun key from the guard who unlocks the gate for you gives you the ability to permanently unlock those gates to come and go as you please, forever. Touching that might interfere a little too much with the vanilla game for your taste, but I thought I'd mention it anyway. Great mod anyway. Thanks again!
Monoman1 Posted January 5, 2019 Author Posted January 5, 2019 15 hours ago, MetZwerg said: hmmm i set the number of needed followers to zero in the mcm and i still need a follower to get out..... either the possibility to set it to zero should not be there or the toll collector should let me get out alone.... Do you use UFO, EFF, Vanilla or something else entirely? 3 hours ago, Sam0016 said: Hullo! I've picked up a couple of 'issues' which may or not just be things in my setup, but something that might be worth putting on the investigation list. There appears to be an issue with (what I presume to be) JK's city mods (honestly it's been so long since I've *not* used JK's mods that I don't even remember the vanilla layout anymore). Anyway, the problem is largely restricted to Riften, in that there appears to be a glitched version of the gate opposite the Thieves Guild cemetery entrance, where what appears to be another gate is clipping through, and can be activated to leave the city without paying the toll. This could just be a thing on my ludicrously complex setup, but I don't know how you manage the whole gate toll system, and JK's mods were on your list of soft-dependencies. Additionally, there's the little side-door off to the left on the North gate exit (the one where the guards try to extort you in the vanilla game) that takes you up to the battlements, from there you can just hop over the side and avoid paying the toll there. Neither of these issues are in the slightest bit game-breaking, but I thought I'd throw them out just in case they flew under the radar and you wanted to have a look at them for the next version (if such a thing were to occur winkwink). Oh. One more thing; pickpocketing the Whiterun key from the guard who unlocks the gate for you gives you the ability to permanently unlock those gates to come and go as you please, forever. Touching that might interfere a little too much with the vanilla game for your taste, but I thought I'd mention it anyway. Great mod anyway. Thanks again! I think I noticed that before but just from the top of my head SLS shouldn't add any doors so it must be a duplicate from jks. I'd have to look into it. And yes the side door is a problem. And of course the whiterun key is also a problem. Not sure how that should be handled.
Stuker Posted January 5, 2019 Posted January 5, 2019 6 hours ago, Monoman1 said: Do you use UFO, EFF, Vanilla or something else entirely? I think I noticed that before but just from the top of my head SLS shouldn't add any doors so it must be a duplicate from jks. I'd have to look into it. And yes the side door is a problem. And of course the whiterun key is also a problem. Not sure how that should be handled. EFF works fine with SLS. Maybe you could check for the gate key in the player inventory after entering the city if that's possible at all. If you have the key you're in big trouble.
MetZwerg Posted January 6, 2019 Posted January 6, 2019 nope.. was (partly)my fault..... i thought i had to pay the toll collector by dialogue.... the toll box was inside a fire that is placed by Realistic light overhaul..... as i saw it in another city i understood... but it was quite late so forgot to clear things up...
user9120975435 Posted January 7, 2019 Posted January 7, 2019 On 31. december 2018 at 12:05 AM, Monoman1 said: I wonder is it a once off thing? If I remember right, the options are reset when you activate the interior or exterior door. I can't remember which. Happens in every town sadly. Everything else in mod works, just not this anymore.
Monoman1 Posted January 8, 2019 Author Posted January 8, 2019 12 hours ago, user9120975435 said: Happens in every town sadly. Everything else in mod works, just not this anymore. Do you use any city type modifications that might mess with the city gates? If you want send me a log of when you leave a city. Options should be reset then.
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