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13 hours ago, emes said:

It always felt to me like there needed to be more incentives for milking (or more events were you were forced to do it). After getting dosed with lactaid, I'd usually just force my character to deal with the constant fullness/leaking, since the alternative was milking, which would eventually make her situation worse.

So true.

 

13 hours ago, mkess said:

It's better for me, because it's lightweight, and I can configure the penalties myself.

More lightweight than RND?

It would probably be nice to have though.

 

The problem I have more generally is patching up mods so their food or drink works with RND, or so that water sources work, or streams are recognized, etc.

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13 hours ago, shar181 said:

Oh! Here's something we definitely need to go along with the new Cum Addiction system. A "Begging" option for dick sucking. I bet there could be some delightfully degrading dialogue for that. :3

But beg for spanks first right? :) 

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15 hours ago, shar181 said:

Does SLS ever remove the PC's status as Thane of a hold? I've completed every thaneship questline, but all of a sudden the Thane dialogue isn't showing up when it comes to dealing with guards, and under Thane Status in the MCM, it's showing "False" for every hold.

 

I can't find any console commands to get it back, and because of this I can't progress in the Amorous Adventurers questline for Elisif. x.x

Nope. It just checks quest stages if I remember correctly. 

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5 hours ago, Lupine00 said:

More lightweight than RND?

It would probably be nice to have though.

 

The problem I have more generally is patching up mods so their food or drink works with RND, or so that water sources work, or streams are recognized, etc.

personal notes

 

i find it to be lighter than RND.  it has 11 needs that work vanilla (no mods) and 2 more needs that requite other mods (Sex requires Sexlab and Weed requires

Cannibis Skyrim).  need penalties are decent on default settings (but are highly customizable) and have 3 levels per need.  (customizing the penalties can be a bit of a

pain the first time you do it).  it does have a save and import feature (for settings and penalties).  it does recognize some other mods added food and drinks out of the

box, and  has a MCM setting to allow you to add any other food/drink to it so it will know what type it is.  it does not let you drink "straight from the stream" but does

have water bottles (buyable and craftable) that will work from most streams or other bodies of water.  it places showers in all the hold capitals (and possibly other places),

and has an option that you can build (and place) your own shower (or bathtub), although you have to find or buy the right item (its a type of note you use in game).

it also has a "bathe in rivers" type spell so that you can take a bath in a river or lake.

all the needs it adds can be turned on or off individually, and you can set the widgets on or off and adjust their location and opacity as well.

it does NOT add diseases to the game.  if you want a needs mods and do not care if it adds diseases to the game it is well worth trying.

 

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25 minutes ago, Sucker343 said:

I have so many mods that add restrains but non that remove them or give keys (except DFC). any mod that will go along immersively with this mod?

 

And SPANK on!

For me lately my attitude is that less is more when it comes to devious devices. I used to have every mod under the sun locking me up and adding keys about the place. But it develops the mentality that as soon as you get locked up youre searching every container to find keys and get unlocked and then you get locked up again and so you just end up in a cycle of finding keys. 

 

These days I mostly have to struggle out of stuff and if it doesn't get removed then I just have to wait. For serious stuff that really has to be removed straight away I use DFC. I have to save whatever precious restraints keys I find for the cursed collar. 

 

IMO many devious devices should only be used in certain circumstances. Context is everything. But then you need a mod to create that context. Getting thrown in a yoke is fine around town, mostly (mandatory restraint). Getting thrown in a yoke in the middle of nowhere is not so good. 

 

So to answer your question... I don't know. I use cursed loot for keys but practically everything is turned off except for spawning keys. But it's a big mod to use just for keys. Sls does have a chance to spawn keys for you to pickpocket as well, just in case you're not aware. 

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Monoman, thank you for your hard work and intersting ideas. I am enjoying it now. A really awesome mod I can tell you.

But there are several things that didn't make sense to me about License System.

This is my suggestions.

 

1. The feature that Not equipping armor, just carrying armor items is prohibited is somewhat annoying. It blocks so many variant play styles, like merchant play.

I thought equipping was prohibited but the enforcers just took them all away. It would be quite easy to tweak some of mechanisms to make them block you only when you equip armor without license.

 

2. The thing that Wearing clothing type outfits is not allowed is kinda stupid to me. I wore a normal clothes to act like a normal citizen but they even took my clothes away. It wasn't armor. It really bugs me because without armor license, you're just a slave or less. It's almost obligatory. Then what's the point of buying a armor license.... I hope you will change it so that only light and heavy armor trigger the enforcers.(Edited: Sorry for the confusion, there was a clothing license. But even so, normal farmer clothes should be excluded from the list. I mean vanilla clothings. Can you do that?)

 

3. I love this Magic License. But I felt it was unfair when I never cast a single spell and they just came to me and chained me with magic seal curse. I want them to enforce obedience only when you perform magic illegally. Will you change it for me?

 

[Edited]

4. How about the license can be stolen? And you are in a hugh trouble. Mods like Sexlab Defeat can steal your items from your inventory, right? So it would be cool if you can lose your license during the adventure. Well, tearing it apart would be awesome. It sounds so lewd.

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22 minutes ago, factoryclose said:

3. I love this Magic License. But I felt it was unfair when I never cast a single spell and they just came to me and chained me with magic seal curse. I want them to enforce obedience only when you perform magic illegally. Will you change it for me?

I remember there was a mod (Simple Magic Overhaul, maybe) that I really liked the idea of. The general concept was that no one started out with the ability to cast magic, and you needed to really invest in it before you even had MP to use for spells. So, becoming a mage as something you would have to actually purse and start off being bad at. (I uses it way back with Angrim's Apprentice, and it made dealing with him considerably more attractive, since I didn't have the MP to cast spells at all, otherwise.)

 

It might be nice to have something like that to go along with this, so you wouldn't need a cursed collar or the like if you didn't have any magical aptitude to begin with.

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I seem to have a bug with the Inequality MCM setting on my particular setup. When the option to change male and female stats is active, my magicka is never fully depleted. I can cast a spell like Healing for an infinite amount of time. When I disable Inequality, I have a normal magicka limitation again. I know here in this thread some people were discussing problems with some of the magicka debuff collars but I have never had one of those applied in this particular game. The only thing that might be affecting it is the fact that I am using the Ygnord custom race from BakaFactory's BHUNP mod. I anticipated that, though, and forwarded the SLS_Inequality spell effect to the Ygnord race within a CR patch at the end of my load order, and everything else about SLS_Inequality seems to be working ok. For testing purposes I also used Racemenu to temporarily switch to an Imperial, but my mana pool remained infinite. Anybody got any ideas?

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56 minutes ago, factoryclose said:

The feature that Not equipping armor, just carrying armor items is prohibited is somewhat annoying. It blocks so many variant play styles, like merchant play.

I thought equipping was prohibited but the enforcers just took them all away. It would be quite easy to tweak some of mechanisms to make them block you only when you equip armor without license.

Is it even possible to play as a merchant? Theres no real economy in skyrim. Everything has a set price. So it's not like you can buy some sky forge steel in whiterun and sell it in markarth for a profit. 

 

Additionally. If the only requirement for confiscation was that the item was not equipped it would utterly neuter the whole thing. All you would have to do after a couple of days out adventuring is simply unequip everything when you get to town.

1 hour ago, factoryclose said:

The thing that Wearing clothing type outfits is not allowed is kinda stupid to me. I wore a normal clothes to act like a normal citizen but they even took my clothes away. It wasn't armor. It really bugs me because without armor license, you're just a slave or less. It's almost obligatory. Then what's the point of buying a armor license.... I hope you will change it so that only light and heavy armor trigger the enforcers.(Edited: Sorry for the confusion, there was a clothing license. But even so, normal farmer clothes should be excluded from the list. I mean vanilla clothings. Can you do that?)

Not sure I understand. Why not just turn the clothes licence off?

1 hour ago, factoryclose said:

I love this Magic License. But I felt it was unfair when I never cast a single spell and they just came to me and chained me with magic seal curse. I want them to enforce obedience only when you perform magic illegally. Will you change it for me?

Mmm. I dunno. It comes back to the point about being able to completely get around the obstacle by simply not using it around guards, which is about 90% of skyrim. 

 

For this maybe just turn the entire licence system off and leave on 'Guard behaviors'. You'll be able to use magic freely but the guards will discipline you for it. 

1 hour ago, factoryclose said:

How about the license can be stolen? And you are in a hugh trouble. Mods like Sexlab Defeat can steal your items from your inventory, right? So it would be cool if you can lose your license during the adventure. Well, tearing it apart would be awesome. It sounds so lewd.

Licences can already be stolen. Theres nothing particularly  special about them as they are just considered as books. As long as a mod steals books they should get stolen as well. 

 

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3 minutes ago, John Calumnus said:

I seem to have a bug with the Inequality MCM setting on my particular setup. When the option to change male and female stats is active, my magicka is never fully depleted. I can cast a spell like Healing for an infinite amount of time. When I disable Inequality, I have a normal magicka limitation again. I know here in this thread some people were discussing problems with some of the magicka debuff collars but I have never had one of those applied in this particular game. The only thing that might be affecting it is the fact that I am using the Ygnord custom race from BakaFactory's BHUNP mod. I anticipated that, though, and forwarded the SLS_Inequality spell effect to the Ygnord race within a CR patch at the end of my load order, and everything else about SLS_Inequality seems to be working ok. For testing purposes I also used Racemenu to temporarily switch to an Imperial, but my mana pool remained infinite. Anybody got any ideas?

Theres a limit on the stat decrease based on your health - to stop people dropping dead - 'health cushion'. What are you setting it to and what are your base stats. 

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8 minutes ago, mercplatypus said:

You can actually become a merchant with the mod Trade Routes.

 

https://www.nexusmods.com/skyrim/mods/49369

 

There are 2 different trade circuits that can be profitable depending on your investment into the speech skill.  You buy goods in one location at low price and sell higher where the demand for the goods is higher.  It also works out of the box with Trade and Barter.

Interesting. Might give that mod a go myself. 

But then I'm not sure how to reconcile both systems. Unless your escort were to take over enforcement of not wearing armor or weapons but 

1. That would be a bit silly. What would be their motivation

2. What's to stop you just dumping them somewhere. 

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22 minutes ago, Monoman1 said:

Theres a limit on the stat decrease based on your health - to stop people dropping dead - 'health cushion'. What are you setting it to and what are your base stats. 

I haven't changed the two settings from default. "Stats Value" is at 40 and "Health Cushion" is at 20. My "base" stats are magicka 100, health 120 and stamina 110. As a lark I tried to cast infinite Healing after turning Inequality off then back on again... and it returned to normal functioning. Doesn't STA adjust magicka somehow during SLSO scenes? Because I have both of those, and I'm pretty sure I experienced a scene at the beginning of my current dungeon (Pinewatch, just west of Helgen). I haven't noticed any reported incompatibilities between the 3 mods.

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21 minutes ago, John Calumnus said:

I haven't changed the two settings from default. "Stats Value" is at 40 and "Health Cushion" is at 20. My "base" stats are magicka 100, health 120 and stamina 110. As a lark I tried to cast infinite Healing after turning Inequality off then back on again... and it returned to normal functioning. Doesn't STA adjust magicka somehow during SLSO scenes? Because I have both of those, and I'm pretty sure I experienced a scene at the beginning of my current dungeon (Pinewatch, just west of Helgen). I haven't noticed any reported incompatibilities between the 3 mods.

The buffs are meant to be removed. They're hidden but you should be able to see them in the mfg console. _SLS_ or _STA_. 

 

You don't have debug mode enabled? Or God mode for that matter. 

Its definitly not something I've seen or heard others having problems with. I'm fairly sure magical regeneration is disabled while you're actually casting so any amount of magical regeneration shouldn't matter at all. 

 

But inequality doesn't affect rates but only the magical pool. 

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58 minutes ago, Monoman1 said:

The buffs are meant to be removed. They're hidden but you should be able to see them in the mfg console. _SLS_ or _STA_. 

 

You don't have debug mode enabled? Or God mode for that matter. 

Its definitly not something I've seen or heard others having problems with. I'm fairly sure magical regeneration is disabled while you're actually casting so any amount of magical regeneration shouldn't matter at all. 

 

But inequality doesn't affect rates but only the magical pool. 

I don't have any sort of debug or god mode options enabled because health and stamina are fully capable of going to zero and I assure you I have died many times. ;)

 

I don't know, dude, it's a mystery. I thought it might be Defeat mucking with the numbers after surrender events but I disabled all those and reset the mod via the MCM and still no change. I also found a couple of spell effects on the YgNord race... "Girl's Will" which is an instant daily heal power and "Girl's Strong Will" which I have no idea about because I can't read a spell effects grid to save my life. I removed those and nothing changed either. The only reason I'm using Ygnord at all is so I can apply HDT-SMP physics only to my PC and not every actor or my CPU will melt! Just to be sure I filtered for conflicts and made sure I was forwarding the correct actor effect to the YgNord. No problems there. I also didn't see any other conflicts with SL Survival.

 

I won't trouble you with it any further since it seems specific to me but if there are any tips you can give for simulating the same effect either via console commands or my xEdit patch I would appreciate them.

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17 minutes ago, John Calumnus said:

I don't have any sort of debug or god mode options enabled because health and stamina are fully capable of going to zero and I assure you I have died many times. ;)

 

I don't know, dude, it's a mystery. I thought it might be Defeat mucking with the numbers after surrender events but I disabled all those and reset the mod via the MCM and still no change. I also found a couple of spell effects on the YgNord race... "Girl's Will" which is an instant daily heal power and "Girl's Strong Will" which I have no idea about because I can't read a spell effects grid to save my life. I removed those and nothing changed either. The only reason I'm using Ygnord at all is so I can apply HDT-SMP physics only to my PC and not every actor or my CPU will melt! Just to be sure I filtered for conflicts and made sure I was forwarding the correct actor effect to the YgNord. No problems there. I also didn't see any other conflicts with SL Survival.

 

I won't trouble you with it any further since it seems specific to me but if there are any tips you can give for simulating the same effect either via console commands or my xEdit patch I would appreciate them.

All I can suggest is try a minimum load order. Confirm there is / isn't an issue. Add mods and try again. 

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16 minutes ago, Monoman1 said:

All I can suggest is try a minimum load order. Confirm there is / isn't an issue. Add mods and try again. 

I think I've got it figured. Before entering Pinewatch I noticed my map wasn't working after a Defeat scene, so I reset Defeat and quickly realized Defeat wasn't the problem because I had left the map off in SL Survival. Disabled map mechanics and exported the settings, which appears to have been a bad idea since this all took place while under the effect of Defeat's "Weakened" state. This seems to have messed up the mana pool because when I loaded before the reset everything was fine. Thanks for your patience, and maybe this little tidbit will help someone else who has a similar problem.

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22 minutes ago, John Calumnus said:

I think I've got it figured. Before entering Pinewatch I noticed my map wasn't working after a Defeat scene, so I reset Defeat and quickly realized Defeat wasn't the problem because I had left the map off in SL Survival. Disabled map mechanics and exported the settings, which appears to have been a bad idea since this all took place while under the effect of Defeat's "Weakened" state. This seems to have messed up the mana pool because when I loaded before the reset everything was fine. Thanks for your patience, and maybe this little tidbit will help someone else who has a similar problem.

Hmm. Exporting the settings with low stats really shouldn't matter because the value saved doesn't depend on your current stats. 

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12 minutes ago, Corsayr said:

Hi there ?

 

Just started a new campaign and was trying the license system stuff out. 

 

Question, when you get a magic license do they not automatically remove the curse collar? Is there a setting to have them do that? 

Should do so automatically yes. 

If not there's follow up dialogue with the guy you can use. 

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