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Oh well, just a humble suggestion :)"Map and compass" thing do not play nicely with "Immersive HUD" installed, as both of them use transparency management to hide compass, and with hotkey from iHUD you can always get back your compass. But iHUD is so handy by hiding most of interface when you not heed it :) And to make them play along with peace, instead of all that transparency management in ToggleCompass() i used call to Utility.SetINIBool("bShowCompass:Interface", show). So far, working good :)

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2 hours ago, SunLiving said:

Oh well, just a humble suggestion :)"Map and compass" thing do not play nicely with "Immersive HUD" installed, as both of them use transparency management to hide compass, and with hotkey from iHUD you can always get back your compass.

I think it was discussed here a while back that a compatible solution to the compass problem is to move it off-screen instead of making it transparent.

 

Possibly, Monoman has plans to do that, somewhere down the line, along with splitting the map and compass objects.

Possibly not :) Even if there is a plan, it could be a long way away from fruition.

 

It's also possible to take all the direction indicators off the compass, or bound them to extremely close range, which is (fortunately) very easy. SkyTweak will let you do it, and it's just a tweak of a single variable.

 

I'm not personally troubled by it one way or the other.  What does bother me is quests that are impossible to progress without a map.

I suggested some workarounds for those some time back...

 

  • able to use the in-game map within town, but not outside town, without a map+compass, as long as you aren't blindfolded (because the locations of shops and houses aren't secrets).
  • able to use the in-world maps and map-tables within Jarl palaces to activate the in-game map, even if you don't have a map+compass (because it just makes sense).
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18 minutes ago, Lupine00 said:

I think it was discussed here a while back that a compatible solution to the compass problem is to move it off-screen instead of making it transparent.

Is it though?

Don't some hud overhauls allow you to change the position of the compass? Mine does. How will that react? Who knows!

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1 hour ago, Monoman1 said:

Is it though?

Don't some hud overhauls allow you to change the position of the compass? Mine does. How will that react? Who knows!

I suppose it depends on what you want to be compatible with.

You could always use both methods. Also, I imagine the hud overhaul only moves it once, when you change values in the MCM, so if you move it other times, that might fix.

 

On another topic, is the mouth fix OK for SLSO 1.6.2 ?

 

 

If you use a map with a male NPC nearby, they could make a comment about female map-reading skills.

 

"Nice effort, but you need to turn that map the right way up honey."

 

Or maybe just play the laughing idle.

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5 minutes ago, Lupine00 said:

If you use a map with a male NPC nearby, they could make a comment about female map-reading skills.

 

"Nice effort, but you need to turn that map the right way up honey."

 

Or maybe just play the laughing idle.

or "Let me show you the proper way to fold that!" 

 

lol this game IS getting very meta!! ?

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25 minutes ago, Lupine00 said:

On another topic, is the mouth fix OK for SLSO 1.6.2 ?

Didn't even realize it was updated. 

Inane rambling: Are site update notifications ever going to get fixed? I find myself less interested in modding/playing skyrim lately and I think a lot of it is because of the lack of updates to mods. But I've no idea if it's because there's an actual lack of updates or just a lack of notifications for said updates. 

 

Btw. If you check the esp in TesEdit you'll actually find separate map and compass items. I had originally planned on having two different items. The compass is easy but the map is the problem. I couldn't find any way to disable the player map pointer, which is essentially a compass anyway. So who'd need a compass if you had a map? (obviously that's not entirely true but you get the gist)

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1 hour ago, Monoman1 said:

Inane rambling: Are site update notifications ever going to get fixed?

Clearly no. What we needed was a site update that took away a bunch of editor features so we could get ... I dunno ... maybe site not going down every weekend?

 

1 hour ago, Monoman1 said:

Btw. If you check the esp in TesEdit you'll actually find separate map and compass items.

I did that, and saw them. Hence my comments :) 

 

I think even with the pointer intact, the compass is still qualitatively different to the map.

I've seen buggy issues with the pointer being wrong, or absent completely, so I suspect there's a trick to hide it.

Map may need to think player is off the screen.

 

Also, that other bug, with the way point, where it doesn't update in the compass, only on the map.

I suspect it has to do with the C++ updating some state to the Flash. Removing the pointer probably requires new flash for the map screen so there's a conditional for the pointer.

 

Anyway, I don't care, map with no compass may be a bit of a map with rubbish compass, but compass with no map would still work right.

Both would be nicer than pure map+compass composite, but nowhere even close to as desirable as "Please spank me" dialog/minor-power/hotkey.

 

Currently, I have to spend my entire time in town just running into the follower at sprint.

 

There's a missing dialog condition: you can still ask why the toll gates are locked when they aren't locked.

 

 

For those that like bikinis:

 

https://www.loverslab.com/profile/1832486-thistimeibeagoodgirlsir/content/?type=downloads_file

Including TaWoBA LITE, and UUNP for Nisetanaka's Bikini Ascend, and some other bikinis.

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Just FYI, nothing mod/game breaking.

Sexlab Survival 0.583 (27-Jan-2020).7z

About the SLS MCM settings export function:

I can imagine it's a pain by now to go through the whole MCM to see what settings getting saved.

I do that anyways often and here the results.

 

Bikini Armors > Number of Drops > Chests value doesn't get exported

Spoiler

238105852_enb2020_02_1102_36_25_83.jpg.2692ee4498044df722c9cc4ee2963f3c.jpg

 

CUM > Open Mouth Key setting doesn't get exported

Spoiler

2094272728_enb2020_02_1102_33_06_36.jpg.70838b9f30efcec6c751d5dceb3d74d8.jpg

 

Licences > Max Detection Distance (small) Town(s) value doesn't get exported

Spoiler

1341136614_enb2020_02_1102_32_54_15.jpg.d0dcc53e87bde193bb3d95429fc43168.jpg

 

Nothing game/mod breaking, just info ?

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Hi, Monoman1! I wanted to offer a couple of ideas for mods.

1. Taxes. As I can see: in the MCM menu, we set the tax period, the number of houses, the amount of tax and the hold. Then the player must come in and pay taxes to the Jarl. If he misses the time, a double penalty is imposed. If the third time misses the deadline, the player is declared wanted and a reward is announced for his head. After capture, the player's property is confiscated for the amount of tax. If the debt still remains the player can ask for one day to return the remaining debt. If the player does not give the money, the Jarl gives the player to entertain his guards, and then sent to prison.

2. The thieves. The door of the house must be closed otherwise outsiders can come in and pick up property from chests and safes. Passers-by can knock on the player's house at night and ask to spend the night. Thieves can break in and Rob a house and rape it. Passers-by can also be robbers and attack the player.

Thank you!

 

PS wanted to ask you to add an option to the menu to send gate guards to the tavern for a while. I have a mod about the civil war. The guards from mod are immortal and they kill all the stormers in the gate and no one can capture the city.

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1 hour ago, Bora said:

1. Taxes <snip>  we set the tax period, the number of houses, the amount of tax and the hold

SL Adventures had taxes, but it was always annoying having to drag around town just to pay a tax that seemed to be due every time you visited town - and by "seems" of course I mean it was due ... the adventures tax had no basis besides time though.

 

The addition of a tax period makes everything more tolerable.

 

 

I have an alternative idea though:

 

Merchant tax

 

When guards see you enter the city, they search you note how much gold (cash) you have.

When you leave town and must pay the toll, the minimum toll is adjusted based on how much more money you now have as you area leaving.

If you have less, then you get the normal toll.

 

Has a couple of deliberate "gaps" in it, by design.

Sure, you can spend lots of money in town and no tax due - that's fine, the money stayed in town.

Also, you can pay your follower while in town. Encourages you not to pay then while you are outside of town - thus possibly accumulating interest from the follower instead.

And you can stash money in town, and that's fine too.

And it doesn't apply except in walled towns will tolls.

 

Everything is good until you try to move money out of town ... say ... to buy another house ... or to pay a bounty ... or who knows what?

Then it costs you X% of your money to leave.

 

Pretty simple for one of my ideas. You're welcome :) 

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For some reason Sexlab Survival is making my CBBE model revert to using the vanilla face, does anyone know a fix for this issue?
I have tested it by deactivating survival and seen CBBE correctly use their improved face mesh, but as soon as I activate survival again and start a new game it uses the old face. 

I'm a terrible noob at modding but I had everything working until I added survival... 

Edit: I "fixed" the issue by disabling the mod during character creation.. 

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9 hours ago, yencrown12 said:

I can confirm this has happened in my game as well, instead there is a skooma request option but i don't have the skooma mod.

Sounds like a different problem. The other guy isn't getting a 'Please, I need help' topic at all from what I understand. 

Did you have the skooma mod at one stage? 

Other options might not be available because you don't need them. Need to be hungry to beg for food etc. 

8 hours ago, donttouchmethere said:

Just FYI, nothing mod/game breaking.

Thanks. They're easy enough to fix so keep reporting anything I missed. 

6 hours ago, Bora said:

1. Taxes.

I believe there are already some tax type mods. 

6 hours ago, Bora said:

2. The thieves.

Something pretty similar is already on the dev blog. 

4 hours ago, Mr. Wick said:

Wanted to ask if anyone on LE gets this issue, where you use Rest Anywhere in a town, a guard wakes you up and says dialogue about a cell but the conversation ends and your stuck (moving etc) as if a teleport didnt go as planned im assuming.

The mod invokes Pop arrest and sometimes it gets stuck. 

3 hours ago, monifix said:

For some reason Sexlab Survival is making my CBBE model revert to using the vanilla face, does anyone know a fix for this issue?
I have tested it by deactivating survival and seen CBBE correctly use their improved face mesh, but as soon as I activate survival again and start a new game it uses the old face. 

I'm a terrible noob at modding but I had everything working until I added survival... 

Edit: I "fixed" the issue by disabling the mod during character creation.. 

Move SLS above any race mods in your load order and create a TesEdit patch. See post #2 for how. Or the link is in the installation section. 

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9 minutes ago, Monoman1 said:

If this were a thing I'd just leave via the sewers and keep my money.

Your sewers are too easy. Fill them with horrors.

Not everyone even has sewers.

 

I'd rather pay the money in most cases, or try to spend it in town so I don't have to pay.

 

If I had to move 25,000 ... well, I never would ... I'd never have that much money, so it's a non-problem.

 

But if you have thieves who can rob your house while you're away, you are better carrying your money, but you aren't with the tax.

 

Look at it another way. Now you have a feature that makes players want to take a mandatory restraints hit?

 

It's not what the feature does, it's what it makes you do.

Makes you save paying your follower until your in town.

Makes you leave money in your house.

Makes you sneak out of the city to avoid the toll.

And if you can adjust the percentage, it does it to your taste.

Seems like pretty good value in impact compared to some features.

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I think I found the mod causing the issue I had earlier with people not being where they were supposed to be and having a royal brawl in the temple.  I downloaded some follower packs to increase the number of potential DF followers and escorts, one of which is linked below.

 

https://www.nexusmods.com/skyrim/mods/40348

 

I haven't the faintest idea why but removing all 3 follower packs added in this mod solved the issue.  I cannot fathom for the life of me why these would cause the issue as they should just add followers into the world and nothing else.  Some one much more knowledgeable than I would have to find out where the conflict/issue is as it affected multiple mods that add generic NPCs.

 

Anyone know any good, reliable follower packs I can add in instead of those 3?

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2 hours ago, mercplatypus said:

Anyone know any good, reliable follower packs I can add in instead of those 3?

There is nothing "wrong" with the follower pack.

 

The problem is almost certainly something that could occur with any follower pack, depending on how you configure your mod Load Order.

You would likely see similar issues with other packs that loaded in the same position... Likely... There are some nuances here, see below.

 

It's very likely that if you simply shunt the Follower Packs up so that they load before SLS, before DF, and before any follower framework you use, you will be fine.

 

Also, this should ensure that it doesn't mess up your lighting overhaul by trashing the light info on the cell. Lighting mods should always come last, or almost last in the LO.

 

 

Your problems may be arising due to conflicts in the cell edits that add the followers to the world.

A follower mod can avoid such edits by adding the followers dynamically, using a quest, and Papyrus, but that is not a common pattern.

 

Another quirk of the mods you are using is that it tries to be "good" by modifying the DialogueFollower quest so that it supports its followers.

This is in practice ... not good ... not good at all ... but it's easily "cured" simply by loading the follower pack(s) before other mods that change that quest, such as DF or NFF.

 

DF always needs to come after the follower framework (if you have one) so it should usually be quite late in your LO, well after any follower packs.

 

 

What may not be obvious is that SLS is also sensitive to this sort of thing. SLS adds followers to cells via the same mechanism, and while this usually merges OK ... 

 

However, there isn't a single cell edit in SLS that clashes with the follower packs!

 

 

The problem is likely caused by an interaction with yet another mod. I see no reason why the Follower Pack wouldn't work fine with SLS+DF.

 

I also see issues where SLS NPCs go to places they shouldn't. In fact, I see this with a variety of mods.

It seems to be a common pattern with NPCs that are put in a quest alias to give them a behavior.

Despite the results of your experiment, I doubt there is a solid connection between the Follower Packs and SLS NPCs behaving strangely.

The observed outcome was more likely due to how the pack's position in your LO caused changes to the DialogueFollower quest during start-up.

 

It's likely that "stresses" during initial game start - caused by auto-start mods - result in the vital aliases not being filled.

 

AI Overhaul has always been the mod I blame for strange NPC activities.

 

However, the root cause of this is auto-start mods with pervasive world edits that overload the quest engine at startup.

If modders could give up the insistence on auto-starting everything, we would likely see a lot more stable Skyrim behavior.

 

 

There appears to be some knowledge available about how the Story Manager allows a limited slice for processing in a frame, and if it cannot traverse completely in that slice it aborts. I have a suspicion that this may be related to some quest-start issues that are common in heavily modded games. Adding a lot of quests to the story manager creates a problem that simply cannot be fixed in LE.

 

Thus, you may see nasty results, like Nobody Escapes Cidhna Mine failing to start at the end of The Forworn Conspiracy quest (leaving you stuck in Cidhna forever).

 

But less obvious results are likely the cause of unfilled aliases in mods like SLS.

This leaves the NPCs that should fill those aliases a kind of limbo. 

 

Because Monoman did not set the SLS NPCs to be Unique, it's possible for an ambitious mod to assume it's OK to spawn multiple copies of them.

 

So, maybe some problems would go away if Monoman set those NPCs to be Unique?

I see no reason to suppose that the named quartermasters are generic base NPCs, and setting them Unique seems most appropriate.

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I just reloaded them and checked where they get sorted in the load order.  I use Vortex, which auto sorts, and typically my results are just fine.  Looking over where Vortex puts the follower packs I think you may have hit this right on the head.  The follower packs are sorting to around the mid 90s in load order while the AI overhaul mods like DF and EFF are loading much lower.

 

It would also explain why NPCs from other mods are jamming up the temple.  Theoretically I should be able to add load order rules to force the follower packs to load much earlier to enable SLS, DF, EFF, etc to run their overwrites instead and fix the issue if I understand this correctly.

 

I'll have to try it another time but it is good to know for the future.  Thanks Lupine for the explanation.

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40 minutes ago, mercplatypus said:

I use Vortex, which auto sorts, and typically my results are just fine. 

I don't use it, but I'm guessing that Vortex uses LOOT to auto-sort, and LOOT is by no means fine. For LL mods, LOOT is often quite bad. It really has no idea. LOOT's database just looks at what records override what, but if you have two dozen mods altering cells, they all look alike to its algorithms.

I think for super-popular Nexus mods, some special rules have been added, but for niche mods and non Nexus mods there's little to no support.

 

I'd guess that Vortex LO rules let you specify must be before, or must be after, so you should be able to get some improvements.

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