ZephyrusVenti Posted April 17, 2020 Posted April 17, 2020 Would you ever add kennels to the other major cities?
ZephyrusVenti Posted April 17, 2020 Posted April 17, 2020 Also I think one of my favorite parts of this mod is it actually keeps me to my goals of NOT playing a sneaky-archer type, haha. "Oh you want to use a bow now? Welp, you have a magic license, not a weapon license, so you're gonna have to hand that over..."
Durante Posted April 18, 2020 Posted April 18, 2020 An idea: Add guards to approach player first time trying to enter jarl keep. They say they don't just let in anyone, and demand a bribe (gold, bj, strip, items) Or when entering keep they demand to remove weapons/armor and if you refuse you get put into furniture to cool off or get enough bounty to trigger arrest. These events would not trigger for thanes.
Lupine00 Posted April 18, 2020 Posted April 18, 2020 Thieving is for characters that want to do a lot of getting sent to prison in PoP right? In the early game you can't sell most of what you steal, so it's useless unless you have some kind of "easy fences" mod. SLS's enhanced pick pocketing improves things a bit, but that's a particularly narrow thieving path, and in most cases you don't have enough victims you can feasibly rob and get away with it to make money consistently, afford expensive licenses etc. What turns me off it most is that I've been down that play style path a few times, and it's not very fresh. The same with prostitution. Barring a new prostitution mod that makes it interesting, that path is too well traveled.
tamai Posted April 18, 2020 Posted April 18, 2020 With thieving gold even with it at 90% chance of success i realized i was getting caught almost 100% of the time even though i tried over and over again trying to steal like 500 something gold not sure why that was lol BUT the trick is to steal 499 gold and leave one coin behind then it seems to accurately reflect the stealing chances for gold for me. Is anyone else having this issue? lol I am pretty sure its not this mod but even still xD It seems to only be that way with gold not other items.
Monoman1 Posted April 18, 2020 Author Posted April 18, 2020 1 hour ago, tamai said: With thieving gold even with it at 90% chance of success i realized i was getting caught almost 100% of the time even though i tried over and over again trying to steal like 500 something gold not sure why that was lol BUT the trick is to steal 499 gold and leave one coin behind then it seems to accurately reflect the stealing chances for gold for me. Is anyone else having this issue? lol I am pretty sure its not this mod but even still xD It seems to only be that way with gold not other items. Not this mod. Just standard Skyrim behavior I think. Or maybe Requiem. Do you use Requiem? I usually steal gold in much smaller amounts. Seems to give better chances.
tamai Posted April 18, 2020 Posted April 18, 2020 3 minutes ago, Monoman1 said: Not this mod. Just standard Skyrim behavior I think. Or maybe Requiem. Do you use Requiem? I usually steal gold in much smaller amounts. Seems to give better chances. Yea i figured it might just be skyrim or maybe another mod i use lol i just thought i would mention that for others who may ahve the same issue and no i dont use requiem i use ordinator for i think my main gameplay overhaul mod. but reporting so far guards are fine in my game so far no issues 1
Lupine00 Posted April 18, 2020 Posted April 18, 2020 15 minutes ago, Monoman1 said: I usually steal gold in much smaller amounts. Seems to give better chances. Is it possible that this quirk of behavior relates to giving gold weight?
Monoman1 Posted April 18, 2020 Author Posted April 18, 2020 4 minutes ago, Lupine00 said: Is it possible that this quirk of behavior relates to giving gold weight? No idea. I suppose it's possible. Requiem gives gold weight too so maybe that's where I got the idea it was Requiem it came from. I suppose try setting gold weight to zero and see if it's the same.
Lupine00 Posted April 18, 2020 Posted April 18, 2020 Can you remember if there is still a problem with the mod event to assign a follower in DF 2.10 ? If so, what is it?
Lupine00 Posted April 18, 2020 Posted April 18, 2020 As we might be waiting a really long time for @Code Serpent to do the new versions of DiD... What are the chances of a Mod Tweak to support Milk Addict and Cum Addiction as mechanisms to reduce Trauma in DiD? If you explain how to read those values from the respective mods, and what ranges they take, I may have a shot myself.
Monoman1 Posted April 18, 2020 Author Posted April 18, 2020 1 hour ago, Lupine00 said: What are the chances of a Mod Tweak to support Milk Addict and Cum Addiction as mechanisms to reduce Trauma in DiD? Slim to none really since I don't use DiD. 1 hour ago, Lupine00 said: If you explain how to read those values from the respective mods, and what ranges they take, I may have a shot myself. Which values are you looking for exactly or how do you picture it working? I'm not sure if you're looking for the current addiction level OR current satisfaction of that addiction level. EG: Hungry for cum OR cum junkie level of addiction. I'll have to look into the DF add thing. I can't remember. Helpfully, comments in my code are "wait for fix". And the code is commented out.
Monoman1 Posted April 18, 2020 Author Posted April 18, 2020 2 hours ago, Lupine00 said: Can you remember if there is still a problem with the mod event to assign a follower in DF 2.10 ? If so, what is it? Ok so, with EFF at least the follower doesn't get added as a follower. They get teleported to you but not added to the framework. Log: [04/18/2020 - 04:13:56PM] SLS_: Send DFC event [04/18/2020 - 04:13:56PM] Error: Cannot call AddFollower() on a None object, aborting function call stack: [_Dtick (51010617)]._dtick.HandleAddFollower() - "_Dtick.psc" Line 235 So this looks like the problem Can't count the number of times I've forgotten to fill properties.
Lupine00 Posted April 18, 2020 Posted April 18, 2020 2 hours ago, Monoman1 said: Which values are you looking for exactly or how do you picture it working? I'm not sure if you're looking for the current addiction level OR current satisfaction of that addiction level. EG: Hungry for cum OR cum junkie level of addiction. I believe that DiD has an existing calculation it does to determine how much trauma mitigation you get for some time interval. As DiD uses 0 to 100 addictions. I believe it's the satisfaction level that matters, and in DiD that's absolute. So, (I think) in DiD it doesn't matter that you have an alcohol addiction of 50%, what matters is that you are 25% drunk - the addiction is an unwanted side effect. With SLS cum addiction I would want to know how cum-drunk you are. It's related to satisfaction, but I don't know if it's absolute, or needs to be scaled into a space based on an addiction level, or whatever. But I basically want to know what %cum-drunk you are at that instant. With milk addict, or STA pain, it's the same. It's not the addiction that matters, it's how milk-drunk, or how full of lactacid, or how much pain you're feeling that matters, and it needs to be converted into a 0 to 100 scale. I guess for lactacid, the % is simply based on your max amount of lactacid. If that's 10, then 3 lactacid is 30%, and 1 is only 10%. It might be worth a 10% bonus if you've recently consumed milk tho. For STA, I'd want to know the pain level, I think that's basically the bum and boob redness level. But also need to know if you're a masochist. Masochism should cap your pain benefit, so it would be the minimum of the two. Masochism as a percentage (I wish STA showed you this, instead of it's confusing rank and number within it) and pain as a percentage of max. This is basically equivalent to the number you're feeding into the pain buff. If you're getting a genuine buff from pain, then presumably a value is calculated to determine how much of the full value you get?
Monoman1 Posted April 18, 2020 Author Posted April 18, 2020 @Lupine00 There are going to be some complication on converting to a 0-100 scale. Cum Addiction: Default settings for cum addiction are increasing the possible hunger levels as your addiction increases. Eg: Addiction level 1 - Max hunger level = peckish Addiction level 2 - Max hunger level = hungry etc... this 'style' can be turned off so that max hunger is always "Ravenous". For your info the relevant script is _SLS_CumAddict and functions that will probably interest you are: GetHungerState() - returns 0 - 4 based on hunger stage GetAddictionState() - returns 0 - 4 based on addiction stage. Milk Addiction: Again addiction level versus current lactacid decides severity. After a quick look there's no easy way to pull a number from MA. You'd probably have to get the current addiction pool count which is global variable _MA_LactacidAddictionPool and build a function yourself to get the resulting addiction level. GetAddictionStage() in _MA_Main will give you the numbers you need as their 'set in stone' in that script. Getting the current satisfaction is a bit easier. Current lactacid is a StorageUtil variable: StorageUtil.GetFloatValue(PlayerRef, "MME.MilkMaid.LactacidCount") The lactacid needed to satisfy each addiction level are stored as properties in the MCM script: Float Property RequiredLactMild = 1.0 Auto Hidden Float Property RequiredLactModerate = 2.0 Auto Hidden Float Property RequiredLactAddict = 4.0 Auto Hidden Float Property RequiredLactJunkie = 8.0 Auto Hidden Masochism: Not sure about the best approach.... This might be useful in getting the current masochism stage: _STA_SpankUtil: GetMasochismAttitude(Float ValueToCheck) Where ValueToCheck is a property: PlayerMasochism Getting the current pain.... well, you can use ApplyPainEffect() as a reference. Float Pain = (SpankUtil.IntensityAss + SpankUtil.IntensityTits) Both Intensitys are propertys.
Xiaron Posted April 18, 2020 Posted April 18, 2020 Two questions. Is there a way to set the armor comfort level? Or what does it use to determine, since some of the armor that reads as uncomfortable, realistically wouldn't be and it's driving me a bit nuts. And also related to the sleep function, is there a wakeup animation? I'm trying to track down what's causing a bit of a conflict but turning off the sleep function didn't change anything so while I don't think Survival was the issue, I wanted to double check.
Monoman1 Posted April 18, 2020 Author Posted April 18, 2020 47 minutes ago, Xiaron said: Is there a way to set the armor comfort level? Or what does it use to determine, since some of the armor that reads as uncomfortable, realistically wouldn't be and it's driving me a bit nuts. I'm not sure what you mean by comfort level? If you mean what triggers the bikini curse then: Armor: anything that doesn't have the bikini keyword or that isn't flagged as bikini in SLAX. Hands, head and feet are exempt. Boots must be heels if that option is selected. Or you can go barefoot instead but with the barefoot debuff. Clothes: You can wear clothes in the body slot too but they must be slutty. Set the clothes as slooty in the SLAX menu. Boot must also be heels. 51 minutes ago, Xiaron said: And also related to the sleep function, is there a wakeup animation? I'm trying to track down what's causing a bit of a conflict but turning off the sleep function didn't change anything so while I don't think Survival was the issue, I wanted to double check. No. No animation played as far as I remember.
Xiaron Posted April 18, 2020 Posted April 18, 2020 29 minutes ago, Monoman1 said: I'm not sure what you mean by comfort level? For the sleep calculator, one of the things that impacts it is armor 'comfort' level. I'm trying to figure out what determines that, since the gear I had picked for sleep is uncomfortable when the item in game is basically a soft shirt. I'm sure it's a keyword, though even setting it to naked in SLAX doesn't change it being 'uncomfortable'.
Monoman1 Posted April 18, 2020 Author Posted April 18, 2020 28 minutes ago, Xiaron said: For the sleep calculator, one of the things that impacts it is armor 'comfort' level. I'm trying to figure out what determines that, since the gear I had picked for sleep is uncomfortable when the item in game is basically a soft shirt. I'm sure it's a keyword, though even setting it to naked in SLAX doesn't change it being 'uncomfortable'. Oh right. Theres no great distinctions. Basically you'll prefer sleeping naked. Naked > clothes > armor Only considers body slot.
Xiaron Posted April 18, 2020 Posted April 18, 2020 1 hour ago, Monoman1 said: Oh right. Theres no great distinctions. Basically you'll prefer sleeping naked. Naked > clothes > armor Only considers body slot. Is there a way to get that to respect the SLAX keywords? I marked the 'armor' as naked, but it seems to still be counting as actual armor. It's not a big deal, since I can remove the armor keyword in TESVEdit for that one item, but it would make life a lot easier. Edit: Okay, changing the keywords manually doesn't work anyway. Anything in that slot seems to be registering uncomfortable.
user9120975435 Posted April 19, 2020 Posted April 19, 2020 Could pony compulsion lead to a compulsion/urge to find the nearest horse to be treated like a mare?
Monoman1 Posted April 20, 2020 Author Posted April 20, 2020 On 4/18/2020 at 11:14 PM, Xiaron said: Edit: Okay, changing the keywords manually doesn't work anyway. Anything in that slot seems to be registering uncomfortable. There's no keyword check. It's only checks the Armor Type. Nothing in slot 32 = naked OR type = clothes OR type = armor. I might see if I can add an SLAX naked check. On 4/19/2020 at 2:00 AM, user9120975435 said: Could pony compulsion lead to a compulsion/urge to find the nearest horse to be treated like a mare? It could but I'm not a big fan of 'auto sex'. I know there's auto suck but that can be mitigated to a certain extent by satisfying cum hunger. Also, next version will allow you to gag yourself to stop yourself automatically sucking. I might add a chance to end the pony compulsion when having voluntary sex with a horse but I don't know about that either. You need to suck a horse to get the compulsion in the first place so adding more sex on top seems OTT.
Lupine00 Posted April 20, 2020 Posted April 20, 2020 On 4/19/2020 at 5:55 AM, Monoman1 said: There are going to be some complication on converting to a 0-100 scale. I think I'll manage somehow The main problems are (a) writing all the soft-dep boilerplate, (b) finding out how to introduce the data into DiD. Onto another question... Is there a way to have a license without there being a license object? I am interested in the idea of the DF follower "looking after" your SLS licenses for you. So, you pay the follower, and the follower gets you a license or three, and if you get rid of the follower, you don't have any licenses. And if the follower is feeling playful, you might enter the city, and the follower might say, "Oh, she doesn't have any licenses," and what are you going to do? So, I think that's a bit different from the idea of a modevent that gives a license.
abc12396 Posted April 20, 2020 Posted April 20, 2020 I don't know if it is only for me, but toll evasion seams not be working any more, guards does nothing when evasion flag is True
Monoman1 Posted April 20, 2020 Author Posted April 20, 2020 4 hours ago, Lupine00 said: Onto another question... Hmm. There's no dedicated system currently to handle that but you MIGHT be able to do something with a little messing around. Have a look at UpdateLicenceExpiry(Float CurrentExpiry, Formlist LicenceList) in _SLS_LicenceUtil. (I don't know what CurrentExpiry is doing there it's redundant - ignore it) If you were to create an ObjectRef of an invisible (non playable item), give it to the player. Throw it into an alias to keep it alive. Then attach StorageUtil variable _SLS_LicenceExpiry to it. Add your ObjRef to the corresponding formlist (_SLS_LicenceListMagic for example). Then call UpdateLicenceExpiry(CurrentExpiry = whatever, LicenceList = WhicheverLicenceListYourWorkingOn) it should toggle the corresponding HasValidXLicence flag. Then when you want to remove the licence, remove your ObjRef from the list and call it again. Might work. I believe '_SLS_LicenceExpiry' is just a float of GameTime when you want it to expire. Eg: Game.GetCurrentGameTime() + 7.0 = one week from now. You'd have to handle OnContainerChanged for the invisible item if/when a RemoveAllItems happens (robbery). 3 hours ago, abc12396 said: I don't know if it is only for me, but toll evasion seams not be working any more, guards does nothing when evasion flag is True Try toggling the flag outside of town and enter town and leave without paying again. See if that kick-starts it.
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