Jump to content

Recommended Posts

Posted
39 minutes ago, Monoman1 said:

Do you have a TesEdit merged patch?

No Merged patch, but I am running Requiem which has its Reqtificator that plays around with levelled lists I think

 

Posted
2 minutes ago, dePog said:

No Merged patch, but I am running Requiem which has its Reqtificator that plays around with levelled lists I think

 

I also use requiem but I still use a tesedit patch. See post #2 here on how to make one. 

You should also run the retificator afterwards so changes from the tesedit patch are propagated into the requiem patch. 

Posted
3 hours ago, Monoman1 said:

I also use requiem but I still use a tesedit patch. See post #2 here on how to make one. 

You should also run the retificator afterwards so changes from the tesedit patch are propagated into the requiem patch. 

Thanks, I can now fit TAWOBA bikini pieces that I consoled in to check it out. Will wait to see if they turn up in stores as time goes by.. 

 

Thanks again. :)

Posted

It would be to have guards and enforcers to be less sexists when player achieves some milestones in the game like; defeating alduin, ending civil war, completing companions storyline. Maybe full exemption from harassment? Or make it leveled based on player's level?

 

https://www.nexusmods.com/skyrim/mods/55264

 

This is funny mod that let you escape from chasing hostile NPCs by hiding in the barrel. Gotta try it on the enforcers. :DDDD

Posted
1 hour ago, Nepro said:

It would be to have guards and enforcers to be less sexists when player achieves some milestones in the game like; defeating alduin, ending civil war, completing companions storyline. Maybe full exemption from harassment? Or make it leveled based on player's level?

Meh, I'm not big into this kind of thing. While it might be neat, the work-to-payoff ratio isn't very high IMO. Creating alternate dialogue means a very big increase in complexity of the dialogues + probably duplicating script fragments = so much work + so many bugs that could be added.

 

I prefer Lupine's 'glass ceiling' idea where the plot/dialogue is changed so men take the credit for the work you do because a woman couldn't possible have done all these things. Should it ever see the light of day. 

Posted
2 minutes ago, Monoman1 said:

Meh, I'm not big into this kind of thing. While it might be neat, the work-to-payoff ratio isn't very high IMO. Creating alternate dialogue means a very big increase in complexity of the dialogues + probably duplicating script fragments = so much work + so many bugs that could be added.

 

I prefer Lupine's 'glass ceiling' idea where the plot/dialogue is changed so men take the credit for the work you do because a woman couldn't possible have done all these things. Should it ever see the light of day. 

"I heard Ysgramor himself came out of the banquet hall of Sovenguard to slay Alduin single handed!"  

Posted
6 hours ago, Monoman1 said:

I prefer Lupine's 'glass ceiling' idea where the plot/dialogue is changed so men take the credit for the work you do because a woman couldn't possible have done all these things. Should it ever see the light of day

We have Deviously Vanilla now. Not quite the same, but there are some concepts in common.

Posted
6 hours ago, Corsayr said:

"I heard Ysgramor himself came out of the banquet hall of Sovenguard to slay Alduin single handed!"  

Absolutely. That guy is awesome, even if he does smell of violets.

 

 

Posted
7 hours ago, Monoman1 said:

Meh, I'm not big into this kind of thing. While it might be neat, the work-to-payoff ratio isn't very high IMO. Creating alternate dialogue means a very big increase in complexity of the dialogues + probably duplicating script fragments = so much work + so many bugs that could be added.

 

I prefer Lupine's 'glass ceiling' idea where the plot/dialogue is changed so men take the credit for the work you do because a woman couldn't possible have done all these things. Should it ever see the light of day. 

There does not have to be much added. Why not just let disable enforcers approaching you and you get all licenses for free. Let's say quest where Baalgruf frames player into imposter Dragonborn is skipped if player is certain level. If quest is skipped then player get licenses in this hold for free, free tolls and no harassing/slapping player. If player does not meet level requirement then she vanilla mod behavior continues.

 

What ideas do you have to expand the mod or just focusing on polishing the mod?

Posted
3 hours ago, Nepro said:

quest where Baalgruf frames player into imposter Dragonborn is skipped if player is certain level

I think you're mixing in ToH here...

Posted
5 hours ago, Lupine00 said:

We have Deviously Vanilla now. Not quite the same, but there are some concepts in common.

Must give it a spin.

5 hours ago, Nepro said:

There does not have to be much added. Why not just let disable enforcers approaching you and you get all licenses for free. Let's say quest where Baalgruf frames player into imposter Dragonborn is skipped if player is certain level. If quest is skipped then player get licenses in this hold for free, free tolls and no harassing/slapping player. If player does not meet level requirement then she vanilla mod behavior continues.

Yea that sounds like ToH. 

Well if all you want is to turn stuff off, you can already do that. Just disable licences and set the number of enforcer spawns to zero. 

I'm not telling you how you should play your game here, but personally I'd find this 'flipping of the switch' at a single point in time or event from obscene harassment and sexism to sunshine and rainbows to be pretty jarring. But that's just me. 

Posted

I'm having an issue (using the SE version!) where guards suddenly stopped caring about the suspicious things I was doing. They no longer react to me picking locks, using skooma, drawing weapons, etc. I'm just wondering if there's a way to forcibly reset whatever process controls that behavior. :3

 

... I just tried some things, and it seems like the mechanic that causes devious devices to be quipped (eg, after a failed pickpocket attempt) also isn't working.

 

Is there a way to reset the entire mod? To be clear, all of these things were working previously, on this same play-through!

 

Edit: Unrelated question: Will anything break if I remove all the pet-suits from the device list? I like pet-suits in theory, but they tend to cause weird-lookin' sexlab animations!

Posted
3 hours ago, shar181 said:

I'm having an issue (using the SE version!) where guards suddenly stopped caring about the suspicious things I was doing. They no longer react to me picking locks, using skooma, drawing weapons, etc. I'm just wondering if there's a way to forcibly reset whatever process controls that behavior. :3

Some people have reported issues but I've yet to see any problems in my game.

There are some limitations to the feature. Armors/Weapons equipped doesn't work outside of walled settlements (and isn't supposed to). Guards in scenes won't respond because scenes take priority. AI packages with a higher priority will take precedence also (though I think the package is as high as it can be but I'm not sure what happens when equal priority packages are applied). So basically try it on different guards. 

To try to reset them you can try toggling off all the behaviours, exit the mcm, wait a few seconds and go back in and turn them on again. 

3 hours ago, shar181 said:

.. I just tried some things, and it seems like the mechanic that causes devious devices to be quipped (eg, after a failed pickpocket attempt) also isn't working.

Same limitations above apply. People in scenes tend to be the worst. Scenes can be very small. 'Stupid dog' is a scene for example. 

3 hours ago, shar181 said:

Is there a way to reset the entire mod? To be clear, all of these things were working previously, on this same play-through!

Clean save. 

3 hours ago, shar181 said:

Edit: Unrelated question: Will anything break if I remove all the pet-suits from the device list? I like pet-suits in theory, but they tend to cause weird-lookin' sexlab animations!

I don't think it'll case any major problems. Maybe some log spam. But pet suits aren't used all that much in SLS anyway. Only place I can think of is the kennel. 

Posted
7 hours ago, shar181 said:

... I just tried some things, and it seems like the mechanic that causes devious devices to be quipped (eg, after a failed pickpocket attempt) also isn't working.

 

3 hours ago, Monoman1 said:

 

Same limitations above apply. People in scenes tend to be the worst. Scenes can be very small. 'Stupid dog' is a scene for example. 

On my SE clusterfuck load order it worked. I tried to pickpocket Khajiit Highwayman at the foot of the Riverwood bridge ( troubles of heroine mod ). Failed and he put some red strings, stockings and collar on my player.

 

Poor Khajiit didn't get his full fuck. ?

 

 

 

ScreenShot112.png.c78ba381b082b6b844bdb40af11b49ac.png

 

ScreenShot113.png.4c39df910b82e0f7bf31080c134b79a0.png

ScreenShot114.png.7f56abf8affcb0a7930b2208d0a7ed8e.png

 

 

ScreenShot115.png.c83056150d139693fc197e7a23508649.png

 

ScreenShot116.png.677a892db250b4683b5cdb3ddd001556.png

 

 

Posted

What is supposed to happen when you're given a bedroll to sleep for the night using Simply Knock and SLS ?  The bedroll was in my inventory but nor dropping it nor clicking on it did anything.

 

Also, I tried using the Kennel, working great but for one thing.  I'm given a key I'm assuming is for opening the little cell inside the kennel.  Unfortunately, activating the gate did nothing and I had to manually disable the door with the console to get in :/

 

Finally, an idea/suggestion.  I get it that putting kennels in every town is difficult.  Maybe you could use the jails instead ?  It's not as doggy-friendly but it's still a good alternative if you have nowhere to sleep.

 

As always, great mod, though

Posted
1 hour ago, mangalo said:

What is supposed to happen when you're given a bedroll to sleep for the night using Simply Knock and SLS ?  The bedroll was in my inventory but nor dropping it nor clicking on it did anything.

Drop it and sneak and activate it. 

1 hour ago, mangalo said:

Finally, an idea/suggestion.  I get it that putting kennels in every town is difficult.  Maybe you could use the jails instead ?  It's not as doggy-friendly but it's still a good alternative if you have nowhere to sleep.

Mmm, maybe. But I'd still have to script everything. 

Posted
On 4/23/2020 at 4:41 AM, Monoman1 said:

Eh, at a guess, because I don't have a pc, you could apply a condition to the debuff magic effect. GetIsMale = 1 or something

Sounds completely broken. Try testing on a new game.

Sorry but I'm not aware of any problems between SLS and DCL. I use both. And I'd imagine a lot of other people here do too. 

If you're using SE maybe just check your papyrusutil is up to date. 

Other than that I'd load just SLS and DCL + requirements and see if you still have the same problem. 

Someone had a very similar problem here not so long ago. Temple of kynareth right? In whiterun? But I cant remember who that was or what the problem mod was. It wasnt milk mod though. 

 

Edit: here's the starting post. Theres more on the following page too

 

Spawning NPCs I can not recommend because scripts/dialogue/aliases may be tied specifically to one instance of an npc but not to copies of that npc. So you need to fix whatever is causing everyone to wander. 

 

Thanks for digging into this.  I contacted the individual and they said:

"My issue was caused by adding companion mods to my load order.  The problem was that the companion packs did not tag the companions appropriately causing SL survival to duplicate them multiple times."

 

Still trying to find out which companion mod might be doing this, but for now Ive turned off all their esps.  Do I need to start a new game for all the npcs to go back to their spots, or should they eventually wander back? Still seems odd to me that this would could the SLSurvival npcs to go to the temple as well.

Posted
42 minutes ago, SimpleLife said:

My issue was caused by adding companion mods to my load order.  The problem was that the companion packs did not tag the companions appropriately causing SL survival to duplicate them multiple times."

?

I don't see how SLS could be duplicating Npcs. There's nothing in it that I can think of that would even come close. 

44 minutes ago, SimpleLife said:

Do I need to start a new game for all the npcs to go back to their spots, or should they eventually wander back?

I couldn't say. 

Posted

Bikinifinicator test.

 

Game 1 on the bottom. Game 2 (new game) in the middle. Game 3 (another new game) on top. Ignore the crappy textures. 

Only iron done. And only top, bottom, abs, thigh and tassets atm.

Honestly I don't know how reliable the whole thing would be. Anything equipped after the process is done causes some weirdness (nakedness) due to skyrim's rather inflexible outfit system. MWA also hates it (same problem as deadly mutilation). And the boots have to stay with whatever they had. 

BUT wouldn't it be nice if you weren't the only one the all the men were discriminating against. 

+ bikinis from dead bandits etc. 

 

Bikinifinicator.thumb.jpg.850af61a357ab870326331ff72612401.jpg

Posted
On 4/26/2020 at 1:05 PM, Monoman1 said:

Meh, I'm not big into this kind of thing. While it might be neat, the work-to-payoff ratio isn't very high IMO. Creating alternate dialogue means a very big increase in complexity of the dialogues + probably duplicating script fragments = so much work + so many bugs that could be added.

 

I prefer Lupine's 'glass ceiling' idea where the plot/dialogue is changed so men take the credit for the work you do because a woman couldn't possible have done all these things. Should it ever see the light of day. 

 

Misogyny settings kind of cover that anyway if you play a character who starts with nothing. You get discriminated against because you are weak and no one takes you seriously. You're an annoying wannabe who's just wasting everyone's time. All the other women are either accomplished warriors, travel with an escort, stay close to towns, or are victims of something or other. All this in a world where your first encounter with a giant in vanilla is a fight with three high level Companions who are supposed to be the best fighters in Skyrim. But you want to go looking for treasure in draugr-infested tombs? "Stupid girl" indeed...

 

The "easier" way to do it would be to add conditions to dialogues, license requirements, enforcer checks, etc. where they start to disappear as the character gains levels or skill levels. People now know you, you have a reputation as a fighter, you no longer return from a fight as a disheveled, naked disaster, so why bother you?

 

Still a mess to implement and probably not worth it.

 

1 hour ago, Monoman1 said:

?

I don't see how SLS could be duplicating Npcs. There's nothing in it that I can think of that would even come close. 

 

That's a problem with merged patches. I can't remember what causes it because it's been a long time since I've seen it, but if it shows up, deleting the NPC leveled list in the TesEdit patch fixed it in all instances I've encountered. I 100% wouldn't do that to an existing game though.

Posted
1 hour ago, Monoman1 said:

Bikinifinicator test.

 

Game 1 on the bottom. Game 2 (new game) in the middle. Game 3 (another new game) on top. Ignore the crappy textures. 

Only iron done. And only top, bottom, abs, thigh and tassets atm.

Honestly I don't know how reliable the whole thing would be. Anything equipped after the process is done causes some weirdness (nakedness) due to skyrim's rather inflexible outfit system. MWA also hates it (same problem as deadly mutilation). And the boots have to stay with whatever they had. 

BUT wouldn't it be nice if you weren't the only one the all the men were discriminating against. 

+ bikinis from dead bandits etc. 

Looks pretty damn cool, and stuff to further convert Skyrim into something that more closely resembles the reality facing the PC is IMO definitely worth looking into.

 

This is probably not something I'd use personally, but that is only because I've spent years slowly replacing all the vanilla gear meshes with stuff that already matches the "world" of STA, plus blowing up the leveled lists with lewd versions of IA/Book of UUNP/half a dozen wench mods that all use their own versions of the bikini armors.  

 

Just because the pictures gave me ideas - some other pure fluff/immersion ideas for fleshing out the world of SLS:

 

Similar to Hydra slave girls - what if SLS added some female "adventurers" in the major cities that find themselves in a similar situation to the PC?  These could all be generic respawning NPCs that sport cursed collars (probably best non-physics versions) and/or bikini/magic curse tats.

 

  • "Troubled adventurers" - naked (using self cover animations?) or bikini-clad NPCs who are down on their luck and trying to scrounge around to pay for licenses or find someone to escort them out of the city.  Could possibly have some gameplay purpose as "fake" escorts that let you leave the city without a real follower (avoiding Devious Follower minimum contracts) at the risk the toll guard may call you out and dole out fitting punishment to the PC and their fellow adventurer.

 

  • "Former adventurers" - beggars who have resorted to the same begging system available to the PC for their needs.  Perhaps they could engage in small scenes with other NPCs that mirror the PC's begging options, or optionally approach/be engaged in conversation by a PC with valid licenses.  Could be seen as a reward for "winning" at SLS, by continuing the vicious cycle of abusing those less fortunate.

 

  • "Corrupted/addicted adventurers" - these adventurers could hang around the stables and have dialogue detailing their fall to corruption, or unbearable addiction to cum.  They could also trigger occasional SL scenes with the resident horses/dogs, or have the player have the option of egging them on through dialogue.  Perhaps some of them could even have an animal companion following them around.

 

  • "Exhausted adventurer" - perhaps if the PC sleeps in their vanilla player home, they have a small chance to be woken up by a knock on the door.  Turns out to be a dead-tired adventurer desperate for a place to sleep for the night.  The player could let them in (possibly with some accessories for "safety") or send them away with the suggestion they visit the "kennel".  Once inside, the player could let them sleep the night and leave in the morning... or take advantage of them... or truss them up like a package and sell them to the Riften slave market for a few coins.

 

 

Posted

In the last version of the mod (591), the tolls are not getting higher when leveling in game, even with the option turned on on MCM. Someone can confirm it if it is a bug?

Posted
51 minutes ago, SkyAddiction said:

The "easier" way to do it would be to add conditions to dialogues, license requirements, enforcer checks, etc. where they start to disappear as the character gains levels or skill levels. People now know you, you have a reputation as a fighter, you no longer return from a fight as a disheveled, naked disaster, so why bother you?

It would be nice to have NPCs react as you progress, but the effort to set up the dialogs for that could have gone into new or improved features.  Not a good trade-off, and mucking around with dialogs is not exactly fun work.  Instead of that, an often-used explanation for lack of recognition is that the men simply don't believe you.  It's not like they can just read your level.  If you're successful out there, obviously a man is doing the work.  It's nice though that you tag along to cook his food and service his needs.  If you're coming back less banged up and with better loot, it's clear that you've found a more capable man who takes better care of you.  Good for you, but quit telling those whoppers about doing any real fighting.  No man will believe you.

Posted
49 minutes ago, Reesewow said:

but that is only because I've spent years slowly replacing all the vanilla gear meshes with stuff

Ouch. Even bandits? Even I'm not crazy enough to go delving into Leveled lists manually. Though requiem seriously adds to it I think. 

 

Bikini banditos.

Bandits.thumb.jpg.c77d0eb4f2e809b993af7d4689bd8a24.jpg

 

19 minutes ago, test987654 said:

In the last version of the mod (591), the tolls are not getting higher when leveling in game, even with the option turned on on MCM. Someone can confirm it if it is a bug?

Try setting the slider in the mcm again. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...