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Posted
5 minutes ago, Monoman1 said:

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

 

Try setting the slider in the mcm again. 

I did it and it fixed the current toll value, but if you level up again, the value still don't update... it's kinda meh to keep coming back to the menu and fixing every time... Also... I like to play with hardcore on... so this makes things a little difficult...

Posted
10 minutes ago, test987654 said:

I did it and it fixed the current toll value, but if you level up again, the value still don't update... it's kinda meh to keep coming back to the menu and fixing every time... Also... I like to play with hardcore on... so this makes things a little difficult...

I believe the mod sets the toll cost when the town is loaded. As long as you're not standing around town grinding levels it should go up. 

Posted
9 minutes ago, Monoman1 said:

I believe the mod sets the toll cost when the town is loaded. As long as you're not standing around town grinding levels it should go up. 

I actually recall writing a patch for this some time ago, since I ran into that problem as well back then. IIRC by using OnActivate rather than OnCellAttach (or OnLoad maybe? It seems like the more obvious one, but it's lesser for this kind of thing AFAIK), then calculating the toll as needed, worked far more reliably.

Posted
On 8/12/2019 at 9:06 PM, Targultoon said:

I looked at it myself, and refactored the code a bit to first of all be a bit cleaner (IMO), and make both the slaverun job factor and OnActivate work.

 

What I did is add a new global _SLS_TollJobReductionFactor, and in the SLS_Utility script I added two auxiliary functions CalculateToll and GetReducedToll. CalculateToll() calculates the base toll with the level modifier and the slaverun modifier, and GetReducedToll() returns the toll to be paid. 

 

This also fixes what I think is a bug in this line:


_SLS_TollCost.SetValueInt(_SLS_TollCost.GetValueInt() - Math.Floor(_SLS_TollCost.GetValueInt() / Menu.SlaverunJobFactor))

Which I think is supposed to hit 0 after doing all the jobs, but it doesn't in this formula as I see it (Although I haven't actually looked at it in-game).

 

 

I marked all edited code and code I commented if you want to look at it yourself

 

Edit: The plugin didn't save and the property I added to the ledger didn't work, so I added a fixed plugin

 

SexLab Survival edited.zip 253.97 kB · 2 downloads

SL Survival.esp 707.36 kB · 2 downloads

Yeah, this post from almost a year ago. I think that Slaverun job cost being exponential decay rather than linear decay is still a a problem, but I think that'd only matter if you want to do 1-2 jobs and then pay the rest.

Posted
2 hours ago, Monoman1 said:

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

Oh, not manually, just a cobbled together list of mods that either replace their outfits (Immersive armors/Book of UUNP) or replaces the bandits themselves (Wench mods ect).  End result being that every female NPC in the game at that isn't a custom follower wearing their own personal gear is pretty skimpy at this point.

 

Your method would be *much* better to go with bikini licences - I just can't use the curse in my game because I have so many sources of "bikini" armors that aren't the actual edited bikini armor mod and cause the curse to trigger if I wear them.

Posted
1 hour ago, HexBolt8 said:

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.

 

Yup, just another reason it's a bad idea. I use misogyny in SLS to make the weak PC start credible, then slowly turn off features as my PC becomes stronger. You clearly prefer it as a feature. It's basically idle concept banter unless someone really goes all-in on a mod for it. ?

Posted
5 hours 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?

 

Still a mess to implement and probably not worth it.

Licenses already have a good enough mechanism: discounts, then buy a permanent license.

 

Tolls are a different matter, because if you are caught for toll evasion, a random license is destroyed. A bit of a blow if it's a perpetual license.

 

One way to do this progressively, is to allow more toll evasion leeway time, and reduced toll amount according to some criteria.

 

Levels, for example, or perhaps levels, but only if you are a thane.

 

e.g.

Float tollCost = baseTollCost - playerLevel * tollLevelDiscount

Float evasionTime = baseTollEvasionTime

If isPlayerThane

  evasionTime += playerLevel * tollLevelTimeAllowance

EndIf

...

very simple + progressive

 

For guard harassment, they could ease up based on a decaying donation pool.

 

Guard says:

"I've got my eye on you!"

"Can I make a donation to the guard retirement fund?"

"What?! Maybe. Talk to the quartermaster."

 

At quartermaster:

"What do you want now?"

"I'd like to donate some money to the guard retirement fund."

"Finally making yourself useful. How much will you donate?"

"5000 gold"

"You must have sucked a lot of cocks to make that much?"

 

And the donation pool decays gradually over time, so you need to keep topping it up.

Each X gold in the pool subtracts one from the percentage chance of a guard saying or doing something unpleasant to you.

 

 

However, the thing I want most from SLS is "licenses and tolls for Slaverun towns only".

Personally, that's really the only thing I miss.

Posted
6 hours ago, Monoman1 said:

Honestly I don't know how reliable the whole thing would be.

Immersive Armors seems stable enough.

I have no problems with it. If you use the same approach, should be fine.

 

I wouldn't want cloth wearing NPCs being given armored bikinis though.

Slaverun support adds a little complexity too.

 

I got rid of MWA for my new game as:

  • it's not being supported now
  • it adds quite a bit of load between all those ObjReferences and the events on everything
  • it did introduce a number of situations where bothersome work arounds and consoling were needed

It's a bit of a shock to be able to wear anything I loot now.

It feels crazy wrong after so long with MWA.

 

I have some ideas for a lightweight replacement, where the intent is simply to ensure you can't wear most items you loot.

I probably can't be bothered to make it. I guess we'll see.

Posted
21 hours ago, Monoman1 said:

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.

I tested it a lot before I posted the question here; it wasn't a one-off incident. I tried it on various guards in every hold, breaking different rules to see which ones weren't working. I did not test the "weapons/armor equipped" rule, since I've been playing this time around with tolls and licenses disabled. Over a few hours of testing, I wasn't able to get any of the guard rules under Misogyny to work, and I also wasn't able to get devices through failed pockpocketing events. The rape, drugging, and taking-items consequences for failed pockpocketing still worked, though.

 

I did a clean save and then reinstalled Survival, as suggested; tested things, and all of the stuff is working again. I had no idea what the issue might be until a few minutes ago. I was in Markarth, trying to entice a horse into giving up some yummy cummies (as one does), and got frustrated because the RNG wasn't giving me the "blowjob" option after fondling. On my last attempt I got to the <Keep fondling to get him excited>, and then just pressed Escape to leave the conversation without wasting any more time. Then I had my girl take some skooma, to calm her frustrated nerves. Then I noticed a guard standing right next to me, who failed to react to her blatant skooma consumption. Curious. So I exited the game without saving, and went back to the same spot. Same mulish horse, same bored guard. I had her drink the skooma without touching the horse at all, and this time the guard reacted.

 

So the issue might be related to Fondle events getting interrupted!

Posted

On the topic of old SLS bugs...

 

Even in new games, I'm still getting harassed by Enforcers who are obsessed that I'm smuggling contraband on my follower, despite having Player-Centric licenses set.

 

They will even harass you during sex, just like in the recent screenshots. It broke my encounter with the exact same Riverwood highwayman shown in the earlier post.

 

Also, with "Follower do not carry contraband" and "Player centric licenses" set...

 

I went to trade with follower to give them a shield.

The follower declared it contraband and said "I'm not going to carry your illegal shit for you!"

And promptly gave me half her gear, including her special follower-only weapon.

 

I had to enable follower contraband carrying to allow the follower to arm herself.

 

So, I'm thinking "Player centric" license system either doesn't work, or doesn't work in any logical way I would understand from the description.

 

The obsessive enforcers didn't seem to remove any gear from the follower though. It was just a repeat of that old issue where they would chain-force-greet me and it was very hard to escape.

Posted
1 hour ago, Lupine00 said:

On the topic of old SLS bugs...

 

Even in new games, I'm still getting harassed by Enforcers who are obsessed that I'm smuggling contraband on my follower, despite having Player-Centric licenses set.

 

They will even harass you during sex, just like in the recent screenshots. It broke my encounter with the exact same Riverwood highwayman shown in the earlier post.

 

Also, with "Follower do not carry contraband" and "Player centric licenses" set...

 

I went to trade with follower to give them a shield.

The follower declared it contraband and said "I'm not going to carry your illegal shit for you!"

And promptly gave me half her gear, including her special follower-only weapon.

 

I had to enable follower contraband carrying to allow the follower to arm herself.

 

So, I'm thinking "Player centric" license system either doesn't work, or doesn't work in any logical way I would understand from the description.

 

The obsessive enforcers didn't seem to remove any gear from the follower though. It was just a repeat of that old issue where they would chain-force-greet me and it was very hard to escape.

Never had any problems I couldn't usually explain. 

Follower contraband = When you close their inventory, anything they don't end up having equipped that you don't have a licence for and isn't a licence exception. And that's it really. 

 

I've had it trigger when getting into a milking machine and MME gives you a harness and equips it. 

 

Do you have some mod that would be adding items (invisible or otherwise) to the player/follower?

Posted
4 minutes ago, Monoman1 said:

Do you have some mod that would be adding items (invisible or otherwise) to the player/follower?

No. And the follower didn't have any other weapons added to her.

She might have had a default bow, but if she did, it didn't transfer to me, and she didn't have it in her inventory either.

 

On closing the inventory she gave back more than the shield.

I am using NFF as I'm too lazy to remove it.

 

Simply trying to give her back her axe (she had no other weapon) did not work. She wouldn't take it, despite having nothing else to equip.

 

It used to be I could blame anything on PoP :) But I've taken it out.

 

Perhaps I'm not being clear. I had no weapon or armor license at the time. It was reasonable for her to reject the shield, but not to suddenly decide her own axe was mine.

 

This is exactly the same as I saw a couple of updates back.

Also haunted by over-eager Enforcers then.

 

The Enforcers repeatedly failed to remove the contraband from the PC. I was carrying a ton of stuff and they wouldn't remove it.

Yet when I walked into Whiterun, they removed it just fine.

 

I think somebody else reported something extremely similar a day or two back.

If it's not understood, I'll try and provide better feedback from the new game I'm starting ... now.

Posted

Wich are the consequences from losing feet/s leg/s with amputator? I read those for loosing hand/s arm/s but not for leg/s, stull foes dos not attack? Can u pick up obj? Loot? Get u raped? Great mod sir anyway :)

Posted
7 hours ago, Lupine00 said:

Immersive Armors seems stable enough.

I have no problems with it. If you use the same approach, should be fine.

How does it do it? I'd doubt we have the same approach. 

IA only ever seemed to affect unique Npcs for me. Whereas I'm aiming for a more 'blanket style' approach.

1 hour ago, Garagulu said:

Wich are the consequences from losing feet/s leg/s with amputator? I read those for loosing hand/s arm/s but not for leg/s, stull foes dos not attack? Can u pick up obj? Loot? Get u raped? Great mod sir anyway :)

Can't remember if there are any. 

I suppose if you were to lose a leg, technically you shouldn't be able to fight any more. Which would make it a bit annoying if you were to immediately get a leg chopped off just as combat started. 

At least when you lose an arm you can fight on. Poorly. 

35 minutes ago, NicoleDragoness said:

- My idea is to have those males as "imprisoned serial rapist ultra perverted" so the risk for the Player to stay at night in the "kennel" is almost the same if not really worst.

Hmm. It's not that simple. Even if you did replace all the animals with men the script would need to be changed. 

Calling sex for creatures is different to calling sex for humanoid races. 

Posted
26 minutes ago, Monoman1 said:

Hmm. It's not that simple. Even if you did replace all the animals with men the script would need to be changed. 

Calling sex for creatures is different to calling sex for humanoid races. 

And I have the very sad feeling that you are not interested to do that as "alternative for no creature lovers".

Posted
23 minutes ago, NicoleDragoness said:

And I have the very sad feeling that you are not interested to do that as "alternative for no creature lovers".

Well there is already an alternative in the form of the perverted old kennel keeper. But I have a feeling you want an alternative to the alternative. 

Posted
10 minutes ago, Monoman1 said:

Well there is already an alternative in the form of the perverted old kennel keeper. But I have a feeling you want an alternative to the alternative.

I'm sure there are a few around that would like an alternative kennel filled with studly guys in black leather who say stuff like "Woof woof baby, come and taste my bone!"

But probably more who just want more kennel-type locations around the cities of Skyrim.

Posted
1 hour ago, Monoman1 said:

How does it do it? I'd doubt we have the same approach. 

IA only ever seemed to affect unique Npcs for me. Whereas I'm aiming for a more 'blanket style' approach.

Mine seems to do more than uniques. It's a little annoying, as sometimes I loot NPC only armor items from bandits, because it regears them too, and guards.

It runs automatically at game startup, beyond that I never looked how it worked.

 

It might be illuminating to see what it does, in case it is better, or more robust, or gives a clue to problems you might encounter, or know you've avoided.

Posted
52 minutes ago, Lupine00 said:

I'm sure there are a few around that would like an alternative kennel filled with studly guys in black leather who say stuff like "Woof woof baby, come and taste my bone!"

But probably more who just want more kennel-type locations around the cities of Skyrim.

As perverted (a bit only ... ) old nympho I like the first one.

But I understand also the other (poor guys) who likes ... ehm ... dogs.

 

Probably too much work but ... why not both (selectable)?

Posted
1 hour ago, Lupine00 said:

I'm sure there are a few around that would like an alternative kennel filled with studly guys in black leather who say stuff like "Woof woof baby, come and taste my bone!"

Much better :angel:

Otherwise, "Kennels" sounds like a one-way ticket to me :classic_unsure:

Don't know why :classic_shy:

Spoiler

game-of-thrones-ramsay-bolton-killed-eat

 

Posted

Since we're on the topic of creature sex, I have a suggestion! Right now, you can choose for "begging" sex to be consensual or aggressive. Personally, I like to use the aggressive option... but it creates a problem when it comes to creatures, because there is a much, much smaller selection of aggressive animations for creatures. Particularly the ones you encounter while begging. I think I only have 5 or 6 animations available when my dragonborn has to do something with a horse, and only a few more with dogs.

 

To alleviate this issue, I would suggest having separate options to control scene aggressiveness with humans and creatures.

Posted

Regarding the kennels and creature content, there was the idea that at some point the other cities might get sleeping in the jail as an option.  Combine that with @NicoleDragoness's idea for populating a place with perverts and rapists, and you have the special cell for overnight stays for wayward women.  Whiterun would still have the creature content, but the other cities would not.

Posted

With this mod it actually make sense that 70% population of Skyrim are LeveledList bandits and many of them women.

Posted
1 hour ago, HexBolt8 said:

Whiterun would still have the creature content, but the other cities would not.

Yes, kennels at different cites should have different theme/vibe/culture to it. I have heard rumours the riften kennel opens to Dj.dragon's brothel.

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