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Posted
6 hours ago, Monoman1 said:

It does. Or should. Enchanted clothes. Tomes. Staves. Scrolls etc. But not enchanted weapons/armors. 

I think you misunderstood. I know it does. I'm pointing out that the cash related features are significant enough to not need a total magic blocker.

 

The magic license just isn't "balanced" against the other licenses.

The ability to find an armed enemy you can kill with your bare hands is in no way comparable to the ability to find a way out of a devious collar.

Assuming you can even get out of the collar. It's either absurdly easy, or impossible.

DFs do not remove collars. You can't get a person to remove it in town because you'll just get another, and so on.

 

It's not a feature I can use in my game. If others are  happy with it, I guess that's my problem.

 

 

Being able to give a license or block license purchases gets maybe 10% of the way there to the feature I actually described.

I can't take over enforcer dialog without going deep into SLS internals and patching its dialogs.

I can't alter vendor behavior from SLS without ... and so on...

 

I guess I don't care that much. I have enough things to do without making some new urgent job.

Posted

 

6 hours ago, Lupine00 said:

Being able to give a license or block license purchases gets maybe 10% of the way there to the feature I actually described.

 

14 hours ago, Lupine00 said:

Can we work out a way for DF to take care of some of this?

Which part is DF handling? :P

6 hours ago, Lupine00 said:

DFs do not remove collars.

Why not allow DF to remove collars? There can't be that many collars that don't use zad_BlockGeneric. And I know it won't be as straight forward as that. But you should be able to check for exceptions or even let people add their own to a json or something.

Side point: I notice I've a hard time removing many things in DF these days because they're 'too devious', despite being a standard devices. Now I know that's probably a problem for other mods, not DF. 

6 hours ago, Lupine00 said:

You can't get a person to remove it in town because you'll just get another, and so on.

You could get a person to remove it in non walled towns and leg it afterwards before the enforcers catch you. Whoever removed it should be punished though ;)

6 hours ago, Lupine00 said:

The magic license just isn't "balanced" against the other licenses.

While I agree it is different. Your suggestion to allow spells outside of town is just too... lame. And I mean that as in not a shit idea but just too little of a deterrent. And I feel that a mage without licences is at exactly the same disadvantage as a fighter without licences (especially at low levels which is where licences bite the most).

 

In fact I'd nearly say mages have the advantage in my game. Wearing armor increases spell casting costs and slows you down in my game so I don't really need an armor licence starting out, which means I only really need one licence. And I can grab that pickaxe/woodaxe/fork, just the same as a fighter and take out a couple of low level bandits, search a few sacks and find a key, remove collar. Bam back to 100%, whereas the fighter is still stuck with his shitty armor/weapon. In fact, if you're clever you'll find a key before you leave town, which is a total exploit now that I think about it. What about making it even harder then? Remove all spells until you own a licence. I know you'll love that one :D

 

Perhaps you should try disabling licences altogether and leave guard behaviors on. It sounds pretty much like what you want- no armor, weapons or casting spells in towns minus the trade restrictions part. 

 

Or perhaps as a compromise you can edit the 'steelcollars' part of the json and add only collars you can 'cut/struggle' out of. 

Posted
3 hours ago, Monoman1 said:

Side point: I notice I've a hard time removing many things in DF these days because they're 'too devious', despite being a standard devices. Now I know that's probably a problem for other mods, not DF. 

You really don't see that unless you have a block generic. And it was removed some versions back. People that have it have a lingering dialog from an old game.

That means you have any block generic device at all. Once you get one you're into the special mode where you can only remove devices first thing on waking up, in an inn, and you must trade deals directly for each item removed.

 

With licences, the point of buying them is so you can vend the loot.

If you took all the loot out to start with, then you won't have that point in your game.

 

A weapon or armor license has the benefit that it not only lets you fight - though there is a straightforward progression, from one weapon to the next better one for people without those licenses - but it gives you access to the most common loot in the game: armor and weapons. In most games those will be so common that you're leaving the low grade stuff.

 

Magic loot is not anywhere as common, though some dungeons have a bit more than others. You don't get the same vendor return.

But the situation when you don't have it, and you need it is. You can't fight at all, you must obtain a key. 

 

Several of my games didn't have ANY keys in, because keys come from DCL, and I took it out.

 

Laura's Bondage Shop does give keys, but they are very expensive items that you purchase. You don't really find them.

 

Deviously Enchanted chests can give keys, but I have the chance set so low I see two or three a game.

 

Do I want to play a game where I spend my time searching through dirty old sacks in people's houses trying to find a key? Not really.

 

And then there's the tattoo version, that simply can't be fixed, crippling a mage character completely.

 

There is a workaround for all these scenarios, which is endless prostitution. Just farm up the cash and buy all the licenses you like.

The downside of that is it gets boring rather quickly, and then becomes a waste of life.

 

 

3 hours ago, Monoman1 said:

Remove all spells until you own a licence. I know you'll love that one :D

Been there. Done that.

Had multiple games where I started with all magic and weapon skills at 0 and enforced the "house rule" that spell books and training required a license.

I think I remarked on it before. You can get past it if magic is not your focus.

 

 

3 hours ago, Monoman1 said:

Why not allow DF to remove collars?

The follower likes you in a collar. The follower has two modes: one where they remove items that would impair your fighting ability, and one where they only remove items that are absolute show-stoppers. A collar is a win for the follower as it doesn't stop you fighting, but does undermine your confidence.

 

That was before somebody made a magic-draining collar a totally commonplace item that you come across on entering any town though.

I suppose the follower could quite happily remove them.

 

"Can you remove this collar?"

"You want me to help you break the law? Why not? But it will cost you dearly."

OR

"Silly slut. You should wait until after we leave town to remove it."

 

i.e. follower wouldn't remove them in town.

That's just a key you don't have to buy in advance though.

 

Detecting the SLS collar in dialog is rather burdensome though, because ... dependencies.

 

 

3 hours ago, Monoman1 said:

Perhaps you should try disabling licences altogether and leave guard behaviors on. It sounds pretty much like what you want- no armor, weapons or casting spells in towns minus the trade restrictions part. 

Did that for the Things in the Dark game, as the licenses were meaningless.

Have also done that for Trapped in Rubber nostalgia trip. I *wanted* leave licenses on, but it was simply unworkable. Rubber suits block armor, and TiR is not follower compatible.

 

As for getting someone in an open town to remove the collar, that would have to be a blacksmith. Devious Lore offers some reasonable hope of that now, but it's by no means a sure thing you can do it. If you can't, you simply can't do anything, all you can do is wait.

 

Turning off licenses allows the chance to make more use of the poverty features in SLS, because poverty stops being a total game-blocker.

Posted
46 minutes ago, Lupine00 said:

With licences, the point of buying them is so you can vend the loot.

To be pedantic, you can vend loot without licences. In towns or the khajiit traders or the thieves guild (the guy in Honningbrew meadery is especially useful). Of course you get a fairly massive penalty but still.

 

BTW, does anyone know if the thieves guild "minus a little slice for the guild" as Tonilia says during her opener? I'd imagine they probably don't. Perhaps that's something I should 'fix'.

46 minutes ago, Lupine00 said:

There is a workaround for all these scenarios, which is endless prostitution. Just farm up the cash and buy all the licenses you like.

The downside of that is it gets boring rather quickly, and then becomes a waste of life.

I'll agree on that. I never do it unless I'm just short of buying something. 

That fucker of a licence guy in Whiterun has caught me a few times when he wanted a bribe on top. 

46 minutes ago, Lupine00 said:

The follower likes you in a collar.

Your follower also likes gold ;)

And if you end up not being able to pay you'll end up in a DF collar anyway. Win-win for your follower. 

Personally, I think I'd really try to avoid using the option anyway as I know where it leads. So it's a little gamble between whether or not you can get out of the collar soon yourself and hopefully not get robbed/enslaved until then in your weakened state OR some 'predictable' risk with your DF. 

 

You like gambles don't you? :)

 

Posted
11 minutes ago, Monoman1 said:

BTW, does anyone know if the thieves guild "minus a little slice for the guild" as Tonilia says during her opener? I'd imagine they probably don't. Perhaps that's something I should 'fix'.

It's just talk; you don't get a price penalty.  To handle it well, the "slice" ideally would shrink as you progress by supporting the guild.  If you just do the minimum to unlock a fence then don't do any guild work, you're practically an outsider.  Earn your guild armor though and you've proved yourself.  Earn the armor upgrade and you're really contributing.  Those two steps can be done without having to do the tedious stuff. 

Posted

Someone mentioned a while back that there's an extension to the bikini mod someone made. I think it includes glass, elven and stuff like that which was never done.

Anyone got a link? 

 

I'm done with all the armor in the base bikini mod. Though there's some silly (ok, sillier) stuff in there that I might have to remove. Full helmets/'blind' masks (what?)/massive gorgets. They're just not my thing. 

 

What I really need now is some way to easily create an excel sheet of all your armors and clothes so you can filter and add them to jsons easily for distribution. 

 

Ideally:

Name | Armor Cat (Heavy/Light/Cloth) | Slot # | Slot Name | Json Line

Might be able to do that with automation tools + a template spreadsheet. 

The problem is probably going to be 'MaterialType' - Iron, steel, dwarven etc - Perhaps that can be filtered in game.

And armors that occupy more than one slot. 

Posted

can you make it possible to turn off freeze to death go to dreamworld/simple slavery (it over rides other mods handling that scenario)

Posted
1 hour ago, jodjoe said:

can you make it possible to turn off freeze to death go to dreamworld/simple slavery (it over rides other mods handling that scenario)

I'm sure you can set the % chance to 0 which effectively turns it off.

Posted
13 minutes ago, Corsayr said:

I'm sure you can set the % chance to 0 which effectively turns it off.

Changing one of the percentages will change the other so they always add to 100%

so 50% SS, 50% SD+ or  90% SS, 10% SD+, etc.

 

Has been a while since I touched those settings myself as I've uninstalled frostfall again, I like the idea of it but it is trivial most of the time and almost unplayable otherwise, when I have the warmest gear I can get, while holding a torch, with a couple levels of the insulation perk or w/e it is, etc. and cant even travel from one cave to the next without almost freezing to death it is just too much. Before any complaints about it being realistic not be able to walk in the cold, I have walked an hour to work in -40 weather and was overheating by the time I got there, it shouldn't be that hard to be outside for a little walk when you have actually prepared for it, you know like people who live in a place where it gets that cold would be used to doing.

Posted
40 minutes ago, Corsayr said:

I'm sure you can set the % chance to 0 which effectively turns it off.

Had to think about it myself for a minute. But tenri's right I think. I'll see if I can add a toggle. 

 

@jodjoe

What mod is providing other outcomes out of interest?

Posted

Been looking at this mod for ages and ages now, and finally installed it today to give it a try out. Really liking it so far, it's very expansive and adds some great roleplay elements.

Couple of things though, I'm not sure if it's as the mod is or if I've not set it up properly or not understanding how it's supposed to work ... I bought all three licenses in Whiterun just now (it might be good perhaps btw if there were an extra option to buy one license that covers everything?) but anyway I'm still getting hassled by guards for carrying a weapon. Also is there any kind of cool down option re licenses? I've had guards go through the routine of giving me a warning, walk away and literally do an immediate u-turn to come back and hassle me again. When I went to the barracks behind the Bannered Mare to buy licenses, I was hassled twice by a guard just going from the door to the table to talk to the guy who sells the licenses.

The "Get Equipped Items" doesn't seem to be working for me. I click on "Equipped Forms" and it just says "None".

I'm running an SSEEdit merged patch plus a Wrye Bash merge of levelled stuff. but Belethor doesn't have a map and compass for sale. I have quite a well-packed modlist though so maybe some conflict going on.

Excellent mod though, I'm loving how it's changed everything. I really enjoy a difficult game and this looks like it's going to do that and then some : )

 

Posted
1 minute ago, Not a prisoner said:

I'm still getting hassled by guards for carrying a weapon

That's 'Guard behaviors' on the Inequality and Misogyny page. Men don't like uppity wimens carrying weapons/armor around town. Licence or no. 

You can disable it if it bugs you. 

2 minutes ago, Not a prisoner said:

I've had guards go through the routine of giving me a warning, walk away and literally do an immediate u-turn to come back and hassle me again.

There should be a bit of a cooldown. It might be a bit random on how long due to relying on skyrim refreshing the AI package stack. But it's something I'm keeping an eye on. 

This is all 'Guard behaviors' btw. So you can turn them off. 

4 minutes ago, Not a prisoner said:

I'm running an SSEEdit merged patch plus a Wrye Bash merge of levelled stuff. but Belethor doesn't have a map and compass for sale. I have quite a well-packed modlist though so maybe some conflict going on.

It's possible the trader has none that day. I think the range of count is 0 - 3. So you can get unlucky. Or very unlucky if several days in a row. You can make your own at a forge if you have the parts. I think it's paper, inkwell, dwarven ingot and dynamo core. 

 

To check if it should be working you can load your entire load order in TesEdit and check the container records in SLS. The merchant containers. If the 'Map & tools' entry is making it to the right most column then you should be fine.

Posted
47 minutes ago, Tenri said:

Changing one of the percentages will change the other so they always add to 100%

so 50% SS, 50% SD+ or  90% SS, 10% SD+, etc.

 

Has been a while since I touched those settings myself as I've uninstalled frostfall again, I like the idea of it but it is trivial most of the time and almost unplayable otherwise, when I have the warmest gear I can get, while holding a torch, with a couple levels of the insulation perk or w/e it is, etc. and cant even travel from one cave to the next without almost freezing to death it is just too much. Before any complaints about it being realistic not be able to walk in the cold, I have walked an hour to work in -40 weather and was overheating by the time I got there, it shouldn't be that hard to be outside for a little walk when you have actually prepared for it, you know like people who live in a place where it gets that cold would be used to doing.

This is why I have it set to do nothing at max cold. It just starts piling on frostbite debuffs. Which is immersive enough for me ?

Posted
11 minutes ago, Monoman1 said:

That's 'Guard behaviors' on the Inequality and Misogyny page. Men don't like uppity wimens carrying weapons/armor around town. Licence or no. 

You can disable it if it bugs you. 

There should be a bit of a cooldown. It might be a bit random on how long due to relying on skyrim refreshing the AI package stack. But it's something I'm keeping an eye on. 

This is all 'Guard behaviors' btw. So you can turn them off. 

It's possible the trader has none that day. I think the range of count is 0 - 3. So you can get unlucky. Or very unlucky if several days in a row. You can make your own at a forge if you have the parts. I think it's paper, inkwell, dwarven ingot and dynamo core. 

 

To check if it should be working you can load your entire load order in TesEdit and check the container records in SLS. The merchant containers. If the 'Map & tools' entry is making it to the right most column then you should be fine.

 I don't have any armour or weapons equipped, just stuff in my inventory. I'll try those options anyway.

Re cooldown I remembered that I have my timescale set very low, maybe that's effecting it.

Thanks for the reply : )  Nothing happening that's going to stop me using the mod anyway.

Posted
12 minutes ago, Not a prisoner said:

Re cooldown I remembered that I have my timescale set very low, maybe that's effecting it.

No that won't be it. I use timescale = 5 btw :)

Posted
11 hours ago, Monoman1 said:

you can vend loot without licences

I think we know what features are in the mod. The question here is how they impact the game.

You can also configure the "inducement" required to get normal vendors to trade, which starts off reasonably low by default.

With crippled speech and price differentials, the default 50 gold tariff on "illegal" trades is quite an imposition.

All these things are game setup dependent to a great extent.

 

Cash pressures are going to vary, depending on whether you have DF, and how oppressively that is configured, and with respect to other mods.

 

That's really the foundation of my point.

 

No mod knows how the player has configured their game, so when a mod tries to impose a specific vision of how things should work, it either limits its applicability to games that fit that narrow template, or fails.

 

SLS offers sufficient configuration to either disable the licenses altogether, or disable individual licenses, and also offers configuration within the licenses themselves, such as price and duration. With magic license, you either have the feature on SLS's terms, you can disable it, or you can make it very cheap, which isn't much different to disabling it.

 

Spoiler

 

However, the magic license has several additional configuration options attached to it, that allow you to set a "key proof" / escape-proof version - and that is now the default (and I disagree that it should be the default, as that changed the default behavior from before) - and it also lets you play around with some graphic options.

 

The magic license seemed to get those changes due to a perceived flaw in its operation - not strict enough - while there was no counter-balancing option for those who found it too intrusive and unbalanced compared to the armor and weapons licenses.

 

Some mods are neutral about your character build, and some are not. DCL was highly biased towards mages, still is really. SLS is stacked against them, for whatever reason. Amputation impacts them severely. A heavy armored tank will rarely suffer amputations. A zero armored mage has a good chance to lose both arms in her first fight with a sabre cat.

 

SLS is definitely not a build-neutral mod, because licenses that make build-specific-distinctions and which function differently for each license type are build-specific. Bikini armor is definitely build-specific. If you don't wear armor, bikini armor is just more clutter to vend.

 

If you use some mod where being hit at all is practically instant death, you're going to get a distorted impression of how the game functions for everyone else. If dodging is not really possible, or you use first-person and the first you know about the cat is being hit from behind, you are going to get hit.

 

I found that in my latest game, where armor wearing is not an option, the dominant factor of SLS is amputation. Every quest I attempted was derailed by it.

So, in that game, the only reason to buy an armor license is to vend and availability and cost of healing matters more than armor or weapon licenses.

 

 

There's no option to moderate the strong impact of the license on casting, so if you don't like that, it's all or nothing. Unless you want to effectively nullify the feature with prostitution cash-farming (or theft-cash farming), the magic license has to be disabled. That means you never bear any downsides from license loss at all. The entire feature is neutered. There are some fresh experiences there, but it's a pity to lose all the value of it.

 

SLS does sufficient so that you can keep using SLS regardless of how you feel about that feature, but not enough to let everyone get benefit from it. It's a really fun feature, but it's not the right feature for some set of games (maybe a very small set, I don't know).

Posted

If the magic license were really like the others, then every time you defeated a magic-using enemy, you'd gain a serious reduction of the drain effect, with the reduction highly front-loaded towards the first defeat, and reset on entering town.


Though ... in many games I obtained my equipment by looting the corpse of a bandit killed by guards/vigilants/animals.

In those cases you can get a weapon by doing nothing ... a bit like just finding a key (assuming you have keys in your game, and can find them).

It's probably because a lot of my games start with a LAL scenario where I have nothing, except maybe some restraints.

 

If you pay the extra, you can also simply buy weapons and armor in open towns, so weapon and magic collar removal are similar in that respect, except that a basic weapon is far, far cheaper.

 

It would be ... interesting ... if the mana drain could be reduced for a while by consuming different things. And if cum, not just one kind, though some might work better than others.

Other solutions could be alchemy ingredients. Some common ones (in quantity) and some rare ones (just one dose).

 

e.g.

Chaurus eggs are mainly obtained by risky harvesting, so they could work quite well, just a couple would be enough to get you a few hours of operation.

Spider eggs are actually rarer, so one might be enough.

Human heart - rare - one would get you half a day.

Daedra heart - rarer - one would get you a whole day.

Frost salts, void salts, fire salts - most of these are on a par in expense/value with removing the collar, and have other uses too (in parasites at least).

And so on.

 

It also suggests a whole gateway area into succubus mods.

If your mana comes from sex, maybe that can overcome the collar? As long as you're getting sufficient sex.

Needs more thought.

Posted
1 hour ago, Lupine00 said:

SLS offers sufficient configuration to either disable the licenses altogether, or disable individual licenses, and also offers configuration within the licenses themselves, such as price and duration. With magic license, you either have the feature on SLS's terms, you can disable it, or you can make it very cheap, which isn't much different to disabling it.

Incidentally, only the magic and bikini licences can be disabled individually. Armor and weapons can not. 

1 hour ago, Lupine00 said:

The magic license seemed to get those changes due to a perceived flaw in its operation - not strict enough - while there was no counter-balancing option for those who found it too intrusive and unbalanced compared to the armor and weapons licenses

Iirc it was introduced because people didn't want to be collared all the time as it brought consequences from other mods which is fair enough. 

1 hour ago, Lupine00 said:

heavy armored tank will rarely suffer amputations. A zero armored mage has a good chance to lose both arms in her first fight with a sabre cat.

Because a tank will get hit more? And a mage really shouldn't be taking great swords to the face. 

 

You see i find that whole sabrecat thing interesting. Those things are fucking lethal to mages being so fast and God damn sneaky. But to me that just makes things more interesting. Classes should have strengths and weaknesses. It's old school rpg imo. 

 

And I would point out that amputation has a ton of options. Maybe just disable chance per armor and go with a small flat rate instead. Like you say:

1 hour ago, Lupine00 said:

No mod knows how the player has configured their game

 

1 hour ago, Lupine00 said:

If the magic license were really like the others, then every time you defeated a magic-using enemy, you'd gain a serious reduction of the drain effect, with the reduction highly front-loaded towards the first defeat, and reset on entering town.


Though ... in many games I obtained my equipment by looting the corpse of a bandit killed by guards/vigilants/animals.

In those cases you can get a weapon by doing nothing ... a bit like just finding a key (assuming you have keys in your game, and can find them).

It's probably because a lot of my games start with a LAL scenario where I have nothing, except maybe some restraints.

 

If you pay the extra, you can also simply buy weapons and armor in open towns, so weapon and magic collar removal are similar in that respect, except that a basic weapon is far, far cheaper.

 

It would be ... interesting ... if the mana drain could be reduced for a while by consuming different things. And if cum, not just one kind, though some might work better than others.

Other solutions could be alchemy ingredients. Some common ones (in quantity) and some rare ones (just one dose).

 

e.g.

Chaurus eggs are mainly obtained by risky harvesting, so they could work quite well, just a couple would be enough to get you a few hours of operation.

Spider eggs are actually rarer, so one might be enough.

Human heart - rare - one would get you half a day.

Daedra heart - rarer - one would get you a whole day.

Frost salts, void salts, fire salts - most of these are on a par in expense/value with removing the collar, and have other uses too (in parasites at least).

And so on.

 

It also suggests a whole gateway area into succubus mods.

If your mana comes from sex, maybe that can overcome the collar? As long as you're getting sufficient sex.

Needs more thought.

Food for thought. 

Posted

Hi there, I'm enjoying the mod so far. Would it be possible to restrict the ass slapping feature to male NPCs, or provide a toggle? It feels kind of weird to have female NPCs engaging in so much casual sexual assault ?. Otherwise, I find that the mod feels pretty right. One thing I would also really appreciate is an MCM toggle to restart/rebuild the mod, resetting all stats. Perhaps it exists and I missed it in a menu? Thank you.

Posted
2 hours ago, Monoman1 said:

Because a tank will get hit more? And a mage really shouldn't be taking great swords to the face. 

I agree with this, so I didn't change it. I did reduce the base chance somewhat, but still left some room for armor to matter.

In a previous game I turned it down a bit too far, and then almost never saw an amputation, so the feature was lost.

 

This is one of those features where you can spend a lot of time adjusting it, and then being disappointed with the outcome one way or the other.

Most cash balancing fits in this category, so that's not unusual.

 

This brings a similar problem to combat.

It's the old problem, now we have cake, we need to regulate our consumption of delicious cake.

 

2 hours ago, Monoman1 said:

Food for thought.

I previously wrote a bunch of stuff about Slaverun masters adding a special collar to keep a rein on dangerous things like succubi, which is the flip side of this.

 

 

1 hour ago, Mikarun said:

Would it be possible to restrict the ass slapping feature to male NPCs, or provide a toggle?

If so, followers should have a separate, gender-indifferent toggle. I rely on follower ass-slapping to get spanks, but may often have a female follower.

There's a shortage of good male follower mods.

 

While I want to add some spanking functionality to DF that uses regular sexlab anims and updates your masochism in STA, there keep being more important bugs to fix.

Posted
1 hour ago, low1991 said:

Hmmm, do anyone know why I cant ask any of the companions gangs to follow me anymore after I installed this mod?

Have you completed the quest line? I think they're only available after that.

 

Other than that SLS doesn't do much with the companions other than checking some quest stages / faction ranks (no setting quest stages or faction ranks)

Posted
7 hours ago, Lupine00 said:

It's the old problem, now we have cake, we need to regulate our consumption of delicious cake.

Agreed. I never really intended it to be a mainstay feature. The basic thinking was to encourage armor use and give armor more purpose. And of course you probably can't afford a full armor licence so you'll just have to swallow that pride of yours and go in that skimpy bikini armor.

7 hours ago, Lupine00 said:

I previously wrote a bunch of stuff about Slaverun masters adding a special collar to keep a rein on dangerous things like succubi, which is the flip side of this.

I like the concept of the succubus but any succubus mod I've tried I've found to be pretty OP. The whole loop hole of: get defeated in combat because you did poorly, get raped because of doing poorly, then kill them anyway with your magical life draining vagina and win anyway despite doing poorly. Not only that but their buddies still queue up to fuck you even though that guy just dropped dead....... Doesn't make a whole lot of sense to me or my game set up at least. Some people like OP as fuck gameplay but that's definitely not me. I mean I'm playing as not dragonborn atm. 

 

Before people attack me this is just IMO! You're entitled to do whatever the hell you want in your game. 

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