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Posted
1 hour ago, Monoman1 said:

I wonder how many mods look for SoS's version.

I'm guessing, only SoS mods.

With hindsight, they should never have introduced it, but those were different times.

 

And of course if you get by name, good luck on which one you end up with.

 

 

The quick and dirty fix is to set your pubic hair to none and accept that the guards demand you be clean shaven.

 

Maybe you can make it a "feature" ?

Posted
27 minutes ago, Lupine00 said:

The quick and dirty fix is to set your pubic hair to none and accept that the guards demand you be clean shaven.

 

Maybe you can make it a "feature" ?

Stuff like that I wanted to save for my 'Domme' mod where eventually she'd want you shaved or trimmed or whatever way she wanted you. Queue a morning inspection of your body to make sure it's 'regulation'. But then I want it to work with Immersive Fashion too and IF doesn't allow you to 'trim' but only to shave etc. So I'd have to do something with IF because Emily was AFK and now she's back so.... I don't know where anything stands. 

Posted
40 minutes ago, Lupine00 said:

If the IDs are the same, the keywords are the same.

They would be the same Form, no confusion, and the final version loaded would be the *actual* keyword, but as keywords are just keywords, the only thing that could differ on override is the name anyway...

Thought I'd just clear this up, when I say EditorID, I mean the same as when you say name, in this case the EditorID/name is the same, but the FormID is different (because they are in different plugins)

Posted

Thx for the update and the Kennel works!

I guess I'm a bit late there, right? ?

Just that Kennel thingy never triggered until now, triggered it via being stupid and got caught using armor and weapons.

Silly female PCs ?

 

I'm sure that is important somehow: SL Survival - Dawnguard Inequality Patch.esp

Just SLS works with and without.

I was away for a while and try to catch up to the newest LL stuff.

Does that mean all females from Dawnguard will be unaffected by SLS without the patch?

(I should grab some Dawnguard followers then right away ?)

Posted
40 minutes ago, donttouchmethere said:

Thx for the update and the Kennel works!

I guess I'm a bit late there, right? ?

Just that Kennel thingy never triggered until now, triggered it via being stupid and got caught using armor and weapons.

Silly female PCs ?

 

I'm sure that is imported somehow: SL Survival - Dawnguard Inequality Patch.esp

Just SLS works with and without.

I was away for a while and try to catch up to the newest LL stuff.

Does that means all females from Dawnguard will be unaffected by SLS without the patch?

(I should grab some Dawnguard followers then right away ?)

Ah that's a patch a made a while back but never put it in the downloads section so I had to dig it up every time there's a problem. 

If your dawnguard vampire faces are messed up then try that patch. 

Survival applies the inequality effect at the race level but dawnguard isn't a master so it has the vampire head parts from Skyrim not dawnguard. The patch simply applies the inequality effect with the changes made by dawnguard. 

 

Chances are you might have some vampire appearance overhaul mod so that should probably fix things IF it's loaded after SLS and you're making that TesEdit patch which will copy the inequality effect back in along with the changes made by the appearance overhaul. 

TesEdit patch ftw. 

 

Or you could just delete the race record in SLS if you don't use inequality but the bikiniificator in it's current form is also working from the race level. 

Posted
16 minutes ago, Monoman1 said:

Chances are you might have some vampire appearance overhaul mod so that should probably fix things IF it's loaded after SLS

Yes that's what I do, guess that's why I didn't see any issues.

No I don't fall for the TesEdit patch trap again lol

Alright, means my worried user head can be laid to rest again and I can continue to suffer from SLS.

 

For some "unknown" reason I had to spend some time with vampires in close quarters without the SLS patch and they look all really healthy... oh wait:

Spoiler

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Posted

Am I confusing something but I read somewhere can't recall that Sexlab PaySexCrime is recommended to use alongside SL Survival? 

Posted
8 minutes ago, Nepro said:

Am I confusing something but I read somewhere can't recall that Sexlab PaySexCrime is recommended to use alongside SL Survival? 

It's not recommended per-se from an SLS point of view. There's just compatibility with it for the eviction feature. Used to be that 'paying off' the guard via PSC would lift your eviction when really, you still had an unpaid bounty. 

 

PSC is nice and I still use it but it could have been expanded more. You really shouldn't be allowed to pick the same payment option more than once IMO. And at a certain bounty they should just outright arrest you. 

Posted

Btw it would be nice to have some compatibility with SLUTS mod. Enforcers often interrupt dialogue with carriage driver who is equipping your character with sluts devices and you get teleported by enforcer instead of starting your first ponygirl delivery. Just disabling enforcers till you finish the delivery would be enough. Sometimes it's not possible to do it manually in MCM when you agree to pay your bounty using SLUTS alternative form of payment.

Posted
2 minutes ago, Nepro said:

Btw it would be nice to have some compatibility with SLUTS mod. Enforcers often interrupt dialogue with carriage driver who is equipping your character with sluts devices and you get teleported by enforce instead of starting your first ponygirl delivery. 

Unless the player is a part of the scene I don't know how I'd detect it. I can try adding IsInScene = 0 to the package but unless the player is in the scene it won't work. 

Posted
Just now, Monoman1 said:

Unless the player is a part of the scene I don't know how I'd detect it. I can try adding IsInScene = 0 to the package but unless the player is in the scene it won't work. 

How about a SLUTS license?

With the genius license system you can make pretty much every other mod compatible.

 

 

 

UH-oh, I can't use healers anymore.

NFF healer try to heal the misogyny away.

Somewhat cute tho:

Spoiler

2048149892_enb2020_04_2604_26_18_27.jpg.521d50e35f73f19fd8b48743c67659e1.jpg

 

Posted
16 minutes ago, Monoman1 said:

Are you playing as a smurf? :P

lol yes the elf smurf version.

You mean she tries to heal the color!? ?

Left over of the idea to do a scifi setup with predators n stuff.

Guess I can also uninstall the plasma gun, levitation backpack, robot follower and those automated turrets now ?

Will keep the shield projector tho, it's the only thing SLS enforcers ignore by default ?

 

I think this one effected my idea "scifi" idea in blue:

 

Posted
27 minutes ago, Monoman1 said:

Unless the player is a part of the scene I don't know how I'd detect it. I can try adding IsInScene = 0 to the package but unless the player is in the scene it won't work. 

Is it possible in skyrim to detect when player is in conversation with someone? 

Posted
9 minutes ago, Nepro said:

Is it possible in skyrim to detect when player is in conversation with someone? 

Yes. If it's direct dialogue. As in the dialogue window is open. But that's not usefull because you can't be in dialogue with more than one npc at a time so that's a natural queuing mechanism. The sluts scene starts with some direct dialogue and then goes into a scene where the npc moves away from the player and summons a cart. And this part is where you're getting snagged I would guess. I've added the IsInScene condition. Wait for the next update and check it out again. See what happens. 

Posted
1 hour ago, Nepro said:

Is it possible in skyrim to detect when player is in conversation with someone? 

Yes.

You can also find if an actor, or other ObjReference derivative is talking to the player.

See: IsInDialogWithPlayer() IsGreetingPlayer() IsTalking()

 

Sadly, IsTalking() doesn't work when called on the player. Probably because the player has no voice files and doesn't "talk" in the way NPCs do.

 

There are events you can catch that allow you to work around this.

e.g. Catch actor activation, test IsInDialogWithPlayer() on that actor or actor under crosshair, etc.

e.g. Catch dialog menu activation, test IsInDialogWithPlayer() etc.

e.g. Test IsMenuOpen(), test IsInDialogWithPlayer() etc.

 

I'm guessing the lazy way is to get actor under crosshair and test conversation with them, but that's not infallible.

 

If it's your conversation you can use start and end scripts in the dialogs themselves.

 

There are several mods that modify conversations, such as changing the camera: https://www.nexusmods.com/skyrim/mods/30533/

These can serve as examples.

 

However, the OP's intent is probably best served by a simple IsMenuOpen check in the enforcer behavior.

 

Maybe something more rigorous, like the entire suite of in scene and is animating checks would be appropriate for enforcers.

i.e. They don't try to talk while you are swimming, or in combat, or dead, or in a scene, or playing certain animations...

 

And on that last topic ... if they could detect a crawling PC ... you can use a keyword to detect DF crawling ... then they could use different dialogs that would be waaaaaay more atmospheric...

 

e.g.

 

Trigger scene with female follower:

 

  • "I need to check that your slave isn't carrying prohibited items."
  • "Of course, but I have a license for everything sir."
  • "Let me see your papers..."
  • "A pity. This all seems in order. Off you go Honeycakes."

 

Trigger scene with male follower:

 

  • "I need to check that your slave isn't carrying prohibited items."
  • "Not a problem. If the little slut is hiding something from me, you can be sure she'll get a beating."
  • "If you want your slave to carry your arms or armor, you'll need a license for her."
  • "Understood. She's just for decoration though. She can't carry much anyway."

 

The DF would probably be happy for the guard to have sex with the slave at this point.

Presumably, you can detect SD+ slaves and use the same dialog, so it's not DF specific?

Slaverun slavery is a trickier situation. That's not something you just escape from, it's your entire game.

And yet you could probably apply it if the PC is with a master.

 

 

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

Maybe if there's a follower, replace enforcer check with a mod event DF can handle?

DF can then raise an event back if it wants the check to proceed as normal (might happen if the follower is female).

 

PC would then avoid confiscations while enslaved, but would still need to negotiate being able to vend unlicensed items.

Another place where custom dialog would add immersion:

"Please, my master has sent me to trade these items. I'll be punished if I can't sell them."

(Assuming you aren't gagged and trading locked out of trading completely ... I usually use that option, so gags are a real obstacle).

 

Also, quartermaster probably shouldn't vend licenses to DF slaves.

I mean really, a slave, buy licenses? Or reclaim confiscated goods? That's madness.

 

Magic licenses are a tricky area.

A mage with a cursed collar on is effectively useless, and it conflicts with the follower's collar - tattoo curse notwithstanding.

While SLS often cripples the PC that way, it's not the general intent of DF slavery.

 

Banning a DF slave from using armor/weapons in town is fine, but the magic curse extends beyond the boundaries of the town, and that's a long standing imbalance in the licenses that remains unaddressed.

 

 

If the magic license were just like the others, it would ban trading in magic items. Magic items would be confiscated. Possibly, purchase of magic items would also be blocked. However, equipping and using a spell would still be possible - but punishable, and spells would work fine outside the city.

 

That's not a bad option now I think about it ... an option to not use the curse, and another option to block unlicensed purchase of magic items as well as selling ... so you can't buy spell books. 

The magic curse is fun for some games, but just too much most of the time.

 

Also, a risk component to NPC vendor bribery when you try to sell illegal goods that could result in impromptu punishment by guards.

In the case of trying to sell (or trying to buy) magic items, the punishment might sometimes be the cursed collar.

It would then be in-effect for a week, like the toll binding punishment.

 

Another good punishment for illegal trading is a gag. Especially with the no gag trading option enabled. A ring gag that they keep re-adding for a week if you're in the city bounds. Beg guards to suck them if you're in need of food or drink.

 

And that's another way the cursed collar could work ... like toll evasion heavy bondage punishment that can be removed on request when you leave.

Posted
48 minutes ago, Monoman1 said:

Yes. If it's direct dialogue. As in the dialogue window is open. But that's not usefull because you can't be in dialogue with more than one npc at a time so that's a natural queuing mechanism. The sluts scene starts with some direct dialogue and then goes into a scene where the npc moves away from the player and summons a cart. And this part is where you're getting snagged I would guess. I've added the IsInScene condition. Wait for the next update and check it out again. See what happens. 

There should be a suspend call from SLUTS during the cut scene 

 

From 1.18 patch notes

"- Added dhlp-Suspend and dhlp-Resume script commands to all cut scenes, which should further reduce their chance of being interrupted by outside events."

 

Would that stop SLS?

 

 

Posted
8 minutes ago, Corsayr said:

Would that stop SLS?

That might be the best solution. For LL mods at least. I'll leave the scene check in. 

Posted
1 hour ago, Lupine00 said:

Maybe if there's a follower, replace enforcer check with a mod event DF can handle?

DF can then raise an event back if it wants the check to proceed as normal (might happen if the follower is female).

Like we discussed before I think it's possible for an external mod to create an invisible licence object to give the player. 

1 hour ago, Lupine00 said:

Also, quartermaster probably shouldn't vend licenses to DF slaves.

I mean really, a slave, buy licenses? Or reclaim confiscated goods? That's madness.

You can already block licence purchase via the api

1 hour ago, Lupine00 said:

long standing imbalance in the licenses that remains unaddressed.

I think magic licence is fair enough as is. It's not like the others but it balances out IMO. 

No weapon licence? Pick up the first useless weapon you find or use a pickaxe/woodaxe. Not great but better than nothing.

No magic licence? Collared = 0% power. Uncollared = back up to 100% power immediately. 

 

The idea was suggested (possibly by you) to add a cum effect that would counter or reduce the magic curse effect for a while. I might do that but I'm not sure what race to give it to. 

1 hour ago, Lupine00 said:

If the magic license were just like the others, it would ban trading in magic items. Magic items would be confiscated.

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

 

Posted
34 minutes ago, Hiderius said:

should I still use the merged tesedit patch if I am using the amazing bikini armor mod

Technically, you should use a patch if you use any more than 1 mod really.

The importance increases as the number of mods you run increases. 

 

So.... yes! :)

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.

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