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Posted
1 hour ago, jodjoe said:

I am having a problem with the enforcers not letting me walk away after a inspection before they start wanting to do another inspection (really sucks when all the enforcers start arriving at the location) started after starting a new game, tried to go back to V0.89 but still happened (seemed fine on old save game with V0,89 but i FKed that save up with another mod so had to restart) (did a clean reinstall of SLS V0.591 that didn't help either

would anyone have a idea of what the problem could be 

Probably something invisible in your inventory. 

Try:

1. Get your stuff confiscated.

2. Make some distance between yourself and the nearest enforcer. 

3. When he's definitely begun to chase you down again, open the Mcm on the licence page and press 'Get equipped items', open the equipped list and see what's there. Most likely it's something without a name. Add it to the exceptions list. This probably won't stop the current approach but should hopefully stop it from happening again.

 

Lupine had problems with SOS pubic hair like this before. This should be fixed in the next version. 

 

Posted
1 hour ago, Lupine00 said:

Unless your "bikinis" are not -literally- bikinis. In which case there may be hundreds of outfits you can add.

Unless you are talking about outfit replacer mods then most mods only have 1 one outfit per mod. For MM1 to add those on his level you would be adding too many mod dependencies to get too few new outfits. 

 

I think the better approach would be to add a custom category and give users the tools to add what they want. 

Posted
5 hours ago, SkyAddiction said:

Any chance in a future build to see features like 1) non-Nisetanaka bikini imported lists for loot items,

Untitled.thumb.jpg.960c50136276214a0e2293746de3910f.jpg

 

This might answer your question. So far I've only really been showing bikinis because most people will already have TAWoBA in their load order and it won't be merged so I can hard code the configuration and load it automatically. Anything else is going to have to be added by you via configuration jsons. Here's a quick mashup I created by throwing a bunch of stuff into the same outfit group. I see some of the girls forgot to wear their panties today... DX is a fucker for creating outfits in two halves. I've added a couple of extra keywords to SLAX to try to get around this problem but haven't keyworded those outfits yet since the whole system hasn't been finalized yet. How much you get out of the bikinifier will probably depend on how much effort you're willing to put in. Just because I'm showing it on friendly npcs here doesn't mean that you can't apply it to hostile npcs. Some of the outfits here would be good for necromancers but necromancers are harder to screenshot when they're trying to explode you. My point being that you should be able to pull this stuff off of dead npcs. As for container loot. Since the stuff will be in jsons it's fairly possible I'd say to add a similar system for container loot. I'm fairly sure I'll be able to have Npcs change their outfit every x hours or something. Though they'll have to get unloaded and reloaded again which is fine - they won't change outfit while you're standing there. 

 

As for trying to help create config jsons I've come up with a spreadsheet. I'm not exactly an excel guru so it's in a fairly rough state. But by using a combination of Tesedit automation tools, notepad++ you can paste the info from them into this spreadsheet and it will give you a filterable list of json lines to add to the json file. I wish there were a better, more automatic way but maybe ye can create and share jsons when the whole thing is done or I can create a compiled post with them or something. 

Untitled.thumb.jpg.483cb36249ae2b3d949937ef4c3ee9f6.jpg

 

I might need some help with how to translate the slot flags into slot numbers. I think that can be done with a lookup table. Which I've never done before. Right now the slot will read false unless it's a pure, head, body, hands or feet slot. IE. anything that occupies more than one slot displays false. But right now it's a damn sight quicker than doing it manually. 

 

As for your other points: 

2 & 3 are possible I think to a certain degree, if I'm motivated. 

4. I'd rather avoid like the plague due to eh.... contention in that area. 

 

 

Posted
40 minutes ago, Monoman1 said:

Probably something invisible in your inventory. 

Try:

1. Get your stuff confiscated.

2. Make some distance between yourself and the nearest enforcer. 

3. When he's definitely begun to chase you down again, open the Mcm on the licence page and press 'Get equipped items', open the equipped list and see what's there. Most likely it's something without a name. Add it to the exceptions list. This probably won't stop the current approach but should hopefully stop it from happening again.

 

Lupine had problems with SOS pubic hair like this before. This should be fixed in the next version. 

 

I was actually popping in to see if anyone was having the problems I'm having, which are the exact opposite of this. enforcers just don't seem willing to enforce at all, I'm just walking all over them with no license and they just don't want to do anything.

 

Talking to them however does show two dialogue options on them ... and ... the first one makes then utter phrases that seem like what they would say if they lost track of you when chasing, and the second ... has them utter phrases asking you to stop and similar.

 

I imagine their quest got stuck or something, I'm wondering if there's a way to reset it without having to do a clean save.

Also from watching spell effects that are running on them the _SLS_packReEvalMgef or _SLS_EnforcerPackRefreshSpell shows up in the the list of Inactive but hidden magic effects, dunno if that information helps at all

 

The toll guards in cities still seem to enforce correctly though so I'm ok for now

Posted
8 minutes ago, ttpt said:

I was actually popping in to see if anyone was having the problems I'm having, which are the exact opposite of this. enforcers just don't seem willing to enforce at all, I'm just walking all over them with no license and they just don't want to do anything.

 

Talking to them however does show two dialogue options on them ... and ... the first one makes then utter phrases that seem like what they would say if they lost track of you when chasing, and the second ... has them utter phrases asking you to stop and similar.

 

I imagine their quest got stuck or something, I'm wondering if there's a way to reset it without having to do a clean save.

Also from watching spell effects that are running on them the _SLS_packReEvalMgef or _SLS_EnforcerPackRefreshSpell shows up in the the list of Inactive but hidden magic effects, dunno if that information helps at all

 

The toll guards in cities still seem to enforce correctly though so I'm ok for now

Odd. Do you have that 'To your face' mod? Or something that would affect line of sight? 

 

You can try 'StopQuest _SLS_LicTownCheckEnforcerAliases' and start it again but I suspect it won't help as it's just a fairly dumb alias AI package stack. 

 

It sounds like a LOS conflict issue. Toll collectors don't rely on LOS but only on an activation box around the gate. 

Posted
1 hour ago, Corsayr said:

Unless you are talking about outfit replacer mods then most mods only have 1 one outfit per mod. For MM1 to add those on his level you would be adding too many mod dependencies to get too few new outfits. 

There are quite a lot of outfits in Nini 4.0.

There's also a pack of all Nini outfits together for CBBE I believe, which is even bigger.

 

I believe Monoman already supported Bad Dog's which is another large collection of "not actually TAWoBA".

 

The oldish Tiwa44 minidresses has a large number of outfits in it, CT77, Apachii Divine Elegance, or even Luxury Collection.

Then you have large "sets" that are split into dozens of little ESPs, which includes stuff like Foxed, Dazed, BDO, Nokou, Harry2135, and ... of course ... Melodic.

You can auto-merge them with MergeMods to get back to one ESP.

 

That a creator like Melodic didn't make a big package shouldn't come as a surprise. My Melodic folder is ~30GB, which is quite a download for a single armor pack.

With such memory-hungry assets (and they do vary wildly, both in mesh and texture size) the user wants to pick and choose, but it would be silly to not merge your armors.

 

In my install Melodic is merged with a whole bunch of other armors that I just happen to like.

 

I don't think anyone is saying that Monoman could/should support all these possibilities explicitly.

However, putting them all into a "Custom" category appears to defeat the intent of categories, which is a way for NPCs to see if an armor is suitable for them.

 

College of Winterhold mages are more appropriately re-dressed in Melodic or DeserterX outfits than in TAWoBA.

Bandits or Deadly Wenches might look a little overdressed in Melodic outfits.

 

If players organize their ESPs to *match* categories, then there could be a mechanism (in the JSON) to add a particular ESP and to add all its armors into as list of categories. Then the player can use their merges to manage outfit allocation.

Posted
13 minutes ago, Lupine00 said:

I believe Monoman already supported Bad Dog's which is another large collection of "not actually TAWoBA".

That's a replacer mod though isn't it? Not much point in adding it. Unless we're thinking of different mods. 

Posted
58 minutes ago, Monoman1 said:

As for trying to help create config jsons

I guess the ideal is a little tool that uses the xedit library to load the ESPs and build JSONs for you?

When there are multiple outfits in the ESP, you assign them to categories with a GUI and it is saved somewhere if you want to re-run.

Not exactly zero effort to do, but theoretically possible.

Posted
6 minutes ago, Monoman1 said:

That's a replacer mod though isn't it? Not much point in adding it. Unless we're thinking of different mods. 

I thought you showed some pics of using it, in the context of Bikinificator?

 

But replacer is a state of mind here. If all outfits are "replaced" then leaving the "vanilla" is also a decision that could have varying chances for different categories.

 

Making BDs be standalone seems (naively) that you just bounce all its armors into a new ESP in Tes5Edit, and select the option to give new form IDs?

Posted
16 minutes ago, Monoman1 said:

Odd. Do you have that 'To your face' mod? Or something that would affect line of sight? 

 

You can try 'StopQuest _SLS_LicTownCheckEnforcerAliases' and start it again but I suspect it won't help as it's just a fairly dumb alias AI package stack. 

 

It sounds like a LOS conflict issue. Toll collectors don't rely on LOS but only on an activation box around the gate. 

Stop and starting the quest indeed doesn't seem to fix it. I was on a modded winterhold, so I took my ass and an enforcer to qasmoke and still no results. I really have no idea since when this isn't working, I usually only test enforcers and guard's responsiveness when installing a new version, and I don't seem to have installed anything that has LOS stuff in it, or stuff that would mess with forced greetings.

 

Is there a way to get LOS information from anywhere, or any other mods that has LOS feature that I could use to test this out, I really have no idea where to even begin with this one.

Posted
11 minutes ago, Lupine00 said:

Making BDs be standalone seems (naively) that you just bounce all its armors into a new ESP in Tes5Edit, and select the option to give new form IDs?

There's quite a few replacer mods that don't have standalone versions surprisingly. At least that I can find. Remodeled seems to be the only one. It would have been nice to have:

1. Whatever stock replacer you're using. Keos in my case. 

2. Add a bunch of standalones to the bikinifier like BDs

and have the bikinifier interchange the outfits randomly with the same armor from one of the other replacers on the fly to create nice variance. 

 

I'd say there's a lot of tedious work in converting a replacer to standalone. You'd have to:

renumber the formid for the ARMO and ARMA records and link them back together (painful)

change the mesh directory structure (easy). And adjust the ARMA records again (not so easy but might be an easier way with automation tools)

Change all the bodyslide file paths. (might be an easy find and replace method in notepad++)

And create COBJs ideally (optional really but very time consuming). 

Posted
13 minutes ago, ttpt said:

Is there a way to get LOS information from anywhere, or any other mods that has LOS feature that I could use to test this out, I really have no idea where to even begin with this one.

Maybe try enabling debug mode in SLS (general settings) and hit him with a Get Actor Package spell. See if the AI package is from SLS or another mod. 

Posted
32 minutes ago, Monoman1 said:

Maybe try enabling debug mode in SLS (general settings) and hit him with a Get Actor Package spell. See if the AI package is from SLS or another mod. 

The debug spell says they're running ai package xx05f3dc from sl survival

 

Scene: None Quest:none Quest stage: -1

 

I also basically did a quick test by disabling any mod I've installed since .591 and also creating a clean save and doing some testing. Even doing a clean save and installing .589 which I believe had working enforcers for me and yet this time they just seems equally unresponsive.

 

At this point it's reasonable to assume that something bugged out on my end or maybe an even earlier update of a different mod between versions 591 and 589 of survival caused something.

Posted
12 minutes ago, ttpt said:

The debug spell says they're running ai package xx05f3dc from sl survival

 

Scene: None Quest:none Quest stage: -1

 

I also basically did a quick test by disabling any mod I've installed since .591 and also creating a clean save and doing some testing. Even doing a clean save and installing .589 which I believe had working enforcers for me and yet this time they just seems equally unresponsive.

 

At this point it's reasonable to assume that something bugged out on my end or maybe an even earlier update of a different mod between versions 591 and 589 of survival caused something.

Do 'Show _SLS_LicTownViolation' in the console.

If it's zero. Try setting it by 'Set _SLS_LicTownViolation to 1'. Do they force greet now?

 

If it's zero it should mean that no contraband was found during the scan. 

Posted
5 minutes ago, Monoman1 said:

Do 'Show _SLS_LicTownViolation' in the console.

If it's zero. Try setting it by 'Set _SLS_LicTownViolation to 1'. Do they force greet now?

 

If it's zero it should mean that no contraband was found during the scan. 

Show _SLS_LicTownViolation returned a 0 so I did Set _SLS_LicTownViolation to 1

 

now they're all going absolutely nuts and doing the force greet over and over, all of them, so that part seems to be working, however I now get a third ... on their dialogue tree and still not progressing into the next part automatically.

 

They are running the aipackage xx05f3db or pf_sls_licinspfgpack_0405f3db

Posted
15 minutes ago, ttpt said:

Show _SLS_LicTownViolation returned a 0 so I did Set _SLS_LicTownViolation to 1

 

now they're all going absolutely nuts and doing the force greet over and over, all of them, so that part seems to be working, however I now get a third ... on their dialogue tree and still not progressing into the next part automatically.

 

They are running the aipackage xx05f3db or pf_sls_licinspfgpack_0405f3db

Well setting it to one is probably jumping steps and certain other things aren't setup. Set it back to zero. 

do 'Player.AddItem 13989 1' in the console.

close the console, this will give you a sword. Wait a second or two and do 'Show _SLS_LicTownViolation' again.

It should be set to 1 if the contraband detection is going right. 

Posted

The Bikinificator looks awesome.

I do wonder though, if the version will also work with the regular SLA? SLAX is one of those mods that aren't easily converted to SE because of the included .dll.

Posted
17 minutes ago, Monoman1 said:

Well setting it to one is probably jumping steps and certain other things aren't setup. Set it back to zero. 

do 'Player.AddItem 13989 1' in the console.

close the console, this will give you a sword. Wait a second or two and do 'Show _SLS_LicTownViolation' again.

It should be set to 1 if the contraband detection is going right. 

we're failing step 1 over here, _SLS_LicTownViolation returns a 0.

 

Activating the followers don't carry contraband feature and trying to give them the sword has them return it, but that just means the follower detection uses an entirely different function, much like the toll guards.

Posted
13 minutes ago, ttpt said:

we're failing step 1 over here, _SLS_LicTownViolation returns a 0.

 

Activating the followers don't carry contraband feature and trying to give them the sword has them return it, but that just means the follower detection uses an entirely different function, much like the toll guards.

Ok. Do 'Sqv _SLS_LicTownCheckPlayerAliasQuest'. It should be 'Running' at the bottom of the read out. 

This is contraband detection quest. It tracks anything added to your inventory and runs the initial scan. It should start when a town is loaded and stop when a town is unloaded (to save script processing). 

 

What I mean by a town being loaded is that a specific reference of that town is loaded. Usually, one of the house doors. You don't have some town overhaul mod installed? Most overhauls would leave existing stuff alone though. 

In retrospect I should have used an invisible marker for compatibility. 

Posted
21 minutes ago, Silvain said:

The Bikinificator looks awesome.

I do wonder though, if the version will also work with the regular SLA? SLAX is one of those mods that aren't easily converted to SE because of the included .dll.

Well SLA is no longer being worked on afaik. 

Technically the only modifications I'm making is adding some extra keywords to better describe armor parts so the bikinifier can classify them. I could probably easily add the same keywords to SLA and renumber the formids to match SLAX to make it compatible. 

But I'm not sure the author of SLA would like me posting custom versions. 

Posted
16 minutes ago, Monoman1 said:

Ok. Do 'Sqv _SLS_LicTownCheckPlayerAliasQuest'. It should be 'Running' at the bottom of the read out. 

This is contraband detection quest. It tracks anything added to your inventory and runs the initial scan. It should start when a town is loaded and stop when a town is unloaded (to save script processing). 

 

What I mean by a town being loaded is that a specific reference of that town is loaded. Usually, one of the house doors. You don't have some town overhaul mod installed? Most overhauls would leave existing stuff alone though. 

In retrospect I should have used an invisible marker for compatibility. 

I am in an absolutely modded winterhold, which turns out is the reason it wasn't working, the only vanilla doors where int he college and those I suppose don't count.

 

I had tested it briefly before by going to dawnstar and the enforcers didn't seem to notice, but this time before fast traveling I set them to responsive and the detection to max and I got mugged immediately after landing.

 

So yeah, turns out everything was working fine, I should have tested more thoroughly instead of going to qasmoke with and enforcer since that probably doesn't count as any town.

 

It just so happens that I ran out of licenses in the most heavily modded town in my load order.

 

Thanks a lot though momoman1, you're super helpful, it's nice to know a bit more about he internals of the mod though.

Posted
9 minutes ago, ttpt said:

I am in an absolutely modded winterhold, which turns out is the reason it wasn't working, the only vanilla doors where int he college and those I suppose don't count.

 

I had tested it briefly before by going to dawnstar and the enforcers didn't seem to notice, but this time before fast traveling I set them to responsive and the detection to max and I got mug immediately after landing.

 

So yeah, turns out everything was working fine, I should have tested more thoroughly instead of going to qasmoke with and enforcer since that probably doesn't count as any town.

 

It just so happens that I ran out of licenses in the most heavily modded town in my load order.

 

Thanks a lot though momoman1, you're super helpful, it's nice to know a bit more about he internals of the mod though.

Right so. Moral of the story is I need to switch to using invisible markers for compatibility, Hindsight is 20:20 and all that. 

Posted
13 hours ago, Monoman1 said:

Mmm. Run your json through a json checker to check formatting: https://jsonlint.com/

If it's busted it might be best to copy the json from the installer archive and start over. 

 

Cursed collars are pulled from the 'steelcollars' section only. 

Though other collars (non cursed) may come from the collars section.

So when I deleted the chained collars from the json before, it was from the "collars" section.

 

I just checked my DeviceList.json, and it seems that after toggling the chained collars option on and off in the MCM, everything in the json was deleted and replaced with just the chained collars I had originally removed.

So I grabbed a fresh DeviceList.json from the archive and deleted the chained collars from the 'steelcollars' section. But once again, that resulted in my character getting no collar and only the magic curse.

Posted
2 hours ago, Monoman1 said:

renumber the formid for the ARMO and ARMA records and link them back together (painful)

change the mesh directory structure (easy). And adjust the ARMA records again (not so easy but might be an easier way with automation tools)

Change all the bodyslide file paths. (might be an easy find and replace method in notepad++)

And create COBJs ideally (optional really but very time consuming). 

If you move them all at once in Tes5, doesn't it renumber them itself?

I think it may. I feel I have done this in the past.

 

Also, most "replacers" do not replace the existing vanilla meshes or textures, instead they have their own in their own directories, because they weren't made from the ground-up as replacers at all, but have (ironically) been made into replacers. Exceptions tend to be ones that retain a vanilla look but just bodyslide it up a bit, or up-res textures etc (aMidianBorn etc) which do use/overwrite vanilla paths.

 

However, if it's present, changing texture paths is a far bigger problem than matching up AAs and ARMOs as it requires tedious-busywork NIF editing.

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