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Posted
1 hour ago, firepunch1 said:

Are you using one of the slot patches for the bikinis? There's a UNP and a CBBE version under 'installation' on this mod page.

Thank you! Will check it out.

Posted
5 hours ago, Monoman1 said:

Nothing I can think of. 

Have a look at your save in Falrim tools and see if there's anything odd going on. 

 

Might just be simpler at this stage to clean save. 

Time to go back 0.591 then :( Even after a ReSave clean I can drop my licenses, toggle licenses off, and the Stats & Info screen still says I have two valid licenses and every time I buy a license it's just immediately expired.

Posted
25 minutes ago, silveredgold said:

Time to go back 0.591 then :( Even after a ReSave clean I can drop my licenses, toggle licenses off, and the Stats & Info screen still says I have two valid licenses and every time I buy a license it's just immediately expired.

Not to sound like a smart ass but are you sure you're doing it right?

 

Deactivate mod. 

Uninstall mod

Load game.

Wait 10 seconds or that.

Create a manual save. 

Exit game. Remove unattached instances and remove undefined elements in falrim tools. 

Load game back up. Wait a bit. Create another save. 

Open save in falrim tools again. Make sure there are no unattached instances or undefined elements. 

Download again (just in case) and install mod again. Activate mod. Load game. 

Posted
3 hours ago, ck2modfan said:

Been using TAWoBA mostly because of integration into this mod! During SL anims, bikini bottom is not removed. Also some other misc pieces but buttom is most noticeable. Any suggestions of how to define it should be removed? 

In SexLab under "strip item editor", you can tell it to remove the bottoms.  You have to do it for each new set of armor you get though.

Posted
9 minutes ago, Naps-On-Dirt said:

In SexLab under "strip item editor", you can tell it to remove the bottoms.  You have to do it for each new set of armor you get though.

so this is based on item name and not outfit body slots ?

Posted
3 hours ago, Monoman1 said:

Not to sound like a smart ass but are you sure you're doing it right?

 

Deactivate mod. 

Uninstall mod

Load game.

Wait 10 seconds or that.

Create a manual save. 

Exit game. Remove unattached instances and remove undefined elements in falrim tools. 

Load game back up. Wait a bit. Create another save. 

Open save in falrim tools again. Make sure there are no unattached instances or undefined elements. 

Download again (just in case) and install mod again. Activate mod. Load game. 

Thanks for the steps. I'm pretty sure that's what I did, but I'll try reinstalling 602 and follow that exactly and see if that clears it up.

Posted
2 hours ago, YojimboRatchet said:

so this is based on item name and not outfit body slots ?

There are pages for outfit body slots, and for specific item handling.

Posted
15 minutes ago, Last_Light said:

Is there a way to toggle the Magic License from including Magical Items? I could've sworn there was but either I'm blind or misremembering.

Ahhh no I don't believe so. 

Guest AthenaESIV
Posted

I was thinking 2 things might be worth considering adding to the mod:

  1. at night time, make enforcers detection distance much smaller... So an unlicensed Dragonborn can make her way through towns at night if she is careful
  2. an NPC that force greets on all the major roads outside of the enforcer area... They could explain the rules for women, and basically help her get ready for going into town... He could be very hands on with his 'help', and even offer to escort her through town if she offers something in return. I've really enjoyed reading Mailgirl themed stories lately (Lizstanton and Seahawk are probably my favorite authors for those), and I really like how they lay out the rules for the mailgirls and convince them to submit... Even getting them to sign contracts to agree to living under those rules...

Just my 2 cents for the week o/

 

Also, speaking of the mailgirl stories... That is one thing that would be awesome in many of the Survival features... See, the mailgirls voluntarily submit via contract to subjec themselves to the mailgirl program... It is kind of the opposite of how licenses work... But it is maybe something worth considering introducing. It would explain how in some mod loadouts, only the Dragonborn is forced to follow the SLS rules... Maybe some things they are convinced to agree to doing... Like signing a contract with the same NPC who gives out licenses.

 

This maybe doesn't totally fit the narrative you seem to enjoy with Slaverun and all (I use Slaverun too), but even in the beginning of Slaverun, the Jarl and guards are hesitant to push the Slaverun laws on the people because they think citizens would revolt. What if the Dragonborn agreed to contractually subjugate herself to the Slaverun treatment as a long term advertisement and PR campaign for changing Skyrim life. It offers tons of gameplay options, and could be done with mostly smoke and mirrors...

 

Maybe make it so guards push the contract harder based on bounty, or being high on skooma makes her more likely to sign a contract for years that basically makes her have to rent the right to wear clothing, and forces her to agree to being harassed by guards in a hold.

 

I dunno, only wanted to mention the mailgirl thing because I see a lot of similarities in your mod, and that genre... And it would be hot as fuck. Maybe as a nod to the genre even have a ponygirl mail carrier quest the gate guards could assign her to say if she tries to come into town with contraband or has a bounty. You could even use an overlay for a number or symbol that is on her hip like in mailgirl stories, and once she signs the contract she permanently loses her name. Tons of ways you could use the theme, I'll leave it to you to look into or disregard, thanks for the great update!

Posted
20 hours ago, Lupine00 said:

You can already use the console, or SLD, to set your starting skills to zero.

 

I do this a lot. It makes learning smithing surprisingly tricky because a lot of smith recipes have a minimum skill level.

 

Use SLD to set all your magic skills and magicka to zero at game start. I much prefer this to the magic collar from SLS.

You can learn magic, but it's hard, expensive, and requires serious investment in it; it's no longer an easy path at low levels.

 

I typically allow a start skill of 1 to 5 in the main combat skills: 1H, 2H, Block Light Armor, Heavy Armor and set every other skill apart from Speech to zero.

To compensate a little, I begin with a speech skill of 25 or so. 

With a zero skill you can't even use an alchemy table, enchanter or forge.

Hadn't considered this before. Gave it a try. Definitely a new experience! Thanks for suggesting.

Posted

Recently a mod appeared on Nexus called "Heavy Food" or something like that.

It re-balances food weights way beyond Hunterborn.

I looked at putting it into my game, but it was useless: every food item is vanilla, not RND.

 

So, using Heavy Food as an inspiration, I re-weighted all my RND food.

This was less work that attempting to merge in Heavy Food - this is not a merge of Heavy Food into RND.

I also sort-of merged in a mod called Forager Food, which adds foods you can create from foraged items, which I also re-weighted along the same lines. 

It's not quite the same items as Forager Food, but very close, mainly different weights, and changed to be RND meals.

There's probably more work to do there; the Forager Food concept needs remaking from scratch I think.

 

Some of heavy food's snacks were absurdly heavy. Rather than follow its pattern slavishly, I weighted according to RND meal type.

Some items I changed the meal type, as various items were made snacks that I think do not appear to make much sense as snacks.

Stews were made generally more portable than meats; I figured they are high-fat and you need less.

Some rarer, heavier meats (horker, mammoth trunk) got a bonus effect, as did mammoth cheese.

The meats might be a little heavy, for something that gives only a "filling meal", but who eats raw meat anyway? Namira worshippers mostly?

I think the raw and cooked meats need changing further. I'd like a raw meat to yield multiple cooked meats of lesser weight.

I also need to update the items descriptions, as several medium meals are still describe as snacks.

As it stands, it goes a good way to discouraging carrying excessive amounts of food.

 

It's roughly set up like this:

 

Snacks:                              weight 0.2 to 0.5

Medium Meal:                    weight 1.0 to 2.5

Filling Meal:                       weight 3.5 to 8.0

Small bottle (e.g. ale)         weight 2.0

Larger bottle (e.g. wine)     weight 3.0

 

It's a work-in-progress, but try if you like.

RealisticNeedsandDiseases.7z

Posted
On 8/8/2020 at 11:43 PM, Monoman1 said:

Not to sound like a smart ass but are you sure you're doing it right?

 

Deactivate mod. 

Uninstall mod

Load game.

Wait 10 seconds or that.

Create a manual save. 

Exit game. Remove unattached instances and remove undefined elements in falrim tools. 

Load game back up. Wait a bit. Create another save. 

Open save in falrim tools again. Make sure there are no unattached instances or undefined elements. 

Download again (just in case) and install mod again. Activate mod. Load game. 

Followed all that exactly, and still the same problem. Most features seem to work fine, but I can't buy licenses anymore :(

 

Confusing part is I tried on a brand new save and it seems to work so maybe something in my settings is breaking it?

Posted
37 minutes ago, silveredgold said:

Confusing part is I tried on a brand new save and it seems to work so maybe something in my settings is breaking it?

It's possibly something in StorageUtil that SLS has written onto an object. Most likely the player actor.

You can probably use SUM to diagnose and potentially remove a problem entry.

Posted

This is probably a silly question, but is there a mod requirement for the "tongue" thing to work? I tried it, but it just made my girl open her mouth.

Posted
On 8/9/2020 at 12:03 AM, AthenaESIV said:

at night time, make enforcers detection distance much smaller... So an unlicensed Dragonborn can make her way through towns at night if she is careful

I'm not sure being in town at night is all that useful though. All the vendors will be closed. 

 

Toll evasion needs to be changed though to be more like avoiding the enforcers to be a bit more fun. Somehow put a bit more emphasis on disguise. I was thinking for slaverun enslaved towns, since clothes are not allowed, I could flip it on it's head and add disguise points for:

Being covered in cum - (Add an option to pour cum bottles on yourself)

Devious devices - Bonus for hoods.

Number of slavetats

BiS Dirt?

 

Make you blend in with the slaves. 

Posted
4 hours ago, shar181 said:

This is probably a silly question, but is there a mod requirement for the "tongue" thing to work? I tried it, but it just made my girl open her mouth.

Nothing required. This is SE I presume?

I'd try to equip the tongue manually via the console to test

help tongue

Player.AddItem xxxxxxxx 1

Player.EquipItem xxxxxxxx

 

Still not equipping = some problem converting the meshes.

Posted
6 hours ago, silveredgold said:

Followed all that exactly, and still the same problem. Most features seem to work fine, but I can't buy licenses anymore :(

 

Confusing part is I tried on a brand new save and it seems to work so maybe something in my settings is breaking it?

Depends then on how far you want to go debugging it then. I'd need papyrus logs of you buying a licence. And screenshots of console output from 'sqv _SLS_LicenceAliases' (the top half with one week, four week, perpetual) before and after buying a licence.

 

Afair, licence information is attached to the licence object itself. So there should be no residual information attached to the player and the licence objects should be destroyed when the mod is uninstalled thus destroying the attached information.

 

Have you tried maybe, drop the licences with the old version and then install the update.

Posted
6 hours ago, Lupine00 said:

It's roughly set up like this:

There is a tesedit script in the downloads to do this sort of thing. 

 

Not in a hand-tailored way mind you. Just a fyi (that you probably already know about)

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