Jump to content

Recommended Posts

27 minutes ago, aspirine2 said:

sometimes guards lose awareness of pc holding or equipping weapons ...is that a common issue !?

Yep it seems to be. I've been waiting for it to happen to me so I can debug it. 

Try dropping a weapon in front of a guard. Someone kicked started it again by doing that. 

Link to comment

small issue report:

 

 when I use "knock" on the locked doors and the window closes, I still get the lock coming up and the lockick inserted (I did no choose "pick lock" on the popup window)

this is not a BIG problem but when guards are closeby the always react like I wanted to pick the lock. So I cannot "simply knock" savely in cities at the moment. 

Maybe I configured something in the wrong way? 

 

Link to comment
20 minutes ago, Nymra said:

small issue report:

Can't say I've ever seen that. Really I think a lot of the problems with SK is the use of OnCrosshairRefChange(). It's not a.... nice event in my experience. I've had to remove it any time I've used it. 

He should probably have just added a lesser power 'knock' instead of trying to dynamically attach SK to doors. Sometimes simple is better. 

Link to comment
Guest AthenaESIV

What would be the easiest way to add a method for getting into Whiterun / slipping past the guards? I use the sewers mod, which is one way, but was wondering if there were any mods that add other paths into Whiterun and other cities?

 

A smuggling mod would be great. Could have interesting payment methods as well, just thought there might be something out there like that floating around that people have found in the past, perhaps something to do with the thieves guild.

 

I like the idea of the guards harassing the player more, also like the idea of more patrols out on the fringes of cities (going to try adding that in myself actually), and it would be cool to see more counters to guards added in, like the ability to use speechcraft (intimidation or trickery) to get away with not having a license, and all around more ways to be caught and to also avoid being caught.

Link to comment
28 minutes ago, AthenaESIV said:

What would be the easiest way to add a method for getting into Whiterun / slipping past the guards? I use the sewers mod, which is one way, but was wondering if there were any mods that add other paths into Whiterun and other cities?

 

A smuggling mod would be great. Could have interesting payment methods as well, just thought there might be something out there like that floating around that people have found in the past, perhaps something to do with the thieves guild.

 

I like the idea of the guards harassing the player more, also like the idea of more patrols out on the fringes of cities (going to try adding that in myself actually), and it would be cool to see more counters to guards added in, like the ability to use speechcraft (intimidation or trickery) to get away with not having a license, and all around more ways to be caught and to also avoid being caught.

In addition to the sewer mod I use this whiterun mod https://www.nexusmods.com/skyrim/mods/80269 which I find quite nice, but it'll basically add a big unmonitored doorway roughly behind the fighter's guild, but hey the easier you can get out of a city and forget to get back in on time the better.

Link to comment

I find myself wanting a way for my cum-addicted character to beg specifically to be allowed to give blowjobs to humans in a similarly degrading way as the other begging options. Having to rely on animals for it not due to quantity but simply because I don't have a way to ask is ...Perplexing. Honestly having a similar mechanic to the animal one where you have trouble stopping yourself from kneeling down and draining nearby guards / passerby / nazeem the more cum-hungry you are would be perfect. 

 

I've started trying to build a dialogue tree to do so (well, at least the first part) myself - if I ever manage to get it to actually work, I'll send you a PM.

Link to comment
12 hours ago, Nymra said:

when I use "knock" on the locked doors and the window closes

I am not sure if survival is the issue or not i havent done any testing but do you have eating sleeping and drinking mod by chance? Also if you press the "activate" key while moving you wont get the lockpick menu only the knocking option, its a work around i do.

Link to comment
11 hours ago, Xuvish said:

Where are the kennels at?

If you're not using the beta then the only kennel is in whiterun behind carlottas house. 

 

Otherwise. 

Solitude - turn right after entering the city. Inside the spiral staircase. 

Markarth - turn left after entering the city. 

Windhelm - in the grey quarter.

Riften - down on the lower level. 

Link to comment
8 hours ago, Nymra said:

Another maybe minor thing:

 

- When begging and beeing completely naked I often do not get the "need something to wear" option but only can ask for gold, food or boots. 
might be misstaken and the asking for clothes is tied to something else, dunno. 

Yea. Seems to be a thing. The intention is that you can only beg for clothes when you don't have any. That's complicated enough on it's own. Then throw MWA on top and you've got a real flustercluck. 

I'm tempted to just remove the condition altogether. 

Link to comment
8 hours ago, transfer said:

because I don't have a way to ask is ...Perplexing.

Shouldn't be that perplexing. I'm a one man development team on a mod with 43,000 lines of code (that's just this mod) and a full time job. And a sort-of-life outside of here. 

Sometimes I lack inspiration in one area so I move on to another area. See the 'Beg for cock' menu. 

Link to comment
5 hours ago, Monoman1 said:

Yea. Seems to be a thing. The intention is that you can only beg for clothes when you don't have any. That's complicated enough on it's own. Then throw MWA on top and you've got a real flustercluck. 

I'm tempted to just remove the condition altogether. 

I mean the boots thing turns up all the time even when I have some :P

I like the begging game, it is a 100% fit for my playstyle. Maybe the clothes dialogue could just always be there? 
or maybe that is just what you meant when saying "removing the filter"

Link to comment
1 hour ago, Nymra said:

I mean the boots thing turns up all the time even when I have some :P

I like the begging game, it is a 100% fit for my playstyle. Maybe the clothes dialogue could just always be there? 
or maybe that is just what you meant when saying "removing the filter"

So it looks like GetKeywordItemCount does work. Then I thought of something. 

There could be left over half naked covers in your inventory (invisible). 

 

Are you currently not getting the dialogue? Do you use mwa? Can you do a Player.GetItemCount <the half naked ID>

Link to comment
11 minutes ago, Monoman1 said:

So it looks like GetKeywordItemCount does work. Then I thought of something. 

There could be left over half naked covers in your inventory (invisible). 

 

Are you currently not getting the dialogue? Do you use mwa? Can you do a Player.GetItemCount <the half naked ID>

hmm, no idea. 
But I am roleplaying that. I dont let mods touch my inventory like ever. 

So I always have my full armor in the inventory, I just dont wear it until I find a new armor in the game world (complicated to explain, basically I want my PC to always have the same outfit and there is no mod that automates this :(

So maybe this is just incomaptible with how you set the mod up. I assumed that only the current body slot status (worn or not) is important. 

Link to comment

I wasn't sure what to expect when I tried this mod. The description was vague, and the listed features were so numerous that it was kind of overwhelming. It seemed up my alley, though, so I just installed it, the requirements, and the recommended mods that seemed a good idea and gave it a try.

 

That said, this mod has been quite the experience. It's been a total change of pace from my usual Skyrim gameplay, and I'm really enjoying being forced to focus on just what the title says: survival. Except, instead of the usual struggle against an enemy, I'm fighting for my survival in an exceptionally oppressive society that is trying to take away my character's dignity, will, and freedom. My natural instinct is to try and break away from it, but my character's innate weakness, the hostile elements, and of course the need for food makes it near impossible. I can sneak away and try to live as a hermit, taking what I need from the land, but then my character gets exhausted from the experience, I run out of supplies, or I get mauled by wild animals or chased off by bandits. So I'm forced to return to the very places that I hate so much. I'm honestly awed by how dastardly this system of oppression you've managed to create is. For once, I empathise with the bandits.

 

I was especially impressed with the dialogue. It's far more polished than what you normally see. I haven't noticed any spelling or grammar issues, and it's well-written. I really liked the indirect insults that the toll collector made when explaining things, especially the line, "Of course you don't." when the player character says that they don't understand. The disrespectful little nicknames like 'cupcake' and 'pumpkin' are a nice touch as well.

 

Naturally, as with any mod that I try and enjoy, I have suggestions and bug reports:

Suggestions:

Spoiler

 

I didn't like the line that the licensor uses when the player attempts to purchase a license but doesn't have enough money. It's "<He makes a mocking laugh.>" I think it'd be better if he said something along the lines of (or followed up with), "Then get out of my sight," or "Then stop wasting my time." The current line doesn't seem like a conclusion to a conversation; it's rather more like a segue into additional dialogue. But then the conversation ends. It's almost anticlimactic.

 

It would be helpful if the bedroll granted during the simply knock integration would include a tooltip or procure a message box when attempting to equip it. I was completely stuck and wound up having to search the support topic to find out that you had to drop it and then activate it while in stealth mode.

 

For players who use realistic needs and diseases, some content that could occur when the player character is drunk would be neat. The simplest thing I can imagine is having nearby NPCs take advantage of the player character's state by robbing them, convincing them to undress and/or dance, convincing them to get tattooed, copping a feel, or pressuring them into having sex. They could also give the player character some free booze. It could be in exchange for doing one of the listed actions or simply as a gift.

 

I suppose you might not want to touch DLC content, but not having some sort of content that pushes my character towards marriage seems like a missed opportunity. Having a spouse should improve my character's quality of life at the cost of surrendering much of their freedom to this person. Unfortunately, I can't think of much that could be done without significant changes that would probably be outside the scope of the mod. I did come up with two things involving marriage. Firstly, if the player character gains a bounty, their husband could argue for the reduction or removal of the fine or sentence (after the player character tries and fails, because who's gonna listen to a woman?). The husband would naturally be very mad (and maybe even punish the player character further than the law did for hurting his reputation). And secondly, if the player character tries to marry another female, it could be refused and the player character punished heavily for insulting the gods and/or tradition. Of course, you're allowing female followers at the moment, so that second one might be no good anyways.

 

I find it frustrating having to save and reload until the game gives me an anti-magic collar that I like the look of. Rather than assigning a random material, it could instead start as a cheap one like iron or leather, and fancier ones would be available for purchase from the licensors. If you wanted to take it further, the cheaper ones could dish out some debuffs. Reduced fatigue regeneration or speech skill come to mind. Meanwhile, the fancier ones could give minor buffs to speech skill or bartering prices instead.

 

Casting a spell in a settlement while not licensed to use magic should result in punishment or a bounty. Currently, it just results in being yelled at for having a weapon out.

 

The bikini curse seems sort of out of place. If there was an explanation other than to lock you into your choice of armour, it'd seem like it fits better. For example, the curse could provide Frostfall weather protection whilst wearing bikini armour, and the explanation to prevent the player character from stupidly putting on something else and making themselves overheat to death.

 

When you're tired and running Realistic Needs and Diseases, there sometimes is a yawning sound effect. I don't know how possible it would be, but the action of the player character opening their mouth like that could result in a man demanding a blowjob. Or if the NPC has a house, they could invite a tired player character to rest for the night. There would be absolutely no funny business, of course.

 

If the player were to harass an NPC with questions, they could get annoyed with the player character's constant talking and put a gag on them. This would be meant more for new NPCs you've added than existing ones, to prevent conflicts.

 

It would be nice if the bikini curse would differentiate clothing from armours. I like to equip clothing when in towns, but it causes the bikini curse to trigger. I can manually set body items so that they don't trigger it, but it doesn't seem possible for boots. Basically, I'd like to be able to wear anything that lacks armour rating without penalty.

 

An MCM option to disable forcefully assigning a follower to a player without an escort would be nice.

 

The MCM's 'Interfaces' section doesn't signify that the mod requires your tweaked version of the Amputator Framework. As a result, I screwed up and installed the wrong one and couldn't fix it without losing hours of progress. It'd be great if that was made more clear.

 

It would be nice if there was an MCM slider to make items require a minimum value before they'd be eligible for being stolen from stashes. It's kind of weird when I leave some firewood at a campsite in the middle of the woods, and somebody supposedly walks two kilometers past plenty of more easily available firewood to take it, especially when it's literally worth 0 septims.

 

Beast races whistling at the player seems weird. The shape of their mouths makes it inconceivable that they could do so. Maybe you could have the khajiit make a suggestive growl instead. I have no idea about argonians.

 

Frostfall has a feature that makes your unprotected limbs suffer from frostbite if you stay out in the cold too long. Having them simply fall off would be weird, but having that lead up to the loss of a limb would be neat. Perhaps you could somehow disable use of it and apply a debuff until you visit a healer, who would charge to heal it but charge less to simply amputate it, removing the debuff but requiring you to restore it later.

 

If this is the mod that's hooking into Beeing Female and giving buffs/debuffs based on the current stages, then that should be added to the feature list.

 

Bugs:

Spoiler

 

The Whiterun barracks are possibly being considered as outside of Whiterun. At the very least, I'm receiving a message that seems to imply that it is every time I enter and leave. You wouldn't typically spend enough time in there for it to matter, though.

 

If, during the Simply Knock integration, the player decides to use the Sleep Anywhere feature instead of sleeping on the bedroll, they will become stuck on the floor upon waking up. There seems to be no way to regain control of your character at this point.

 

 

I also have a question regarding the escorts. Does the mod prevent the dismissal of followers at any point? I would think that it would prevent you from doing that while outside of a settlement, but I currently have the escort requirement set to 0. Despite this, my follower still won't leave when dismissed. I'm not sure if it's a bug/conflict with Devious Followers, though.

Link to comment
7 hours ago, Monoman1 said:

Shouldn't be that perplexing. I'm a one man development team on a mod with 43,000 lines of code (that's just this mod) and a full time job. And a sort-of-life outside of here. 

Sometimes I lack inspiration in one area so I move on to another area. See the 'Beg for cock' menu. 

I know just what you mean; I have a similar issue with my own mods. I'd like to apologize for the misunderstanding; my intent was not to say "it's perplexing that this is not a feature", or to criticize in any way,  just to provide a bit of humour that from an in-game perspective my character is confused that animals are more forthcoming than humans. 

 

Thanks for your work!

Link to comment

@Falvnar Which Devious followers are you using? The one by Lozeak or the one maintained by Lupine? To dismiss a DF, you will need to pay off your debt and select the option where it says dismissible. Also, DF can occasionly( or at least it used to) kinda bug out and not dismiss companions even when you paid them off. 

For the bikini curse and Frostfall, interesting idea but not sure if it's possible. The bikini armor will give you a bonus in warmth( and maybe coverage?), but I do not think there is a system that integrates overheaing. 

In regards to amputator, near the bottom of the file page it says that tweaked version is the one recommended, though I will say it's easy overlooking a line or two. 

The cat calling in this game is a generic line for most npcs. Not sure how easy or hard it would be to specifically add khajiit growls( or argonian hisses). 

Link to comment
2 hours ago, Falvnar said:

I also have a question regarding the escorts. Does the mod prevent the dismissal of followers at any point? I would think that it would prevent you from doing that while outside of a settlement, but I currently have the escort requirement set to 0. Despite this, my follower still won't leave when dismissed. I'm not sure if it's a bug/conflict with Devious Followers, though.

That's probably DFC minimum contract. 

2 hours ago, Falvnar said:

The Whiterun barracks are possibly being considered as outside of Whiterun. At the very least, I'm receiving a message that seems to imply that it is every time I enter and leave. You wouldn't typically spend enough time in there for it to matter, though.

I've visited all 3 barracks in whiterun and don't receive this message. Perhaps another mod is overwriting the location

2 hours ago, Falvnar said:

f, during the Simply Knock integration, the player decides to use the Sleep Anywhere feature instead of sleeping on the bedroll, they will become stuck on the floor upon waking up. There seems to be no way to regain control of your character at this point.

Is this the 'Sleep on ground' from SLS in the wheel? Or some other?

Link to comment
4 hours ago, Nymra said:

I mean the boots thing turns up all the time even when I have some :P

I like the begging game, it is a 100% fit for my playstyle. Maybe the clothes dialogue could just always be there? 
or maybe that is just what you meant when saying "removing the filter"

Didn't actually answer any of my questions but I've added what I think is a fix. 

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use