slonez1 Posted May 24, 2019 Posted May 24, 2019 Started a new game today and even reset my addictions before talking to the tax collector. Def no options to use skooma whore drugs. (also never been dancing naked option, but i think that's a dependency issue) Also, it seems that if you buy new licenses before you visit the tax collector, he doesn't realize it and still takes your stuff/rips up your licenses.
the8one Posted May 24, 2019 Posted May 24, 2019 4 hours ago, slonez1 said: Started a new game today and even reset my addictions before talking to the tax collector. Def no options to use skooma whore drugs. (also never been dancing naked option, but i think that's a dependency issue) Also, it seems that if you buy new licenses before you visit the tax collector, he doesn't realize it and still takes your stuff/rips up your licenses. I think an old maybe bug is still around, Skooma Whore doesn't have the option appear unless Milk Mod Economy is also installed. At least that's how it worked for me.
Monoman1 Posted May 24, 2019 Author Posted May 24, 2019 8 hours ago, slonez1 said: also never been dancing naked option, but i think that's a dependency issue) You need tdf prostitution for that. 8 hours ago, slonez1 said: seems that if you buy new licenses before you visit the tax collector, he doesn't realize it and still takes your stuff/rips up your licenses Shouldn't actually tear up any licences unless they've expired. Will definitely take your stuff though in the introduction as it's assumed your coming from outside the city. Determining if you came from outside the city or not I don't think would be worth the effort. Most people will come from outside. Thought I looked into the skooma whore thing before but I'll check it out again.
-alpha- Posted May 24, 2019 Posted May 24, 2019 Why does .33 change notes sound like .32, was something changed or am i just crazy?
Monoman1 Posted May 24, 2019 Author Posted May 24, 2019 3 minutes ago, -alpha- said: Why does .33 change notes sound like .32, was something changed or am i just crazy? Nothings changed. I just repackaged the mod with a working (hopefully) FoMod. The old one was broken and anyone that wasnt sure how to manually install it may have had problems. 0.34 will be the next version.
Maitso Posted May 25, 2019 Posted May 25, 2019 I'm not sure whether I did something wrong, or I'm simply misunderstanding how the mod is supposed to function. Mainly the licenses part of the mod seemed very appealing to me, however that is the exact thing that doesn't work. As it stands, I currently have the toll people standing at the gate, gate is master locked and can unlock it by paying the toll at the strongbox. Fast travel is locked as intended. However, no being stopped at the gate for licenses, and no Quartermaster to be found. (Checked Whiterun and Solitude) Running v0.33. Any help obviously appreciated.
Monoman1 Posted May 25, 2019 Author Posted May 25, 2019 22 minutes ago, Maitso said: I'm not sure whether I did something wrong, or I'm simply misunderstanding how the mod is supposed to function. Mainly the licenses part of the mod seemed very appealing to me, however that is the exact thing that doesn't work. As it stands, I currently have the toll people standing at the gate, gate is master locked and can unlock it by paying the toll at the strongbox. Fast travel is locked as intended. However, no being stopped at the gate for licenses, and no Quartermaster to be found. (Checked Whiterun and Solitude) Running v0.33. Any help obviously appreciated. Do you use devious devices expansion? To prevent the mod becoming too annoying the guards will only stop you when you have something to be stopped for. So if you have all valid licences nothing happens. If you have no licences but also have no weapons, armor and are already collared nothing will happen. But the first time I think you should be stopped anyway as an introduction to the system. As for the quartermasters. Check the spoiler near the top of the main page.
CynicalCore Posted May 25, 2019 Posted May 25, 2019 somebody has a link for the PSC mod? i would like to test it but i cant find it anymore
Monoman1 Posted May 25, 2019 Author Posted May 25, 2019 6 minutes ago, CynicalCore said: somebody has a link for the PSC mod? i would like to test it but i cant find it anymore
Monoman1 Posted May 25, 2019 Author Posted May 25, 2019 13 minutes ago, CynicalCore said: somebody has a link for the PSC mod? i would like to test it but i cant find it anymore Oh and remember to reinstall survival after to get an active interface script.
Maitso Posted May 25, 2019 Posted May 25, 2019 31 minutes ago, Monoman1 said: Do you use devious devices expansion? To prevent the mod becoming too annoying the guards will only stop you when you have something to be stopped for. So if you have all valid licences nothing happens. If you have no licences but also have no weapons, armor and are already collared nothing will happen. But the first time I think you should be stopped anyway as an introduction to the system. As for the quartermasters. Check the spoiler near the top of the main page. I do use that as well. I have not been stopped by any guard, nor do I have any of the valid licenses, since never found a quartermaster. (Yes, have checked the locations in the spoiler) Also I am wearing armor and weapon, but I'm not collared.
Monoman1 Posted May 25, 2019 Author Posted May 25, 2019 2 minutes ago, Maitso said: I do use that as well. I have not been stopped by any guard, nor do I have any of the valid licenses, since never found a quartermaster. (Yes, have checked the locations in the spoiler) Also I am wearing armor and weapon, but I'm not collared. Well the licence guys should definitely be there. Try disabling the licence system in the menu and enable it again. The whiterun guy should be easy to find. Small barracks, the guys wearing steel plate armor, warpaint on his face.
CynicalCore Posted May 25, 2019 Posted May 25, 2019 24 minutes ago, Monoman1 said: Thanks man, funny i have tracked the mod but i havent seen it in my followed mod list
Ursur1major Posted May 25, 2019 Posted May 25, 2019 Noticed that when using the "Per Level" option for gate tolls the game only checks to see if the base level cost is met, to see if you can pay, while still taking up to the total cost. So if I put it on 20 gold per level and I'm level 10, then it costs 200 Gold to leave, but if I only have 73 gold pieces and try to pay it will take those 73 gold pieces but still let me leave.
Monoman1 Posted May 25, 2019 Author Posted May 25, 2019 26 minutes ago, Ursur1major said: Noticed that when using the "Per Level" option for gate tolls the game only checks to see if the base level cost is met, to see if you can pay, while still taking up to the total cost. So if I put it on 20 gold per level and I'm level 10, then it costs 200 Gold to leave, but if I only have 73 gold pieces and try to pay it will take those 73 gold pieces but still let me leave. Ok I'll check that out.
Demerots Posted May 25, 2019 Posted May 25, 2019 When is the kennel keeper meant to let you out? I've tried sleeping in there a few times and he's never unlocked the gate. I'm not sure if this is a bug of some sort or if he just wants you there for a good long time. Absolutely adore the mod by the way, thanks so much for your work. I don't think this one's leaving my load order anytime soon.
Monoman1 Posted May 25, 2019 Author Posted May 25, 2019 4 minutes ago, Demerots said: When is the kennel keeper meant to let you out? I've tried sleeping in there a few times and he's never unlocked the gate. I'm not sure if this is a bug of some sort or if he just wants you there for a good long time. Absolutely adore the mod by the way, thanks so much for your work. I don't think this one's leaving my load order anytime soon. I think he should open the gate at 6am.
4nk8r Posted May 25, 2019 Posted May 25, 2019 I'm a bit confused on how this integrates. This seems to foul up the Whiterun "Dragon Rising" quest where you're supposed to go out with Irileth and some guards to the western watchtower for your first dragon kill. You're technically under escort from the city guard, so it seems a valid exit situation from the mod's context. Is the idea to just leave most of this mod's features disabled until the starting quests are complete? If not, how do I get the magic suppressing collar removed, armor and weapons returned, etc.? Paying the toll doesn't seem enough to do more than get the gate unlocked. Do I have to buy licenses for everything as well even when leaving?
Maitso Posted May 26, 2019 Posted May 26, 2019 14 hours ago, Monoman1 said: Well the licence guys should definitely be there. Try disabling the licence system in the menu and enable it again. The whiterun guy should be easy to find. Small barracks, the guys wearing steel plate armor, warpaint on his face. Afraid he's not there. Also, I'm having trouble finding any way of turning the license system on and off. Compared my MCM menu with the screen shots on the download page, and looks similar, same tabs, an option added here and there, but nothing on licenses...Thanks for the help so far though.
donttouchmethere Posted May 26, 2019 Posted May 26, 2019 6 hours ago, Demerots said: When is the kennel keeper meant to let you out? I've tried sleeping in there a few times and he's never unlocked the gate. I'm not sure if this is a bug of some sort or if he just wants you there for a good long time. Absolutely adore the mod by the way, thanks so much for your work. I don't think this one's leaving my load order anytime soon. He opens the gate at 6 a.m. BUT only once (unless that got updated in the newer versions of SLS), means if you oversleep your stuck in there forever! ? Fall back to an older save or unlock the door via console and open the chest to grab your stuff. I'm sure this will get that quest stuck tho.
Monoman1 Posted May 26, 2019 Author Posted May 26, 2019 8 hours ago, 4nk8r said: I'm a bit confused on how this integrates. This seems to foul up the Whiterun "Dragon Rising" quest where you're supposed to go out with Irileth and some guards to the western watchtower for your first dragon kill. You're technically under escort from the city guard, so it seems a valid exit situation from the mod's context. Is the idea to just leave most of this mod's features disabled until the starting quests are complete? If not, how do I get the magic suppressing collar removed, armor and weapons returned, etc.? Paying the toll doesn't seem enough to do more than get the gate unlocked. Do I have to buy licenses for everything as well even when leaving? What would be the point of the licences if they were to give everything back when you leave? Would you buy a licence in that case? Because I sure wouldn't. If it's not your thing just disable the system in the mcm. Cheat yourself some gold first and buy licences to get your stuff back/remove the collar. 6 hours ago, Maitso said: Afraid he's not there. Also, I'm having trouble finding any way of turning the license system on and off. Compared my MCM menu with the screen shots on the download page, and looks similar, same tabs, an option added here and there, but nothing on licenses...Thanks for the help so far though. Ok somethings very wrong in your game then because licences have an entire 'licences' tab to themselves in the mcm. The screenshots here are not up to date. Did you update survival from 0.22/0.31? If so you should have clean saved. 4 hours ago, donttouchmethere said: He opens the gate at 6 a.m. BUT only once (unless that got updated in the newer versions of SLS), means if you oversleep your stuck in there forever! ? Fall back to an older save or unlock the door via console and open the chest to grab your stuff. I'm sure this will get that quest stuck tho. I'll look into that when I get a chance. Btw I've been meaning to ask you. How did it go with the rock trap delameifier 1.1? I almost forgot about it.
donttouchmethere Posted May 26, 2019 Posted May 26, 2019 17 minutes ago, Monoman1 said: Btw I've been meaning to ask you. How did it go with the rock trap delameifier 1.1? I almost forgot about it. AH! well last game had no rock traps left after my vanilla quest and sidequest madness (I wanted to skyrim at least ones finished) BUT fear not! A new game is ready to roll right in this moment and now I have a good starting point. Start as rock scientist! (geologist aren't known yet in skyrim I think) Will grab a follower and trigger the first trap I encounter. What to wear what to wear^^
Maitso Posted May 26, 2019 Posted May 26, 2019 Installed the v0.33 as my first interaction with this mod(far as I can recall), and started a fresh playtrough. Any other steps I'm not understanding I should take?
Monoman1 Posted May 26, 2019 Author Posted May 26, 2019 5 minutes ago, Maitso said: Installed the v0.33 as my first interaction with this mod(far as I can recall), and started a fresh playtrough. Any other steps I'm not understanding I should take? Hmm something weird is going on then. Do you use my other mod 'Spank that ass'? The esp replacement esp for survival in that mod is based on 0.22 and isn't needed if using 0.3x. It may be over writing the current version?
donttouchmethere Posted May 26, 2019 Posted May 26, 2019 1 hour ago, Monoman1 said: How did it go with the rock trap delameifier 1.1 on my last game: > 1.0 RTDL CTD after serana got hit while rocks vanished (rocks rolling down a tunnel) repeated that scenario 3 times, always CTD > 1.1 RTDL rocks (rolling down a tunnel, same save and trap than before) vanished faster than they could hit serana => no CTD repeated that scenario a few times, but rock vanished so fast they never reached her on my new game: > 1.1 RTDL I moved all followers right below the rock trap to make sure they all get hit all got hit fight started between the rocks against bandits followers got hit by rocks (by just walking into them) while rocks vanished NO CTD!
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