sshar22 Posted June 3, 2019 Posted June 3, 2019 Hi Currently enjoying the mod quite a lot maybe a stupid low priority request: but could you add a light source to the toll posts? They are nearly invisible at night, have to pull out a torch to click correctly Cheers
Monoman1 Posted June 3, 2019 Author Posted June 3, 2019 1 hour ago, sshar22 said: Hi Currently enjoying the mod quite a lot maybe a stupid low priority request: but could you add a light source to the toll posts? They are nearly invisible at night, have to pull out a torch to click correctly Cheers Uhh. I dunno. Think that might push up the toll costs to cover keeping a stock of candles... 50% increase seems fair ?
sshar22 Posted June 3, 2019 Posted June 3, 2019 2 hours ago, Monoman1 said: Uhh. I dunno. Think that might push up the toll costs to cover keeping a stock of candles... 50% increase seems fair ? Fair! and a hot wax stamp on some naughty bits in slaverun cities!
floodpoolform Posted June 4, 2019 Posted June 4, 2019 On 6/2/2019 at 6:28 AM, Monoman1 said: I've no idea what would cause that. I'm a little... suspicious when you say 'downgrade'. What does that mean exactly? If you create a new game is the behavior the same? If it isn't then doing a clean save will probably fix the issue. By downgrade I just meant going back a version of the mod. Fresh saves don't seem to be working so I guess I'll just keep trying things and see if anything works.
sshar22 Posted June 4, 2019 Posted June 4, 2019 One minor issue I am consistently having is probably due to a mod conflict between your mod and Dynamic TimeScale now with AutoSave the issue is that the licenses expire very fast, like the short 7 day license one in less than 2 days. My current workaround is increasing the license time in the mcm. Cheers
Monoman1 Posted June 4, 2019 Author Posted June 4, 2019 4 hours ago, sshar22 said: One minor issue I am consistently having is probably due to a mod conflict between your mod and Dynamic TimeScale now with AutoSave the issue is that the licenses expire very fast, like the short 7 day license one in less than 2 days. My current workaround is increasing the license time in the mcm. Cheers Hunh. Ok. I've got to ask. What's the point of dynamic timescale? I mean why would you want time to go more slowly/faster indoors/outdoors. That's just pure curiosity. But in any case, it shouldn't matter if he's just changing the timescale. The same amount of days *should* have to pass. Maybe try this. When you buy a new licence: type this in console: Show GameDaysPassed And write the number down somewhere. When the licence expires do the same again. The new value - the old value = (should) the licence duration.
sshar22 Posted June 4, 2019 Posted June 4, 2019 Ok, First lets sate your curiosity for me a too fast timescale kills my immersion in the game, like traversing half a dungeon, 3 - 4 rooms couple of minutes real time scales to several hours game time? nope! or, :mid morning > quest to talk to chap X > a SL mod fires > several minutes of kinkiness > midnight, shops closed, chap X went home > nope! why dynamic , because the interiors are to scale (so with a timescale of 6 or 9 the time spent clearing a dungeon makes more sense) but the skyrim wilderness is a "bit on the smallish" side so a higher timescale renders the travelling time between 2 places more akin to an actual travel and not a walk around the block. one needs to pack food, water, tents, money for the followers ect (no fastravel). on the issue: I said its is minor because it affects the top left tooltip appearance while the date on the paper remains correct. example : I have a license that expires in 6 days, I clear a dungeon, couple of hours gametime pass but the tooltip pops up two times an says 5 than 4 days remain. save game, reload game, and it is back to 6 days minus the bit of dungeon delving. The papers remain correct, only the tooltip seems to rush . Cheers
Monoman1 Posted June 4, 2019 Author Posted June 4, 2019 15 minutes ago, sshar22 said: on the issue: I said its is minor because it affects the top left tooltip appearance while the date on the paper remains correct. example : I have a license that expires in 6 days, I clear a dungeon, couple of hours gametime pass but the tooltip pops up two times an says 5 than 4 days remain. save game, reload game, and it is back to 6 days minus the bit of dungeon delving. The papers remain correct, only the tooltip seems to rush . Ok so it's just the expiry notifications. That's not too bad. They're supposed to fire at 7, 3, 2, 1, days from expiry just to remind you. I thought I fixed that before. Obviously not. This is the problem when the only skyrim you play is like 30 seconds for testing something 1
Lupine00 Posted June 5, 2019 Posted June 5, 2019 The front-page FAQ still says you must have RND and Simply Knock.
Zdun Posted June 5, 2019 Posted June 5, 2019 Hi, Good job with your mod. I would like to point a potential problem. A license system collar can strip quest based collars (e.g. slut collar from cursed loot). This is problem because these collars should not be removed that easily. Additionally I got opposite problem. SD was able to replace this collar with different one and I still got a magic debuff after removing this new collar. I am looking forward to see this mod expanded to other holds, like Falkreth.
Monoman1 Posted June 5, 2019 Author Posted June 5, 2019 1 hour ago, Zdun said: A license system collar can strip quest based collars (e.g. slut collar from cursed loot). This is problem because these collars should not be removed that easily. Yea, I know about it. Trying to figure something out. Since the 'cursed' collar doesn't have to be a collar. I'm thinking that if you're already wearing a collar and that collar is a quest item I'll change the cursed item to arm cuffs or leg cuffs etc. I'm not aware of any quest type cuffs. 1 hour ago, Zdun said: SD was able to replace this collar with different one and I still got a magic debuff after removing this new collar. Yea I've seen that happen myself. I can't seem to reproduce it when I go to try to fix it of course :S You can removed the effect via console if it's stuck: Player.RemoveSpell xx045161 where xx is the load order id of survival.
Reesewow Posted June 6, 2019 Posted June 6, 2019 5 hours ago, Monoman1 said: Yea, I know about it. Trying to figure something out. Since the 'cursed' collar doesn't have to be a collar. I'm thinking that if you're already wearing a collar and that collar is a quest item I'll change the cursed item to arm cuffs or leg cuffs etc. I'm not aware of any quest type cuffs. I'm afraid there are definitely quest type cuffs (and probably quest type most things, as far as DD is concerned). Perhaps it would be better to split the effect of the collar from the item itself, and just have the collar be a visual representation of the curse? That way if the collar tries to equip and can't (because there is a quest-item already equipped that is marked as such), the curse still gets applied as a magic effect and the collar simply doesn't get equipped. It would be slightly goofy as the dialogues would still refer to the collar being there, but better a bit of dialogue not matching up than other mod quests getting broken by their related items being force-removed. Generic DD collars IMO should still get removed and replaced however - if they don't have the "don't touch this" quest keyword on them they should be safe to remove.
Monoman1 Posted June 6, 2019 Author Posted June 6, 2019 6 hours ago, Reesewow said: Perhaps it would be better to split the effect of the collar from the item itself, and just have the collar be a visual representation of the curse? It's already split. The problem is you need an object reference for it to go with. And thanks to bethesda in their infinite wisdom, the only way to get one is by dropping the item or placing a new one. Placing obviously wouldn't work and I really don't want to start fucking around trying to drop equipped devious devices. So what I'll try to do is 1. equip a collar. Can't equip a collar then 2. equip arm cuffs, Can't equip arm cuffs then 3. equip leg cuffs, can't equip leg cuffs then 4. just revert to the kind of lame 'magic curse scroll' that people get when they don't have devious devices installed. After that fuck it. I've done enough. Compatibility is a two way street. 1
A Hobbit Posted June 6, 2019 Posted June 6, 2019 Do you think you could add a setting so that Armbinders and other bondage that prevent the use of arms/hands stop you from using the map and compass? I figure if you have no use of your hands, you couldn't really hold a map or compass to look at it. Also, I haven't really looked at the eviction system yet but i was wondering: 1. Can you buy your house back? 2. Are all stored items removed from your house when you get evicted or can you retrieve them if you get your house back? 3. Can you disable eviction in the MCM? And as for the unequipping of quest collars problem people were having, would it be possible to give an MCM option for whether the item they equip when you enter a city is a collar or some cuff? I'm not sure if that's possible since I have no experience but that way if you have a quest item equipped the player could just change the setting before entering the city to avoid it getting removed.
donttouchmethere Posted June 6, 2019 Posted June 6, 2019 SLS 0.33 and lower: SLS never was able to recognize my followers for the "need follower to leave city" rule by now I think it's because I use NFF (nether's follower framework) but NFF expanses the vanilla follower system, so other mods seem to have no issues to recognize the followers (DEC, Deviously Enchanted Chests, DCL, XDFF new rules, Pet Projekt, DF, SD+, Devious Helpers, POP) so what makes SLS so different? Is it how SLS searches for followers? or my Load Order? need the followers to be close by, like super close by to be recognized? okey, okey, setting the SLS follower rule to zero works =D I'm just curious. SLS 0.33: the new license system rocks! on the way from the gate to the barracks all hell breaks loose and buying a license while naked and collared in a guard barrack isn't a good idea either ^^ license sytem + DF => super duper gold drain with direct and indirect consequences (and a good way for the mod author to vent verbally during license trade) the SLS inflation setup is a bit odd, if switched off it will stay off (can't be reactivated) and takes all other food related functions with it (SLS in iNeed configuration)
Monoman1 Posted June 6, 2019 Author Posted June 6, 2019 50 minutes ago, Jord of the Rings said: Do you think you could add a setting so that Armbinders and other bondage that prevent the use of arms/hands stop you from using the map and compass? I figure if you have no use of your hands, you couldn't really hold a map or compass to look at it. Mm, maybe. 50 minutes ago, Jord of the Rings said: Can you buy your house back? Your house isn't taken from you. You're just thrown out of it and locked out of it. They also take all your stuff from your inventory but nothing in the house is touched. You just have to clear your bounty and pay a 'release fee' to get your stuff and house back. I think the house is unbarred later that day (rather than immediately). 52 minutes ago, Jord of the Rings said: Can you disable eviction in the MCM? Off the top of my head I'm not sure you can disable it. But you can probably set the required bounty so high that it wouldn't happen. 52 minutes ago, Jord of the Rings said: And as for the unequipping of quest collars problem people were having, would it be possible to give an MCM option for whether the item they equip when you enter a city is a collar or some cuff? I'm not sure if that's possible since I have no experience but that way if you have a quest item equipped the player could just change the setting before entering the city to avoid it getting removed. I've already implemented what I said in the post above yours. Seems to work ok. The dialogue will be a bit weird though - "Here's a new collar for you" - even though it's arm/leg cuffs. It'd take too much effort to give options when DDs isn't a hard dependency. 21 minutes ago, donttouchmethere said: SLS never was able to recognize my followers for the "need follower to leave city" rule Use 'show playerfollowercount' before and after hiring a follower. If it goes up (and down) as expected then it shouldn't be a problem. If it doesn't then that mod doesn't use the vanilla framework (and I don't understand why follower mods don't do it - for compatibility sakes) 23 minutes ago, donttouchmethere said: the SLS inflation setup is a bit odd, if switched off it will stay off (can't be reactivated) and takes all other food related functions with it (SLS in iNeed configuration) Yea, I know about it. I've already fixed it in my version. Still have some other things to do though. 1
sshar22 Posted June 6, 2019 Posted June 6, 2019 11 hours ago, Monoman1 said: It's already split. The problem is you need an object reference for it to go with. And thanks to bethesda in their infinite wisdom, the only way to get one is by dropping the item or placing a new one. Placing obviously wouldn't work and I really don't want to start fucking around trying to drop equipped devious devices. So what I'll try to do is 1. equip a collar. Can't equip a collar then 2. equip arm cuffs, Can't equip arm cuffs then 3. equip leg cuffs, can't equip leg cuffs then 4. just revert to the kind of lame 'magic curse scroll' that people get when they don't have devious devices installed. After that fuck it. I've done enough. Compatibility is a two way street. what about using jewellery? Ring, necklace or circlet? similar to Hircine cursed ring (ill met by moonlight quest) is a Quest non removable one and it is already vanilla implemented Cheers 1
Monoman1 Posted June 6, 2019 Author Posted June 6, 2019 8 minutes ago, sshar22 said: what about using jewellery? Ring, necklace or circlet? similar to Hircine cursed ring (ill met by moonlight quest) is a Quest non removable one and it is already vanilla implemented Cheers I don't know. I'd have to come up with my own system of keeping things equipped on you which would be more trouble than it's worth I think both from the amount of work + other compatibility problem it will inevitably bring.
Reesewow Posted June 6, 2019 Posted June 6, 2019 10 minutes ago, Monoman1 said: I don't know. I'd have to come up with my own system of keeping things equipped on you which would be more trouble than it's worth I think both from the amount of work + other compatibility problem it will inevitably bring. Yea, at some point the juice isn't worth the squeeze. I'm sure for most players, 99% of the time "one" of the collar/arm cuffs/leg cuffs will be available, and for that 1% there's the scroll just for compatibility sake. Very likely not worth your effort to fix a very edge case event that isn't even a gameplay affecting issue, but just a minor visual consistency issue. 1
Monoman1 Posted June 7, 2019 Author Posted June 7, 2019 Guys please follow the upgrade instructions: - Upgrade instructions: If you use Frostfall or Devious Devices then their interfaces need to be restarted. Restart the interfaces by clicking them in the MCM on the 'General' page. Might have to do them one at a time. 1
Ruffled Pigeon Posted June 7, 2019 Posted June 7, 2019 Lmao so you were behind the Companion beds. Thanks for the update.
Monoman1 Posted June 8, 2019 Author Posted June 8, 2019 11 hours ago, Ruffled Pigeon said: Lmao so you were behind the Companion beds. Thanks for the update. It was I! <turns around slowly in chair stroking a cat> Sorry. Never realized in wasn't in the feature list. Basically I hate those beds. Slap Vilkas with a sword a few times and "Look here's a bed for life". Why bother using the inn. I'm great fun at parties I swear! Edit: Sorry guys there may be some notification spam while I clean up the page a bit. Spoilers are still weird on the site. Edit 2: Nevermind. Accidentally closed the tab I spent hours editing the main post in. Cried for a while and gave up.
Jappa123 Posted June 8, 2019 Posted June 8, 2019 Damn new update looks cool but i dont really understand toll evasion mechanics. Use <insert favorite town mod> to sneak into town. what you mean what town mods? for example if i want to sneak to whiterun how can i do it? and how can i sneak out again? would love to see some explanation or maybe some example. @Oh i think i figured it out just simply fast travel from whiterun and thats it Btw there is a mod called Checking on the roads https://www.loverslab.com/files/file/7622-сhecking-on-the-roads/ its ok but there is not a lot of content and its abandoned(probably) anyway the idea is really good and it fits Sexlab Survival so much, would love to see something like that in Sexlab Survival.
Guest Posted June 8, 2019 Posted June 8, 2019 Is there a setting where the annoying message-boxes can be switched off, when the player activates the wait button ?
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