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Posted
1 hour ago, Jappa123 said:

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. 

 

 

He means mods like "Skyrim Underground" or "Skyrim Sewers" which offer alternate access to cities.  And Fast Travel of course (but using Fast Travel is not IMMERSIVE :P )

Posted
2 hours ago, Jappa123 said:

@Oh i think i figured it out just simply fast travel from whiterun and thats it 

Managlo got there before me. 

It's intended to be used with mods that allow you to circumvent the toll gates and leave without paying. Like the mods mangalo mentioned.

27 minutes ago, Adetu said:

s there a setting where the annoying message-boxes can be switched off, when the player activates the wait button ?

Turn off sleep deprivation. 

 

Both the wait menu and the sleep menu fire the same event and I haven't figured out a way to separate them. 

Posted

Aah thanks ? If you know the name of the parameter it is easy to find.

By the way, would a sleep limitation per day be useful, so that you cannot sleep your "problems" away.

I've made something like this for Fallout 4 and it is already working. Mainly it filters the possibility to activate a bed, ok for the SD "sleep everywhere feature" it would need some extentions.

20190608170735_1.jpg

Posted

Maybe this could help:

 

------------------------------------------------------------------------------
;
;------------------------------------------------------------------------------

function handle_WaitMenu ()

   bool bclose

   actor pl_ref = self.Getreference () as actor
   if !pl_ref.getsleepstate ()               ; not sleeping etc
      ; only if the options are yctivatet in mcm we can come here
      
      ObjectReference oref = Game.GetCurrentCrosshairRef()
      if oref       
        
         form obed = oref.getbaseobject ()
          if obed && (obed.GetType() == 40)       ; furniture
             ; Debug.Trace ("FE55 - obed vor keywordstring " )

            if (obed.Haskeywordstring ("RaceToScale")) || (obed.Haskeywordstring ("FurnitureBedRoll")) || (obed.Haskeywordstring ("SpouseBedKeyword"))

               return      ; Do nothing, try to activate a bed
            endif
         endif
      endif

 

I identify the wait menu using this. Maybe it is not 100% reliable do not know.

The handle_waitmenu is then called from


Event OnMenuOpen(String MenuName)

.....

    elseif (MenuName == "Sleep/Wait Menu")
      handle_WaitMenu ()
 

Of coarse this cannot help with the "sleep everywhere" problem. (Me myself I always simply remove the whole feature in SD Dialogues using Tes5edit !)

Posted
1 hour ago, Adetu said:

 

A couple of problems there. 

 

From the wiki on GetSleepState(): It is undocumented whether this function will work on the player. I'd put money on it not working. 

 

Also the player can be sleeping on the ground. In which case there will be no crosshair reference (usually). 

Posted
2 hours ago, Monoman1 said:

A couple of problems there. 

 

From the wiki on GetSleepState(): It is undocumented whether this function will work on the player. I'd put money on it not working. 

 

Also the player can be sleeping on the ground. In which case there will be no crosshair reference (usually). 

Ok, since I use the Not function in this case the construct would deliver always true - but for my case that really does not change much.  Will put a trace to the position.

On the wiki there is a workaround mentioned to use ispcsleeping() instead.

Regarding the sleep everywhere feature, as I remembere there is an animation played, which maybe could be used used to recognize if the player wants to sleep on the ground ?

Posted

Hi there,

 

I love the License system but there are two things that I'd love to see added.

  1. It would be awesome if there was a way to get your stuff back when you leave the city. Like a chest outside the city that is only unlocked by paying the toll.
  2. Would it be possible to add an option to disable certain license restrictions? Like disable magic license for characters that don't use magic and don't want to wear a collar all the time.

Thanks for all the hard work.

Posted
19 hours ago, Adetu said:

Ok, since I use the Not function in this case the construct would deliver always true - but for my case that really does not change much.  Will put a trace to the position.

On the wiki there is a workaround mentioned to use ispcsleeping() instead.

Regarding the sleep everywhere feature, as I remembere there is an animation played, which maybe could be used used to recognize if the player wants to sleep on the ground ?

These things are often more tricky than you would expect starting out. It's not clear what IsPcSleeping is actually detecting and (I could be wrong on this but I think) most animations don't actually fire the animation event + there's no garuntee that a mod adds an animation or they could use different animations etc. 

 

I think the simpliest thing to do would probably just to register for the wait control and when it's pressed add a spell to the player with a duration of a second or two. Then for the popup menu add a small wait window at the beginning and add a check if the player has the magic effect before displaying the window.

Has magic effect = no window

Has magic effect = cancel window as the player recently hit the wait key.

 

This would add a little additional delay to the window popping up though. 

 

19 hours ago, lanastara said:

It would be awesome if there was a way to get your stuff back when you leave the city. Like a chest outside the city that is only unlocked by paying the toll.

But you need a licence to get your stuff back. 

19 hours ago, lanastara said:

Would it be possible to add an option to disable certain license restrictions? Like disable magic license for characters that don't use magic and don't want to wear a collar all the time.

Hmm maybe. I'll see if it can be done without making things really complicated. 

Edit: Is it just the collar that bothers you? Maybe I could add an option to give you the 'cursed spell' instead - It's what people without devious devices installed get....

Posted
1 hour ago, Monoman1 said:

But you need a licence to get your stuff back. 

Ok seems I misunderstood what the Licenses were supposed to mean.

I thought you weren't allowed to wear weapons/armors INSIDE CITIES without one and that's why you were checked when entering. In this case not getting them back when you leave felt weird.

But now I feel like you ment them to allow you to wear stuff at all and you only get checked at the entrance. under that assumption it totally makes sense.

 

1 hour ago, Monoman1 said:

Hmm maybe. I'll see if it can be done without making things really complicated. 

Edit: Is it just the collar that bothers you? Maybe I could add an option to give you the 'cursed spell' instead - It's what people without devious devices installed get....

Just replacing the collar with the curse would be fine for me.

 

Thanks for the fast response.

Posted
1 hour ago, lanastara said:

Ok seems I misunderstood what the Licenses were supposed to mean.

I thought you weren't allowed to wear weapons/armors INSIDE CITIES without one and that's why you were checked when entering. In this case not getting them back when you leave felt weird.

But now I feel like you ment them to allow you to wear stuff at all and you only get checked at the entrance. under that assumption it totally makes sense.

Essentially it is a licence to even own any of that stuff, and you are breaking the law when you enter a city with all that gear without a license.  At least the guards are kind enough to just confiscate it all rather than punish you - ignorance of the law is no defense!

Posted

Toll evasion issue

Slaverun dungeons (possibly the arena too) seem to be considered not in slaverun, character gets flagged as evading the toll

 

Cheers

Posted

is the latest version 0.4 broken? if i install it with MO2 it doesnt detect my ineeds and paysexcrime mods (both are active, Mod and ESP) somebody else the same problem or is it just me?

Posted
4 hours ago, lanastara said:

Ok seems I misunderstood what the Licenses were supposed to mean.

I thought you weren't allowed to wear weapons/armors INSIDE CITIES without one and that's why you were checked when entering. In this case not getting them back when you leave felt weird.

But now I feel like you ment them to allow you to wear stuff at all and you only get checked at the entrance. under that assumption it totally makes sense.

Your not the first person. 

Personally I think there wouldn't be much point (from a gameplay point of view) if they were to just give your things back when you left. And I think it would just end up being an annoyance more than anything. 

1 hour ago, sshar22 said:

Toll evasion issue

Slaverun dungeons (possibly the arena too) seem to be considered not in slaverun, character gets flagged as evading the toll

Yea I figured that might be a problem. Did the 'Grace period' save you? If not, maybe bump it up a bit. 

I'll have a look to see if I can add those areas as safe. 

Edit: Actually. How do you get to the arena?

23 minutes ago, CynicalCore said:

is the latest version 0.4 broken? if i install it with MO2 it doesnt detect my ineeds and paysexcrime mods (both are active, Mod and ESP) somebody else the same problem or is it just me?

Haven't made any changes to the FoMod since the repack version for 0.33. Other than changing the version number. 

Try installing it manually. 

Posted

Arena 

21 minutes ago, Monoman1 said:

 

Yea I figured that might be a problem. Did the 'Grace period' save you? If not, maybe bump it up a bit. 

I'll have a look to see if I can add those areas as safe. 

Edit: Actually. How do you get to the arena?

 

no, sadly the grace period expired

 

Arena is accessed on the right side of the palace stairs (dungeons are on the left) but it gets unlocked after enslaving Riften and doing the build quest. Mind that the arena adds another exit from Slaverun, north side

 

Cheers

Posted

I got a toll evasion issue in the kennel; it's not being considered a part of whiterun so if I go there to sleep they take my money the next morning. as far as the playthrough is concerned I'll just up the grace period whenever I want to use it but I imagine you'd want to know.

Posted
10 hours ago, sshar22 said:

Arena is accessed on the right side of the palace stairs (dungeons are on the left) but it gets unlocked after enslaving Riften and doing the build quest. Mind that the arena adds another exit from Slaverun, north side

Thanks. I'll see if those can be made safe. 

9 hours ago, Demerots said:

I got a toll evasion issue in the kennel; it's not being considered a part of whiterun so if I go there to sleep they take my money the next morning. as far as the playthrough is concerned I'll just up the grace period whenever I want to use it but I imagine you'd want to know.

Lol, forgot my own mod. Dumbass :)

Posted
1 hour ago, Monoman1 said:

Thanks. I'll see if those can be made safe. 

Won't this be an issue for every mod that adds custom locations to towns ? 

 

Maybe the solution could be an entry in the MCM which you can click on and that will register the current location as "into the town" ?

 

12 hours ago, Monoman1 said:

Personally I think there wouldn't be much point (from a gameplay point of view) if they were to just give your things back when you left. And I think it would just end up being an annoyance more than anything. 

 

Strange how opinions can vary on this... 

- The first assumption is that women should not be allowed into the wild and should stay in cities.  So it makes sense that you forbid them to wear weapons in the whole game.

- Another way of seeing things is that everyone can do whatever they want in the wild, but once in a city you have to play by the rules.  That is no way of causing trouble by wielding weapons, and submit to male rules.

 

The first one makes sense in its own way but the second is more appealing to me.  The first one takes out so much freedom that it's really hard to build a character, and it basically becomes a giant Slaverun.  Somehow all the cities follow the same rules and apply them on the whole map of Skyrim.  It combines really well with Slaverun but if you want to play an outwilder you're gonna have a bad time :P

 

Anyway, it's not a bad thing.  That way, even the actual player has to submit to the rules everywhere

Posted
44 minutes ago, mangalo said:

Maybe the solution could be an entry in the MCM which you can click on and that will register the current location as "into the town" ?

Yea probably. Automatically doing slaverun would suffice for now I think though. 

45 minutes ago, mangalo said:

Another way of seeing things is that everyone can do whatever they want in the wild, but once in a city you have to play by the rules.  That is no way of causing trouble by wielding weapons, and submit to male rules.

Don't get me wrong. I get where you guys are coming from. BUT

1. Why would you buy a licence if you got your things back when you left town? I wouldn't. Then the mod just turns into an annoying process of: get stuff taken from you going into town, do whatever you came to do in town, leave town and get your stuff back (and re-favorite your items because I can guarantee that would be a problem)

2. Might just be too complex to code (for me)

3. I just don't think I'd have the interest to do it.

Posted
2 hours ago, Monoman1 said:

Yea probably. Automatically doing slaverun would suffice for now I think though. 

Don't get me wrong. I get where you guys are coming from. BUT

1. Why would you buy a licence if you got your things back when you left town? I wouldn't. Then the mod just turns into an annoying process of: get stuff taken from you going into town, do whatever you came to do in town, leave town and get your stuff back (and re-favorite your items because I can guarantee that would be a problem)

2. Might just be too complex to code (for me)

3. I just don't think I'd have the interest to do it.

In that scenario, you buy a license to get the right to carry weapons inside the city.  The main aspect stops being "women should not carry weapons" but becomes "extra city rules apply to women".  It's like entering some place and having to hand over your guns etc.  It's kind of what you describe (what the mod turns into) but as you said it's just a difference of appeal. 

 

I don't know about the coding but basically it seems more simple, you store the stuff and give it back when leaving (or asking outside).  Fair enough for the interest point :)

Posted
32 minutes ago, mangalo said:

I don't know about the coding but basically it seems more simple, you store the stuff and give it back when leaving (or asking outside).

Well I'd have to have both methods as options = more complicated. 

Posted
On 1/5/2019 at 5:58 PM, Stuker said:

EFF works fine with SLS. Maybe you could check for the gate key in the player inventory after entering the city if that's possible at all. If you have the key you're in big trouble.

Can you explain how to get it working fine? I have two followers but always get the message the females need  an escort. One is a vanilla mercenary so definitely not using a custom follower framework.

Posted
14 hours ago, foreveraloneguy said:

Can you explain how to get it working fine? I have two followers but always get the message the females need  an escort. One is a vanilla mercenary so definitely not using a custom follower framework.

I changed the follower detection method in 0.4. It now checks each alias in quest DialogueFollower and each actor counts as a follower count ++. EFF works fine for me IF you set followers required to 1. 2 or more won't work because of the way that EFF works - EFF doesn't add extra follower aliases to the quest like most other follower frameworks do. 

 

I just tested with both lydia and jenassa and both worked ok. If it's still not working for you type: sqv DialogueFollower in the console. There should be at least one of the aliases filled. If not then it would seem like somethings wrong with your EFF. Load your entire load order in TesEdit and find DialogueFollower quest and see if another mod is overwriting the record. 

Posted
24 minutes ago, SullenMan said:

Easy beds... What exactly does this mean?

Currently just the faction beds in Jorrvaskr the companions hall, but eventually all faction beds or similar things is the plan IIRC.

 

I.E. beds that are easy and free to access.

Posted

I LOVE THIS MOD. I just felt that needed to be said, even more so since my first chance to pop in since it happened with kennel and getting an evasion, which you seem to have fixed. :D  

 

I also noticed a lot of discussion on the city rules. I like how you implemented it. You have two choices prior to a license. Forget you had the crap and have it taken til' you pay. Which is pretty cool. Or dump it in a stash outside ( which of course can be stolen from so it ties well ) and get it back when you leave. OR a CHEAT. Hand it to your followers bags. 

 

>>> Bikini. Don't be a doofus like me. Don't forget the Bikini patch here. I did. Ouch.

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