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Posted
15 minutes ago, Monoman1 said:

It used to be a hotkey. Back when the mod had like 3 controls. Only way now is via the wheel. Beta has a favorite option you can map to cover yourself. 

I understand, thanks for info @Monoman1 & @Clockwinding !!

Posted

Enjoying the new features! Easy houses has been interesting. Just to make it more interesting, I have increased the property license price. I found myself saving up to pay for periodic license amounts.

 

Maybe have a random amount (value or percent) of increase when looking to purchase license? Just when you think you saved enough and waited for the last moment to get full value of the previous license, you come up short!

 

Separately, other than passing curfew check does the whore license trigger any special event or dialog? Since it is cheaper than curfew license, there should be consequences. Maybe during curfew hours (or any other trigger), guards (including the hidden ones!) can approach PC and possibly demand sex, force PC to denigrate themself, extort some gold, etc... Maybe a tie in to TDF AP to force start prostitution event where PC can't say no. 

Posted
8 hours ago, ck2modfan said:

Maybe have a random amount (value or percent) of increase when looking to purchase license? Just when you think you saved enough and waited for the last moment to get full value of the previous license, you come up short!

That's one of the licence blocking outcomes. Sort of. A 250 septim extortion really for the guy. 

8 hours ago, ck2modfan said:

Separately, other than passing curfew check does the whore license trigger any special event or dialog?

Nope nada. It's unfinished. Obviously the intention is for it to have certain stipulations and unwelcome consequences. Really I should have disabled the whore licence until it has an actual use but it was convenient to add it to the system at the time along with the other new licences types. 

Posted
On 4/15/2021 at 8:42 PM, Monoman1 said:

Sorry I still can't seem to recreate any issue. For the record that gate is only added by JK skyrim (It's not a vanilla gate). That must be part of the problem. It's possible I've changed something that's fixed your problem in my development version. I've a couple of suggestions: 

 

1. It's possible it's a timing issue. Maybe you installed JK skyrim after disabling the licence system. Try enabling the licence system again. And then disable it again. And test again. 

2. Wait until I post the next version and try it again. It's also possible it's something baked into the save. So try a new game with the new version, check again and report back after. 

 

 


thanks for the reply. I’ve tested both of these prior to posting, but I didn’t know the door was added by jks Skyrim. I’ll let you know if it changes in the update.

Posted
On 4/22/2021 at 1:15 AM, GeJorge said:

Hey guys, wanted to ask if anyone got SLACS working with SLS? 

I'm eager to see the patch come true as well?. If only i can understand how to operate Xedit...

Posted
On 7/11/2020 at 2:14 PM, audhol said:

Got a reply from SLACS the next release (0.3.1) will contain patches for SLS and BIS you shouldnt have to do anything your end but if people use SLACS they will have twice the cum on skin at max compared to sexlab!

It's been a year and still the SLACS version 0.3.1 does not exist...Maybe some brilliant modders can fix this problem...?

Posted

Hey guys, so I have a collar and can't cast spells, and I have no weapons. I'm kinda puzzled now how I actually survive in SL Survival now. :classic_blush: Any gameplay tips how to go about adventures now? I like it, I had to buy a cheap iron knife and run to the sewers just to get out of Whiterun with it, and I know I'm in big trouble when I come back. Also, I'm using Hunterborn and that I need a hunting knife. In this case I could still craft one, but yeah... Kinda worried that I'm really defenseless most of the time.

 

How do you guys do it? Can you cut the collar somehow (without another mod)? Where do you put stashes?

Posted
22 minutes ago, GabrielMidnight said:

I'm kinda puzzled now how I actually survive in SL Survival now.

I think this got joked about a few pages back, with various people suggesting how to play with SLS licenses.

 

You can, for example, use a prostitution mod, or other means to earn money to buy licenses, then adventure.

You can get a follower, who has licenses.

You can get a follower who will buy you licenses.

You can hope to kill some easy bandit and get some gear.

You can pickpocket to get cash or items.

You can simply not enable the magic license.

You can spend a lot of time getting defeated, enslaved, used as a sex toy, etc.

Posted
1 hour ago, Lupine00 said:

I think this got joked about a few pages back, with various people suggesting how to play with SLS licenses.

 

You can, for example, use a prostitution mod, or other means to earn money to buy licenses, then adventure.

You can get a follower, who has licenses.

You can get a follower who will buy you licenses.

You can hope to kill some easy bandit and get some gear.

You can pickpocket to get cash or items.

You can simply not enable the magic license.

You can spend a lot of time getting defeated, enslaved, used as a sex toy, etc.

 

Nice ideas for sure!

 

Most of the time I hate having followers, to be honest. Sometimes I love it, but I want to defend myself and get beaten into SL Defeat 80% of the time so the bandit can have fun with me until I come back for the stuff they stole me. Kinda annoying when a follower is getting in their way or standing by while my PC serves a whole bandit camp. (Since I don't like followers getting raped too.)

 

I use Radiant Prostitution and it's fun, but it's supposed to give me not much coin. It should be dirty cheap work. Maybe I have to make the licenses cheap af... But I don't know a value to set. The standard value seems pretty expensive.

 

Also, I like the licenses, but I don't wanna buy them. I want to find a way to make "progress" and cheat the guards. Being the outlaw who rarely buys licenses, but gets into trouble for having weapons and magic anyway. I love that doing "nothing wrong" gets me into trouble. Because in vanilla I never got intro trouble with the law, here I get punished for going into the sewers with a knife. It's fun. But I need a way to get rid of my collar after escaping - so a guard can lock a new one on me once I get back, while I still had my magic fire fun.

 

The slave-mods didn't work out for my PC. Even with SD+, Cages and the patch. The NPCs who enslaved me were like "Yeah, what do ya want?" as they don't even know I'm his slave. Until the script told them to trigger when I said "Please..." or something. lol And I didn't get any cages in my enslavement areas... So my owners were just standing there dumb. Also, I need some action. The nice pron stuff comes with SL Defeat after a fight. Sitting around is slave is a bit meh. 

 

So, basically I only need more ways to get rid of the collar and hide weapons for my Skyrim Outlaw life. :classic_angel:

Posted
28 minutes ago, GabrielMidnight said:

basically I only need more ways to get rid of the collar and hide weapons for my Skyrim Outlaw life. 

'SteelCollars' section in the json is whats used for magic collars. By default they're all steel so you can only pick them or get a key. You could change the json section so that they're all the type of collars you can try to struggle/cut your way out of. 

 

As for hiding stuff away from being stolen. Thats pretty easy in 0.635 but a lot more difficult (if not impossible) in the beta. Its an attempt to get you to maybe buy a home first (or submit to the wartime or kennel deals) which has advantages (no tolls, safe storage, no escort requirement) and disadvantages (property licence, licence inspections, eviction etc)

 

I'm pretty sure wood cutter and pick axes are licence exceptions by default, so you can use them starting off. I'd also consider hunting knives to be the same really. But they're not exceptions by default. 

 

Personally I usually try to scavenge some stuff in new games. Wartime has a great advantage in this asthe home is outside the walls so the only chance of getting caught is by one of the outside guards. 

 

Note to self: might put a few respawning patrolling guards around that home. 

Posted
1 hour ago, GabrielMidnight said:

The slave-mods didn't work out for my PC. Even with SD+, Cages and the patch. The NPCs who enslaved me were like "Yeah, what do ya want?" as they don't even know I'm his slave. Until the script told them to trigger when I said "Please..." or something. lol And I didn't get any cages in my enslavement areas... So my owners were just standing there dumb. Also, I need some action. The nice pron stuff comes with SL Defeat after a fight. Sitting around is slave is a bit meh. 

This sounds wrong TBH.

Also, SD Cages adds cages almost everywhere.

But cages are not required for slavery at all in SD+.

 

The point of the Devious Follower, is that they defeat the bandits for you, but then they enslave you, and there's no easy running away.

Posted

I've been thinking a bit about the "Trapped easy beds" option regarding the Guild Beds.

My problem with it is that I personally don't like the "Bondage Adventure" outcome, I feel it creates too much of a disturbance especially with needs mods and frostfall, and I tend to turn it off whenever I'm given the option. On top of this it happens so often that if it's on you're essentially guaranteed to trigger it, pretty much making the beds a non-entity as far as I'm concerned, and at that point it feels like one might as well get the same result by simply disabling the beds.

 

But once again, disabling the option in the menu does make finding a bed far too easy, especially since the entry requirements for the guilds in Skyrim are so low that they might as well not exist.
So I'm wondering if it's possible to make the event less disruptive but still annoying, so that there is actually a reward for trying to gamble on the beds.

Alternatively, how about guild membership fees? pay the fees and you get to use the beds with only slight chance of molestation, I feel like that fits the theme of this mod pretty well.

 

While I'm on the subject of guilds, Mage's Guild, Companions, and Civil War factions all have mechanical benefits to this mod in the form of license cost reductions, are there any plans to give the Dark Brotherhood and Thieve's Guild something as well?

Posted
2 hours ago, Lupine00 said:

I think this got joked about a few pages back, with various people suggesting how to play with SLS licenses.

 

You can, for example, use a prostitution mod, or other means to earn money to buy licenses, then adventure.

You can get a follower, who has licenses.

You can get a follower who will buy you licenses.

You can hope to kill some easy bandit and get some gear.

You can pickpocket to get cash or items.

You can simply not enable the magic license.

You can spend a lot of time getting defeated, enslaved, used as a sex toy, etc.

 

Another is making the licenses somewhat inexpensive but very short, with the long term much more expensive than the short term. I'm using a 5 day 300 gold license for magic and a 14 day license for 1800. The other licenses use a similar cost ratio. I leave the perpetual license's cost at the default and have a 25% buyback penalty. It becomes possible to go on short trips early but with stashes on, followers to pay, and enforcers and stealth guards everywhere missing a deadline is a potential disaster.

 

If you try this the short term license depends on your timescale and economy (Yes, I've played this game too much). At a timescale of 20 that 5 day license can run out very quickly. I'm using a timescale of 12 (I get annoyed with NPCs delaying opening doors at much lower scales), don't fast travel and don't ride horses unless I'm catching up with a crash, have a crushing economy and more than once I've had to decide whether to go to the nearest city early, sell off, buy licenses, pay another toll, and return to the dungeon or press on. The ones where you jump one way ...

 

Anyway, this is one possible way to balance license difficulty. You'll know you're getting license costs pretty right if your first half dozen dungeons or so leave you in debt to someone.

 

Posted
2 hours ago, Lupine00 said:

This sounds wrong TBH.

Also, SD Cages adds cages almost everywhere.

But cages are not required for slavery at all in SD+.

 

Technically the mods seems to work. But it didn't feel immersive. That's why I added the optional Cages mod. Even inns had cages (which I didn't get tbh), but when I finally got enslaved by bandits they didn't have one. Maybe my bad luck... I had the owner-slave dialogue and all. When I was sold into slavery with SS++ homeless people bought me. Homeless, because we either spawned into some random dungeon and he got killed by the owners of the dungeon, or we spawned into the wilderness with him running against some stones or hill for all eternity, and I had to reload. The owner did his job in whipping and raping my PC, but he also greeted me with vanilla shite like "Ah, you don't look so well, everything okay?" or just stood their with NPC dumb-sandboxing-AI. :classic_undecided: And when Sanguine - the man himself - snatched me, I died to Frostfall/RND or simply CTD because mods went wild against each other. So, yeah, my slave mod experience was really bad. Nothing seems wrong though. Appart from the vanilla greeting, but that's a common issue, I take. Like, stripping my PC and locking him up for slave market, but complaining about him being naked. I hate vanilla greetings so much... xD

 

3 hours ago, Monoman1 said:

'SteelCollars' section in the json is whats used for magic collars. By default they're all steel so you can only pick them or get a key. You could change the json section so that they're all the type of collars you can try to struggle/cut your way out of. 

 

Nice, which json is it and how do I best open the file type? I will look for that. I'm sure my first collar was a posture collar, though. Maybe it counts as steel or Cursed Loot interfered. That's a great idea, so I can struggle with it and at least have some more chances to get rid of it.

 

3 hours ago, Monoman1 said:

I'm pretty sure wood cutter and pick axes are licence exceptions by default, so you can use them starting off. I'd also consider hunting knives to be the same really. But they're not exceptions by default. 

 

Where would I add them as exception? Also the json?

 

1 hour ago, PInute said:

Another is making the licenses somewhat inexpensive but very short, with the long term much more expensive than the short term. I'm using a 5 day 300 gold license for magic and a 14 day license for 1800. The other licenses use a similar cost ratio. I leave the perpetual license's cost at the default and have a 25% buyback penalty. It becomes possible to go on short trips early but with stashes on, followers to pay, and enforcers and stealth guards everywhere missing a deadline is a potential disaster.

 

If you try this the short term license depends on your timescale and economy (Yes, I've played this game too much). At a timescale of 20 that 5 day license can run out very quickly. I'm using a timescale of 12 (I get annoyed with NPCs delaying opening doors at much lower scales), don't fast travel and don't ride horses unless I'm catching up with a crash, have a crushing economy and more than once I've had to decide whether to go to the nearest city early, sell off, buy licenses, pay another toll, and return to the dungeon or press on. The ones where you jump one way ...

 

Anyway, this is one possible way to balance license difficulty. You'll know you're getting license costs pretty right if your first half dozen dungeons or so leave you in debt to someone.

 

I like that idea. I will test out some values. I'm using the normal economy, but never fast-travel (only carriages with Better Fasttravel if I can afford it at all) and ride my horse slowly (once I get 6500 Septims in the first place).

 

Posted
1 hour ago, GabrielMidnight said:

Nice, which json is it and how do I best open the file type?

DeviceList.json.

Notepad++

Posture collar is steel afaik. 

1 hour ago, GabrielMidnight said:

Where would I add them as exception? Also the json?

If you have one in your inventory then via the licences 1 menu. 

Equip the item. Go to licences 1. Click 'Get equipped forms'. Click the form list and select the item you want. Then click add exception. 

Posted
4 hours ago, Ursur1major said:

But once again, disabling the option in the menu does make finding a bed far too easy,

Hunh. I've removed DCL from my load order for the last while and I still don't use the beds. That's how well trained I've become. 

 

I been thinking about the idea of blocking guild membership until you have a weapon/bikini licence for companions or magic licence for mage guild. But it would involve modifying vanilla dialogue. I've already done some of that so it's not something new. But need to be cautious all the same. 

 

Not sure about removing membership if your licences expire though. Don't like messing with vanilla factions that much. 

Posted
32 minutes ago, Monoman1 said:

Not sure about removing membership if your licences expire though. Don't like messing with vanilla factions that much.

 

Ya, that could get really ugly. 

Posted
2 hours ago, Monoman1 said:

Hunh. I've removed DCL from my load order for the last while and I still don't use the beds. That's how well trained I've become. 

 

I been thinking about the idea of blocking guild membership until you have a weapon/bikini licence for companions or magic licence for mage guild. But it would involve modifying vanilla dialogue. I've already done some of that so it's not something new. But need to be cautious all the same. 

 

Not sure about removing membership if your licences expire though. Don't like messing with vanilla factions that much. 

Hmm, my initial response was along the lines of "but I try to go through the guilds as much as I can without licenses to reduce their costs." However blocking membership until you have a relevant license makes sense, especially if the College wants to avoid additional negativity from the people of Skyrim, not that you could realistically cast magic without a magic license anyway.

Instead of removing Membership when you don't have a license maybe you block interactions with the primary guildmembers while your license has elapsed. This would make buying a short license to gain access to the guild functions more important and then the discounts for advancing in the guild make it easier to get longer term licenses.

Posted
2 hours ago, Monoman1 said:

Not sure about removing membership if your licences expire though. Don't like messing with vanilla factions that much. 

Oh I wasn't suggesting that, I was thinking that without a License you just can't use the bed undisturbed, while paying a license makes them a lot less risky.

Posted
2 hours ago, Tenri said:

Instead of removing Membership when you don't have a license maybe you block interactions with the primary guildmembers while your license has elapsed.

Mmm. That would probably involve editing a lot of vanilla dialogue. I'm not sure if that's better or worse. I'd rather keep the vanilla editing razor thin if I can.

Posted
7 hours ago, GabrielMidnight said:

The owner did his job in whipping and raping my PC, but he also greeted me with vanilla shite like "Ah, you don't look so well, everything okay?" or just stood their with NPC dumb-sandboxing-AI.

That is a problem for practically every slavery mod.

The issue is that there's no way to easily disable dialogue in Skyrim; that's not how dialogue works; it's additive.

To stop the vanilla, you have to add load-increasing conditions to hundreds of vanilla dialogs, creating a potentially massive conflict problem.

 

It's fair to say it's a flaw in how the dialogues were added in the first place, more than the engine itself.

 

Some of these things can be fixed by removing an NPC from factions they were in, but that creates other conflicts, and may have unintended side-effects, because the dialog of and "functional" factions are usually the same thing, because there was no apparent reason or benefit for the vanilla developers to do otherwise. It might have occurred to them that it was odd for bandits to express concern over your state of undress, but as they are usually hostile, it's not a problem you run into much in vanilla.

 

As for dying to Frostfall in Sanguine's realm... that's not normal, or right. I've never run into an issue like that.

NPC's with faction issues, pathing into walls? Again, sounds like a substantial mod-order problem that will bite you in other ways.

 

My instinct is that you did one or two things wrong with SD+...

Spoiler

a) you initially started your game with SD+ installed?

b) (and/or) you didn't put SD+ last, or close to absolute last in your load order?

 

The standing recommendation is not to ever start with SD+ installed, because it adds excessive startup load.

This sounds ... crazy TBH ... and something you'd think would be worthy of fixing if it's a genuine problem.

To the extent it is a genuine problem would likely depend on other things in your LO.

 

Start-enabled mods are a bad pattern.

I rarely ever want a mod to auto-start on a new game, and a mod that isn't written to start manually is invariably not written to shut-down either.

Alas, the CK tutorial teaches people this exact bad pattern because it's required, and sort-of-safe for simplistic quests - though even they should theoretically be driven off Story Manager... but in LE that's broken so... we are where we are.

 

Also, if you look at a game with DBF's mod-stack in it, and examine the conflicts against USLEEP, vanilla records, etc, there are ... a lot ... some of which look questionable or wild-edit-like, others of which clearly matter a lot. Even ELFX can overwrite parts of SD+, so it's quite vulnerable.

 

Perhaps the above issues are good arguments for not using it.

 

In most cases, SLS+DFC create enough oppression for the PC.

Or if you want to be a long-term slave, in a relatively bearable way, add Submissive Lola.

 

SD+ is good for defeats. Any Simple Slavery outcome will depend a lot on other components; there is a mod with some good scenarios in it, but it's not "out of the box" SD+ stuff, you need to add it.

 

Even as a defeat mod SD+ still has some ... issues ... the task system feels about 50% done, and would really benefit from the other 50%.

Also, some masters are incredibly moronic (do literally nothing), and other masters try to path places and can't (because Skyrim).

These are things that can be worked around in various ways, but DBF is either interested in other stuff, or just likes it as it is.

He's done multiple new mods since taking over SD, so enthusiasm obviously waxes and wanes there.

 

Probably, its strongest part is the main-quest, and even that has some bits that continue to drive me nuts - like getting access to the Sanguine shrine without doing thieves' guild quests first. That should be a proper quest objective/stage and it isn't.

 

All mods have their issues and SD+ more than most, but rarely - just rarely - the stars align and it all works in a way that makes some sort of sense and you get a great experience that you won't find in any other mod.

 

I kept it in my LO for a long time, because it's a genuinely unpleasant defeat punishment.

It's not that long since I removed it, primarily because it was adding bloat and complexity to conflict resolution, for a mod I rarely used in practice.

It will likely return at some point, particularly now work is being done to finish and polish some of the related stories.

 

 

Posted
6 hours ago, Monoman1 said:

I been thinking about the idea of blocking guild membership until you have a weapon/bikini licence for companions or magic licence for mage guild. But it would involve modifying vanilla dialogue. I've already done some of that so it's not something new. But need to be cautious all the same.

This all circles around access to free beds, which is a bit of a Monoman fixation :) 

 

For Companions, you can't easily progress any of their quests without a license. I have tried this. It's mostly not possible.

If you were to make a change, it's there.

e.g. you shouldn't be able to intimidate any Companion quest NPCs if you are known to be a cheap whore, etc.

 

Actually blocking companion membership? What does that even mean?

It's just back to bed use again. The existing mechanic of molestation when you use the beds is enough, though there's certainly scope to enhance that.

 

 

For the mage guild, you cannot pass the entry test if you can't cast a spell. So, an SLS collar prevents you becoming an apprentice at least.

If you can somehow dodge the collar, then ...why would the mages care about Jarl-issued licenses? They don't care about Jarls in any other context.

 

You can't progress the training session with Tolfdir if you have no magicka (that could likely jam up your game, as it's supposed to be impossible to fail).

After that, there's regular requirements to cast to progress their quests - and many cases where your game will be messed up and blocked if you can't.

 

If you can't cast, the mages might not give you much respect... see below...

The real issue is that the magic curse already breaks those quests in a real, game-blocking way, that can leave you in situations with no way forward or back.

Spoiler

 

So, there is some case to be made that being magic cursed should explicitly stop you at various critical points in those quests.

i.e. you can't start training in the Hall of Attainment if cursed, you can't enter the ruins if cursed, you can't enter the dwemer ruins if cursed, you can't enter Labyrinthian if cursed, you can't enter the college to trigger the final showdown if cursed, and so on. Seems like a lot of bother, but some of those steps are broken if you go into them cursed now. I think you can recover the books from the conjurors if cursed, there's no requirement to cast in that quest. Also, Labyrinthian doesn't require any magic either, but it should.

 

 

 

If you were to do anything, add more variety and content to the guilds.

Make the Companions (or mages) more like the existing desperation-bed deals, but only if you lack licenses.

 

Spoiler

 

For example, if you lack licenses, Companions could (and this is additive dialog you can add without conflicts) offer you humiliating tasks ... tasks suitable for the guild-slut, who is only tolerated because she's used as sexual (and comic) relief for other members, and who everyone pretends is a real member as a sort of joke that everyone else "just gets".

 

That would basically extend kennel-master-like behaviors to Companions, conditioned on your license status.

Dialog that would come from aliases, or dynamically added faction membership, or a form list check, and thus conflict free.

 

 

And you could do the same for mages too. If you aren't credible as a mage, expect them to really mess with you.

 

Adding outrageous demands, events where they put devices on you, or require you to partake in experiments with trolls, falmer, atronarchs, or their pet dog are way better than a dull mechanic that just blocks stuff.

 

e.g. 

Urag gro-Shub: "Apprentice, unless you pay your training fees, you're not entitled to wear clothes in my library. Now strip those rags off, you useless air-brained slut."

Urag gro-Shub: "Apprentice, are you even really a mage? Show me your magic."

Urag gro-Shub: "As I thought, you're nothing but a stupid slut who's here to whore. Perfect, I have just the job for you."

(Sucking a lot of orc cock, so much cock!)

 

Phinis Gestor: "Ah, apprentice. Just the person I was looking for. You need to assist me with this experiment. Participation is non-optional."

(Sex with  various corpses - using draugr models, etc).

 

Drevis Neloren: "Ah, the college whore... Good, as you'll swallow anything I want you to test these potions for me."

(Cum potions, or skooma, obviously, should be lots).

 

And so on, in that vein...

 

 

A corollary of this is that somebody in the college should sell magic licenses!

Posted
2 hours ago, Monoman1 said:

Mmm. That would probably involve editing a lot of vanilla dialogue. I'm not sure if that's better or worse. I'd rather keep the vanilla editing razor thin if I can.

Yeah, or a high priority blocking dialogue on the guild members, with different dialogue depending on your rank.

Blocking dialogues have their own issues I wont argue that, but guild members aren't used much by other mods too much unless they are editing the guild itself.
Mainly want to make sure they don't interfere with quest scenes if that would be an issue, and could probably have a toggle to disable them entirely if someone doesn't want them/they are breaking something.

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