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Posted

You said you like hearing suggestion so i'm gonna make one. I've been playing around with this mod for a little bit, and i do like how the toll and license systems are implemented, but i noticed that female soldiers and companion members are kind of immersion breaking. So i figured, what if you added a feature to grant an armor and weapons license if you join a fighters faction like the companions or either civil war faction. Similarly it would be cool to add a magic license for college members. 

 

Sidenote; it also feels weird that every new character you make get flagged at as magic sensitive, even if you play a pure warroir build. This is less important, as you can just diable the magic licence, but it would be nice if you  didnt have to tailor the mcm to every new character you make.

Posted

After so long, so much, so fast. Are you on holiday or something?

 

Lots of nice improvements in SLS - I really want to try it again now. I haven't yet, but I will.

 

The licenses are something SL Adventures should have. There's quite a bit of overlap with that now. I think if I put SLS back, it might mean I stop using SL Adventures for a while. Maybe you could look for some synergy with it?

 

 

The new frontpage implies the escort to leave is non-optional. Is that actually the case?

If so, I think that's great, as it stops you turning it off.

 

 

Cry for Help sounds interesting, but also like it might never get used. I don't think you get attacked by much just outside towns, except maybe Riften, and that only rarely.

Even then, the attacks near towns are usually very weak.

Some appropriate encounters just outside of towns might make this more tempting.

e.g. instead of a couple of vampires coming into town and always getting killed (idiots), why don't they get a bigger gang together, and prey on travellers near the stables? Safer for the vampires, and if they win, they take you off to use as food (scenarios already exist in some mods).

Or bandit ambushes on weary adventurers, returning to town, loaded down with treasure, ready to steal. Take the loot, and the slave(s) to boot. Double win!

Or nasty <stormcloak/imperials> harrassing travellers trying to enter or leave rival faction towns?

 

Plenty of chances to fire up SD+ and SS if you don't scream your lungs out!

 

I wish I could use this to make the guards come and rescue me from DiD :) I'm pretty sure the price of that would be high though.

 

 

Another thought, pregnant ladies should definitely not be wandering around Skyrim pretending to be adventurers. So irresponsible!

If guards detect a tummy bulge, you should be confined to city limits for the duration. (Hope it's not a Chaurus... Oh dear! The shame!!!)

I'm not sure how the Jarl's guards would react to a woman birthing Chaurus eggs within the city boundaries, but I'm sure it can't be legal - or something they'd be inclined to overlook, or let you ever forget about. PoP is too mild for women like that, it should be Dragonar for a week at least.

 

If you are some terrible immoral woman who is pregnant and not even married, maybe the Jarl will arrange for you to be looked after by the local temple? Probably as property, but what did you expect? People who can't act responsibly shouldn't be making decisions for themselves.

 

Or, if you can convince some willing charitable fellow to take pity on you, a quick wedding can be arranged by the Jarl. Of course, you would have to persuade your handsome new husband if you want to leave town, and he'd have to escort you. Perhaps he'd rather you take a safe and steady job selling fruit and vegetables? Or perhaps he has a different job in mind for you? Better be a good obedient wife, or he might have to use one of those "collars" to teach you your place. Tie in with Pet Project perhaps? Or just SD+ if it comes to it.

 

 

Speaking of SD+, how does the SD+ Frostfall feature interact with the SS on Frostfall rescue in SLS?

An, now I remember it supports a weighting for which one is used. So thoughtful!

 

 

As you are going at this like crazy, any chance of kennels, or similar facilities in towns other than Whiterun?

 

 

Also, thanks for the sewer suggestions - there are so many, recommendations are useful.

Posted

A little help. 

I entered a city wearing dd restrain they bind me with additional hand restrain. Now I purchased license cleared toll they put the additional restrain off. 

 Now I re entered the city with some dd restrain and they locked me with hand restrain again. This time no option to get out of it and gate is also locked and I can fast travel out of the city but the restrain remain locked.

 How do I get out of city normally? 

Note: those restrains were manually equipped by me. No slave or part of quest etc.

Posted
2 hours ago, Sucker343 said:

A little help. 

I entered a city wearing dd restrain they bind me with additional hand restrain. Now I purchased license cleared toll they put the additional restrain off. 

 Now I re entered the city with some dd restrain and they locked me with hand restrain again. This time no option to get out of it and gate is also locked and I can fast travel out of the city but the restrain remain locked.

 How do I get out of city normally? 

Note: those restrains were manually equipped by me. No slave or part of quest etc.

Sounds to me like the first time you left the city it was without paying the toll?

 

edit: spoilered the more specific information regarding toll evasion.

Spoiler

 

Paying the toll to leave should have them remove the hand restraints again if that is the case. After a while of being a good toll paying citizen they will stop tying up your hands.

 

To "normally" leave a city you pay the toll and leave through the then unlocked gate any other method you use to leave a city is considered toll dodging. Toll dodging is a new mechanic punishing you for fast traveling or using other methods to leave a city without using the tolled exits.

 

 

Posted
1 hour ago, Tenri said:

Sounds to me like the first time you left the city it was without paying the toll? Paying the toll to leave should have them remove the hand restraints again if that is the case. After a while of being a good toll paying citizen they will stop tying up your hands.

 

To "normally" leave a city you pay the toll and leave through the then unlocked gate any other method you use to leave a city is considered toll dodging. Toll dodging is a new mechanic punishing you for fast traveling or using other methods to leave a city without using the tolled exits.

So this is how it is. I have to pay toll then the option pop up but again I entered the city and handcuffed with 'book says you are to be handcuffed on arrival' dialog. What is causing this? And how to redeem it?

Posted
18 minutes ago, Sucker343 said:

So this is how it is. I have to pay toll then the option pop up but again I entered the city and handcuffed with 'book says you are to be handcuffed on arrival' dialog. What is causing this? And how to redeem it?

Spoilered cause it was when the patch notes for the update were made.

Spoiler

After an ingame week of properly paying the toll to leave they should stop tying you up as you enter the city, assuming you aren't caught skipping the toll again, skipping more times makes the punishment more severe and it decays one level per week.

Posted
17 minutes ago, Tenri said:

Spoilered cause it was when the patch notes for the update were made.

  Hide contents

After an ingame week of properly paying the toll to leave they should stop tying you up as you enter the city, assuming you aren't caught skipping the toll again, skipping more times makes the punishment more severe and it decays one level per week.

If that is the case then it is fine. I was worried if it was bugged or anything.

 

Adding a quartermaster dialog something like 'strangers/newcomer/toll avoiders  can not be trusted because of war but allowed to the city with some restrictions' or something similar might actually help and spoiler free as well.

Posted

Latest version of MCM doesnt seem to set _SLS_TollColl properly for me, any change on toll page sets it to 0. Any ideas what can cause it? (Had followers req set to 0. Toll cost at 100. Could just click lockbox to unlock gates for free.) Manually setting variable works.

Posted

Fun inspirational "facts"...

 

In early Tudor England, walled cities would keep a tight control over their gates, which were generally heavily fortified.

 

In addition to the fortifications, possibly including a drawbridge over a big steep-sided ditch, there would be an area in front of the gate, with a high fence or wall around it (not necessarily of military grade), and a gateway to enter that from the outside.

 

The people who wanted to get into the city would queue up in the morning, and the guards would let them into the fenced entry area.

 

The guards would then inspect and interview the applicants in this holding areal to see if they should be admitted. This was allegedly done with a lot of standing high up, pointing and shouting. The scum would be ejected from the holding area, and those who were deemed beneficial to the city would the be allowed in through the main gate.

 

Merchants would need to pay a tax, or if it was likely they would compete with the local guilds, they wouldn't be admitted at all.

It's documented that a good number of prostitutes would want to enter. Often, they would not be allowed to live within the walls, and would be obliged to re-enter each day.

Depending on the city, and the period, they might not permit whores to enter at all, in which case their customers would go out of the city to procure their services.

Presumably, bribery was rife.

 

 

While I'm in no way suggesting a ludicrous attempt at historical accuracy, there are some interesting ideas here.

 

I like the idea that in Skyrim, any unmarried woman who isn't local to the area will likely be considered to be a prostitute., bandit, or undesirable beggar

 

 

Some possibilities to play with:

 

  • There's no such thing as female adventurers: they're either beggars, bandits or whores. Itinerant, travelling whores are the scum of the earth, and would be treated as such.
  • Anyone carrying goods into a city, beyond the clothes they are wearing, could be taxed on their value on entry. If a female is claiming to be a merchant, she better have an escort with her.
  • A lone female carrying "loot" such as second hand clothing, armor and weapons into a city is clearly a bandit. They should (at least) have to pay a large bribe simply to avoid being arrested (plus tax on goods).
  • Some cities might not allow a whore to enter unless they "belong" to a local brothel. Outsider whores would not be allowed entry without paying a large bribe, and could be ejected (and lightly punished) at any time. Local whores would not be allowed to leave unless part of a group going to service the local military (see Radiant Prostitution).
  • A local whore might need a special whore license bought through her owner. No independent whores allowed. Inn keepers re-sell the licenses at a high price, and the whore must work off her license debt before she gets to keep any money. (Whore collar from DCL is a template for this mechanic - I'd advise against using a collar though - so great that SLS is already smart about this problem). Inn keeper may provide some food, water, and sleeping space though.
  • Pregnant non-local women entering the city would be considered a nuisance - what could they possibly be but a whore who has got knocked up? Various possibilities exist.
  • Visitors must leave by dark, or stay in an inn, home (or similar). Visitors wandering the city at night are obviously criminals.

 

 

The play mechanic I can envisage, is thus...

 

1) a PC who arrives in a new town can either take the bandit path or the whore path.

 

2) If they take the bandit path, it means a lot of bribes - or payments in kind - to keep out of jail, devices, etc. A bandit who lacks the cash can easily end up on the whore path if she isn't careful.

 

3) If they take the whore path, they have to work for a local inn. Probably needs a patch to RP for this to work nicely. Rather than use a "whore collar" mechanic, simply make it so an agreement to work imposes a starting debt instead of beginning at zero. (In RP, you just pay a percentage, so no clients, no debt).

 

4) The only way out of the city for a whore is to evade the guards. A whore caught trying to leave is only one step better than a runaway slave. She'd have any possessions confiscated and then returned to her place of work in leg-irons.

 

5) Guards may "sell" foreign women who can't pay bribes into tavern service. The guards get a kickback (e.g. 1000 gold) and that is added to the whore's starting debt with her pimp.

 

6) Whores who don't make their targets get sold as slaves. (Actually a back-up way out of a contract).

 

7) Non-whores caught out after dark are subject to arrest and punishment.

Posted

The toll collectors don't seem to be doing their job right in all cities. In short time playing i've only been to Whiterun and Riften. Entered Whiterun twice, both times the cursed collar to prevent magics was equipped and toll collector only approached that 1 time. But in Riften he approaches me every time i walk by the gate and equips a new different collar each time. Delay between walk-by's could be as short as few seconds, so i could "farm" collars... Those collars don't drain mana, they're just regular ones.

 

Also a suggestion for having an option for chainless collars only. I know that once you leave the city you can just use 1 restraint key to take it off (maybe that's too easy too?), but while in the city you may have to go through many doors and loading screens and that's where HDT chains make the game the most vulnerable to crashing. I had a couple.

 

Oh and this mod in combination with LAL start where i start in the wilderness was very interesting. With no compass or map i realized i'm in Solstheim, and with 0 gold. Somehow i found my way to Raven Rock and built up the 250g needed for boat trip.

Posted
7 hours ago, Lupine00 said:

The play mechanic I can envisage, is thus...

I adore those Ideas, only one caveat, wouldn't that change SLS from a bridging mod that facilitates interaction between different ones to a "One Mod To Rule Them All" a la DCL?

Or how do you envision your proposal integrating quest/event mechanics from mods like slaverun, SLaV and other mods with quest chains?

 

Cheers

Posted
3 hours ago, sshar22 said:

I adore those Ideas, only one caveat, wouldn't that change SLS from a bridging mod that facilitates interaction between different ones to a "One Mod To Rule Them All" a la DCL?

Or how do you envision your proposal integrating quest/event mechanics from mods like slaverun, SLaV and other mods with quest chains?

I've wanted to implement a lot of these things myself, but I'm bogged down in the minutia of SLD for now.

 

I did start two mods that went a way towards this. The skooma whore replacement had a lot of skooma mechanics, but I never got to the whore part in any meaningful way. Another mod has some behaviours for a possessive follower. I realised that needed a different way to split it up.

 

 

But in terms of what SLS can do, or does, or how it would fit into this - I envisage a minimalist approach - what SLS brings, primarily, is that toll collectors and guard interactions it already has. The other mechanics would be soft-deps to other mods that some users might not have, and as with other things in SLS right now, that would mean they simply don't get that content.

 

Monoman has a lot of mod patches already, so he might consider patching RP, or even using the latest (4.0 LITE) as is.

I'm also considering patching RP myself, and did make a start on that before a bunch of people showed up this afternoon and stopped me working again. In my case, I simply want to make it so you start with an initial debt amount when you start working for an inn-keeper. The next step would be to make the inn-keeper add a debt amount each day, and then as a final step, provide food, water, and a bed. The last part is a little tedious if you want to support multiple needs mods.

 

The other mechanics I alluded to are mostly just fines, or situations where you can pay or provide services in kind, so it's stuff that SLS does already, but with different amounts, and different dialog trees. One thing is missing, it doesn't have a way to assess the total value of saleable goods (to calculate merchant tax), but it does other things with player inventory, so that would be a feasible extension, perhaps?

 

In this design, SLS becomes an "enforcer" for RP debts. It already has enforcer mechanics, but it needs to link to something like RP to provide a "whore path". DCL also has mechanics of this sort, and ME ... it probably does too much.

 

The bandit path is just about persuasion checks, intimidate checks, varying license prices, fines, bribes and so on - all stuff that SLS does in one form or another already. Again, new dialogs, new amounts, new MCM sliders, but only a little different to a new kind of license.

 

 

But of course, none of these things are necessary, or what Monoman think is important for his mod(s). They're just possibilities.

Posted

I love this mod more all the time. Now seeing the talk of follower support, is it not possible to do it like Slaverun? Like ' Mimic Player ' ?  So if we get the collar, they get the collar, our license is their license...   

 

As is I use the DDe and remove the collar myself on leaving cities.  In my mind the city doesn't want to foot the bill for all these collars winding up out in the wild or in the hands of slavers etc. So the collars are just worn to protect the good folk of the actual cities. :)  <<<< Why did I mention that? I honestly forget. I think I saw it mentioned b4 and I am too lazy to go look again. <shrug>

Posted
2 hours ago, Lupine00 said:

In this design, SLS becomes an "enforcer" for RP debts. It already has enforcer mechanics, but it needs to link to something like RP to provide a "whore path". DCL also has mechanics of this sort, and ME ... it probably does too much.

 

I am on an RP path with it I like, which of course requires that I do the mental roleplay for the RP tie in.  It helps to have a drastic economy setup for the wartime. I use as a basic line Trade and Barter with base values at 5.5 Where Skyrim default is 3.3. So buying and selling is tough but not to brutal. Tho' I have cranked it to 7.5 and that is harsh.  

 

In the current setup I am an RP ho' for the simple reason of Devious Followers. Level one or two ( I forget now ) lose a fight, wind up in slavery to an SD master. As we know they get boring. Use Free Me and then Devious Follower to crank up my debt by 1k. Not unreasonable for a low level with 0 money and no name.  Now I am having to turn tricks for the Masters money. RP of course is set that ho'ing aint paying a low level nobody big coin for slinging it. It also adds well to Become a Bard. Master and I travel around Skyrim inn to inn for me to perform and turn tricks. Hopefully I pay him off today.. But my ass is tore up... :P Apropas. ;) 

I love what all ME adds, but it is not very friendly in game. A lot of stuff does not play nice with it without a lot of work.

Posted
On 6/13/2019 at 11:17 PM, Monoman1 said:

 

On 6/13/2019 at 9:43 PM, 4nk8r said:

I'm using BiS tweaked with this and when I enter the bathing rooms in a tolled city, I see a notice that I'm in an "evade the toll" situation.  What do I need to do so these rooms are still considered part of the town? 

You'll have to add their locations to the appropriate formlist. There are 5 formlists for locations, one for each city. Eg: _SLS_LocsWhiterun

So adding their locations to them should stop it. Just be warned that some cells don't have a location ('None'), which won't work. And some cells 'share' a location which will probably just confuse the mod and probably has the potential to break things - It needs to be unique to that city - otherwise the mod won't be able to tell which city you're in.  

It was coming from ShowersInInns. I've included the ESL/ESP Override I created to include the bathing rooms I could identify in the 5 walled/toll cities.  The patch is flagged as ESL.  Not sure if that makes it totally incompatible with LE or not.

SL_Surv_ShowersInInns_Loc_Overrides.esp

Posted

Having played with the license system in now, I noticed some pros and cons of it.

 

The situation is very good now with regard to selling loot - I go into a city and get collared, and any armor loot is confiscated and becomes useless.

It's still possible to sell armor in Riverwood and probably Dawnstar (though I haven't tried there yet).

I can't afford any licenses, with my DF taking most of my cash already, so it's now even harder to make money, which is perfect.

 

If I could raise more money, I could get out of this hole, but it makes it harder to raise money. I like it a lot.

 

The collars are crippling, as my character is magic only - and of course any weapons are taken when you enter a city too.

I like the weapon confiscation and collar as it is fair to mages, ranged snipers and melee thugs all alike.

 

However, if a melee can somehow kill an enemy (which a follower will probably do easily), they can get a weapon, and probably armor, but a caster cannot get rid of the collar unless they are in a key-rich environment... That part is not so fair.

 

I think some means to beg the toll collector or quartermaster to remove the collar (without a license, on exit) in return for some variation of the existing "can't afford the toll" penalties would be very useful.

Perhaps that exists already and I simply didn't have the right conversation?

 

 

Another possibility is that the collar doesn't remove all your magicka unless you are in a town area. In wilderness and dungeon, the magic is weaker, and only takes 200 magicka, or something like that. This would allow a character with a few levels to cast a bit with the collar on, which is a bit like a melee with bad gear. But the melee can still work up to better gear and the caster has to get rid of the collar - and with no keys, that's not happening. So, a possibility there is for SLS to handle key drops if you aren't using DCL, but even then it would probably be too hard to get a key. Maybe a system where the collar auto-unlocks a few hours after leaving town, or something? Some mechanism to earn collar keys via whoring would also be effective. The problem of removing devices devices after leaving town is something I've brought up before, and there's still no way to do that without reliance on other mods, and the only mod that really does a good job of it is DF, which does not remove collars or ineffectual arm/leg cuffs.

 

One up-side for mages is that mage "gear" isn't confiscated, but of course it's useless to you while collared. I think if you have magic robes, boots or hat, they should take them as well as armor, but jewellery should be allowed. Because sexist!

 

So there are clearly many ways to balance the collar a bit; any of them would be nice.

 

 

The situation in the open towns is a little slack. I think you could have the licenses there, but not the tolls. The existing enforcement system would work in open towns and villages just as well as in closed cities. It's only the exit toll that requires a locked gate.

 

 

A tiny tweak that would polish things up is for the quartermaster not to offer licenses that are de-configured and not required.

 

 

The big thing I miss compared to SL Adventures fines is that there is no per-hold configuration, and no thane exemption. I'm still using SL Adv for nudity, sex and cum crimes, but its armor, magic and weapon checks are rendered meaningless with SLS licenses. I'd really like to see per-hold configuration for licenses.

 

There's more reason to camp and avoid town, less reason to loot a lot of armor.

 

Overall, the impact is very nice. Much more satisfying than just having fines. That they take your weapons and armor, and you don't get them back unless you buy a license and pay the recovery fee is fantastic. That's really wonderful and I'm loving it.

 

Thanks so much for this great feature.

Posted

Regarding the "bandit" accusation - I think one minimal way to implement this is as follows:

 

If you have more than X pieces of confiscated armor or weapons in the confiscation chest, then the gate guards decide you are suspicious, and probably a bandit rather than a whore.

Or a whore selling stolen goods, which is just as bad, or worse.

 

At that point, when the confiscation limit is exceeded, the PC is accused by the gate guard of banditry and dealing in stolen goods. If they pay a large bribe, or otherwise pay off the guard (with sex, bondage, drugs, etc) then the items in the confiscation chest are lost, but the PC escapes prison. If they don't please the guards, the items are lost AND they go to prison (receive a large bounty for violent crime).

 

If you exceed the limit again, in the same town, the bribe requirements and bounty are doubled, the third time, tripled, and so on.

 

It's up to the PC not to stupidly push this to the point they end up with a crazy, unrecoverable bounty, as with anything where you can get bounties.

 

This requires stuff taken from evictions to be counted differently - or maybe not? Maybe if you have a house full of weapons and stuff, and they find it, they assume you're planning to arm a rebellion or something?

 

 

However, as long as you have a license, and aren't evicted, everything is fine, and you don't get in trouble.

Posted
On 6/9/2019 at 10:07 PM, Monoman1 said:

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. 

Canu tell me waht i need? if i go into conditionals i get under each mod active and inactive. i bet i need active but i wanna go sure

Posted
3 minutes ago, CynicalCore said:

Canu tell me waht i need? if i go into conditionals i get under each mod active and inactive. i bet i need active but i wanna go sure

you need both

> active for the installed mods

> inactive for the not installed mods

(just copy the scripts of those folders into the main script folder and overwrite)

Posted

Changing the toll cost even by a single septim or setting it to scale with level efectively removes the cost in 0.42. Interacting with tollbox then unlocks the gate, but it doesn't remove the gold. Unfortunately, changing settings back to default values doesn't seem to fix it.

Posted
7 hours ago, Tiress said:

Changing the toll cost even by a single septim or setting it to scale with level efectively removes the cost in 0.42. Interacting with tollbox then unlocks the gate, but it doesn't remove the gold. Unfortunately, changing settings back to default values doesn't seem to fix it.

looking at the source code it seems the issue has to do with the way EnslavedTownFactor is calculated.

 

If the town is not enslaved 

 

Float EnslavedTownFactor = SlaverunFactor * ((!IsFreeTown) as Int)

 

evaluates to 0.

 

Then the toll is

 

_SLS_TollCost.SetValueInt((TollCostGold * PlayerRef.GetLevel() * EnslavedTownFactor) as Int)

 

or 

 

_SLS_TollCost.SetValueInt((TollCostGold * EnslavedTownFactor) as Int)
 

if level is ignored.

 

This means that when the town is not enslaved the toll cost is set to 0.

 

EnslavedTownFactor should be calculated as follows

 

Float EnslavedTownFactor = 1

If(!IsFreeTown)

EnslavedTownFactor = SlaverunFactor

endIf

 

With this the toll should evaluate to TollCostGold (multiplied by player level if set to do so) when the town is not enslaved.

and evaluate to TollCostGold (same as above) * SlaverunFactor if it is enslaved.

 

I think that is the problem anyway, without looking through the entirety of every script it is hard to know for certain.

 

What makes this even more likely the cause is that the function that does this calculation didn't exist before 4.0 as far as I can tell.

 

Edit: This is in the SetTollCost function in the SLS_Mcm script a quick look for other scripts that update the toll they all look like they should work fine, so until it is fixed you just need to get the toll to update with one of the other methods, use the console to set it as I believe was posted a page or 2 back, or just make the city enslaved by slaverun before changing the MCM values.

Posted

Coming back to the "new" license mechanic - I didn't gush sufficiently earlier - it was late ... really really late, when I wrote about it.

 

That was because I had so much fun with this.

 

Going back a short time, Monoman was quite grumpy with me for saying that SLS lacked a killer feature that made it a "must have", but the licenses change that for me.

 

Licenses are now the killer feature of SLS for me; everything else - except tolls - is simply detail in comparison.

 

 

Not only do they transform your game, but the dialog updates to SLS are amazing overall, and even manage to sell me on the idea of not being able to leave town without paying as (almost) making sense. The dialog for licenses is uniformly great. From the Slaverun-style interruptions of the player's responses, to the explanation of how logical and beneficial the whole system is, to the condescending "pet names", and the chain of logic that ensues.

 

(I wish we really could get rescued by a guard expedition, then have to pay them back, but that sounds like a big complicated Combat Defeat mod. DiD is set up to do this now. If only they were just a little more joined up).

 

The clothes license mechanic gives a sort of Slaverun "lite" feeling. It's just enough, compared to how Slaverun is often too much. Slaverun is a game in itself (which is great and all, but you don't always want that), where as SLS still lets you play Skyrim. If Monoman had a mod that dealt with reactions to naked females, I think he'd have a more complete package for this. As is, it relies on other mods to deliver, and there's not much nuance possible for the downsides of nakedness - it's basically rapes, rapes, rapes - assuming you've turned off fines and imprisonment, and it would be silly if you didn't.

 

I don't think I'll use the clothes license in my games much. I prefer the opposite mechanic: women should be appropriately dressed or suffer the consequences. If clothes license could be toggled to work this way, I'd be happy, but I understand it doesn't match with Monoman's thinking... He's trying to make bikinis and sexy armor more ... justified ... with the bikini license.

 

 

Some kind of mechanic where the guards confiscate your money and block you from buying licenses would be interesting. Perhaps this could be a punishment for something? Or simply what happens if you turn up in town without an escort (if escorts are required). To turn up in town, have your gear taken, be locked in a collar, and have your money taken is a beautiful combo - in such a case the toll to leave might be increased too.

 

 

Getting support for clothing "styles" in SLD is holding back me finishing the worn items feature now, but I'm very much on board with supporting facilities around tagging and identifying armor of different kinds, and with related social outcomes. I wonder if we might end up at cross-purposes there, trying to do many of the same things. I hope not.

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