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Posted

When using crafting stations (forge, cooking stations, etc.) people come up an spank and sometimes they say "this will help you keep your mind of things" or something very similiar and then equip a random drug (or just lactacid?) on your character.

 

I believe it is either a Survival, STA, or Milk Addict feature. Sadly it stopped working for me. The NPC still say the line, come up to the character, but then nothing happens. Does anybode has observed similiar behaviour on SE with the latest beta versions of SLS, STA on SE?

Posted
2 hours ago, Silvain said:

When using crafting stations (forge, cooking stations, etc.) people come up an spank and sometimes they say "this will help you keep your mind of things" or something very similiar and then equip a random drug (or just lactacid?) on your character.

Furniture spanks are handled by STA. They shouldn't equip any drug though.....

The dialogue might sound like it but that entire event was repurposed from milk addicts trip + spank event to what it is now. Which is why they say stupid stuff like "junkie slut" etc.

1 hour ago, UrFaveComrade said:

I just started a new game and I have the Bikini Curse, even though I don’t have any bikini armour mods. How can I remove it?

Drop the bikini licence, disable bikini licence in the mcm. Buy an armor licence instead.

Posted
48 minutes ago, Monoman1 said:

Furniture spanks are handled by STA. They shouldn't equip any drug though.....

The dialogue might sound like it but that entire event was repurposed from milk addicts trip + spank event to what it is now. Which is why they say stupid stuff like "junkie slut" etc.

 

Huh, that is weird, since that has been happening since one of the earlier version of SLS. I always used it together with STA so I thought it was intended behaviour. Well I can live without since it was a bit strange anyway, I just thought I broke something with my current modlist.

Stuff suddenly changing without me knowing what caused the change always stresses me out. :D

 

Thanks for explaining.

Posted (edited)

I have a crash which happens all the time when loading my current save related to an enforcer, probably popping in at the worst moment and crashing the game, it's around winterhold when arriving by boat and trying to reach the town from the boat, which is quite a long way, I get the crash when reaching always exactly the same point. That's the netscript framework which reports the likely cause of the crash :

Possible relevant objects (2)
{
  [   1]    TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`)
  [   1]    Character(FormId: 490614B6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`))
}

 

It's on se, with the 0.662 version.

 

I guess the only way around this is not going this way, since it seems to be a random npc appearing, using another way should avoid the crash, but it's really not convenient at this point, there are not multiple ways to reach winterhold from here, or loading a previous save, I have one from not too long ago... But if it's a random crash, it will happen again and it's a real problem in this case...

If someone has a better idea...

Edited by zelurker
Posted (edited)
10 minutes ago, zelurker said:

I have a crash which happens all the time when loading my current save related to an enforcer, probably popping in at the worst moment and crashing the game, it's around winterhold when arriving by boat and trying to reach the town from the boat, which is quite a long way, I get the crash when reaching always exactly the same point. That's the netscript framework which reports the likely cause of the crash :

Possible relevant objects (2)
{
  [   1]    TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`)
  [   1]    Character(FormId: 490614B6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`))
}

 

It's on se, with the 0.662 version.

 

I guess the only way around this is not going this way, since it seems to be a random npc appearing, using another way should avoid the crash, but it's really not convenient at this point, there are not multiple ways to reach winterhold from here, or loading a previous save, I have one from not too long ago... But if it's a random crash, it will happen again and it's a real problem in this case...

If someone has a better idea...

 

Try this:

This is a weird SE specific bug. It happens randomly to some enforcers.

 

Dunno if that script change will help, but I have yet to encounter the bug again with this change. It is random though, so no guarantee.

 

You can also try to reduce the amount of enforcers to 0 in the MCM and wait for the cell to refresh. That was always my workaround.

 

Edited by Silvain
Posted
18 minutes ago, zelurker said:

I have a crash which happens all the time when loading my current save related to an enforcer, probably popping in at the worst moment and crashing the game, it's around winterhold when arriving by boat and trying to reach the town from the boat, which is quite a long way, I get the crash when reaching always exactly the same point. That's the netscript framework which reports the likely cause of the crash :

Possible relevant objects (2)
{
  [   1]    TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`)
  [   1]    Character(FormId: 490614B6, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 490614B5, File: `SL Survival.esp`))
}

 

It's on se, with the 0.662 version.

 

I guess the only way around this is not going this way, since it seems to be a random npc appearing, using another way should avoid the crash, but it's really not convenient at this point, there are not multiple ways to reach winterhold from here, or loading a previous save, I have one from not too long ago... But if it's a random crash, it will happen again and it's a real problem in this case...

If someone has a better idea...

It's something to do with the enforcer randomization logic. Doesn't happen on LE. Go figure. 

 

 

This script removes the randomization function entirely. Note that enforcer min/max settings will no longer work and whatever enforcers are spawned will always be the case. Possibly none are spawned depending on whatever settings you've been using up until now and the places you've been....

Posted
25 minutes ago, Monoman1 said:

It's something to do with the enforcer randomization logic. Doesn't happen on LE. Go figure. 

 

 

This script removes the randomization function entirely. Note that enforcer min/max settings will no longer work and whatever enforcers are spawned will always be the case. Possibly none are spawned depending on whatever settings you've been using up until now and the places you've been....

 

I confirm the fix works anyway.

I had tried to set min enforcers = max enforcers = 0 but it doesn't change anything for this particular save, I guess the cell would need to be refreshed 1st.

 

Thanks a lot, I didn't expect such a fast reply ! :)

Posted

@Monoman1 - loving your mod. I'm doing my first play through using the permit system, and it's pretty awesome :)

 

I wonder if it's possible at some point to put in an option make the licenses hold specific rather than apply to all holds across Skyrim?

 

IMO it'd be more immersive (why would Solitude and Winterhold accept the same licenses?) and more of a pain for the PC (and what is SL Survival for if not to make life more painful for the PC :D ).

Posted (edited)
4 hours ago, Anunya said:

@Monoman1 - loving your mod. I'm doing my first play through using the permit system, and it's pretty awesome :)

 

I wonder if it's possible at some point to put in an option make the licenses hold specific rather than apply to all holds across Skyrim?

 

IMO it'd be more immersive (why would Solitude and Winterhold accept the same licenses?) and more of a pain for the PC (and what is SL Survival for if not to make life more painful for the PC :D ).

 

This sounds deviously dreadful and truly awful, in a very good way. OMG, the player would have to keep track of dozens of licenses. Perfect! ?

 

I just thought of something else - maybe the guards in one hold don't like licenses from another hold, and they tear them up when they inspect what you're carrying. Yikes! Even worse for the player.

 

Edited by Herowynne
Posted

This comes up every now and then but do you really want to have to manage 9 licence types X 9 holds = 81 licences on possibly a weekly basis at timescale 20. No thanks for me. 

Posted
29 minutes ago, Monoman1 said:

This comes up every now and then but do you really want to have to manage 9 licence types X 9 holds = 81 licences on possibly a weekly basis at timescale 20. No thanks for me. 


How about separate licenses for different hold allegiances (imperial/stormcloak)? It might be interesting, but maybe too much work?

Posted
5 hours ago, Anunya said:

IMO it'd be more immersive (why would Solitude and Winterhold accept the same licenses?) and more of a pain for the PC (and what is SL Survival for if not to make life more painful for the PC :D ).

I prefer the licence being valid for all holds, with (optional) faction discounts as they current are. Going through every hold and purchasing licences repeatedly would be annoying. Also, minor cities do not have quartermasters to sell licences for you.

Posted
3 hours ago, Monoman1 said:

This comes up every now and then but do you really want to have to manage 9 licence types X 9 holds = 81 licences on possibly a weekly basis at timescale 20. No thanks for me. 

 

Typically (in my game so far at least), I only have short term license and rarely cover the whole of Skyrim at once so I don't think I'd ever have to manage 81 licenses.

 

For me the value would be having to negotiate the initial entry into the city (license less) and prioritizing whatever licenses to get here compared to future plans. F. ex. I'm coming to Whiterun and planning to do some stuff before moving to Solitude. Do I get the short term license? Do I try to do without? Do I extend my stay because I got the licenses?

 

I mean, personally I'd probably leave it as a toggle (universal or hold specific licenses), but your mod your rules :)

Posted

I think that some of the more interesting potential applications of hold-specific licenses could be implemented with the current system, without actually needing to make different versions of the licenses for each hold. A guard telling you that your license is fake, or they have to take extra steps (or payments) to verify licenses that aren't issued by whichever city you're in, or by the wrong faction, could just be a matter of chance. They're things that could be handled as situations where the actual truth is less important than how well you can convince the guard that you're telling the truth/it's not worth pursuing/you can make it up to them somehow. Player dialogue options could cover a range of attitudes, from "I definitely have the right license, you're wrong," to "I'm sorry, I must have made a mistake," to "I know how this goes. What'll it take for you to accept my license?", and so on, and negative outcomes on the more assertive responses might be more severe than just taking the blame from the start. After all, it's already clear that the enforcers and toll collectors and guards aren't interested in playing fair and are trying to exploit you.

 

The licenses do have the names of whichever quartermaster you bought them from, but I don't know whether it's actually plausible to check them based on just that. The idea of having Imperial or Stormcloak versions would probably be a lot more manageable (in gameplay and in development) than individual hold licenses. But you don't necessarily need to check those at all to still get some of those ideas into the game.

 

Though one thing Anunya said did make me think about a toll to get into the city as well as out. At least for people who aren't residents, or living right outside like the farmers. Seems like a sensible revenue-raising strategy, especially for a place like Whiterun that gets a lot of visitors. (But that's not really SL Survival-specific. It's just, like... a regular tax thing.)

Posted

Is there a easy way to make the bikini curse not proc when you ware cloth? (dont want to add to 1000132 cloth peices teh keyword)

Posted
48 minutes ago, xseno said:

Is there a easy way to make the bikini curse not proc when you ware cloth? (dont want to add to 1000132 cloth peices teh keyword)

Why bother with the bikini licence at all if every armor in the game is going to qualify as skimpy? Why not just disable the bikini licence and run with the armor licence instead? IMO, if every armor is skimpy then really no armor is skimpy, truly. It's just standard. 

Posted

I don't own a curfew license, but it seems like guards have stopped enforcing curfew in my game.

 

Is there a way to troubleshoot this situation? Or a way to restart the curfew checking? Thanks!

Posted
1 hour ago, Herowynne said:

I don't own a curfew license, but it seems like guards have stopped enforcing curfew in my game.

 

Is there a way to troubleshoot this situation? Or a way to restart the curfew checking? Thanks!

Are you SD enslaved?

Posted
58 minutes ago, Monoman1 said:

Are you SD enslaved?

 

Not SD enslaved. I don't have SD installed. But I am enslaved to a DFC Devious Follower. Does that affect curfew enforcement?

Posted
1 hour ago, Herowynne said:

 

Not SD enslaved. I don't have SD installed. But I am enslaved to a DFC Devious Follower. Does that affect curfew enforcement?

Stand outside in a violating location past curfew. 

 

Do 'sqv     _SLS_CurfewGuardAliases'

Quest should be running. At least some of the aliases should be filled with guards. 

 

Main FG condition is global: _SLS_CurfewViolation == 1

Other conditions are subject and player not:

In SexlabAnimatingFaction

not in combat

dhlp_Suspend is not active.

Player is not AI driven. 

Distance and LOS. 

Posted
On 6/24/2021 at 8:41 PM, Monoman1 said:

This comes up every now and then but do you really want to have to manage 9 licence types X 9 holds = 81 licences on possibly a weekly basis at timescale 20. No thanks for me. 

Agree - but there might be mileage in a  random - oh but THAT licence is from[Hold] - to make it valid here you need to pay me n gold  scam.....

Posted
On 6/24/2021 at 9:41 PM, Monoman1 said:

This comes up every now and then but do you really want to have to manage 9 licence types X 9 holds = 81 licences on possibly a weekly basis at timescale 20. No thanks for me. 

What about being able to disable licenses just in some specific holds? For example being able to choose say Hjaalmarch doesnt require any licences because theyre less strict there but the other holds do without having to disable the entire license system and lose all licenses in the process?

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