Tiress Posted June 17, 2019 Posted June 17, 2019 1 hour ago, Yuuen said: Not sure if this has been mentioned, but the toll evasion goes a bit wonky with certain interiors and modded locations. Interiors/Dungeons for the potema quest, pelagius ward/sheogorath quest and modded locations like the Dragonborn gallery all end up triggering toll evasion. Is it just a disable until you're done with those or is there some kind of fix planned? You can create a simple patch: Spoiler SL Survival uses 5 records under FormID List: _SLS_LocsWhiterun _SLS_LocsSolitude _SLS_LocsMarkarth _SLS_LocsWindhelm _SLS_LocsRiften When you look at those records in TES5Edit, they contain a bunch of location references to locations within those cities, like inns, shops etc. All you need to do is preferably copy those records as overrides into a new esp and add references to locations other mods add to specific city. Let's take Legacy of the Dragonborn as an example. 1. Load both LotD and SL Survival in TES5Edit. 2. Expand LotD > find "Locations" and expand that one too. 3. Note locations (their FormIDs) that are inside the city of Solitude (I think the hardest part is to idetify the right ones). It's easier to Ctrl+Select the records and Copy&Paste them to a notepad as that will copy their FormIDs. I noted these: 07139074 DBM_SafeHouseLOC 075D2D82 DBM_HallOfLostEmpiresLOC 075D2D83 DBM_HallOfHeroesLOC 075D2D84 DBM_DaedricGalleryLOC 075D2D86 DBM_HallOfOdditiesLOC 075D2D87 DBM_NaturalScienceLOC 075D2D88 DBM_LibraryLOC 075D7E90 DBM_ArmouryLOC 075D7E91 DBM_GuildHouseSolitudeLOC 075D7E92 DBM_PlanetariumLOC 075D7E93 DBM_CutlureAndArtGalleyLOC 075D7E94 DBM_DragonbornHallLOC 075D7E95 DBM_HallOfSecretsLOC 4. Expand SL Survival > find "FormID List" and expand that one too. 5. Right click on _SLS_LocsSolitude > select "Copy as override into ..." > select "new esp" (without ESM flag) > hit ok > pick a name, like SLS_LotDpatch for example and hit ok. 6. Right click on SLS_LotDpatch > select "Add Masters..." > select LegacyoftheDragonborn.esp and hit ok. 7. Expand SLS_LotDpatch > expand "FormID List" and select _SLS_LocsSolitude. 8. Right click on an empty cell as on the picture below and select Add. 9. Right click on the new null reference at the end of the list (it should be bolded) > select Edit > Copy&Paste the first FormID you noted and hit ok. 10. Repeat steps 8 and 9 until you add all the locations you noted. 11. Close TES5Edit and confirm saving your new esp patch. 12. Move the patch below SL Survival and LotD. 13. Done. Yay! ? 1
Monoman1 Posted June 17, 2019 Author Posted June 17, 2019 2 hours ago, Yuuen said: Not sure if this has been mentioned, but the toll evasion goes a bit wonky with certain interiors and modded locations. Interiors/Dungeons for the potema quest, pelagius ward/sheogorath quest and modded locations like the Dragonborn gallery all end up triggering toll evasion. Is it just a disable until you're done with those or is there some kind of fix planned? Pelagius stuff I can probably fix since it's vanilla. It's been ages since I played that quest though so I'm not sure what cells are used. Mod added stuff is a little more tricky. I could potentially add a Mcm 'Add location button' but there are some risks involved. Cells have an entry in their form called 'Location' which is how survival keeps track of which town you're in. There are two possible issues. 1. The location is 'None' (not populated). Easy enough to check if it's none but then the location won't be recognized as there's nothing setting it apart from wilderness. 2. Cells can share the same location. Say for example that mod that adds bathing houses across skyrim might (just using this as an example, I don't know if this is actually the case) use the same location for each bathhouse so survival wouldn't be able to tell one house from another which (I think) is guaranteed to cause problems. Have a look at what Tiress posted about creating a patch for yourself if you like.
Tiress Posted June 17, 2019 Posted June 17, 2019 24 minutes ago, Monoman1 said: 2. Cells can share the same location. Say for example that mod that adds bathing houses across skyrim might (just using this as an example, I don't know if this is actually the case) use the same location for each bathhouse so survival wouldn't be able to tell one house from another which (I think) is guaranteed to cause problems. I tweaked Showers in Inns to have separate locations for these 5 cities and it's not really that hard, but I feel there must be more elegant way to handle this. We just need a good idea. ?
Zaflis Posted June 17, 2019 Posted June 17, 2019 22 hours ago, Monoman1 said: Can you try this: Get yourself uncollared if you're already wearing one. Type 'sqv _SLS_TollDodgeQuest' in console. Edit: Sorry wrong quest name. Type 'sqv _SLS_LicenceQuest' in console. The first alias listed is the magic draining collar. Now. Go 3rd person and make your character jump. At the crest of the jump, open the console. Type 'prid xxxxxxxx' where xxxxxxxxx is the id given from sqv. type 'moveto player' then pickup the collar. Take it to an empty barrel or something and dump it inside. Open the console again, target the barrel by clicking on it and type 'RemoveAllItems' into the console. Then try the gate guards again. Yes that resets the collar, the guard gives the collar and draining debuff when doing that. But then type in console: help "restraints key" ... and ... player.additem <The ID of the key> 1 and unlock the collar. Don't put it anywhere, just go back and talk to the same guard. He should not be using the collar you have but give a new one without the curse.
Monoman1 Posted June 17, 2019 Author Posted June 17, 2019 17 minutes ago, Zaflis said: Yes that resets the collar, the guard gives the collar and draining debuff when doing that. But then type in console: help "restraints key" ... and ... player.additem <The ID of the key> 1 and unlock the collar. Don't put it anywhere, just go back and talk to the same guard. He should not be using the collar you have but give a new one without the curse. Ah ok I see the problem. The alias still points to the old collar in that case. Thanks for clarifying. Will look into it.
Black Justicar Posted June 17, 2019 Posted June 17, 2019 12 hours ago, Bushi Neko said: Mod it play it how you like. I would never use a mod that shutdown my tools without an option, I wont turn off my console, but your game is yours. Dude, no one is stealing your tools) You can just not click that Hardcore button. This your option. But my (difficult) option is not even exist. So, I think that would be fare if I'll be able to lock mcm, and you are not, if you don't want to. This is a thing i'm talking about. Nothing more. And now we are talking about it longer, then it would take time to implement this toggle.
Monoman1 Posted June 17, 2019 Author Posted June 17, 2019 V0.43(17-June-2019) - Upgrade instructions: Just set the toll gold cost again in the Mcm to update the script. - Fixed toll cost not removing gold in free towns. - Fixed: the collar curse wouldn't apply under specific circumstances. - Changed the curse from a peak points debuff to a slow drain of your magicka points pool. Should eliminate problems with massive negative values and also keep draining any bonus magicka you gain after the curse is applied (from leveling up or enchanted items etc). Collar will need to be removed and re-equipped for it to change I'd say. - Added a fairly simple 'hardcore mode' (Mcm locking). 3
Black Justicar Posted June 17, 2019 Posted June 17, 2019 1 hour ago, Monoman1 said: Added a fairly simple 'hardcore mode' (Mcm locking) Thank you so much for this!) But...) Is it normal that i have almost 3K gold, when short licences cost 300 and toll is somewhat like 170, and options are remaining locked anyway? I'm fine with that, but can you please explain how it works?
Monoman1 Posted June 17, 2019 Author Posted June 17, 2019 Just now, Black Justicar said: Thank you so much for this!) But...) Is it normal that i have almost 3K gold, when short licences cost 300 and toll is somewhat like 170, and options are remaining locked anyway? I'm fine with that, but can you please explain how it works? Try unlocking hardcore mode. It should tell you how much gold you need to unlock. It's based on whichever is highest The toll cost or The highest costing short term licence. 1
Tiress Posted June 17, 2019 Posted June 17, 2019 1 hour ago, Monoman1 said: V0.43(17-June-2019) - Upgrade instructions: Just set the toll gold cost again in the Mcm to update the script. - Fixed toll cost not removing gold in free towns. - Fixed: the collar curse wouldn't apply under specific circumstances. - Changed the curse from a peak points debuff to a slow drain of your magicka points pool. Should eliminate problems with massive negative values and also keep draining any bonus magicka you gain after the curse is applied (from leveling up or enchanted items etc). Collar will need to be removed and re-equipped for it to change I'd say. - Added a fairly simple 'hardcore mode' (Mcm locking). I hate to be the one reporting again, but I think there is something very wrong with Toll cost per level. I've set it up to cost 20 gold first. That worked great. When I checked the Per Player Level option though, it all of a sudden cost me 4500 gold. Me being level 15 I expected a bit less. So I unchecked it, tried just the basic 20 and that worked again. On a second attempt with per level option, it took the rest of my gold (768 or so). Damn thiefs those toll collectors I tell you. PS: It almost looks like it multiplied by level twice. (20*15)*15=4500
Monoman1 Posted June 17, 2019 Author Posted June 17, 2019 6 minutes ago, Tiress said: I hate to be the one reporting again, but I think there is something very wrong with Toll cost per level. I've set it up to cost 20 gold first. That worked great. When I checked the Per Player Level option though, it all of a sudden cost me 4500 gold. Me being level 15 I expected a bit less. So I unchecked it, tried just the basic 20 and that worked again. On a second attempt with per level option, it took the rest of my gold (768 or so). Damn thiefs those toll collectors I tell you. PS: It almost looks like it multiplied by level twice. (20*15)*15=4500 Ok. I'll take a look in a minute. Hopefully it's something stupid simple. 1
Tenri Posted June 17, 2019 Posted June 17, 2019 27 minutes ago, Tiress said: I hate to be the one reporting again, but I think there is something very wrong with Toll cost per level. I've set it up to cost 20 gold first. That worked great. When I checked the Per Player Level option though, it all of a sudden cost me 4500 gold. Me being level 15 I expected a bit less. So I unchecked it, tried just the basic 20 and that worked again. On a second attempt with per level option, it took the rest of my gold (768 or so). Damn thiefs those toll collectors I tell you. That is odd, interestingly 4500 is 20 * 15 * 15, so best guess it is multiplying the cost by level twice for some reason, try other amounts at other levels to see if consistent? Looking a little closer I think I found the problem. @Monoman1 When setting the stored toll cost in both "SLS_Mcm"s setTollCost() function and "SLS_TollGate"s OnLoad() function you multiply it by level before storing it and then in "SLS_TollGate"s TollPaid(Bool Gold) function when paying the toll via gold you multiply the stored cost by level again. So just remove the check for if player level is counted from either before storing the value into _SLS_TollCost or when paying the gold and that should be fixed. Edit: I was a bit slow but if you can't find it here you go if you can I can remove the post if you want. 1
Bushi Neko Posted June 17, 2019 Posted June 17, 2019 The Goodness continues. Neat you added the hardcore mode for those who like it. Even better it's another option. On the RND issue, I ve been playing on this new game for a few days, including a few updates here. I ve not encountered any issues anymore with RND and the old overstuffed etc. E. 1
Monoman1 Posted June 17, 2019 Author Posted June 17, 2019 Thanks guys/gals. Should be ok now (please god!). Just set the toll cost in the Mcm. Remember that if the town is enslaved that the 'Slaverun factor' applies also! 1
Tiress Posted June 17, 2019 Posted June 17, 2019 23 minutes ago, Monoman1 said: Thanks guys/gals. Should be ok now (please god!). Just set the toll cost in the Mcm. Remember that if the town is enslaved that the 'Slaverun factor' applies also! And it works great! Thank you! I'd kiss you if I could. ? The Toll Cost and Per Player Level now show a notification popup about Enslavement factor being 1.00000 whenever I try to modify them. Is that a feature? Something similar to Sleep Deprivation perhaps?
Monoman1 Posted June 17, 2019 Author Posted June 17, 2019 3 minutes ago, Tiress said: And it works great! Thank you! I'd kiss you if I could. ? The Toll Cost and Per Player Level now show a notification popup about Enslavement factor being 1.00000 whenever I try to modify them. Is that a feature? Something similar to Sleep Deprivation perhaps? Ahhh yeaaaa. Feature. That's what it is. It's definitely not some debugging I forgot to remove. Definitely. 1
Tiress Posted June 17, 2019 Posted June 17, 2019 5 minutes ago, Monoman1 said: Ahhh yeaaaa. Feature. That's what it is. It's definitely not some debugging I forgot to remove. Definitely. I promise I'll stop. For a day at least.
Yuuen Posted June 18, 2019 Posted June 18, 2019 14 hours ago, Monoman1 said: Pelagius stuff I can probably fix since it's vanilla. It's been ages since I played that quest though so I'm not sure what cells are used. Mod added stuff is a little more tricky. I could potentially add a Mcm 'Add location button' but there are some risks involved. Cells have an entry in their form called 'Location' which is how survival keeps track of which town you're in. There are two possible issues. 1. The location is 'None' (not populated). Easy enough to check if it's none but then the location won't be recognized as there's nothing setting it apart from wilderness. 2. Cells can share the same location. Say for example that mod that adds bathing houses across skyrim might (just using this as an example, I don't know if this is actually the case) use the same location for each bathhouse so survival wouldn't be able to tell one house from another which (I think) is guaranteed to cause problems. Have a look at what Tiress posted about creating a patch for yourself if you like. Oh that reminds me that I have northern bathhouses too, all their interior cells are unique. As someone with a lot of modded locations sprawled throughout each city, if it's not too much trouble I would appreciate such a button. I can't see either of those problems affecting me, but I can see how that could for probably a fair amount of others. Especially if they really like a certain mod but it's not really made well but they keep it because it doesn't "break" anything. I know slaverun's system uses different methods but would something similar to how it uses JSON for city locations not be possible? I remember that being super useful back when I still used that mod. 14 hours ago, Tiress said: You can create a simple patch: Hide contents SL Survival uses 5 records under FormID List: _SLS_LocsWhiterun _SLS_LocsSolitude _SLS_LocsMarkarth _SLS_LocsWindhelm _SLS_LocsRiften When you look at those records in TES5Edit, they contain a bunch of location references to locations within those cities, like inns, shops etc. All you need to do is preferably copy those records as overrides into a new esp and add references to locations other mods add to specific city. Let's take Legacy of the Dragonborn as an example. 1. Load both LotD and SL Survival in TES5Edit. 2. Expand LotD > find "Locations" and expand that one too. 3. Note locations (their FormIDs) that are inside the city of Solitude (I think the hardest part is to idetify the right ones). It's easier to Ctrl+Select the records and Copy&Paste them to a notepad as that will copy their FormIDs. I noted these: 07139074 DBM_SafeHouseLOC 075D2D82 DBM_HallOfLostEmpiresLOC 075D2D83 DBM_HallOfHeroesLOC 075D2D84 DBM_DaedricGalleryLOC 075D2D86 DBM_HallOfOdditiesLOC 075D2D87 DBM_NaturalScienceLOC 075D2D88 DBM_LibraryLOC 075D7E90 DBM_ArmouryLOC 075D7E91 DBM_GuildHouseSolitudeLOC 075D7E92 DBM_PlanetariumLOC 075D7E93 DBM_CutlureAndArtGalleyLOC 075D7E94 DBM_DragonbornHallLOC 075D7E95 DBM_HallOfSecretsLOC 4. Expand SL Survival > find "FormID List" and expand that one too. 5. Right click on _SLS_LocsSolitude > select "Copy as override into ..." > select "new esp" (without ESM flag) > hit ok > pick a name, like SLS_LotDpatch for example and hit ok. 6. Right click on SLS_LotDpatch > select "Add Masters..." > select LegacyoftheDragonborn.esp and hit ok. 7. Expand SLS_LotDpatch > expand "FormID List" and select _SLS_LocsSolitude. 8. Right click on an empty cell as on the picture below and select Add. 9. Right click on the new null reference at the end of the list (it should be bolded) > select Edit > Copy&Paste the first FormID you noted and hit ok. 10. Repeat steps 8 and 9 until you add all the locations you noted. 11. Close TES5Edit and confirm saving your new esp patch. 12. Move the patch below SL Survival and LotD. 13. Done. Yay! ? Thank you, I really appreciate the tutorial. I may hold onto that for now since I'd have to add quite a lot and find all those cell names... Plus my load order is getting kind of full so I'm trying to avoid adding miscellaneous patches. So I guess for now I'm still hoping for a solution A or B from what I said above. Sorry for pushing my laziness onto you monoman lol
MyNameIsnt Posted June 18, 2019 Posted June 18, 2019 Wow, I just checked out this mod and it's fantastic. I really like the license system with the toll guards. Would you consider adding varied kennels/places to stay in other cities? I could definitely see someone in Riften allowing the PC to stay in a skeever-infested hole in the wall in exchange for her clothes if she has no money.
Monoman1 Posted June 18, 2019 Author Posted June 18, 2019 5 hours ago, MyNameIsnt said: Would you consider adding varied kennels/places to stay in other cities? I could definitely see someone in Riften allowing the PC to stay in a skeever-infested hole in the wall in exchange for her clothes if she has no money. I've always had plans for more kennels. It's just getting the time to do them as it's pretty time consuming.
unmog Posted June 18, 2019 Posted June 18, 2019 Hey @Monoman1 I just ran into your mod while looking for an update to Sexlab. I have devious devices and some survival mods already so this would fit really well into my game. Quick question, any chance you'll make a conversion for SE? Maybe someone else already has? I've only skimmed the first and last page so I apologize if it was already addressed, just 45 pages seems pretty intense. Weird I never noticed this mod until now~
Monoman1 Posted June 18, 2019 Author Posted June 18, 2019 35 minutes ago, unmog said: Maybe someone else already has? I'm not aware of any conversion to SE of survival. I'm not against it but converting isn't something I'm familiar with and I just don't know if I have the time what with developing/testing/supporting LE. If anyone can point me to a good guide (preferably one that isn't massively long-winded) I can take a look. I'm also not familiar with the SE 'scene'. Do you know if the following mod have been converted? Devious devices Frostfall iNeed Rnd PaySexCrime Slaverun.
Mailman1234556 Posted June 18, 2019 Posted June 18, 2019 Maybe its a silly question but whats the point of a clothes license only in slaverun towns...? Slaverun already doesnt allow women to be dressed in towns IIRC.... isnt this a bit of an overlap? Or does it override Slaverun if you have a license?
Monoman1 Posted June 18, 2019 Author Posted June 18, 2019 7 minutes ago, Mailman1234556 said: Maybe its a silly question but whats the point of a clothes license only in slaverun towns...? Slaverun already doesnt allow women to be dressed in towns IIRC.... isnt this a bit of an overlap? Or does it override Slaverun if you have a license? With slaverun you just undress in town. Survival will take any clothes on your inventory = naked in city + outside (until you find something at least) 1
unmog Posted June 18, 2019 Posted June 18, 2019 4 hours ago, Monoman1 said: I'm not aware of any conversion to SE of survival. I'm not against it but converting isn't something I'm familiar with and I just don't know if I have the time what with developing/testing/supporting LE. If anyone can point me to a good guide (preferably one that isn't massively long-winded) I can take a look. I know @zarantha has a guide to some conversion stuff, maybe if I poke them here they will magically appear~ or maybe could PM? Id give a link but I don't know as much about it. Im just a beginner at it really, following youtube guides etc~ Quote I'm also not familiar with the SE 'scene'. Do you know if the following mod have been converted? Devious Devices= Yup, Im using it actually, same with Cursed Loot~ Zarantha actually made a conversion of the latest CL 8.3 Frostfall= Yup, same for campfire and most? mods that require them like hunterborn, cloaks, tentapalooza, etc~ iNeed= Yup, and using it, same for many mods that require it Rnd= Don't know as I use iNeed... but yea apparently. PaySexCrime= Don't know as I dont use it, after looking at its page tho it does say SE Compatible on the bottom tho, so maybe? Or perhaps easily converted? Slaverun= Looked it up, and yup~ dont use it myself tho. Here's a list of current mods converted and stuff tho if it helps They also include some guides to converting
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