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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?

Posted (edited)
3 hours ago, 814661 said:

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?

I don't know. I mean, what does it actually add? 

 

I'm getting cold sweats thinking about the back end coding and dialogue conditions. Let's just take the front end for a second. Mcm options. 9 licence types. 9 holds. One toggle for each = 81 toggles in an Mcm script that ran out of variable space many version ago. You'll get blisters toggling all those. Not to talk about my poor hands.

Edited by Monoman1
Posted (edited)
On 6/25/2021 at 5:44 PM, Monoman1 said:

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. 

 

How do I check dhlp_Suspend ?

 

Here is a screenshot showing the result of sqv _SLS_CurfewGuardAliases. It looks okay to my noobish eye.

 

I was standing in the Gildergreen area of Whiterun at around 11 PM after the "Curfew" notification. The place was swarming with guards who were not enforcing curfew.

 

Spoiler

20210626183246_1.jpg.d01867be162022369a346a2bda2ae9db.jpg

 

 

I have a couple of other games in progress in which curfew is working as expected.

 

It is only in this one game that curfew is not being enforced. I keep all my saves, so I know exactly when curfew stopped being enforced.

 

Curfew stopped being enforced after I got a Devious Follower, who was forced on me by DFC's "Forced Start" because I had low willpower and was wearing an SLS cursed magic collar.

 

The exact same scenario occurred in another game (in Solitude) and curfew is being enforced in that game. So it is not a universal problem with DFC's Forced Start.

 

Edited by Herowynne
Posted
55 minutes ago, Monoman1 said:

I don't know. I mean, what does it actually add? 

 

I'm getting cold sweats thinking about the back end coding and dialogue conditions. Let's just take the front end for a second. Mcm options. 9 licence types. 9 holds. One toggle for each = 81 toggles in an Mcm script that ran out of variable space many version ago. You'll get blisters toggling all those. Not to talk about my poor hands.

Just on the MCM thing - I know of a couple of mods with a large number of MCM options that ended up splitting the MCM into multiple separate entries, so that you have Mod Name Settings 1 and then Mod Name Settings 2 in the list of all the mods to configure. I don't know whether that's feasible or not for SL Survival, or if it would actually help with the issue you're having, but since it sounds like you still have a large number of new features that you want to add (like the wildling stuff), that might be something to take a look at if you haven't already.

Posted (edited)
10 minutes ago, Herowynne said:

How do I check dhlp_Suspend ?

Check SLSs own suspend variable. It's supposed to mirror the event state. 

help   _SLS_dhlpSuspend

Also check the violation variable in this fashion

 

Alias quest looks ok. So it's some condition probably. 

8 minutes ago, valeforgery said:

I know of a couple of mods with a large number of MCM options that ended up splitting the MCM into multiple separate entries

Oh I'm pretty sure I can add toggles until my fingers bleed. Like I said the mcm went over capacity a good while ago now and I've still been adding stuff in my own way. My point really was would you really want 81 toggles... Who'd use them. The effort to pay off ratio just isn't there IMO. 

Edited by Monoman1
Posted
1 hour ago, Monoman1 said:

Check SLSs own suspend variable. It's supposed to mirror the event state. 

help   _SLS_dhlpSuspend

Also check the violation variable in this fashion

 

Alias quest looks ok. So it's some condition probably. 

 

Here is a screenshot. _SLS_dhlpSuspend was 1. All the other global variables had expected values.

 

Spoiler

20210626195645_1.jpg.99ef37c60780c92b01484291d2b70bd7.jpg

 

 

As soon as I set _SLS_dhlpSuspend to 0 then the guard immediately enforced curfew.

 

Spoiler

20210626195715_1.jpg.18fb333065f50932fa41c61a65f3b972.jpg

 

 

Thanks for your help @Monoman1 ! ? My problem is fixed. I really appreciate it! ❤️

Posted

About the licenses and some realism, you might want that some holds decide not to enforce some licenses :

 - like winterhold for the magic license because it would prevent the mages from coming to town !

 - and some others could decide not to enforce the armors one for blacksmiths (whiterun probably), because considering the price of these licenses and the fact that they also forbid trade, blacksmiths would be ruined in holds which enforce both armors and weapons (they would have only the jarls and high rank officers as clients !). Actually such a setup would push blacksmiths to leave the big towns just to survive !

 - Also the magic license is overpowered with its anti magic collar. I understand the idea to prevent spell casting in town to avoid unwanted accidents, but here the problem is that the collar can't be removed unless you find some dd keys which is quite hard. It was the basic equipment for slaves in morrowind, and you don't want to enslave your population here. You would need at least a way to remove the collar for free when leaving town to balance that.

Posted

In my current playthrough I don't get devices equipped when the pickpocket fail handler picks that outcome (rape and stealing my stuff work fine). excerpt from the log at that time:

[06/27/2021 - 12:20:36PM] Error: Property PpFailDevices not found on sls_mcm. Aborting call and returning None
stack:
	[topic info 27057C32 on quest _SLS_PickPocketFailFgQuest (27057C25)].TIF__04057C32.Fragment_0() - "TIF__04057C32.psc" Line 9
[06/27/2021 - 12:20:36PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
	[topic info 27057C32 on quest _SLS_PickPocketFailFgQuest (27057C25)].TIF__04057C32.Fragment_0() - "TIF__04057C32.psc" Line 9
[06/27/2021 - 12:20:36PM] SLS_: GetNumFreeSlots: Freeslots: 3
[06/27/2021 - 12:20:36PM] SLS_: EquipRandomDds: Free slots: 3
[06/27/2021 - 12:20:42PM] [SGO] UpdateLoop:Begin

 

Posted (edited)

An idea I had which I *assume* might be less work than city-specific licenses with all that branching: A new license type for alchemy. If you don't have a license they'll take your potions (and ingredients? ..maybe make this one optional.. ?). Maybe couple the license with enchantments as well (soul gems are not allowed without a license - I don't often play as an enchanter but I *think* soul gems are not categorized as magic items; if they are this one is already covered).

 

From a city management perspective these things are not uncommon mechanisms for generating gold, and so they should be taxed, ...right? The guys making clothes and weapons are regulated, but not the people making lethal poisons..?

 

I'm currently playing with mods making alchemy less financially attractive (lower prices for potions), but even so I still often find myself naturally drawn towards this source of income simply because it's free money because it's not covered by licenses.

Edited by BYJE137
Posted
1 hour ago, blarghxxx said:

In my current playthrough I don't get devices equipped when the pickpocket fail handler picks that outcome (rape and stealing my stuff work fine). excerpt from the log at that time:


[06/27/2021 - 12:20:36PM] Error: Property PpFailDevices not found on sls_mcm. Aborting call and returning None
stack:
	[topic info 27057C32 on quest _SLS_PickPocketFailFgQuest (27057C25)].TIF__04057C32.Fragment_0() - "TIF__04057C32.psc" Line 9
[06/27/2021 - 12:20:36PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
	[topic info 27057C32 on quest _SLS_PickPocketFailFgQuest (27057C25)].TIF__04057C32.Fragment_0() - "TIF__04057C32.psc" Line 9
[06/27/2021 - 12:20:36PM] SLS_: GetNumFreeSlots: Freeslots: 3
[06/27/2021 - 12:20:36PM] SLS_: EquipRandomDds: Free slots: 3
[06/27/2021 - 12:20:42PM] [SGO] UpdateLoop:Begin

 


I seem to recall Monoman mentioning that he probably broke that functionality at some point during an update, meaning that it no longer works. I think he's aware of the problem and that it's not just you (it also doesn't work for me).

Posted
3 hours ago, BYJE137 said:

An idea I had which I *assume* might be less work than city-specific licenses with all that branching: A new license type for alchemy. If you don't have a license they'll take your potions (and ingredients? ..maybe make this one optional.. ?). Maybe couple the license with enchantments as well (soul gems are not allowed without a license - I don't often play as an enchanter but I *think* soul gems are not categorized as magic items; if they are this one is already covered).

 

That's a good suggestion IMO, as alchemy is an easy way to make money. Why sell your body when you can pick flowers?

Posted
3 hours ago, Anunya said:

IMO, as alchemy is an easy way to make money. Why sell your body when you can pick flowers?

Give the Ingredients and Alchemy addons in FMEA a try and see if you still think it is easy ?

Posted (edited)
44 minutes ago, Bane Master said:

Give the Ingredients and Alchemy addons in FMEA a try and see if you still think it is easy ?

 

Thanks for the suggestion... I'll see if there's an SE version around somewhere :)

 

EDIT: it looks like the LE version works on SE.

Edited by Anunya
Posted (edited)
On 6/25/2021 at 3:17 AM, Fulanoo said:


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

I Suggest A Different Way...
That Because We Already Know, Usually I Will Avoid That City (That We Haven't A License Yet).
Or If We Caught Sometimes Just Use Ultimate Button (Quick Load).
I Think Better To Added Some Enforcer Patrol Outside The City, Like On The Road, or Some Enforcer Will Encounter The Player Randomly.

Ah Can't Wait For Freedom License Anyway. "Control Woman During Adventure Time".
Because I Rarely Come To The City To Avoid "Tax/License" Except For Trade. <-- Because We Already Predicted ?

Edited by Black714
Posted

I am honestly disappointed. I would like to really try out this mod but my game crashes when I launch skyrim. I dont know if its because this mod file is so big or what. I have less than a 100 mods when I try to launch skyrim with this mod and it still crashes. FINS works fine and Ive played skyrim with no problem with over 200 mods before and Im really at my wits end. I would like any help I can get in how I can play this mod because it sounds like a perfect addition to my survival runs.

Posted

On the subject of Licenses being hold specific, I feel like some survivalists might have missed MM1s subtle "This is a lot of extra work for me, and it will be an annoyance to most users (including and especially me)" statement that he inserted between the lines. ?

 

 

Posted (edited)
5 minutes ago, MsElossa said:

I am honestly disappointed. I would like to really try out this mod but my game crashes when I launch skyrim. I dont know if its because this mod file is so big or what. I have less than a 100 mods when I try to launch skyrim with this mod and it still crashes. FINS works fine and Ive played skyrim with no problem with over 200 mods before and Im really at my wits end. I would like any help I can get in how I can play this mod because it sounds like a perfect addition to my survival runs.

 

You should probably start a post in technical support. 

 

include a Load order (the order in which your plugins are arranged, this can be exported in LOOT)

a Mod list (A list of all installed mods this can be easily exported if you have Mod Organizer 2) 

 

Crashing at launch is almost always a missing master so that is what you will probably be told right away, so check that first of course. ?

 

Edited by Corsayr

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