Jump to content

Recommended Posts

Posted

This may be a bit of a weird request, but would you consider making the weapon and armour licenses toggleable in the MCM like all the others? I'd like to play with the curfew and property licenses, but they need licenses in general to be enabled, and not every playthrough works well with weapon and armour licenses with the other mods I have installed. (On some profiles I use mods like CACO that mean I end up with a lot of items in my inventory, which in turn means that the inventory checks with licenses at toll gates start to take a looooong time pretty early on in a playthrough. Other times I'd like to play as a mage in a Skyrim where magic specifically is regulated, but weapons and armour aren't necessarily treated that way.) I also get interrupted by guards/enforcers when I have a quest item that's a weapon or armour, and they'll say they're confiscating things even though they actually don't take the quest item away, and the only way to make them stop force-greeting me is to finish the quest.

Posted
5 hours ago, valeforgery said:

This may be a bit of a weird request,

Not really. It's on my extremely long to-do list. Along with optimizing the inventory scan. For now you can:

1. Set perpetual licence costs to zero for weapon/armor or

2. Use the debug menu to issue a perpetual licence.

 

Number of items in your inventory is still going to be the biggest determination of how long scans take. Even when eventually I get around to optimizing it.

Posted
3 minutes ago, Monoman1 said:

Not really. It's on my extremely long to-do list. Along with optimizing the inventory scan. For now you can:

1. Set perpetual licence costs to zero for weapon/armor or

2. Use the debug menu to issue a perpetual licence.

 

Number of items in your inventory is still going to be the biggest determination of how long scans take. Even when eventually I get around to optimizing it.

Totally understandable - I'll use the workarounds for now. Thanks!

Posted (edited)

@Monoman1

Hello!

I saw this was posted recently: 

 

I know lots of people here including myself have issues with expressions conflicting and being all over the place (or resetting to default)! Do you think this could help? I would love to have Survival overwrite all the other expressions! Of course I don't have the know-how to mess with scripts and all that really... If you've already seen it, or have too much on your plate, pay me no mind!

Edited by candibelle
Posted
12 hours ago, candibelle said:

I saw this was posted recently: 

Yea I saw it. Might take a look at it when I get a chance. 

Posted

Is there a setting to permanently disable the player headtracking/Look At element without having to turn off broader features to do so? I've been using the debug menu to switch back to normal when it gets too much, but I'd appreciate being able to toggle whether it'll happen at all.

Posted
18 hours ago, valeforgery said:

Is there a setting to permanently disable the player headtracking/Look At element without having to turn off broader features to do so? I've been using the debug menu to switch back to normal when it gets too much, but I'd appreciate being able to toggle whether it'll happen at all.

Modifying the IsNpc variable is a part of the daydreaming effect I think. So you'd have to turn that off. 

Personally I only seem to ever have it mess up once per playthrough why ever that is.

Posted
Quote

I know lots of people here including myself have issues with expressions conflicting and being all over the place (or resetting to default)! Do you think this could help? I would love to have Survival overwrite all the other expressions! Of course I don't have the know-how to mess with scripts and all that really... If you've already seen it, or have too much on your plate, pay me no mind!

It does work for expressions set with MfgConsole, since it overwrites native method calls. I did not test it with native expressions, for now it seems that they mix in together, but further testing is welcome.
It is possible to further extend this, for example add support for expression blending. But for now i have no roadmap for it, and no understanding of how it can be used.

Posted
4 hours ago, Monoman1 said:

Modifying the IsNpc variable is a part of the daydreaming effect I think. So you'd have to turn that off. 

Personally I only seem to ever have it mess up once per playthrough why ever that is.

Ah, okay. Damn, I'd hoped there was a separate toggle - I like the other daydreaming features, but sometimes the headtracking makes me feel seasick, especially if I have to go into first person. Still, I can keep using the debug menu.

Posted

I saw that the mod has gone through several beta versions with a lot of features added, but we're still on 6.35 here. Are you working faster than people can test it or don't you have enough beta testers?

Posted

How does the magic collar interact with something like DCL when DCL attempts to collar you for one of its events? Does it remove the SLS collar or does the event simply fail to fire? Or really any other mod which might want to collar you while you're already wearing the SLS magic collar.

 

Wondering if it's safer from a compatibility perspective to just use the tattoo instead or if SLS accounts for this in some way.

Posted
54 minutes ago, noctred said:

How does the magic collar interact with something like DCL when DCL attempts to collar you for one of its events? Does it remove the SLS collar or does the event simply fail to fire? Or really any other mod which might want to collar you while you're already wearing the SLS magic collar.

 

Wondering if it's safer from a compatibility perspective to just use the tattoo instead or if SLS accounts for this in some way.

 

Yes, you need to be aware of how the SLS Cursed Collar interacts with the collar behavior of other mods.

 

Sometimes the Cursed Collar doesn't interact well with other mods. In those cases, you should turn off the collar in the SLS MCM.

 

On the other hand, the SLS Cursed Collar is an excellent way to be forced to accept a Devious Follower, if that is what you want to happen from a roleplay perspective. If you have DFC's Forced Start turned on, and your DFC willpower is low, and you get equipped with an SLS Cursed Collar, then you are likely to be accosted by a guard and forced to accept a Devious Follower. I really love when this scenario occurs in my game, because it feels like very emergent, immersive gameplay.

Posted
19 hours ago, valeforgery said:

Ah, okay. Damn, I'd hoped there was a separate toggle - I like the other daydreaming features, but sometimes the headtracking makes me feel seasick, especially if I have to go into first person. Still, I can keep using the debug menu.

Is it solid reproducible for you or seemingly random?

16 hours ago, Inception said:

I saw that the mod has gone through several beta versions with a lot of features added, but we're still on 6.35 here. Are you working faster than people can test it or don't you have enough beta testers?

Not really. 

Modding has become like spinning plates for me. Really big slow spinning plates. Spin a plate here. Then I've got to go spin several other plates over there. 

1 hour ago, noctred said:

How does the magic collar interact with something like DCL when DCL attempts to collar you for one of its events? Does it remove the SLS collar or does the event simply fail to fire? Or really any other mod which might want to collar you while you're already wearing the SLS magic collar.

 

Wondering if it's safer from a compatibility perspective to just use the tattoo instead or if SLS accounts for this in some way.

Shouldn't be too much of an issue for SLS as there's code to check for quest type collars and switch to using arm cuffs instead or leg cuffs. If none of these options are available then it should automatically just fall back to a 'cursed tattoo'. Which is the same thing you get if you don't run DDs. 

Posted

Hey, sometime ago i installed and did all the setup for the mod to include the bikini armor, got it all working properly
I stopped playing for a bit and a week ago i hop back in and the bikini armor is proccing the animation and warning about the character not wearing anything

I havent add anything else since then, and im not sure exactly what could be causing that ?

Posted
9 hours ago, Monoman1 said:
On 8/3/2021 at 2:00 AM, valeforgery said:

Ah, okay. Damn, I'd hoped there was a separate toggle - I like the other daydreaming features, but sometimes the headtracking makes me feel seasick, especially if I have to go into first person. Still, I can keep using the debug menu.

Is it solid reproducible for you or seemingly random?

 

I have been having this "issue" as well *on the sse version*. I dont know about "solidly reproduceable", as I have no idea what makes it get stuck :D. But when addicted my character will at some point, usually rather quickly, start headtracking individuals of somewhere in the world - making first person all but impossible and 3rd person a bit silly looking (running along looking back over my shoulder). Personally I disable daydreaming and go to racemenu and back to fix it. 

Posted
9 hours ago, Sekrain said:

Hey, sometime ago i installed and did all the setup for the mod to include the bikini armor, got it all working properly
I stopped playing for a bit and a week ago i hop back in and the bikini armor is proccing the animation and warning about the character not wearing anything

I havent add anything else since then, and im not sure exactly what could be causing that ?

Obviously something must have changed. Try the test bikini armor button in the mcm under bikini licence.

Posted
5 hours ago, khunzo said:

 

I have been having this "issue" as well *on the sse version*. I dont know about "solidly reproduceable", as I have no idea what makes it get stuck :D. But when addicted my character will at some point, usually rather quickly, start headtracking individuals of somewhere in the world - making first person all but impossible and 3rd person a bit silly looking (running along looking back over my shoulder). Personally I disable daydreaming and go to racemenu and back to fix it. 

There's an option in the wheel menu to toggle the offending option 

Misc -> debug -> look at debug -> Set IsNpcVar to 0

Posted (edited)

some things:

 

- Feedback

Trauma is SO nice!

 

- suggestion - all in one hotkey

option to disable the "all in one hotkey" please

or make it ignore when set to "Esc".
I just set it to esc and now i m fucked because I cannot get into the MCM anymore (stuck on the wheel....)

- question

do I understand correctly that licenses that I buy in whiterun also apply to other towns? I had the impression every town requires its own licenses?

 

- question2

does the whoring license to something now? (latest BETA version installed).

no pressure here at all, just wondering. I know it might require soft dependency for the prositution mods.

 

- question3 - DDs

when I dont want DDs or just a few, can I just leave the list of unwanted DDs empty? meaning delete all DDs between the brackets [ ] or will this cause problems?

for future reference I would suggest an MCM toggle for devices :D (but I know now how much work it is).

I also wanted to suggest a DDequip connection maybe? would make Device handling alot easier.

 

- question4 - locked toll gates

might be a bug or just me beeing stupid again, but how do I ENTER a city with toll gates locked? I found no guard to pay the toll outside?

and the gate was... well... locked :D

Also also, the toll is only meant to be paid just for leaving the city, no? 

 

- suggestion 2 - whoring license

whoring license could just apply for sex in general, asuming that every woman that is caught fucking is a prosititue and has to have a prositution license?

basically some kind of "general sex" license?

Sex with guards and other enforcers is always excluded? maybe also animal sex (which could require its own license, loool... nvm)

 

- suggestion 3 - exclusion list

one click solution for the exception list maybe? like "click" all items on list are now exceptions instead of the need to select them individually?

maybe this is already the case and I m stupid, in this case sorry :D 

 

- suggestion 4 - licence check

any chance we could have an option for guards NOT checking the inventory but just the items equipped? 
Would make SL Survival at lot more manageable for more roleplay oriented gamers. I just want the licences to force the PC naked before purchasing a licence.

I dont consider the inventory part of the game (just to explain the idea behind it).  

 

- suggestion 5 - guard behaviour

Guard Behaviour:

- guards stop you when dirty (BiS bridge? -> even force you to bath?)
- guards stop you when you are running

- guards stop you when you are covered in cum (maybe also BiS tie in?)

 

- bug? - Troubles of Heroine compatibility?

Is there an incompatibility with Troubles of Heroine?
The Whiterun kennel house looks not like expected and the guy there has no kennel dialogue. hmm

(Survival loads after ToH tho)

 

UPDATE: I now uninstalled ToH but the Kennel is just gone with it, hmm. Welp :(
Maybe the bashed patch fucks it up, dunno. 

(see screenshot)

 

 

20210804164821_1.jpg

Edited by Nymra
Posted

Hey! Can you tell me why i could be evicted from home? I have no bounty or everything and I have a perpetual license. immediately after buying the house, i was evicted. I payed the free and when trying to sleep in the house, i was evicted again. Any Idea what causes this?

Posted
5 hours ago, Monoman1 said:

Obviously something must have changed. Try the test bikini armor button in the mcm under bikini licence.


I updated SL Survival, got the test bikini armor and all the armor has the bikini keywords yet it still shows that it is not wearing anything (also, some of the armor pieces are visually missing which wasnt happening before but that might be related to something outside Survival)

Posted (edited)
2 hours ago, Nymra said:

- bug? - Troubles of Heroine compatibility?

Is there an incompatibility with Troubles of Heroine?
The Whiterun kennel house looks not like expected and the guy there has no kennel dialogue. hmm

(Survival loads after ToH tho)

 

Not the same Kennel.

 

Myself was confused also.

 

TOH kennel is outside Whiterun while Survival Kennel is inside Whiterun, along the wall behind the house that belong to the lady who sells fruits

Edited by tuxagent7
Posted
1 hour ago, Gwentag said:

Hey! Can you tell me why i could be evicted from home? I have no bounty or everything and I have a perpetual license. immediately after buying the house, i was evicted. I payed the free and when trying to sleep in the house, i was evicted again. Any Idea what causes this?

This sounds like what was happening to me.  One suggestion is to enable the property license if it is disabled and set the price of the perpetual license to 1 or something low, and just buy that.  

Posted (edited)

Hi, I'm really enjoying this mod and love how much it talks to other mods. I also use milk mod economy and was initially hoping that the jiggles effect could be triggered by MME's inflation, but the affected nodes don't match up with what survival detects. In particular, MME inflates breasts using the breast node, whereas survival is looking for breastsfantasy, and MME uses pregnant instead of belly. Is there any workaround I can do to get these two mods to line up a bit better?

 

For reference, I use 3BA by Acro, SLIF, and have set up the Tullius json files for SLIF posted by Acro himself to get the body's nodes working in SLIF (which it does!). 

 

EDIT: My apologies, I probably should have dug around more before posting. There's a Milk Mod Morph customizer on pg 32 of MME SE topic forum which lets you change which morphs milk mod uses, so I was able to switch breast inflation to breastsfantasy inflation and now survival can recognize the jiggles. That being said, I personally like the look of pregnancybelly more than belly so it would be cool if there was a way to change which morphs survival monitors in SLIF.

Edited by hexofishy
Posted
2 hours ago, tuxagent7 said:

 

Not the same Kennel.

 

Myself was confused also.

 

TOH kennel is outside Whiterun while Survival Kennel is inside Whiterun, along the wall behind the house that belong to the lady who sells fruits

 

LOL!
Thx alot :P
then everything is working as intended, nice. 
I wondered too, why the Kennel is now outside... 

Posted
7 hours ago, Monoman1 said:

There's an option in the wheel menu to toggle the offending option 

Misc -> debug -> look at debug -> Set IsNpcVar to 0

 

Thank you, that was a lot more convenient solution - RTFM I suppose :). Thank you for the mod as a whole, having a lot of fun with it.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...