visagezero Posted June 20, 2019 Posted June 20, 2019 1 hour ago, Monoman1 said: Sorry but this is not ringing any bells at all. SLS does add bounties. From what I can remember those are: 1. For avoiding the toll but that bounty is added through active dialogue with a guard and it's default is 5 times the toll cost (so 500 gold by default not 100). 2. For taking the eviction note should you get caught doing it. But you'd have to get evicted first for that to even happen and it also wouldn't be 100 gold. 'Stop, thief' dialogue is another unknown. I'm pretty sure it's not something SLS adds. I'm not very familiar with SL Adventures but doesn't it add bounties for having cum on your body or being naked? Perhaps the armor you're wearing isn't tagged correctly with the right keywords - ClothingBody/ArmorCuirass. Maybe create a save when it starts happening and examine that save in a save cleaner. Check under 'active scripts'. The only other extreme possibility is that you are supposed to be naked in town (from some other mod)? And you have 'Half naked cover' enabled in survival and actually have something in the bra and panty slots which would equip an invisible 'body' armor which is making you considered as not naked which is giving you a bounty for not being naked. But that's a *really* long shot. I appreciate the feedback. I'll keep looking for a solution. I was wearing a devious device collar, and I noticed that my character animations mod was playing the lockpicking animation on unlocked doors. So I suspect that my character is going through some infinite picklocking bug, which would definitely explain why everyone around me thinks I'm picklocking a door 24/7 and calling me a thief. Upon disabling the devious devices script this seemed to have stopped. Simply Knock has given me some nasty bugs before. I'll try to clean my save and hope for the best if there are any unwanted scripts firing off repeatedly.
lanastara Posted June 20, 2019 Posted June 20, 2019 Hi, first of all thanks for adding the Magic License Toggle but it seems not to work 100% I still get collared when entering a city even with the magic license disabled. Sorry for the inconvenience.
Monoman1 Posted June 20, 2019 Author Posted June 20, 2019 11 minutes ago, visagezero said: I appreciate the feedback. I'll keep looking for a solution. I was wearing a devious device collar, and I noticed that my character animations mod was playing the lockpicking animation on unlocked doors. So I suspect that my character is going through some infinite picklocking bug, which would definitely explain why everyone around me thinks I'm picklocking a door 24/7 and calling me a thief. Upon disabling the devious devices script this seemed to have stopped. Simply Knock has given me some nasty bugs before. I'll try to clean my save and hope for the best if there are any unwanted scripts firing off repeatedly. I'm pretty sure theres no lock picking animation in vanilla skyrim so it must be a mod. 12 minutes ago, lanastara said: Hi, first of all thanks for adding the Magic License Toggle but it seems not to work 100% I still get collared when entering a city even with the magic license disabled. Sorry for the inconvenience. Was it through dialogue? Can you remember any of the lines?
lanastara Posted June 20, 2019 Posted June 20, 2019 25 minutes ago, Monoman1 said: Was it through dialogue? Can you remember any of the lines? Yes through dialog. I got the lines: I'll just hang on to this crap until you're all official. Hey, that's mine! Give it back! This artifact I was given has also detected you are magically attuned. Fortunately for you I've got this lovely collar for you to wear otherwise I'd have to toss you out of the city. That collar will sever your link to magicka. We won't be having another Winterhold here. See that you keep that on you. You hear me girl? If you have the coin the quartermaster can provide you with a magic licence too. Off you go. <He gives your ass a sly squeeze as he ushers you on> Also I don't see a condition for the new variable in the dialoges in Tes5edit (Or any new dialog for that matter)
Monoman1 Posted June 20, 2019 Author Posted June 20, 2019 6 minutes ago, lanastara said: Yes through dialog. I got the lines: I'll just hang on to this crap until you're all official. Hey, that's mine! Give it back! This artifact I was given has also detected you are magically attuned. Fortunately for you I've got this lovely collar for you to wear otherwise I'd have to toss you out of the city. That collar will sever your link to magicka. We won't be having another Winterhold here. See that you keep that on you. You hear me girl? If you have the coin the quartermaster can provide you with a magic licence too. Off you go. <He gives your ass a sly squeeze as he ushers you on> Also I don't see a condition for the new variable in the dialoges in Tes5edit (Or any new dialog for that matter) Yea I probably completely forgot the intro dialog which is kind of set in stone. You should be fine after that though. Hopefully Thanks.
visagezero Posted June 20, 2019 Posted June 20, 2019 45 minutes ago, Monoman1 said: I'm pretty sure theres no lock picking animation in vanilla skyrim so it must be a mod. Was it through dialogue? Can you remember any of the lines? Nevermind, it ended up being a setting from the mod Failure Mode Effects Analysis (FMEA), which triggers some sort of tampering alarm when you click on a door that's locked (even if you're just using Simply Knock). I never bother lockpicking stuff so this was the first time even noticing it while I was testing out your simply knock integration. Great mod! I can now live off of jizz and pay rent!
lanastara Posted June 20, 2019 Posted June 20, 2019 12 minutes ago, Monoman1 said: Yea I probably completely forgot the intro dialog which is kind of set in stone. You should be fine after that though. Hopefully Thanks. I just accidentaly found out that just canceling the dialog seems to work I got the "We got a runner" dialog -> stuff removed but no collar
Monoman1 Posted June 20, 2019 Author Posted June 20, 2019 12 minutes ago, lanastara said: I just accidentaly found out that just canceling the dialog seems to work I got the "We got a runner" dialog -> stuff removed but no collar Ok, should be easy enough to fix.
Guest Posted June 20, 2019 Posted June 20, 2019 "Suggestion" Hmm, well the toll thing is nice if the player does not have a follower or a slave to carry the things from the player. Since these kind of NPC's are not yet handled 'cheating' seems to be very easy.
Monoman1 Posted June 20, 2019 Author Posted June 20, 2019 8 minutes ago, Adetu said: "Suggestion" Hmm, well the toll thing is nice if the player does not have a follower or a slave to carry the things from the player. Since these kind of NPC's are not yet handled 'cheating' seems to be very easy. Yea I know. Followers definitely need to be done. Slaves I hadn't really considered. Like I've said before here, the biggest problem is that I would prefer not to stop the player at the gate if she's not breaking the rules. More fluid, less annoying that way. But the more checks I need to do the longer it takes = potential for the player to have left before the check completes. I might just have to stop the player every time to check every thing. *sighs*
Reesewow Posted June 20, 2019 Posted June 20, 2019 22 minutes ago, Monoman1 said: I might just have to stop the player every time to check every thing. *sighs* Possible idea to preserve the flow of the mod - agree it would annoying to be force-greeted at the gates every time: Instead of stop the player, could the toll keeper detect the presence of a follower(s) and issue a verbal warning that he will need to check them? In other words - if the player is all good and isn't stopped, but the mod detects they have followers, the player is warned to let the script finish if they think they may be in violation. If the followers are following the rules or the player has all the required licences, the scan could complete on its own time even if the player changes cells or moves far away with no issue. If the player does leave the area, or is over a certain distance from the toll keeper when the scan completes and finds the followers are in violation of the player's licences, then the toll keeper could shout something like "Stop right there!" and issue an immediate bounty to the player. So if you went into Whiterun and then sprinted into Breezehome before the mod could complete its scan of your followers, you'd get a bounty issued and probably evicted. Probably not a good idea to ignore a toll guard and just run by him while your buddy is loaded with contraband. If the player stays in range like a good citizen then the contraband could be confiscated same as with the player with a force-greet, and they'd have to retrieve it from the quartermaster after getting the appropriate licences. Also, if the player owns a valid version of every type of license at the initial scan, the mod could skip the follower scan as they would never be in violation.
sshar22 Posted June 20, 2019 Posted June 20, 2019 29 minutes ago, Monoman1 said: Yea I know. Followers definitely need to be done. Slaves I hadn't really considered. Like I've said before here, the biggest problem is that I would prefer not to stop the player at the gate if she's not breaking the rules. More fluid, less annoying that way. But the more checks I need to do the longer it takes = potential for the player to have left before the check completes. I might just have to stop the player every time to check every thing. *sighs* Why? if the player tries to "cheat" by dumping on slaves and followers, rob him, do it stealth, over-time ? Cheers
Guest Posted June 20, 2019 Posted June 20, 2019 3 hours ago, Monoman1 said: Yea I know. Followers definitely need to be done. Slaves I hadn't really considered. Like I've said before here, the biggest problem is that I would prefer not to stop the player at the gate if she's not breaking the rules. More fluid, less annoying that way. But the more checks I need to do the longer it takes = potential for the player to have left before the check completes. I might just have to stop the player every time to check every thing. *sighs* Just something I thougt about implementing: Ok handling followers and slaves is nice, but most important is the player. So instead of handling these NPC's at the gate, maybe it is an alternative option to restict exchange of certain items with followers or slaves if the player does not have the correct license ?
Jalko45 Posted June 20, 2019 Posted June 20, 2019 12 hours ago, Monoman1 said: If you go into the mcm>general settings and scroll down to interfaces. Is the devious devices toggle enabled? If not try installing the mod manually. Check out the installation section on the main page. And just to be safe, restart the interface by clicking on it in the mcm. It is enabled! and I did restart the interface and there is still no devices. I do still get the mana drain curse from the Magic License Collar i just cannot see anything. nevermind after a 2nd reinstallation of the conditional scripts and restart of the interface everything works now! thank you for the fast response and help! Love the mod
Monoman1 Posted June 20, 2019 Author Posted June 20, 2019 27 minutes ago, Adetu said: Just something I thougt about implementing: Ok handling followers and slaves is nice, but most important is the player. So instead of handling these NPC's at the gate, maybe it is an alternative option to restict exchange of certain items with followers or slaves if the player does not have the correct license ? It's an alternative but using unfiltered OnItemAdded/Removed generally isn't a great idea as it has the potential to spawn a lot of scripts when dumping/taking a lot of items at once. 6 minutes ago, Jalko45 said: It is enabled! and I did restart the interface and there is still no devices. I do still get the mana drain curse from the Magic License Collar i just cannot see anything. You have a collar in your inventory? But you cant see it on your character? If so it sounds like your installation of devious devices isn't working or maybe you didn't body slide the meshes?
Jalko45 Posted June 20, 2019 Posted June 20, 2019 13 minutes ago, Monoman1 said: It's an alternative but using unfiltered OnItemAdded/Removed generally isn't a great idea as it has the potential to spawn a lot of scripts when dumping/taking a lot of items at once. You have a collar in your inventory? But you cant see it on your character? If so it sounds like your installation of devious devices isn't working or maybe you didn't body slide the meshes? Complete user error on my part after a 2nd Re-installation of Conditional scripts and restarting the interface i got it to work! Thank you again for the help!
Tiress Posted June 20, 2019 Posted June 20, 2019 It seems toll cost per player level doesn't get updated when you level up so once you set it up in MCM, it stays at that value until you re-set it again.
Lupine00 Posted June 20, 2019 Posted June 20, 2019 The issue of caching items on followers of any variety (vanilla, or from some other mod, such as slaves) is a thorn in the side of DF too. Perhaps DF and SLS need a unified solution, rather than both trying to solve it in a way that could end up conflicting? For DF, it's very reasonable for the follower to be selective about what they will let you take back after you give it to them... For SLS, this is less obviously OK. It makes more sense that the guards could inspect followers separately. This would work best with a different guard running a parallel script. It could go on in the background while the PC is being dealt with. In that case, you could trigger a scene for followers you can snag, where they have to hand over their stuff (or your stuff that the PC gave them, it's all the same), unless they have their own license. In this case you have to support buying licenses for followers. If a followers whips past the guards, we're into "got a runner" territory - the follower should be chased down and get another scene, with evasion punishment, and the PC will have to pay to get them out of trouble - or they could abandon the follower, in which case you have lots of choices what to do next. This shouldn't be an option for the PC if DF is in play. Assuming the PC abandons the follower, you could put them in a kind of "Bound girl" alias, with appropriate dialog, so the PC can free them later, or if they don't, the bound girl eventually takes revenge for the betrayal. For male followers, the follower should simply obey the license rules while in town Won't give you your stuff unless you have a license for it. Why would he do anything else? In fact, he might turn you in to the guards if you toll evade. Seems fair. You need to learn that it's for your own good! You save the recovery fee, but it's nothing compared to the price of licenses (unless you made it otherwise).
Tenri Posted June 21, 2019 Posted June 21, 2019 53 minutes ago, Tiress said: It seems toll cost per player level doesn't get updated when you level up so once you set it up in MCM, it stays at that value until you re-set it again. Hmm, do you have slaverun installed? From what I can tell: It is supposed to update the toll cost when you enter a city with it installed regardless of the town being enslaved or not, but it looks like it might not update without it outside of the update from the MCM function.
Monoman1 Posted June 21, 2019 Author Posted June 21, 2019 52 minutes ago, Tiress said: It seems toll cost per player level doesn't get updated when you level up so once you set it up in MCM, it stays at that value until you re-set it again. I thought you said you'd leave me alone?! *Cries in a corner* Just kidding. I thought it sets the price when the inside toll door is loaded. Maybe you have to leave the city and reenter? I'll double check later. Can't do anything right now. 28 minutes ago, Lupine00 said: This is going to be a tough one to crack. Telling npcs to wait outside with all your stuff is going to be the big problem. Not so much the guys you bring with you. Followers. I could just process every follower whether they're with you or not. Bit lame but what can you do. Also a bit of a pain if say you left lydia in Solitude and you get caught in whiterun with contraband. Then when you eventually get back to solitude lydia is standing there in her lovely birthday suit after all her stuff is taken. Slaves....Mmmm. You can just tell them to wait outside town, give them all your stuff. Go inside town and do your thing and get your stuff back off the slave when you're finished.... Of course, realistically if you gave a slave a pile of expensive shit and said wait here they'd be on the boat to solstheim by the time you got back. Or you can just dump your stuff in a container outside the gates. Guess I could make stash looting more aggressive for that. Maybe give a safe place inside the city to make you go inside and buy licences. A vault/safe or something. All very wishy washy... :S
Tenri Posted June 21, 2019 Posted June 21, 2019 1 hour ago, Monoman1 said: I thought you said you'd leave me alone?! *Cries in a corner* Just kidding. I thought it sets the price when the inside toll door is loaded. Maybe you have to leave the city and reenter? I'll double check later. Can't do anything right now. I just did a quick test for this, I have slaverun installed, when I enter Whiterun through the main door it properly updates the toll to my new player level, however if you level in the city it doesn't even if I go into and out of various buildings. From what I can tell, if you level in the city (or an attached interior cell) then as long as you don't enter the main "overworld" cell, stay in a cell other than Whiterun streets long enough, or going a few cells away from Whiterun. (i.e. cause the Whiterun streets cell to unload); the toll won't update. For example I was able to get it to update by going through the Skyrim Sewers' sewers to the Dragonsreach dungeon, then from there the normal rout back into town. I don't exactly feel like testing without slaverun installed but the OnLoad() event in SLS_TollGate doesn't have an else to the If Init.SlvrunRelInstalled part. Which is where the toll is updated.
sshar22 Posted June 21, 2019 Posted June 21, 2019 3 hours ago, Monoman1 said: I thought you said you'd leave me alone?! *Cries in a corner* Just kidding. I thought it sets the price when the inside toll door is loaded. Maybe you have to leave the city and reenter? I'll double check later. Can't do anything right now. This is going to be a tough one to crack. Telling npcs to wait outside with all your stuff is going to be the big problem. Not so much the guys you bring with you. Followers. I could just process every follower whether they're with you or not. Bit lame but what can you do. Also a bit of a pain if say you left lydia in Solitude and you get caught in whiterun with contraband. Then when you eventually get back to solitude lydia is standing there in her lovely birthday suit after all her stuff is taken. Slaves....Mmmm. You can just tell them to wait outside town, give them all your stuff. Go inside town and do your thing and get your stuff back off the slave when you're finished.... Of course, realistically if you gave a slave a pile of expensive shit and said wait here they'd be on the boat to solstheim by the time you got back. Or you can just dump your stuff in a container outside the gates. Guess I could make stash looting more aggressive for that. Maybe give a safe place inside the city to make you go inside and buy licences. A vault/safe or something. All very wishy washy... :S I would suggest an mcm-toggable/optional script in which followers or slaves starts losing stuff that is not equipped after some time Reminding that it should not be a mod vs player (glares at DCL) but a mod vs character, there is a certain degree of role-play required by the player. Just with vanilla skyrim I can come up with more than a dozen of ways to evade the confiscation without counting on all the mods out there that add places or containers. Go light, and avoid too many scripts firing please Cheers
Guest Posted June 21, 2019 Posted June 21, 2019 10 hours ago, Monoman1 said: It's an alternative but using unfiltered OnItemAdded/Removed generally isn't a great idea as it has the potential to spawn a lot of scripts when dumping/taking a lot of items at once. You have a collar in your inventory? But you cant see it on your character? If so it sounds like your installation of devious devices isn't working or maybe you didn't body slide the meshes? That is true and much better solved in Fallout4 papyrus. Anyway the unfiltered onitemadd/remove events only need to be active as long as the container or barter menu is open. This could be done with an referencealias on an additional temporary quest or with an Script that has 2 states where in the default state no onitemadd event is defined.
unmog Posted June 21, 2019 Posted June 21, 2019 17 hours ago, Monoman1 said: I might just have to stop the player every time to check every thing. *sighs* Well, I know I havent got a chance to play the mod yet~ so maybe something I suggest is already implemented in some way. The simplest way I can think of to handle it is this. Make all main gates to the cities locked, like needs a key to open locked. To get in, they talk to a guard by the gate. Guard says to go in they have to pay the fee or show a license or proof of citizenship or whatever. If you cant do any of that, include a choice of something like "Sorry Im broke." which only comes up if they dont have the money on them. Sure they could hide money on their follower, or their horse, or someplace outside of town etc. It doesnt matter~ After the "Im broke" option they get a few more options. If you're not wearing a chastity device, one can be something like "Try to seduce" which would be based on your speech and related perks. If you succeed, sex happens and then you can go in like if you paid them. If you fail, they call you a whore or something and lock you up in some devices, included a chastity device. Second choice could be something like stealing the gate key. Whether you want it to be an actual gate key or just a dialogue option doesnt matter. If its a real key they need to pickpocket the key. If they open the door while being witnessed its treated as a crime. The dialogue option would be based on their pickpocket skill. Success could just take them into the city, however doing so normally causes the guards inside to treat you like you just committed a crime and approach you, meaning you gotta be fast to get away. OR, you could have a chance to be spotted depending on their skill in sneaking. Meaning a thiefy character could pickpocket the key and sneak their way in, immersion wise ya could just add a dialogue or something that they snuck their way in when the guard got distracted or wasnt looking etc. All the normal rules for devices they need to wear or not wearing clothes or whatever still takes effect. Third option would be to include perhaps a debt like system similar to Devious Followers. Like "Gee golly mister... I dont have the money on me at the moment but I promise Im good for it " So then they add a debt to your character, maybe they write a note or draw a picture or something but like a Telltale game "They will remember that". So they let you in, but not for free, to make sure you're on your best behavior they add a bunch of devices as well. However, next time you go to that towns gate and try to get in without paying, they expect you to pay for the debt you owe in addition to the next fee for entrance. Maybe they even want some interest on top of things, or maybe they charge you for all the devices they "loaned" you before, or maybe they want some sex too or something. If ya wanted to be super immersive you could make it that using the face changer in Riften removes the debt. Either way, if you pay or not, you end up paying in the end unless you're really sneaky. I don't know if your mod already prevents people from fast traveling into or out of cities, but if not, you could just add a bounty to the player if they do so the guards harass them. Of course, they could probably bypass all that by becoming Thane, or the Hero of the war, owning a house in town, or something like that I'd think~ Lastly, I noticed you said in the mod faq that it maybe caused problems with npcs? Maybe could be why they're immune to it, assuming they live there or are around enough of the time that they have a license or something. Tho its also a good excuse why the Khajiit dont enter. No one plays a beast race with devious devices anyway since they're only fitted for humanish characters afterall, but for immersion you could add a check if the player is a khajiit or an argonian if ya wanted~
Lupine00 Posted June 21, 2019 Posted June 21, 2019 10 hours ago, Monoman1 said: This is going to be a tough one to crack. Telling npcs to wait outside with all your stuff is going to be the big problem. Not so much the guys you bring with you. It's not the big problem. At least, I don't believe it is. Don't worry about followers that aren't with the PC. The benefit of bringing gear into the city is to sell it. If you leave it outside on a waiting follower, or in a different town entirely, it's no use to you. If the PC wants to go through busywork to stop her combat gear getting taken, there are ways to do it without a follower - ways that SLS explicitly allows by design - such as hunter stashes, regular stashes away from the road, and so on. In the extreme case, a PC can pickpocket gear onto an NPC and steal it back later. These kind of things are allowed, aren't they? So why decide to block them now? I don't use them anyway, too much bother and not fun to play. It's not like the intent is to make it impossible for the PC to function, the goal is just to make it immersively hard. Isn't it? Being denied gear in towns applies some limitations. Amusing limitations. Isn't that all the licenses are trying to do? 10 hours ago, Monoman1 said: All very wishy washy... :S Is it? I mean really? What's the new intent here? To stop the PC ever being able to hold onto any gear at all? Or stop them from ever going to a town? That's not particularly immersive, and not especially fun. If that's the intent, it makes more sense to remove the gear from your game up-front with more scarcity, or a mod that turns armor and weapon loot lists into tiny amounts of gold, or a rotten cabbage. If you're limited in what you can sell, that's a big deal with DF, and a moderate deal if you want to afford expensive licenses. For me, the "big" deal is stashing all your keys on the DF, and the DF just handing them over when you ask. That was "fixed" for gold already. I think that fix is fine. The player can choose how harsh/strict it is. That's ideal. An outcome I'd like to get from this is more "genuine feeling" reasons to use prostitution, and more reasons to use the bargaining with toll-keepers and guards. Followers outside the city don't help me there. Followers in another city don't help me there. Slaves waiting like zombies outside don't help me either (not that I play games with PaH, Sex Slaves, etc). My fun thing is PC slavery, not NPC slavery. People that like NPC slavery tend mostly not to like PC slavery. The community that likes both is smaller. The community that can be bothered to install both far smaller still. Of course other people might want other things, but the suggestions I make are to achieve things I want, not stuff I know nothing about
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