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Posted (edited)
On 3/9/2022 at 9:02 PM, Monoman1 said:

Posted beta 0.681 over on the features page. For brave souls. Keep a save before updating just in case. 

Also posted YPS tweak 2.4. It's new for the features page but not new for anyone using Wartimes tweak.


Tried out 0.681. The new tweaks (residents don't pay tolls option/implicitly: option to keep tolls, no ingredients harvesting in heavy restraints, option to set property prices at zero - and thus handling all such related costs via the license costs..) are awesome.

 

I have had no issues so far with the new version.

Edited by BYJE137
Posted
On 3/9/2022 at 3:02 PM, Monoman1 said:

Posted beta 0.681 over on the features page. For brave souls. Keep a save before updating just in case. 

Also posted YPS tweak 2.4. It's new for the features page but not new for anyone using Wartimes tweak.

Thanks for creating the Cum Addiction Decay potion and giving option for still having to pay toll when owning a house. Look forward to trying new features as well.

 

Curious, have you created a patch for yourself for Skooma Whore for herbal tea to have decay effect versus instant reduction? If so, would you be willing to share?

Posted
5 hours ago, ck2modfan said:

have you created a patch for yourself for Skooma Whore for herbal tea to have decay effect versus instant reduction? If so, would you be willing to share

I haven't. Would be nice though. Perhaps @Bane Master would be interested in adding it to sw addicted...?

I've also been considering making drink cum reduce or even cancel the decay effect

Posted
10 hours ago, BYJE137 said:


Tried out 0.681. The new tweaks (residents don't pay tolls option/implicitly: option to keep tolls, no ingredients harvesting in heavy restraints, option to set property prices at zero - and thus handling all such related costs via the license costs..) are awesome.

 

I have had no issues so far with the new version.

Thanks.

I think if there's no major issues then 681 will be the main version in a few days. Dancing's still not finished. May never be finished at the rate of progress but there's just too many other fixes and QOL stuff to hold it back much longer. 

Posted (edited)

I think I have spotted a problem now, I might have spoken too soon.

I have multiple times now seen pop-ups like the one in this screenshot during combat (i.e., highly disruptive and immersion-breaking). The game pauses, it shows you the pop-up message, and then stuff continues once you click on it. It looks related to Trauma. I think it's the same variable list called each time, "Trauma:" always seem to appear in the second row. I have trauma turned off in the SLS MCM during my playthroughs.

 

I have also experienced now that my character is displaying signs that the no-trauma toggle is not always respected because she's also e.g. been bleeding profusely from being bit by a wolf, which I don't think is supposed to happen if you request trauma to be turned off.

billede.png.381ff1c8a5345af7ffd13e6868a195eb.png

 

 

Edited by BYJE137
Posted
11 minutes ago, BYJE137 said:

I think I have spotted a problem now, I might have spoken too soon.

I have multiple times now seen pop-ups like the one in this screenshot during combat (i.e., highly disruptive and immersion-breaking). The game pauses, it shows you the pop-up message, and then stuff continues once you click on it. It looks related to Trauma. I think it's the same variable list called each time, "Trauma:" always seem to appear in the second row. I have trauma turned off in the SLS MCM during my playthroughs.

 

I have also experienced now that my character is displaying signs that the no-trauma toggle is not always respected because she's also e.g. been bleeding profusely from being bit by a wolf, which I don't think is supposed to happen if you request trauma to be turned off.

billede.png.381ff1c8a5345af7ffd13e6868a195eb.png

 

 

Funny. I haven't made any major changes to trauma in a while. 

Can you tell me when it pops up? From the pic I'm guessing it's when you get hit in combat?

What about during rape scenes?

 

Try turning it on. Exit menu. Wait a few seconds (5 should be enough). Re-enter and turn it off again. 

If that doesn't work turn it back on but set all the chances to 0. And turn it off again. See what happens. 

 

What you're seeing is meant to be debugging information because a certain list of textures wasn't found. I think it's harmless. If not annoying ofc. 

 

11 minutes ago, BYJE137 said:

been bleeding profusely from being bit by a wolf,

This doesn't sound like trauma though. Trauma just applies bruise textures to the body face. There are a couple of blood textures for the face too but they don't 'bleed' as such and they're pretty small. 

Posted (edited)
2 hours ago, Monoman1 said:

Funny. I haven't made any major changes to trauma in a while. 

Can you tell me when it pops up? From the pic I'm guessing it's when you get hit in combat?

What about during rape scenes?

 

Try turning it on. Exit menu. Wait a few seconds (5 should be enough). Re-enter and turn it off again. 

If that doesn't work turn it back on but set all the chances to 0. And turn it off again. See what happens. 

 

What you're seeing is meant to be debugging information because a certain list of textures wasn't found. I think it's harmless. If not annoying ofc. 

 

This doesn't sound like trauma though. Trauma just applies bruise textures to the body face. There are a couple of blood textures for the face too but they don't 'bleed' as such and they're pretty small. 


It both appeared when I was getting hit and when other people were (my follower, city guards, bandits - I'd get stats on my follower multiple times when she'd got hit during combat, as well as the enemies we were engaging).

 

Before reading your comment I tried to mess around a bit with the MCM settings and I realised that if I altered all the trauma settings to deselected in the trauma menu in the MCM (deselecting Dynamic NPC trauma and Dynamic Combat Trauma as well as the primary Enable Trauma button) I couldn't reproduce the problem. But that might have had nothing to do with those other buttons, that might just have been me applying your 'Try turning it on. Exit menu. Wait a few seconds (5 should be enough). Re-enter and turn it off again.' - suggestion ?. Either way that seemed like it probably worked.

 

It's curious that the bleeding thing might have some other explanation but that one is for me irrelevant, that one is not disruptive at all like the other problem was - I just figured I should mention it in case it might be related.

 

No issues during rapes. And I installed and tested Public Whore after upgrading because of your hilarious license tweak, so there have been more than a few rape scenes - no issues there at all.

Edited by BYJE137
Posted
3 hours ago, BYJE137 said:

I installed and tested Public Whore after upgrading because of your hilarious license tweak

 

Same here. A simple but really fun feature from Monoman1 ?

Posted
On 3/11/2022 at 8:38 AM, Monoman1 said:

I haven't. Would be nice though. Perhaps @Bane Master would be interested in adding it to sw addicted...?

I've also been considering making drink cum reduce or even cancel the decay effect

It's certainly possible, I'll try and find time to take a look - working on releasing something new ATM  ?

Posted

 

Spoiler

20220312175647_1.jpg

 

New widget to help remind you how much stuff you lost here. Combined with item sensing and a new system to move objects back and hopefully into accessible areas should they get blown away by collisions or explosions etc. And add on top a 'lost and found' shop where you can buy stuff back if you've definitely lost it should mean you'll never lose anything permanently really.

 

Disclaimer: by new widget I mean I totally ripped of the fertility mode widget and repurposed it because I'm hopeless at actually creating them. Works well though. Any suggestions on where to place it by default? I was thinking close to where it's shown there but up further and closer to the compass. Obviously it'll hide when there's no lost items in the area. 

 

Also, next version looks like it will require Power of 3's papyrus extender. Any reasonable objections to that other than 'OMG Noooess!" ?

It has a useful function to move objects to navmesh locations. 

Posted

I have added a duration to the Herbal Tea addiction reduction as discussed,

 

As not everyone uses Skooma Whore: Addicted I have added this update to the Skooma Whore QOL/BugFix Patch on the SWA OP.

 

The Patch does not require SWA (but SWA users do need the patch!)

 

Skooma Whore Patch V1.04 (12/03/2022)

  • Herbal Tea:  Addiction reduction is no longer instantaneous - it now takes a number of hours for the tea to take full effect.

 

 

Posted
57 minutes ago, Monoman1 said:

Works well though. Any suggestions on where to place it by default?

 

i think it could work well where you suggested but personally i think i woudl have it near the top left, its really the default go to notification area.

Posted
5 minutes ago, tamai said:

 

i think it could work well where you suggested but personally i think i woudl have it near the top left, its really the default go to notification area.

It's not a notification though. Because notifications are spammy. It's an 'in place, static' widget. 

> 0 lost items in the area = visible

0 lost items in the area = hidden

 

The point is that when stripped it's hard to tell how many items you've dropped and so, hard to know when to stop looking. 

Notifications aren't suitable due to spam. Was that notification from the last time it happened or the current time?

Posted
9 hours ago, Bane Master said:

It's certainly possible, I'll try and find time to take a look - working on releasing something new ATM  ?

thanks for making the change and so quickly!

Posted
1 hour ago, Monoman1 said:

 

  Hide contents

 

 

New widget to help remind you how much stuff you lost here. Combined with item sensing and a new system to move objects back and hopefully into accessible areas should they get blown away by collisions or explosions etc. And add on top a 'lost and found' shop where you can buy stuff back if you've definitely lost it should mean you'll never lose anything permanently really.

 

What triggers lost? Will this work with Milk Addict when clothes slip? Or specific circumstances?

Posted
8 minutes ago, ck2modfan said:

What triggers lost?

Needs to be fired directly. (Won't support just any mod because there' just no way to determine why something was dropped (MWA for eg)). Tracking won't work but sense items works for anything. As does the search ground skill. 

16 minutes ago, ck2modfan said:

Will this work with Milk Addict when clothes slip?

Afraid not. Took me the entire day just to do this much. 

It's a possibility in future though. 

Posted (edited)

0221318_1.jpg

 

Arousal vision. A useful tool for aspiring whores. 

Can also initialize arousal on actors that haven't been yet. You know when you walk into an inn for the first time and nobodies aroused because SLA hasn't done it's thing yet and you end up waiting the 2 mins for it to do it's thing... Yea.

 

Can probably also expect 'cum fullness vision' for cum addicts.

Edited by Monoman1
Posted

Is there some setting to halt the enforcers/guard/fine part before you enter a walled city once? Started a game with a startup mod but got busted right away :P  Also the arrest dialogue messes quite a bit with Cursed Loot arrest part, guess they are not compatible as they do the same thing.

Posted
7 minutes ago, naaitsab said:

Is there some setting to halt the enforcers/guard/fine part before you enter a walled city once? Started a game with a startup mod but got busted right away :P  Also the arrest dialogue messes quite a bit with Cursed Loot arrest part, guess they are not compatible as they do the same thing.

Snowberry start. 

SLS doesn't replace the vanilla arrest dialogue so don't know what to make of that. 

Posted
30 minutes ago, Monoman1 said:

Snowberry start. 

Check

 

31 minutes ago, Monoman1 said:

SLS doesn't replace the vanilla arrest dialogue so don't know what to make of that. 

Does it skip/force to a certain part of the guard bounty dialogue? For example I got the option to attack or comply. Chose the second, they equipped an elbow binder but the guards where instantly hostile.  Second save load did the same but got put in a pillory, guards attacked on sight again. 

So it seems DCUR is starting something but the agro/bounty is not handled correctly.

Posted (edited)

Idea for new feature that just sprang to mind: License notifications (on/off) toggle.

 

You can already turn curfew notifications off so you're not told by the mod when the curfew starts - which adds an interesting dynamic where it's more likely you'll get surprised by how late/early it is. The mod each day gives you notifications where it tells you how many days are left on your licenses (so default is 'on'), but what if you also had the option of turning off those notifications? You'd still be able to check the license documents whenever you want to check (...unless blindfolded/hooded/in mittens or heavy restraints? ...ok, joking here, not expecting that one to be implemented!), but the mod no longer notifies you. Idea being: Now you really have to keep track of the licenses yourself or risk suddenly figuring out your license is no longer any good. And/or you won't keep getting reminded by the mod how many days are left until your devious follower will present the next big bill. I find it particularly appealing in the context of the property license; as it is, the mod will 'warn me' 'all the time' - but if those notifications were turned off I'm not sure I'd check them quite as often as might be wise..

Edited by BYJE137
Posted
18 minutes ago, naaitsab said:

Check

 

Does it skip/force to a certain part of the guard bounty dialogue? For example I got the option to attack or comply. Chose the second, they equipped an elbow binder but the guards where instantly hostile.  Second save load did the same but got put in a pillory, guards attacked on sight again. 

So it seems DCUR is starting something but the agro/bounty is not handled correctly.

Generally I avoid the vanilla dialogue as much as I can. The only exceptions I can think of:

Buying a home - property licence

Shouting around guards - guard behaviors

Dropping weapons - guard behaviors

 

The arrest dialogue in particular i know to avoid like the plague. Too much contention. 

 

Posted
30 minutes ago, BYJE137 said:

Idea for new feature that just sprang to mind: License notifications (on/off) toggle.

 

You can already turn curfew notifications off so you're not told by the mod when the curfew starts - which adds an interesting dynamic where it's more likely you'll get surprised by how late/early it is. The mod each day gives you notifications where it tells you how many days are left on your licenses (so default is 'on'), but what if you also had the option of turning off those notifications? You'd still be able to check the license documents whenever you want to check (...unless blindfolded/hooded/in mittens or heavy restraints? ...ok, joking here, not expecting that one to be implemented!), but the mod no longer notifies you. Idea being: Now you really have to keep track of the licenses yourself or risk suddenly figuring out your license is no longer any good. And/or you won't keep getting reminded by the mod how many days are left until your devious follower will present the next big bill. I find it particularly appealing in the context of the property license; as it is, the mod will 'warn me' 'all the time' - but if those notifications were turned off I'm not sure I'd check them quite as often as might be wise..

Yea i can see what you're going for. So many notifications though, everywhere. And reading licences individually would be a pain. Thered have to be have to be one handy place to check them all. 

 

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