Jump to content

Recommended Posts

Posted (edited)
22 minutes ago, Monoman1 said:

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. 

 

Aren't you just describing the Stats & Info page in the MCM? That one already has all that information about valid and invalid licenses and when they expire. Not sure you'd need to create new tools for that purpose. You'd use the paper versions if you were in doubt about a single license, and the MCM for an overview. The fact that it might be a little bit bothersome to go into the MCM and find that information is not a minus from my perspective -> it makes it a little more likely your character can't be bothered with that paperwork and might end up in trouble because of it.

I can see why it might be quite a bit of work to remove all the notifications you already added/make them optional.

 

Would it be easier or harder for you to enable the toggle at the license level and then just start out with a few of them, e.g. property and curfew ('Disable property license notifications')? I assumed it would be harder than a global toggle, but come to think of it I don't really have any good reason for assuming that.

Edited by BYJE137
Posted
8 hours ago, donttouchmethere said:

You're looking for mods that could break guard dialogues, but you also have DCL installed? ?

"I Also Like to Live Dangerously" :D But the dialogue does not play out as normal so hence the question if there is some special interaction with it. For now I will just disable the feature from DCL see if that helps.

Posted
15 hours ago, naaitsab said:

"I Also Like to Live Dangerously" :D But the dialogue does not play out as normal so hence the question if there is some special interaction with it. For now I will just disable the feature from DCL see if that helps.

I find it tricky too with multiple mods that change the guard dialogue for prison outcomes.

SLUTSredux and POP worked well together. Now I try to find out if Pamas prison mod/SLUTSresume would like each other o.o

I fear more patches are needed. I wonder what xEdit has to say about that ?

Posted
4 hours ago, Monoman1 said:

685 is up in the usual spot. 

 

Edit: Forgot to mention that 685 REQUIRES PO3 papyrus extender: 

SE: https://www.nexusmods.com/skyrimspecialedition/mods/22854

LE: https://www.nexusmods.com/skyrim/mods/95017

 

Oh and if there's any ideas for any other 'senses' you could have let me know. Milk fullness maybe.... nah.

I think you are going soft on us... Giving us all these useful tools and features! ?

 

Seriously, thank you for continuing with you mods! 

Posted
9 minutes ago, ck2modfan said:

I think you are going soft on us... Giving us all these useful tools and features! ?

 

Seriously, thank you for continuing with you mods! 

Tools to help you whore yourself?

No problem ?

Posted (edited)
7 hours ago, Silvain said:

Any SE people up for a quick test to see if my conversion works properly?

 

 

 

@Silvain or @Monoman1

What is the rule to have formId references as Int32 decimal or hexadecimal in the json files? (SkyrimSE with sexlab1.63 with embedded papyrusUtil 4 but give version 3.9)

 

The question is because I have a separate mod folder to preserve the "\SKSE\Plugins\StorageUtilData\SL Survival" json files changes and noticed that the file "RaceLoadSizes.json" after getting updated during gameplay has the decimal references entries replaced with hex reference version. 

 

Original "RaceLoadSizes.json" not updated by gameplay.

Spoiler
{
	"formList" : 
	{
		"loadrace" : 
		[
			"101171|Dawnguard.esm",
			"101174|Dawnguard.esm",
			"98116|Dragonborn.esm",
			"321413|Skyrim.esm",
			"321413|Skyrim.esm",
			"321413|Skyrim.esm"
		]
	},
	"intList" : 
	{
		"loadsize" : [ 1, 1, 1, 6, 6, 3 ]
	}
}

 

 

Updated to this by function GetLoadTier in SLS_Utility during Sexlab creature event processed by Sl survival.

Spoiler
{
	"formList" : 
	{
		"loadrace" : 
		[
			"101171|Dawnguard.esm",
			"101174|Dawnguard.esm",
			"0x4e785|Skyrim.esm",
			"0x51fb|Dawnguard.esm",
			"0x51fb|Dawnguard.esm",
			"0x51fb|Dawnguard.esm",
			"0xde505|Skyrim.esm",
			"0x1efc1|AKSkyrimUnderground.esm",
			"0x13204|Skyrim.esm",
			"0x131fe|Skyrim.esm",
			"0xb9fd7|Skyrim.esm",
			"0x13203|Skyrim.esm"
		]
	},
	"intList" : 
	{
		"loadsize" : 
		[
			1,
			1,
			4,
			3,
			3,
			3,
			4,
			6,
			6,
			2,
			3,
			0
		]
	}
}

 

 

 

 

Edited by safado
Posted
10 hours ago, safado said:

What is the rule to have formId references as Int32 decimal or hexadecimal in the json files? (SkyrimSE with sexlab1.63 with embedded papyrusUtil 4 but give version 3.9)

JsonUtil.FormListFind() does not work the same in LE or SE. 

LE expects decimal. SE expects hex. Lookup will fail otherwise. 

I believe this was something to do with the fix for SE for finding forms in ESL flagged modules. 

I don't know if there are other functions with the same issue. It is unfortunately another difference that needs to be managed. 

Posted
On 2/25/2022 at 12:37 PM, Monoman1 said:

Not sure I understand. 'Stops updating' isn't very clear to me. 

Greyed out options usually mean a prerequisite is not met - Either a required option is not toggled or a dependency is not installed. 

Doing some script functions requires the game to be unpaused (exit menu and reenter) before the script will progress and the menu starts functioning again. 

 

Sorry, I probably wasn't clear enough. By "stops updating" I mean that I can initially, in the LAL cell, go through the MCM as normal. I can see the changes I make and watch the values update. For example, I could switch some of the license options on/off and watch it be reflected in the MCM menu. All the options for that license would grey out when I disabled it, and become accessible when I enabled it.

 

After I leave the cell and spawn in whatever location (in my case, the College), I can still open the MCM for SL Survival and click on the buttons and all, however suddenly the MCM doesn't update to reflect any changes I make. I decided to try and turn on one of the license options I had disabled, but when I clicked on the toggle for that license, it made the click and had a little stutter like it always does when turning on something in MCM, but nothing on the MCM updated. The license options still showed as greyed out and were inaccessible. This wasn't the case when I started the save, as it initially enabled, so I don't think it's a prerequisite issue (and yes, I did download all the requirements). So, I was able to turn the feature on/off in the MCM, but it always displayed as if it was disabled and locked out any of the options for modifying it. The functionality was working though, as I could go buy the license and lose it once I disabled it again in MCM.

 

Tried waiting and giving it some time, went and got a coffee, but it didn't update. Tried entering a few new areas, didn't update. I thought it might've just been a general MCM issue, so I tried running 

setstage SKI_ConfigManagerInstance 1

but this didn't really do anything. Kind of out of ideas. Might just move on without Survival, but I'll try testing out a new save when I get the chance. If you can point me to the Papyrus log dump I'll see if I can't upload that if it catches anything.

Posted
7 hours ago, LynErso666 said:

What's happening with the SSE Conversions? It's been over a year now. Does anyone feel like converting it? Pretty pretty plzzzzzz!

Seems miss Corsayr is AWOL unfortunately... 

Silvain has kindly been converting it here: https://www.loverslab.com/topic/149018-wartimes-a-daughters-tale-le-alternate-start-scenario/?do=findComment&comment=3463767

 

2 hours ago, verzache said:

 

Sorry, I probably wasn't clear enough. By "stops updating" I mean that I can initially, in the LAL cell, go through the MCM as normal. I can see the changes I make and watch the values update. For example, I could switch some of the license options on/off and watch it be reflected in the MCM menu. All the options for that license would grey out when I disabled it, and become accessible when I enabled it.

 

After I leave the cell and spawn in whatever location (in my case, the College), I can still open the MCM for SL Survival and click on the buttons and all, however suddenly the MCM doesn't update to reflect any changes I make. I decided to try and turn on one of the license options I had disabled, but when I clicked on the toggle for that license, it made the click and had a little stutter like it always does when turning on something in MCM, but nothing on the MCM updated. The license options still showed as greyed out and were inaccessible. This wasn't the case when I started the save, as it initially enabled, so I don't think it's a prerequisite issue (and yes, I did download all the requirements). So, I was able to turn the feature on/off in the MCM, but it always displayed as if it was disabled and locked out any of the options for modifying it. The functionality was working though, as I could go buy the license and lose it once I disabled it again in MCM.

 

Tried waiting and giving it some time, went and got a coffee, but it didn't update. Tried entering a few new areas, didn't update. I thought it might've just been a general MCM issue, so I tried running 

setstage SKI_ConfigManagerInstance 1

but this didn't really do anything. Kind of out of ideas. Might just move on without Survival, but I'll try testing out a new save when I get the chance. If you can point me to the Papyrus log dump I'll see if I can't upload that if it catches anything.

Sounds like a stuck script. Haven't had any other similar reports that I can remember. 

If I were you I'd examine a save in Falrim tools and check for oddities - active scripts/suspended stack

Posted (edited)
15 hours ago, Monoman1 said:

Seems miss Corsayr is AWOL unfortunately... 

Silvain has kindly been converting it here: https://www.loverslab.com/topic/149018-wartimes-a-daughters-tale-le-alternate-start-scenario/?do=findComment&comment=3463767

 

Sounds like a stuck script. Haven't had any other similar reports that I can remember. 

If I were you I'd examine a save in Falrim tools and check for oddities - active scripts/suspended stack

Thank you, Monoman, you guys are great. I can't seem to get any of the new SE conversions to work with Skyrim AE 1.6 however. Not Silvain's not anyones. Almost all of the new SE conversions for the big big mods, like Raven Beak, Survival, etc., make my game....do weird things with 700 mods installed. I load a save with 100 hours..........and it restarts the game with all my quests broken back in Riverwood as if the Live Another Life mod wasnt installed. I also can't start a new game. The Mara Statue screen freezes the load and mods begin installing...get this, on the Main fucking Menu. Weird stuff right? Have you ever seen Sexlab initiate an install on the main menu??? I never have. If I don't install Raven Beak, Survival, or any of the new conversions, my game works flawwwwwwwlessly. Literally the best most stable playthrough I've seen in 11 years of modding Skyrim.

I don't know what to think about this. I've never experienced this massive of a glitch when just installing mods in my lifetime. I can only assume it's an incompatibility with Alternate Start, maybe not. Maybe it's just the sheer number of mods I've installed and plugins I have active. They're all espfes and esls, but then again....I have noticed when some people say theyve flagged an esp as an esl, it actually doesn't always work. ESLs can go over the limit too, sometimes. I have tested this with 260 esls. Specific esl files can still count as an esp. The scary thing is, the game will still try to run when ESLs go over the limit, but you will notice esls and esps go missing and it will say when loading a save files are deactivated that are not actually deactivated. I have tested this rigorously and found that this happens anytime an esl specifically, that is malfunctioning in it's esl converted state, is randomly picked as the "overcharge" (ie. mod that breaks the camel's back) and then is deactivated on load.

Problems like this are extreeeeeemly beyond my knowledge. And I'm just going to have to wait...another year I suppose. After my last run with Sexlab Survival 2 years ago, I decided to wait a long long time. And it looks like I'm going to have to wait a long long time again to see if the conversions finally catch up, that's all assuming this problem is date-related. Skyrim AE 1.6 is so far superior to any version of Skyim I've ever witnessed. It can handle the most insane amount of mods, so I do believe it will happen

but I really need to thank you very very seriously, Monoman.

I've met very very few people who have stuck with it as long as you. I know you're still living in the past with LE, but I don't care; you're amazing. I love you and appreciate you. I've been using your stuff for years and years and years without commenting or anything. I need to finally say, thank you very very much for your stalwart march towards a working version of whatever you work on. I really appreciate what modders like you do, and how long you can stay at it. So I just wanted you to know, I've only seen Survival work in one playthrough with over 500 mods, but you're my hero.

Edited by LynErso666
Posted

I've been enjoying SLS, but I did run into something unexpected - another mod sending me away from a city without giving me a chance to pay the toll. By the time I could get back, the grace period had expired. Is there a good way to set the toll to "paid" for these cases, even if it's just running console commands?

 

Felt a bit silly getting punished because I opted to work off my bounty through SLUTS instead of prison, and I expect I'd have the same troubles if POP sent me to SSLV from a walled city.

Posted
1 hour ago, subman109 said:

Just curious, is there any way to disable the Armor License? I just want to have the magic license enabled with my current playthrough, but it seems it's not a option

All of the licenses are optional. There's two MCM pages for them that both have a scroll bar - armor licenses are on the right about halfway down the first one.

Posted
3 hours ago, chaimhewast said:

All of the licenses are optional. There's two MCM pages for them that both have a scroll bar - armor licenses are on the right about halfway down the first one.

Only choices for me is to change the price of it, only some of the licenses have a enable box to check

image.png

Posted
7 minutes ago, subman109 said:

Only choices for me is to change the price of it, only some of the licenses have a enable box to check

Oh, you're right. Best suggestion is to use the all-in-one key to access the debug menu and cheat yourself in a perpetual armor license.

Posted
12 hours ago, chaimhewast said:

I did run into something unexpected - another mod sending me away from a city without giving me a chance to pay the toll. By the time I could get back, the grace period had expired. Is there a good way to set the toll to "paid" for these cases, even if it's just running console commands?

 

There are MCM options to reset the toll-skipping for each city.

Posted
1 hour ago, Herowynne said:

There are MCM options to reset the toll-skipping for each city.

Huh. I didn't realize those were clickables, I figured they were just there to check the status.

Posted
1 hour ago, chaimhewast said:

Huh. I didn't realize those were clickables, I figured they were just there to check the status.

 

Yes, you can click them to toggle them from TRUE to FALSE.

 

@Monoman1 provided those toggles for exactly the situation you described: "another mod sending me away from a city without giving me a chance to pay the toll"

Posted

I was using SLS 0.675 a few days back and noticed that using the Export/Import settings option is not exporting some of the values, such as the Curfew and Property licence costs.

Has it been fixed in the last beta?

Posted

I've been using this mod for a while now and it has become a favorite and essential, loaded in every playthrough. 

However, would there be a way to add a feature, something like the ability to transfer or purchase licenses for followers? For example, would there be a way to make it so that followers would also need licenses in their inventory in order for them to use weapons, armor, clothing, magic? If they didn't have a license, and you tried to give them a weapon or non-licensed armor, it would just be returned to the PC's inventory, sort of like how it happens now regarding how followers won't carry contraband. 

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...