belegost Posted May 31, 2022 Posted May 31, 2022 On 5/29/2022 at 7:46 PM, Monoman1 said: On 5/29/2022 at 7:33 PM, LaniusFNV said: Alftand in a ruined hut near a camp site. Yea, that's a good spot. There can be more than one dumping spot BTW, so the more recommendations the better. Ruins of Bthalft. AFAIR this is one of the dumping locations for SD+'s as well. Has bandits that attack immediately, bears all around, closest village is Ivarstead and an imperial camp. Mountain passage that leads to Arcwind Point, south of Froki's Shack and Autumnwatch Tower. Cold, remote, has trolls. Closest friendly place is Froki's Shack. Ruins of Rkund. Cold and remote. Has to go through Darklight Tower to get down, unless you chance jumping down the cliff. Closest "friendly" place is Largashbur (only if blood-kin) or Snow-Shod Farm. Bloodlet Throne. Obvious. Passage somewhere between Eldersblood Peak and Drelas' Cottage. Cold, dragons, bears and Drelas. Labirynthian. Trolls, animals and cold.
Monoman1 Posted May 31, 2022 Author Posted May 31, 2022 On 5/29/2022 at 9:44 PM, trajan001 said: Weird issue related to the whiterun kennel… when released by the kennel master something breaks the DAR eating/drinking animations from “Eating animations and Sounds SE” https://www.nexusmods.com/skyrimspecialedition/mods/42602 They no longer play correctly. It has also caused strange repetitions to the 2h weapons equip animations from this mod: https://www.nexusmods.com/skyrimspecialedition/mods/62932 Any ideas on why this should be, and/or how to fix/reset it? No idea. Only thing I can think of is that certain devious devices are added and removed in the kennel so you might have some animation problem with DD. Try equipping the main device (probably a hobble skirt type thing) you got into and unequip it manually and see what happens. 16 hours ago, chaimhewast said: The second is that in cases where I had multiple copies of an armor, it would take away two instead of one - the first being consumed in the breakdown recipe, and the second being removed by the breakdown script Confirmed. Have fixed. For now just drop any items of count > 1 before break down. 6 hours ago, belegost said: Ruins of Bthalft. AFAIR this is one of the dumping locations for SD+'s as well. Has bandits that attack immediately, bears all around, closest village is Ivarstead and an imperial camp. Mountain passage that leads to Arcwind Point, south of Froki's Shack and Autumnwatch Tower. Cold, remote, has trolls. Closest friendly place is Froki's Shack. Ruins of Rkund. Cold and remote. Has to go through Darklight Tower to get down, unless you chance jumping down the cliff. Closest "friendly" place is Largashbur (only if blood-kin) or Snow-Shod Farm. Bloodlet Throne. Obvious. Passage somewhere between Eldersblood Peak and Drelas' Cottage. Cold, dragons, bears and Drelas. Labirynthian. Trolls, animals and cold. Thanks I'll have to check them but it sounds like some of these would be hard to explain how the thugs got you there You know me and my OCD...
belegost Posted May 31, 2022 Posted May 31, 2022 1 hour ago, Monoman1 said: I'll have to check them but it sounds like some of these would be hard to explain how the thugs got you there 1
Monoman1 Posted May 31, 2022 Author Posted May 31, 2022 (edited) 12 hours ago, belegost said: Ruins of Rkund Just checking out this one there. It's a good location but there are problems. 1. The gate at the back of the keep doesn't have an activation lever on that side of the wall. Now, you can probably cheese it over the fort wall at the side but still. 2. If you do make it inside the fort there's a door leading down that's master locked :S Kinda just leaves cheesing it down the mountain your only option (if steepfall doesn't kill you ofc) Seems magic will not be enough Edited May 31, 2022 by Monoman1
MaarIizRah Posted May 31, 2022 Posted May 31, 2022 Been using this mod for a while now, and I wanted to share my thoughts on some of the features. Steep fall: I don't get why the dragonborn falls over just from running up and down stairs. Going by the description, it's to discourage cheesing the pathfinder, which is completely unaffected by stairs. Tripping from falling down makes sense, but what really ought to happen if you want to discourage cheesing is a countermeasure to the "Skyrimming" method, jumping upwards. Which, by the way, is a fairly reliable counter to Steep fall when going up. Also, could be nice to include a way to specify items that can't be dropped, maybe by respecting the license exceptions. Navigation mechanics: It could be interesting to have the map and compass the separate items, so it isn't just a binary "oh, I don't have a map+compass, I have no idea where I am". Could include an option to let frostfall wetness ruin maps, just like licenses. Inequality: I know it kinda goes against the spirit of the feature, but I would enjoy if I was able to set some of the sliders to negative values, to give women a buff and men a debuff. I'm most interested in speed and destruction for this. Also could be nice to be able to change Health, Magicka and Stamina separately, partially because I had an issue where female bandits would spawn dead (health cushion not doing it's job). Overall, I very much enjoy your mod, in part thanks to the massive customizability. 2
Onomatophobia Posted May 31, 2022 Posted May 31, 2022 I dont quite get it - can you put the 0.685 BETA version on top of SE conversion? Or is it LE only?
belegost Posted May 31, 2022 Posted May 31, 2022 5 hours ago, Monoman1 said: If you do make it inside the fort there's a door leading down that's master locked Yeah, that's probably the only place in Skyrim that can't be opened from other side. I noticed that even the tiniest room in a smallest dungeon has levers. Probably because you're supposed to go through Darklight Tower first and pick up Ilia on the way. AA/Bijin combo made her my second favourite follower behind Anneke.
Monoman1 Posted May 31, 2022 Author Posted May 31, 2022 How the hell do you unhide a post? Stupid fingers...
Hex Bolt Posted May 31, 2022 Posted May 31, 2022 44 minutes ago, Monoman1 said: How the hell do you unhide a post? I believe the moderators said that you can't. However, it's still accessible to them so you might get their help for reversing it. 1
Monoman1 Posted May 31, 2022 Author Posted May 31, 2022 13 minutes ago, HexBolt8 said: I believe the moderators said that you can't. However, it's still accessible to them so you might get their help for reversing it. Bit pointless Bah ill wait for an actual keyboard then
Monoman1 Posted June 1, 2022 Author Posted June 1, 2022 (edited) 15 hours ago, MaarIizRah said: Steep fall: I don't get why the dragonborn falls over just from running up and down stairs. Because I can not determine that you are, in fact, on stairs. You could be on an aeroplane for all I know. All I can tell is that you are going up or down at a rate of X. Besides, I don't know about anyone else but I don't run up stairs... Two steps at a time (maybe 3) and it's not like I can maintain the same speed as running anyway. If you find it too sensitive then you can configure parameters in SteepFall.json' 15 hours ago, MaarIizRah said: Navigation mechanics: It could be interesting to have the map and compass the separate items Wanted that but it's just not possible because I can't disable the GPS map pointer which would make having a only a map give you a compass of sorts anyway which would make the compass item sort of redundant. 15 hours ago, MaarIizRah said: nequality: I know it kinda goes against the spirit of the feature, but I would enjoy if I was able to set some of the sliders to negative values, More sliders... Ugh! Most people give out that the mcm is too big 15 hours ago, MaarIizRah said: because I had an issue where female bandits would spawn dead (health cushion not doing it's job). Shouldn't be possible because of conditions on the health debuff magic effect Though maybe that should be GetBaseActorValue... I'll have to double check that but I at least I haven't seen dead females in quite some time. 13 hours ago, Onomatophobia said: I dont quite get it - can you put the 0.685 BETA version on top of SE conversion? Or is it LE only? No you can't. Follow the wartimes link in my sig. There's a link there to the SE conversion. Edited June 1, 2022 by Monoman1
Fulanoo Posted June 1, 2022 Posted June 1, 2022 8 hours ago, Monoman1 said: Wanted that but it's just not possible because I can't disable the GPS map pointer which would make having a only a map give you a compass of sorts anyway which would make the compass item sort of redundant. By GPS map pointer do you mean the little icon showing where you are on the map right? Isn't it possible to change the icons, I think I've seen mods that change that? Couldn't you change the map pointer to an empty icon?
Monoman1 Posted June 1, 2022 Author Posted June 1, 2022 21 minutes ago, Fulanoo said: By GPS map pointer do you mean the little icon showing where you are on the map right? Isn't it possible to change the icons, I think I've seen mods that change that? Couldn't you change the map pointer to an empty icon? Yes I believe I could install a blank pointer. But not change it on the fly, in game. Thereby removing the gps pointer altogether. I'd hazard a guess that a lot of people wouldn't like that.
Monoman1 Posted June 2, 2022 Author Posted June 2, 2022 Currently working on overhauling 'Hired Thugs'. It is triggered after stealing items. With vanilla there is a hard 48 hour cooldown between hired thug events... Once you know this you can pilfer in relative safety for 48 hours after thugs are sent. Seems too easy to me... Which sounds better: 1. Random cooldown or 2. Percentage chance to start hired thugs on every object stolen. Something low. Like 1% maybe. 3. Or both maybe... Leaning towards 2... 1
Hex Bolt Posted June 2, 2022 Posted June 2, 2022 1 hour ago, Monoman1 said: Which sounds better Less predictability (#2) is more fun. Possibly it could scale a bit with item value (if that info is available). 1
Clea Strange Posted June 2, 2022 Posted June 2, 2022 1 hour ago, Monoman1 said: Currently working on overhauling 'Hired Thugs'. It is triggered after stealing items. With vanilla there is a hard 48 hour cooldown between hired thug events... Once you know this you can pilfer in relative safety for 48 hours after thugs are sent. Seems too easy to me... Which sounds better: 1. Random cooldown or 2. Percentage chance to start hired thugs on every object stolen. Something low. Like 1% maybe. 3. Or both maybe... Leaning towards 2... #2 sounds more fun and entertaining. If you do that would we be able to increase the chance?
Monoman1 Posted June 2, 2022 Author Posted June 2, 2022 (edited) 2 hours ago, HexBolt8 said: Possibly it could scale a bit with item value (if that info is available). Surprisingly, I was able to pull the base item from the story manager so a scale with value is a possibility it looks like. Edit: Ugh. Maybe not. As usual it's not very reliable. I don't know what the criteria are. It requires starting a quest and stopping a quest which doesn't work very well in menus (looting containers). Might be better than nothing though... Needs more testing. 2 hours ago, Hiderius said: If you do that would we be able to increase the chance? Possibly, yes. Edited June 2, 2022 by Monoman1
valcon767 Posted June 3, 2022 Posted June 3, 2022 #2 sounds way more fun if you are still looking for suggestions for drop points, a couple of possibilities are 1 - Deep Folk Crossing = closest "civilization" is Mor Khazgur (Orc Stronghold) or Dragonbridge if not bloodkin. 2 - Northwind Mine = east of Darkwater Crossing and nw of Shor's Stone (but that way is over mountains), would say at the Northwind Summit itself so you would have to traverse the mine to get out, but if Dragons are lose that could be a bit much. 3 - nw of Bilegulch Mine, if you are looking at the entrance to the mine itself go nw over the rocks right there, there is a small (ish) clear area, where the way out would be down mountain to the n, w to sw to to Lost Valley Redoubt, or over the rocks to the mine. probably have to add a marker so it would know where to drop if using this one.
Monoman1 Posted June 3, 2022 Author Posted June 3, 2022 (edited) 13 hours ago, Monoman1 said: I was able to pull the base item from the story manager so a scale with value is a possibility it looks like. So here's something interesting. It's funny sometimes when you start looking into how things work you find out just how... inadequate they are: Because of how the story event is fired, hired thugs are never sent when stealing items from a container. Only objects taken from the world count or pickpocketing. I'd like to see if I could change that but it's getting into complicated territory where I need to determine if the item was actually stolen -> who you took the item from, what your relationship rank is with them and what value threshold you can take without stealing at that rank.... :S Here's a question: Should friends, confidants, allies or lovers send thugs....? I'm thinking no...? But I'm not exactly intimately familiar with relationship ranks. It seems many in skyrim can become your friend. 7 hours ago, valcon767 said: if you are still looking for suggestions for drop points, a couple of possibilities are Thanks. Unfortunately (for me) it seems I've gone a bit overboard on it. It's now shaping up to be a json system where each json in a folder is a dumping scenario that can configure: Where you're sent What items to place around you. The chance of placing them. The distance they can be placed at. Devices to be removed Devices to be added Statics to be enabled (tents/campfires etc) Honestly I don't know how useful it'll be to users as it requires an object to be moved to. Ideally a marker (which would require an esp) but I suppose it could also be an existing object like a bush or something. Enabling statics would also require an esp. Edited June 3, 2022 by Monoman1
Hex Bolt Posted June 3, 2022 Posted June 3, 2022 7 hours ago, Monoman1 said: Because of how the story event is fired, hired thugs are never sent when stealing items from a container. Probably the devs couldn't figure out if an item from a container is stolen, and maybe not worth the trouble of going down that windy road yourself. But if you do base it on relationship, then as you noted, "friend" status has little meaning if you can do a fetch quest and get paid for it, and now you're friends. Higher ranks are harder to achieve (outside of followers, but then they're probably scheming to do much worse things to you).
Monoman1 Posted June 3, 2022 Author Posted June 3, 2022 (edited) 1 hour ago, HexBolt8 said: Probably the devs couldn't figure out if an item from a container is stolen, and maybe not worth the trouble of going down that windy road yourself. But if you do base it on relationship, then as you noted, "friend" status has little meaning if you can do a fetch quest and get paid for it, and now you're friends. Higher ranks are harder to achieve (outside of followers, but then they're probably scheming to do much worse things to you). It's actually looking kind of promising (I'm surprised)... We have an owner of the container. I've even begun counting up the number of items stolen from the owner and the total value. Might be a useful metric to send thugs... It won't catch absolutely everything you steal because there's a brief moment while the quest starts up, processes the event and shuts down again where you can steal something without it being caught. But it certainly seems better than before... Only thing I'm worried about now is other mods. I've noticed sanguines debauchery makes some edits to the vanilla quest. And deviously vanilla (though I think that mod is gone?). There are probably others... Edit: Have noticed another massive hole: faction owners aren't covered. So like anything in warmaidens, anything in the main dragonsreach cell. Works in jarls quarters in whiterun alright. Though, hilariously, everything there is owned by Gerda LOL. Think I'll just have to forget about perfection and roll with it. Edited June 3, 2022 by Monoman1
Hex Bolt Posted June 3, 2022 Posted June 3, 2022 1 hour ago, Monoman1 said: faction owners aren't covered. If it helps, here's my container ownership function from Lola. Spoiler ; Check player ownership of a container Bool Function PlayerOwnsContainer(ObjectReference srcContainer) ActorBase actorOwner = srcContainer.GetActorOwner() if actorOwner && (actorOwner == PlayerRef.GetActorBase()) return true endif Faction factionOwner = srcContainer.GetFactionOwner() if factionOwner if factionOwner == PlayerFaction return true elseif PlayerRef.IsInFaction(factionOwner) return true endif return false endif ; If the srcContainer doesn't have an explicit owner, check the parent cell's owner actorOwner = srcContainer.GetParentCell().GetActorOwner() if actorOwner && (actorOwner == PlayerRef.GetActorBase()) return true endif factionOwner = srcContainer.GetParentCell().GetFactionOwner() if factionOwner && (factionOwner == PlayerFaction) return true endif ; Hunterborn caches and SLUTS Escrow chests belong to the player string containerName = srcContainer.GetBaseObject().GetName() if (containerName == "Hunter's Cache") || (containerName == "Escrow Chest") || (containerName == "S.L.U.T.S. Escrow") return true endif return false EndFunction 1 hour ago, Monoman1 said: I've noticed sanguines debauchery makes some edits to the vanilla quest. And deviously vanilla (though I think that mod is gone?). Sadly, Deviously Vanilla is gone. However, its changes to make the quest repeatable shouldn't conflict with yours, I'd guess, though changes to what the thugs do would be different (maybe a toggle, so that stealing detected here could trigger Thugs and let other mods handle the outcome?).
jfraser Posted June 4, 2022 Posted June 4, 2022 Possibly dumb question but I bought a whore license in Windhelm. The guy was very specific saying to show it to the gate guard. No one near the gate seems intent on reading it, though - there are no dialogue choices for it. What am I missing?
Monoman1 Posted June 4, 2022 Author Posted June 4, 2022 (edited) 13 hours ago, HexBolt8 said: helps, here's my container ownership function from Unfortunately the event doesn't fire at all under these circumstances I'd have to go down the 'always on' OnItemAdded path to cover it. Not sure i want to do that. Its probably fine. You're not really going to be aware if an object has a direct owner or only a faction owner so you'll still clench your butt stealing stuff 1 hour ago, jfraser said: Possibly dumb question but I bought a whore license in Windhelm. The guy was very specific saying to show it to the gate guard. No one near the gate seems intent on reading it, though - there are no dialogue choices for it. What am I missing? They always say that ? nothing to see here. Edited June 4, 2022 by Monoman1 1
jfraser Posted June 4, 2022 Posted June 4, 2022 11 hours ago, Monoman1 said: They always say that ? nothing to see here. Haha! Well, then perhaps the “I don’t have the proper paperwork but perhaps we can make a deal” dialogue should go away when we have the proper paperwork?
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