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Posted (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 :P

Edited by Monoman1
Posted

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.

Posted
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.

Posted
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.

Posted
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

Posted (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 :P

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

image.jpeg

 

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 by Monoman1
Posted
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?

Posted
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. 

Posted

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...

Posted
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).

Posted
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?

Posted (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 by Monoman1
Posted

#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.

 

Posted (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 by Monoman1
Posted
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).

Posted (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)...

 

image.jpeg

 

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 by Monoman1
Posted
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?).

Posted

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?

Posted (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 by Monoman1
Posted
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? ;)

Posted

Your mod is always good for a new bug.

This time Lydia became that cum over breasts and face while pc looking at her during daydreaming. Thats normal., But it is not normal that the cum is not going away.  if deleting the survival. esp, if deleting the texture survival oral.dds or deinstalling the complete survival mod, Lydias skin turns blue.

Before reinstalling the complete game (without survival for sure) i ask you for turning Lydias skin normal.

Posted
15 hours ago, jfraser said:

I don’t have the proper paperwork but perhaps we can make a deal” dialogue should go away when we have the proper paperwork?

General merchants sell weapons/armors/bikinis/magic stuff/other stuff. 

What conditions should be set on the dialogue? Because I haven't got a clue...

Posted (edited)
On 6/4/2022 at 8:50 AM, Monoman1 said:

 

I'd have to go down the 'always on' OnItemAdded path to cover it. Not sure i want to do that. 

Could you use the Story Manager Crime Gold event?

 

Spoiler

Crime Gold Event

 

Event triggered whenever the player acquires Crime Gold (by committing a violent or non-violent crime).

 

Event Data


Criminal:          Actor that is committing the crime (usually the player)
Victim:             Actor that the crime is committed against.
CrimeFaction:  The crime faction that is reporting the crime.
GoldValue:       The amount of crime gold generated.

iCrimeType:      The type of Crime committed:

0 - Steal
1 - Pickpocket
2 - Trespass
3 - Assault
4 - Murder
5 - Escape from Jail
6 - Werewolf

 

Edited by Bane Master

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