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Posted
5 minutes ago, Bane Master said:

Could you use the Story Manager Crime Gold event?

 

  Reveal hidden contents

 

I don't think so because with thugs it doesn't matter if you actually get caught or not. 

 I guess its the npc noticing that all their stuff is gone after you paid them a visit. Which I think is fine. Getting caught probably means prison anyway. 

 

I think I'll just leave it. You're not going to know in game whether something belongs to a faction or not. But I'll bet people will come in and say: I stole everything in X and nothing happened blah blah...

Posted
On 5/31/2022 at 12:55 PM, Monoman1 said:

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. 

Confirmed. Have fixed. 

For now just drop any items of count > 1 before break down.

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 :D

You know me and my OCD...

 

It seems that if you have removed the bondage paw mittens before the kennel keeper tries to remove them, this breaks DAR animations involving hands. Does not fix itself if you manually re-equip that DD item and remove normally, or if you revisit the kennel and have the new DD items removed normally. 

Posted
5 hours ago, Monoman1 said:

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...

 

Ah. I see what you mean. I was thinking contextually, that that line of dialogue was only for whoring, but now I understand it's there for purchasing unlicensed stuff.  You're right, without adding a separate line for each illicit thing you might want to do (which would be cumbersome), there isn't a good way to do that. 

Posted (edited)

Game is currently crashing whenever I leave the riverwood inn. NetScriptFramework is pointing the finger at SS:
 

Possible relevant objects (2)
{
  [   1]    TESNPC(Name: `Enforcer`, FormId: 2E058C79, File: `SL Survival.esp`)
  [   1]    Character(FormId: 2E058C7E, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 2E058C79, File: `SL Survival.esp`))
}

Probable callstack
{
  [0]   0x7FF66A92FFE3     (SkyrimSE.exe+21FFE3)          TESObjectREFR::unk_21FFB0+33
  [1]   0x7FF66B0A0F9F     (SkyrimSE.exe+990F9F)          SkyrimScript::anonymous_namespace::EnableFunctor::Func1_990E50+14F
  [2]   0x7FF66B041567     (SkyrimSE.exe+931567)          SkyrimVM::unk_931470+F7
  [3]   0x7FF66B032C5F     (SkyrimSE.exe+922C5F)          SkyrimVM::unk_922BA0+BF
  [4]   0x7FF66AD506F8     (SkyrimSE.exe+6406F8)          unk_6406D0+28
  [5]   0x7FF66AD50E79     (SkyrimSE.exe+640E79)          Job_Post_process_640DB0+C9
  [6]   0x7FF66B342A81     (SkyrimSE.exe+C32A81)          JobList::Process_C329B0+D1
  [7]   0x7FF66B344C48     (SkyrimSE.exe+C34C48)          BSJobs::JobThread::Func1_C34930+318
  [8]   0x7FF66B31D6BD     (SkyrimSE.exe+C0D6BD)          StartAddress_0_C0D680+3D
  [9]   0x7FFB216C54E0     (KERNEL32.DLL+154E0)           
  [10]  0x7FFB22B0485B     (ntdll.dll+485B)               
}

I have Settlements Exapnded mod - can't remember if that makes any changes to Riverwood. And I have Notice Boards SE, which add a couple notice boards outside the riverwood inn. Could have something to do with it.

Edited by 2generic
Posted
1 hour ago, 2generic said:

Game is currently crashing whenever I leave the riverwood inn. NetScriptFramework is pointing the finger at SS:

What version of SLS are you using? There was (is?) a known bug with enforcers causing CTDs on SE, but Monoman put in a potential fix for it in 0.671.

Posted (edited)
2 hours ago, 2generic said:

Game is currently crashing whenever I leave the riverwood inn. NetScriptFramework is pointing the finger at SS:
 

Possible relevant objects (2)
{
  [   1]    TESNPC(Name: `Enforcer`, FormId: 2E058C79, File: `SL Survival.esp`)
  [   1]    Character(FormId: 2E058C7E, File: `SL Survival.esp`, BaseForm: TESNPC(Name: `Enforcer`, FormId: 2E058C79, File: `SL Survival.esp`))
}

Probable callstack
{
  [0]   0x7FF66A92FFE3     (SkyrimSE.exe+21FFE3)          TESObjectREFR::unk_21FFB0+33
  [1]   0x7FF66B0A0F9F     (SkyrimSE.exe+990F9F)          SkyrimScript::anonymous_namespace::EnableFunctor::Func1_990E50+14F
  [2]   0x7FF66B041567     (SkyrimSE.exe+931567)          SkyrimVM::unk_931470+F7
  [3]   0x7FF66B032C5F     (SkyrimSE.exe+922C5F)          SkyrimVM::unk_922BA0+BF
  [4]   0x7FF66AD506F8     (SkyrimSE.exe+6406F8)          unk_6406D0+28
  [5]   0x7FF66AD50E79     (SkyrimSE.exe+640E79)          Job_Post_process_640DB0+C9
  [6]   0x7FF66B342A81     (SkyrimSE.exe+C32A81)          JobList::Process_C329B0+D1
  [7]   0x7FF66B344C48     (SkyrimSE.exe+C34C48)          BSJobs::JobThread::Func1_C34930+318
  [8]   0x7FF66B31D6BD     (SkyrimSE.exe+C0D6BD)          StartAddress_0_C0D680+3D
  [9]   0x7FFB216C54E0     (KERNEL32.DLL+154E0)           
  [10]  0x7FFB22B0485B     (ntdll.dll+485B)               
}

I have Settlements Exapnded mod - can't remember if that makes any changes to Riverwood. And I have Notice Boards SE, which add a couple notice boards outside the riverwood inn. Could have something to do with it.

 

Maybe is patched already in the BETA. Currently at 0.685

Spoiler

- Hopefully fixed a bug where you'd run passed the toll guards avoiding licence inspection but get caught and processed by a guard enforcers later but the toll guard would still continue to try to force greet.
- Fixed a bug in LocTrackCentral which meant that several functions were being fired far more often than expected around towns. Especially around Riverwood where it appears the location was poorly divided into different locations awkwardly. I suspect this is responsible for the enforcer randomization CTDs in SE (though it's still unclear why LE was ok and SE wasn't). And was probably placing extra unecessary script load around towns. Have confirmed now that function calls are only made one time when entering a jurisdiction (Riverwood exteriors, riverwood trader, sleeping giant etc are all one jurisdiction). So should have drastically reduced load.
- Fixed: 69 animations may not have been firing spit/swallow choice.
- Fixed: Enforcers had pursuit dialogue available in normal dialogue (...).

Latest BETA in a link in these pages: SLS Beta LESLS Beta SE

 

- SLS now REQUIRES PO3 Papyrus Extender:

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

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

 

It also requires UIextensions LE or SE  (All-in-One Hotkey)

 

 

 

Edited by safado
Posted
On 6/4/2022 at 2:33 AM, 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?

 

I can see why you would think that since he was so very insistent, but that statement was just for flavor; you shouldn't have to talk to them.

Posted
11 hours ago, safado said:

 

Maybe is patched already in the BETA. Currently at 0.685

  Reveal hidden contents

- Hopefully fixed a bug where you'd run passed the toll guards avoiding licence inspection but get caught and processed by a guard enforcers later but the toll guard would still continue to try to force greet.
- Fixed a bug in LocTrackCentral which meant that several functions were being fired far more often than expected around towns. Especially around Riverwood where it appears the location was poorly divided into different locations awkwardly. I suspect this is responsible for the enforcer randomization CTDs in SE (though it's still unclear why LE was ok and SE wasn't). And was probably placing extra unecessary script load around towns. Have confirmed now that function calls are only made one time when entering a jurisdiction (Riverwood exteriors, riverwood trader, sleeping giant etc are all one jurisdiction). So should have drastically reduced load.
- Fixed: 69 animations may not have been firing spit/swallow choice.
- Fixed: Enforcers had pursuit dialogue available in normal dialogue (...).

Latest BETA in a link in these pages: SLS Beta LESLS Beta SE

 

- SLS now REQUIRES PO3 Papyrus Extender:

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

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

 

It also requires UIextensions LE or SE  (All-in-One Hotkey)

 

 

 

I downloaded the PO3 script extender and the newest version of SLS and have had no more crashes ?

Posted
11 hours ago, Envy20 said:

Is SLS compatible with beyond Skyrim Bruma mod?

I wouldn't think it's incompatible. 

But how far it is compatible IDK. 

 

Obviously, there would be no enforcers for new areas. And I'm not sure guard enforcers would work either. 

4 hours ago, Suke23 said:

Hey Monomon do you think it's possible in the future to use a animation/stagger type fall similar to this? (This is in regard to steepfall)

https://www.nexusmods.com/skyrimspecialedition/mods/68696

It wouldn't require faster get up animations and the player can recover much faster not to mention good looking fall animations!

I don't think it'd work. 

That's a lovely, perfectly flat surface that video is on. I'd like to see it on much more unlevel ground or cliff edges. 

I'd also suspect there'd be no fall damage. 

Posted
On 5/14/2022 at 10:25 AM, Monoman1 said:

From SLS I think it's only the inflate potion. There's a tiny bit of belly scaling based on (RND/iNeed) fullness but not enough to be of any consequence really.

I'm having an issue where the SLS Inflate value is going up even though nothing should be causing it to. New game, starting from the LAL prison.

  • Growth Weight Gain is set to 0.00
  • Needs - Belly Scaling is toggled off (and Base Scale is set to 0.0)
  • Jiggles and Jiggles Visual Effects are toggled on - but those just respond to SLIF values, right? they don't cause values to increase?
  • As someone mentioned earlier, the Swallowing Cum Inflates Belly is toggled on but is greyed out so it can't be toggled off

Even with those settings, if I just wait a handful of hours, my character grows towards the SLIF Max settings - even though nothing is affecting my character. Is there a setting that I'm missing?

Posted
1 hour ago, tookachinchilla said:

I'm having an issue where the SLS Inflate value is going up even though nothing should be causing it to. New game, starting from the LAL prison.

  • Growth Weight Gain is set to 0.00
  • Needs - Belly Scaling is toggled off (and Base Scale is set to 0.0)
  • Jiggles and Jiggles Visual Effects are toggled on - but those just respond to SLIF values, right? they don't cause values to increase?
  • As someone mentioned earlier, the Swallowing Cum Inflates Belly is toggled on but is greyed out so it can't be toggled off

Even with those settings, if I just wait a handful of hours, my character grows towards the SLIF Max settings - even though nothing is affecting my character. Is there a setting that I'm missing?

Did you turn off inflate potion in the toll and sex menu?

Posted (edited)
21 hours ago, Envy20 said:

Is SLS compatible with beyond Skyrim Bruma mod?

I have both and have not experienced any problems (but I admittedly haven't spent much time in Bruma). It definitely won't crash your game.

 

Edited: I now recall quite clearly that at least the curfew rule is consistently not being enforced in Bruma, even if you play with guard enforcers. So rule enforcement will probably not work in these new areas.

 

Edit 2: ...but that might be load order related. Bruma loads after SLS in my game. Maybe SLS might also impact the guards in Bruma if Bruma loads first? I don't know, as mentioned I never spent much time in Bruma or cared too much about that mod.

Edited by BYJE137
Adding details
Posted
43 minutes ago, Monoman1 said:

Did you turn off inflate potion in the toll and sex menu?

I didn't toggle them off. But my character also didn't consume any - so I'm not sure where the growth is coming from.

Posted
10 hours ago, Monoman1 said:

I wouldn't think it's incompatible. 

But how far it is compatible IDK. 

 

Obviously, there would be no enforcers for new areas. And I'm not sure guard enforcers would work either. 

I don't think it'd work. 

That's a lovely, perfectly flat surface that video is on. I'd like to see it on much more unlevel ground or cliff edges. 

I'd also suspect there'd be no fall damage. 

I'd have to record some gifs to show you how it preforms on non flat surfaces. As far as I know though it works great visually on all surfaces looks pretty natural. You are however correct about the fall damage it just replaces the stagger animation at the moment but if I remember correctly sexlab disparity falling allowed fall damage with their custom animations. I just can't tell you how practical it is to implement.

Posted

I have an issue with enforcers not forcegreeting at all. For enforcers in towns there are two dialogue options that say "..." and if I select those then they say lines that would indicate they want to stop the player but nothing happens. Gate guards in towns have no option like that. I have licenses and tolls enabled. Is there a way to reset the forcegreet AI?

 

Been using Survival for a long time this is the first time I've seen this issue.

 

Some things I've done: for town enforcers I can get them to forcegreet by setting _sls_lictownviolation to 1 and restarting the _sls_licencequest. However, toll gate guards still do not force greet. I can force them to force greet by doing stop and start on _sls_licencequest and then stop and start on _sls_licenceforcegreetquest, however this just does the initial guard intro force greet and after that they go back to being non-reactive to my character.

One thing I have noticed is that ocassionally if I save right next to a gate guard and reload, sometimes for no reason they guard will forcegreet. but this is a rare occurrence. dhlpsuspend does nothing to solve it setting it to 0 or 1 or from 1 to 0 doesnt matter

Posted

@Monoman1 Is the Whiterun, Dawnguard, Solitude etc for the Cities or is it the holds? If it's the holds does that mean, we can have custom locations as long as they are in those holds of Skyrim?

Posted
16 hours ago, BYJE137 said:

Edit 2: ...but that might be load order related.

Probably not. I don't think the scan for guard enforcers is always on. It's on only in certain locations. To save CPU

15 hours ago, tookachinchilla said:

I didn't toggle them off. But my character also didn't consume any - so I'm not sure where the growth is coming from.

Have you checked the slif mcm that values are in fact being modified by sls and not something else?

14 hours ago, Suke23 said:

I just can't tell you how practical it is to implement.

No disrespect but it's such a minor improvement and I've got way too much on my plate atm. 

Maybe later when things calm down. 

13 hours ago, glock88 said:

I have an issue with enforcers not forcegreeting at all

_SLS_LicTownViolation is the main variable for approach. Should be > 0 for approach. 

 

There are other conditions like player/subject not in scene. Not in combat. Other vars to check

_SLS_DhlpSuspend == 0

_SLS_PlayerIsAiDriven == 0

 

It's probably not a good idea to stop/start quests willy-nilly unless you know what you're doing. This will reset the script variables...

13 hours ago, glock88 said:

For enforcers in towns there are two dialogue options that say "..."

I think that's just a bug in older versions - open dialogue condition. 

Posted
12 hours ago, Leoosp said:

@Monoman1 Is the Whiterun, Dawnguard, Solitude etc for the Cities or is it the holds? If it's the holds does that mean, we can have custom locations as long as they are in those holds of Skyrim?

I don't understand. What is this in regards to?

Posted (edited)

Having looked more into the story manager node event for thieving not working under certain circumstances, it's clear that it's nothing to do with faction owners. I now have no fucking idea what the pattern is: 

 

Belethors place: Works every time. On every item. Regardless if anyone sees you or not. 

Warmaidens: Works sometimes, IF Ulfberth sees you take the item. 

 

These patterns are repeated across lots of different cells but I've no idea what the difference is. 

Arcadias/Jarls quarters is like belethors. 

Whiterun stables is like warmaidens. 

 

:S

 

Edited by Monoman1
Posted (edited)
35 minutes ago, Monoman1 said:

I don't understand. What is this in regards to?

 

Where you can in settings and/or in a JSON file register the current location (or a specified location) from a modification. As part of one of the above locations.

 

I'm asking whether those locations are for the cities themselves or are they for the holds?

Edited by Leoosp
Posted (edited)

@Monoman1 Anyway by the way there's a bug in the license, enforcement and/or curse application system as it is applying them to male followers. Which seems to be against the purpose of this modification, doesn't it?

 

I can tell this by it applying the curse tattoos to male followers, as well as stripping them of all of their items. Even if it's supposed to remove player supplied contraband items, which haven't been licensed it's removing all items, and complaining of unlicensed items even when there's nothing but native male follower items.

 

It's doing this when the license enforcement has been set to "Party Wide", that way to catch any female followers in the party. What it's supposed to do, is when set to that is skip all male followers from this, then apply to female player characters and female followers (or companions).

Edited by Leoosp
Posted
29 minutes ago, Leoosp said:

 

Where you can in settings and/or in a JSON file register the current location (or a specified location) from a modification. As part of one of the above locations.

 

I'm asking whether those locations are for the cities themselves or are they for the holds?

Adding locations via the menu AFAIR is to do with tolls. Where entering a mod added location within a city would flag you as having left the city. 

26 minutes ago, Leoosp said:

Anyway by the way there's a bug in the license, enforcement and/or curse application system as it is applying them to male followers. Which seems to be against the purpose of this modification, doesn't it?

Not sure there is any intended difference between male and female followers for the simple reason that you can access their inventory and take whatever you like from them...

Posted (edited)

@Monoman1 So that is a possibility but at the same time, how to handle it better when they haven't been touched and have all of their native starting items removed right away. This even happens to followers (escorts) assigned by SexLab Survival itself. Removing all items, I have had male followers from modifications (and vanilla) stripped of their, items which they were created to have starting with natively. Leaving nothing, even if it is supposed to only remove player supplied items it isn't.

 

The trick to dealing with this is when players set this up if a fresh new game at the start, is to keep a record of possible followers and their native items from before being hired. So that it can skip those items from the enforcement.

Edited by Leoosp

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