Karkhel Posted October 12, 2022 Posted October 12, 2022 (edited) 44 minutes ago, Vaccinated Alligator said: I use Prison Overhaul Patched with no issues (for now), seems that the latest update fixed the random crash issue on Special Edition. DCL prison is somewhat boring if you get arrested. Oh I use LE but I honestly didn't notice it was updated not that long ago, I used it a while ago and issues weren't crashes just kinda giving up to do anything while I was imprisoned. But thanks for making me realize it had a patch, I actually try to keep up with overall updates but I must've read first part and assumed it was another Modular Prison patch without looking at the author. Will give it another go. Edited October 12, 2022 by Karkhel
drunken toad Posted October 12, 2022 Posted October 12, 2022 15 hours ago, Monoman1 said: Same thing. Except arcadias this time. + Rag doll protection - No grabbing while rag dolled (which usually ends up looking really wrong and being stuck). Chaser now waits for you to get up. This looks awesome, nice work.
alaria53 Posted October 12, 2022 Posted October 12, 2022 Is there a way to add the Bikini keyword to vanilla armors? I have the standard TAWoBA mod (https://www.nexusmods.com/skyrimspecialedition/mods/9547) and the license system works just fine. However I don't like that is it a modular system. I have the TAWoBA replacer version: https://www.nexusmods.com/skyrimspecialedition/mods/40015 and CT77's Armor Replacer: https://www.nexusmods.com/skyrimspecialedition/mods/22168 I tested and I was able to add the keyword to the Nocturnal armor added in the CT77 mod following Monoman1's guide on the first page, but it doesn't seem applicable for trying to add to standard things like basic leather or iron armor, (or any enchanted versions if that matters).
Karkhel Posted October 12, 2022 Posted October 12, 2022 (edited) 7 hours ago, alaria53 said: Is there a way to add the Bikini keyword to vanilla armors? I have the standard TAWoBA mod (https://www.nexusmods.com/skyrimspecialedition/mods/9547) and the license system works just fine. However I don't like that is it a modular system. I have the TAWoBA replacer version: https://www.nexusmods.com/skyrimspecialedition/mods/40015 and CT77's Armor Replacer: https://www.nexusmods.com/skyrimspecialedition/mods/22168 I tested and I was able to add the keyword to the Nocturnal armor added in the CT77 mod following Monoman1's guide on the first page, but it doesn't seem applicable for trying to add to standard things like basic leather or iron armor, (or any enchanted versions if that matters). Actually was stumped at that part at some point, that was because I had no idea how to do my own patches for mods. If my explanation is not that useful just search for how to make your own compatibility patches for mods or something, should be able to find decent guide then. This is also honesly very useful skill to have in modding your game, so maybe just look up a proffesional guide instead of reading my ramblings, for example you can make any mod compatible with RND very easily. Load up stuff in tes5edit, find vanilla armors like you would like to patch you can ctrl + click to keep adding them and or also use shift + click to keep adding whole rows, and once you selected stuff you wanna edit right click and choose 'Copy as override into...' and either pick new file at the end of the line or add it to some other patch (don't copy it over to another regular mod) you already have (for example I'm mostly using food price esp that SL survival page has guide for, so I add them there, and in that patch you created or added stuff to you can start adding keywords or whatever you want, just make sure its placed below stuff it's meant to override, and copy over stuff that replacer mods changes as well ( you can drag and drop stuff, makes stuff way easier). ! Last but not least make sure you don't have blank stuff where magical effects are meant to be or something or it can cause crashes (like broken magical effects that link to nothing, not sure how I got those in the first place when I was first making patches for the first time but if you find anything like that just fix it by drag and drop replacing). Edited October 12, 2022 by Karkhel 1
kapibar Posted October 13, 2022 Posted October 13, 2022 (edited) @Monoman1 I just noticed there's a conflict between SLS and Simple Slavery. SS recently added a safe to keep sold slave's gear. Which is of course a stash and it's not an exception in SLS by default. Actually you can't even add this stash as an exception because it's a proxy. Player would (I think) have to coc to SSLV_HoldingCell and manually add the container to the exception list. Not very immersive ?. Edited October 13, 2022 by kapibar
naberyll Posted October 13, 2022 Posted October 13, 2022 Hi all, how does one get a map and compass? can't seem to find..
kapibar Posted October 13, 2022 Posted October 13, 2022 9 minutes ago, naberyll said: Hi all, how does one get a map and compass? can't seem to find.. It should be available at general store (like Belethor's General Goods in Whiterun).
Karkhel Posted October 13, 2022 Posted October 13, 2022 It's not guaranteed to be stocked at a merchant, really cool feature, too bad some modded quests are not exactly made with compass-less navigation in mind.
Monoman1 Posted October 13, 2022 Author Posted October 13, 2022 (edited) 5 hours ago, kapibar said: @Monoman1 I just noticed there's a conflict between SLS and Simple Slavery. SS recently added a safe to keep sold slave's gear. Which is of course a stash and it's not an exception in SLS by default. Actually you can't even add this stash as an exception because it's a proxy. Player would (I think) have to coc to SSLV_HoldingCell and manually add the container to the exception list. Not very immersive ?. Sure it's SLS? Proxy containers shouldn't enter the stash system. And I'm fairly sure it works ok (because convenient horses). Container needs to be under the crosshairs when it's opened for it to be considered a valid target for stash stealing. On 10/11/2022 at 7:49 PM, AuroraStar said: I've tried dropping the bikini license and picking it back up several times. magic_silence_collar.dds is still not being applied. Sorry I think I've misunderstood this. Holding a bikini licence = blue/green chain tats around the wrists/ankles and a couple of runes on the center of the chest. (body overlay) Getting caught without a magic licence = purple runes around the neck. (Face overlay) They kind of work the opposite of each other. By default the magic curse (purple runes around the neck) should come with a cursed devious device. I don't see any collar in the pic. Note, a lot of the time the tat is obscured underneath the DD collar. Unless you have changed the magic licence settings to not require use a DD collar I think things are ok...? Edited October 13, 2022 by Monoman1
kapibar Posted October 13, 2022 Posted October 13, 2022 26 minutes ago, Monoman1 said: Sure it's SLS? Proxy containers shouldn't enter the stash system. And I'm fairly sure it works ok (because convenient horses). Container needs to be under the crosshairs when it's opened for it to be considered a valid target for stash stealing. Pretty sure, every NPC in the auction hall had some of my shit. Also, nothing was taken after the first auction, the stash was open for business only after I recovered my crap. Honestly, I have no clue how the SS++ stash works, but you might want to take a look at it.
alaria53 Posted October 13, 2022 Posted October 13, 2022 @Karkhel It worked! I created a custom TaggedArmors esp to contain all of the vanilla armors I want to have the Bikini tag, and I was able to move them to it. I could even quit and come back later to add more. And adding the tag to the base armor seems to extend it to any enchanted versions. Your instructions were perfect, thank you very much! It's funny how helpful and nice people on this site can be, over even the most degenerate things. 1
Monoman1 Posted October 13, 2022 Author Posted October 13, 2022 25 minutes ago, kapibar said: Pretty sure, every NPC in the auction hall had some of my shit. Also, nothing was taken after the first auction, the stash was open for business only after I recovered my crap. Honestly, I have no clue how the SS++ stash works, but you might want to take a look at it. Doesn't look like a proxy container.
blankusernn Posted October 13, 2022 Posted October 13, 2022 Is there any chance you could add an alternate calculation method for combat dismemberment? I was thinking a system based on single-hit damage as a percentage of max health would be better, since that way there's a more stable chance of it happening rather than it being almost certain at the start and impossible once you get decent armor.
kapibar Posted October 13, 2022 Posted October 13, 2022 1 hour ago, Monoman1 said: Doesn't look like a proxy container. Ah, sorry, memory malfunction. I was under the impression that the main container is the one in the holding cell, but HexBolt8's notes clearly state that the container in the holding cell is a backup.
naberyll Posted October 13, 2022 Posted October 13, 2022 7 hours ago, kapibar said: It should be available at general store (like Belethor's General Goods in Whiterun). Thanks! Will check Also I am seeing I need heels as part of the bikini armor license... my stamina is contantly drained for using the regular boots. Are heels a part of the bikini armors? How do I find/craft/get ?
Monoman1 Posted October 13, 2022 Author Posted October 13, 2022 (edited) 10 minutes ago, naberyll said: Thanks! Will check Also I am seeing I need heels as part of the bikini armor license... my stamina is contantly drained for using the regular boots. Are heels a part of the bikini armors? How do I find/craft/get ? Most TAWoBA boots aren't heels so you'll either need to source heels from somewhere else or just disable the option. 36 minutes ago, kapibar said: Ah, sorry, memory malfunction. I was under the impression that the main container is the one in the holding cell, but HexBolt8's notes clearly state that the container in the holding cell is a backup. I've added that strong box as an exception. But obviously until the update you'll have to manage it yourself. Pinging @HexBolt8 as FYI. 1 hour ago, blankusernn said: Is there any chance you could add an alternate calculation method for combat dismemberment? I was thinking a system based on single-hit damage as a percentage of max health would be better, since that way there's a more stable chance of it happening rather than it being almost certain at the start and impossible once you get decent armor. You mean like as health drops chance increases? Edited October 13, 2022 by Monoman1
blankusernn Posted October 13, 2022 Posted October 13, 2022 23 minutes ago, Monoman1 said: You mean like as health drops chance increases? By percentage of max health, I meant that a single, high damage hit should have its chance determined by how much damage that is as a percentage of your max health. I.e. if you have 100 max health and something hits you for 40 damage, that should have a chance to dismember, say 20% (thinking off the top of my head for the numbers there). Whereas if it hits you for 80 damage, it could have a 40% chance to dismember or something like that. Calculating it off of a percentage of max health would mean that it would scale similarly as you level up. So if you had 200 max health, then taking 80 damage or 160 damage could would have a 20% chance and 40% chance respectively, same as the prior example.
Hex Bolt Posted October 13, 2022 Posted October 13, 2022 (edited) 1 hour ago, Monoman1 said: I've added that strong box as an exception. But obviously until the update you'll have to manage it yourself. The ownership of the strongbox in the slave market (and the backup chest in the holding cell) is Player [NPC_:00000007]. The holding cell has no doors and no NPCs, basically a pocket universe accessible only via the console. I'm not sure if these conditions exclude the containers as Survival stashes. I replied in the SS++ support topic that players might just have to choose which optional feature to enable if they conflict, though the upcoming change to Survival to except the slave market strongbox will resolve the problem, since the holding cell is just a backup*. *Edit: Regarding the backup chest (not the strongbox), I think it's fine for SL Survival to treat it as a stash: Spoiler The backup chest works like the Windows Wastebasket. Deleted player gear goes there for emergency recovery. It's only used if a player opts in to SS++ gear removal (on enslavement, player inventory goes into the strongbox) and gets enslaved again before recovering the stuff in the strongbox from the previous enslavement. (If the strongbox still has player items from the previous enslavement, they are "deleted" by transferring them to the backup chest.) It shouldn't be a common happening. As I understand it, SL Survival only tracks containers that the player has accessed. So, to lose items from the backup chest means that the player got re-enslaved before recovering stuff from the strongbox (uncommon), and later removed items from the backup chest. For that to be a problem, a player would have to need to do emergency item recovery at least twice in a game. That suggests that the player is using the containers as item storage, so it's appropriate to view them as stashes. The strongbox should be an exception, since players can get certainly get enslaved more than once, but a player shouldn't normally need to use the backup chest more than once (if ever). In short, the upcoming change in Survival to exclude the strongbox resolves any reasonable conflict. Edited October 13, 2022 by HexBolt8
Monoman1 Posted October 13, 2022 Author Posted October 13, 2022 57 minutes ago, HexBolt8 said: The ownership of the strongbox in the slave market (and the backup chest in the holding cell) is Player [NPC_:00000007]. The holding cell has no doors and no NPCs, basically a pocket universe accessible only via the console. I'm not sure if these conditions exclude the containers as Survival stashes. I replied in the SS++ support topic that players might just have to choose which optional feature to enable if they conflict, though the upcoming change to Survival to except the slave market strongbox will resolve the problem, since the holding cell is just a backup*. *Edit: Regarding the backup chest (not the strongbox), I think it's fine for SL Survival to treat it as a stash: Reveal hidden contents The backup chest works like the Windows Wastebasket. Deleted player gear goes there for emergency recovery. It's only used if a player opts in to SS++ gear removal (on enslavement, player inventory goes into the strongbox) and gets enslaved again before recovering the stuff in the strongbox from the previous enslavement. (If the strongbox still has player items from the previous enslavement, they are "deleted" by transferring them to the backup chest.) It shouldn't be a common happening. As I understand it, SL Survival only tracks containers that the player has accessed. So, to lose items from the backup chest means that the player got re-enslaved before recovering stuff from the strongbox (uncommon), and later removed items from the backup chest. For that to be a problem, a player would have to need to do emergency item recovery at least twice in a game. That suggests that the player is using the containers as item storage, so it's appropriate to view them as stashes. The strongbox should be an exception, since players can get certainly get enslaved more than once, but a player shouldn't normally need to use the backup chest more than once (if ever). In short, the upcoming change in Survival to exclude the strongbox resolves any reasonable conflict. I'll add both. There's no real cost involved.
kapibar Posted October 13, 2022 Posted October 13, 2022 2 hours ago, Monoman1 said: Most TAWoBA boots aren't heels so you'll either need to source heels from somewhere else or just disable the option. Doesn't the SLA Redux outfit function cover this?
Monoman1 Posted October 13, 2022 Author Posted October 13, 2022 10 minutes ago, kapibar said: Doesn't the SLA Redux outfit function cover this? SLA outfit function? I don't follow.
kapibar Posted October 13, 2022 Posted October 13, 2022 Just now, Monoman1 said: SLA outfit function? I don't follow. Current Equipment in SLA MCM I think. Can't check ATM. Anyway, Redux has a function that allows player to define "sluttiness" of current outfit (if it's a bikini, naked, slutty...). It also has a setting for high heels. I vaguely remember using those settings to avoid the bikini curse.
Monoman1 Posted October 13, 2022 Author Posted October 13, 2022 6 minutes ago, kapibar said: Current Equipment in SLA MCM I think. Can't check ATM. Anyway, Redux has a function that allows player to define "sluttiness" of current outfit (if it's a bikini, naked, slutty...). It also has a setting for high heels. I vaguely remember using those settings to avoid the bikini curse. Yes I think that's checked but you might as well just disable the requirement for high heels if you're going to use it on footwear that aren't high heels.
kapibar Posted October 13, 2022 Posted October 13, 2022 1 minute ago, Monoman1 said: just disable the requirement for high heels if you're going to use it on footwear that aren't high heels. Honestly I forgot about this setting. As you well know SLS's MCM is quite massive ?. But while we're on a subject - if memory serves when the strawberry start is used it also gives you the bikini curse. This in turn makes clothes and non-bikini armor basically useless. You might want to consider changing this to either clothes & armor licence or bikini licence.
zittonⅡ Posted October 13, 2022 Posted October 13, 2022 This is a great mod, thanks for your hard work. My question is where can I download the Fade Tats, a tattoo database file and the SlaveTats for Toll Tattoos. could somebody give me a link?
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