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On 2/5/2023 at 2:49 AM, Anunya said:

 

Basically tune your load order and MCM settings to get the outcome you want. Personally I have SLS installed, I usually play as a mage, and the license things regularly fuck my PC up.

 

SLS has a Misogyny setting that buffs males and debuffs females. IIRC there's a speed option there, so if that's on that can change the speeds so they catch you. You can also debuff/ buff the damage (weapon, destruction). Personally, I also play delevelled and with slow PC levelling, so most things (including enforcers) are tougher than my PC with or without Misogyny settings

 

Mage specifically, I usually have fewer spell tomes in the world and run some mod where learning spells takes time. Alchemy-wise I usually have a couple of "less valuable alchemy" mods, but also things like "Alchemy requires potion bottles" which slows things down; plus of course something that skews the economy more against the PC (higher buy prices, lower sales prices).

 

... and, of course, fast travel completely turned off except carriages (but then with a chance of ambushes during fast travel).

 

But yes, licenses by themselves aren't going to make it that difficult for you. You'll have to tune the rest of your game to get it to the level of difficulty you'd like. Personally I've never manged to defeat a single enforcer in any of my games with SLS survival.

I've fixed alchemy with "Alchemy requires potion bottles" as you suggested and with Complete Alchemy Overhaul so now it's hard to make even hp potions with untrained alchemy. Definitely can't print gold with it.

 

I made a new mage char and I ran to the mages guild in Winterhold without fast travel during a snowstorm without skooma, without milk, wihtout invisibility, with untrained sneak. Fast travel or no fast travel doesn't influence the difficulty.

 

I'm not fighting the enforcers. They simply stop pursuing after like 5 seconds and they only caught me in Falkreath because the road there is on slope and I tripped. Vanilla Skyrim thugs that are "sent to teach you a lesson" don't break off pursuit like that.

 

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On 2/24/2023 at 3:45 PM, Monoman1 said:

There probably are some but fucked if I can remember. The only one I can think of is trying to convince enforcers that you 'have an escort and they'll be along shortly'. Otherwise it's back to HQ and force assigned a follower. 

 

I don't think I've ever passed that check anyway. It's is very difficult already. 


When you're teleported to the HQ and a follower is forced upon you, talk to the follower and pay the debt and say dismiss. No more follower. Repeat as needed to stay followerless.

 

I tested a thief, till lvl 20 and 39 in-game days. Never paid a toll, instead paid a few 500 fines mostly with stolen goods for toll evasion. Saved thousands on tolls and tens of thousands by not having a follower.

 

Everything was fine until I got a 1000+ bounty when a slaver saw me sneaking at night, because SL Survival force greet breaks other mods:
When you have a large bounty and a guard force greets you then SL Survival, Prison Overhaul and Slaverun start competing with each other. If POP arrests you first, in the middle of arrest you get teleported to HQ and fall through the ground endlessly. Or you teleport there, get a forced follower and your new follower will fight the guards. If you get enslaved by a slavery agent that acts as a guard, you get teleported to Dragonsreach then the guards force greet you there and start a mass fight with the slavers.

 

When pickpocketing and getting caught the npcs say they equip restraints but no restraints are ever equipped. NPCs either add 100 bounty or take items as they're supposed to. I also have a dozen of stolen restraints key now.


Tried a bunch of mods that SL Survival is interfacing with so beware of:
Realistic needs and diseases causes massive lag and randomly makes the radial SLS menu empty
Deviously Cursed Loot - tried it to see what happens when you sleep in questionable beds and the DCL quest got broken in the end. Consider getting rid of DCL and just teleporting the player somewhere with a bunch of DD items.
DD 4.1 comes with contraptions.esm (used 4.1 for Slaverun) which caused script overload when SL Survival-whoring for gold and I had to clean the savegame, maybe it got fixed in newer versions.

 

 

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33 minutes ago, 2Grwjk52FF said:

Realistic needs and diseases causes massive lag and randomly makes the radial SLS menu empty

That's entirely something on your end. I've been using RND since forever and for the past 3 years with SLS, and never experienced anything like that.

Edited by belegost
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No offense but most of this sounds like a 'you' problem. 

 

Big red flags for either script issues/overload or installation/load order issues that you just seem to ignore:

7 hours ago, 2Grwjk52FF said:

Tried a bunch of mods that SL Survival is interfacing with so beware of:
Realistic needs and diseases causes massive lag and randomly makes the radial SLS menu empty
Deviously Cursed Loot - tried it to see what happens when you sleep in questionable beds and the DCL quest got broken in the end. Consider getting rid of DCL and just teleporting the player somewhere with a bunch of DD items.
DD 4.1 comes with contraptions.esm (used 4.1 for Slaverun) which caused script overload when SL Survival-whoring for gold and I had to clean the savegame, maybe it got fixed in newer versions.

 

7 hours ago, 2Grwjk52FF said:

a follower is forced upon you, talk to the follower and pay the debt and say dismiss. No more follower. Repeat as needed to stay followerless.

(If you use DFC - You should not be able to dismiss followers - Load order issue.)

Er... also, would it kill you to role play a bit in a role play game? 

You can also open the console:

tgm

tcl

killall

Player.AddItem f 1000000000000

Player.ModAv Health 99999999

 

But you don't do that because... that would be stupid. 

 

7 hours ago, 2Grwjk52FF said:

I tested a thief, till lvl 20 and 39 in-game days. Never paid a toll, instead paid a few 500 fines mostly with stolen goods for toll evasion. Saved thousands on tolls and tens of thousands by not having a follower.

Yea. Sneaking is well know to be OP AF in skyrim... You can literally can have a guys searching for you and not find you while bumping into you and pushing you around in vanilla even at low sneak levels. Get a sneak overhaul. I use Requiem which is much more than a sneak overhaul. Might also help with the low difficulty issue you seem to have. Also suspect you level too quickly. 

 

7 hours ago, 2Grwjk52FF said:

Everything was fine until I got a 1000+ bounty when a slaver saw me sneaking at night, because SL Survival force greet breaks other mods:
When you have a large bounty and a guard force greets you then SL Survival, Prison Overhaul and Slaverun start competing with each other. If POP arrests you first, in the middle of arrest you get teleported to HQ and fall through the ground endlessly. Or you teleport there, get a forced follower and your new follower will fight the guards. If you get enslaved by a slavery agent that acts as a guard, you get teleported to Dragonsreach then the guards force greet you there and start a mass fight with the slavers.

This is modded skyrim. Newsflash: You're going to have to do a little conflict resolution yourself in game. 

 

7 hours ago, 2Grwjk52FF said:

When pickpocketing and getting caught the npcs say they equip restraints but no restraints are ever equipped. NPCs either add 100 bounty or take items as they're supposed to.

That at least is an actual bug. Sure I've looked at it before though so it's probably fixed in my version. 

 

7 hours ago, 2Grwjk52FF said:

I made a new mage char and I ran to the mages guild in Winterhold without fast travel during a snowstorm without skooma, without milk, wihtout invisibility, with untrained sneak. Fast travel or no fast travel doesn't influence the difficulty.

There's no danger in your game. I ain't doing that either without a horse or until later levels or via carriage. Again, that's a 'you' problem. Balance your game with other mods. Also sounds like your character is too fast overall. You probably don't have any wounds/wear & tear mods to reduce speed and are rarely defeated. 

 

7 hours ago, 2Grwjk52FF said:

I'm not fighting the enforcers. They simply stop pursuing after like 5 seconds and they only caught me in Falkreath because the road there is on slope and I tripped.

The only reason they'd stop pursuing is because of loss of LOS or some failsafe condition has been flipped - DLHP suspend, player AI controlled. But usually it's LOS. 2 problems here are LOS is kind of shit in Skyrim. I know this from testing. And AI path finding is also garbage. Fuck all I can do about both of them really. There is the 'responsive' and 'persistent' enforcer options. I mean I could just teleport them to you but where's the fun in that...? You're supposed to be able to evade them. That's the point. But again speed debuffs or lack or will influence that heavily. 

 

7 hours ago, 2Grwjk52FF said:

Vanilla Skyrim thugs that are "sent to teach you a lesson" don't break off pursuit like that.

Vanilla thugs are the dumbest implementation of a pursuit I've ever seen. Pure robotic. They will follow you forever no matter where you go, forever, divining your location. Here's more issues I've fixed with them in next version if it ever sees the light of day:

 

- Hired thugs in vanilla are 'hard' sent when the player steals something. It doesn't happen very often because this detection of the stuff you steal... wasn't very good.

- Clients will send more/stronger thugs to hunt you as you level up (+ dogs to help chase you down).

- Changed the composition of thugs to be more diverse (tank/archer/wizard) instead of all melee which are often easy enough to escape.

- Thugs will approach faster rather than saunter up to you. 

- In vanilla if the thug leader died for some reason the rest of the thugs would stop their approach and be stuck. Now a new leader is elected and the approach continues.

- In vanilla you could pick off thugs one at a time while they sauntered up to you without making the others hostile. Now all will attack you if you attack one of them.

- Thugs will flee if 66% of them are killed (creatures don't count). 

- You can evade thugs now. When you manage to run away from them there's a small chance they won't be able to find you again and give up. 

 

But somehow that's brilliant to you. 

Edited by Monoman1
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20 hours ago, Monoman1 said:

Zaz doesn't have SL as a master IIRC so it needed it's own keyword check which isn't in <=0.685 IIRC but it is in the upcoming rebuilt licence scan. 

 

I actually added the keyword to ZAZ "armors", long ago, after studying your SD patch from 2019.  I just forgot about it.

Right when I discover the broken Chicken, hare, torchevents(merge conditions), 00nextclip, and idleforcedefaultstate(dragonborn change). I broke PAH with that patch, needed to create a load order rule.

 

 

Edited by safado
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9 hours ago, Monoman1 said:

Vanilla thugs are the dumbest implementation of a pursuit I've ever seen. Pure robotic. They will follow you forever no matter where you go, forever, divining your location.

Damn right. I had them spawn on Eagles Nest player house balcony that connects the alchemy tower with the main house and is literally a 2x2m platform that just happens to belong to Tamriel worldspace. I was merrily making potions in a lab and upon finishing decided to get back to house and get a shut eye. I went through load door out the lab and into the balcony and there they were, all 3 of them, literally out of nowhere, ready to "teach you a lesson". How they got to a fortified stronghold on top of the mountain in the middle of nowhere during a blizzard, got in without a gate key, then through the courtyard with 2 guards, and main house with a huge orc follower waiting inside was probably levitation. But levitation's been illegal since before Oblivion crisis. Even bloody couriers never made it there. So they broke the law. They were the ones that needed to be taught a lesson.

Edited by belegost
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18 hours ago, Monoman1 said:

Better or worse? I can't decide...

Moving cum pools from wartimes to SLS. 

 

Looks great, but will we see it? as in will players need to be in direct view to see it animate or will it animate out of view and your player discovers it (as they do currently) .. which would be a waste so maybe an additional scenes (party in wartimes .. a bukkake party? ) or, if I read correctly, you're moving it to SLS then a scene when you're stopped by an enforcer/guard. 

 

 

 

 

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39 minutes ago, jc321 said:

Looks great, but will we see it? as in will players need to be in direct view to see it animate or will it animate out of view and your player discovers it (as they do currently) .. which would be a waste so maybe an additional scenes (party in wartimes .. a bukkake party? ) or, if I read correctly, you're moving it to SLS then a scene when you're stopped by an enforcer/guard. 

Doesn't currently animate in wartimes (animate is kinda the wrong word anyway. It's simply scaled up). 

Will scale in and out of view. Don't need to be looking at it. 

 

Must see if it'd be possible to expand existing pools instead of placing new ones if there's one close by. 

 

12 hours ago, belegost said:

Damn right. I had them spawn on Eagles Nest player house balcony that connects the alchemy tower with the main house and is literally a 2x2m platform that just happens to belong to Tamriel worldspace. I was merrily making potions in a lab and upon finishing decided to get back to house and get a shut eye. I went through load door out the lab and into the balcony and there they were, all 3 of them, literally out of nowhere, ready to "teach you a lesson". How they got to a fortified stronghold on top of the mountain in the middle of nowhere during a blizzard, got in without a gate key, then through the courtyard with 2 guards, and main house with a huge orc follower waiting inside was probably levitation. But levitation's been illegal since before Oblivion crisis. Even bloody couriers never made it there. So they broke the law. They were the ones that needed to be taught a lesson.

I know what you mean but in that case I'd actually say that the mod should probably tag the world space (never done that so I don't know if it's possible or if there's issues) so that's it not considered as wilderness. 

 

Also IIRC thugs are actually spawned at the Npc you stole from so actually it's down to Skyrim's amazing 'last ditch' teleporting path finding...

Nothing really exists outside of the currently loaded cells. 

15 hours ago, safado said:

I actually added the keyword to ZAZ "armors", long ago, after studying your SD patch from 2019

Ah yes. I remember doing that myself now that you mention it. 

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On 2/16/2023 at 2:59 PM, Naps-On-Dirt said:

Weird issue, my status screen won't appear anymore.  Tried rebinding the key, tried the Status Menu option in the wheel menu, still doesn't show up.  Had recently run the save through a save cleaner to clean out PW to upgrade it.  Dunno if that would have killed something that needs to be running.  Is there anything I can to do make it show up again?  Not game stopping obv but only way to keep track of my addiction level, short of going into the MCM to look.

 

Ooh now that @Monoman1 is looking here again, I'm gonna be obnoxious and quote my earlier post.  :D I haven't restarted my game yet since then and I still can't bring the status menu up anymore.  Is there something I can do in the console to kickstart it?

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16 hours ago, Naps-On-Dirt said:

 

Ooh now that @Monoman1 is looking here again, I'm gonna be obnoxious and quote my earlier post.  :D I haven't restarted my game yet since then and I still can't bring the status menu up anymore.  Is there something I can do in the console to kickstart it?

I'd check your save for anything weird first. 

 

Then

StopQuest  _SLS_AllInOneKeyQuest

StartQuest  _SLS_AllInOneKeyQuest

9 hours ago, Executaball said:

Thoughts on new body search events for SL Survival (possibly on city gate entry / exit)?

Could use these very nice bakafactory animations (which the posts state modders have full permission to use)
https://www.patreon.com/posts/baka-motion-data-69839285

https://imgur.com/jNzDnfF
https://imgur.com/6gV70c5
https://imgur.com/YkX6BYQ

Except for the first one they look a bit too aggressive IMO for what I'd consider a liberally frisky search. 3rd one in particular. 

Edited by Monoman1
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7 hours ago, Monoman1 said:

I'd check your save for anything weird first. 

 

Then

StopQuest  _SLS_AllInOneKeyQuest

StartQuest  _SLS_AllInOneKeyQuest

I know I've had to remove at least one mod, but I did run Resaver after.  But there's definately something off because I ran those commands and it didn't help.  The all-in-one key still works, but the status menu won't show up from the all-in-one menu or the hotkey.

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1 hour ago, Naps-On-Dirt said:

I know I've had to remove at least one mod, but I did run Resaver after.  But there's definately something off because I ran those commands and it didn't help.  The all-in-one key still works, but the status menu won't show up from the all-in-one menu or the hotkey.

You're going to have to send me a log and a save of after trying to access the menu then. 

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On 3/7/2023 at 11:43 AM, Monoman1 said:

 

Better or worse? I can't decide...

Moving cum pools from wartimes to SLS. 

 

Would the cum pools have any utility in SLS as they do in WT? Would they be a target for when cum addiction is high to fix the need? Or used when begging to an NPC, "I know, why don't you clean up this mess". Thought they were great in WT and would love to see them added to SLS.

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1 hour ago, ck2modfan said:

Would the cum pools have any utility in SLS as they do in WT? Would they be a target for when cum addiction is high to fix the need? Or used when begging to an NPC, "I know, why don't you clean up this mess". Thought they were great in WT and would love to see them added to SLS.

Thats the idea. WT restricts pools to the home cell so the plan is to expand it to any sex scene anywhere, including npcs while trying to maintain the functionality in WT. 

 

It should have been in sls from the beginning tbh. 

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On 3/7/2023 at 9:32 AM, Monoman1 said:

No offense but most of this sounds like a 'you' problem. 

 

Big red flags for either script issues/overload or installation/load order issues that you just seem to ignore:


umm there are threads in LL support about contraptions/DCL which you can google yourself since LL search kinda sucks. But it could be my problem with the load order and don't worry about it since the problems are easily solved by not installing those mods.

 

On 3/7/2023 at 9:32 AM, Monoman1 said:

(If you use DFC - You should not be able to dismiss followers - Load order issue.)

Er... also, would it kill you to role play a bit in a role play game? 

You can also open the console:

tgm

tcl

killall

Player.AddItem f 1000000000000

Player.ModAv Health 99999999

 

But you don't do that because... that would be stupid. 


Oh but you do it through the DFC dialogue [pay debt, follower will be dismissible]. When you beg for money in SLS you do it through dialogue, right? instead of typing in console player.additem <goldid> 50 ?

Roleplay? OK the follower thinks who is this lvl 1 pathetic shmuck that can't kill a skeever and will get me killed too eventually? Oh she's offering me to part ways? Good riddance.

 

On 3/7/2023 at 9:32 AM, Monoman1 said:

Yea. Sneaking is well know to be OP AF in skyrim... You can literally can have a guys searching for you and not find you while bumping into you and pushing you around in vanilla even at low sneak levels. Get a sneak overhaul. I use Requiem which is much more than a sneak overhaul. Might also help with the low difficulty issue you seem to have. Also suspect you level too quickly. 

 

Requiem sucks, I can kill a giant at lvl 5 with Requiem, and in vanilla I'd have to be like lvl 50 with appropriate weapons and armor to kill a giant.

With SLS I need to drink top quality milk to be able to kill a bandit and 3 milk to kill a guard... With Deviously Cursed Loot on top of that I can kill 2 bandits easy while wearing full set of restraints and you're interfacing with that mod and then talk about difficulty like it's a "me issue".

On 3/7/2023 at 9:32 AM, Monoman1 said:

This is modded skyrim. Newsflash: You're going to have to do a little conflict resolution yourself in game. 

 


See the attached image; that's the minimalist load order to get SLS and POP to run

 

-start as a bandit with bounty

-coc to a village

-get arrested by a guard (POP)

-guard has 'fun' with you (POP)

        during that time another guard force greets you about contraband (SLS)

-guard starts running to the city/town (POP)

        now an enforcer force greets you and teleports to HQ (SLS)

-1 second later POP teleports you back to the guard escorting you to town

WHOOOOOOPS the game crashes 2 seconds later

On 3/7/2023 at 9:32 AM, Monoman1 said:

That at least is an actual bug. Sure I've looked at it before though so it's probably fixed in my version. 

 

There's no danger in your game. I ain't doing that either without a horse or until later levels or via carriage. Again, that's a 'you' problem. Balance your game with other mods. Also sounds like your character is too fast overall. You probably don't have any wounds/wear & tear mods to reduce speed and are rarely defeated. 


I'm using  -20% female speed and +20% male speed in SLS settings. Everyone should be able to catch a pathetic weak female at those speeds.

 

On 3/7/2023 at 9:32 AM, Monoman1 said:

The only reason they'd stop pursuing is because of loss of LOS or some failsafe condition has been flipped - DLHP suspend, player AI controlled. But usually it's LOS. 2 problems here are LOS is kind of shit in Skyrim. I know this from testing. And AI path finding is also garbage. Fuck all I can do about both of them really. There is the 'responsive' and 'persistent' enforcer options. I mean I could just teleport them to you but where's the fun in that...? You're supposed to be able to evade them. That's the point. But again speed debuffs or lack or will influence that heavily. 

 

Vanilla thugs are the dumbest implementation of a pursuit I've ever seen. Pure robotic. They will follow you forever no matter where you go, forever, divining your location. Here's more issues I've fixed with them in next version if it ever sees the light of day:

 

- Hired thugs in vanilla are 'hard' sent when the player steals something. It doesn't happen very often because this detection of the stuff you steal... wasn't very good.

- Clients will send more/stronger thugs to hunt you as you level up (+ dogs to help chase you down).

- Changed the composition of thugs to be more diverse (tank/archer/wizard) instead of all melee which are often easy enough to escape.

- Thugs will approach faster rather than saunter up to you. 

- In vanilla if the thug leader died for some reason the rest of the thugs would stop their approach and be stuck. Now a new leader is elected and the approach continues.

- In vanilla you could pick off thugs one at a time while they sauntered up to you without making the others hostile. Now all will attack you if you attack one of them.

- Thugs will flee if 66% of them are killed (creatures don't count). 

- You can evade thugs now. When you manage to run away from them there's a small chance they won't be able to find you again and give up. 

 

But somehow that's brilliant to you. 

well if you think vanilla thugs suck, there are bounty hunters in POP, they do the job done, look how they're done.

...

....

....

....

...

 

Also forgot to mention that during those 40 in game days I never bought any licenses and that'd be like 1500 gold or something weekly for weapon and bikini licenses and having to wear demeaning shoes.

WHAT LICENS ENFORSMENT DOING? XD

 

 

load1slsxpo.png

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One way you could fix guard conflicts is by checking the player's bounty. If it's so high that the guards are now in arrest mode then skip guard/enforcer forcegreets for licenses, items,curfew etc and simply let them arrest or attack the player.

Edited by 2Grwjk52FF
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On 3/12/2023 at 11:01 AM, 2Grwjk52FF said:

Roleplay? OK the follower thinks who is this lvl 1 pathetic shmuck that can't kill a skeever and will get me killed too eventually? Oh she's offering me to part ways? Good riddance.

If you don't like this feature just disable it in the MCM. I managed to balance my own game the way I want it, if you don't do the same you gonna be able to break the game because... skyrim is easy to break, at a certain point you have to limit yourself from some cheese or remove specific cheese through mods but you can never remove every type of cheese, this game is just a fucking broken mess, everyone can balance the game however they want. You could shoot that boss in dark souls with bow and arrow and wait for him to go back to his spot rinse and repeat, but is this fun for you?

As for sneaking mods just install something that makes detection easier so its lightweight, then install suspicious guards, then remove the sneaking icon with one of the UI mods you probably have anyway because its a moronic feature that removes all the tension.
Optionally remove combat music so its even more uncertain outside.
There is also 'Detection Extended - Hot and Sweaty' which can end up a bit demanding on the scripts if you turn on all the features and make it be super responsive, but it can be configurated to be as hard as you want it to be, bonus points for utilizing bathing in skyrim for your smell. Are you using steep fall?

Just disable the cursed loot's restraint buffs for combat? As its one of the things you are complaining about.


Please tell me higher up you got a BUNCH of LE fixes and you just disabled them here for clarity. I assume you have ENB installed as well?

PoP is a pretty fun mod, but it can be interrupted by so many mods, I'd have to significanly change MCM setting removing some features or just straight up disable 4-5 mods total, which is fine but you word it like SL survival is unique for interrupting PoP, but I can think of a couple mods right now without even checking them. This is not me shitting on PoP its just a nature of this kind of mod thats its gonna clash with some mods, its up to the user to manage their mod lists.

Edited by Karkhel
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On 3/13/2023 at 11:40 AM, Karkhel said:

If you don't like this feature just disable it in the MCM. I managed to balance my own game the way I want it, if you don't do the same you gonna be able to break the game because... skyrim is easy to break, at a certain point you have to limit yourself from some cheese or remove specific cheese through mods but you can never remove every type of cheese, this game is just a fucking broken mess, everyone can balance the game however they want. You could shoot that boss in dark souls with bow and arrow and wait for him to go back to his spot rinse and repeat, but is this fun for you?

As for sneaking mods just install something that makes detection easier so its lightweight, then install suspicious guards, then remove the sneaking icon with one of the UI mods you probably have anyway because its a moronic feature that removes all the tension.
Optionally remove combat music so its even more uncertain outside.
There is also 'Detection Extended - Hot and Sweaty' which can end up a bit demanding on the scripts if you turn on all the features and make it be super responsive, but it can be configurated to be as hard as you want it to be, bonus points for utilizing bathing in skyrim for your smell. Are you using steep fall?

Just disable the cursed loot's restraint buffs for combat? As its one of the things you are complaining about.


Please tell me higher up you got a BUNCH of LE fixes and you just disabled them here for clarity. I assume you have ENB installed as well?

PoP is a pretty fun mod, but it can be interrupted by so many mods, I'd have to significanly change MCM setting removing some features or just straight up disable 4-5 mods total, which is fine but you word it like SL survival is unique for interrupting PoP, but I can think of a couple mods right now without even checking them. This is not me shitting on PoP its just a nature of this kind of mod thats its gonna clash with some mods, its up to the user to manage their mod lists.

Why are you debating a bug report? Don't want the bugs to be fixed?

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1 hour ago, 2Grwjk52FF said:

Why are you debating a bug report? Don't want the bugs to be fixed?

I find your posts mildly irritating. It's not the purpose of your posts. It's the undeserved condescending tone of them that irks me a little. It's never easy on this site to know if it's just lost in translation so I'll give you the benefit of the doubt. 

 

Now. Have you actually tried your solution or thought it through? Here's what I think will happen. It will work fine for POP bounty hunters pursuing a whiterun bounty in whiterun. But I'm pretty sure POP bounty hunters are not restricted to which hold they pursue a bounty in. So you will still get approach conflicts when bounty hunters pursues a bounty for lets say Riften in Whiterun because you know that GetCrimeGold condition applies to the actors assigned crime faction. Unless you meant to add GetCrimeGold checks for all 9 holds which would mean adding 9 more conditions to approach packages (too many anyway) and would mean that a bounty anywhere would stop all SLS approaches which I'd point out is the other thing you're complaining about...

 

But try it. Let me know. It'd be great if it works but I have my doubts. It may stop some vanilla approach conflicts so I might add it anyway but I don't think it's as foolproof as you seem to think it is. Nothing ever is in my experience. There's a good chance as well that it may have untended consequences. 

 

POP probably has some mechanism to flag approaches which it would be better to monitor. But I don't know off-hand what it is. 

 

Edited by Monoman1
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1 hour ago, Tempest_Art said:

Is there a way to disable companions from taking clothes from the player(_SLS_FollowerNakedFgPack) in MCM menu? Or this can't be turned off?

There's an option for that, I believe it's under Tolls and Gates.

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