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Posted
27 minutes ago, Lupine00 said:

Tried latest SD+ and they don't aggro at all.

Well that fucks that. Would have been nice but... :shrugs:

28 minutes ago, Lupine00 said:

"You have already been caught pickpocketing <NPC original name>"

Isn't that normal skyrim behavior for any npc? 

Posted

Something funky in SD+, because I set my skill down to 5, and I could still treat the bandits like walking inventories.

Had to add and remove items over and over to get a failure.

 

But touch that key, and ... instant fail.

Posted
51 minutes ago, Monoman1 said:

Pickpocket fail, loverslab style ;)

Rofl, is that a reference to another LL mod's dialogue?  I swear I've seen the line he's referring to before... Sexist Guards maybe?

Posted
3 hours ago, Reesewow said:

Rofl, is that a reference to another LL mod's dialogue?  I swear I've seen the line he's referring to before... Sexist Guards maybe?

Yup. Well spotted :)

Posted
13 hours ago, Monoman1 said:

Pickpocket fail, loverslab style ;)

  Reveal hidden contents

pp.jpg.d85dcdfdceb41c97072b4aec60cb526b.jpg

 

Oh, is that a different mod or from Survival? You make me wanna try it even more. If I knew more about converting mods I'd do it myself, maybe when I finish messing with other things and causing my game to explode.

Posted
7 hours ago, phil01991 said:

found a incompatibility. unofficial skyrim legendary edition patch causes ctd when entering the kennel

Hmm, are you sure? I'd imagine most people here are running usleep. Myself included. Thought maybe it was because I was running an old version but after updating I can still get inside the kennel ok.

5 hours ago, unmog said:

Oh, is that a different mod or from Survival? You make me wanna try it even more. If I knew more about converting mods I'd do it myself, maybe when I finish messing with other things and causing my game to explode.

The dialogue's from survival. That notification is from something else.

Posted
1 hour ago, Monoman1 said:

That notification is from something else.

Why so coy? We know what your favorite mod is.

 

Vanilla testing nord. So familiar. Mine has a full set of DD items that the puts on and remove though.

Posted
1 hour ago, Lupine00 said:

Why so coy? We know what your favorite mod is.

Hard to love something that's more or less formless. Harder to avoid the notifications when they spam while naked :P

 

Little progress update.

1. Pickpocketing loot is in and seems to be working well. Thanks for the tip on LeveledLists btw. They are much quicker. I had to crank up the amount of items given to stupid levels to even notice it working. 

Added a fucking metric ton of sliders to configure it. 

 

1. I've got pickpocketing covered with some 'light' consequences

Spoiler

1. anal sex

2. devices

3. forced skooma/lactacid

4. Npc steals your stuff instead ;)

 

2. Trade restrictions are in. Based on what licences you have most traders won't trade with you.  If you try to trade something that's forbidden but then the item and gold is returned and the barter menu is shut (The transaction is reversed). 

You can pass a speech check to ask them to deal with you. If it fails you can bribe them with some gold but in either case you suffer serious buying/selling price penalties (+/- 33%). 

Fences ignore licences.

 

3. Currently working on enforcing licences on followers. EFF is a bastard to work on with it's separate inventories but I think I've got it working. I've currently two methods.

a) Followers will refuse to carry something you don't have a licence for. Don't know about this one. You'll both essentially be helpless and your follower will be happy with being naked instead (maybe that's a sign of the times?) but it'll be optional. 

b) A silent confiscation of your followers stuff as you enter the licence check trigger boxes at the city gates. I think it needs to be silent as trying to detect contraband and trigger dialogue might create timing issues but I'll have to investigate more. 

Posted
46 minutes ago, Monoman1 said:

a) Followers will refuse to carry something you don't have a licence for. Don't know about this one. You'll both essentially be helpless and your follower will be happy with being naked instead (maybe that's a sign of the times?) but it'll be optional. 

b) A silent confiscation of your followers stuff as you enter the licence check trigger boxes at the city gates. I think it needs to be silent as trying to detect contraband and trigger dialogue might create timing issues but I'll have to investigate more.

Do you mean you are evaluating them? Or you plan to offer a choice?

 

(b) seems more practical, as licenses for things may expire while the follower has them. Besides, it mirrors more closely what happens to the player.

 

With (a) you have to abandon the loot to rot, with (b) it gets confiscated and you can possibly regain access to it.

 

I guess some people may prefer it one way or the other.

 

I think male followers should be allowed to carry all that stuff with no license, just fine. They are men! No licenses for them!

I'm sure there could be some downside to balance that :) Maybe they sell it themselves and keep the money?

Maybe they sell you as well, and keep the money? The sky's the limit!

 

Maybe they just knock you up and force you to play the (totally fictitious) vegetable-stall game.

 

1) get up at 5am

2) fetch vegetables from farm

3) get back into town before 7am or guards fine you

4) sell vegetables at stall - click on every passing NPC and ask if they want to try your melons?

5) Zazeem tries your melons

6) close up shop and hand the takings over to your owner/husband/follower.

7) repeat until you wish you were stuck in Dragonar.

8 ) escape to freedom through the sewers - gain bounty of 1500 gold for abandoning your child

Posted
3 hours ago, Monoman1 said:

Hmm, are you sure? I'd imagine most people here are running usleep. Myself included. Thought maybe it was because I was running an old version but after updating I can still get inside the kennel ok.

The dialogue's from survival. That notification is from something else.

I did the whole disable mods until one is found to be the cause thing and with usleep on it causes ctd in whiterun kennel. it could always be some other mod messing with usleep.

Posted
4 minutes ago, phil01991 said:

I did the whole disable mods until one is found to be the cause thing and with usleep on it causes ctd in whiterun kennel. it could always be some other mod messing with usleep.

Odd. 

Have you tried maybe just Usleep + survival + simply knock + sexlab on their own?

 

34 minutes ago, Lupine00 said:

Do you mean you are evaluating them? Or you plan to offer a choice?

Choice for option A at least. 

Technically both options can be enabled together: If you hired a follower in town then get checked at the gate by option b. Follower gets default stuff removed. Then sometime later you find some armor in the wild. Try to give it to your follower and option A fires: "I'm not smuggling contraband for you" - Gives it back to you. 

You don't have to leave the loot to rot. You can carry it yourself with option A but of course you'll be stopped at the gate with it. 

 

Males probably should be treated differently. But right now I just want to get the overall system into place and excluding male followers would create a massive loophole right now. I can expand on it later. 

 

Posted
1 hour ago, Monoman1 said:

2. Trade restrictions are in. Based on what licences you have most traders won't trade with you.  If you try to trade something that's forbidden but then the item and gold is returned and the barter menu is shut (The transaction is reversed). 

You can pass a speech check to ask them to deal with you. If it fails you can bribe them with some gold but in either case you suffer serious buying/selling price penalties (+/- 33%). 

Fences ignore licences.

What about the perk that lets you sell any kind of item to any kind of merchant?

Posted

So I've got follower checking at the gate now with a force greet from the guards. Seems to work quick enough but this is my creation kit profile + minimal inventories + 1 follower + no extra city Npcs. So it's really hard to say. 

 

48 minutes ago, unmog said:

What about the perk that lets you sell any kind of item to any kind of merchant?

Shouldn't matter. 

Only thing that's checked is what the item being traded is and does the player have a licence for it. If not, reverse trade and terminate trading. 

Posted
20 minutes ago, Monoman1 said:

So I've got follower checking at the gate now with a force greet from the guards. Seems to work quick enough but this is my creation kit profile + minimal inventories + 1 follower + no extra city Npcs. So it's really hard to say. 

 

Shouldn't matter. 

Only thing that's checked is what the item being traded is and does the player have a licence for it. If not, reverse trade and terminate trading. 

Well, I'm saying maybe it ~should~ since its like, part of the main game ? The perk should be considered in that calculation somewhere~ its supposed to represent your character being a superior merchant/haggler/etc after all.

 

Just a thought

Posted
1 hour ago, unmog said:

Well, I'm saying maybe it ~should~ since its like, part of the main game ? The perk should be considered in that calculation somewhere~ its supposed to represent your character being a superior merchant/haggler/etc after all.

 

Just a thought

Right, I see what you mean now. 

Hmm, I don't know if I want a perk permanently undermining the system. Maybe I can reduce the buy/sell price penalty if you have the perk. We'll just have to see how it plays first. 

Posted

Tried to start a temporary quest in my own mod, like I've suggested earlier. Unfortunately with the standard possibilities this does not work because when the event OnMenuOpen fires for the container or Bartermenu the game is already in Menumode and the temporary quest did not start immediately (instead starts when bartermenu is closed again).

Everything works fine if  the mod "SkyrimSouls" is installed, because with this dll the game does not go into Menumode/Paused Mode when ther bartermenu openes. ?

Posted
1 hour ago, Adetu said:

Tried to start a temporary quest in my own mod, like I've suggested earlier. Unfortunately with the standard possibilities this does not work because when the event OnMenuOpen fires for the container or Bartermenu the game is already in Menumode and the temporary quest did not start immediately (instead starts when bartermenu is closed again).

Everything works fine if  the mod "SkyrimSouls" is installed, because with this dll the game does not go into Menumode/Paused Mode when ther bartermenu openes. ?

Is this regarding the follower enforcement of licences?

I've already got this in my version: - Added an option that will prevent you from giving items that you don't have a licence for to followers. There's also checking followers at the gate now as well. 

 

I use SkyrimSouls too. 

 

I wanted to get an update out today but It'll probably be next week now. Kept adding stuff. Plus I still want to look at changing the soft interfaces. Again. 

Posted
12 hours ago, Monoman1 said:

Right, I see what you mean now. 

Hmm, I don't know if I want a perk permanently undermining the system. Maybe I can reduce the buy/sell price penalty if you have the perk. We'll just have to see how it plays first. 

That sounds like a good idea that would preserve the general feel of the mechanic while making it a bit easier, but IMO may not be needed.

 

It sounds like the perk should still work just fine with what you've set up, once you convince a vendor to buy from you (which would be easier anyway with high speech skill).  I think that would make it still be extremely valuable, as you'd be able to do all your selling at one vendor and not have to attempt to convince multiple vendors to accept your dirty goods.  You could even sell him the magic licence collar you slipped out of after your last city visit. :classic_tongue:

 

It also sounds like the rest of the speechcraft tree might actually work extremely well with this mechanic, assuming the selling price bonus perks would help offset the penalty.  So I'm not sure you'd really need to do any other special detection/effects to have those perks still be super desirable with SLS.

Posted

Any way that you could add the option to disable individual permits? I fucking love the concept of them, but I just don't like having the magic permit on as it fucks with my other devious mods. Regardless, thanks for the mod!

Posted
36 minutes ago, Thyken said:

Any way that you could add the option to disable individual permits? I fucking love the concept of them, but I just don't like having the magic permit on as it fucks with my other devious mods. Regardless, thanks for the mod!

Couldn't you make your magic permit super cheap and buy the permanent one?

Posted
20 hours ago, Monoman1 said:

You don't have to leave the loot to rot.

I take it for granted that my character has a carry capacity of about 120, so in practice, carrying any significant loot besides gems and coins requires a follower.

I understood that I could carry ... something ... but even for a character with more capacity, the follower is going to be crucial to carrying enough armor to pay the follower - or you set your follower too cheap :) 

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