Lupine00 Posted June 27, 2019 Posted June 27, 2019 18 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. But that's the point of it right? It "undermines" vanilla Skyrim trading restrictions too. A possible "compromise" is that you need to license the perk itself. No license, perk doesn't work. You can't just remove it though, as that would allow the player to buy it again. I think you can edit it though, so it loses its active effect, but otherwise looks like the perk to the perk purchasing system.
Lupine00 Posted June 27, 2019 Posted June 27, 2019 On another topic related to followers holding stuff for you ... While some are happy enough using shaky hands (or something like it) to stop them getting their follower to hold keys, I don't see a point in "solving" in unless the solution is better than existing ones, such as "keyholder". Keyholder is all very nice until a quest gives you a key, and then your quest is broken. (At least it used to take quest keys). But another thing with keyholder is it is voluntary, and you can't do it with your DF, only the Dollmaker and certain other selected NPCs. More broadly, keyholder is a blunt instrument. Shaky hands is worse, especially as implemented: transfer 100 keys, and they can all poof on a single roll of the RNG. Makes no sense. Yet transferring the other direction, you move them one at a time if you want. I suggested that shaky hands destroy a percentage (round down to nearest whole) plus a random roll for the rounded part, for large key stacks, but Kimy doesn't like that. Or any other mitigation of the silliness of shaky hands vanishing 100 keys in one "drop". Perhaps she feels you shouldn't have 100 keys. Maybe not. But is that her decision to make? Apparently, it is! What sort of mechanic would be better for followers? I think if you give a follower keys to hold, they should let you have them back - situationally. Let's say you are bound with zero devices, the follower should just let you have your keys back. Why not? But if you have devious devices binding you, then that's cutting into the follower's potential profits. So, if you're bound by a device a DF would remove, you cannot have your keys back while bound. And if you're bound by a device a DF won't remove, you can have your keys back, but at at a fixed cost per-key. I think that would be a good balance. You can still choose not to give the follower keys, but if you decide to "cheat" DCL events by hiding keys on the follower, then access to your keys might sometimes be restricted.
Monoman1 Posted June 27, 2019 Author Posted June 27, 2019 9 hours ago, tuxagent7 said: This mod keeps getting better, Monoman you rock ! Thank you 8 hours ago, Reesewow said: 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. I think you might be right. The only thing to do is try it out. 6 hours 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! 6 hours ago, Reesewow said: Couldn't you make your magic permit super cheap and buy the permanent one? What other devious mods does it fuck with? I built redundancies into the logic so it shouldn't remove anything important. If a DD is a quest DD it will fall back to the next option. It works like this: Collar, arm cuffs, leg cuffs, gives up and applies a generic 'curse spell' instead as a catchall. Or you could just push this There's a bug in the licence intro with the guard where he ignores this toggle but should be fine after that. It'll be fixed next version. 1 hour ago, Lupine00 said: 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. Well you can turn this feature off. Or push up your carry weight a little to compensate? 120 is very restrictive. I play with 140 and struggle to carry much. 1 hour ago, Lupine00 said: But that's the point of it right? It "undermines" vanilla Skyrim trading restrictions too. It's the point in a system that's designed to be undermined. I'm not sure if survival has that luxury. I think Reese is right and that perks in speech will automatically offset the penalty anyway but we'll just have to see how it actually plays first before I consider it further. Obviously it would still be better to go to a fence. The next update is a bit of a push towards the criminal path for the player with this feature + pick pocket changes. 45 minutes ago, Lupine00 said: On another topic related to followers holding stuff for you ... I'd agree with pretty much everything you've said but it seems like a feature that would be best suited in either DF itself or my 'favorite mod' If I ever get around to it. 1
Lupine00 Posted June 27, 2019 Posted June 27, 2019 1 hour ago, Monoman1 said: I play with 140 and struggle to carry much. Rightly so! Girls are weak and need a strong man to protect them. They shouldn't carry heavy weights, they might get a muscle! 120 means mage path is about all you can do - and don't collect too many silly ingredients. I'm not worried about the follower not carrying things because it's inconvenient, but because it could seem immersively silly in certain cases - like when you can easily buy a license, and will. The default SL Adventures "poverty" setting is even harsher if I remember, 90 or something? Though I may possibly have imagined that. It might not count armor you are wearing though.
-alpha- Posted June 27, 2019 Posted June 27, 2019 @Monoman1 The Toll Evasion what does it use to determine if you've been sneaking out of a city? I ask because Im currently in solitude but if I walk into a custom cell like a mod added home or something it detects that I've left the city. Is it the cell location? cause I changed this to have the cell parent location set to "SolitudeLocation "Solitude" [LCTN:00018A5A]" and that didnt work.
Monoman1 Posted June 27, 2019 Author Posted June 27, 2019 21 minutes ago, -alpha- said: @Monoman1 The Toll Evasion what does it use to determine if you've been sneaking out of a city? I ask because Im currently in solitude but if I walk into a custom cell like a mod added home or something it detects that I've left the city. Is it the cell location? cause I changed this to have the cell parent location set to "SolitudeLocation "Solitude" [LCTN:00018A5A]" and that didnt work. It uses the cells XLCN - Location and checks if it's in the city's formlist. So for example for proudspire manor it's location is: And it is already preloaded into the formlist: _SLS_LocsSolitude [FLST:0404FF22] Like I've said before it's fine to add custom locations to the city formlists if A) it's not 'None'. But you could fix this yourself in tesedit B) the location is unique to that city. If it's not then it has the potential to cause issues. But you could also fix this yourself in tesedit by creation your own locations. B is important. Let's say for arguments sake that the stable outside whiterun used the same location as the bannered mare. Then when you're inside the stables (which is obviously outside the gates) you'd be considered as being inside the city which would be untrue. It's also fine if a location *is* used in multiple cells but those cell are within the same city gates. 49 minutes ago, Lupine00 said: but because it could seem immersively silly in certain cases I see what you mean. But in, what 70-80% of cases it would fit the situation and coding to detect the other 20-30% of cases probably wouldn't be worth the hit?
-alpha- Posted June 27, 2019 Posted June 27, 2019 1 hour ago, Monoman1 said: It uses the cells XLCN - Location and checks if it's in the city's formlist. So for example for proudspire manor it's location is: And it is already preloaded into the formlist: _SLS_LocsSolitude [FLST:0404FF22] Like I've said before it's fine to add custom locations to the city formlists if A) it's not 'None'. But you could fix this yourself in tesedit B) the location is unique to that city. If it's not then it has the potential to cause issues. But you could also fix this yourself in tesedit by creation your own locations. B is important. Let's say for arguments sake that the stable outside whiterun used the same location as the bannered mare. Then when you're inside the stables (which is obviously outside the gates) you'd be considered as being inside the city which would be untrue. It's also fine if a location *is* used in multiple cells but those cell are within the same city gates. I see what you mean. But in, what 70-80% of cases it would fit the situation and coding to detect the other 20-30% of cases probably wouldn't be worth the hit? Well that does make sense cant have the whole solitude location be the detected area as the outside area falls under that. cool ill change it to an interior location.
Monoman1 Posted June 27, 2019 Author Posted June 27, 2019 58 minutes ago, -alpha- said: ill change it to an interior location. Ooh, it's an exterior cell? That might create... challenges...
-alpha- Posted June 27, 2019 Posted June 27, 2019 1 hour ago, Monoman1 said: Ooh, it's an exterior cell? That might create... challenges... nah its a house in solitude city. i just thought solitude was solitude. but after looking at your formlist for solitude i get it now.
Thyken Posted June 28, 2019 Posted June 28, 2019 14 hours ago, Monoman1 said: Thank you I think you might be right. The only thing to do is try it out. What other devious mods does it fuck with? I built redundancies into the logic so it shouldn't remove anything important. If a DD is a quest DD it will fall back to the next option. It works like this: Collar, arm cuffs, leg cuffs, gives up and applies a generic 'curse spell' instead as a catchall. Or you could just push this There's a bug in the licence intro with the guard where he ignores this toggle but should be fine after that. It'll be fixed next version. Well you can turn this feature off. Or push up your carry weight a little to compensate? 120 is very restrictive. I play with 140 and struggle to carry much. It's the point in a system that's designed to be undermined. I'm not sure if survival has that luxury. I think Reese is right and that perks in speech will automatically offset the penalty anyway but we'll just have to see how it actually plays first before I consider it further. Obviously it would still be better to go to a fence. The next update is a bit of a push towards the criminal path for the player with this feature + pick pocket changes. I'd agree with pretty much everything you've said but it seems like a feature that would be best suited in either DF itself or my 'favorite mod' If I ever get around to it. Damn, idfk how i missed that toggle lol. Thanks tho
Conan_Chick Posted June 28, 2019 Posted June 28, 2019 is there a way to use this mod and only have the swallow cum counts as food and drink part active ?
Monoman1 Posted June 28, 2019 Author Posted June 28, 2019 6 minutes ago, Conan_Chick said: is there a way to use this mod and only have the swallow cum counts as food and drink part active ? A lot of things can be toggled off or their threshold set so high/low that they won't ever activate but not everything can be turned off. Honestly installing this mod for just that one feature may be overkill.
Conan_Chick Posted June 28, 2019 Posted June 28, 2019 4 minutes ago, Monoman1 said: A lot of things can be toggled off or their threshold set so high/low that they won't ever activate but not everything can be turned off. Honestly installing this mod for just that one feature may be overkill. yeah , but i have tried to find a mod that does that and cant. thats how i found this a few days ago.
Monoman1 Posted June 28, 2019 Author Posted June 28, 2019 16 minutes ago, Conan_Chick said: yeah , but i have tried to find a mod that does that and cant. thats how i found this a few days ago. Not to state the obvious but why not just create a backup save. Then install the mod and try it out for a while. If it's not for you, uninstall the mod and load your backup save.
Jappa123 Posted June 28, 2019 Posted June 28, 2019 Since there is a lot of "connections" with Slaverun i would love to see something If city is enslaved - Always restrain on enter, i feel like it would make slaverun way better Just an idea.
Monoman1 Posted June 28, 2019 Author Posted June 28, 2019 24 minutes ago, Jappa123 said: Since there is a lot of "connections" with Slaverun i would love to see something If city is enslaved - Always restrain on enter, i feel like it would make slaverun way better Just an idea. Try sneaking out without paying the toll and see how it goes when you come back to the city
pewp43 Posted June 28, 2019 Posted June 28, 2019 @Monoman1 I'm digging the mod. I tried it out when you first released it but there were too many bugs and I'm useless as a tester. So I gave it a break for awhile and only recently gave it another try when my current playthrough called for some of the features this mod offers. I have a couple bug reports and suggestions for updates though. My apologies if you know about the bugs already; I'm too lazy to sift through 52 pages of comments. Bug#1: The feature that allows the PC to get nourishment from cum- Any animation with more than 2 people, and the PC is blowing an NPC- Every orgasm, even the PC's orgasms triggers the "Swallow" feature. Not too big of a deal with consensual animations, though the message box constantly popping up (because of SLSO) can be annoying. However, on non-consensual animations, s/he swallows a fuckload of cum. Suggestion #1: Same feature- A "Cum Lover" option. S/he can't resist and will gladly chug down any load even if it will glut her. Suggestion #2: A "Clean Cum" hot key similar to the "wash cloth" for AP Prostitution and "Clean Cum" for Sexlab Adventures with the added bonus of the PC gaining nourishment as s/he scoops it into her mouth. Suggestion #3: An option to use the blowjob tag instead of an open mouth to determine if the PC has the option to swallow as a workaround for the problem of some animations not working properly. Bug#2: This is nothing unique to your mod. I've run into it with every single mod I've tried that adds weight to gold. I disable "fast travel" but make use of carriages and ships with Better Fast Travel - Carriages and Ships https://www.nexusmods.com/skyrim/mods/15508 . With every mod I've tried that adds weight to gold, when I use a carriage or ship, the gold is deducted from my inventory, but the weight isn't deducted from my inventory weight. I would love to see a fix for this. Suggestion #4: Tolls - I'd like an option to disable the tolls and the collectors. I get that I can set the toll to 0 and the followers needed to exit the city to 0 but it's kinda immersion breaking if they don't make sense to the playthrough. That's all I can think of now. Kick ass mod dude. It's added some immersion and laughs to my current playthrough as a whore turned illusionist turned succubus who's only source of nourishment is sperm. ?
Jappa123 Posted June 28, 2019 Posted June 28, 2019 19 minutes ago, Monoman1 said: Try sneaking out without paying the toll and see how it goes when you come back to the city I know i really like it, just feel like there is not enough devious devices stuff in Slaverun anyway great mod, last 2-3 month were really bad for skyrim modding scene no updates, no new mods feel like you are basically the last active modder right now. Btw whats your next plans for Sexlab Survival ? Thanks!
Monoman1 Posted June 28, 2019 Author Posted June 28, 2019 7 minutes ago, pewp43 said: Bug#1: The feature that allows the PC to get nourishment from cum- Any animation with more than 2 people, and the PC is blowing an NPC- Every orgasm, even the PC's orgasms triggers the "Swallow" feature. Not too big of a deal with consensual animations, though the message box constantly popping up (because of SLSO) can be annoying. However, on non-consensual animations, s/he swallows a fuckload of cum. It's a known bug. But people seemed to actually like it so I left it in It would sort of make sense that if your character was getting raped that someone fucking her ass would pull out and shove it in her mouth before he cums. But maybe I will add an option to limit it to one swallow per scene. 10 minutes ago, pewp43 said: Suggestion #1: Same feature- A "Cum Lover" option. S/he can't resist and will gladly chug down any load even if it will glut her. 11 minutes ago, pewp43 said: Suggestion #2: A "Clean Cum" hot key similar to the "wash cloth" for AP Prostitution and "Clean Cum" for Sexlab Adventures with the added bonus of the PC gaining nourishment as s/he scoops it into her mouth. I have plans to add a cum addiction system. I'm just not sure what form that system should take yet. 12 minutes ago, pewp43 said: Suggestion #3: An option to use the blowjob tag instead of an open mouth to determine if the PC has the option to swallow as a workaround for the problem of some animations not working properly. I'd rather this was solved at the animation level. I don't think it's that difficult. I think there's a flag in the slanim.json file or something like that that just needs to be set but I'm not 100% sure of that. I'm almost certain that just using the blowjob tag will create far more problems than it would solve. Many, many (many!) animations begin with a blowjob. And you'd often have your character swallowing loads while she's getting fucked in the ass with that method which would make even less sense. 15 minutes ago, pewp43 said: Bug#2: This is nothing unique to your mod. I've run into it with every single mod I've tried that adds weight to gold. I disable "fast travel" but make use of carriages and ships with Better Fast Travel - Carriages and Ships https://www.nexusmods.com/skyrim/mods/15508 . Strange i've never noticed but I let requiem handle gold weight in my game. I presume once something is added/removed from your inventory that the weight is refreshed? Sounds like beth did a whoopsie in RemoveItem()... 17 minutes ago, pewp43 said: Suggestion #4: Tolls - I'd like an option to disable the tolls and the collectors. I get that I can set the toll to 0 and the followers needed to exit the city to 0 but it's kinda immersion breaking if they don't make sense to the playthrough. Yea I would like an option for that but stopping/starting the toll system is kind of complex. I might be able to add it eventually. 1
Monoman1 Posted June 28, 2019 Author Posted June 28, 2019 28 minutes ago, Jappa123 said: I know i really like it, just feel like there is not enough devious devices stuff in Slaverun anyway great mod, last 2-3 month were really bad for skyrim modding scene no updates, no new mods feel like you are basically the last active modder right now. Btw whats your next plans for Sexlab Survival ? Thanks! Right. Maybe I can add an option to set the mandatory restraints level to stage 1 in slaverun towns. As for what I'm doing, have a look at this post. It has most of what I'm doing. I also want to add patroling + static 'inspectors' in small towns like riverwood so you can't dodge the licence system so much. Edit: Oh right. A link would be handy https://www.loverslab.com/topic/99955-sexlab-survival/?do=findComment&comment=2664694 Edit 2: Actually that's kind of out of date. Instead here are my changelog notes so far: Spoiler - Trade restrictions. Most traders won't trade items you don't have the appropriate licence for (optional). You can attempt a speech check to allow them to trade but at a serious penalty (+33% buying prices, -33% selling prices). Members of the 'fences' faction ignore licences so it'll be worth your while getting in with the thieves guild. You can add merchants to an exception list if you think they're suitable for free trade. You can also add custom merchants to Slaverun regions so they follow the rules for the clothes licence for that region. Merchant statuses are saved to a json and imported on new games. Built in support for MWA and MA tailors. - Added a optional pickpocket perk that adds random (configurable) amounts of gold/valuables to npcs to encourage your criminal side. Go on, you definitely should! You know you want to. Added a ton of sliders to configure just how much loot/gold. - Added pickpocket failure handling. Instead of going ballistic and killing everything around them because you stole their ale (alcohol issues?) npcs will now resolve the matter with cordial discourse (and possibly other kinds of 'course'...). Pickpocket fail handling doesn't work on Npcs in scenes. - Added some follower licence handling. You'll be stopped at the gate if your followers are carrying contraband and any forbidden items will be confiscated. If they end up naked and you're not then they won't be happy with you... Follower will take your clothes if they end up naked and won't give them back. You can get them back if you first give them something to replace it so that they're not naked (give them other clothes to wear). This behavior ends in 12 game hours. - Added an option that will prevent you from giving items that you don't have a licence for to followers. - Added a perk that adds a bonus to pickpocketing chance on sleeping npcs. - Added another check to the push event paralysis. Paralysis won't happen for 20 seconds after sex. - Another fix for toll cost. - Fixes for conditions on creature dialogue for trolls & bears (& maybe sabrecats, can't remember). - Added wolves to creature dialogue. - Fixed cursed collar being applied during licence intro when magic licence is disabled. You'll still get the dialogue but... meh. - Fixed sleeping during the day was decreasing sleep deprivation. - Fixed a bug in orgasm handling in CumSwallow.psc. - Load size menu won't fire when you've no needs mod installed. 1
tuxagent7 Posted June 28, 2019 Posted June 28, 2019 Just read that changelog Fantastic ! I wanna play the update now !
Jappa123 Posted June 28, 2019 Posted June 28, 2019 26 minutes ago, Monoman1 said: Right. Maybe I can add an option to set the mandatory restraints level to stage 1 in slaverun towns. As for what I'm doing, have a look at this post. It has most of what I'm doing. I also want to add patroling + static 'inspectors' in small towns like riverwood so you can't dodge the licence system so much. Edit: Oh right. A link would be handy https://www.loverslab.com/topic/99955-sexlab-survival/?do=findComment&comment=2664694 Edit 2: Actually that's kind of out of date. Instead here are my changelog notes so far: Hide contents - Trade restrictions. Most traders won't trade items you don't have the appropriate licence for (optional). You can attempt a speech check to allow them to trade but at a serious penalty (+33% buying prices, -33% selling prices). Members of the 'fences' faction ignore licences so it'll be worth your while getting in with the thieves guild. You can add merchants to an exception list if you think they're suitable for free trade. You can also add custom merchants to Slaverun regions so they follow the rules for the clothes licence for that region. Merchant statuses are saved to a json and imported on new games. Built in support for MWA and MA tailors. - Added a optional pickpocket perk that adds random (configurable) amounts of gold/valuables to npcs to encourage your criminal side. Go on, you definitely should! You know you want to. Added a ton of sliders to configure just how much loot/gold. - Added pickpocket failure handling. Instead of going ballistic and killing everything around them because you stole their ale (alcohol issues?) npcs will now resolve the matter with cordial discourse (and possibly other kinds of 'course'...). Pickpocket fail handling doesn't work on Npcs in scenes. - Added some follower licence handling. You'll be stopped at the gate if your followers are carrying contraband and any forbidden items will be confiscated. If they end up naked and you're not then they won't be happy with you... Follower will take your clothes if they end up naked and won't give them back. You can get them back if you first give them something to replace it so that they're not naked (give them other clothes to wear). This behavior ends in 12 game hours. - Added an option that will prevent you from giving items that you don't have a licence for to followers. - Added a perk that adds a bonus to pickpocketing chance on sleeping npcs. - Added another check to the push event paralysis. Paralysis won't happen for 20 seconds after sex. - Another fix for toll cost. - Fixes for conditions on creature dialogue for trolls & bears (& maybe sabrecats, can't remember). - Added wolves to creature dialogue. - Fixed cursed collar being applied during licence intro when magic licence is disabled. You'll still get the dialogue but... meh. - Fixed sleeping during the day was decreasing sleep deprivation. - Fixed a bug in orgasm handling in CumSwallow.psc. - Load size menu won't fire when you've no needs mod installed. Looks interesting! I'm really into dd so always looking for more DD stuff, knocking and mandatory restraints is super cool!
pewp43 Posted June 28, 2019 Posted June 28, 2019 1 hour ago, Monoman1 said: It's a known bug.... etc. etc. A thorough response. I appreciate it.
ttpt Posted June 28, 2019 Posted June 28, 2019 4 hours ago, pewp43 said: Bug#2: This is nothing unique to your mod. I've run into it with every single mod I've tried that adds weight to gold. I disable "fast travel" but make use of carriages and ships with Better Fast Travel - Carriages and Ships https://www.nexusmods.com/skyrim/mods/15508 . With every mod I've tried that adds weight to gold, when I use a carriage or ship, the gold is deducted from my inventory, but the weight isn't deducted from my inventory weight. I would love to see a fix for this. I actually also used Better Fast Travel - Carriages and Ships and I never experienced the gold weight sticking around, same with survival, the gold weight when paying tolls gets deducted correctly. Alternatively nowadays I use Carriage and Ferry Travel Overhaul https://www.nexusmods.com/skyrim/mods/68221 and the gold weight also gets deducted correctly. There's a peculiar thing on my game though, I actually had a gold weight patch before survival, since it's incredibly simple to make, but also changed the name from Gold to Septim, and on the vendor item tags, where normally it's just vendoritemclutter for gold I also have added vendoritemgem for reasons which I can no longer remember. I'm not saying these specific things make the gold weight behave correctly, but considering it does work fine in both survival and better fast travel you could give that a try and see if it makes any difference.
pewp43 Posted June 28, 2019 Posted June 28, 2019 30 minutes ago, ttpt said: I actually also used Better Fast Travel - Carriages and Ships and I never experienced the gold weight sticking around, same with survival, the gold weight when paying tolls gets deducted correctly. Alternatively nowadays I use Carriage and Ferry Travel Overhaul https://www.nexusmods.com/skyrim/mods/68221 and the gold weight also gets deducted correctly. There's a peculiar thing on my game though, I actually had a gold weight patch before survival, since it's incredibly simple to make, but also changed the name from Gold to Septim, and on the vendor item tags, where normally it's just vendoritemclutter for gold I also have added vendoritemgem for reasons which I can no longer remember. I'm not saying these specific things make the gold weight behave correctly, but considering it does work fine in both survival and better fast travel you could give that a try and see if it makes any difference. I'll look into it. Thanks for the tip.
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