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Posted
1 hour 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.

Gave Carriage and Ferry Travel a try. It didn't work. At this point, I'm guessing it's something with my load order. Gonna stick with Better Fast Travel since I can jack up the fares for my hapless PC.

Posted
8 hours ago, Monoman1 said:

I have plans to add a cum addiction system. I'm just not sure what form that system should take yet.

Integrate closely with DF's "Potion Quest" :) 

 

8 hours ago, Monoman1 said:

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()...

This bug has been reported multiple times for SL Adventures. I think it's a specific issue with the way fast travel updates it then changes cell immediately.

 

Thus, some players do not see it, due to mods that delay this, or because of other timing issues in their game.

 

The problem here is difficult for the gold-weight mod to easily resolve, because it doesn't know what is messing with carriages, fast-travel, etc.

 

It might be worth looking at SexLab Adventures to see if it managed to fix the issue.

 

 

It's not something I'm likely to run into personally, as I hate gold weight. Not the encumbrance, but the annoyance of having to pick up each stupid coin until I hit the SkyUI multi-item count. And I don't use regular fast travel, and the only thing I changed about my carriages is the price - because carriage mods seem to cause a surprising number of conflicts.

 

Alas, the carriage mod authors never understood that making edits on carriage drivers is asking for all kinds of fun problems.

It's even more fun when they make complete replacements for them and perma-hide the real ones!

 

Editing critical vanilla NPCs causes all kinds of conflicts because so many dumb mods edit critical vanilla NPCs.

 

You wouldn't get anyone doing it on LL though (choking fit ensues, falls off chair).

 

There are cases where it's incredibly hard to avoid, but mostly you can use an alias, and it ends up being a lot less work in the end.

Posted
1 hour ago, Lupine00 said:

This bug has been reported multiple times for SL Adventures. I think it's a specific issue with the way fast travel updates it then changes cell immediately.

That would explain why I've never noticed it as I don't use fast travel and I'm usually too poor to afford the cart. I still think that once something is added or removed from your inventory that it'll refresh and correct itself so it wouldn't be that big of a deal but I'd have to test it out. 

Posted
4 hours ago, Monoman1 said:

That would explain why I've never noticed it as I don't use fast travel and I'm usually too poor to afford the cart. I still think that once something is added or removed from your inventory that it'll refresh and correct itself so it wouldn't be that big of a deal but I'd have to test it out. 

SL Adventures might have resolved it by adding and removing something from inventory - sounds familiar.

Posted
4 hours ago, Monoman1 said:

That would explain why I've never noticed it as I don't use fast travel and I'm usually too poor to afford the cart. I still think that once something is added or removed from your inventory that it'll refresh and correct itself so it wouldn't be that big of a deal but I'd have to test it out. 

SL Adventures might have resolved it by adding and removing something from inventory - sounds familiar.

Posted

I have an idea about the inspectors, if you're still interested - 

 

Type A - Have them look like a guard from the hold they're in. Guards patrol inside and outside the walls of Whiterun, for example. The player won't know if the guard is an inspector as well until you get close enough for a forcegreet. They can confiscate goods, penalize you (fines or other), etc. In this case there are enough other guards around to help the inspector enforce the full range of consequences. Or would it be easier to be a random guard encounter? Guards enforce the law, why not ask for licenses?

 

Type B - These may look more like traveling nobles, mercenaries, etc. I would say they only travel the roads and maybe near military camps. Again, you won't know who they are until it's too late to avoid them (unless you just try to avoid everybody). Because they are more isolated, the possible consequences may be limited because you can simply run away (or kill) which puts a bounty on your head (perhaps a global one?). They can give you a ticket that you have to take to a licensing department in order to pay the fine, or give you the opportunity to perform an act of 'kindness', something. Maybe not confiscate, because you need your stuff and you'll just run away or fight, right? Besides, if the inspector is alone, how is he/she gonna carry the confiscated goods? 

 

I was glad to see you implemented a merchant system. That makes sense to me. Are these changelog notes what you're working on or what you've released?

 

I didn't see this mod until today, but I'm looking forward to it.

Posted
8 minutes ago, Seeker999 said:

Type A - Have them look like a guard from the hold they're in. Guards patrol inside and outside the walls of Whiterun, for example. The player won't know if the guard is an inspector as well until you get close enough for a forcegreet. They can confiscate goods, penalize you (fines or other), etc. In this case there are enough other guards around to help the inspector enforce the full range of consequences. Or would it be easier to be a random guard encounter? Guards enforce the law, why not ask for licenses?

Might be interesting. I can run an alias to select a random guard(s) in an area and take over their ai. 

But maybe it would be better if guards would only approach you if you are openly flaunting the law (wearing armor without an armor licence). And then just leave 'active' inspection to patrolling inspectors. I don't want to make it impossible to carry armor/weapons/etc without a licence. It should certainly be risky but with the appropriate rewards (escaping the costs of licences). 

16 minutes ago, Seeker999 said:

Type B - These may look more like traveling nobles, mercenaries, etc. I would say they only travel the roads and maybe near military camps. Again, you won't know who they are until it's too late to avoid them (unless you just try to avoid everybody). Because they are more isolated, the possible consequences may be limited because you can simply run away (or kill) which puts a bounty on your head (perhaps a global one?). They can give you a ticket that you have to take to a licensing department in order to pay the fine, or give you the opportunity to perform an act of 'kindness', something. Maybe not confiscate, because you need your stuff and you'll just run away or fight, right? Besides, if the inspector is alone, how is he/she gonna carry the confiscated goods? 

It's interesting and they should definitely be killable. But I won't be touching the wilderness for a while at least.

17 minutes ago, Seeker999 said:

Are these changelog notes what you're working on or what you've released?

Not released. Anything in the log is done in my version. Some features could use more testing though. I've also finished revamping the interfaces (super interesting I know but it's important)

I might just release this much after I've done more testing. I would like to add inspectors to small towns before releasing. But I won't be able to do much testing until like the middle of next week. 

Posted
1 hour ago, Monoman1 said:

But maybe it would be better if guards would only approach you if you are openly flaunting the law (wearing armor without an armor licence). And then just leave 'active' inspection to patrolling inspectors.

How would they know if you have a license or not w/o asking? That piece of paper is in your inventory.

 

Maybe it's random but not as a forcegreet, but if you approach the guard and initiate the conversation. If you don't talk to them, they don't ask you for a license. If you do talk to them, looking at your license may not be a high priority (the random element). If the controlled items (staff, sword, light armor, heavy armor, etc.) are not equipped, there is no reason to ask for a license. However, if you have a bounty/are a recognized criminal, then they always ask for your license(s) in addition to taking you in for your other infractions.

 

Anyway, these are just some ideas. You know what will work best w/ your mod. I look forward to playing it.

Posted
41 minutes ago, Seeker999 said:

How would they know if you have a license or not w/o asking? That piece of paper is in your inventory.

I'm glad you asked! You see, guards have this spell called eh, licence clairvoyance, yes, which highlights non compliant sluts... yes, lets go with that. 

 

But seriously. A certain amount of suspension of disbelief is needed for the purposes of gameplay mechanics. If every guard was to stop you it'd get pretty old pretty fast. Besides. If your a woman wearing armor then it's instantly suspicious. What's that woman doing outside of the brothel? And she's wearing armor! WTFFFFFFF! <Guard's head explodes>

Posted
10 minutes ago, Monoman1 said:

But seriously. A certain amount of suspension of disbelief is needed for the purposes of gameplay mechanics. If every guard was to stop you it'd get pretty old pretty fast. Besides. If your a woman wearing armor then it's instantly suspicious. What's that woman doing outside of the brothel? And she's wearing armor! WTFFFFFFF! <Guard's head explodes>

For sure, and it isn't *that* unreasonable that the guard would know the PC at least by description as the owner of a valid licence.  I mean, they recognize her as having a minor bounty when she talks to them, and seem to have intimate knowledge of her skill tree...

 

I get the impression the guards would be absolutely shocked that a female actually had the funds and audacity to pay for a weapon/armor licence, and the PC would be the talk of the barracks as soon as they cleared the city gates.  The licences and tolls are designed to thoroughly discourage such unladylike behavior, and an individual actually managing to consistently pay for them is probably pretty rare, so they'd recognize the PC on sight as "that crazy one".  A female wearing armor they don't already know about however, would be quite suspicious and justify the occasional spot inspection.

 

They'd probably also be taking bets as to how long before the PC came back to town naked, bound and begging for coins after being the plaything of some bandits, giving justification to their misogyny. 

Posted
10 hours ago, Monoman1 said:

But seriously. A certain amount of suspension of disbelief is needed for the purposes of gameplay mechanics. If every guard was to stop you it'd get pretty old pretty fast. Besides. If your a woman wearing armor then it's instantly suspicious. What's that woman doing outside of the brothel? And she's wearing armor! WTFFFFFFF! <Guard's head explodes>

SL Adventures' "Thane Immunity" makes a lot of sense in this case.

 

After all, if the Jarl really did say that stuff, and the guards really do have their grateful and awed dialogues ... then perhaps you should be afforded the convenient allowances that characters like Mjoll get?

 

And this may be a "cheap" way to avoid licenses, or it may not... e.g. "Thanes  don't require licenses" could be an option.

After all thanes are rich, they can easily afford all the licenses, right?

Or the other way around, the rich don't pay taxes.

 

If Jarls do require them (as currently), and don't have one they should be able to use their "But I'm a thane!" get out of jail free card to skip one inspection.

 

Such a feature is quite different from simply disabling the licenses, or making them cheap, because licenses are global and thanedom is per-hold.

 

 

In my boring-old game world, the place for women isn't (usually) in brothels, it's at the vegetable stall, selling her spouse's produce, looking after her seven children, and carrying another. It's not Slaverun, just caricature patriarchal. (I got a bit bored of the brothel thing, moving on for now).

 

I'd like a way for the ladies of Skyrim to apply a heavy weight of peer-pressure to ensure that others conform. I'm working on some parts of it myself. I wonder if I can hack BFW to provide punishments to unconventional women :) 

Posted
9 hours ago, Lupine00 said:

all, if the Jarl really did say that stuff, and the guards really do have their grateful and awed dialogues ... then perhaps you should be afforded the convenient allowances that characters like Mjoll get?

You're right. I should change that dialogue to be more misogynistic! ?

After all the only way a woman could become thane is if she slept her way to that position ;)

 

9 hours ago, Lupine00 said:

Jarls do require them (as currently), and don't have one they should be able to use their "But I'm a thane!" get out of jail free card to skip one inspection

Always found that useless myself. Personally it's got serious 'elixir syndrome' for me. But I'm bat shit crazy so it might just be me. 

9 hours ago, Lupine00 said:

In my boring-old game world

Well it would still fit. I mean you don't need a warhammer to sell vegetables. 

9 hours ago, Lupine00 said:

like a way for the ladies of Skyrim to apply a heavy weight of peer-pressure to ensure that others conform. I'm working on some parts of it myself

Sounds interesting :)

2 hours ago, carlfatal said:

@Monoman1,

thank you so much! I put your mod yesterday into my game, started a new adventure, and well, it is fantastic, splendind, wonderful! ?

Thanks :)

Posted

I read a comment a few posts back about carry weight... and I thought, "yeah she shouldnt be able to carry much, I mean why would she anyways"

Then I wondered if there was something like this that could be implemented.

 

So

A Min and a Max Carry weight. (theres already a min perhs just adding the Max as well?)

The only way to carry lots would be with a bag or backpack of sorts, which guards will spot. (perhaps you'd need a lic for this too hehehehe)

 

The play style with mods like this enabled can be quickly cheesed when you char becomes too high level.

This is why I drop my level up points into stamina rather than health or magic.

Shes to dumb to know spells and whats the point of having combat loss mechanics if you dont go down?

and besides with more stamina shes better at her profession.

but now she has more carry weight and could probably carry a horse...

Posted
5 minutes ago, -alpha- said:

 

Well if you lower your carry weight (requiem does this for me) then get yourself a backpack mod (I think mine come from wet and cold) you'll get a similar effect. This should be preferable as adding it to the min av script would add unnecessary processing. I guess I could add a carry weight debuff slider. It wouldnt be as comprehensive as say requiems implementation which is applied at the race level so it affects everyone and not just the player. 

Posted
10 minutes ago, Monoman1 said:

I guess I could add a carry weight debuff slider.

Hey, if you want some debuffs, I know a mod that does that :) 

Posted

I've a bit of a favor to ask of as many people as possible. 

 

I'm working on a little tweak to devious followers that disallows you from dismissing followers within 24 hours of hiring them. This is mostly to stop you just hiring a follower to go through the toll gates and then firing them but it can be used without survival. You can force dismiss them by buying them out for 500 gold within the first 24 hours if need be.

 

So I'm asking if people USING MOD ORGANIZER ONLY  (it replaces vanilla scripts that I don't trust other mod managers to remove properly) will test it a little for me and report back. It should work with vanilla + EFF. I haven't looked at AFT or NFF yet but if they use the vanilla script then they should work too in theory. This isn't something you should leave installed for now, so keep a backup save before installing and remove the mod after testing!!!

 

What you should do.

1. install

2. Load game and wait 5 seconds.

3. hire a follower (won't work for followers that are already hired)

4. try to dismiss them - You should get 'Nope' dialogue?

5. create a test save

6. Give yourself 500 gold - Player.AddItem f 500

7. force dismiss them by giving them the 500 gold - Do they get dismissed successfully?

8. Load your test save.

9. Wait 24/25 hours.

10. Ask them to leave - Do they get dismissed properly? 

 

What I'd like to know is in bold above. I also need to know what follower manager you're using. If a dismissal fails I'd also need to know which follower.

 

Thanks to any guinea pigs advance :)

 

Edit: Apologies to whoever downloaded the file. I missed a script when packing the mod. This should be everything:

Devious Followers - Minimum Contract.7z

 

 

Posted
8 hours ago, Lupine00 said:

Hey, if you want some debuffs, I know a mod that does that :) 

 

7 hours ago, Monoman1 said:

Oh right!

More Believable Carrying Weight

How could I have forgotten! :P

 

Just kidding. See lupines signature. 

oooohhhh.

someone is going to have a baaaaad time...

Posted
17 hours ago, Monoman1 said:

I'm working on a little tweak to devious followers that disallows you from dismissing followers within 24 hours of hiring them. This is mostly to stop you just hiring a follower to go through the toll gates and then firing them but it can be used without survival. You can force dismiss them by buying them out for 500 gold within the first 24 hours if need be.

This should just be a DF feature out of the box.

Posted
5 hours ago, Lupine00 said:

This should just be a DF feature out of the box.

Well naturally I would agree :)

Just tested it with AFT. Seems to work fine.

Edit: And NFF seems ok too.

 

Also, the first licence 'enforcers' have gone into riverwood. But their package will need some tweaking which a bit difficult to do on my craptop when it threatens to burst into flames and possibly give me eye cancer. 

Posted

On the main page, it says that you might have to restart the interfaces for DD. I just updated from .4 to .431. How many times should you have to do this? I'm up to about 10. I get the message about the interface restarting each time, but every time I go to settings I get the same warning. And I'm getting a message about an inactive interface for pay sex crime. Help?

Posted
17 minutes ago, foreveraloneguy said:

On the main page, it says that you might have to restart the interfaces for DD. I just updated from .4 to .431. How many times should you have to do this? I'm up to about 10. I get the message about the interface restarting each time, but every time I go to settings I get the same warning. And I'm getting a message about an inactive interface for pay sex crime. Help?

Hmm, what mod manager are you using?

If you are using vortex, check to see if there's an update for your version and then reinstall survival. 

 

If that doesn't work: try installing survival manually. Either using the method detailed on this page or the one detailed on 'spank that ass's page. Whichever you feel more comfortable with. 

 

In either case it might be a good idea to restart each interface when you get things working. Click on each interface in the Mcm. You'll probably have to exit the mcm between restarts. 

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