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1 hour ago, Pupkin said:

I'm also not a fan of NPC's putting expensive DD gear on some random girl just for lols and then never see that gear again.

Me too. I wish DCL would tone it down a bit too.

 

More simple escapes from rope using a knife, less of the devices that require three keys forged by different daedra to escape, made of material impervious to any weapon (why isn't my armor made of that stuff?)

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Various enslavement scenarios are going to reposition the PC outside the city (enslaved by DEC and sent to SS or SLUTS).  Since the penalty for toll evasion is harsh, this is something that the toll system ideally should handle generically, as there's no practical way to code for every enslavement route that can move the PC.  There's also the Battle For Whiterun, which doesn't move the PC but probably needs special case treatment so the city doesn't charge defenders for doing their duty. 

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18 hours ago, Monoman1 said:

And this only happens with the weapon licence? 

Probably a stupid question but have you tried turning the licence system off and back on again. Cheat yourself some gold to make up for it: Player.AddItem f 500

will try that. I updated so it could be that.

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18 hours ago, tuxagent7 said:

I have made a new game and i think it's because of the questline.  First time you go see the Jarl to tell them about the dragon, you can't really pay the toll because the gate is open and stay open.

 

I get message that the guards will spot me, etc...

 

When i go give the dragon stone to the jarl, a guard stop me telling me that i left without paying and put me in the armbinder. Try to follow Ireleth but dont have any gold and decide to take a vial ( the door now unlock and lock like it should)

 

the first offense is that each time you enter the city he puts you in the armbinder for a week.

 

 

Still this mod is fantastic, i have quite the hard time doing this quest because of the licence and everything !

I did a speed run of this quest up as far as heading out of whiterun to go to the greybeards but never ran into any problems. 

The gate was always locked when it should be and I never got thrown into an armbinder for no reason...

16 hours ago, Tenri said:

@Monoman1

There is a potential issue (gameplay wise not bug wise) with the "Easy Bed" at least for the Companions beds (the college isn't in a gated city).

Both scenarios move you outside of and likely way more than 2 hours away from town, meaning you will have left town without paying the toll and with no reasonable way to get back in time you will be counted as having skipped the toll assuming the guards know you're in town, a little harsh for a prank in my opinion.

Good point. I'll think about it. 

15 hours ago, AthenaESIV said:

Love this mod, really great work.

 

If you consider requests... I would have one I hope you like: Could the enforcers be made to operate under curfew hour range set in the MCM? Maybe during the day they give sexist remarks about what will happen after curfew, but pass by afterwards. Maybe even make so if they have a bounty the curfew doesn't matter and they are punished.

 

The Cursed Loot crime punishment system where the Dragonborn has to find a key is really good too if you would consider integration with that.

 

Thanks for all the recent updates! Look forward to more.

I dunno. I think that would kind of defeat their purpose. I mean you're not going to come into town at night to sell stuff as all the shops are closed. But perhaps curfew could be a a completely new feature. Get caught outside in town late at night and get 'escorted to the city' maybe. 

3 hours ago, HexBolt8 said:

Various enslavement scenarios are going to reposition the PC outside the city (enslaved by DEC and sent to SS or SLUTS).  Since the penalty for toll evasion is harsh, this is something that the toll system ideally should handle generically, as there's no practical way to code for every enslavement route that can move the PC.  There's also the Battle For Whiterun, which doesn't move the PC but probably needs special case treatment so the city doesn't charge defenders for doing their duty. 

That's going to be a tricky issue. But to be fair, you DID leave without paying :P

1 hour ago, junky1234 said:

At the gate.

Thanks. I'll check it out. 

6 hours ago, Pupkin said:

Played the Kennels part yesterday. Some feedback:

- The hobble skirt (as well as other DD gear) was not removed during the sex animations, so it made the whole thing look really weird.

- After checking out with the kennels guy, lots of DD gear stayed on (I think the ones that were added in each rape scene). IMO, it makes the experience lose its replayability, having to deal with leftover DD is just too much hassle. I'm also not a fan of NPC's putting expensive DD gear on some random girl just for lols and then never see that gear again. It's not like everyone in Skyrim is rich, especially not the humble kennels overseer (though his work clearly has its benefits).

- also, IMO you are using too much DD here. I think it would have been more simple and more enjoyable to just have some rope restraints on PC like the ones other women in the kennels have - simple, effective and cheap, just like kennels experience is supposed to be. I also think that the starting DD setup is more than enough, no need for more gear with each visit.

Yeah, any device that goes on you down in the kennel stays on. It's part and parcel of the punishment. The kennel isn't meant to be somewhere you want to go. It's supposed to be last desperate resort. 

 

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I have to say I absolutely love this mod. Tolling, licensing, eviction, and people stealing from stashes really fill the gap towards a immersive gameplay. This is pretty much a must-have on my mod list now.

 

A very random thought here - this is just me thinking out loud:

I have noticed that when evading tolls and being punished for that, you could let the toll collector rip an expired license. I feel like there is something that can be done on this. For instance, the toll collector could be displeased with the player "tricking" him by surrendering an expired license and impose further punishments (more DD devices, confiscate the player's item for a set amount of time, etc.)

 

Again, thanks for the great mod! 

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Guest AthenaESIV
4 hours ago, Monoman1 said:

I dunno. I think that would kind of defeat their purpose. I mean you're not going to come into town at night to sell stuff as all the shops are closed. But perhaps curfew could be a a completely new feature. Get caught outside in town late at night and get 'escorted to the city' maybe. 

 

I do agree, how about this... Would it be possible to make the enforcers carry torches at night so they are easier to see? Add a little drama to the hunt, lol. Actually... I could probably add this in myself in xedit, not sure on the behavior part of it but I will look when I get a chance.

 

Thanks for the mod, it's primo

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4 hours ago, Monoman1 said:

Yeah, any device that goes on you down in the kennel stays on. It's part and parcel of the punishment. The kennel isn't meant to be somewhere you want to go. It's supposed to be last desperate resort. 

 

Bad sleep, degrading space, numerous rapes, possible beastiality (depending on the setup) are good deterrents on their own. I think DD should be a preference thing, not a deterrent.

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G'day,

Is there some way to not have all "contraband" be confiscated, but instead just be stripped? Thinking along the lines of a normal-ish playtrough and trying to sell items...And to not lose that personal set of armor every time I enter a city.

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30 minutes ago, Maitso said:

G'day,

Is there some way to not have all "contraband" be confiscated, but instead just be stripped? Thinking along the lines of a normal-ish playtrough and trying to sell items...And to not lose that personal set of armor every time I enter a city.

Stripped? Like just unequipped?

Maybe try just Slaverun and disable the licence system in SLS?

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5 hours ago, stillnofunnylogin said:

Are the toll collectors supposed to take quest items? The toll collectors took Wuuthrad on the way out of Whiterun during "Glory of the Dead."

They also take Nettlebane. They are not picky about quest items. They aren't lost though, you can get them back from the chest if you buy a license.

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On 7/14/2019 at 10:41 PM, Monoman1 said:

And this only happens with the weapon licence? 

Probably a stupid question but have you tried turning the licence system off and back on again. Cheat yourself some gold to make up for it: Player.AddItem f 500

This worked, thanks!

 

On another note:

I play with the mod "showers in inns" for bathing. You can access the bathing room in every inn via a trap door. But it constitutes leaving the city which I find kinda strange. How does location work? Can I add the shower cells in TES5Edit to the respective city somehow?

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1 hour ago, Kalthen said:

This worked, thanks!

 

On another note:

I play with the mod "showers in inns" for bathing. You can access the bathing room in every inn via a trap door. But it constitutes leaving the city which I find kinda strange. How does location work? Can I add the shower cells in TES5Edit to the respective city somehow?

Personally... I think stuff like that shouldn't be a problem unless someone actually SEE's you leave. Cuz like, how else would they know? It'd solve a lot of problems about moving to modded cells and such as well~

 

Granted I still havent got to play it since Im on SE ❤️ so my apologies if this is already taken into account~

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18 hours ago, Monoman1 said:

Stripped? Like just unequipped?

Maybe try just Slaverun and disable the licence system in SLS?

Yeah, like just unequipped. And I could do that, but the license system is one of the things I like most. So take it it's a no on it being possible to set this at this point then?

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3 hours ago, Kalthen said:

This worked, thanks!

 

On another note:

I play with the mod "showers in inns" for bathing. You can access the bathing room in every inn via a trap door. But it constitutes leaving the city which I find kinda strange. How does location work? Can I add the shower cells in TES5Edit to the respective city somehow?

 

Monoman1 posted a few weeks ago about adding locations to a city here you go:

 

On 6/27/2019 at 7:42 AM, 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:

Location.jpg.fd99f18d493dfc72b97538a05081b4a7.jpg

 

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 don't currently know the specifics on how to add the location to the city's formlist myself I haven't needed to, but this might help you?

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27 minutes ago, -alpha- said:

Im not sure if this is only happening in my game due to something else but... if someone else can check?

Remove all items of clothing from a follower and exit the trade window, they get upset and take your clothes.

 

Sounds like it is probably this mod, the previous update added them doing that if on license confiscation they lost all their armour and had no clothes, but you kept some clothes.

Since they get to keep what they're wearing now having the event trigger when you take their last clothing/armor from them makes sense.

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Yes it is from this mod if you have it enable

Follower take your clothing if they somehow ended up naked and you aren't during the gate check, and when you open up their equipment/inventory if you have clothing and they are naked.

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On 7/16/2019 at 5:07 AM, stillnofunnylogin said:

Are the toll collectors supposed to take quest items? The toll collectors took Wuuthrad on the way out of Whiterun during "Glory of the Dead."

Protection for quest items is only built into the punishment for toll evasion and pickpocketing failure. As the only way to get those items back is kill or pickpocket the npc. As lupine says you can get it back with the right licence. 

 

23 hours ago, Lupine00 said:

They also take Nettlebane.

Nettlebane was missing from the above list. Will be added next version.

19 hours ago, Kalthen said:

I play with the mod "showers in inns" for bathing. You can access the bathing room in every inn via a trap door. But it constitutes leaving the city which I find kinda strange. How does location work? Can I add the shower cells in TES5Edit to the respective city somehow?

Have a look at the post tenri linked. The simplest solution would just to be to increase the 'Grace period'. 2 hours would seem like enough to take a bath but you can just increase it if need be. 

17 hours ago, unmog said:

Personally... I think stuff like that shouldn't be a problem unless someone actually SEE's you leave. Cuz like, how else would they know? It'd solve a lot of problems about moving to modded cells and such as well~

It could potentially be very unreliable this way. Line of sight/detection isn't fantastic in skyrim. There's also a potential issue where it needs to get done before the cell transition, right. Most vanilla transition doors are animated which gives about 1 - 2 seconds for the script to figure out if

1. The door is actually a transition door that leads to another cell and

2. Figure out if anyone saw you leave. 

 

Besides, if you haven't been seen in town for a while people would figure it out.

16 hours ago, Maitso said:

Yeah, like just unequipped. And I could do that, but the license system is one of the things I like most. So take it it's a no on it being possible to set this at this point then?

It's not an option no. 

Honestly I'm not sure it ever will be.

15 hours ago, -alpha- said:

Im not sure if this is only happening in my game due to something else but... if someone else can check?

Remove all items of clothing from a follower and exit the trade window, they get upset and take your clothes.

Yea. It's this mod. Like others have said it was in the previous update where your follower was left with nothing during a confiscation event. So they took your clothes and left you naked instead. Always bothered me that followers are completely oblivious to this. Especially dominant devious followers. 

Have noticed though that it can trigger at odd times. But I think it's just because another mod is keeping your follower naked for some reason. 

 

Now general questions @ everyone

1. Should enchanted items be considered as magic items for confiscation purposes? Say you have an enchanted fire sword etc. Should you need a weapon licence AND a magic licence? Same for armor. My mage character is getting away with murder. Don't need a clothes licence so she can wear her magic robes without any kind of licence. 

I don't know about this one. It could make things really complicated. 

 

2. Regarding confiscations: I'm thinking of adding an exceptions list for weapons (at least for weapons but probably everything armor as well). Main purpose is to allow you to carry a pickaxe and wood cutters axe for mining etc. Both jobs the women should be doing :P. But could be useful for other mods to add allowed uniforms or something. 

 

Good ideas/bad ideas?

 

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2 hours ago, Monoman1 said:

It could potentially be very unreliable this way. Line of sight/detection isn't fantastic in skyrim. There's also a potential issue where it needs to get done before the cell transition, right. Most vanilla transition doors are animated which gives about 1 - 2 seconds for the script to figure out if

1. The door is actually a transition door that leads to another cell and

2. Figure out if anyone saw you leave. 

 

Besides, if you haven't been seen in town for a while people would figure it out.

I dunno, it cant be that hard to check and see if you are sneaking and if you have an open eyeball or a closed eyeball after all. Im not talking strictly line of sight when I say sneaking, I mean literally sneaking. Seems to work pretty easy when going into places you're not allowed and stealing items so I don't know what would make it that hard to make sure people don't see you sneaking off. And then there's the case of invisibility potions/spells. Could maybe add a crime thing to it that would wind you up in jail for breaking the rules or something if nothing else~

 

Besides, they wouldn't notice it right away anyway. Especially if you have a house in town. Usually when Im in town I stop by the merchants to sell things, then I go home to put away things and resupply etc, then I get some sleep. It's normal for people not to see me much regardless, on top of being super sneaky and part of the riften thieves guild.  So, I think my point still stands that they shouldnt have omnipotency ?

Speaking of the thieves guild, people in town fear the thieves guild and people working for Maven Blackbriar, I'm not sure they'd dare snitch or question me regardless. Does guild rank play any part of the equation? If not, I'm also the Thane so... >.>

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2 hours ago, Monoman1 said:

1. Should enchanted items be considered as magic items for confiscation purposes?

 

2. Regarding confiscations: I'm thinking of adding an exceptions list for weapons

My two cents

 

1.  If the toll collector can detect magic, i think everything tainted by magic should have the magic license.  We don't want another winterhold fiasco ! :P

 

2. I would limit it to pickaxe and woodcutter axe but i am sure that people would like having the option to put their own things in that list.  Options is good.

 

By the way, i love the interaction with the follower when he take the clothes when he is naked, it's gold !

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