tuxagent7 Posted July 17, 2019 Posted July 17, 2019 Maybe if you are thane in a city you could have the licenses with a discount that would be cool
Monoman1 Posted July 17, 2019 Author Posted July 17, 2019 50 minutes ago, unmog said: 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 ? I forgot to actually finish one of my points. If the door, for some reason (mods mostly probably), doesn't have an animation and instantly moves you to the next cell then the script won't have any time to figure out if you're detected or not. You'll spawn on the other side, most likely with nobody around, and the mod will just think you weren't detected. And another issue I've thought of. Getting detected in skyrim is binary right. You either are detected or not detected. It's not difficult at all to do. So your decision will come down to: should I give that guy a blowjob/my gold or just slip out of town without any consequences. I know which I'm picking. At which point tolls become this kind of optional extra rather than a difficult to avoid thing. It's also open to abuse. Get detected at the last second before leaving? Re-enter town and try again. 55 minutes ago, unmog said: 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... >.> Sure I could turn the mod into a simulation. But then survival would be the only mod you could run 20 minutes ago, Lupine00 said: But the Jarl can give you magic items... And you can have it back when you're properly licensed
Lupine00 Posted July 17, 2019 Posted July 17, 2019 1 hour ago, Monoman1 said: And you can have it back when you're properly licensed I just don't think you should need a magic license for weapons and armor. That makes the magic license overly important. It's already strange that a melee character gets locking a collar, just for having magicka. I fully expect magic weapons and armor to be confiscated if you don't have weapons or armor licenses, because that is the obvious point of those licenses. However, I don't think you should need magic license for equipment that is on the smith list not the mage list for vendors. Questions: If I have no spells (which I can contrive as a starting set-up, or by removing them with the console), do I still get collared as a magic user? What if I have 0 skill in all the magic skills? I can set this through SLD in just a few seconds (not modifiers, but smashing the AVs through the Developer menu). I think either case you should be safe from the magic license. It's a common starting setup for "weak girl" builds.
Tenri Posted July 17, 2019 Posted July 17, 2019 8 hours ago, Monoman1 said: 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 . But could be useful for other mods to add allowed uniforms or something. Good ideas/bad ideas? 1. Enchanted clothing/jewelry probably, weapons/armor probably not, staves/scrolls definitely should require a magic licence since they just let you cast magic without the ability to do so normally. Now if Skyrim had Morrowind's enchanting system yes all enchanted items should need a magic licence cause any item could have any enchantment. 2. It could be good but I would say only unenchanted versions of allowed items if possible. Enchanted versions requiring either the relevant licence or a magic licence if you decide all enchanted items need magic licence.
-alpha- Posted July 17, 2019 Posted July 17, 2019 9 hours ago, Monoman1 said: 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 . But could be useful for other mods to add allowed uniforms or something. Good ideas/bad ideas? (FML having to type Magic license every time is getting annoying ML, AL, WL, CL, is what Im calling them from now on.) 1. Is there a situation in which you do not require an ML? -Either you pretend your char isnt a mage and thus disable the ML checkbox or you have a magic licence because you are a Mage. Also you dont need to be a wizard to use an enchanted weapon. So why would you want a magic lic. Imagine you where a big Nord brute walking around with a big ass quest enchanted weapon which you use to slay coward mages. The you walk into a city and the cat at the gate tells you to hand it over or get a ML like some puny wizard would need to have. 2. This is a cool idea. Is there a way to have a *% chance of something being detected. I ask because of something like the Shiv. Can you carry one without WL then if you are stopped and searched theres a chance they might or might not find it. A shiv can be a very high risk/reward play - you can carry one without a WL and might not be found but if found you can get into some serious trouble
Monoman1 Posted July 17, 2019 Author Posted July 17, 2019 Ok for 1: I'm leaning towards agreeing with most of ye. Magic licence should not be required for enchanted armor or weapons. But I still think enchanted clothes should require a magic licence, who else used them except mage types anyway. As for jewelry. I'm not sure yet. 2. I wasn't planning on adding a % chance for it to be detected. It was more for cases like devious regulations (which I don't use so I'm just going by how I think it works). So if you're fully suited up in devious devices or whatever is required you're allowed imperial/stormcloak armor/weapons etc.
Hex Bolt Posted July 17, 2019 Posted July 17, 2019 Lupine00 raised a good point about a non-mage character being collared as a mage. Vanilla Skyrim starts every character with 1-2 spells depending on race. To be safe (for custom race mods), treat 3 as the maximum spell count for a non mage. If you know 3 or fewer spells, no mage collar. A starting mage character could abuse that, but not for long, and it's reasonable that such a character could masquerade as a non mage. The benefit is that non-mage characters won't have to put up with the mage collar, or be forced to buy a magic license just for that. A simple alternative would be to check magicka pool, but Altmer start with 50 extra so that's not going to work so well (or maybe Altmer just can't be trusted). Agreed that enchanted clothing would require a license, since only mages use them. But you might want to require an armor license for enchanted clothing. A warrior needs armor and weapon licences; a mage would need armor (for enchanted clothing) and magic licenses. I'm thinking jewelry (necklaces and rings, but not magey circlets) should be exempt, but it's a fuzzy area. I like the exemption for tools like pickaxe and woodcutter's axe.
Monoman1 Posted July 17, 2019 Author Posted July 17, 2019 1 hour ago, HexBolt8 said: upine00 raised a good point about a non-mage character being collared as a mage. Vanilla Skyrim starts every character with 1-2 spells depending on race. To be safe (for custom race mods), treat 3 as the maximum spell count for a non mage. If you know 3 or fewer spells, no mage collar. A starting mage character could abuse that, but not for long, and it's reasonable that such a character could masquerade as a non mage. The benefit is that non-mage characters won't have to put up with the mage collar, or be forced to buy a magic license just for that. A simple alternative would be to check magicka pool, but Altmer start with 50 extra so that's not going to work so well (or maybe Altmer just can't be trusted While an automatic thing would be nice, I'm not certain theres any sure-fire way of doing it. I was thinking of doing it by magical points until you brought up that point. And for spells; I use requiem which starts you with no spells but I still have a lot of spells starting out from other mods. Mostly debugging type spells. Besides there is a magic licence toggle in the mcm. 1 hour ago, HexBolt8 said: Agreed that enchanted clothing would require a license, since only mages use them. But you might want to require an armor license for enchanted clothing. A warrior needs armor and weapon licences; a mage would need armor (for enchanted clothing) and magic licenses Not sure I'd agree with that. I play a mage character and the first licence I bought was a weapon licence, thinking I'd find a key soon enough (didn't find one for ages). As well as that, as a warrior you don't need stamina to swing your sword whereas as a mage once you run out of magicka you're pretty much fucked. Also I've been thinking that somethings got to give with the bikini licence. I'm finding myself holding out for the much more expensive armor licence just so I can sell armor. So not sure what to do. Maybe allow you to carry armor with a bikini licence but your escort will not allow you wear any for fear of getting in trouble.
Hex Bolt Posted July 17, 2019 Posted July 17, 2019 Yeah I'd forgotten about debug spells. I always turn them off, but most people won't, so that kills spell counting. Magicka points would work if you don't mind discriminating against Altmer (and with the Thalmor thing they'd probably get special treatment, of the not nice kind, anyway). Some race mods probably start characters out with a few bonus points, but probably nothing like the Altmer's +50. Of course a really simple solution is an I'm Not A Mage checkbox, and if players use it to cheat then they only hurt themselves (after all they chose to turn on licenses).
Guest AthenaESIV Posted July 18, 2019 Posted July 18, 2019 Any chance to get a MCM option for the cum breath messages? Disable completely or change it from 1st person to 3rd person maybe. The 1st person messages popping up constantly are a kind of annoying and are like the game is talking shit or something, lol Besides, anytime I can turn off a script feature I don't care for that polls constantly it is a win. Thanks!
Guest AthenaESIV Posted July 18, 2019 Posted July 18, 2019 16 hours ago, Monoman1 said: 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 . But could be useful for other mods to add allowed uniforms or something. Good ideas/bad ideas? 1 - I think weapons should be weapon only, but enchanted clothes should be armor. My reasoning is, a warrior could be clueless about magic but have a magical sword - and this sword is still a dangerous tool, and in my mind the enforcers would recognize weapons with powerful enchantments and treat the wielder accordingly. Enchanted or not, it is still dangerous. Clothes though seem to have a different purpose once enchanted... The protection they offer makes them go from a normal item everyone (depending on your game of course) has to a specialized piece of gear that offers much more than the substrate typically provides. Even if it is a weight carrying enchantment, it still kind of propels it into another category of usable item. We could talk about types of enchantments and all that, but that seems like it would be a coding headache and throwing all enchantments into the armor category seems fair and logical to me. Worrying about requiring a magical license for clothes seems like a headache also, and again we can just pretend that the enforcers know what is up. 2 - I like this idea, mundane items wouldn't be of much concern. We can just imagine that fighting a properly armed guard with a wood axe would put a person at a huge disadvantage and is something they would deal with as needed. Otherwise cutlery and other simple tools become contraband as well and it gets too draconian for the towns and cities to function. It almost falls under my dangerous tool argument above, but we can just imagine a weapon of war is much more dangerous than a makeshift pitchfork, even if a pitchfork could kill it is just really common.
afa Posted July 18, 2019 Posted July 18, 2019 Tying magic license to enchanted armor and weapon would make is so even a warrior type might still want to have a magic license. But it does feel a little clunky. Also to consider is if these licenses should be all unique, a tier system, or a combo system. E.g. to hang on to enchanted armor PC needs magic license and armor license. For enchanted clothing PC needs magic license and clothing license. or enchanted armor, enchanted weapon, and enchanted clothing each have their own licenses. Which could lead to cases where PC can have chanted armor, but not regular armor. or they should be tier, you need to have an armor license then upgrade it to an enchanted armor license. The way I imagine bikini armor license is that it is just a cheaper armor license, since people are more forgiving if the armor is sexier looking or it could also be part of the tier system in armor where bikini armor is a lower tier license then upgrade to a normal armor license. Also had the thought of followers needing their own set of license for equipment ever crossed anyone's mind?
lalabee Posted July 18, 2019 Posted July 18, 2019 Are there any chances to move shields to armor license category? I can equip shields when I have a armor license. But when I have a bikini license only, then I can't eqiup shields. Consequantly, It blocks bikini + one handed combination. Of course I can buy armor license but then bikini license will be meaningless. By the way, about Magic License, how about making a new license for them (including expensive (whether enchanted or not) jewelry / neckless / (black) soulgems and other high-value items)? It can be explained because this mod makes skyrim misogyny, so can be forbbiden at least I think....
Monoman1 Posted July 18, 2019 Author Posted July 18, 2019 8 hours ago, HexBolt8 said: Yeah I'd forgotten about debug spells. I always turn them off, but most people won't, so that kills spell counting. Magicka points would work if you don't mind discriminating against Altmer (and with the Thalmor thing they'd probably get special treatment, of the not nice kind, anyway). Some race mods probably start characters out with a few bonus points, but probably nothing like the Altmer's +50. Of course a really simple solution is an I'm Not A Mage checkbox, and if players use it to cheat then they only hurt themselves (after all they chose to turn on licenses). I think the only way to do it would just to add a slider for how many magicka points you need before you're considered a mage but this also breaks down if you're magicka is currently heavily debuffed. But to be honest this is such a small problem as theres already a toggle for the magic licence. 7 hours ago, AthenaESIV said: Any chance to get a MCM option for the cum breath messages? Disable completely or change it from 1st person to 3rd person maybe. The 1st person messages popping up constantly are a kind of annoying and are like the game is talking shit or something, lol Besides, anytime I can turn off a script feature I don't care for that polls constantly it is a win. Thanks! Constantly? How much head are you giving? ? and theres no constant polling with that btw. 4 hours ago, afa said: Tying magic license to enchanted armor and weapon would make is so even a warrior type might still want to have a magic license. But it does feel a little clunky. Also to consider is if these licenses should be all unique, a tier system, or a combo system. E.g. to hang on to enchanted armor PC needs magic license and armor license. For enchanted clothing PC needs magic license and clothing license. or enchanted armor, enchanted weapon, and enchanted clothing each have their own licenses. Which could lead to cases where PC can have chanted armor, but not regular armor. or they should be tier, you need to have an armor license then upgrade it to an enchanted armor license. The way I imagine bikini armor license is that it is just a cheaper armor license, since people are more forgiving if the armor is sexier looking or it could also be part of the tier system in armor where bikini armor is a lower tier license then upgrade to a normal armor license. Also had the thought of followers needing their own set of license for equipment ever crossed anyone's mind? Separate licences for enchanted armor/weapons etc is definitely a no go in my book. I think it would just make the whole thing too convoluted. Same goes for follower licences. Too much micro management. 1 hour ago, lalabee said: Are there any chances to move shields to armor license category? I can equip shields when I have a armor license. But when I have a bikini license only, then I can't eqiup shields. Consequantly, It blocks bikini + one handed combination. Of course I can buy armor license but then bikini license will be meaningless. By the way, about Magic License, how about making a new license for them (including expensive (whether enchanted or not) jewelry / neckless / (black) soulgems and other high-value items)? It can be explained because this mod makes skyrim misogyny, so can be forbbiden at least I think.... Yes shields definitely need to be covered by the bikini licence!
Lupine00 Posted July 18, 2019 Posted July 18, 2019 14 hours ago, Monoman1 said: Besides there is a magic licence toggle in the mcm. I suppose there is. It sort of feels like a cheat turning it off, but if magic licenses won't behave, I guess that's the way to resolve it. Sure, it's possible to enable it when you think the license should apply, if that point arises.
ralphk11 Posted July 18, 2019 Posted July 18, 2019 On 7/12/2019 at 2:05 PM, Monoman1 said: I changed all my armor mods to conform to the 'Devious convention'. Bikini bras -> slot 56 (chastity bras). Bikini panties -> slot 49 (chastity belts). 'Ab guards' -> corset slot. Hence the whole 'Half naked cover' option. And yes. Doing the above took ages. Tip: Try using automation tools to speed things up. Consistency is rare among armor mods in my experience. Is doing this just a case of changing the slot in the esp? I understood the slot information was also in the nif file (might have wrong file). This inconsistency is something that annoys me so I might give this a go.
Monoman1 Posted July 18, 2019 Author Posted July 18, 2019 5 minutes ago, ralphk11 said: Is doing this just a case of changing the slot in the esp? I understood the slot information was also in the nif file (might have wrong file). This inconsistency is something that annoys me so I might give this a go. You need to change the slot in the esp both on the ARMO and ARMA records. You'll also need to change the slot on the mesh in nifskope. If the mesh uses NiSkinInstance then I don't think the slot needs to be set on the nif. Don't know why all armor mods don't use NiSkinInstance. As well as that, if I remember right, TAWoBA includes the body mesh with the bras so you need to remove the body from the nif otherwise it'll render 2 bodies which can kind of clip weirdly.
Lupine00 Posted July 18, 2019 Posted July 18, 2019 31 minutes ago, Monoman1 said: Don't know why all armor mods don't use NiSkinInstance. Because it stops dismemberment. Not a big deal on the player, but on enemies you notice it a bit. You're doing head chop move, the enemy is killed, but you don't see the head come off. Rumors also say that it breaks Outfit Studio, which is important to most armor makers. Can't say I've tried. NiSkinInstance is kind of deprecated I think, so it's surprising it works at all.
Monoman1 Posted July 18, 2019 Author Posted July 18, 2019 3 minutes ago, Lupine00 said: Because it stops dismemberment. Not a big deal on the player, but on enemies you notice it a bit. You're doing head chop move, the enemy is killed, but you don't see the head come off. Rumors also say that it breaks Outfit Studio, which is important to most armor makers. Can't say I've tried. NiSkinInstance is kind of deprecated I think, so it's surprising it works at all. Good to know. Still. Cant see many non follower NPCs wearing modded armor. Though not working with outfit studio would be a bit of a deal breaker. Cant say if I've seen it myself though.
ralphk11 Posted July 18, 2019 Posted July 18, 2019 44 minutes ago, Monoman1 said: You need to change the slot in the esp both on the ARMO and ARMA records. You'll also need to change the slot on the mesh in nifskope. If the mesh uses NiSkinInstance then I don't think the slot needs to be set on the nif. Don't know why all armor mods don't use NiSkinInstance. As well as that, if I remember right, TAWoBA includes the body mesh with the bras so you need to remove the body from the nif otherwise it'll render 2 bodies which can kind of clip weirdly. I can see why it takes a long time
Lupine00 Posted July 18, 2019 Posted July 18, 2019 22 minutes ago, Monoman1 said: Cant see many non follower NPCs wearing modded armor. You must not use wenches then? Also, if you use a vanilla replacer, technically everyone is wearing modded armor.
Lupine00 Posted July 18, 2019 Posted July 18, 2019 23 minutes ago, ralphk11 said: As well as that, if I remember right, TAWoBA includes the body mesh with the bras so you need to remove the body from the nif otherwise it'll render 2 bodies which can kind of clip weirdly. That would be correct for bras configured as cuirass. Using a special slot for bras requires all the kind of messing about that SLS does for half-naked etc. if you want to not be considered naked by most mods. (Obviously you know this, but some people might not). A lot of armor mods were first made pre-Bodyslide, and so they made themselves a lot more compatible by including bodies. If you had a wrong body, you'd get some popping on equip but nothing too bad. With the bra made as a coverage item, you'd need to fit it closely to the body - and at the time HDT wasn't set up and bodies were all different shapes, so you'd get awful clipping. Thus TAWoBA is the way it is for a reason. That said, TAWoBA, and most other mods with different armor slots are all over the place. TAWoBA isn't even internally consistent, and things like thongs and tassets are mostly broken most of the time. The Bodyslide conversion doesn't cover all the items properly either. And then in the Tera conversions, there are materials that are all messed up and make you glow like the fires of heaven. Individual armor mods are even more eclectic. Seems like every armor mod I install I have to do some fix-ups to stop elders wandering around invisible, weird materials, crazy slots, or some other nonsense.
Monoman1 Posted July 18, 2019 Author Posted July 18, 2019 1 hour ago, Lupine00 said: You must not use wenches then? Also, if you use a vanilla replacer, technically everyone is wearing modded armor. I do use deadly wrenches (vanilla armor) and hateful wrenches which includes the armor itself so everything matches up. I mostly leave that armor with them as it's so overpriced I feel like I'm cheating. I oind of gave up on wrenches after that as they're... a bit mental, even after I toned them back a bit. Most of them move so fast I can't tell wtf is going on. 58 minutes ago, Lupine00 said: That would be correct for bras configured as cuirass. Using a special slot for bras requires all the kind of messing about that SLS does for half-naked etc. if you want to not be considered naked by most mods. (Obviously you know this, but some people might not). A lot of armor mods were first made pre-Bodyslide, and so they made themselves a lot more compatible by including bodies. If you had a wrong body, you'd get some popping on equip but nothing too bad. With the bra made as a coverage item, you'd need to fit it closely to the body - and at the time HDT wasn't set up and bodies were all different shapes, so you'd get awful clipping. Thus TAWoBA is the way it is for a reason. That said, TAWoBA, and most other mods with different armor slots are all over the place. TAWoBA isn't even internally consistent, and things like thongs and tassets are mostly broken most of the time. The Bodyslide conversion doesn't cover all the items properly either. And then in the Tera conversions, there are materials that are all messed up and make you glow like the fires of heaven. Individual armor mods are even more eclectic. Seems like every armor mod I install I have to do some fix-ups to stop elders wandering around invisible, weird materials, crazy slots, or some other nonsense. Yup. Same in my experience. I don't add any armor mods any more until I've 'conformed them'
-alpha- Posted July 18, 2019 Posted July 18, 2019 A possible solution to the Mage not a Mage problem. Just ask the player? In the MCM have a box that toggles Are you a mage or not If they chose am a Mage, nothing happens and game plays as it normally does now. If player is not a mage you add the anti mage debuff spell reducing magicka and magika rengen to 0 (or -9999 which prevents quickly downing a potion to cast a spell) this should still allow you to cast debug spells while preventing casting any meaningful spells. right?
UnEvenSteven Posted July 18, 2019 Posted July 18, 2019 Regarding the Mage/Not-a-Mage discussion, have you considered simply going by skill level? In the base game guards will start making comments about your character's various skills when they reach level 30 in a particular skill. Sure that seems low but seeing how strict the guards in SLS are being labeled a mage when a magic skill reaches 30 would fit in well and be consistent with the base game. I mean when the guards start asking your character to conjure up a warm bed they obviously see them as mage thus locking a collar on your character.
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