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Not sure if the Suggestion has already been made but I ll shoot anyway:

 

I like the mod especially in its imersive features. I find it odd though that guards would let females out without weapons and armour at all, the laws are there to protect them at least in theory.

Would it be possible to either have a weapons and/or armour license OR a follower as Escort in case you dont have those to be allowed to leave?

 

Thank you for the time you spend into modding and have a great day ?

 

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15 minutes ago, Suzi95 said:

Not sure if the Suggestion has already been made but I ll shoot anyway:

 

I like the mod especially in its imersive features. I find it odd though that guards would let females out without weapons and armour at all, the laws are there to protect them at least in theory.

Would it be possible to either have a weapons and/or armour license OR a follower as Escort in case you dont have those to be allowed to leave?

 

Thank you for the time you spend into modding and have a great day ?

 

You should already need at least one follower to leave town (by default)

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1 hour ago, Monoman1 said:

You should already need at least one follower to leave town (by default)

I didnt explain well enough.. What I mean is that either having licenes that prove that you can protect yourself or an escort if you dont as requirement would be nice for me.

 

Im already simulating it by turing the escort function off and on depending on what licenes I own but I think it would be a neat feature that'd fit the theme.

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11 hours ago, Monoman1 said:

I use requiem too. I'm pretty sure that's not coming from survival. There are no perk overrides in survival, you can check that yourself in TesEdit. All it does is apply a debuff (modifier) to pick pocket. You should be able to see what it is in the active effects window. But why not go into survival's devious sub-menu and set pick pocketing to impossible which will make it impossible to pick pocket when wearing heavy bondage. (And this isn't done by modifying the skill).

My pleasure :)

Well, now I know it is Survival because if I start a new game without it I have 0% unperked and varying chances perked, from 10-60%. I hate when good mods interfere with stuff they shouldn't, because it becomes a dilemma, and you don't know if you should blame the author or the game.

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1 hour ago, saltshade said:

Well, now I know it is Survival because if I start a new game without it I have 0% unperked and varying chances perked, from 10-60%. I hate when good mods interfere with stuff they shouldn't, because it becomes a dilemma, and you don't know if you should blame the author or the game.

Requiem + hundreds of mods + Survival at default settings + no pickpocket perks

Spoiler

1.jpg.a7171a310f5b0ae95f9f052fa0f81e78.jpg

 

Same except with the first pick pocket perk:

Spoiler

2.jpg.2e194f3f324a50c403e868fff0e963e6.jpg

All items have different chances based on weight/value. 

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1 hour ago, Monoman1 said:

Requiem + hundreds of mods + Survival at default settings + no pickpocket perks

  Reveal hidden contents

1.jpg.a7171a310f5b0ae95f9f052fa0f81e78.jpg

 

Same except with the first pick pocket perk:

  Reveal hidden contents

2.jpg.2e194f3f324a50c403e868fff0e963e6.jpg

All items have different chances based on weight/value. 

Well, that means the problem is on my end but I can't figure out what it is.

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10 minutes ago, saltshade said:

Well, that means the problem is on my end but I can't figure out what it is.

Only way to figure it out is leave survival enabled and start disabling blocks of other mods. 

Requiem in the mix does not make this easy. I know, believe me. 

 

16 minutes ago, Highborn said:

I believe that the guards dialogues aren't all full implemented yet? Because if I disable the licenses or the escort with MCM menu, they still talk like they are required.

Yes, there are probably holes in the dialogue conditions. Especially with things disabled as I usually play with everything enabled. 

If you can be more specific with your report I will take a look. Specifically, what line of dialogue and what setting you think it conflicts with. 

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7 hours ago, Monoman1 said:

Only way to figure it out is leave survival enabled and start disabling blocks of other mods. 

Requiem in the mix does not make this easy. I know, believe me.

It seems to work when starting a new game with Survival enabled, but I upgraded from v0.51 to 0.54 so something must have went wrong there. There was no upgrade instructions for that step, so I just made a new save and started playing. Now I'm a bit worried for future updates. I guess I have to keep a close watch here. Thanks for the help.

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1 hour ago, Monoman1 said:

Yes, there are probably holes in the dialogue conditions. Especially with things disabled as I usually play with everything enabled. 

If you can be more specific with your report I will take a look. Specifically, what line of dialogue and what setting you think it conflicts with. 

"Girl, by decree of your Jarl all women are required to pay a toll when leaving the city. You are also not permitted to leave without an escort." - when you are asking why the gates are closed

 

_SLS_TolledGatesCollectorInfo04 "Wait, so I can't leave the city without an escort?" [DIAL:0400A0F0]

 

_SLS_TolledGatesCollectorInfo05 "What if my escort is a woman?" [DIAL:0400A0F2]

 

and the subsequent guard answers to those questions.

 

- These lines seem universal, wheter or not you disabled the escort requirement.

 

_____________

 

 

"This artifact I was given has also detected you are magically attuned." in response to _SLS_LicenceForceGreetIntro05 "Hey, that's mine! Give it back!" [DIAL:0404515C]

 

 

_SLS_LicenceForceGreetIntro06 "Fortunately for you I've got this lovely collar for you to wear otherwise I'd have to toss you out of the city."

 

"That collar will sever your link to magicka. We won't be having another Winterhold here. See that you keep that on you. You hear me girl?"

 

- These lines also seem universal, whether or not you disabled the magic license. If you don't have DDs, the cursed scroll line will play instead, regardless of you disabling the magic license.

 

 

 

 

 

 

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Thanks for the answer.  Guess I didn't think the eviction through.  I'm old and bad eyesight causes me to do more skim reading than completely reading it all.  To many mods with many, many options and most don't have a save option, so I often miss things.

 

Again, love the mod except for ... well, you know :P

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8 hours ago, saltshade said:

It seems to work when starting a new game with Survival enabled, but I upgraded from v0.51 to 0.54 so something must have went wrong there. There was no upgrade instructions for that step, so I just made a new save and started playing. Now I'm a bit worried for future updates. I guess I have to keep a close watch here. Thanks for the help.

There were upgrade instructions on 0.54. If you're several version behind then you need to follow every instruction at every version change in between. 

 

But that's mostly irrelevant. I'm pretty sure there hasn't been any changes to devious effects or pick pocket loot since they were introduced. Have you tried turning both 'Devious effects' and 'Pick pocket loot' off? This stops quests/removes perks and spells. If nothing changes then I really don't see how it can be survival. 

7 hours ago, Highborn said:

<snip>

Thanks. That's helpful. 

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Ok

little prob here

New game

Updated your mod to the latest

LAL start

followed Hadvar to Riverwood with Chloe (follower from DCL) in tow 

Enforcer sees PC, beelines to PC "hold there woman" and collars PC, then removes everything even clothes

(clothes license was needed only for slaverun towns and that quest hasn't even started)

then proceeds to the follower and comments on contraband on the follower but actually doesn't strip the follower.

Chloe still has her DCL DD latex armor, sabatons, gloves, and 2 handed sword

enforcer says "it's all set" and 1 second late the whole dialogue restarts again and again and again

infinite loop

 

what has happened?

how do I temporarily stop or suspend the enforcer?

 

btw, is there a way to completely disable this enforcers?

like I commented a few pages back when this idea came out, being stripped naked in the wilderness is not survivable for my playthrough style and between riverwood and whiterun there are at least 2 groups of wolves and it is unlikely my pc survives them without armour and weapons

So please trigger them only after the starting quest of warning Whiterun has been done or a few days have passed (for those who don't do the mainquest) and then they should 'escort' you to the main city of the hold. 

 

 

Cheers

 

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15 minutes ago, sshar22 said:

what has happened?

Make a note of what Chloe has. Then strip Chloe of everything (dump them on the ground) and see does it still happen.

Probably a weird combination of keywords on her

15 minutes ago, sshar22 said:

btw, is there a way to completely disable this enforcers?

Disable the licence system. 

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4 minutes ago, Monoman1 said:

Disable the licence system. 

But that would disable it in the main cities too which are "safer" and I like the license system,

I just would like not to be placed in an unwinnable situation in the middle of nowhere, please consider a toggle or some initial precautions in a starting game

 

Cheers

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7 minutes ago, sshar22 said:

But that would disable it in the main cities too which are "safer" and I like the license system,

I just would like not to be placed in an unwinnable situation in the middle of nowhere, please consider a toggle or some initial precautions in a starting game

 

Cheers

Don't get caught? :P

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6 hours ago, Monoman1 said:

Don't get caught? :P

I guess it would be interesting if that was possible in cities, but them watching right by a master locked gate is 99.999% escape proof system. Maybe if your sneak skill is 100 and lockpicking very high and you're invisible you might barely avoid detection. The alternative would be easier but yet somewhat random escape chance and harsh penalties if it fails. They would propably have the right to even take some money from you. They could almost make it seem too easy but then trap you anyway.

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8 hours ago, Zaflis said:

They could almost make it seem too easy but then trap you anyway.

I always like an approach where things that get you in trouble are just easy enough to encourage you to do them, so getting caught feels more like a mistake, rather than the norm.

And where the difficulty increases in certain situations, catching you out.

 

It's more fun that way, because you do those things, rather than avoiding doing them so much it becomes a habit.

It means you use the feature - whatever it is - rather than avoiding it.

 

In the case of gates, I believe Monoman's answer was to suggest that you add a sewer mod so you can sneak out that way without the near impossibility of picking the gate lock.

It's not a bad idea to have one anyway, but on the other hand, there's no sewer mod that's perfect for this.

He also suggested an extra guards mod for people who find it too easy once they have the sewers.

 

 

In terms of gate locks, personally, I'd like a feature that prevents leaving via the gate during the night. Guards should only let you pay the toll and leave during the day.

You could still try and persuade them to let you leave at night, but then they'd be sure you were up to no good, so failure might get you in some trouble with the law.

Or set a toll multiplier for night time, default x10.

 

I think it should be the same for entry too - show up at the gate at night and they shouldn't let you in - unless you can convince them.

But failing that shouldn't brand you a villain, but you are forced to wait?

 

 

Now I'm thinking more about this, the idea of showing up to a city at night, failing to persuade the guards, and being banned from entry - for a period of days - would be interesting too.

You could still enter of course, by sneaky means, but then, if they catch you, severe punishments for sure - worse than simply toll dodging.

 

 

This may seem wrong if guards are spouting stuff about protecting you, so I guess an alternative is if you show up at night, they always let you in, but immediately take measures to make it harder for you to leave. For example, licenses are confiscated (not destroyed), and you have to pay and persuade to get them back, during which time they are still elapsing.

 

 

Then you can add NPCs, inns and shops outside the gate that take advantage of waiting adventurers. And by "take advantage", I mean rob and kidnap while sleeping and sell into slavery :) 

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3 hours ago, Lupine00 said:

Now I'm thinking more about this, the idea of showing up to a city at night, failing to persuade the guards, and being banned from entry - for a period of days - would be interesting too.

You could still enter of course, by sneaky means, but then, if they catch you, severe punishments for sure - worse than simply toll dodging.

Maybe when you enter at night they would sometimes say: "You know, i'm tired and it's too dark to inspect you properly and you look very suspicious so we'll do that in the morning." Then locks player in a cage somewhere.

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14 minutes ago, Zaflis said:

Maybe when you enter at night they would sometimes say: "You know, i'm tired and it's too dark to inspect you properly and you look very suspicious so we'll do that in the morning." Then locks player in a cage somewhere.

 

That or give the player a bounty so the guards just haul them to prison for the night. This could potentially offer some synergy with Dagonar Prison from Cursed Loot or Prison Overhaul. Get caught violating curfew, spend a day or two in Dagonar.

 

Or the guard could just send the player to the kennels (or equivalent) and maybe check on them in the morning.

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18 minutes ago, UnEvenSteven said:
36 minutes ago, Zaflis said:

Maybe when you enter at night they would sometimes say: "You know, i'm tired and it's too dark to inspect you properly and you look very suspicious so we'll do that in the morning." Then locks player in a cage somewhere.

 

That or give the player a bounty so the guards just haul them to prison for the night. This could potentially offer some synergy with Dagonar Prison from Cursed Loot or Prison Overhaul. Get caught violating curfew, spend a day or two in Dagonar.

 

Or the guard could just send the player to the kennels (or equivalent) and maybe check on them in the morning.

I'd like any of the above. Kennels seems a bit unimmersive though - the kennels aren't designed as a prison. Might be nice to save that one as a small chance to occur.

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One issue that might be just me. But perhaps it can improve the mod a bit.

SL Survival is hard depending on Simply Knock. It is not that I don't have SK, but I merged it with others, so it can't be found under it's offical name and it's objects have probably other IDs.

 

My question is: can't the hard dependency be switched to a soft link?

 

And my rocket science proposal:

I have seen it before in a mod, where the esp file name and it's object IDs are stored in an ASCII file and loaded from there. By default the file is provided with the standard values.

But it is super easy to edit that to the player's needs and still can use all features.

Could that work with your integration for SK?

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9 hours ago, Tenri said:

The enforcer spawns can be set 0 min to 0 max assuming there is no tomfoolery that should mean none spawn.

Right. Forgot about that option. I need to spend less time in the CK. 

1 hour ago, worik said:

One issue that might be just me. But perhaps it can improve the mod a bit.

SL Survival is hard depending on Simply Knock. It is not that I don't have SK, but I merged it with others, so it can't be found under it's offical name and it's objects have probably other IDs.

 

My question is: can't the hard dependency be switched to a soft link?

 

And my rocket science proposal:

I have seen it before in a mod, where the esp file name and it's object IDs are stored in an ASCII file and loaded from there. By default the file is provided with the standard values.

But it is super easy to edit that to the player's needs and still can use all features.

Could that work with your integration for SK?

Not possible with dialogue overrides to my knowledge. 

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