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8 hours ago, Lupine00 said:

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.

 

 

 

Skyrim Sewers is pretty good tbh.

 

But about the gates, while I mostly agree with the night mechanics, I'm sceptical about the consequences.  First, I don't think you should have to show your licenses.  To put it in other words, I think you should get the option (at the gates) to simply refuse to comply with the rules and leave immediately.  It doesn't make sense to me that the player has its inventory magically searched, regardless of your vision of roleplay.

 

Also, the prison scenario is also interesting but as far as I know, you can't tell POP to only keep the player in a cell.  It makes little sense to have your player endure a POP event during the night because you only wanted to get into the city.

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There is one issue with the current build that is causing some trouble that I don't think was intended.  In the previous build when I ran across the first enforcer he would take all of my contraband items but leave regular clothes in my inventory as no clothing license was required.  Enchanted clothes were confiscated.  In the current build all clothes are confiscated regardless of need for a license.  Much worse is that when I do buy the license that was set to never needed so that I can have my clothes returned I find all regular clothes as well as survival gear such as tents, cloaks, and other items added by frostfall, campfire, and RND are permanently deleted and unrecoverable.  This includes vanilla magic items as well.

 

Worse still is when guards check my licenses they confiscate everything despite the fact that I have every license in my inventory and large amounts of gear are deleted.  I doubt that this was intentional as this didn't happen in the previous build.  I'm trying to figure out if this is unique to my copy of skyrim or if others have had the same issue.

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1 hour ago, mercplatypus said:

Worse still is when guards check my licenses they confiscate everything despite the fact that I have every license in my inventory and large amounts of gear are deleted.  I doubt that this was intentional as this didn't happen in the previous build.  I'm trying to figure out if this is unique to my copy of skyrim or if others have had the same issue.

I don't see this.  Somebody else might have reported something similar though, or perhaps it was you, but a few days back?

 

I found that I can abuse the confiscation retrieval to put random stuff into the confiscation chest.

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12 hours ago, Lupine00 said:

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.

While the kennels, or somewhere similar in a future update, aren't prisons they may keep you locked away until the morning and potentially locked in devices for added security. Guards want women to stay inside at night to stay safe from vampire, werewolves and thieves, they just don't care where that safety is as long as it's indoors somewhere.

 

For the first curfew violation being sent to the kennels could be seen as getting off with a warning. Or perhaps bribing a guard, with sex or gold, could have you escorted to the local inn and ordered to say there for the night. If Devious Devices is installed the guard may lock some boots, ankle chains and arm restraints on you to discourage you from wandering around at night. In the morning the guards may or may not remove the curfew-violation-restraints, it might require some more "bribery" to have them remove the restraints. Paying the toll to leave town would also get the curfew devices removed.

 

Another option could use Simply Knock, you can try to convince a guard that you have a friend in town and can stay with them. At this point the guard will follow you to a home where you can knock on the door and ask the owner if you can stay for the night. Since you have a guard following you the owner know you're in trouble by violating the curfew thus you'll have a harder time to convince them to let you stay. The owner would have to be considered an Ally (as per vanilla ranks) to have a decent chance of succeeding in letting you stay the night.

 

The guards give you one attempt at trying to convince someone to let you stay, if you fail it's off to the kennels or, with some extra "bribery", taken to the local inn with stricter restraints. After the first curfew violation the guards will now keep watch for you and if you're not indoors or out of town when it's getting close to curfew they will forcibly escort you somewhere or let you try and convince someone to let you stay. This probational period could last for a few days but if you're caught violating the curfew again during this time you'll be punished. The punishment for the second violation will now have you sent to jail for the night. The guards will also take you jail when it's close to curfew every night for several days while you're in town, restraints may also be used. Being sent to jail in the manner wouldn't be considered normal jail time, you're just moved to a cell with restraints and a guard will let you out in the morning. Or if Cursed Loot is installed and using Dagonar Prison, you'll receive a high enough bounty to get you sent there for a few days at minimum, a similar outcome could be done for those that use Prison Overhaul. Simply put, don't get caught violating the curfew a second time shortly after violating it a first time!

 

Trying to enter a walled town at night will simply trigger one of the above scenarios all depending on if you've violated the curfew or not. Naturally you can purchase a license that will let stay out at night but it's not cheap.

 

Just some thought about having a curfew feature.

 

 

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hmm somehow you need to check the licences section... everytime i have to get a new licens i don´t get all of my items back....

it´s about standard that 2 or 3 enchanted items are missing..

like my new " Expert robes of Destruction"

it´s always the enchanted items ... but no matter if a Mod-item or "home-enchanted" or like the robes a standard item....

 

have the problen since last update....

and it get´s annoying to have to alwasy rebuild main parts of my equipment everytime an lincens expires...

 

thanks in advance....

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23 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.

I like the idea of locking the city at night, but being banned for several days is annoying, since you might have quests to turn in or loot to sell. Also, since they try to protect women, I think it would be more immersive if they arrested you instead. They don't have to send you to prison just for that though. There could be a chance for several things to happen, configurable in the MCM, and very similar to Cursed Loot's arrested scenario. That would let people choose the punishments they prefer. Personally, I'm okay with any of the suggestions above, particulary the ones from UnEvenSteven.

 

Regarding the kennel. What's the idea behind it? It costs almost as much as an inn by default, and there is a chance to get molested by animals, so what's the incentive of going there? If you re-design it, it can become a punishment for violating the curfew or breaking the license rules. "We think you will be safer spending a night at the kennels". ?

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28 minutes ago, saltshade said:

but being banned for several days is annoying, since you might have quests to turn in or loot to sell.

That's the point :) 

If this feature were to be added, I guess there are sub-features that could also be optional.

I don't know if any of it ever will be, but goes to show, you can never have enough options ... until you're DCL and then you still don't have enough options, but there are so many nobody can find the option they want.

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I am having a major issue with confiscation also. Even with clothing license,  all my clothes get snatched away. All backpacks, satchels, mod clothes. With or without an enchantment. IE: Devine Elegance regular clothing items, LUX items, Backpacks from any mod at all.  The clothes are often, but not always found in the confiscation chest.  The backpacks etc never are there.   EDIT: Also, having a magic license does not protect the backpacks or random snatching of mod clothes. 

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6 hours ago, Bushi Neko said:

I am having a major issue with confiscation also.

I don't have clothing license enabled, and upgraded from an older SLS, where that was the case. I don't see the issues that some are reporting.

 

Do people with confiscation problems share something in common in their setup or upgrade path?

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Few more things happened:

- Fast travel is not getting enabled if i visit and leave a non-instanced town such as Falkreath. My MCM is set to "Fast travel is Normally Disabled" toggled disabled, because i don't have mods that would constantly disable it. I even went indoors to Pinewatch and when i came out it was still disabled. I can view map though.

Edit: Weird, fast travel came back suddenly. Only thing that happened was follower removed some restraints, such as boots and armbinder. Do they block FT?

 

- I bought a magic license from Whiterun and then fast traveled to Falkreath. At the gate he tried to enforce a collar on me but actually placed nothing. I was wearing a harness that includes collar piece, one that needs chastity key to open.

 

- Other time the collar was removed from me, i think it was a quest on Laura's shop to gather restraints that lets me remove all restraints (and then she adds some different ones after quest). The magic draining debuff was left on me while i had no collars left on me. Enforcers didn't say anything, guess they just noticed the active effect on. .. All in all this is sort of a mod conflict and it fixed itself once i bought the magic license.

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38 minutes ago, Lupine00 said:

I don't have clothing license enabled, and upgraded from an older SLS, where that was the case. I don't see the issues that some are reporting.

 

Do people with confiscation problems share something in common in their setup or upgrade path?

I can tell you that it definitely was not due to upgrading.  This was on a new game for me.  As for everything else I've been looking for the conflict causing this.  I've noticed the issues for me extend all the way to vanilla items.  I'll have to see what I can turn up after work.

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2 hours ago, Lupine00 said:

I don't have clothing license enabled, and upgraded from an older SLS, where that was the case. I don't see the issues that some are reporting.

 

Do people with confiscation problems share something in common in their setup or upgrade path?

I am curious obviously myself.  In my case I ve tried clothing enabled and disabled, yet all mod clothes vanish.  The exception being what my followers are wearing.  Tho' they lose any items carried but not worn.  But they also lose forever backpacks, satchels etc.  every time. Aside from user end issue all I can think of is penalizing magic clothing and the last update is when it started.  I am going to bite the bullet and try a cleaned save and see if it helps a bit since it does not seem everyone is experiencing this. 

 

EDIT: Okay, I seem to have mine sorted out.  My misadventures with this started shortly after last update. Tho' deleting / clean saving / was a pain etc it now functions correctly. Updating didn't install correctly and / or left something that caused me issues. Working fine now tho'.  On backpacks etc.  Frostfall / Campfire are causing issues. Wet / Cold other items are fine. I realized what happened in a duh moment in my case.  I have Frostfall in load order but ghosted, since I am using Tropical and wanted access to other FF associated mods. Tentapalooza for example works fine.  I can only call that pure user end issue in my case.

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Just had an idea regarding the curfew people were talking about earlier. There could be a smuggle service outside of town where they put you in a coffin destined for the hall of the dead. But there is a chance they will betray you and sell you as a slave to a random NPC or Simple Slavery. You could also get caught by the guard on your way in and arrested. Of course we are on the speculation stage right now, but who knows, it might be done at some point.

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Also the kennel script seems still leaking outside it. I was at the Whiterun market area day later at daytime and the kennel keeper teleported to me with the "nightly attack and bonus restraints".

There was another case at bandit ruins that is harder to describe. Basically screen seemed to fade to black a little bit and while player was kneeling i got some message related to kennel, but i already forgot it cause it's unlike anything i've seen before.

 

These were not happening before i spent 1 night in there. It's like it's not finished or something, but i did talk to him to get restraints off and took my stuff from chest.

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Guest AthenaESIV
50 minutes ago, DremoraDream said:

I'm having an issue with licenses. I purchase one, and the guard barracks officer (Riften) won't give me anything or take my gold :/

 

When that happens you have to turn the license system off in the MCM and then reenable it. You can lower the cost of them in the MCM to make up for the bug and then raise the prices back to normal afterwards. That fix worked for me once.

 

If that doesn't fix it I can't help sorry

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1 hour ago, AthenaESIV said:

 

When that happens you have to turn the license system off in the MCM and then reenable it. You can lower the cost of them in the MCM to make up for the bug and then raise the prices back to normal afterwards. That fix worked for me once.

 

If that doesn't fix it I can't help sorry

i'll try that, thanks! hope it works

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On 8/3/2019 at 10:15 AM, worik said:

? That's bad news. So the only way for people like me would be to unmerge SK, right?

Yup.

On 8/3/2019 at 8:19 PM, MetZwerg said:

hmm somehow you need to check the licences section... everytime

 

On 8/4/2019 at 12:43 PM, Bushi Neko said:

I am curious obviously myself. 

Found a bug. Will be fixed next version. 

On 8/4/2019 at 12:29 PM, Zaflis said:

Fast travel is not getting enabled if i visit and leave a non-instanced town such as Falkreath

Towns won't be covered by the fast travel option. Only cities. 

On 8/4/2019 at 12:29 PM, Zaflis said:

Do they block FT?

Not as far as I remember. 

 

On 8/4/2019 at 3:52 PM, Zaflis said:

Also the kennel script seems still leaking outside it. I was at the Whiterun market area day later at daytime and the kennel keeper teleported to me with the "nightly attack and bonus restraints".

Are you getting teleported outside by another mod or otherwise leaving without using the door?

 

Edit: If I missed someone/something get back to me. I've a lot of message to catch up on and I'm skimming a bit. 

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1 hour ago, Monoman1 said:

Are you getting teleported outside by another mod or otherwise leaving without using the door?

No other mod interferences, smoothly coming out using the door when it's morning. Follower catches up and joins again when i'm outside.

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35 minutes ago, Zaflis said:

No other mod interferences, smoothly coming out using the door when it's morning. Follower catches up and joins again when i'm outside.

Ok. I will see if I can detect if the cell is the kennel before starting otherwise shut down that fucker. 

Getting sick of issues around the kennel :(

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11 hours ago, Monoman1 said:

Ok. I will see if I can detect if the cell is the kennel before starting otherwise shut down that fucker. 

Getting sick of issues around the kennel :(

Monoman Tho' I am not having problems with any of issues with gear etc now since cleaning up my last install of S.S. I am now getting messages from kennel also. I ve never used it. Every morning I wake up to " It's hard to sleep here, covered in globs of drool "   Which I essentially have been ignoring all yesterday, but yes. The kennel seems to leak. Assuming' the line is from that?

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23 minutes ago, Bushi Neko said:

Monoman Tho' I am not having problems with any of issues with gear etc now since cleaning up my last install of S.S. I am now getting messages from kennel also. I ve never used it. Every morning I wake up to " It's hard to sleep here, covered in globs of drool "   Which I essentially have been ignoring all yesterday, but yes. The kennel seems to leak. Assuming' the line is from that?

Next version should fix that I think. 

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