Skyrim Special Edition

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  1. Naobscura
    Naobscura
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    — FAQ —


    • Can we get different license rules for each Hold? Licenses places a centricity on literal license documents. Licenses verifies your permissions by checking for license books. If you needed a different Armor License for each hold, that would result in duplicates across the entire license system. On the other hand, if only the rules differed while a single Armor License satisfied the requirement across all of Skyrim, there would be a dissonance between narrative and mechanics. I also want to reduce the number of script checks that run every time you change location so to keep this mod as lightweight as possible. If you're still interested in this niche, you might want to check out a mod called "Sexy Adventures."
    • Why did the guards arrest me if I've got nothing equipped? You likely provided a valid source for the Nullify Magicka curse. Un-cursed individuals are subject to fines and inventory checks.
    • Why do I keep racking up a bounty? You likely enabled the Add Fine to Bounty option.
    • How am I supposed to keep my items if I've got nowhere to store them, yet? Barring the obvious of guards arresting you for general license rule violations, guards will specifically only approach you for blatant and open item violations. That is, as long as you've got nothing rule-breaking in select equipment slots, the guards will have no reason to approach you. 
    • What exactly is the reach of the Life Insurance feature? Only throughout Primary Licenses: Armor License, Bikini License, Clothing License, Magic License, and Weapon License. If the Insurance feature is enabled, you'll need to purchase a Life Insurance to enjoy the benefits of these valid licenses on-hand. Rest assured that this feature will not affect any Primary License types that are disabled.
    • How does Licenses apply features from its integrations? OSL Aroused is used to verify certain keywords that you may choose to use. SlaveTats is used to apply, lock, and remove body tattoos. Devious Devices is used for its lockable accessories. If these mods aren't available in your setup, you'll simply be locked from relevant features.
    • Why isn't the guard removing my collar? You likely set the Nullify Magicka curse source as "collar" and do not yet have a collar exemption.
    • Why isn't the guard removing my curse? You likely do not yet have a Life Insurance.
    • Where can I retrieve my items after they were confiscated? Note down the faction or Hold that the arresting guard belongs to. Your items are in their respective jurisdiction's evidence chest (inside their jail/prison location).

    For other questions, be sure to visit the User Manual. If you upgraded an existing save (updated Licenses on a continuing playthrough), please don't report any issues before first deactivating and reactivating Licenses via the MCM. Please also confirm that your issue persists on a new save with minimal dependencies and unrelated mods installed. I cannot fix issues not reported to me; but I also cannot diagnose issues that are ostensibly wholly unique to your setup.
  2. chunkimonki560
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    Uk simulator 2024 
  3. krixost
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    Another bug to report. v1.15.1

    With the licenses still valid, the issue does not exist.

    So this is very consistent:
    - I have Steward turned on as the license provider.
    - I let the licenses expire while in Whiterun (because there is no way to 'Extend' it/them).
    For my RP I usually only get the Armor, Crafting, Trading, and Travel. Everything is 14 days except Travel which is 7 days.
    I have add fines to the bounty so it works very well into the bounty hunter and jailing.
    I only wear clothing and head up to Dragon's Reach to get more licenses.
    I 'try' to work it out that my licenses expire in Whiterun or Solitude. Whiterun is my home.
    - I slept at the Bannered Mare until around 9am to go get new licenses. Same result at the Winking Skeever.
    - I exit the inn and get reminded by a guard that I am not permitted to travel without a permit.....125 coin bounty.
    - As I walk up to the tree....I am detected in a settlement and reported missing....another 2 guards stop me......another 125+ bounty.
    - Same thing happens as I approach Dragon's Reach......125+ bounty.
    - Enter Dragon's Reach.....another 125+ bounty.

    Also on this, since I had no Trading License, I went to Arcadia to 'purchase' soap. Yes I know she and nobody sells it....I have a bat file that I create 10 bars then remove 100 coin.....'purchased' soap. I do the same with Soups and other things that should be sold and not into the random for the sake of random in Bethesda games.
    - Yes, I received a 125+ coin bounty/fine for this too. hahaha. And technically I did not do any store transactions. Only received Soap Items....that are not Grocery type item. The same happened when I purchased Torches as well (wSkeever's mod). Not a bug with this mod but some feedback.

    The issue:
    So 4 bounties/fines for travel violations while I am within the Whiterun walls/town.
    The issue is also with Solitude. I am guessing that the other hold capitols are the same. I have to console the bounties away in Solitude because of the length of walk to the Blue Palace or guaranteed jail sentence. hahaha.
    This issue was consistent in the previous version as well.

    ------------------------------------------------------------------------------------------------------------------------
    I did some digging into your Globals and dialogue options (not your scripts though).
    There is Zero reason you cannot allow the option to extend Licenses. This is a simple logic comparison that is built right into the dialogue stuff. You already have everything already in your mod to allow extending licenses.

    Here is how:
    - If 'License Global Variable' <= 'Value' then show dialogue to purchase License. Value could be hard coded to 12 hours or an MCM option.
    - When purchasing (extending) Set 'License Global Variable' to MCM duration and Remove License Cost from Player.

    Note: A side effect of this is that is a workaround for the bug report I am posting above.

    ------------------------------------------------------------------------------------------------------------------------
    This is not meant to be snarky here.
    Previously I did as you asked and turned on the logs and gave the pertinent information in your requests. You made a hack workaround which works (the same thing happened again a couple times) so I disabled the Male Follower feature.....but the reset feature you added works.

    I appreciate this mod and very much want it to work properly. I was using Sexy Adventures (latest) and had none of these issues with it. With this new save I migrated to OStim Standalone and am off any of the SL related mods. I don't remove mods mid-save.....especially scripted ones.

    So Licenses (this mod) is stuck in this play. I want this mod to work....and it mostly does.....but this mod does some strange things. I am giving detailed feedback for YOU to solve YOUR mod. You made this and shared it for us to enjoy.....I am enjoying this but I have had it right up to my chin with this mod and ready to remove it and start over.

    So please resolve. I very much want to keep this mod but will not if I am simply disabling it because of goofy issues.

    ------------------------------------------------------------------------------------------------------------------------

    Thanks again for what could be a mod that never leaves my load order.
    1. Naobscura
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      - Your main and only issue, it seems, can be reduced to an issue with the Travel Permit feature. I've had some reports of buggyness with the feature, and I've encountered it myself in my own long-term playthrough, so I'll investigate this eventually. The quick solution for you is to simply disable this feature until I push the relevant fix.
      - Honestly, even at worst, there's no need to start over. You could just disable Licenses completely via the MCM until I push the fix.
      - Per my reply to Hero529, Csaran, and Socialista, my not adding a License Renewal feature isn't because 'it's impossible'. It's because: 1) I've pushed most feature additions off to focus on bug fixes; 2) I want to add it in a proper way with appropriate dialog (the current purchase dialogue only makes sense if you're unlicensed), which necessarily also requires fine-tuning dialogue conditions for existing dialogue; 3) I'm busy with real life issues.

      If there's a next time, please do the following:

      • Place your bug report under the "bugs" tab with only the following items:
        - Replication steps up to first instance of issue
        - Papyrus Log with Log Traces option enabled, logging only bug replication scenario
        - Exported Settings.json
      • Comment the remaining under this "posts" tab as you've done as a feature request + general comment.

      I commented over on LL, but I'd recently been in the middle of a serious Skyrim playthrough with Licenses in my setup and didn't run into any hard issues. My mod's modularity is precisely to allow you to customize your playstyle around preferences and issues. Realistically, there's no need for rash action unless you're super anal on a singular issue that can be disabled as a small part of the larger mod.
    2. krixost
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      "- Your main and only issue, it seems, can be reduced to an issue with the Travel Permit feature."

      Obviously, you missed the part that I stated it also applies to Trading (the part about the soap). It also applies to any of the other expired licenses.
      None of these are 'Hard Issues'. Licenses work and I can console around the goofy things happening. Some peeps are totally okay with mods acting goofy in their game. That is their choice. I prefer stability since Bethesda games are excellent but have enough goofy things happening.

      I have uninstalled this mod and restarting my current story play (~40hrs in...this is the only mod doing goofy things since this mod is on the 'What's it doing addition.'). I enjoy the stories so I don't mind but for a mod that 'seems excellent' that does goofy things over time is a tough swallow when the modder should 100% see these things. This mods does goofy things that take a lot of time to experience. Which is why I am giving these details and warning to others who want to try this as of these versions.

      I don't use goofy mods, especially of the scripted types. This could be a very good mod if went through with a fine toothed comb to make sure the systems work properly. In any case, good luck.
    3. Naobscura
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      I’m eager to hear bug reports as I wrote in the sticky. But, and I recognize this is a tad hypocritical: I have real life issues I need to tend to, and I can’t come here to my hobby spot to parse long text in my off-time. So I’d appreciate it if you could separate and clarify your reports for efficiency.

      What you have here is:
      - an issue with Travel Permit
      - an issue with Trading License
      - a request for a Renewal feature
      - a general comment

      It’s just too much, even with your inserted hyphens for sectioning.

      I’m still unclear what your issue is with the Trading License feature. Seems like you were fined appropriately for an invalid purchase.
    4. krixost
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      One last time. I will separate each item. Also I am not acting entitled here. You made a possibly excellent mod that I am being 100% fair with and give your constructive feedback (also warn others using these current versions). I will install this again if you decide to update it with the following fixes. Too many modders simply move on to keep it disabled in the load order waiting for fixes. I will keep an eye on this.

      I would be more than happy to hard test if issues 1 to 3D below are resolved. Worth it.

      If you have issues with focusing on detailed word walls that are formatted decently well that is not a me issue. Use Sticky Notes or something to copy information out as you see it into some format that is more welcoming to your needs. Then you can digest it how you want.

      Yes, you have a life. I get that. I make my own mods (for me and friends not public). I appreciate you and other modders sharing your mod(s) to others for free and endorsements. Your choice to do so but I am glad some take the time out of their busy lives to share and support their mods. I hope you give yourself enough time to polish this mod because it could very much be a staple mod for many role players.

      Best wishes.

      Here is a separated format you can copy and paste for your dev list.
      ------------------------------------------------------------------------------------------------------------------------
      Issue #1 :: Male Followers offer immunity from licensing.
      - This is still an issue. You marked my previous bug report as Not an Issue when it clearly is.
      - You added v1.15.1 feature to force reset. This does work in resetting this mod to check for licenses.

      ------------------------------------------------------------------------------------------------------------------------
      Issue #2 :: When Jailed and Bounty is Paid this mod does not update correctly.
      - I offered a better method to track the Jail and Bounty Pay Off but you disagreed. That is fine.
      - The forced reset added in v1.15.1 fixes this mod to check for licenses.

      3A to 3D below are all related but slightly different.
      ------------------------------------------------------------------------------------------------------------------------
      Issue #3A :: When license(s) expire the guards accost and give a bounty/fine even when still in a city/town.
      - Travel Permit
      - When entering the city/town exterior space...
      - This mod detects I am in a settlement (text appears upper left)
      - If a guard is near (example I gave is Bannered Mare and Winking Skeever) he will run up to me and remind me of the requirement of Travel Permit.
         Note on this: When the guard is near the detected in settlement text has not been seen yet.
      - I will get a 125+ bounty/fine for this since this is not my first warning.
        Note: on a new game I have already gotten my first warning before even getting to the Steward to get permits. 

      ------------------------------------------------------------------------------------------------------------------------
      Issue #3B :: When license(s) expire the guards accost and give a bounty/fine even when still in a city/town.
      - Trading License
      - When entering the city/town exterior space...After receiving things like Soap (Dirt n Blood mods) and Torch (wSkeever torches for sale)...others too
      - Guard(s) run up and declare I have been trading illegal items.
      - I will get a 125+ bounty/fine for this since this is not my first warning.
        Note: the reason this is happening is because you are not checking Armor and Weapons keywords.

      My advice here for the trading license is to get rid of the parallel license checks and just use the all-encompassing trading license. Or if you want to be specific, make it 3 separate licenses. The intent behind this advice is to make Skyrim explicit and not goofy/situational. A good example here is how Missives mod works with all their random missives (excellent mod and modder). Each Missive is explicit and has a beginning and end.

      ------------------------------------------------------------------------------------------------------------------------
      Issue #3C :: When license(s) expire the guards accost and give a bounty/fine even when still in a city/town.
      - Armor License
      - Same exact notes and Issue #3B.
      - Only thing here is that you cannot have Clothing License enabled if RPing nudity in a city/town is illegal. Same with whoring and other things.

      ------------------------------------------------------------------------------------------------------------------------
      Issue #3D :: When license(s) expire the guards accost and give a bounty/fine even when still in a city/town.
      - Weapon License
      - Same exact notes and Issue #3B.

      These two I did not report/mention because they are not reliable and easy to understand what triggers them. Below is the best i can do to help you solve or maybe redesign how the scripts examine these.
      ------------------------------------------------------------------------------------------------------------------------
      Issue #4A :: Majik Detection by Guards (I did not mention this because it is not reliably reproduced)
      - Spell Equipped detection issue.
        When indoors and I have my spell(s) equipped and just about ready to go exterior....almost forgetting spells are illegal. I remove the equipped spells then exit. I have these in the SkyUI hotkey option so it is fast. Then exit and the guards will sometimes detect I had a spell equipped and give me a bounty/fine or put me in jail. I 100% know I unequipped both hands.

      Suspicion: It seems your scripts are triggering faster than the visuals are happening when teleporting from interior to exterior. The guard is already in my face by the time I am at the exterior door. If I wait about 30 seconds after unequipping the spells this does not happen. I have the licenses polling set at 60 secs in the MCM so it does not seem to be tied to your scripts but it happens enough to know it is this mod doing something with tracking what is slotted in the hands.

      Again. This is not a reliable test to figure out exactly what it happening here. Easy enough to simply wait 30 seconds.

      ------------------------------------------------------------------------------------------------------------------------
      Issue #4B :: Majik Detection by Guards (I did not mention this because it is not reliably reproduced)
      - Spell Effect Equipped detection issue.
      - Some Majik Items trigger this. You mention the Cursed Item thing but I am still not sure what is causing this.
      - Mora's Bondage (some Torqs and necklaces trigger this too) from the Amulets of Skyrim SSE (excellent mod and modder).
      - Using Enchantment Swapper (excellent mod and modder) these amulet's and chokers get the effects.
      - Sometimes the guards will trigger their Majik Detection and I get a bounty/fine.

      This is not reliable, but it is this mod doing it for certain. What is it? No idea. Cannot see it in xEdit. Has to be something I am missing.

      ------------------------------------------------------------------------------------------------------------------------
      Feature Request #1 :: Extending the licenses
      - If 'License Global Variable' <= 'Value' then show dialogue to purchase License. Value could be hard coded to 12 hours or an MCM option.
      - When purchasing (extending) Set 'License Global Variable' to MCM duration and Remove License Cost from Player.

      ------------------------------------------------------------------------------------------------------------------------
      Feature Request #2 :: Whoring support for OProstitution
      - Red Lamp is made and dropped.
      - License is purchased from the lamp.
      - Maybe have an override patch where Licenses is used in lieu of the lamp purchase. Your system is perfectly made for this.

      ------------------------------------------------------------------------------------------------------------------------
    5. krixost
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      A small-ish note to the above:
      I was doing some mod updates to both Skyrim SE and Fallout 4 so decided to try to see if my theories on solving Licenses would work. I will not post the entire text but here is what I adjusted and how it worked. To be clear here.....I am not interested in making public patches or conversions for this or any other mod. I make my own mods privately or take mods that are very close to working.....like this one....and then sit down to fix them myself for the benefit of my play.

      In this specific case. I believe me giving great feedback with details is the best way others can benefit. I leave it totally up to the modder to update or not. This is not my mod but I am giving feedback to a mod that I very much want in my game. I love the ideas and role play options that are part of this. An excellent mod in my opinion but needs some tender loving care in polish and logic issues (not really bugs....they are logic issues).

      ------------------------------------------------------------------------------------------------------------------------
      Issue #2 :: When Jailed and Bounty is Paid this mod does not update correctly.

      Adjusting the scripts to check on the existing bounty in a hold works. I simply made conditionals on which hold the player is currently in and what is the outstanding bounty if greater than 100. Base game is 750 but this could be adjustable and I set it to 101 and higher. Works great. No need to monitor a terribly implemented event.

      I also tested how this works with starting in Jail with Skyrim Unbound and it works perfectly. I can simply console the bounty away and sleep normally in the jail to spend my jail time how I wish or do the sleep method with time advance. Why the console method? Any survival mod that requires drink and food and sleep. Fade to Black serving time will kill you if the option is turned on in the survival mod. Console works perfectly to reduce/clear the bounty and sleep normally in the cot/bedroll/bed in the jails.

      -----------------------------------------------------------------------------------------------------------------------
      Issue #3A to 3D:: When license(s) expire the guards accost....

      I tested 2 things here.
      - I added the value comparison to the conversation option. If hours is less than 24 then show the conversation option to buy another license. I simply removed the previous one and let the Licenses provide another the normal way in mod. Works great. Super easy to modify the existing scripts and dialogue to let this happen.

      - I tested out adding a delay to the accosting script for 4 game hours. It mostly worked but I was missing something. It is easy enough to do but again I had mixed results because of missing some details I do not understand. It does work though. Purchasing a new license before the previous one expires is the easiest and best option here though. It is our responsibility as players to get back to town before it/they expire.

      This also solves adding
      Feature Request #1 :: Extending the licenses

      ------------------------------------------------------------------------------------------------------------------------
      Issue #4A & 4B :: Majik Detection by Guards...

      I did not do anything with since it is random enough and simply waiting 30 seconds after removing majik spells from hands solves the issue.

      ------------------------------------------------------------------------------------------------------------------------
      Feature Request #2 :: Whoring support for OProstitution

      - OProstitution (for OStim SA) is fairly broken right now. who knows if it is fixable. It seems still supported but not much action on fixing how it is breaking.

      I did find...by accident
      - search in Bing or Google for => skyrim se simple player prostitution  (it is from github)
      - v1.16 so far has been very stable and supports OStim SA (SL too) and Licenses - Oppression. So if having both Licenses and SPP whoring options on it will use the Licenses option of purchasing the license/permit. I currently have mine set to Steward which it should be by default and works well. I have not seen any issues.

      So it looks like a good Non-LL solution exists for us that want to steer away from LL.

      ------------------------------------------------------------------------------------------------------------------------
  4. Valdaron93
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    Hi guys! Is this kind of SexLab survival fork?
    I liked SL survival too much. Should i try this?
    1. Naobscura
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      This is not a fork. As far as you should be concerned, this is a remake + expansion with overlapping features and SFW applications. The entire base ideology is different. Licenses only replaces the namesake feature in SLS.
  5. Hero529
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    Hey, a feature that I think would be quite handy, but doesn't seem to be present in this mod, is the option to extend the duration of a License without having to wait for the first one to run out.  It's rather inconvenient having to wait until I'm slapped in a collar before I can buy a new Magic License.
    1. Naobscura
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      I'm honestly still debating on adding this feature. Nonetheless, like this mod's original caretaker, I'm currently (leaning) against the feature because you'd essentially be paying gold not to play this mod. By forcing expirations, this mod both mechanically and contextually reminds you of its existence and so maximizes your interactions with this mod.
    2. Csaran
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      By paying the gold you are playing the mod.  Paying gold IS playing the mod.  Its entirely reasonable to pay for long term licenses and prepay extensions.  Its unreasonable to NOT be able to pay for long term licenses and prepay extensions.
    3. Socalista
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      What ends up happening is different licenses are on different timers, might run out when sleeping or traveling, or get ruined in water and can't be extended/repurchased until the time is up. This results in a fairly annoying micromanagement for the player, like using a spreadsheet. Probably not the intended feeling you want to get from this mod. Adding the option for an extension fixes the micromanagement. Adding an option for "repurchase" - which wouldn't be an extension but would rather just start the license over at its base duration, also fixes this issue.
    4. Naobscura
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      Just a note that I have this request at the back of my mind. I'm currently focused on optimizations and bug fixes.
    5. Csaran
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      The mod will remind you if you forget to pay.  You don't need to force it to happen.  

      It adds to the emotional impact if you actually forget and the guards remind you.  

      For me,  the emotional impact is lessened if the mod is going to punish you no matter which way you are trying to interact with it.
  6. etgmotley
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    What a great mod idea to awaken folks to what licensing really is...slavery. A country has resources and people and working together you make things and share. Simple and no money needed.
  7. krixost
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    Great mod! Thanks for making this!

    AE 659 GOG edition. Working perfectly.

    Love this. This does the licenses so well. Immersive too. By default the Steward should be the permit seller but i like that the Guards have the 'Quick Travel' permit available. Love the rough guard's comments as well as other's comments when enabling the rougher comments. lol!!

    One thing I will comment on is even when setting the LoS option these guards have amazing vision. Ended up in jail a few times already in Falkreath when I knew I unequipped my weapons and spells before getting to the T on the East entrance. Maybe possible to place a distance check on the guards? Not sure. I know to unequip everything as I pass the booming sound above the DB entrance. I have not really been to other cities and towns yet since just added this to a new play so no idea.....guessing it is identical. LOL!! The criminals like seeing this cute Breton get tossed in with them......OStim here we go! hahaha.

    This is never leaving my game! Thanks!
    1. Naobscura
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      Fantastic, hope you have fun! I've been playing with my mod as well.

      I do wish to have more control over the LOS, but unfortunately my options are quite limited. The only thing I can say is that I made the LOS tag non-guard NPCs as well, which means they can tattle on you to the guards. Since there's no interaction between guards and non-guards, it may seem quite like mind-reading. You'll just have to make sure you unequip far away from town and any NPCs.
    2. krixost
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      Thanks for the reply. Good that you actually play with your own mod. =) 

      Because of the city/town entrances and then with some extras like JK's Skyrim mods it is super interesting where the guards decide to give me a strip search (joking....they do say some interesting things though hahaha) then toss me in jail or if I have enough coin they will simply extort me for coin. hahaha. Level 12 now and I have the timing mod set up that Vampires start now and Dawnguard will start at level 16. Should I help the guards and night watch or simply walk on? Hmmmm.

      I think I have seen the gossipers tell the guards then 3 guards come running. hahaha. Wooops....what did I forget. Shit. Jail again! hahaha. 

      This makes for some excellent choices to decide to pay for the permits and make those moral decisions. All RP of course but makes for amazing adders to think about. I even enabled the armor permit and am dealing with it. hahaha.

      For anyone....this mod works great with lower loot type mods/systems. 500 coin (that mean 5 silver 0 copper in my game) for a permit is a real choice. 100 for a travel permit is fine but 250 to 500 for other permits when coin does not come too quickly is a amazing.....every 7 or 14 days! Have to get those Missives done! 
  8. bnovc
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    When are the tats supposed to be applied? At the same time you are sent to jail? So far I haven't seen any get added, and I wonder if I'm hitting a bug.
    1. Naobscura
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      What you've reported isn't a known bug. The tats are linked to the Magic Effect. If you aren't under the effect of the curse, whether by spell or enchantment, you won't ever have the tattoos. So the better question is when are you cursed - and the answer is either when the guards confront you about a violation or when you're sent to jail.

      Almost everything in this mod is modular and customizable. Double check the following:
      - Nullify Magicka has a valid source (If you don't have devious devices, the "collar" source won't do anything)
      - Nullify Magicka Curse Tattoos are enabled under the Integrations tab
      - You have enough slots enabled for Racemenu and empty under SlaveTats
    2. bnovc
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      Thanks, yep, all 3 of those apply.

      I think I may have something more generally wrong. Often the guards come and confront me, then they add a bounty, then immediately attack me.

      Sometimes I do get taken to jail, and then sometimes they attack me in jail. Sometimes I go to jail and no DD/tattoos/etc.
    3. Naobscura
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      There were plenty of fixes under 1.13.0, so you should test again with this newer version.

      Even then, no one of the thousand-or-so current users have reported this set of issues to me. Nor have I been able to come across your issues during my own serious playthroughs. So I'm tempted to say what you're experiencing has less to do with Licenses and more to do with your mod setup. 

      One key thing I can point out to you is that Licenses uses a custom Story Mode Event jail Quest Node. For the layman, all that matters is that Licenses requires higher load order priority than any mod that controls whatever happens when you get sent to jail. In other words, keep Licenses lower in your mod list. If Licenses has insufficient priority, you won't get any DD or tattoos equipped in jail, and Licenses can't protect you from violations while you're a prisoner. If you absolutely can't give Licenses more priority, that's where the "Disable Jail Quest Nodes" Auxiliary option comes into play - if enabled, Licenses will instead *guess* when you're a prisoner.

      But, again, that's just "one key thing", because the other issues you report seem related to dialogue mods that have indeed been reported to me before. And in those cases, the issues were perpetrated by said dialogue mods.
    4. MacCrusher
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      Yeah, trying to figure out why guards confront, then attack -- have same issue. No time to dialogue with them. Maybe load order issue with dialogue mods. Used to be able to pay fine etc. Tried "Wait I Know You -- ForceGreat Tweak", their dialogue is now available but most options to deal with bounty are missing. Definitely something changing dialogue with guards. Don't use SL so no DD enabled. (Is there a non SL version of DD? For OStim build?) Will check back if I find something. 

      edit: disabling Licenses is only thing seems to help -- all options and proper functionality returns. 
    5. Naobscura
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      Read the bolded underlined sentence in the sticky.

      Please test on a minimal mod setup. That is, only with Licenses’ hard dependencies. The mod will assuredly work because nothing you two have reported is an active issue with 1.13.1 (yet). Then, add more mods until the dialogue finally breaks.

      It’s not that I’m doubting either of you. But rather, I want to fix what I can, but I cannot fix what I can’t see.
    6. MacCrusher
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      Rolled back before Licenses, condition still happens, so only association Licenses has is that this guard bug is on steroids when you are in violation. Have not found the offending mod causing guard-freakout-bug. Will check back if I do.  
    7. MrPicass0
      MrPicass0
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      You probably have OStim Lovers installed. i'm sure they have a conflict about the guards!
    8. MacCrusher
      MacCrusher
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      • 5 kudos

      • "Guard Seduction: <100 gold bounties can be cleared by seducing the arresting guard; 1 hr cooldown"
      thanks for heads up, not been getting Guard Seduction prompt when small bounty incurs, (condition may not be met in early game) also using "Ostim Solutions" which does show when bounty > 100. Unfortunately no option to disable, in Lover's MCM. Will start new game in a few days, will try with Lovers disabled. May be an early game issue, where guards lockup until condition met.

      edit, Not enabling "Add Bounty" keeps the guards from bugging out, regardless of mod build -- may be a load order issue. Will keep testing.
  9. preyka
    preyka
    • member
    • 8 kudos
    Wow, what an interesting idea and implementation! I think this mod can be used as a perfect economy balancer. 
    That's said, I feel intimidated by the description and amount of features (which is a good thing, I'm just not a native speaker).
    Thank you for your work and constant updates.
  10. BrokenDeer
    BrokenDeer
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    Be advised: Buy and Sell Torches - Bug Fix will break the barter menu for this mod if you don't have the trading licenese: the barter menu will close instead of letting you attempt to buy anything, including food or water which you can buy without a license.
    1. Naobscura
      Naobscura
      • supporter
      • 12 kudos
      Interesting. I think I’d like to use that mod as well, so it’s in my own interests to see what I can do. Do you have a sure fire way to replicate this issue from game start?
    2. BrokenDeer
      BrokenDeer
      • member
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      Sure, you can replicate it. Here's a video of me doing it. The process:

      • Any load order with Licenses and Buy and Sell Torches both active. Video was barebones load order.
      • In video, I used Arthmoor's Alternate Start to begin at Whiterun Inn.
      • Activate Licenses. Its MCM settings can remain default to reproduce this.
      • Ask merchant to trade (open barter menu with any merch). I used Calradia's Cauldron. I put on some armor and equipped a sword in video, but those steps aren't necessary.
      • The bug will happen where the barter menu instantly closes, as if player attempted to purchase something. Intended Licenses behavior is to at least allow attempted purchase.
      Video description has a timestamp to the buggy part; the first minute of vid is just setup. Thanks for the KICKASS masochistic London simulator mod, btw. I'm currently trying to fix another conflict it has with an unknown mod I use so I'll be back with more info.

      Edit: okay so there was no conflict lol 10/10 mod
    3. Naobscura
      Naobscura
      • supporter
      • 12 kudos
      Nah, I’ve confirmed your issue between Licenses and Buy and Sell Torches. I have no idea if wSkeever could’ve done it any other way: their workaround is ostensibly mechanically rudimentary because the “fix” involves adding a literal game object to player’s inventory when barter menu opens. It doesn’t seem sound to interfere with a variable part of what you’re trying to fix when compared to using something more detached like a spell (whether or not that method could actually fix the issue), since a more hands-off approach would allow better compatibility with anything else that checks for the OnItemAdded event. But someone with more expertise than I have should say whether the mechanic is sound. 

      Adding an 0.2 second delay before Licenses’ barter mechanics kick in seems to solve the issue, but I’m also dissatisfied with some jankiness in my barter checker implementation (specifically with an inconsistency with gold refunds if the player spams purchase). Let me see what I can do.
    4. Naobscura
      Naobscura
      • supporter
      • 12 kudos
      This incompatibility should no longer be an issue with 1.14.0.
    5. BrokenDeer
      BrokenDeer
      • member
      • 8 kudos
      Thank you!
  11. doggexbay
    doggexbay
    • supporter
    • 19 kudos
    This is an awesome mod, and adds a lot of unexpected tension when rolling up to cities I've thoughtlessly entered hundreds of times before as I realize too late that I'm still wearing gauntlets or a weapon.

    I wondered if it could be logical (and a bit forgiving early game) to permit limited trading in the non-capital villages, e.g. with Alvor and Lod. Having the more out-of-the-way NPCs be a little lawless about the jarls' licenses would be neat. The present licenses could still stand, but perhaps a condition could be set that they'd buy items under a certain value, or trade only a certain gold amount. "Nothing too valuable," that kinda thing.

    Anyway, thanks very much for the mod & the frequent updates since the Nexus release!
    1. Naobscura
      Naobscura
      • supporter
      • 12 kudos
      It’s not a bad idea. I’ll mull over it!