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Posted
On 2/19/2021 at 1:48 PM, monsta88 said:

t maybe just the difference in our expectations, but I didn't feel these basic DD anims too disturbing. Some mods however dontrol these and make them very prominent.

yeah, I probably have some of that going on, although I don't have any of the mods installed that have been mentioned. I'm sure I have some that are messing with me. I think that it is DD that is pushing the frustration animations. I'll look at the menus again and see if I can adjust some things. I checked earlier but didn't see anything. I'll check again.

Posted

I really like the idea of the mod but it's the 'head back to where you started to collect your earnings' in a big turnoff in the gameplay department for me. Every time I've asked to have the escrow sent to me the chest never arrives and I can't go back to get my earnings. Can't you just throw the PC's stuff on the cart as well? Ended up just disabling the removing items from player feature just to help prevent more bugs. PCs could receive "mandatory employee rewards" in the form of a DD item after every series of runs.

 

With how glitchy the cart is wouldn't it be better to have an option for a large S.L.U.T.S. backpack or riding tote for the PC? It would just be an equip-able item and wouldn't break if any event it triggered.

Posted
On 2/26/2021 at 4:20 PM, blahity said:

With how glitchy the cart is wouldn't it be better to have an option for a large S.L.U.T.S. backpack or riding tote for the PC? It would just be an equip-able item and wouldn't break if any event it triggered.

This same argument and discussion has been had before. @Scrab, you may want to add a disclaimer to the mod page that the cart is here to stay.

Posted

I don't know if it's even possible to do with Skyrim physics and scripts, but how about a "heavy" cart, attached to the player with a linear spring (or whatever the physics sim has that only stretches along a single axis, so that the poles stay parallel to the player, even as they stretch ahead a bit), and a script that lowers the player's max speed as they get farther away from it? The intended effect would be that it takes two or three seconds of pulling before the cart's velocity matches the player's normal max speed, making it feel like it has substantial mass. Cornering would be interesting, as would travelling uphill.

Posted
9 hours ago, ajmccssjoer said:

Hi As soon as I use this mod my body disappears only hands and feet show, how do I fix this problem. my character was nude when I used the mod.

 

The Thermal Harness is currently bugged, if you use it that just kinda happens

 

On 2/22/2021 at 1:11 PM, Littleangelgirl said:

The quest wont start for me i say im ready to haul some freight and nothing happens

You sometimes need to try more than once. Ill try to fix this issue with the next Version but ye.. until then this issue persists mb

Dont like excusing this with cause its Beta but well.. its Beta because of this very issue, my pardon

 

15 hours ago, daeeb1a said:

I don't know if it's even possible to do with Skyrim physics and scripts, but how about a "heavy" cart, attached to the player with a linear spring (or whatever the physics sim has that only stretches along a single axis, so that the poles stay parallel to the player, even as they stretch ahead a bit), and a script that lowers the player's max speed as they get farther away from it?

Skyrim doesnt support this as far as Im aware. Technically changing Speed is possible but that change isnt meant to adjust itself dynamically over time. Youd end up being slowed by 90% then 80% then 70% with just makes the game feel like its lagging and that doesnt even include the fact that tracking the terrain angle and when you stop walking isnt the most straightforward thing either, especially the angle stuff

Posted

I had the first quest, but hadn't actually talked to the carriage driver yet, I was waiting for a good point to start the mod for real. However, after being sent to Simple Slavery++ and getting sent to a different mod outcome (Submissive Lola, if it makes a difference), the SLUTS intro quest suddenly marked itself as complete, and now I'm not getting an option to start the mod via innkeepers, stewards, or carriage drivers. Will I break anything if I just restart the quest via console commands?

 

EDIT: I simply did the resetquest SLUTS_main console command, worked like a charm. 

 

Also, I had the "cart stuck after dying/respawning" bug, doing moveto player worked great, physics were all working and the cart followed me again. Probably won't work every time, but it worked at least this once.

Posted

So have there been any good ideas for Filly Coins? I think I've only seen posts about the quest not starting or the cart glitching. 

 

Being able to trade for specific ores would be nice, since many outfits require high level ingredients like ebony ore to make, which you can't get until high levels (or console commands)

Restraints keys for the various DD mods would be worthwhile I think.

Perhaps we can buy the gear for normal use? (with some enchantments to make them useable)

 

Just trying to spitball cus I'm sure Scarab would like to see posts that aren't just bug hunting.

Posted

Potential Filly Coin uses that I'd be interested in seeing and naively think would be 'reasonably' doable with the current state of the mod:

 

1. Hireable bodyguards for deliveries. So you don't have to bring your own.

2. Tiers of equipment, i.e. maybe you start as a 'cloth' tier pony and your livery has no armor value, but as you work your way up the tiers your livery bumps up the armor level tiers.

3. Enchantments (i.e. purchasing Pony Boots of Stamina that both boost your stamina and stamina regen, allowing you to sprint for longer periods), there are a lot of passive vanilla enchantments out there that could be layered on your livery that could help a pony on her route, but you could also include some self-defense buffs for the pony that wants to kick her way out of an encounter. (heck, they don't even have to be literal enchantments, maybe just a long lasting spell effect that is automatically removed once the goods are delivered)

4. Permanently placed (in the sense that they are always accessible when you aren't on a delivery) and magically linked property chests at each town.

5. 'Surplus' company gear for personal use and the repair and maintenance of such, either via exchange with your local blacksmith or directly with the carriage driver.

 

Potential Filly Coin uses that I'd be interested in but imagine would be almost impossible ATM:

 

1. Up-gradable "Stables" for those ponies who do multiple jobs and need to be able to stop along the route to eat and sleep. Similar to buying your way up in levels of equipment, maybe higher status ponies get better arrangements in the stables. Bonus points if it can be something more than a fad to black dialogue (i.e. being led to your stall and secured for the night, hand fed by the stable master, etc.)

2. Different types of carriages and cargo. You start off only being allowed to deliver cheap goods and work your way up to being a passenger delivery service. Of course the higher the value of the cargo the more risk involved....

3. Your own station. I.E. similar to how Hearthfire homes get a personal carriage driver, have the ability to purchase your own S.L.U.T.S. drop off location where you can start and finish deliveries.

4. Unlocking minor towns, either vanilla or modded, for deliveries.

Posted

A very simple, yet practical Filly Coin usage:

 

choose your delivery target instead of getting a random one! One example, you're in Riften and heard about some poor lonely boy, named Aventus Aretino, who lives in Windhelm. So you decide to make your way there and help him.

Now, instead of paying some gold, you just pay some Filly Coins but earn even more on the route ;) 

Posted
7 minutes ago, Mister X said:

A very simple, yet practical Filly Coin usage:

 

choose your delivery target instead of getting a random one! One example, you're in Riften and heard about some poor lonely boy, named Aventus Aretino, who lives in Windhelm. So you decide to make your way there and help him.

Now, instead of paying some gold, you just pay some Filly Coins but earn even more on the route ;) 

 

To complicate your idea:

 

You start off as currently, with only the ability to tell the driver you are ready to haul some cargo and they randomly pick the destination.

 

Next you can purchase the right to open up a new dialog option that lets you pick a destination from a randomly chosen assortment of destinations. The right costs a flat amount and is a permanent unlock for that station (i.e. if you pay for it in Solitude, you can pick from the list in Solitude but still won't have a choice in Windhelm till you pay for it there too). Picking from the list also costs a small amount of coins as the company wants to discourage ponies from just going to 'desirable' locations.

 

Lastly you can purchase for an even greater amount, the right to ask if there are any deliveries waiting for a specific town (same as previous, the right would need to be unlocked at each town). There is still a random chance (possibly based on your current location and the destination - i.e. Maybe deliveries straight from the Imperial Capital of Solitude to the Stormcloak Capital of Windhelm are extremely unlikely) that there won't be anything, but if there is you can take that delivery for a substantial sum of filly coins (again because the company wants to encourage deliveries to all locations).

 

So a 'fully upgraded' pony would have the option to

 

1. Take a default, randomly choose destination for free.

2. Choose between a handful of randomly choose destinations for a small fee.

3. Explicitly ask for a destination for a large fee.

 

Obviously the player is probably going to be able to accrue coins faster than they spend them regardless, but it's a tried and true proven method of 'micro-transactions' of this nature that selling convenience at premium is usually a good money sink

Posted

About the Compitability with Carriage Mods:

I admit I never used any of them and in my recent Playthrough (one that I might actually use to play through DLC2 the first time \o/) I found out that CTFO does in fact add multiple new carriages in the same places SLUTS adds them. I knew that this mod adds Carriage Drivers but didnt know how many and where

..So I came to the conclusion - also because of the other mod idk how its called. Convenient Carriages or so? - that my original idea for compatibility was kind of pointless anyway as wed still need a proper patch to remove to redundant drivers. Yay. Thus Im going to properly link up the Carriage Drivers again like Redux did and instead will create a proper patch for those mods

 

Im currently reworking the Vanilla Intro but I hope I can get B3 out until end of the week anyway, only featureing the above

 

=====================

 

2 hours ago, grosaprap said:

Hireable bodyguards for deliveries. So you don't have to bring your own.

I had/have plans for a little Dwemer Spider pet to fill that spot and in exchange have Followers be waiting at the Destination all the time to avoid them being killed by the cart over and over again. The spiders smoll hitboxy might make him less likely to be owned by the cart and since its created by me directly and not by some ransom other mod (in case of custom followers) or a vanilla actor I can customize him in any way I want, tweak his AI and make him stronger/weaker as I go - and there would be no issues with it conflicting with NPC overhauls

 

 

2 hours ago, grosaprap said:

4. Permanently placed (in the sense that they are always accessible when you aren't on a delivery) and magically linked property chests at each town.

wut

 

2 hours ago, grosaprap said:

3. Your own station. I.E. similar to how Hearthfire homes get a personal carriage driver, have the ability to purchase your own S.L.U.T.S. drop off location where you can start and finish deliveries.

4. Unlocking minor towns, either vanilla or modded, for deliveries.

 

Creating Carriage Ports on the spot will most likely never be really possible as the Startup Scene is simply too complicated and require manual setup. Cant automate that

Id have to "precreate" them all and every modded location would require a patch. Not really an issue in SE though it might be for LEs limited plugin cap but thats not really the point

 

Hearthfire Ports would require to find a Location first, modded requires a patch and minor towns is more conflicts with the 2 Carriage overhauls. Nothing big but still.. annoying

Nothing I would focus on, more do it as I go. Maybe make one every version update and when I feel like it create an additional esp for modded locations

 

2 hours ago, grosaprap said:

Different types of carriages and cargo. You start off only being allowed to deliver cheap goods and work your way up to being a passenger delivery service. Of course the higher the value of the cargo the more risk involved....

 

I was already thinking about a Ranking System, Im not sure how Filly Coins would be necessary here though. Also how exactly "higher risk" would look like

 

2 hours ago, grosaprap said:

Up-gradable "Stables" for those ponies who do multiple jobs and need to be able to stop along the route to eat and sleep. Similar to buying your way up in levels of equipment, maybe higher status ponies get better arrangements in the stables. Bonus points if it can be something more than a fad to black dialogue (i.e. being led to your stall and secured for the night, hand fed by the stable master, etc.)

 

I was thinking about creating something like a "SLUTS HQ" where you can find a few other ponies for immersions sake and have a smoll display hall for the Filly Reward Gear stuff

 

hm... thinking about it

Why not have the Carriage Drivers only offer small rewards for a limited amount of coins (Lil Gold, DD Keys (which should already be part of the mod, are they not working?), Ores etc) and the SLUTS HQ then offers big rewards

- Dwemer Spider Pet

- Custom Filly Gear

- Large sums of Gold

- Licenses for different kind of stuff (e.g. additional Filly Coins for completed runs)

- Special Missions 

- etcpp 

 

Also Rank Progression could be handled there

 

Im sure theres a lot more potential in a proper HQ and would present SLUTS as an actual company. Of course the Baker could also finally make an appearance.. 

 

Posted
2 hours ago, grosaprap said:

Obviously the player is probably going to be able to accrue coins faster than they spend them regardless, but it's a tried and true proven method of 'micro-transactions' of this nature that selling convenience at premium is usually a good money sink

 

I like the way you think.

Posted

Only did a quick test in Whiterun to see if it works. I dont think theres a lot of room for errors here but you never know

This is only a test version with the changes to haul starting, for B3 I still got some navmesh to fix, want to look into the bugged out Harness & want to at least get a CTFO Patch out together with B3 but I guess its still useful to upload this here so that people that have issues with haul starting can test if that works for them

 

You dont need a new game but make sure theres no haul currently going on

 

S.L.U.T.S. Resume.7z

Posted

Just throwing out some random ideas:

-If you're travelling on a road, a person pops up and says there's a bandit blocka ahead. Forcing you to either deal with it or find another way around.

-Implement survival soft-plugin. Being a horse should be draining. You can ask merchants on the road for a refill of food and water.

-Pony stations spread across the land on roads where you can rest up before moving on.

-Maybe sweat build or need to cool yourself down?

Posted

Nothing new this time, only fixes/QoL. Im workin on other stuff currently mb

Ive also been send a Patch for DCL but didnt get to rework that one to work with Resume yet

 

S.L.U.T.S. Resume 1.19 Beta3

Changes

  • For transparencies sake: When the Game failes to start a Haul, you now get a Debug Notification telling you that it failed, the Quest will then try again up to 2 times (3 calls in total) if all 3 fail you get a Messagebox telling you that something went wrong
  • Winterhold Carriage: Moved Chest Location to allow the Driver to reach it easier
  • Falkreath Carriage: Moved Carriage to the other side of the Street so that the Driver Seat-Entry points towards the path instead of away from it
  • Added a Patch for CTFO

Fixes

  • Changed the procedure the mod uses to gather Scene Markers
  • S.L.U.T.S. Thermal Harness no longer hides your body when equipped
  • Edited Navmesh around all custom Carriage Drivers to avoid pathing issues
  • Winterhold Carriage: Moved Carriage out of the NPCs preferred path
  • Morthal Carriage: Moved Carriage out of t he NPCs preferred path

 

Posted

For me, the mittens remove body rendering, both with and without Frostfall harness.

 

EDIT: Nope, it's not the mittens. I'll continue testing and narrow it down.

 

EDIT2: It is the default yoke. Tested it, and also looked into the esp. The armor addon has slot 32 in it which probably causes the issue.

 

EDIT3: Nope, removing 32 from the armor addon did nothing to fix the issue. Anyway, it seems you have the chained and non-chained yokes mixed up in the configuration. Anyway, I am done testing, and will be using another yoke for now. Thanks for continuing the support of this mod!

 

EDIT4: Couldn't resist. In is the 32 is in the armor representation device. So if anybody has this issue. Fix it in the esp or use another yoke. Armbinders and cuffs work fine for instance.

Posted

will there ever be a workaround to fix the incompatiblity between DCL and this mod at all in the future, so that both mods can be used "without" disabling anything in either one ?

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