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  • 3 weeks later...
Posted
On 7/19/2026 at 3:07 PM, iwanttoplaythegame said:

Is there a way to change the delivery deadlines? When playing with mods that change the timescale, like dynamic timescale, it makes delivery deadlines impossible. Getting something where you need to go to winterhold from markarth in 4 hours isnt really feasible. 
Also, there are some compatibility problems with unforgiving devices and when starting a delivery with restraints already worn. The sluts devices fail to equip when something else is in the way (they show as equiped in the inventory but arent on the model) and when I reach the delivery point I just get dialogue for losing my uniform and delivery. (Also, despite saying I will be docked for the failure, I dont seem to face any actual consequences?)

You can set the variable SLUTS_ExpectedDelay in the console, which gives you longer delivery times. You have to do it before accepting each delivery, which is a bit of a pain, but better than nothing. I set it to 15 or 20 before every delivery.

Posted

Starting the mod through Slavery Plus Plus only seems to work once per save file. If my character works off their debt and then gets herself sold back to SLUTS, the auction ends with an error: [SLUTS] Failed to create Enslavement. Doesn't seem to be a way to re-enslave once you've gone through enslavement once.

Posted

Hello,

 

I am back to complain about the broken pilferage UI. In the past I isolated two potential mods as causes (OSL Aroused & iWant Widgets).
However since then, I have now managed to reproduce an even more broken state. Before, the UI would render correctly on first game load, and then break once I reload a save.
Now, I cannot get it to render correctly at all, even after reducing my mod list to a very minimal one. Maybe this is somehow a result of my recent move to Linux and running Skyrim via Proton.

 

Regardless, the main reason I am bringing this up is because I come bearing gifts this time around. I don't know much about SWF files (in fact I relied heavily on AI), but I did a lot of experimenting with the SlutsMissionHaulHUD.swf.
I found that no matter what ActionSctipt code I changed in the Meter class, it had no effect. Eventually, I realized the issue was that the Meter class's code is not running at all.
My best guess is that `Object.registerClass("Meter",Meter);` is not running in time to register the class prior to the UI being rendered (a race condition), or it's just not being executed in general.
I couldn't find a way to fix it, but I did find a hacky work-around. I changed the PilferageMeter class's constructor to:

 

   function PilferageMeter()
   {
      super();
      _global.gfxExtensions = true;
      this._visible = false;
      var _loc4_ = this.meter;
      var _loc5_ = _loc4_._x;
      var _loc6_ = _loc4_._y;
      var _loc7_ = _loc4_._xscale;
      var _loc8_ = _loc4_._yscale;
      var _loc9_ = _loc4_._rotation;
      _loc4_._visible = false;
      this.meter = this.attachMovie("Meter","meterRuntime",39);
      this.meter._x = _loc5_;
      this.meter._y = _loc6_;
      this.meter._xscale = _loc7_;
      this.meter._yscale = _loc8_;
      this.meter._rotation = _loc9_;
      this.meter.swapDepths(this.crate);
   }

 

And this fixes the issue! For me at least. I've attached a mod patch with my modified .swf file. I would love to hear from others if it fixes the broken pilferage UI for them as well.

 

The Pilferage UI before the patch:

image.png.9b7bb4e626986ce5f38b0b79e95eb69b.png

 

And after:

image.png.18acbe405d28a9982ace8ea629f33089.png

 

 

SLUTS Resume Pilferage HUD patch.zip

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