Scrab Posted March 16, 2021 Author Posted March 16, 2021 4 hours ago, wrath89dragon said: does resume not work with simple slavery ++ on sse No clue. It should, does it not? 16 hours ago, YojimboRatchet said: 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 ? There will be a Patch for it. Im currently working on another mod, once I get to a point where not working on it for 2 days will throw me off completely Ill look into it
Scrab Posted March 16, 2021 Author Posted March 16, 2021 Alright.. Even though its a very small update, Id call this a proper Version cause I think I finally got it working n stuff Calling it B3.1 would feel like an insult to the achievement (assuming it does work for more than just me) S.L.U.T.S. Resume 1.19 Beta4 Function to find the Recipient has been significantly improved, utilizing PapyrusUtil now instead of Loops Changed SetUp Scene behavior (the Scene that spawns the cart & equips DD stuff), now following the same principles the Vanilla Intro Quest does Some other minor optimization on Haul Start In my testings, I tried somewhere between 20 & 25 times and every single attempt to start a Haul succeeded 1st try and it felt slightly faster too, so yay (You dont require a clean save for this)
Dude2000 Posted March 16, 2021 Posted March 16, 2021 3 hours ago, Scrab said: Alright.. Even though its a very small update, Id call this a proper Version cause I think I finally got it working n stuff Calling it B3.1 would feel like an insult to the achievement (assuming it does work for more than just me) S.L.U.T.S. Resume 1.19 Beta4 Function to find the Recipient has been significantly improved, utilizing PapyrusUtil now instead of Loops Changed SetUp Scene behavior (the Scene that spawns the cart & equips DD stuff), now following the same principles the Vanilla Intro Quest does Some other minor optimization on Haul Start In my testings, I tried somewhere between 20 & 25 times and every single attempt to start a Haul succeeded 1st try and it felt slightly faster too, so yay (You dont require a clean save for this) Thank you! Will I still need to edit the esp to get rid of the slot 32 assignments in the yokes or is it already included now?
Scrab Posted March 16, 2021 Author Posted March 16, 2021 14 minutes ago, Dude2000 said: Will I still need to edit the esp to get rid of the slot 32 assignments in the yokes or is it already included now? No its not, I completely forgot about that mb
Dude2000 Posted March 16, 2021 Posted March 16, 2021 1 hour ago, Scrab said: No its not, I completely forgot about that mb No prob! BTW: the re-tethering never worked for me and it still does not work. It instantly says always something like "no cart found, abandon". I must do something wrong...
bigschwabbel Posted March 16, 2021 Posted March 16, 2021 I just tried the beta4, but had the same problem as before. First haul works, second haul doesn't. The cart is bolted to the ground and doesn't move. None of the debug actions work, CTRL+E doesn't do anything anymore, CTRL + Space only lets my character jump like an idiot in front of a cart in a pony costume, and when I try to "Reset cart" via MCM I get the message "No cart found". Everything I did was on a completely new game.
CliftonJD Posted March 17, 2021 Posted March 17, 2021 16 hours ago, Scrab said: (You dont require a clean save for this) upgrading from beta2 to beta 4: the first run was from whiterun to markarth was interrupted by a cursed loot sex scene, i had to save and exit to re-attach the cart second run i get a blank location on the manifest "..." reloaded to before turning in the first run gave a good manifest this time to solitude but i was given the chance to ask for food and couldn't move after eating next reload the driver never recasts the spell and jumps on his cart without giving me a manifest next reload i tell the driver i'd rather sleep in the warm but i can never return for another run, he thinks i'm still on the job 1
Guest Posted March 17, 2021 Posted March 17, 2021 On 3/16/2021 at 7:31 AM, Scrab said: No clue. It should, does it not? There will be a Patch for it. Im currently working on another mod, once I get to a point where not working on it for 2 days will throw me off completely Ill look into it no it doesnt simple slavery doesnt recongnize it i guess because u cant activate resume in the mcm and the cfto patch doesnt workfor redux
CliftonJD Posted March 18, 2021 Posted March 18, 2021 19 hours ago, wrath89dragon said: no it doesnt simple slavery doesnt recongnize it i guess because u cant activate resume in the mcm and the cfto patch doesnt workfor redux simple slavery might be still be looking for S_L_U_T_S.esp of the original and redux versions. newer sluts continued is named sluts.esp. once it recognizes the correct esp name, internal quest markers will need to be adjusted to conform to the rewrite. probably best that the 2 authors discuss what data to adjust
Scrab Posted March 18, 2021 Author Posted March 18, 2021 21 hours ago, wrath89dragon said: no it doesnt simple slavery doesnt recongnize it i guess because u cant activate resume in the mcm and the cfto patch doesnt workfor redux Update SS ==== Ill try to get 4.1 out asap In my current WIP, Ctrl E should work again, the MCM option should also be fixed now The cart glitching out is something that will prbly never be fixed. Currently working with the Vanilla Intro and its just exactly the same there as it is here. The cart just straight up doesnt work. I was able to stabilize the Vanilla Intro but the method I used there doesnt work for SLUTS, I already tried it My main priority for V2 will be the SLUTS HQ but once that ones standing (even with limited features) Ill try to focus more on alternative Main Missions. Ill keep to my statement that Im not going to rework the original SLUTS Mission into a "carless mode" - not even giving the option to it - but I think having different Missions that dont use a cart would be something that everyone can benefit from. People that arent interested in the bugged cart at all will be able to disable this original mission and for everyone else: You get some diversity I already noted in the big 1.19 patchnotes that I want to focus more on replayability of the mod and not so much on the original haul itself and getting a bigger mission pool is on a very high priority for that Ive also been send a patch for DCL which requires some slight adjustments to the Code, so that ones also going to wait for V4.1 2
Koyun_piU Posted March 20, 2021 Posted March 20, 2021 im playing on B4 on SSE, and i can start the quest and anything, but when the bro shows me the manifest it has a -Shaliman- on recipient, and (...),(...) on location, so i dont really know where im supposed to go, i tried to reload some times but there is no change, it always shows me the (...) on the manifest
Scrab Posted March 20, 2021 Author Posted March 20, 2021 28 minutes ago, Sheepmanj said: im playing on B4 on SSE, and i can start the quest and anything, but when the bro shows me the manifest it has a -Shaliman- on recipient, and (...),(...) on location, so i dont really know where im supposed to go, i tried to reload some times but there is no change, it always shows me the (...) on the manifest Im currently testing B4.1 which hopefully fixes that 1
Scrab Posted March 20, 2021 Author Posted March 20, 2021 S.L.U.T.S. Resume 1.19 Beta4.1 Changes Force Tethering (Tethering when the cart is far away from you) now disables player controls * This does not fix the issue with the cart not retethering but can help ensuring that its at least lined up properly Overhauled the Method used to find a Haul Destination * This is primarily to fix a(nother) bug with Haul starting but is also an essential detail for custom Destinations Fixes Fixed an issue causing the Manifest to state "[...] / [...]" as Destination of your Haul Fixed an issue with Ctrl + E not working as intended Fixed an issue with MCMs Force Reset option not working as intended Fixed an issue with Chained & Regular Yoke alignment in the MCM Fixed an issue with Yokes using the wrong Slot, causing your Body to be invisible Increased Priority of the unequipping Scene on Haul End Fixed an issue causing the mod to abandon a Haul Attempt when starting a Haul from Windhelm 4
Scrab Posted March 20, 2021 Author Posted March 20, 2021 Im aware that there is an error with Payment calculation somewhere, causing you to almost always?, always? get 14.8k of Filly Coins as reward I need to look deeper into that and for that matter added an option in the Debug Menu called "Show distance between Roots". This option will display a Number between 0.1 and 1.5 when starting a Haul, if you are interested in helping me with development you can enable this option, note the numbers you get and post them here Also Ive uploaded a DCL patch made by Searinoxii This patch fixes the Dialogue & introduces a new feature that when being being caught committing a crime while on a haul, your bounty will be instantly transfered into arrears 3
bigschwabbel Posted March 20, 2021 Posted March 20, 2021 @Scrab, are these numbers any good to you? Do you need more? Mod version: S.L.U.T.S. Resume 1.19 Beta4.1 / tested on a completely new save test #/ start of route / end of route / show distance between roots / filly coins (according to manifest) 01. Whiterun -> Winterhold = 0.468596 (15,552 Filly Coins) 02. Whiterun -> Dawnstar = 0.364848 (14,800 Filly Coins) 03. Whiterun -> Dawnstar = 0.364848 (14,800 Filly Coins) 04. Whiterun -> Dawnstar = 0.364848 (14,800 Filly Coins) 05. Whiterun -> Windhelm = 0.401457 (14,973 Filly Coins) 06. Whiterun -> Markarth = 0.606726 (22,334 Filly Coins) 07. Whiterun -> Markarth = 0.606723 (21,280 Filly Coins) 08. Whiterun -> Windhelm = 0.401457 (14,800 Filly Coins) 09. Whiterun -> Windhelm = 0.401457 (15,305 Filly Coins) 10. Whiterun -> Windhelm = 0.401457 (15,155 Filly Coins) 11. Whiterun -> Dawnstar = 0.364848 (14,800 Filly Coins) 12. Whiterun -> Dawnstar = 0.364848 (14,800 Filly Coins) 13. Whiterun -> Riften = 0.560400 (21,815 Filly Coins) 14. Whiterun -> Solitude = 0.464896 (18,347 Filly Coins) 15. Whiterun -> Winterhold = 0.468596 (14,891 Filly Coins) I only initiated the hauls, but never actually finished them. Don't know if finishing them would make a difference regarding the filly coins. Out of these 15 runs, in 7 cases the "S.L.U.T.S. Pony Tail" didn't want to stay where it's supposed to stay (some examples): Spoiler That's NOT an umbrella! Spoiler Top left-hand corner, that's NOT a bullet! Something else I found is that the "S.L.U.T.S. Collar" has no visual representation in inventory view. Spoiler And another one: - completely new save - S.L.U.T.S. Thermal Harness gets equipped for the first time => the harness has 0 (Zero) Warmth and 0 (Zero) Coverage The clothing type in Frostfall is set to "No Protection". After correcting that once it was OK in future game loads. Is it a bug? Is it a feature? We don't know ...
Neydzz Posted March 21, 2021 Posted March 21, 2021 In Beta2 this mod seemed to work perfectly for me together with Carriage and Ferry Travel Overhaul. But in Beta4 I get duplicated carriage drivers, with or without the CFTO patch.
NoppaiKohai Posted March 21, 2021 Posted March 21, 2021 Quick question, but was an option added where you don't have to go back and pick up your gold after a run? I wanted to use this in place of fast travel where I run from city to city instead and get some cash along the way, but the whole "having to go back to where I started to get my money" made that kind of pointless lol 1
Scrab Posted March 21, 2021 Author Posted March 21, 2021 8 hours ago, Neydzz said: In Beta2 this mod seemed to work perfectly for me together with Carriage and Ferry Travel Overhaul. It didnt, youd still have double Carriages in Morthal, Dawnstar & Falkreath because SLUTS & CTFO add Carriages in both Locations That you have them now just means that I forgot to disable them in the Patch (or you didnt load CFTO after Sluts? Ik I shouldve noted that) Where do you get the double ones? Think I got it already, Ill upload a patch that is LO Independent, needed to update the patch anyway for B4.1 4 hours ago, NoppaiKohai said: Quick question, but was an option added where you don't have to go back and pick up your gold after a run? No and it wont be added. Theres alrady a feature in place to make that happen since.. idk since when, since a long time. That feature would be pointless if I did that. Im pretty sure I also noted that alreaddy
Scrab Posted March 21, 2021 Author Posted March 21, 2021 14 hours ago, bigschwabbel said: are these numbers any good to you? Do you need more? Thats actually more detailed than I was hoping for, thanks This number describes the relative distance between 2 ports, meaning should always the same number for ports. The reason why I dont do all of this alone is becase there are... (I cant do combinatoric ahh) a lot of different possible Locations that one Hold can have Interesting breast shape. The tail requires SMP I believe, do you have that?
Scrab Posted March 21, 2021 Author Posted March 21, 2021 S.L.U.T.S. Resume 1.19 Beta4.1.1 Updated CTFO Patch Added an option in the MCM to "Reinitialize" the mod Use this to allow SLUTS to recognize CTFO when CTFO is installed midgame *Uninstalling CTFO midgame also requires you to make a clean install for SLUTS as there is no way to undo this change
bigschwabbel Posted March 21, 2021 Posted March 21, 2021 2 hours ago, Scrab said: This number describes the relative distance between 2 ports, meaning should always the same number for ports. Lets take Windhelm as an example: 05. Whiterun -> Windhelm = 0.401457 (14,973 Filly Coins) 08. Whiterun -> Windhelm = 0.401457 (14,800 Filly Coins) 09. Whiterun -> Windhelm = 0.401457 (15,305 Filly Coins) 10. Whiterun -> Windhelm = 0.401457 (15,155 Filly Coins) Four runs, all with identical distances, but four different Filly Coin calculations. Is there a certain randomness in the Filly Coin calculation or is that an indicator for the bug you're looking for? Did I get it right in that you need the distances from different start ports? Like in I need to go to Windhelm and run a few tests, then I need to go to Riften and run a few more tests and so on? And then look for distances that should be identical but are not? Quote Interesting breast shape. Interesting "good" (I could share my BodySlide preset) or interesting "bad" (I won't share my BodySlide preset) ??? Spoiler Don't mind the milk leaking. Quote The tail requires SMP I believe, do you have that? Yes, I have SMP. I'm running a combination of - CBPC - HDT-SMP - CBBE 3BA (3BBB) The tail worked 8/15 times. I don't think it's a problem with SMP. Looks more like a random bug to me. Are the S.L.U.T.S. Pony Tail and the regular DD Pony Tail the same (except for the name of course)? If not, I could do some tests with the DD Pony Tail to see if it makes a difference.
Scrab Posted March 21, 2021 Author Posted March 21, 2021 44 minutes ago, bigschwabbel said: Four runs, all with identical distances, but four different Filly Coin calculations. Is there a certain randomness in the Filly Coin calculation or is that an indicator for the bug you're looking for? The Calculation takes multiple things into account, one of them is slightly modified by RNG, yes Im dissapointed that the Window for Calculation is so smoll tho, math can be quite painful 48 minutes ago, bigschwabbel said: Like in I need to go to Windhelm and run a few tests, then I need to go to Riften and run a few more tests and so on? Exactly, there are ~40 different Combinations with the Default Ports which should all have different results. Im not asking you to gather them all, its just to get a clear picture of what this variable looks like to create a proper function for calculating payment Im actually surpised someone got that involved into getting those numbers for me 53 minutes ago, bigschwabbel said: Interesting "good" (I could share my BodySlide preset) or interesting "bad" (I won't share my BodySlide preset) ??? Intresting good, though I think Im satisfied with my preset 55 minutes ago, bigschwabbel said: Are the S.L.U.T.S. Pony Tail and the regular DD Pony Tail the same Yes, its the same mesh
bigschwabbel Posted March 21, 2021 Posted March 21, 2021 2 hours ago, Scrab said: Im actually surpised someone got that involved into getting those numbers for me I've installed your mod because I like the idea. I'm sad it has issues that prevent me from playing it properly. But I'm willing to do something about it. Gathering data is something I as a mod user can easily do. And if it helps make the mod work better, I'm willing to invest some time into it. 1
Neydzz Posted March 21, 2021 Posted March 21, 2021 11 hours ago, Scrab said: It didnt, youd still have double Carriages in Morthal, Dawnstar & Falkreath because SLUTS & CTFO add Carriages in both Locations That you have them now just means that I forgot to disable them in the Patch (or you didnt load CFTO after Sluts? Ik I shouldve noted that) Where do you get the double ones? Think I got it already, Ill upload a patch that is LO Independent, needed to update the patch anyway for B4.1 Ah fair enough. I will admit I only really checked Whiterun. And my load order was CFTO -> SLUTS -> CFTO Patch (because I didn't change it other than letting LOOT take care of it). Updated to latest main mod and patch (and also changed the load order to SLUTS -> CFTO -> CFTO Patch, just in case) and no more duplicates in any of the cities ?. So it was probably just the load order that caused the duplicates for me. Thanks!
CliftonJD Posted March 21, 2021 Posted March 21, 2021 10 hours ago, bigschwabbel said: .... Reveal hidden contents Don't mind the milk leaking. Yes, I have SMP. I'm running a combination of - CBPC - HDT-SMP - CBBE 3BA (3BBB) The tail worked 8/15 times. I don't think it's a problem with SMP. Looks more like a random bug to me. Are the S.L.U.T.S. Pony Tail and the regular DD Pony Tail the same (except for the name of course)? If not, I could do some tests with the DD Pony Tail to see if it makes a difference. in bodyslide when creating body mesh choose cbbe hdt so that your body type matches the skeleton type when you install the hdt skeleton. the tails and the cart require a working skeleton
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