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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 ?

Posted
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

 

 

Posted

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)

Posted
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?

Posted
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

Posted
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...

 

Posted

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.

Posted

 

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
Posted
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

Posted
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

Posted
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

Posted

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

Posted
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

 

Posted

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
Posted

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

 

Posted

@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

20210320193348_1.jpg.c323a0f5ea5f8d299e6b77c967120336.jpg

That's NOT an umbrella!

 

Spoiler

20210320193727_1.jpg.11c935b781b33b15f6a56f15421b4fce.jpg

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

20210320192411_1.jpg.1e6120270539b2d77c6e66f1c6865abc.jpg

 

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 ... :)

 

Posted

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.

Posted

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

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