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Posted
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

Posted
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?

 

 

Posted

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

 

 

Posted
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.

20210321121114_1.jpg.c751fe28a34080f4efe786ebf6f10835.jpg

 

20210321121108_1.jpg.b561bf89931cce2dbf0cd2001bd763df.jpg

 

20210321121100_1.jpg.d62473cbdd4aa162df209f8aceab87ec.jpg

 

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.

 

Posted
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

Posted
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.

Posted
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!

Posted
10 hours ago, bigschwabbel said:

 

....


 

  Reveal hidden contents

 

Don't mind the milk leaking.

20210321121114_1.jpg.c751fe28a34080f4efe786ebf6f10835.jpg

 

20210321121108_1.jpg.b561bf89931cce2dbf0cd2001bd763df.jpg

 

20210321121100_1.jpg.d62473cbdd4aa162df209f8aceab87ec.jpg

 

 

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

 

 

Posted

@Scrab, I've attached an *.ods file (LibreOffice Calc).

 

I kept collecting data from all nine holds until I got at least one of each of the other eight holds as a destination.

 

Note 1: Collecting data for Solitude as the starting point took exceptionally long. The other holds took 21 hauls on average, but Solitude took 62 hauls until it dropped Riften as the last destination. Could be a bug, could be just bad luck. Just thought it might be worth mentioning.

 

Note 2: The file comes with 10 tabs. First tab contains a copy of the other 9 tabs plus some AutoFilter in the top row.

 

S.L.U.T.S._beta4.1.1_data_collection.ods

Posted
55 minutes ago, CliftonJD said:

i always thought that was intentional, like its bad luck to get the longest run from solitude to riften

 

No, the system is entirely random

The reason why some holds are more likely to appear is just how RNG works. Some numbers are just more likely to appear than others, is all. Real RNG is rather expensive to calculate

 

In Redux it was indeed somewhat of bad luck. I didnt like how Distance influenced payment in Redux so I tried to improve the System to make the distance have more weight on your payment. It kind of works based on that table, you get up to 3 times as much for long distances than you get for short ones but I dont really like how often the Number is near 15k especially when relative distance is much higher in some instances than others

Thanks for the table, thats very useful

Posted

This mod has a slight incompatibility with PrisonOverhaulPatched that affects the dialogue for when guards say "Wait, I know you...".

I've made a patch for anyone who wants it. It's an ESP marked as ESL and needs to load after both mods. Credit to both mod authors obviously, I basically just removed a keyword.

 

The actual problem:

Spoiler

Both mods edit the same dialogue topic. SLUTS adds in an option to choose to work off the bounty as a ponygirl. PoP removes a keyword from the topic that prevents the dialogue from even working while PoP is installed. So based on which one you load last you either don't get the new option from SLUTS, or you can't respond to the guard and actually get arrested.

 

My patch overwrites both mods for the topic, and includes the new option from SLUTS and also removes the keyword so the dialogue works properly.

 

SLUTS - PrisonOverhaulPatched - Patch.rar

Posted
49 minutes ago, Neydzz said:

This mod has a slight incompatibility with PrisonOverhaulPatched that affects the dialogue for when guards say "Wait, I know you...".

I've made a patch for anyone who wants it. It's marked as ESL and needs to load after both mods. Credit to both mod authors obviously, I basically just removed a keyword.

 

The actual problem:

  Reveal hidden contents

Both mods edit the same dialogue topic. SLUTS adds in an option to choose to work off the bounty as a ponygirl. PoP removes a keyword from the topic that prevents the dialogue from even working while PoP is installed. So based on which one you load last you either don't get the new option from SLUTS, or you can't respond to the guard and actually get arrested.

 

My patch overwrites both mods for the topic, and includes the new option from SLUTS and also removes the keyword so the dialogue works properly.

 

SLUTS - PrisonOverhaulPatched - Patch.rar 564 B · 0 downloads

i remember something about that in Le, but hadn't tried prisonoverhaul in se yet

 

mod managers won't let you load an esl after an esp, those are put up with esm's. i've seen some modders mark it as esl but leave it named as esp, but i don't know enough about esl to know if it still has any effect using the flag, but not the name

Posted
10 minutes ago, CliftonJD said:

mod managers won't let you load an esl after an esp, those are put up with esm's. i've seen some modders mark it as esl but leave it named as esp, but i don't know enough about esl to know if it still has any effect using the flag, but not the name

 

Theree are 4 types of plugins in SE:

1) .esm which are identical to LE .esms

2) .esl those behave identical to .esms but dont take up a slot in your 255 Plugin Limit

3) .esps which are identical to LE .esps

4) .esp with esl flag which behave identical to .esps but dont take up a slot in your 255 Plugin Limit

 

.esl & esl flagged .esp have a record limit of ~2k records and shouldnt contain completely new cells

Posted
1 hour ago, CliftonJD said:

i remember something about that in Le, but hadn't tried prisonoverhaul in se yet

 

mod managers won't let you load an esl after an esp, those are put up with esm's. i've seen some modders mark it as esl but leave it named as esp, but i don't know enough about esl to know if it still has any effect using the flag, but not the name

 

I should've clarified, it is an esp marked as esl, so it will load at the end properly and also not take up a load order spot. Will edit original post.

Posted

TL; DR: UUNP Tats, !REPLACES! CBBE textures, to use them disable UNP assets in MCM menu.

MEGA Link

 

Turns out UUNP and BHUNP UVs differ enough to warrant body specific textures sometimes, especially if details matter, see comparison image below.

Uncompressed textures (although I do not recommend using them) should work on both LE and SE.

 

Story:

Spoiler

 

So, I have installed S.L.U.T.S. On my 3rd haul my PC noted that there is letter missing, on a tattoo which doesn’t exist as I’m using BHUNP. Immersion ruined. I went to investigate, is the game bugged or maybe I’m missing something?

Sure thing, turns out UNP uses completely different texture which has 16 times less pixels to boot.

Determined to fix this travesty I went to google searching for a way to convert textures between meshes with different UVs (CBBE and UUNP base shapes are basically the same, there should be an easy way, right?). Blender was chosen as a free and easily accessible option.

Holy Hell it wasn't easy and accessible, it took me ~20 hours of learning UI and monkeying around with masks and other garbage before I found Cycles engine.

 

Anyways, textures were simply baked from one mesh to another using Path Tracing, I haven't edited anything. Here is the result.

 

Images:

Original CBBE:

 

Spoiler

1-CBBE.png

 

UUNP result:

 

Spoiler

2-UUNP.png

 

UUNP and BHUNP comparison (UUNP texture on BHUNP body):

 

Spoiler

3-UUNP-BHUNP-Comparison.png

 

P.S. Fuck AMD, GPU driver crashed at least 16 times until I’ve purged it from my PC. Turns out stock Windows driver works better than AMD supposed Pro driver.

Posted
On 3/21/2021 at 5:52 AM, Scrab said:

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

 

 

the cart works as it did in redux now(comparable to redux Se, not Le). can we get quest markers to the destination driver and ability to start another haul after "...sleep in the warm"

Posted
44 minutes ago, CliftonJD said:

and ability to start another haul after "...sleep in the warm"

 

Im unsure what you mean by that. I checked on the line and it uses the same Script the other Options are too? (or you are talking about a different Dialogue line, idk) 

 

My plan for SLUTS is that if there are no major bugs anymore, Id aim for V2 with the next Update, buildding the HQ. I already got a Location for that too, probably gonna be in Riften, between Shors Stone & Riften to be specific

Posted

@Scrab

 

not sure if this ends up being an issue or not. but it seems  there is an overwrite on a duplicate script file between this mod and Devious Adventures.

 

the script called "DefaultOnReadSetQuestStage", exists in both mods. and i am pretty sure there will end up being a conflict somehow. and i am using your latest version.

 

here is the script from Devious Adventures, if you want to compare and see if indeed it will create a conflict. right now, i have SLUTS installed after Devious Adventures. i really hope there isn't an issue or conflict though, as i would like to use both mods.

 

 

defaultonreadsetqueststage.pex defaultonreadsetqueststage.psc

Posted
14 minutes ago, YojimboRatchet said:

not sure if this ends up being an issue or not. but it seems  there is an overwrite on a duplicate script file between this mod and Devious Adventures.

 

Thats a Vanilla Default Script. Ill delete it in the next version, shouldnt be shipped with the mod

Posted

Can someone test if the Simple Slavery works with their game for SLUTS enslavement? I am using Simple Slavery Plus Plus 6.3.9 and S.L.U.T.S. Resume 1.19 B4.1.1, It seems that SS is calling Sluts but for some reason my character just stands on the platform after the auction ends. If the SLUTS quest was not already started before the auction, it autocompletes itself. 
I even tried resetting the quest, but no matter how many times I do it, the same thing happens regardless of the quest being started or not. I did a quick test to generate Papyrus.log, enslavement scene starts at 03/25/2021 - 08:12:56PM, line: 277 .

Also I absolutely love what You are doing with the mod ☺️Papyrus.0.log

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