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1 hour ago, darthnoldor said:

I have a question:

The DCL Patch isnt part of the main mod but a compatibility patch between SLUTS & DCL

It wont ever be integrated in the main mod as I have no intention of putting a dependency on DCL

 

On that note, the Contraptions thing will most likely be a new dependency with V2 going forward

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On 4/1/2021 at 10:35 PM, XenoDrake said:

Would this also need a patch for Devious Carriages?

I'm not demanding a patch (though it would be nice if required), but I'm mainly inquiring if these would be incompatible with eachother.

 

It doesn't look like anything in the ESP conflicts, and no files conflict.

 

i use both and they work.

well except for one thing:

i cant get slavetats to work in combination with sluts. i always get the "slavetats is working on" "slavetats is finished" messages but no tats.

this is kinda anoying bc i can use the slut tats from slavetats itself, but not via Sluts.

 

im using skyrim legendary, with the sluts ressources le ressources included.  (installed via vortex)

did i install something wrong ? so slavetats doesnt have the needed tatoos aksed for by the mod ? (should i put the slavetats from main mod into the folder of slavetats ?)

edit: in addition the sign plug also doesnt show, and when delivering (carriage guy asks for sex) i get a console warning "acccess to non-existing object with id 0x1430". when following the driver to the cart, at which point i cant move anymore and driver just stands there :/

 

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On 3/26/2021 at 9:33 PM, Ixmore said:

  Would it be possible for you to make matching color thermal harnesses for instead of it being in only black ebonite.

 

  Also an Idea for male PCs, You could be Hired by S.L.U.T.S to be Skyrim Transporter Utility Defender to escort courier, ponygirls to their destination (and given some benefits with the girls as you rank up). Another idea with other quests known as S.L.U.T.S: Recruitment Drive where you have to find various NPCs throughout Skyrim with each carriage driver giving you a hint where to find them and how to Volunteer them as put by an harness item in one of the mods item libraries.

 

Potential Recruits

 

  Reveal hidden contents
  • A third ending in My Time in Need where you find a journal held by Saadia that reveals that neither side is who they say they are and report them to the guards where she reluctantly works for S.L.U.T.S (with her criminal record, she'll be working for S.L.U.T.S for a long time)
  • There's a certain Elf in Windhelm that finds equines to be boring, maybe you and S.L.U.T.S can help her see them in a different light.
  • The Thieves' Guild and Maven Black-Briar is having problems with Mjoll the Lioness and they're looking for a way to getting her in trouble and in the end, she'll be Mjoll the Filly.
  • Gisli is unhappy with her life being Erikur's accountant and is looking for a new direction in life. Maybe she can find happiness as a pony?

 

Finally, in some coding of the Original S.L.U.T.S, the bondage equipment is implied to be alive to some degree or is trying to be part of you (as the PC notices sweet dripping from the yoke which she disregards as being her own), are you going to do anything with that?

Very nice idea. I wonder how hard it would to put in the mod.

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On 3/29/2021 at 5:50 PM, stumpy1975 said:

I posted this on the original S.L.U.T.S mod support for LE not knowing that this mod for SE could work with LE and was also being updated and looked after nowadays.. so i thought i'd post it here to see if it could be done/added..

 

 

is there a add-on to have/see other random ponygirl npc’s locked up/stored in the stables around skyrim?

Or even have them returning home from a delivery on the roads (not necessarily pulling a cart)?

would be nice to know I’m not the only SLUTS ponygirl in skyrim ?

 

I would also love to see this.  It would be really nice to be out traveling along a road and have a random encounter with an NPC cart going the other way as a random event.  Atmosphere!

 

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I got a few reports now with the Scene getting stuck somewhere. I am unsure what may be causing this (again one of those "it only happens for some" bugs I assume? I cant remember ever having that happening in my testings). I wil try slightly repositioning the Markers, brining them closer together & reducing the amount of walking everyone has to do. I was planing to smoothen out the Startup Scene anyway

 

I will also restructure the ending Scene in the next update, trying to make it more clear what sort of options you have other than running back to the start port 

 

SlaveTats integration is something I have to look into still. Never checked the sources or touched any of that. Ill try to get that done with V2 too

 

On 3/27/2021 at 5:33 AM, Ixmore said:

Finally, in some coding of the Original S.L.U.T.S, the bondage equipment is implied to be alive to some degree or is trying to be part of you (as the PC notices sweet dripping from the yoke which she disregards as being her own), are you going to do anything with that?

 

Probably not. I dont know how many people know about my mods but one thing that all of the bigger ones have in common is that they avoid digging too much into this NSFW logic, making those mods "float above the vanilla game". My plans for SLUTS going forward is to ensure that SLUTS isnt just this weird omnipresent system that magically has been added to the carriage drivers but that its actually a proper business within Skyrim, like the Black Briar Meadery or so

 

I will focus more on making sure SLUTS has its own place in Skyrim. Ensuring its not just "floating above the game" like an extra layer  in this "NSFW bubble" but trying to get this mod to be a part of this game (as much as a NSFW mod allows it that is). This means creating Lore, an HQ, more missions, proper rewards, a place for male characters, reasons to actually look into this business, getting more actors on the road, etcpp

I cant see how those living devices would fit into this

 

 

About "STUD"s

I like that name a lot but the big issue with having bodyguards in SLUTS is that the cart can easily kill them and the bigger they are the more likely it is that their hitbox will collide with the cart, and I cant design entire game mechanics around the idea of having to lock out a differnt aspect of the mod

 

 

For the thermal harness, Id need alternate Textures for it and I cant do textures. If someone can recolor them sure but otherwise..

 

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12 hours ago, Scrab said:

About "STUD"s

I like that name a lot but the big issue with having bodyguards in SLUTS is that the cart can easily kill them and the bigger they are the more likely it is that their hitbox will collide with the cart, and I cant design entire game mechanics around the idea of having to lock out a differnt aspect of the mod

I think lxmore (or is it Ixmore?) wasn't proposing NPC bodyguards as STUDs. It seems to me that the proposition was to give male PCs an option of participating in SLUTS by being a STUD (a bodyguard and recruiter). So PC can at least dodge the cart.

... But than the question is, can the cart kill the draft girl?

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4 hours ago, Kharadin said:

I think lxmore (or is it Ixmore?) wasn't proposing NPC bodyguards as STUDs. It seems to me that the proposition was to give male PCs an option of participating in SLUTS by being a STUD (a bodyguard and recruiter). So PC can at least dodge the cart.

... But than the question is, can the cart kill the draft girl?

Well my proposition for the cart would be to make it Female PC exclusive and have the NPC wear a backpack item. But yes, the STUD would be for Male PCs.

 

Edit: Also base on what OP said, I think he's a little inexperienced when it comes to modding and isn't entirely sure how to make some content exclusively male or female PCs. I know that it is possible, just look at Troubles of Heroine mod.

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16 hours ago, HUNTEROFTRUTH01 said:

Tried this mod with only the required mods and the guy just sits on the cart and does nothing so idk what to do so i guess i'll just wait for an update and try again which is a shame it was fun while it worked.

 

In that regard, I get back to SLUTS once Im done with JF which should be early next week if not earlier

Might be able to finish V2 for SLUTS till end of the month

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On 4/15/2021 at 5:40 PM, Scrab said:

 

In that regard, I get back to SLUTS once Im done with JF which should be early next week if not earlier

Might be able to finish V2 for SLUTS till end of the month

I downloaded the Redux version just to see if that worked and it did without a single issue so i'll just use that till then :)

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I'm happy that someone decided to port this mod  for SE and is continuing to develop it, however I'm experiencing some problems with it.

 

I'm having constant trouble with the cart not moving, sometimes it just gets stuck and i have to actually exit the whole game and reload to get it working again.  I tried the hotkeys to connect and disconnect, as well as the cart reset checkbox but it has no effect on the issue. I also sometimes experience game freezes, but it's not too often.

If i use ctrl + E to disconnect the cart when it's working and then reconnect it later, it never works and i have to restart the game, after which it works again. (Just reloading a save doesn't work)

Another thing i noticed is that if i pick the breast yoke, character holds the arms up in position for neck yoke and if i pick chain yoke character holds the hands in position for breast yoke. The regular yoke works fine. Probably just accidentally switched animations.

I'm not sure if fixing the cart issue is possible, as Skyrim probably wasn't designed for stuff like that, but maybe give an option to replace the cart with a big backpack for players who have frequent cart troubles? I imagine the backpack shouldn't be too hard to implement.

Also if you are taking feature requests, I would love to have an option to have an NPC sit on the cart, kind of like you have drivers on regular horse carts, but i'm not sure if this is technically too hard to do.

 

I'm looking forward to the future updates.

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13 minutes ago, Max Coomer said:

I'm happy that someone decided to port this mod  for SE and is continuing to develop it, however I'm experiencing some problems with it.

 

I'm having constant trouble with the cart not moving, sometimes it just gets stuck and i have to actually exit the whole game and reload to get it working again.  I tried the hotkeys to connect and disconnect, as well as the cart reset checkbox but it has no effect on the issue. I also sometimes experience game freezes, but it's not too often.

If i use ctrl + E to disconnect the cart when it's working and then reconnect it later, it never works and i have to restart the game, after which it works again. (Just reloading a save doesn't work)

Another thing i noticed is that if i pick the breast yoke, character holds the arms up in position for neck yoke and if i pick chain yoke character holds the hands in position for breast yoke. The regular yoke works fine. Probably just accidentally switched animations.

I'm not sure if fixing the cart issue is possible, as Skyrim probably wasn't designed for stuff like that, but maybe give an option to replace the cart with a big backpack for players who have frequent cart troubles? I imagine the backpack shouldn't be too hard to implement.

Also if you are taking feature requests, I would love to have an option to have an NPC sit on the cart, kind of like you have drivers on regular horse carts, but i'm not sure if this is technically too hard to do.

 

I'm looking forward to the future updates.

For the cart issue you don't have to quit the whole game just exit to menu then load the save and it should be reconnected

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I'm having a problem with the carriage driver not finishing the interaction when I try to deliver the cart at Whiterun. I've tried this over and over and it fails every time, usually after Bjoran goes to check the cart and I get the box that tells me how many filly coins that I received. Then he just stands there and doesn't complete the transaction. I'm also locked in place and can't move at all because it seems to be stuck in some animation that I can't break out of. Once he went a step farther (when I was close enough to speak to him again) and he was going to force me to do another run. He went to cast a spell and just kept backing away, ready to cast the spell, until he was way out of sight. I've reloaded the game and tried it all different kinds of ways but the game just breaks at that point. I'm playing the SE version, by the way.

 

Another aesthetic issue; is there a way to toggle off the dirt on the character? I absolutely HATE it and don't want to look at my character that resembles Pigpen from Peanuts.  Even if I didn't mind the dirt, it is so ridiculously over the top that she is completely black. You can't even see the tattoos that the mod puts on her. 

 

And the link to Simple Slavery ++ is broken as well. I unchecked everything except SLUTS so that it was the only outcome, and it left her on the platform, able to walk away. 

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2 hours ago, Scrab said:

Test esp for those who are having issues with the Carters getting stuck:

 

SLUTS.esp 314.13 kB · 1 download

 

I start working on V2 tomorrow.. if not Monday

Did some testing with this and the starting scene (Let me see what i've got) still seems to be broken but i have found a workaround that seems to work every time for me but i think only on this esp as on the current version i tried this and nothing happened.

 

Workaround: Let's say you are asking the carriage driver at whiterun to do a haul and after him saying Let me see what i've have got nothing happens if you fast travel to the Whiterun stables it will start to move your character into position and the scene continues as normal also running far enough away works but in the long run is more inconvenient as you will be forced to walk all the way back to the carriage driver at a snail's pace and fast traveling back to the are tends to put you much closer.

 

Tested this with the Whiterun and Falkreath carriage drivers and both didn't start till i did this workaround. 

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So, to get the issue with the getting stuck in Scene straight:

 

When you want to start a new Haul, the Quest starts as intended and the Carriage Driver wants to give you your job; telling you that he got your load, correct?

Then he jumps down from the Carriage and says his "You better stand over there" line, correct?

The issue is then however that neither you nor the Carriage Driver are walking to their designated Spot, correct?

.. and you can fix this by reloading the Scene, e.g. fast traveling?

 

And then there is a very similar issue with haul closing, that is causing the Driver to get stuck after all of the cart checking. You get the notification about Payment/Debt but the Carter doesnt come to you to dispatch you, correct?

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4 minutes ago, Scrab said:

So, to get the issue with the getting stuck in Scene straight:

 

When you want to start a new Haul, the Quest starts as intended and the Carriage Driver wants to give you your job; telling you that he got your load

Then he jumps down from the Carriage and says his "You better stand over there" line, correct?

The issue is then however that neither you nor the Carriage Driver are walking to their designated Spot, correct?

.. and you can fix this by reloading the Scene, e.g. fast traveling?

 

And then there is a very similar issue with haul closing, that is causing the Driver to get stuck after all of the cart checking. You get the notification about Payment/Debt but the Carter doesnt come to you to dispatch you, correct?

For me In the live build 70% of the time he doesn't even get off the carriage or even say that he has something and it also would allow me to ask him again for another one but would then say im already doing a haul. I'm also not sure if fast traveling fixes it as i only got that method to work on the test esp you uploaded however if i save after asking for a haul on the live build then reloaded the save he would then get off the carriage but still wouldn't attach anything also my character wouldn't be moved into position and saving and reloading stopped working after that point.

 

With the ending of the haul it always worked for me it would just take forever and i would sometimes have to ask him a few times.

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7 hours ago, Scrab said:

You are running B4.1, right? Pretty sure I fixed haulstarting inconcistency there

 

Yes i was but now im using the test esp you uploaded and in both esps the guy doesn't say he has something only after i fast travel back and i think that fast traveling only works for the test esp but i'm not sure.

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Im currently working on some QoL features for the default haul,

  • Escrow is no longer jumping after you, meaning the first haul you accept will lock your escrow and that escrow stays locked until you pick up your stuff
    To clarify: Going from Riften to Windhelm to Markarth to Solitude your Escrow Chest will no longer be in Markarth but in Riften, since thats the location of your first haul
  • Additionally you will be able to accept another haul AFTER you originally quit. Something important to note is that the first haul here will always have the location of your escrow chest as destination
    To clarify: Going from Riften to Windhelm to Markarth to Solitude, quitting and then accepting a new job, that new job should have Riften as destination since thats where your escrow will be
  • The ending Dialogue has also been redone and should hopefully be a bit easier to follow now - & faster to navigate
  • You now have proper Quest Markers
  • I made a new Payment Function. Due to which the way you set payment in the MCM will be different to how it currently is; Instead of a base & max payment you will simply set a parameter in this new function to control how much you gain
    I hope that that will make it easier/simplistic to set a difficulty in terms of payment. The current settings may seem somewhat pointless or perhaps youre too scared since you dont know how exactly they influence your pay
    The math for those who are interested:
Spoiler

The old function was linear, building itself from 3 Variables:

1) The first Variable was your base payment divided by your max payment

2) The second the Distance which you can print out in the MCM 

3) A randomized variable

Those 3 Numbers multiplied give you your payment in the current version and I believe if you looked at payment a bit youd realize that it is slightly. The issue here is that while it did give proper numbers it was very stale and I disliked the linear growth a lot

 

The new function is a square root function which looks like  those things that make you remember why you hate math: 

image.png.502ccff063a985ea149a01cfcabe102c.png

 

Im sure theres an easier way to write this but Im bad at math. In any way, the M stands for a multiplier you set in the MCM instead of the min & max pay. The higher it is the payment you get; to be precise: M+1 gives you +3k min pay and +6k max pay (on average). For comparison:

 

The lowest graph is M = 1, once higher M = 2 (default), the next one M = 4, then M = 6, M = 8, M = 10

X is the distance which is usually between 60 & 320k

Y your payment

 

image.png.ee7d260ce4f160bfe2a954e8559b7152.png

 

This function will be used for all haul types going forward, a big advantage here is that I dont have to care about max & min payment anymore, I like the growth of that function, looks fair. We can introduce new ports here, if they are very short the very steep gradient in the early stages of this function will adjust your payment properly (you will be payed a lot less for very short tracks) and when we get to a longer distanes the function will balance out into a more "linear" grwoth. I think thats fair and as mentioned should hopefully solve all future payment inconsistencies

 

 

About the bug with things getting stuck:

 

Im not having any reproduceable issues with Scene getting stuck whatsoever

I played.. 5 runs today I believe and the most I got was the Player getting stuck due to clunky Vanilla pathing and that was resolved by moving into place manually, everything else went as it was supposed to (with a few hiccups due to Vanilla pathing which resolved themselves after waiting ~10 seconds at most) and not a single time the Quest failed to start

Are the people having issues upgrading from Redux? If so, remember that Redux is known to break Resume. You need to compeltely remove Redux from your game BEFORE installing Resume

 

In case you do get stuck somewhere, you can type "setplayeraidriven 0" into the console, move into position manually and then type "setplayeraidriven 1" into the console again to resume the scene

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1 hour ago, Scrab said:

Im currently working on some QoL features for the default haul,

  • Escrow is no longer jumping after you, meaning the first haul you accept will lock your escrow and that escrow stays locked until you pick up your stuff
    To clarify: Going from Riften to Windhelm to Markarth to Solitude your Escrow Chest will no longer be in Markarth but in Riften, since thats the location of your first haul
  • Additionally you will be able to accept another haul AFTER you originally quit. Something important to note is that the first haul here will always have the location of your escrow chest as destination
    To clarify: Going from Riften to Windhelm to Markarth to Solitude, quitting and then accepting a new job, that new job should have Riften as destination since thats where your escrow will be
  • The ending Dialogue has also been redone and should hopefully be a bit easier to follow now - & faster to navigate
  • You now have proper Quest Markers
  • I made a new Payment Function. Due to which the way you set payment in the MCM will be different to how it currently is; Instead of a base & max payment you will simply set a parameter in this new function to control how much you gain
    I hope that that will make it easier/simplistic to set a difficulty in terms of payment. The current settings may seem somewhat pointless or perhaps youre too scared since you dont know how exactly they influence your pay
    The math for those who are interested:
  Reveal hidden contents

The old function was linear, building itself from 3 Variables:

1) The first Variable was your base payment divided by your max payment

2) The second the Distance which you can print out in the MCM 

3) A randomized variable

Those 3 Numbers multiplied give you your payment in the current version and I believe if you looked at payment a bit youd realize that it is slightly. The issue here is that while it did give proper numbers it was very stale and I disliked the linear growth a lot

 

The new function is a square root function which looks like  those things that make you remember why you hate math: 

image.png.502ccff063a985ea149a01cfcabe102c.png

 

Im sure theres an easier way to write this but Im bad at math. In any way, the M stands for a multiplier you set in the MCM instead of the min & max pay. The higher it is the payment you get; to be precise: M+1 gives you +3k min pay and +6k max pay (on average). For comparison:

 

The lowest graph is M = 1, once higher M = 2 (default), the next one M = 4, then M = 6, M = 8, M = 10

X is the distance which is usually between 60 & 320k

Y your payment

 

image.png.ee7d260ce4f160bfe2a954e8559b7152.png

 

This function will be used for all haul types going forward, a big advantage here is that I dont have to care about max & min payment anymore, I like the growth of that function, looks fair. We can introduce new ports here, if they are very short the very steep gradient in the early stages of this function will adjust your payment properly (you will be payed a lot less for very short tracks) and when we get to a longer distanes the function will balance out into a more "linear" grwoth. I think thats fair and as mentioned should hopefully solve all future payment inconsistencies

 

 

About the bug with things getting stuck:

 

Im not having any reproduceable issues with Scene getting stuck whatsoever

I played.. 5 runs today I believe and the most I got was the Player getting stuck due to clunky Vanilla pathing and that was resolved by moving into place manually, everything else went as it was supposed to (with a few hiccups due to Vanilla pathing which resolved themselves after waiting ~10 seconds at most) and not a single time the Quest failed to start

Are the people having issues upgrading from Redux? If so, remember that Redux is known to break Resume. You need to compeltely remove Redux from your game BEFORE installing Resume

 

In case you do get stuck somewhere, you can type "setplayeraidriven 0" into the console, move into position manually and then type "setplayeraidriven 1" into the console again to resume the scene

Sounds interesting and i had installed resume before i installed redux as i only installed redux after resume refused to work. When i tried the test esp i completely removed Redux before i installed it as well. I could try Resume on a completely fresh download of skyrim and on a fresh save and maybe see if it works as maybe it bugged due to a residue file left over from another mod that Vortex didn't remove and see if it works if you wanted?

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Heyho,

 

wanted to try this mod with a new playthrough (using SE). First talking to the barkeeper in Dawnstar who gave me the flyer. After reading it, talking to the CFTO carriage driver in Dawnstar who explained the job. But when I want to start a run, I only get a message box that tells "Invalid Recipient or Destination, abandon"

 

I use SLUTS 1.19 B4.1.1 together with the DCUR and the CFTO patches merged upon

 

Other mods that (could) alter the carriage system: DCUR (patch installed), CFTO (patch installed), FPFT

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