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Posted
7 hours ago, Mister X said:

One small issue I've came across: if the cart gets unattached once (eg for a sex scene), it didn't get reattached properly afterwards. The rails(?) did follow the position of me, but the cart just stayed in place

that bug i notice as well, sometimes would need to exit to main menu to reattach and other times it would require clicking the cart then saving it and quitting to menu again to reload and other times would need to fully quit to desktop to get the cart to reattach

Posted

1st WIP

S.L.U.T.S. Resume.7z

 

Payment still needs testing, the first Haul seems alright but apparently overtimeBonus makes payment go boom (as in you get way more than you should), apart from that things seem to be working though

 

  • Fixed SS Integration
  • Fixed SlaveTats not working correctly 
  • Added Option to disable application of Dirt Tats
  • Redid Payment as described in my post on the previous page (click me) (as mentioned there may be some oddities with overtimeBonus)
  • Added Objective Markers
  • Escrow Chest is now locked in when you first accept a job, future Hauls will use this chest as Escrow rather than the ones in their location. Lockin lasts until you claim your rewards
  • Redid Dialogue after you quit, this will probably get some more changes Im not happy with how it currentl is, has a few gaps here n there too
  • After quitting, you can start a new Haul which has the Location of your chest as destination as your first job

 

In general I am aware that the default haul still needs to be smoothed out a bit. Devices unequipping just to be equipped right after, SlaveTats needs to be splitted from the haul Quest into an exclusive Script so that accepting another Haul after you originally quitted wont remove the tats until youre setup again

Cart issue, I know it would be a major breakthrough to get the cart working properly but I know from my experience with the Vanilla Intro that those carts are very, very easy to bug out. Thats not just because we are using this functionality on a (N)PC rather than Horses. To fix the cart youd need an entirely different approach and I simply lack the knowledge to do that

 

So instead of investing countless hours into getting the cart right - with potentially never getting to a working solution - I instead want to focus on smoothin out all other edges the Default Haul has and more importantly, kill off its position as this "core system" that it currently is

A major design flaw in Redux is the focus on this Default Haul. It stores almost all of the important Logic (Handling of Devices, Items, SlaveTats, Payment, etcpp) which means that when completing the default haul, all of your stuff needs to be reset properly. This is why going back to your original Port or just locking your Escrow was completely impossible in Redux. I had to rewrite part of the mod to make that work, find alternative caches for this information to be persistent through multiple hauls as the default haul would overwrite this information with every new haul you start

New content is lacking a bit behind because I want to make sure to have a proper foundation first for future haul types & different kind of interactions

 

Posted

I like the mod a lot, and it works if I accept a job myself from a carriage driver.  But, Simple Slavery mod is not sending me to SLUTS.  I activated SLUTS in the Simple Slavery MCM so it should be working.  The auction proceeds, someone buys me, then I am freed from auction block and can start moving around freely, and can leave the Riften slave market.  Nothing happens after that.

 

I have S.L.U.T.S. Resume 1.19 B4.1.1 installed for LE.

Posted
On 4/21/2021 at 11:36 AM, Scrab said:

1st WIP

S.L.U.T.S. Resume.7z 30.77 MB · 8 downloads

 

Payment still needs testing, the first Haul seems alright but apparently overtimeBonus makes payment go boom (as in you get way more than you should), apart from that things seem to be working though

 

  • Fixed SS Integration
  • Fixed SlaveTats not working correctly 
  • Added Option to disable application of Dirt Tats
  • Redid Payment as described in my post on the previous page (click me) (as mentioned there may be some oddities with overtimeBonus)
  • Added Objective Markers
  • Escrow Chest is now locked in when you first accept a job, future Hauls will use this chest as Escrow rather than the ones in their location. Lockin lasts until you claim your rewards
  • Redid Dialogue after you quit, this will probably get some more changes Im not happy with how it currentl is, has a few gaps here n there too
  • After quitting, you can start a new Haul which has the Location of your chest as destination as your first job

 

In general I am aware that the default haul still needs to be smoothed out a bit. Devices unequipping just to be equipped right after, SlaveTats needs to be splitted from the haul Quest into an exclusive Script so that accepting another Haul after you originally quitted wont remove the tats until youre setup again

Cart issue, I know it would be a major breakthrough to get the cart working properly but I know from my experience with the Vanilla Intro that those carts are very, very easy to bug out. Thats not just because we are using this functionality on a (N)PC rather than Horses. To fix the cart youd need an entirely different approach and I simply lack the knowledge to do that

 

So instead of investing countless hours into getting the cart right - with potentially never getting to a working solution - I instead want to focus on smoothin out all other edges the Default Haul has and more importantly, kill off its position as this "core system" that it currently is

A major design flaw in Redux is the focus on this Default Haul. It stores almost all of the important Logic (Handling of Devices, Items, SlaveTats, Payment, etcpp) which means that when completing the default haul, all of your stuff needs to be reset properly. This is why going back to your original Port or just locking your Escrow was completely impossible in Redux. I had to rewrite part of the mod to make that work, find alternative caches for this information to be persistent through multiple hauls as the default haul would overwrite this information with every new haul you start

New content is lacking a bit behind because I want to make sure to have a proper foundation first for future haul types & different kind of interactions

 

Installed the new version, seems to be a problem when starting a new haul. It keeps double stacking carts, and acts like I've done two in a row already. Not sure if its because of me not starting a new game yet or not though, will update once I've done that. It also won't let me continue hauling, it gives the dialogue, but never starts the spell to get rid of the old cart or give me a new cart. I can stop just fine, and asking to return to dispatch works, but not trying to continue hauling.

 

Second, the thermal harness doesn't register as a proper harness for things like Devious Training, since it uses the wrong item slot compared to a normal harness. This also interferes with 3BBB, as it uses slot 60 for DD compatibility (if you set it into compatibility mode). If you don't set 3BBB into CBPC mode the harness won't equip at all. Had to look in xEdit to find the slot usage for the harness to figure out why it wouldn't equip.

 

In addition, for Frostfall it makes it difficult to make the Coverage and Warmth ratings maxed out (using slot 60), since Frostfall only looks for helm, body, gloves, and boots slots, and everything else is considered an accessory. Worked around this and set the gloves as max ratings, so it doesn't really matter. But from a setup standpoint it might be easier to just set it as a body slot with max ratings, or normal harness slot and have it equip a pair of mittens with max ratings or something like that, when the thermal 'gear' box is checked. Max coverage and warmth makes it so you can deliver to anywhere without too much worry. Still might have to stop by a fire or camp along the road with the help of a follower or something to warm up every now and then. But for the most part it works fine.

 

Also, SlaveTats still isn't adding the SLUTS tats. Not sure if its because I only have one body slot open, due to SL Survival and YPS reserving 2 body slots indefinitely. Does SLUTS try to use more than one slot for the tatoos?

Posted
52 minutes ago, Klist said:

Second, the thermal harness doesn't register as a proper harness for things like Devious Training, since it uses the wrong item slot compared to a normal harness.

It doesnt register as a proper DD item because its not a DD item to begin with. I can change it to slot 32 though, sure

 

 

52 minutes ago, Klist said:

Also, SlaveTats still isn't adding the SLUTS tats

Make sure to reset SlaveTats in its MCM (the Add/Remove Tats thing) and no, SLUTS just asks for 1 free Slot

 

(On a Sidenote, the SlaveTats thing was an issue in Redux too, its not a bug Resume introduced)

Posted
22 minutes ago, Klist said:

Also, SlaveTats still isn't adding the SLUTS tats. Not sure if its because I only have one body slot open, due to SL Survival and YPS reserving 2 body slots indefinitely. Does SLUTS try to use more than one slot for the tatoos?

Did you remember to click the add/remove tattoos button in the Slavetats MCM Menu? Tats are working for me after doing that.

Posted

Just testing the mod currently (S.L.U.T.S. Resume 1.19 B4.1.1 on SSE)

 

 

Having exactly the same Problem here.

On 4/21/2021 at 6:48 PM, tsnootch said:

I like the mod a lot, and it works if I accept a job myself from a carriage driver.  But, Simple Slavery mod is not sending me to SLUTS.  I activated SLUTS in the Simple Slavery MCM so it should be working.  The auction proceeds, someone buys me, then I am freed from auction block and can start moving around freely, and can leave the Riften slave market.  Nothing happens after that.

 

I have S.L.U.T.S. Resume 1.19 B4.1.1 installed for LE.

 

Starting a Haul and everything with it was working perfectly (there has been a lot of improvement). But I am missing the Boots, the tail and the Yoke animation

Spoiler

grafik.png.8d046b1848f13da8323fcabdc06ff6c1.png

 

Spoiler

Am I missing anything maybe?
grafik.png.d5076d54b0aecab601d690afcf27270d.png
grafik.png.563240914d133682c434bbb1dd357ecd.png
grafik.png.df18650f1464f6415d0ff85cacffb5c2.png

 

Posted

(Im just going to ignore any issues about SS & SlaveTats now)

 

13 hours ago, H0rnyH0rse said:

But I am missing the Boots, the tail and the Yoke animation

 

and this sounds like something with your DD install is off. Not all too fond with fixing those things; I assume you did run FNIS & Bodyslide? 

Zaz isnt a dependency anymore btw

 

====================================

 

Overtime Bonus got a new Function now. Much like the default payment this will change the way you set Overtime Bonus in the MCM from a set multiplier (current default 50%) to a multiplier in a Function

I dont think this decimal is much more confusing than the current overtime Bonus but its most certainly more dynamic from my POV

Spoiler

The old function was a linear model, multiplicating your collected overtime Bonus (default you get flat 50% more for each Haul) and your CargoLoss

 

The new Function will scale exponentially based on this function:

 

image.png.0ea9e371d65b9604af332e1c8d1a4057.png

 

M is, again, the multiplier you set in the MCM. X the amount of Hauls you did in your current session

This here is the graph of that Function, the lowest one is M = 0,5, the one after M = 1,0, then M = 1,5, M = 2,0, M = 2,5 and lastly M = 3,0

Default is M = 2 (the orange one), M + 0,5 will increase your overtime Bonus by ~20% (dont underestimate that)

image.png.bcb948caf288e34049d4682cd56b0cc0.png

 

Something to note is that because this here is an exponential function (b^x) I have to set a cap here to avoid overtime Bonus to explode (Im sure even if you hated math in school you remember that those guys just go in a straight line up at one point). This Cap is set at 15 (suprise!) 

Again I got rid of the linear Function to make the whole system more dynamic, doing only 1 chained haul will reward you less than doing 15, I think thats more fair than giving you a plain 50% bonus for each additional run

 

 

Another change about Payment will be that youre only getting once, not after every haul but only after you quit. In combination with the above change, this should make doing a lot of runs at once more rewarding than only doing a few and then quit. More importantly however, this will solve an issue caused by poor RNG: Because the current Overtime Bonus is always calculated after one run, a large overtime Bonus can be wasted When youre only getting short hauls and the long hauls you get with a low overtime bonus feel less rewarding. To clarify:

 

Spoiler

 

The old Overtime Bonus calculates your total payment with the Formula: A + 1,5*B + 2*C+ 2,5*D + (....) + 6*K + 6*L....

The new Overtime Bonus is calculated: (1 + O(x)) * (A+B+C+D+E ...)

*A is the first Haul, B the second, C the third etcpp /// O(x) is the new Function used for Overtime

 

It should be pretty obvious now that with the new model, the sequence of each Haul doesnt matter anymore; unlike with the old one which causes you to get payed less (or more) for the same total distance traveled based on which Hauls you got when. Example:

Haul A pays 23k, Haul B 36k, Haul C 41k; you did 3 Runs in a row so your overtime Counter is 2

Old Model: 23k+36k*1,5 + 41k*2 = 159k

New Model: (1 + O(2)) * (23k+36k+41k) = 150k

 

Now we just gonna change the Sequence of the Hauls: Haul A 41k, Haul B 36k, Haul C 23k

Old Model: 41k+36k*1,5 + 23k*2 = 141k

New Model: (1 + O(2)) * (41k+36k+23k) = 150k

 

 

Thats almost 20k Coins difference and I did nothing more but changing the 1st and the 3rd Haul.

The new model doesnt care about the sequence of hauls because commutative property is fun

 

 

 

Overall what this new Payment model does is removing some RNG; making payment you get more reliable and also balancing out overtime, making it actually mean something when you do 10+ runs at once instead of only 5

Spoiler

Another Graph showing you 1+ O(x) in blue and the current model 0,5x+1 in white. The current model is clamped at 6 but that doesnt really matter here

The important thing to note is that on your 11th chained Run, you will get more than you would currently get with the old model

Another takeaway is that as mentioned you will get less when you quit before this 11th run because I want to reward doing a lot of runs at once more than only doing 3 and then quitting

 

image.png.91952c8c80f4fac43b5c3d6bd771b2bf.png

 

 

 

Posted

We push V2.0 back a bit cause I think there are a lot of important changes here that I dont wanna keep locked till V2.0 which will probably take a while to make considering I dont want the HQ to be a little Shack in the forest

I will continue working on this mod until I release V2 of course

 

S.L.U.T.S. Resume 1.20

 

You require a clean save for this, no matter which Version you're currently playing

 

Resumes Beta

I dont consider this a Beta anymore now. I believe we got most of the big issues in SLUTS, including Redux specific Bugs such as the SlaveTats integration. The sole exception to this being of course the Cart which I want to avoid focusing on. My approach to fix the cart would be to simply forget about it. Yes, actually

I want focus on new content until we get to a point where this mods main attraction is no longer the bugged out cart but SLUTS as this big transport service company. V1.20 is very important for this goal, internally I splitted and killed off a lot of the reason why this Default Haul holds such a central position in this mod and did a lot of preparation to introduce new main missions which in turn also allowed for some QoL features Im sure most of you will be pleased about :) 

 

Payment

As already mentioned in my previous posts, Payment has been completely redone

  • Changed Function to calculate Payment
  • Changed Function to calculate Overtime Bonus
  • You are now being paid for a series of Hauls rather than for each Haul individually, this also affects the behavior Overtime Bonus has on your payment

I already commented on this plenty here for regular Payment (Spoiler) and in the post above for Overtime Bonus & the new payment Model

 

Quality of Life

  • When starting a Haul Series, your first Location will be locked in as Location for your Escrow Chest, your Escrow Chest Location will no longer change and "jump after you" when doing more than 1 run
  • When quitting a Haul Series, you may ask for another Haul
    • This next Haul will always have the Location of your Escrow Chest as Destination
  • Significantly speeded up the Time it takes for a new Haul to be found when attending a Chain Mission
  • Sorted Priority in the Carriage Drivers Default Tree. The Priority of Topics is now fixed to: "Hire your Carriage" => "Haul some Freight" =>  "Exchange my Filly Coins" => "Tell me about (City)"
  • Changed Slot for Harness from 60 to 32 to avoid a conflict with 3BBB bodies (I only provide a CBBE preset for this currently)
  • When attending a Chainhaul, your Restraints are no longer being unequipped just to be equipped again straight after. Note that due to this changing your Devices during a chain series may be impossible

Bugfixes

  • Fixed an issue with SlaveTats not being applied properly
  • Fixed an issue with SimpleSlavery++ not being able to send the Player to the Carriage Driver
  • Fixed an issue with the Haypile in Solitude Clipping through the Floor

Miscellaneous

  • Updated CFTO Compatibility Patch & LE Ressources
  • Added Download for POP Compatibility Patch, created by Neydzz
  • Added Download for SlaveTats for UUNP and BHUNP for LE and SE created by LinaHirata
    • Note this is overriding the CBBE Textures, so you have to not tick to use the UNP Textures
  • (Added my own Screenshot to the Frontpage ?
Posted

Well, if the cart is a major problem, keep in mind there were two types of using animals to transport goods. Using horses (or other animals) to pull a wagon, cart, etc. was one. The advantage was more capacity, but it (mostly) confined you to sufficiently good roads. For more uneven terrain animals would be laden directly (usually mules or camels were used for this, horses a little less). No reason why S.L.U.T.S. shouldn't have both types of ponies. Draught ponies for standard goods and pack ponies for lighter, more urgent freight or simply freight to places without a good road leading to them. (Or packed to the breaking point slowing one to walk as a punishment haul.)
That would require some new set up (perhaps a little like in Submissive Lola extension) but might go well with your plans for a more extensive transport network.

Posted

I like the quality of life/payment changes - on paper, for now, since I actually eagerly await 2.0 release to return to Skyrim (Troubles of Heroine will also probably get even more content by that time). It's kind of an offtop, but I just have to ask... ? I like your curves, what is the software you used for drawing that? Doesn't look like Excel and I don't think its Mathcad (at least it didn't look like that when I used it for a little bit).

Posted
26 minutes ago, amelewdwatson said:

Hi! Does this mod also add pony NPCs to the carriages (for "immersion") ?  


Only the Player is used as a Pony Girl with a carriage (no NPCs) as far as I know.
The carriage models for the fast travel carriages stay the same as in vanilla Skyrim. (but I like the idea of gettin' rid of the horses)

I hope this answers your question.

Posted
7 hours ago, Kharadin said:

I like your curves, what is the software you used for drawing that?

Desmos | Graphing Calculator

 

8 hours ago, Talesien said:

No reason why S.L.U.T.S. shouldn't have both types of ponies.

Thats pretty much what Im aiming for. Id like to have 3~5 Main Missions, ideally most of those being cartless. The next one will definetly be cartless and is an "Express Delivery" :) 

.. I wont be starting on that before the er.. HQ is finished though

 

Posted

@Scrab

 

Thanks for your hard work ?

 

I want to know, If I do not install the compatibility patch and shutdown all the functions of DCL 9, will the mod run correctly?

Posted
36 minutes ago, tznvlw said:

I want to know, If I do not install the compatibility patch and shutdown all the functions of DCL 9, will the mod run correctly?

The compatibility patch only allows for the Rehab Feature to apply when DCL is installed

As far as Im aware DCL goes with the Sledgehammer approach of "using a completely new guard dialogue quest" which in turn negates all vanilla & mod-added additional guard dialogue. The Patch just adds this Rehab Feature into DCLs exclusive Guard Quest again so you can use it with DCL installed

 

No, simply disabling DCLs prison wont fix this as you cant disable DCLs Guard Dialogue Rewrite (one of the many reasons I dont like this mod)

Posted
28 minutes ago, Scrab said:

The compatibility patch only allows for the Rehab Feature to apply when DCL is installed

As far as Im aware DCL goes with the Sledgehammer approach of "using a completely new guard dialogue quest" which in turn negates all vanilla & mod-added additional guard dialogue. The Patch just adds this Rehab Feature into DCLs exclusive Guard Quest again so you can use it with DCL installed

 

No, simply disabling DCLs prison wont fix this as you cant disable DCLs Guard Dialogue Rewrite (one of the many reasons I dont like this mod)

 

Very thanks for your help, I understand it :)

 

By the way, the Capital Windhelm Expansion mod add carriage to Windhelm Stables, It seems that a compatibility patch is also needed?

Posted
1 hour ago, Scrab said:

As far as Im aware DCL goes with the Sledgehammer approach of "using a completely new guard dialogue quest"

 

And there I was, naive AF and with just one small plugin, thinking that the first big golden rule is to never alter/delete vanilla structures but just build on top of them if there is any way to do so ...

Posted

HQ Exterior

 

Im not an artist so I can only make use of what Vanilla already offers me and Im most certainly not the most creative person on this planet but idk. Its not 100% finished, next to the Navmeshing I want to add some details (plants n stuff) but the building stands.. I guess

 

Spoiler

Front View:

ScreenShot38.png.816adaefbb4b7a3e904cadd69a82ab2a.png

 

Free Cam from Above:

ScreenShot39.png.b2d85af0d3dd3fa2ec22a2b2b06d5d2d.png

 

 

View from the Balcony:

ScreenShot41.png.4d4916772cfd5ca9aa0b993dad623696.png

 

 

Location on Map:

ScreenShot43.png.2bdf7a0f7e261319ab58812f8231b8e6.png

 

 

 

Im not entirely sure if I like the House in the top right, without it it feels too empty but not sure. Maybe Ill just put a few rocks there and build a small cliff?

Let me know

Posted
12 minutes ago, Mister X said:

And there I was, naive AF and with just one small plugin, thinking that the first big golden rule is to never alter/delete vanilla structures but just build on top of them if there is any way to do so ...

 

Its not always that simple. In general its a nogo to delete the vanilla entires and it should be avoided to completely replace them - But tbh, for DCLs case Id probably prefer it that way if I had to chose, its easier to just delete all the Prison Entries that way since all you have to do is edit (delete) the Vanilla Overrides that have been edited to link to DCLs crime system to lead back into the Vanilla one *shrug

But what do I know, Im just AFKin in the CK 10h a day

Posted
20 minutes ago, Scrab said:

HQ Exterior

 

Im not an artist so I can only make use of what Vanilla already offers me and Im most certainly not the most creative person on this planet but idk. Its not 100% finished, next to the Navmeshing I want to add some details (plants n stuff) but the building stands.. I guess

 

  Reveal hidden contents

Front View:

ScreenShot38.png.816adaefbb4b7a3e904cadd69a82ab2a.png

 

Free Cam from Above:

ScreenShot39.png.b2d85af0d3dd3fa2ec22a2b2b06d5d2d.png

 

 

View from the Balcony:

ScreenShot41.png.4d4916772cfd5ca9aa0b993dad623696.png

 

 

Location on Map:

ScreenShot43.png.2bdf7a0f7e261319ab58812f8231b8e6.png

 

 

 

Im not entirely sure if I like the House in the top right, without it it feels too empty but not sure. Maybe Ill just put a few rocks there and build a small cliff?

Let me know

 

looks interesting

Posted
6 hours ago, Scrab said:

Thanks!

 

2 hours ago, Scrab said:

HQ Exterior

 Wow, looks very nice. I like the look of house in the top right, but if you don't, shoot, make a cliff there, should look nice too. Maybe put some moss on the windowless building wall, beyond the fortification to liven it up a bit?

I also spy a little cave above the HQ, I wonder what would be in there ?

Posted
3 hours ago, tznvlw said:

Put the whetstone, Blacksmith's Forge in the yard?

That was my first idea but I scrapped it again because it would take in too much space (also looks kinda silly). The HQ should be able to be used as a port, right? So I need a decent amount of space for the Setup Scene

 

3 hours ago, Kharadin said:

I also spy a little cave above the HQ, I wonder what would be in there

Me too :) Good eyes

 

Added Details, I think Im done with the Exterior for now going to start working on the Interior. Im not 100% sure what exactly I wanna put in there, part of it might still be empty by the time I release V2 cause I simply dont know what exactly I wanna do yet

Making Lore takes time and with 2 Cave Entries and a massive building at the edge of the world we got a ton of space to fill 

 

I made a few more screens below. The last thing I might want to add is a big "SLUTS" Sign hanging from the center building

Spoiler

ScreenShot53.png.3807b7249b25a39b84477b99be45eef5.png

 

 

ScreenShot49.png.010ec16be9c94a455a138fe28e445391.png

 

ScreenShot52.png.f93e201e15153c59136d4068a9114994.png

 

 

ScreenShot55.png.a6014f0a6cafbd51cc1244fef2854e2b.png

 

ScreenShot50.png.ea6801f32f3eab01e7b2d600ff048861.png

 

Just to give a better idea how big this building is

ScreenShot57.png.94165cd07f3874bef85d47c6c0f4c58d.png

 

 

 

Posted

S.L.U.T.S Corporate HQ is coming along great! But you what every corporate environment needs? Pandering/insulting awards!

 

Since S.L.U.T.S is a thoughtful company that is considerate and caring for its employees, they celebrate their employees devotion by naming an employee of the month, doing an employee spotlight, or other type of award. Of course what good is giving out an award if no one knows? So they send out hundreds of fliers via the ever talented skyrim courier showcasing the awarded employee in various poses in her uniform (likeness captured by the same magic spell cast on you at the start of every run) to inform the citizens of Skyrim about what a wonderfully energetic pony the employee is!

 

It would be fun to have a courier in town periodically come up to you and say "Oh! It's you! Congratulations on your award from S.L.U.T.S! We've been handing out hundreds of these fliers in every hold. Everyone is Skyrim must have gotten a copy by now and knows what an dedicated pony you are!"

Since the Public now is aware of how proud you are being a slut, I mean DELIVERY SPECIALIST! After the event it would be fun to start having NPCs have a chance to comment on the good, necessary, and CLEARLY fulfilling work you're doing with S.L.U.T.S and what a perfect pony you are, and how much more fun it looks like you're having being a slut, I mean PONY, instead of an adventurer.

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