CliftonJD Posted April 20, 2021 Posted April 20, 2021 6 hours ago, Thingolf said: How does this mods differ form the OG SLUTS Redux? paid in filly coins instead of gold
Scrab Posted April 20, 2021 Author Posted April 20, 2021 1 hour ago, Mister X said: I only get a message box that tells "Invalid Recipient or Destination, abandon" Did you have Sluts + Patch both installed on gamestart? Do you have Traces enabled on your Log? That would help me tracking down what exactly is missing 15 hours ago, HUNTEROFTRUTH01 said: 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? You can try that sure. The fact that youre having issues with the haulquest starting sounds an awful lot like you didnt properly install B4.1 in some way
Mister X Posted April 20, 2021 Posted April 20, 2021 41 minutes ago, Scrab said: Did you have Sluts + Patch both installed on gamestart? Do you have Traces enabled on your Log? That would help me tracking down what exactly is missing Jepp, all installed before starting a New Game. No, sadly no log, I wanted it to be mostly a normal playthrough (and yes, I know, beta mod and playthrough is bad ^^) But I can enable it and reload from a save shortly before retrieving the letter, if that helps Edit: Just made the same things as before with logging enabled, I assume this is the relevant part for you: Spoiler [04/20/2021 - 04:57:37PM] SLUTS: Dipatcher ID: 8 [04/20/2021 - 04:57:37PM] ERROR: Cannot access an element of a None array stack: [SLUTS_Main (52005900)].slutsmain.StartHaul() - "SlutsMain.psc" Line 82 [topic info 520425F9 on quest SLUTS_Main (52005900)].TIF__Sluts_MainStartHaul.Fragment_0() - "TIF__Sluts_MainStartHaul.psc" Line 9 [04/20/2021 - 04:57:37PM] ERROR: Cannot call GetName() on a None object, aborting function call stack: [SLUTS_Main (52005900)].slutsmain.StartHaul() - "SlutsMain.psc" Line 88 [topic info 520425F9 on quest SLUTS_Main (52005900)].TIF__Sluts_MainStartHaul.Fragment_0() - "TIF__Sluts_MainStartHaul.psc" Line 9 [04/20/2021 - 04:57:37PM] warning: Assigning None to a non-object variable named "::temp15" stack: [SLUTS_Main (52005900)].slutsmain.StartHaul() - "SlutsMain.psc" Line 88 [topic info 520425F9 on quest SLUTS_Main (52005900)].TIF__Sluts_MainStartHaul.Fragment_0() - "TIF__Sluts_MainStartHaul.psc" Line 9 [04/20/2021 - 04:57:37PM] SLUTS: No valid Recipient or Destination, abandon; Recipient: Tulinn Location: [04/20/2021 - 04:57:45PM] ERROR: Cannot call HasKeywordString() on a None object, aborting function call stack: [alias PlayerRef on quest zadEventsQuest (1103E3F3)].zadEventBoots.HasKeywords() - "zadEventBoots.psc" Line 4 [alias PlayerRef on quest zadEventsQuest (1103E3F3)].zadEventBoots.filter() - "zadBaseEvent.psc" Line 38 [zadEventsQuest (1103E3F3)].zadeventslots.CheckAllEvents() - "zadEventSlots.psc" Line 79 [zadEventsQuest (1103E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 152 [zadEventsQuest (1103E3F3)].zadeventslots.OnUpdateGameTime() - "zadEventSlots.psc" Line 138 [04/20/2021 - 04:57:45PM] warning: Assigning None to a non-object variable named "::temp2" stack: [alias PlayerRef on quest zadEventsQuest (1103E3F3)].zadEventBoots.HasKeywords() - "zadEventBoots.psc" Line 4 [alias PlayerRef on quest zadEventsQuest (1103E3F3)].zadEventBoots.filter() - "zadBaseEvent.psc" Line 38 [zadEventsQuest (1103E3F3)].zadeventslots.CheckAllEvents() - "zadEventSlots.psc" Line 79 [zadEventsQuest (1103E3F3)].zadeventslots.UpdateGlobalEvent() - "zadEventSlots.psc" Line 152 [zadEventsQuest (1103E3F3)].zadeventslots.OnUpdateGameTime() - "zadEventSlots.psc" Line 138 [04/20/2021 - 04:57:51PM] SLUTS: Dipatcher ID: 8 [04/20/2021 - 04:57:51PM] ERROR: Cannot access an element of a None array stack: [SLUTS_Main (52005900)].slutsmain.StartHaul() - "SlutsMain.psc" Line 82 [topic info 520425F9 on quest SLUTS_Main (52005900)].TIF__Sluts_MainStartHaul.Fragment_0() - "TIF__Sluts_MainStartHaul.psc" Line 9 [04/20/2021 - 04:57:51PM] ERROR: Cannot call GetName() on a None object, aborting function call stack: [SLUTS_Main (52005900)].slutsmain.StartHaul() - "SlutsMain.psc" Line 88 [topic info 520425F9 on quest SLUTS_Main (52005900)].TIF__Sluts_MainStartHaul.Fragment_0() - "TIF__Sluts_MainStartHaul.psc" Line 9 [04/20/2021 - 04:57:51PM] warning: Assigning None to a non-object variable named "::temp15" stack: [SLUTS_Main (52005900)].slutsmain.StartHaul() - "SlutsMain.psc" Line 88 [topic info 520425F9 on quest SLUTS_Main (52005900)].TIF__Sluts_MainStartHaul.Fragment_0() - "TIF__Sluts_MainStartHaul.psc" Line 9 [04/20/2021 - 04:57:51PM] SLUTS: No valid Recipient or Destination, abandon; Recipient: Sigaar Location: Full log is attached, if you think something is missing ... Papyrus.0.log
Scrab Posted April 20, 2021 Author Posted April 20, 2021 1 hour ago, Mister X said: Jepp, all installed before starting a New Game. Did a quick test and that seems to work: You unfortunately need a clean save for this however SLUTS_CFTOpatch.esp I dont know why your Location wasnt filled properly. I checked in xEdit but meh.. Im confused. I ran a quick test with that and it worked. The main .esp is WIP and unusable right now. Might do a V1.20 before V2 though because of the changes to the Default Haul
Mister X Posted April 20, 2021 Posted April 20, 2021 18 minutes ago, Scrab said: Did a quick test and that seems to work: You unfortunately need a clean save for this however SLUTS_CFTOpatch.esp 62.14 kB · 0 downloads I dont know why your Location wasnt filled properly. I checked in xEdit but meh.. Im confused. I ran a quick test with that and it worked. The main .esp is WIP and unusable right now. Might do a V1.20 before V2 though because of the changes to the Default Haul I have another idea that I forgot to try: I will use the "Reinitialize mod" in the MCM and see if that fixes it. If not, I try to reinstall it with the new patch. So, just let it overwrite, or should I do a full reinstall from the ground up? Would be a pity, as the idea of the new playthrough is the one of a young girl, who survived a naval accident and now has to take any work opportunity to earn her living. SLUTS would fit perfectly for that.
Scrab Posted April 20, 2021 Author Posted April 20, 2021 3 minutes ago, Mister X said: I have another idea that I forgot to try: I will use the "Reinitialize mod" in the MCM and see if that fixes it. Youre missing the Locations which is very, very weird. The mod didnt initialize properly in your game for some odd reason I shall not question 6 minutes ago, Mister X said: So, just let it overwrite, or should I do a full reinstall from the ground up? The SLUTS CFTO Patch is just this one esp
cerebus300 Posted April 20, 2021 Posted April 20, 2021 10 hours ago, Thingolf said: How does this mods differ form the OG SLUTS Redux? It is based on that one, but is being rebuilt from the ground up and the author is planning on expanding it quite a bit going forward. It is still a bit buggy (Not that Redux isn't, but it is a bit more buggy than that one at the moment) but hopefully it will get more stable as things progress and will replace Redux altogether. Nor sure if that is quite the case yet.
Mister X Posted April 21, 2021 Posted April 21, 2021 18 hours ago, Scrab said: for some odd reason I shall not question Well, maybe it's just one of the most simple reasons: Skyrim being Skyrim again ? Edit: I've first simply tried reinitializing the mod, that didn't work. The new CFTO patch worked with a clean save, though Did a successful run from Dawnstar to Solitude. 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
CliftonJD Posted April 21, 2021 Posted April 21, 2021 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
Scrab Posted April 21, 2021 Author Posted April 21, 2021 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
tsnootch Posted April 21, 2021 Posted April 21, 2021 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.
Klist Posted April 22, 2021 Posted April 22, 2021 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?
Scrab Posted April 22, 2021 Author Posted April 22, 2021 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)
blahity Posted April 22, 2021 Posted April 22, 2021 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.
H0rnyH0rse Posted April 23, 2021 Posted April 23, 2021 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 Spoiler Am I missing anything maybe?
Scrab Posted April 23, 2021 Author Posted April 23, 2021 (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: 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) 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 3
Scrab Posted April 23, 2021 Author Posted April 23, 2021 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 ?) 8
Talesien Posted April 23, 2021 Posted April 23, 2021 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. 1
Kharadin Posted April 24, 2021 Posted April 24, 2021 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).
amelewdwatson Posted April 24, 2021 Posted April 24, 2021 Hi! Does this mod also add pony NPCs to the carriages (for "immersion") ?
H0rnyH0rse Posted April 24, 2021 Posted April 24, 2021 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. 1
Scrab Posted April 24, 2021 Author Posted April 24, 2021 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 1
tznvlw Posted April 24, 2021 Posted April 24, 2021 @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?
Scrab Posted April 24, 2021 Author Posted April 24, 2021 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)
tznvlw Posted April 24, 2021 Posted April 24, 2021 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?
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