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Posted (edited)

A bit of an edit to my "fix" post further up.  It's not that the cart doesn't attach the second time around.  It does.  The problem is that initially the cart is set to be immobile when it is spawned (so that everything/everyone can be lined up properly), but not set to be mobile again after attachment.  I was never able to figure out why it worked the first time (cart made moveable) but not the second time, seeing that it uses the same code.  So the solution is to not detach it until you specifically request to be let go.

Edited by aurreth
Posted (edited)
1 hour ago, aurreth said:

There is a way to fix it

Ah, that doesnt fix it. Just avoids one reason for it to happen

 

Furthermore, it isnt possible. Hauls in Sluts are divided in 3 parts:

Set Up, Haul and Set Down

Set Up spawns a cart in the Default Haul - and only in the Default Haul. The reason why the Cart in Set Down is always removed, is to allow the carter to spawn a new cart in the next Quests Set Up. This cart spawning does significantly more than just spawning a cart btw, so it cant be skipped

 

Going forward, not deleting your cart in a Set Down can also cause issues if your next haul is not a Default Haul. Thats something out of my control too, so not cleaning up the cart in Set Down of the previous Haul, could cause the cart to be lost and clustering your memory, want to avoid that

 

Edited by Scrab
Posted
2 hours ago, Scrab said:

Ah, that doesnt fix it. Just avoids one reason for it to happen

 

Furthermore, it isnt possible. Hauls in Sluts are divided in 3 parts:

Set Up, Haul and Set Down

Set Up spawns a cart in the Default Haul - and only in the Default Haul. The reason why the Cart in Set Down is always removed, is to allow the carter to spawn a new cart in the next Quests Set Up. This cart spawning does significantly more than just spawning a cart btw, so it cant be skipped

 

Going forward, not deleting your cart in a Set Down can also cause issues if your next haul is not a Default Haul. Thats something out of my control too, so not cleaning up the cart in Set Down of the previous Haul, could cause the cart to be lost and clustering your memory, want to avoid that

 

 

Yeah, I totally get that the original author didn't do a bang up job of organizing the flow logically :)  I spent a bunch of time in the code a while back trying to untangle the mess.  The whole thing needs a rewrite to separate the cart spawning/despawning into it's own function, so that you don't have to despawn it to continue on.  That's the big problem:  each function in the script should do ONE thing.  

 

The other option is figuring out why the second and successive carts refuse to move.  As far as I could figure out the cart is spawned and frozen in place so that it doesn't roll away, then the characters is moved into position and the cart is attached.  The cart is then unfrozen.  But for some reason the second cart is never unfrozen, unless you use the debug fix which breaks the cart attachment.  So something is not getting properly cleared in Set Down.  More buggy programming, not cleaning up after yourself.

 

Oh, and I know the code isn't yours :)  I'm not pointing fingers or anything.  S.L.U.T.S. is one of my favorite mods and I would just like it to work.

Posted

The guard at Sluts HQ should not demand sex as the price of entry.  There are plenty of other mods which turn Skyrim into a rape simulator.  Please don't ruin a great mod with nonconsensual sex.

Posted
31 minutes ago, aurreth said:

The other option is figuring out why the second and successive carts refuse to move.  As far as I could figure out the cart is spawned and frozen in place so that it doesn't roll away, then the characters is moved into position and the cart is attached.  The cart is then unfrozen.  But for some reason the second cart is never unfrozen, unless you use the debug fix which breaks the cart attachment.  So something is not getting properly cleared in Set Down.  More buggy programming, not cleaning up after yourself.

It's shoddy programming, but it's on Bethesda. They never planned for horses to detach from one carriage and attach to another, so they didn't bother making sure it would work. It's not something you can fix in Papyrus short of the workarounds you described - a proper fix would probably involve an SKSE plugin.

Posted (edited)

maybe a crazy idea. but to have no cart but instead a bore rider that is on a saddle on your back and you cant remove it till you get to the end point. and something fun over time he gets aroused and the attempts to rape you if you dont follow the roads etc lol. i can come up with some crazy imagination but have no idea how it can be done like so many awesome people on this site. maybe also being this way while on this mod makes you attractive to male horses as well 

Edited by pleasetryme
Posted

Hello, I would like to know if someone has a folder with this mod plus all the requirements it asks for, it is being difficult for me to find the requirements and the game gives me an error when loading the mod

Posted
4 hours ago, laura1212 said:

Hello, I would like to know if someone has a folder with this mod plus all the requirements it asks for, it is being difficult for me to find the requirements and the game gives me an error when loading the mod

 

No there's not, but what's so difficult about it? The requirements are directly told in the description:

Posted
17 hours ago, aurreth said:

The guard at Sluts HQ should not demand sex as the price of entry.  There are plenty of other mods which turn Skyrim into a rape simulator.  Please don't ruin a great mod with nonconsensual sex.

the Company itself is legally questionable with some dubious consent not to mention there are some unnamed npcs in bondage in the room where you change the color of your outfit.

 

Speaking of the guards, they should have a full set of steel armor and no daedric shield.

Spoiler

It also seems like What SLUTS is doing in the mines is questionable. It also seems like the Manager likes to keep a "Pet" around. Perhaps you would be this pet if your pretty high up. Also will the Manager be a he or a she?

Posted

Is it normal for Yoke and other devices to remain after the delivery quest is completed?
I got my gear back, but I can't pick it up because the yoke hasn't been disarmed.

Posted
9 hours ago, HeHeHe223 said:

Is it normal for Yoke and other devices to remain after the delivery quest is completed?
I got my gear back, but I can't pick it up because the yoke hasn't been disarmed.

On 6/22/2021 at 10:13 AM, Scrab said:

S.L.U.T.S. Resume.7z 85.74 kB · 73 downloads

 

Those are all scripts recompiled (sorry for posting that 10min after you wrote this, couldve saved you some time grabbing the scripts)

Let me know if Seari's right and it was just a recompilation issue before I start doing trial n error stuff to fix the delay some of you seem to have

 

 

You can get that gear fix from the above message. It fixed that problem for me.

Posted
9 hours ago, Rekkulani said:

 

You can get that gear fix from the above message. It fixed that problem for me.

OK. this fits me too.

Posted

I know that the cart is just generally buggy, but whenever my character gets separated from the cart because of a sex animation, the cart just never seems to work again until I relaunch the game. I have tried resetting and reinitializing from the debug menu, but the cart just stays stuck in place while the cart handles (?) just point in my character's direction. Is this normal?

Posted

I can't even get the scripts to compile locally.  I'm sure it is due to me not having everything properly installed in the CK though.  Looks like the errors are caused by SexLab, meaning I don't have the right sources in the right places.  Or the sources for DD come to think of it.  Suppose I should take some time and try to sort all that out.

Posted

With the scripts from page 26 I'm getting a lot of "warning:  access to non-existing object 0x7CB74", 7CB7C and 7CB7B.  Only the bridle is attaching, no other restraints.

Posted

Was close to getting 2.5 out but Papyrus messed me up real good on the last steps and got to start from 0 now. Mb

 

I will take a bit longer to get those script errors out of the mod

Posted

there should be a mcm debug option to remove the sluts equipment, i can't complete a haul because when the guy at sluts headquarters uses his magic on me only the cart disappears and i'm still in the sluts gear

Posted

hey, super glad to see this getting picked up again, i've been following the mod since it was created. After Redux was abandoned i figured it was dead. Anyway! While Redux worked for me, Resume doesn't seem too. I'm using the legendary/last gen version of the mod in mod organizer and have all the requirements. Merged the LE patch with the main mod and the game starts fine, the mod works but then when it goes to gear up my character only the livery shows up. My dragonborn strips down to just her boots, the livery is applied and the cart spawns but thats it. It's not an issue with devious devices, I can spawn  the devices in using cursed loot and they all work fine. I just can't get Resume to work. I've tried reinstalling and redownloading the mod multiple times and even all the dependencies. I'm just wondering if i'm missing something. any help would be appreciated! 

Posted
43 minutes ago, hungvipbcsok said:

It is included in DD5. DD5 SE should have that already

Do you have a link for it by any chance?

Posted
57 minutes ago, sello23 said:

Do you have a link for it by any chance?

Here is the link. Since it is the base mod of all DD mods, if you don't have DD contraption then I assume you still use DD 4x. Go delete your old DD asset, DD interation, DD extension. The DD5 merge all 3 above and DD contraption, DD for him, DD beast race. If you use DD for him and DD beast race then delete it also.

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