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Posted
13 minutes ago, aurreth said:

 

The triangles mean missing or bad mesh.  Some thing isn't installed right.

thanks guess ill install both devious and this mod again

Posted

Question on this mod, I am using Devious Lore which changes the names of most of the keys and devices.  Could that be what is causing the missing/bad mesh for the equipped gear?  

Posted
On 7/29/2021 at 9:51 PM, Scrab said:

Im not the one who originally created the patch. Id have to look into that from scratch

@Searinoxii might know more about this. I dont even know if my DCL version is up to date (not that that would be a major issue to overcome)

 

 

Yes

 

 

Hi, yes, i fucked up a little with first version of patch. I posted fixxed version a while ago, but it is probably long lost in spam. This version should work, but i didn't test it with last S.L.U.T.S. Resume version.

SLUTS DCL patch.zip

Posted (edited)

I've also been encountering an issue with the livery.


I'm using SE with a UNP based body (UNPB). I have all of the listed requirements including the S.L.U.T.S. UNP Tat Pack, and so far the only issue I've encountered with the mod is the livery not appearing. SlaveTats is installed and functional, but I don't see the livery appear on my character or in the SlaveTats MCM.

Edit: I'm using S.L.U.T.S. v2.7.7.

Edited by EFranklin
Additional Details
Posted

Hi, love this mod!

I've been playing it for a while now.

 

I might have found an issue. When I unlocked the black armbinder, it didn't get applied. Instead my pc is still equipped with the normal yoke.

So I loaded the previous save and tried the white armbinder with the white color change for the rest of the gear. But again nothing changes.

I've read somewhere that these upgrades were disabled. Are they still being worked on? Or is something wrong on my end?

Posted
11 hours ago, EFranklin said:

I've also been encountering an issue with the livery.


I'm using SE with a UNP based body (UNPB). I have all of the listed requirements including the S.L.U.T.S. UNP Tat Pack, and so far the only issue I've encountered with the mod is the livery not appearing. SlaveTats is installed and functional, but I don't see the livery appear on my character or in the SlaveTats MCM.

Edit: I'm using S.L.U.T.S. v2.7.7.

 

Sorry if this sounds like a stupid question, but it's something I've done myself a time or two.  Did you click "Add/remove tattoos" on the Slavetats setup tab in the MCM?  Slavetats doesn't automatically detect and add new tattoo packs.  It used to, but the author changed it because it was too big of a hit on performance to do that every game startup.  So you have to tell it when you add or remove tattoo sets.

Posted
11 hours ago, aurreth said:

 

Sorry if this sounds like a stupid question, but it's something I've done myself a time or two.

Not such a stupid question, I guess: it worked. I haven't had to do that before, so it may just be this is the first new pack I've downloaded since that update. Appreciate the help!

Posted

Sorry if this is already a known issue, but whenever I try to complete a delivery and get my gear back, the dispatcher doesn't seem to know that I've completed my delivery or the person I'm delivering to gets bugged whenever I try to initiate sex with him and the animation won't start playing.

Posted (edited)

Can we get a toggle for the crime dialogue? I really only use this as an outcome for SS, and even with the patch for POP they both constantly fight for the dialogue controls.

 

It also makes it impossible to just pay off your bounty for minor things, which is an option that would be nice to have.

Edited by TrickyK
Posted

minor notes first mod and script works thus far. but the MCM has no option for armbinder or yoke and which tail to use. As another side note the default tail physics work, but once they start moving it artifacts and slaps around at light speed am I the only one having this problem? as another side note the frostfall harness texture is missing, I'll investigate further but it may be missing

Posted (edited)
7 hours ago, SoleanArclight said:

but the MCM has no option for armbinder or yoke and which tail to use.

This is not redux. It's written in the mod description under "filly coins" i think. 

Although im not sure if this is fully finished.

Edited by jhman
Posted
11 hours ago, jhman said:

This is not redux. It's written in the mod description under "filly coins" i think. 

Although im not sure if this is fully finished.

 

 

Ah okay, luckily the tail fixed itself and I think you are right, saw the upgrades in the commands as a test I added some 2 mil coins and the upgrades do in fact seem NYI, at least not with a legit way to get them yet. 

 

I will defiantly keep my eye on this one, very excited to see more gear options.

 

Thank you for responding

Posted

Looking forward to more customization options, and quests. Would love to have body harness and boot options. I also noticed that you plan to use UIExtensions, which seems like a far better solution to what is being used now.

 

Bugs that I've encountered so far are when trying to go past the first room in the HQ I had to enter setplayeraidriven 0, otherwise it would force me out or I'd get stuck. Not sure if this is intentional or not, or some weird behavior from something else I have installed.

 

The second is with tattoos not applying, but I'm unsure if that's on my end or not. I'm using the 3BA body, so I assumed it would work since they're cbbe textures, because every other slavetats pack did.

 

Other than that and cart jankiness I had no problems.

 

If you want to do a different type of haul, what about using or referencing the code from mods with wearable objects, like https://www.nexusmods.com/skyrimspecialedition/mods/1241, https://www.nexusmods.com/skyrimspecialedition/mods/7560 and replacing the meshes and/or adjusting the position to use it for whatever purpose you have in mind?

 

Also, any idea what the mine content is going to be?

 

 

Posted
On 8/2/2021 at 11:36 PM, TrickyK said:

Can we get a toggle for the crime dialogue?

Wont work, the Dialogue is still being overwritten

 

12 hours ago, TrickyK said:

Bugs that I've encountered so far are when trying to go past the first room in the HQ I had to enter setplayeraidriven 0, otherwise it would force me out or I'd get stuck. Not sure if this is intentional or not, or some weird behavior from something else I have installed.

No thats not intended and at least thus far you seem to be the first one to report an issue like that, so Id assume its something in your game causing some weird issues

 

12 hours ago, TrickyK said:

The second is with tattoos not applying, but I'm unsure if that's on my end or not.

Go into the MCM of SlaveTats and click Add/Remove Tats

 

12 hours ago, TrickyK said:

Also, any idea what the mine content is going to be?

Yes

Posted

I've got a bug with pilfering. Pilfering is not happening even when set to 100% chance in the MCM. The aggressive scene that should trigger the pilfering is causing the dirt and hand marks, but the seal on the cart never gets broken, and nothing is ever stolen. I am playing on Skyrim LE, and Defeat is what is causing the scene.

 

There's another bug I'm having with purchasing upgrades at the Blacksmith (Anette?), where after purchasing the upgrade/unlock, with the certificate in inventory, the dialogue option doesn't appear.

 

Nothing too game-breaking otherwise (cart has been surprisingly cooperative), but with pilfering and no upgrades, I'm in a situation where there's no risk and no reward. Any help would be appreciated. Sorry if this has already been addressed, I looked and haven't found a similar problem brought up by others.

Posted (edited)

I've run into a problem, whenever I start a haul, the game takes minutes on end to initiate the cart and bindings. Then, the haul rarely, if ever, starts, and my character is locked in place. (Im using Redux as Resume needs DDContraptions which is causing my FNIS to not load in any animations)

 

EDIT: Also, it seems as if the gag never loads as well. Im on SE.

Edited by BasementDweller1
Posted
4 hours ago, BasementDweller1 said:

I've run into a problem, whenever I start a haul, the game takes minutes on end to initiate the cart and bindings. Then, the haul rarely, if ever, starts, and my character is locked in place. (Im using Redux as Resume needs DDContraptions which is causing my FNIS to not load in any animations)

 

EDIT: Also, it seems as if the gag never loads as well. Im on SE.

 

Devious Devices SE includes DDContraptions.  On an SE mod, when you see separate Devious Device components listed it's because someone copied and pasted from an old LE post which required you to download separate pieces of DD.  If you are able to run Redux you can run Resume. 

 

If FNIS is complaining about a DD component it's because for some reason you downloaded separate files instead of the DD package.  Reinstall DD5.  Then make sure to check the box in the FNIS configuration for Devious Devices.

Posted
On 7/31/2021 at 1:31 PM, Scrab said:

the CBBE tats are the default ones shipped with the mod, you shouldnt need any additional packs to make it work. Perhaps your SlaveTats install is broken somehow, somewhere?

 

I wont bother about any issues regarding the cart anymore. My next waypoint for this mod will be another haul so that those who have issues and/or deep hatred with cart hauls will be able to (mostly) avoid them

 

On that note:

The Mainquest will include some Cart Hauls, in those instances I will tell you to go back to main menu before continuing with your Quest to avoid cart issues and will be played in a strict environment where ideally most Scenes should be avoidable and will be using fallbacks in case the cart does end up glitching out anyway so you be at a disadvantage if that should happen

 

Im usually against using mechanics that just dont work properly, such as the those Hauling Carts (there is no, was no and will no mod ever be created that will work with the vanilla implementation of hauls, ever) but I think in this instance its important to at least sometimes feature them, just to reminisce a bit over what SLUTS used to be as the mod going forward will be less and less about this "minigame mod" that SLUTS was originally being created as :< 

 

 

The cart I doctored needs some collision work done on it.  I am still convinced that someone good at tweaking meshes could do that and maybe add some weighting to make it more stable.  At one point I was looking into how to get the mesh loaded up in Blender, but got side-tracked.

Posted
12 hours ago, Gudulba said:

Could it be that S.L.U.T.S. and Convenient Carriages are not fully compatible (similar to CFTO)?

Dunno, if the mod doesnt actively replace the Drivers it should be fine. Does that happen with the "vanilla" ones too?

I will have to rethink how those patches work and ideally implement some sort of miniframe to properly add new Locations to the whole thing because right now, those patches require adjustement whenever I make changes to the Mainquest and thats very, very annoying

On 8/5/2021 at 1:34 PM, Estceps said:

the dialogue option doesn't appear.

Which part of your armor are you trying to upgrade?

Posted

Redux wasn't compatible with any other mod that altered the driver dialogue.  Something to do with the SLUTS drivers being "aliases" for the real drivers?

Posted
10 hours ago, Scrab said:

Dunno, if the mod doesnt actively replace the Drivers it should be fine. Does that happen with the "vanilla" ones too?

I will have to rethink how those patches work and ideally implement some sort of miniframe to properly add new Locations to the whole thing because right now, those patches require adjustement whenever I make changes to the Mainquest and thats very, very annoying

Which part of your armor are you trying to upgrade?

Is there a way to check if Convenient Carriages replaces the vanilla drivers? I am not sure where and how to find a vanilla driver.

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