Jump to content

Recommended Posts

Posted
1 hour ago, monsta88 said:

Is this intended, or a bug? Are the blindfolds working the same?

Sounds like a bug, Chastity Belt should be custom, like anything in this mod. Ill check on it

Posted

I have some questions here. No matter how I adjust the MCM, the enemy's attack will not damage or lose the goods. Will the goods be lost only when the sexlab scene begin?

Posted
29 minutes ago, IrisPikta said:

I have some questions here. No matter how I adjust the MCM, the enemy's attack will not damage or lose the goods. Will the goods be lost only when the sexlab scene begin?

Yes

Posted
On 9/1/2021 at 12:17 AM, Marajade said:

I made progress in getting the mod to work,

What turned out to be the problem?  I'm seeing the same issue with the guy getting off the carriage and then just freezing himself and me in place, and I haven't figured out how to solve it yet...

Posted
6 hours ago, ArgonianTiamat said:

What turned out to be the problem?  I'm seeing the same issue with the guy getting off the carriage and then just freezing himself and me in place, and I haven't figured out how to solve it yet...

From my experience, there seems to be a point where you're too close to the spot you're supposed to stand for the game to walk you to it but too far for it to acknowledge you're in place. I usually find some small static object nearby to console-move my character to, which tends to give it the kick in the pants it needs.

Posted

I have an issue where I cannot seem to start the mod. When I first installed I saw that there were dialogue options in taverns and at specific carriages to start the mod but now no barkeep or carriage driver I talk to has a dialogue option to start the mod. I even went into it from simple slavery and I was not hooked up to a cart or anything.

Posted
22 hours ago, VeryShay said:

I have an issue where I cannot seem to start the mod. When I first installed I saw that there were dialogue options in taverns and at specific carriages to start the mod but now no barkeep or carriage driver I talk to has a dialogue option to start the mod. I even went into it from simple slavery and I was not hooked up to a cart or anything.

Have you read the letter/note they hand you after you initiate the dialogue option? That should put you on the next chain in the quest.

Posted
2 hours ago, Estceps said:

Have you read the letter/note they hand you after you initiate the dialogue option? That should put you on the next chain in the quest.

I was never given a note. When I first talked to them I quickly backed out of it cuz I didn't wanna go into it then. Is there a command to get the letter or reset the mod?

Posted
6 hours ago, VeryShay said:

I was never given a note. When I first talked to them I quickly backed out of it cuz I didn't wanna go into it then. Is there a command to get the letter or reset the mod?

Knowing the values of the quest in the first place will give you a better idea of what to try. Using 'sqs <quest id>' in console, with <quest id> being replaced with the 'SLUTS_Main' ID reference will help figuring out where it went wrong. I wasn't quite able to naturally recreate your bug, but I was able to remove the quest from my quest log right after I talked to the inn-keeper using the SetObjectiveCompleted command for all of the stages to 0, then set stages 1 and 10 to '1', and then using player.additem to give myself the 'Help Wanted' note. After I read the note, the next step in the quest popped up, and the quest reappeared in my quest log. So, try messing around with that by giving yourself the note through console/AddItemMenu, changing the objective values to 0 or 1 and back, or (I haven't tested this but it should work) type 'setstage <quest id> 20' into console; This should be the step that guides you to talking with the carriage driver.

Posted

As far as my own bug-related issues have gone, I was able to figure out a work-around for Pilfering never occuring: I can manually change the value of Pilferage_var using 'setpqv <MissionHaul_id> Pilferage_var <value>', meaning that if I manually track the number of aggressive animations in a run, I then use an online random number generator to see how many times they pilfered based on my set pilferage chance, and then set the RNG for 1 to <max pilfer>, run that however many times I got pilfered, and then set the Pilferage_var to the sum of those numbers, and it's like the mod's working as intended (without going over 1500 of course). It ain't perdy, but it gets the job done. Figured I might as well post an update here if anyone else is having this issue.

 

The delivery scene and payment calculations all work out perfectly, the cart has never once flown off into space or gotten stuck, which means this is the most playable and least frustrating version of this mod so far, and the upgrade system is quite fun to work towards. Hell, I think I've always had problems with all of the versions of SLUTS and not getting pilfered, so it's probably my dumb ass running too many script heavy mods.

 

Only other issue I've run into is the Yoke and Armbinder only play animations 1/2 of the time when sent to animation from SL Adventures, since it seems to use ZaZ Animation Pack's animations exclusively, and the other 1/2 of the time no animation is selected and I'm booted out right after PC and NPC align on top of each other. My hunch is that this is caused by ZAP's limited animation list and how they are filtered. My work-around has been to use the hand-cuffs (and I think the breast yoke works too, but I only tested this once and it was successful) since SL Adventures doesn't send it to ZAP for that, and instead it gets picked up by Devious Devices (if you have those animation filters turned on). But again, I think this is mostly an issue with SL Adventures finding a keyword on the yoke that flags it to get sent to ZAP. If the yoke could have a different keyword(s), that could be something that might fix this issue, but again, I don't know how widespread of an issue this is, or if this is only an LE problem, or only a 'me' problem.

 

Lastly, what's your thought about implementing hypnotism/mind control mechanics with the blindfold? It could flash hypno images at you when the plug goes off, the carriage driver you deliver to could have some/all of his dialogue options replaced with running another load of cargo, the likelihood of which could be determined by how long you've had the blindfold on total/consecutively, or you could even be persuaded to run a load for free, or even run a load with all pilferage taken out of your escrow. You'd be tricked into wearing the blindfold in the first place because they offer a bonus for each run done blindfolded, so you're technically consenting to it, and having this all configurable in the MCM would be the cherry on top. I dunno, just a thought. If even none of that ever shows up, I'm still happy with where the mod is at and where it's going.

Posted

An oddity with save games:  if I save during a run and load that save without leaving the game, the cart doesn't attach properly; if I exit to desktop and load the same save, the cart does attach properly.  Also, ramming things with the cart does a surprisingly large amount of damage; it is easier to kill a dragon during a run by running it over with the cart than it is to kill it with actual weapons outside of a run.

Posted
22 hours ago, ArgonianTiamat said:

An oddity with save games:  if I save during a run and load that save without leaving the game, the cart doesn't attach properly; if I exit to desktop and load the same save, the cart does attach properly.  Also, ramming things with the cart does a surprisingly large amount of damage; it is easier to kill a dragon during a run by running it over with the cart than it is to kill it with actual weapons outside of a run.

Both bugs are quite old and will likely never be resolved due to engine limitations. Though you don't have to quit to desktop, going to the main menu and loading the save is usually enough.

Posted
33 minutes ago, lord,k, said:

i need help

i already get this bug on other mod but usualy i unistal it

but i want to play this one

any help to remove this?

Red exclamation marks are because the game can't recognize the mesh. Make sure you're using the correct version of the mod, because the SE version will not work in LE.

Posted
7 minutes ago, chaimhewast said:

Red exclamation marks are because the game can't recognize the mesh. Make sure you're using the correct version of the mod, because the SE version will not work in LE.

how do i know which version of the mod is for which version of skyrim ?

Posted
3 minutes ago, lord,k, said:

how do i know which version of the mod is for which version of skyrim ?

It depends on the mod, but in the case of SLUTS Resume you need just the main file for SE and both the main file and the "LE Resources" file for LE.

Posted
On 9/10/2021 at 7:53 AM, Estceps said:

If the yoke could have a different keyword(s), that could be something that might fix this issue, but again, I don't know how widespread of an issue this is, or if this is only an LE problem, or only a 'me' problem.

I am very sure that all Restraints in this mod use the necessary DD keywords for their restraints, if another mod (especially DD itself) wants to properly support those Keywords in a SL Animation, figuring out the correct Animations, they should respect those keywords. Adding ZAZ Keywords to the Armor would require a ZAZ dependency which is something I want to avoid as much as possible

 

On 9/10/2021 at 7:53 AM, Estceps said:

Lastly, what's your thought about implementing hypnotism/mind control mechanics with the blindfold? It could flash hypno images at you when the plug goes off, the carriage driver you deliver to could have some/all of his dialogue options replaced with running another load of cargo, the likelihood of which could be determined by how long you've had the blindfold on total/consecutively, or you could even be persuaded to run a load for free, or even run a load with all pilferage taken out of your escrow. You'd be tricked into wearing the blindfold in the first place because they offer a bonus for each run done blindfolded, so you're technically consenting to it, and having this all configurable in the MCM would be the cherry on top. I dunno, just a thought. If even none of that ever shows up, I'm still happy with where the mod is at and where it's going.

Not really something Im interested in, consent in SLUTS is certainly a questionable topic but hypnotizing workers because they purchased a blindfold sounds.. weird to me

Posted
2 hours ago, chaimhewast said:

It depends on the mod, but in the case of SLUTS Resume you need just the main file for SE and both the main file and the "LE Resources" file for LE.

ok it worked thanks

but tats dont show and i have slavetats mod

Posted

So are there any plans to expand upon Yagdo's culinary preferences, either tying in a similarly themed mod or adding new content? Or is it something better left as a background element more than anything?

Posted

so first of all: i am playing on le.
I had used to use the old version of this mod, but i updated to this, after deleting all of my skyrim stuff, because i had a lot of bugs i couldn't fix with other mods.
i had a lot of problems with this mod now, but it looks like i fixed all of them, execpt the cart, that one still looks like this.

Skyrim 19.09.2021 17_24_08.png

Posted
12 minutes ago, RedDotGecko said:

so first of all: i am playing on le.
I had used to use the old version of this mod, but i updated to this, after deleting all of my skyrim stuff, because i had a lot of bugs i couldn't fix with other mods.
i had a lot of problems with this mod now, but it looks like i fixed all of them, execpt the cart, that one still looks like this.

Skyrim 19.09.2021 17_24_08.png

ok i did manage to fix that aswell :D i do have another problem tho, even tho i am not sure if this is because of this mod. My ponytail just completly bugs through the world

Posted
On 9/11/2021 at 9:33 AM, Scrab said:

Not really something Im interested in, consent in SLUTS is certainly a questionable topic but hypnotizing workers because they purchased a blindfold sounds.. weird to me

  Maybe not hypnotism content as Estcepts describes, but, maybe subtle grooming behaviors both from co-workers and from the devices themselves could make the pc feel more comfortable wearing the devices outside of work. In some of the text for struggling out of the devices implies that the devices, or at least the yoke is alive to some degree (post-struggling text says that the yoke is covered in sweat that the PC discards as being her own to eventually unlocking by itself). I believe I mentioned this in this topic before. To expand on it, maybe wearing S.L.U.T.S devices outside of work will give you bonus attributes as you begin to believe the devices are like a second skin to you.

Posted
7 hours ago, RedDotGecko said:

ok i did manage to fix that aswell :D i do have another problem tho, even tho i am not sure if this is because of this mod. My ponytail just completly bugs through the world

how did you fix it?

 

Might be usefull to know if i ever run into it?

Posted
9 hours ago, RedDotGecko said:

My ponytail just completly bugs through the world

 

That's a direct issue with HDT / SMP usually not being installed. I used to have this issue, and stopped once I installed HDT support.

Posted
On 9/4/2021 at 10:07 PM, Scrab said:

Sounds like a bug, Chastity Belt should be custom, like anything in this mod. Ill check on it

 

Another data point - I had the same bug, but even after removing the belt fast travel was still disabled (although I can't be sure of the exact source of the latter bug).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...