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Posted

hi i have an issue with the most recent update. when I try to do a run, I get a pop-up error saying can't find valid destination or target, abort. 

Posted
1 hour ago, natybs said:

hi i have an issue with the most recent update. when I try to do a run, I get a pop-up error saying can't find valid destination or target, abort. 

ok so as an update i removed the most recent version of the mod and updated slavetats. now there is no error message but the driver just gets off the cart and stands there he never casts the spell. 

Posted

Anyone try the patch for DCL and SLUTS? Somehow for me guard dialogue is not function like it should from the text. The DCL choice is partial working and the SLUTS choice is completely not work. 

My game is LE

Posted
14 hours ago, Scrab said:

Can we go back a little bit on the baclkscreen issue

 

You guys are aware that the black screen is an intended functionality since 3.0 and should last for a couple seconds, aye?

If it doesnt go away you most certainly use a with your game version incompatible version of Fuz Rho Doh, causing the driver to never actually advance his scene and thus never triggering the blackscreen to reset

Yes, I'm aware it was meant to last a while. You might want to list Fuz Rho Doh as a possible soft requirement. I didn't have it installed. I installed it and yep, that solved the issue. Thanks to all for your help.

Posted

A bug that I've run into (and has been mentioned in the main DD thread) - the inventory stashing at the start of a haul also strips off the physics object from 3BA. After that point, you can't re-equip it with the hotkey because your hands are in pony gloves. Could we get armors marked as non-playable filtered out of that function?

Posted
10 hours ago, chaimhewast said:

A bug that I've run into (and has been mentioned in the main DD thread) - the inventory stashing at the start of a haul also strips off the physics object from 3BA. After that point, you can't re-equip it with the hotkey because your hands are in pony gloves. Could we get armors marked as non-playable filtered out of that function?

I think you need to add that 3BA object a keyword, which should be "SexLabNoStrip".

Posted

I am trying out this new version of the mod and have a question and suggestion.

 

- Is there any way to know how much money is left to pay back when we are sent to SLUTS by Simple slavery?

 

- I received a delivery mission to Alva's house in Morthal. I think it would be wise not to receive this mission as Alva attacks when we enter her house.

 

Spoiler

935493929_SLUTSAlva.jpg.5021719ac4b13ff138d6bf2f2fab229c.jpg

 

Posted
9 hours ago, Zaflis said:

I think you need to add that 3BA object a keyword, which should be "SexLabNoStrip".

The physics object already has a copy of that keyword, and replacing it with the one from Sexlab wouldn't fix it because the only keywords that the StripPlayer() function checks for are SLUTS_Restraints and _SLS_LicenseDocument.

Posted
3 hours ago, chaimhewast said:

The physics object already has a copy of that keyword, and replacing it with the one from Sexlab wouldn't fix it because the only keywords that the StripPlayer() function checks for are SLUTS_Restraints and _SLS_LicenseDocument.

Then it's a bug, all mods should primarily respect that keyword. Maybe it's the same function i saw breaking extra worn DD's?

Posted

I was having similar issues with the removal process, specifically with SLS map/compass objects. I made a modification to the SlutsMissionHaul script that excludes the stripping of items based on a JSON file instead of using keywords on records. Hopefully, this means individual mods don't have to be patched in and users can simply modify the JSON file instead of having to modify records in xEdit. I've attached a ZIP w/ source scripts included if you'd like to try it.

 

Right now, I have it configured so it excludes items based on full names for simplicity (though formIDs would probably be better practice since if two mods have objects with the same name this will exclude both from stripping).

 

By default SLS items including the map, compass, and a couple licenses are excluded during the strip event. You can add more items to the list by finding their FULL name (in xEdit or by checking the name in your inventory) and adding them to the excludestrip field in Data/SKSE/Plugins/StorageUtilData/SLUTS/config.json. Ensure your JSON is valid by running it through a JSON validator after you're done.

 

I've done some limited testing and it seems to work as expected. Since source scripts weren't included for patch 3.0.2, this patch is incompatible with it (sorry CFTO users).

 

@Scrab please let me know if you'd like me to take this down.

SLUTS Exclude Patch.zip

Posted (edited)
6 hours ago, thepsychologist said:

I made a modification to the SlutsMissionHaul script that excludes the stripping of items based on a JSON file instead of using keywords on records.

 

Hello there,

 

This seems very promising for my problem, but I have a question. Could this be used as a patch for Pet Project SE by adding the name of the quest items? Atm, the driver says to remove every non-SLUTS DD gear before you can start a haul. PP adds a quest Chastity belt and plug, which should not interfere with the basic SLUTS setup. The belt is open-type, so the tailplug can be equipped too.

 

Update: I tried it, unfortunately it didn't work, that is a different check.

 

Edited by monsta88
Posted (edited)
On 11/29/2022 at 7:12 PM, JSmith23891 said:

When I speak to a carriage driver about "I'm ready to haul some freight", I'm getting an error "Unable to create haul. Root object missing."

 

I've tried reinstalling, any suggestions?

 

Have you found a solution? I have the same error message.

 

Update: I realized, I had an old leftover esp. from v2.7 (didn't notice because it was written as S.L.U.T.S. instead of SLUTS). Removing that still did not help, but then I massively cleaned the savegame. Removed everything sluts.esp related, basically reseted the mod.

 

I still had a minor issue, when I talked to a driver, he said read the flyer, but he did not give a flyer. So I gave myself the letter, read it.

 

Now there was no error message.

 

One thing though: I don't like the blackout, could we get an MCM option to disable it? People get confused by it anyway.

 

Edited by monsta88
Posted
On 12/15/2022 at 12:29 PM, MysticDaedra said:

Got enslaved via SS++, only my character was not teleported. Hexbolt said this is a SLUTS issue, not a SS++ issue. Maybe something broke in the update?

Im aware of this, will be fixed in.... 3.1 I think?

 

Posted (edited)
On 12/15/2022 at 2:03 AM, thepsychologist said:

please let me know if you'd like me to take this down.

Its fine :)

 

I am somewhat sceptical about a dynamic implementation due to performance reasons. Scanning through the Inventory is already pretty pricey when doing it through Papyrus. Checking for the NoStrip keyword is something I didnt do because the mod doesnt really try to strip you there

 

On 12/12/2022 at 4:03 PM, Cerral said:

- Is there any way to know how much money is left to pay back when we are sent to SLUTS by Simple slavery?

SS is going to be rewritten in a future update will give you a proper messagebox with the debt afaik

 

As for checking statistics in general, thatll be part of V4+ as the debt system in general is supposed to be heavily expanded in some future update which will have some NPC add additional interaction regarding it. Currently the driver only gives you some hints on how much debt there is left to pay but isnt willing to elaborate (which is done on purpose)

 

On 12/15/2022 at 8:40 AM, monsta88 said:

This seems very promising for my problem, but I have a question. Could this be used as a patch for Pet Project SE by adding the name of the quest items?

No it cant. The condition responsible for this is part of the Dialogue in "SLUTS_Main" which is conditioned to check for quest & block generic devices prior start

 

 

Edited by Scrab
Posted (edited)
14 hours ago, monsta88 said:

Can you give us an estimate when can we expect 3.1?

 

EA is on Dec 21st, public 2 weeks later (between 4th and 8th (Jan))

Edited by Scrab
Posted

can someone help me with an issue I'm having? I just downloaded this mod and I've read the advertisement but when I talk to a carriage driver they don't have the dialogue option to start the progress the quest. I tested this with the whiterun, solitude and windhelm drivers with no luck. im using 3.0 LE.

Posted
11 minutes ago, BoopS00p said:

can someone help me with an issue I'm having? I just downloaded this mod and I've read the advertisement but when I talk to a carriage driver they don't have the dialogue option to start the progress the quest. I tested this with the whiterun, solitude and windhelm drivers with no luck. im using 3.0 LE.

ok so I progressed the quest by going to the headquarters and talking to the woman there but when I go talk to a carriage driver they still don't have any dialogue options for me. I have fuz ro doh installed and working so im not sure what the issue is. any help would be appreciated. thanks.

Posted
1 hour ago, BoopS00p said:

ok so I progressed the quest by going to the headquarters and talking to the woman there but when I go talk to a carriage driver they still don't have any dialogue options for me. I have fuz ro doh installed and working so im not sure what the issue is. any help would be appreciated. thanks.

It may depend on what carriage mods you have then. Anything that adds more carts in the world? I use "Better Fast Travel" and it's fine. Even Winterhold and Dawnstar have options for this mod.

Posted
49 minutes ago, Zaflis said:

It may depend on what carriage mods you have then. Anything that adds more carts in the world? I use "Better Fast Travel" and it's fine. Even Winterhold and Dawnstar have options for this mod.

I don't have any cart mods besides the one redux_cart that this mod suggests. I tried uninstalling that but had no luck.

 

I also don't have any mods that change fast travel.

Posted (edited)
On 12/17/2022 at 4:49 PM, Scrab said:

I am somewhat sceptical about a dynamic implementation due to performance reasons. Scanning through the Inventory is already pretty pricey when doing it through Papyrus. Checking for the NoStrip keyword is something I didnt do because the mod doesnt really try to strip you there

All i can say that this function can't be right (SlutsMissionHaul.psc):

Quote

Function StripPlayer()
  int intmax = 2147483647
  Keyword SLSLicense = Keyword.GetKeyword("_SLS_LicenceDocument")
  Form[] items = PlayerRef.GetContainerForms()
  int i = 0
  While(i < items.Length)
    Keyword[] kw = items['i'].GetKeywords()
    If (!kw.Length || kw.Find(bd.SlutsRestraints) == -1 && kw.Find(SLSLicense) == -1)
      PlayerRef.RemoveItem(items['i'], intmax, true, Escrow)
    EndIf
    i += 1
  EndWhile
EndFunction

It skips item if it sees that it is a restraint from Sluts, but it won't skip any other DD items and removes them as if they are regular armor. It breaks them, like the link between inventory and rendered item. They are sometimes nasty to deal with and if it was a quest item then too bad.

 

That function i think is called in the humiliation scene?

 

Also you don't even need kw.Find(bd.SlutsRestraints) if you replace that with SexLabNoStrip search.

Edited by Zaflis
Posted (edited)
5 hours ago, Zaflis said:

It skips item if it sees that it is a restraint from Sluts, but it won't skip any other DD items and removes them as if they are regular armor. It breaks them, like the link between inventory and rendered item. They are sometimes nasty to deal with and if it was a quest item then too bad.

Iirc, the invariant under which this method is called states that you dont wear any DD items at this time, making this fear unseasoned

And yes, youre right, I dont need to check for Sluts restraints there but not for the reason you think; This function is only called at the beginning of a haul, before any SLUTS restraints are equipped and never again after that. I think I only did this due to the function being called while you still wear filly gear, which is no longer the case

 

That being said, skipping worn items with the nostrip keyword shouldnt have much influence on the overall execution, so Im willing to give this a shot and see how it goes

 

7 hours ago, BoopS00p said:

I don't have any cart mods besides the one redux_cart that this mod suggests. I tried uninstalling that but had no luck.

When Zaflis asks for carriage mods they dont mean mesh replacements but carriage overhauls. Afaik there is some LE mod that creates similar conflicts as CFTO - CFTO being a carriage mod which did create conflicts like you describe until recently

Edited by Scrab
Posted
3 hours ago, Scrab said:

That being said, skipping worn items with the nostrip keyword shouldnt have much influence on the overall execution, so Im willing to give this a shot and see how it goes

 

Does this mean that previously equipped DDs won't be removed? If yes, won't that may be problematic when equipping the SLUTS outfit? For example if the character wears something on a slot which is also used by SLUTS, like an armbinder.

Posted
4 hours ago, Scrab said:

Iirc, the invariant under which this method is called states that you dont wear any DD items at this time, making this fear unseasoned

I have mods that may equip devices during the run, even sex might equip any random device. Basically Cursed Loot and Unforgiving Devices. Devious Strike could also do that from combat.

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