Scrab Posted December 31, 2022 Author Posted December 31, 2022 1 hour ago, coldezra said: The save i reloaded from is one i got from nexus that is a clean save called "Nord Stormcloak Save - exit of Helgen Cave". I types the code "setstage sluts_main 30" and i got the keys but when i wanted to start the run there was no dialogue option to start it This sounds a lot like the drivers you got in your game arent the vanilla ones SLUTS requires to function properly CFTO is one of the mods doing this, thats why someone asked you about it
coldezra Posted December 31, 2022 Posted December 31, 2022 2 hours ago, Scrab said: This sounds a lot like the drivers you got in your game arent the vanilla ones SLUTS requires to function properly CFTO is one of the mods doing this, thats why someone asked you about it So in the end i was able to hone in Relationship Dialogue Overhaul as the culprit and also all the expansion lines as the cause but even after that i was still unable to start the quest so i installed the previous version of the mod and now works perfectly. So with thanks for the support.
xboronx Posted January 1, 2023 Posted January 1, 2023 Which version did you install coldezra? I tried the mod yesterday for the first time too, but didn't get any dialogue lines from carriage drivers either. I play oldrim, don't have any mods installed that alter carriage drivers i think though. Any ideas which mod might cause it? Modlist: Spoiler GameMode=Skyrim Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 Dragonborn.esm=1 HearthFires.esm=1 Unofficial Skyrim Legendary Edition Patch.esp=1 ApachiiHair.esm=1 ApachiiHairFemales.esm=1 ApachiiHairMales.esm=1 SexLab.esm=1 Schlongs of Skyrim - Core.esm=1 hdtHighHeel.esm=1 Heels Sound.esm=1 EFFCore.esm=1 SexLabAroused.esm=1 Devious Devices - Assets.esm=1 Devious Devices - Integration.esm=1 Devious Devices - Expansion.esm=1 Devious Devices - Contraptions.esm=1 CreatureFramework.esm=1 ZaZAnimationPack.esm=1 Heretical Resources.esm=1 paradise_halls.esm=1 HighResTexturePack01.esp=1 HighResTexturePack02.esp=1 HighResTexturePack03.esp=1 Unofficial High Resolution Patch.esp=1 SkyUI.esp=1 FNIS.esp=1 FNISspells.esp=1 XPMSE.esp=1 MoreNastyCritters.esp=1 SexLabNudeCreatures.esp=1 SexLabNudeCreaturesDB.esp=1 SexLabNudeCreaturesDG.esp=1 HentaiCreatures.esp=1 Schlongs of Skyrim.esp=1 SOS - Smurf Average Addon.esp=1 SLAnimLoader.esp=1 RaceMenuMorphsCBBE.esp=1 CalienteVanillaArmorTweaks.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 dcc-dm2.esp=1 AyleidPalaceNEW.esp=1 SkystoneCastle.esp=1 AyleidPalaceNEWNoMannies.esp=1 Skyrim Unbound.esp=1 Aradia Lace Dress.esp=1 SLALAnimObjBillyy.esp=1 Arcane Sister Outfit.esp=1 AnubAnimObj.esp=1 JackGa Sets.esp=1 famitsudlck.esp=1 HDT Piercingsets.esp=1 Dancing Shadow Rose.esp=1 UIExtensions.esp=1 AddItemMenu2.esp=1 3D_Meshed_PubicHair.esp=1 TheAmazingWorldOfBikiniArmor.esp=1 PermaZONESLegendaryHardcore.esp=1 SpecialLeatherArmor.esp=1 SLAL_AnimationsByLeito.esp=1 Random Vampire Attacks in Towns Disabled.esp=1 SmartTraining.esp=1 DragongodmodsClothesPack.esp=1 [COCO]CheongSan_full.esp=1 Chain Metal Outfit.esp=1 Crazy Belle III.esp=1 Dem Collection for CBBE.esp=1 Panties V2.esp=1 SlaveTats.esp=1 EFFDialogue.esp=1 Tougher Bandits.esp=1 bandittest.esp=1 [Melodic] Eastern Collection.esp=1 [Melodic] Gold Princess.esp=1 XN_Sagittarius.esp=1 [Melodic] QT Nightwear.esp=1 GomaArmorEgypt.esp=1 [Melodic] Silk Dress.esp=1 [Melodic] Hot Witch.esp=1 [Melodic] Dragon Fighter.esp=1 [Melodic] Dreamer Outfit.esp=1 [Melodic] Ooh La La.esp=1 [Melodic] Risque Lingerie.esp=1 [Melodic] WL Stockings.esp=1 [Melodic] Indian Jewels.esp=1 See-through.esp=1 Arcane Knicker.esp=1 EvaCloth.esp=1 Lacey Clover.esp=1 H2135ModernSeries3.esp=1 [COCO]NewYearGift2019.esp=1 [COCO]wedding_2B_Full.esp=1 [COCO]Modern fashion_01.esp=1 [COCO]Lady_Samurai.esp=1 [COCO]KDA_Ahri_Full.esp=1 [COCO]chunli_qipao.esp=1 [COCO]Anaconda.esp=1 [COCO]Witchiness_fullA.esp=1 [Melodic] Stringbody Ouvert.esp=1 [COCO]Fairy_Queen_Full_A.esp=1 [GIFT]Lady_Poison.esp=1 [Gift]Leggings.esp=1 [Melodic] HighCutHeaven Swimsuit.esp=1 [COCO]luscious_lady_A.esp=1 [COCO]LaceBody_Full_A.esp=1 [COCO]Pandora_box_v2_Full.esp=1 MoreBanditCamps(Explorer'sEdition).esp=1 EtR MBC Camp Patch (explore).esp=1 [Melodic] Sporty Chic.esp=1 [Melodic] Heartbeat Lingerie.esp=1 SexLab TDF Aggressive Prostitution.esp=1 NH_MiniSkirts.esp=1 [Melodic] Fantasy Dancer.esp=1 [Melodic] Persian Outfit.esp=1 [Melodic] Sedictive Sister.esp=1 [Melodic] Sexy Maid.esp=1 [Melodic] Sleepwear.esp=1 [Melodic] Summer Flirt.esp=1 [Melodic] Tenera armor.esp=1 [Melodic] Golden Scent.esp=1 Devious Devices For Him.esp=1 Devious Devices - BRRF.esp=1 SOSRaceMenu.esp=1 [NIND] CBBE 55accessory.esp=1 Laura's Bondage Shop.esp=1 dD Enchanted Chests.esp=1 [Melodic] Webkini.esp=1 Pahe_Dragonborn_fixes.esp=1 My Home Is Your Home dialogue patch.esp=0 paradise_halls_SLExtension.esp=1 pahe-tdf-patch.esp=1 paradise_halls_farengars_study.esp=1 paradise_halls_fellglow_slave_camp.esp=1 Pahe_Dwarven_Devious_suits.esp=1 NibblesAnimObjects.esp=0 KS Hairdo's.esp=1 SimpleSlavery.esp=1 ZAPFurniturePlacer.esp=1 [COCO]sexypunk.esp=1 [COCO]CaressofVenus_Full_A.esp=1 [COCO]Deliciously_Bride_Full_A.esp=1 [COCO]Gothic_Babe_Full_A.esp=1 [COCO]PinupCheongsam_A.esp=1 [GIFT]Mischievous_devil.esp=1 [COCO]Raikou_Full_A.esp=1 [COCO]RONIN_full_A.esp=1 Naked Defeat.esp=1 [GIFT]Thebat_full.esp=1 [Gift]NightSecrets.esp=1 [COCO]Twilight Sorceress_Full.esp=1 [COCO]mulan_fullA.esp=1 [COCO]FlyinDance.esp=1 [COCO]JoanOfArc_RegularA.esp=1 [COCO]JoanOfArc_FullA.esp=1 [COCO][COCO]Devil_claw_FullA.esp=1 [COCO]Chaos_Sorcerer_FullA.esp=1 [COCO]SnowQueen_Regular_A.esp=1 [COCO]SnowQueen_Full_A.esp=1 PAH_AndYouGetASlave.esp=1 DiaryOfMine.esp=1 submissivelola_est.esp=1 Public Whore.esp=1 PAH_HomeSweetHome.esp=1 Bathhouse.esp=1
Zaflis Posted January 1, 2023 Posted January 1, 2023 (edited) 2 hours ago, xboronx said: I tried the mod yesterday for the first time too, but didn't get any dialogue lines from carriage drivers either. I play oldrim, don't have any mods installed that alter carriage drivers i think though. Check your carriage driver with console first, just for curiosity. You need MfgConsole which comes with SexLab if you are on LE but separate download from Nexus if SSE. This is how it looks for me, basically says the NPC is from Skyrim.esm: Spoiler I actually have 2 carriages and drivers in Winterhold, other is from Better Fast Travel and the other from Sluts. Dawnstar actually has another from DCL too but i disabled him after finishing questlines, lol Also the Sluts start quest really starts from any innkeeper, asking for a job without bloodshed. But the drivers might talk about the job even if you haven't done that step, just unsure now. But if you went inn first then you'll have it in your quest log even. Edited January 1, 2023 by Zaflis 1
coldezra Posted January 1, 2023 Posted January 1, 2023 12 hours ago, xboronx said: Which version did you install coldezra? I tried the mod yesterday for the first time too, but didn't get any dialogue lines from carriage drivers either. I play oldrim, don't have any mods installed that alter carriage drivers i think though. Any ideas which mod might cause it? Modlist: Hide contents GameMode=Skyrim Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 Dragonborn.esm=1 HearthFires.esm=1 Unofficial Skyrim Legendary Edition Patch.esp=1 ApachiiHair.esm=1 ApachiiHairFemales.esm=1 ApachiiHairMales.esm=1 SexLab.esm=1 Schlongs of Skyrim - Core.esm=1 hdtHighHeel.esm=1 Heels Sound.esm=1 EFFCore.esm=1 SexLabAroused.esm=1 Devious Devices - Assets.esm=1 Devious Devices - Integration.esm=1 Devious Devices - Expansion.esm=1 Devious Devices - Contraptions.esm=1 CreatureFramework.esm=1 ZaZAnimationPack.esm=1 Heretical Resources.esm=1 paradise_halls.esm=1 HighResTexturePack01.esp=1 HighResTexturePack02.esp=1 HighResTexturePack03.esp=1 Unofficial High Resolution Patch.esp=1 SkyUI.esp=1 FNIS.esp=1 FNISspells.esp=1 XPMSE.esp=1 MoreNastyCritters.esp=1 SexLabNudeCreatures.esp=1 SexLabNudeCreaturesDB.esp=1 SexLabNudeCreaturesDG.esp=1 HentaiCreatures.esp=1 Schlongs of Skyrim.esp=1 SOS - Smurf Average Addon.esp=1 SLAnimLoader.esp=1 RaceMenuMorphsCBBE.esp=1 CalienteVanillaArmorTweaks.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 dcc-dm2.esp=1 AyleidPalaceNEW.esp=1 SkystoneCastle.esp=1 AyleidPalaceNEWNoMannies.esp=1 Skyrim Unbound.esp=1 Aradia Lace Dress.esp=1 SLALAnimObjBillyy.esp=1 Arcane Sister Outfit.esp=1 AnubAnimObj.esp=1 JackGa Sets.esp=1 famitsudlck.esp=1 HDT Piercingsets.esp=1 Dancing Shadow Rose.esp=1 UIExtensions.esp=1 AddItemMenu2.esp=1 3D_Meshed_PubicHair.esp=1 TheAmazingWorldOfBikiniArmor.esp=1 PermaZONESLegendaryHardcore.esp=1 SpecialLeatherArmor.esp=1 SLAL_AnimationsByLeito.esp=1 Random Vampire Attacks in Towns Disabled.esp=1 SmartTraining.esp=1 DragongodmodsClothesPack.esp=1 [COCO]CheongSan_full.esp=1 Chain Metal Outfit.esp=1 Crazy Belle III.esp=1 Dem Collection for CBBE.esp=1 Panties V2.esp=1 SlaveTats.esp=1 EFFDialogue.esp=1 Tougher Bandits.esp=1 bandittest.esp=1 [Melodic] Eastern Collection.esp=1 [Melodic] Gold Princess.esp=1 XN_Sagittarius.esp=1 [Melodic] QT Nightwear.esp=1 GomaArmorEgypt.esp=1 [Melodic] Silk Dress.esp=1 [Melodic] Hot Witch.esp=1 [Melodic] Dragon Fighter.esp=1 [Melodic] Dreamer Outfit.esp=1 [Melodic] Ooh La La.esp=1 [Melodic] Risque Lingerie.esp=1 [Melodic] WL Stockings.esp=1 [Melodic] Indian Jewels.esp=1 See-through.esp=1 Arcane Knicker.esp=1 EvaCloth.esp=1 Lacey Clover.esp=1 H2135ModernSeries3.esp=1 [COCO]NewYearGift2019.esp=1 [COCO]wedding_2B_Full.esp=1 [COCO]Modern fashion_01.esp=1 [COCO]Lady_Samurai.esp=1 [COCO]KDA_Ahri_Full.esp=1 [COCO]chunli_qipao.esp=1 [COCO]Anaconda.esp=1 [COCO]Witchiness_fullA.esp=1 [Melodic] Stringbody Ouvert.esp=1 [COCO]Fairy_Queen_Full_A.esp=1 [GIFT]Lady_Poison.esp=1 [Gift]Leggings.esp=1 [Melodic] HighCutHeaven Swimsuit.esp=1 [COCO]luscious_lady_A.esp=1 [COCO]LaceBody_Full_A.esp=1 [COCO]Pandora_box_v2_Full.esp=1 MoreBanditCamps(Explorer'sEdition).esp=1 EtR MBC Camp Patch (explore).esp=1 [Melodic] Sporty Chic.esp=1 [Melodic] Heartbeat Lingerie.esp=1 SexLab TDF Aggressive Prostitution.esp=1 NH_MiniSkirts.esp=1 [Melodic] Fantasy Dancer.esp=1 [Melodic] Persian Outfit.esp=1 [Melodic] Sedictive Sister.esp=1 [Melodic] Sexy Maid.esp=1 [Melodic] Sleepwear.esp=1 [Melodic] Summer Flirt.esp=1 [Melodic] Tenera armor.esp=1 [Melodic] Golden Scent.esp=1 Devious Devices For Him.esp=1 Devious Devices - BRRF.esp=1 SOSRaceMenu.esp=1 [NIND] CBBE 55accessory.esp=1 Laura's Bondage Shop.esp=1 dD Enchanted Chests.esp=1 [Melodic] Webkini.esp=1 Pahe_Dragonborn_fixes.esp=1 My Home Is Your Home dialogue patch.esp=0 paradise_halls_SLExtension.esp=1 pahe-tdf-patch.esp=1 paradise_halls_farengars_study.esp=1 paradise_halls_fellglow_slave_camp.esp=1 Pahe_Dwarven_Devious_suits.esp=1 NibblesAnimObjects.esp=0 KS Hairdo's.esp=1 SimpleSlavery.esp=1 ZAPFurniturePlacer.esp=1 [COCO]sexypunk.esp=1 [COCO]CaressofVenus_Full_A.esp=1 [COCO]Deliciously_Bride_Full_A.esp=1 [COCO]Gothic_Babe_Full_A.esp=1 [COCO]PinupCheongsam_A.esp=1 [GIFT]Mischievous_devil.esp=1 [COCO]Raikou_Full_A.esp=1 [COCO]RONIN_full_A.esp=1 Naked Defeat.esp=1 [GIFT]Thebat_full.esp=1 [Gift]NightSecrets.esp=1 [COCO]Twilight Sorceress_Full.esp=1 [COCO]mulan_fullA.esp=1 [COCO]FlyinDance.esp=1 [COCO]JoanOfArc_RegularA.esp=1 [COCO]JoanOfArc_FullA.esp=1 [COCO][COCO]Devil_claw_FullA.esp=1 [COCO]Chaos_Sorcerer_FullA.esp=1 [COCO]SnowQueen_Regular_A.esp=1 [COCO]SnowQueen_Full_A.esp=1 PAH_AndYouGetASlave.esp=1 DiaryOfMine.esp=1 submissivelola_est.esp=1 Public Whore.esp=1 PAH_HomeSweetHome.esp=1 Bathhouse.esp=1 S.L.U.T.S. Resume V2.7 is the one that i have used and i looked at the modlist for now i didnt exactly see anythink that can be bad but just keep in mind not to put something that will replace carriage drivers or mess with their dialogue like CTFO or Carriages and Stables Dialogue Bundle. 1
xboronx Posted January 3, 2023 Posted January 3, 2023 Version 2.7 gave me the dialogues, but now when i try to equip the cart i just get 2 red triangles showing that i installed a texture or mesh wrongly. Guess i wait for a newer version and retry then.
Zaflis Posted January 3, 2023 Posted January 3, 2023 1 hour ago, xboronx said: Version 2.7 gave me the dialogues, but now when i try to equip the cart i just get 2 red triangles showing that i installed a texture or mesh wrongly. Guess i wait for a newer version and retry then. Are you on LE? The main download doesn't include everything you need... https://www.loverslab.com/topic/146751-sluts-resume/page/58/#comment-3919632 1
JSmith23891 Posted January 3, 2023 Posted January 3, 2023 On 12/23/2022 at 1:30 PM, monsta88 said: Hi, yes, a full reinstall eventually fixed it. There was something odd that de-registered holds.
cerebus300 Posted January 3, 2023 Posted January 3, 2023 (edited) I'm finding that I'm having a problem successfully finishing any runs without owing money. I have several apps that increase traffic on the roads and add bandits in various places, so it is almost impossible to make a run without getting raped. Since there is no way to manage the amount of loss during one of these attacks, in the MCM anymore, it makes the mod impossible. I would like to have some of that control back in the MCM to adjust to the other mods that are in the load. Also, I've had problems with the cart just disappearing at some point along the route. If I try to reconnect it, it says that I need to disconnect it. I'm not sure why it does this as I spent the entire run on the roads and didn't have any odd encounters. I've also had a problem with the non-cart run where I actually wasn't attacked at all during the run, but I still owed money when I delivered it. I don't know what is causing me to lose the entire value of the load every time. Edited January 3, 2023 by cerebus300
Zaflis Posted January 3, 2023 Posted January 3, 2023 (edited) 1 hour ago, cerebus300 said: I'm finding that I'm having a problem successfully finishing any runs without owing money. I have several apps that increase traffic on the roads and add bandits in various places, so it is almost impossible to make a run without getting raped. Since there is no way to manage the amount of loss during one of these attacks, in the MCM anymore, it makes the mod impossible. I would like to have some of that control back in the MCM to adjust to the other mods that are in the load. Also, I've had problems with the cart just disappearing at some point along the route. If I try to reconnect it, it says that I need to disconnect it. I'm not sure why it does this as I spent the entire run on the roads and didn't have any odd encounters. I've also had a problem with the non-cart run where I actually wasn't attacked at all during the run, but I still owed money when I delivered it. I don't know what is causing me to lose the entire value of the load every time. I too had some of that issue although not as severe, i don't have any mods that increase enemies in the world even. But now that i think about it's probably due to mod that increases rate of cells respawning. Bandit camps are usually repopulated every time i revisit them and i guess that's why i keep getting ambushed so often too: https://www.nexusmods.com/skyrim/mods/50346 Oh and i have no intent on disabling it even though i know Makes the game more challenging, cleans up old corpses, respawn ingredients more often etc. Skyrim default for it is 1 ingame month afterall. As for your cart saying you need to untether although you don't see the cart, it's a glitch where you just need to hit untether key until you're free. I think any sex acts will stop the cart in place and keep player in "tethered" state. Edited January 3, 2023 by Zaflis
xboronx Posted January 4, 2023 Posted January 4, 2023 On 1/3/2023 at 8:38 AM, Zaflis said: Are you on LE? The main download doesn't include everything you need... https://www.loverslab.com/topic/146751-sluts-resume/page/58/#comment-3919632 Thanks, i am indeed running LE. Unfortunately i installed 2.7x before and now the mcm doesn't update to this version. Usually with savecleaner etc. this worked, but with this game i think i will just keep it this way and install a new version the next playthrough. But i really appreciate your help
Diabalos13 Posted January 4, 2023 Posted January 4, 2023 I can't interact with the carts. The game says that the cart is full and that's it
cerebus300 Posted January 4, 2023 Posted January 4, 2023 I think this last update on the mod has gone way too far in removing almost everything from the control of the player. And it seems like the balancing that is taking place is all balanced for a game without other mods in it. Which means that if I want to use it at all I have to pull all kinds of other mods out of my game. I love this mod and it has been in my load for years, but I'm now finding it completely unplayable. I can't find any information about my character's status, especially how much I owe. I ran two runs which both failed (every single run that I've tried has failed but I have no understanding as to why. All different circumstances and some I was sure were perfect, but nope absolute fail and I owe more money). I had no idea how much I owed but it must have been an insane sum. I cheated on six more runs by using coc in the console but it still didn't seem to make any difference in the amount of debt. But I don't know how much I owe because I don't seem to have access to that information. So, now I'm locked into a seemingly endless series of runs, that if I actually tried to do would just put me further in debt, and it doesn't seem like there is any way out of the spiral, even with cheating on the runs. Some suggestions to return this to a playable format: - Give us a status page in the MCM so that we actually know what our status is, what we owe, how many filly coins we have. - Give us back control over setting the effects of being attacked, particularly how much is looted from our run for each attack. Different people play with different mods and it changes how we have to make the runs. Balance in one situation is way out of balance in another. Let us decide what balance looks like for how we play the game. - Give us updates on our status at the end and beginning of a run, so we know where we stand. - Give us some options for how people are selected for the non-cart runs. In particular let us choose an option for the person to be outside of walled cities. This is a problem in conflict with Sexlab Survival (There are many ways that this mod conflicts with that one, but I made it work before by turning off functions in the mod, but now if I have to go into a walled city it is impossible to get out again because I can't talk to anyone, I don't have any money for tolls, and I can't make any money because I can't speak to anyone.) I've been trying to make this new version work for several days now but every run ends in a complete game ending scenario. For the time being I'll try to roll back to an older version, but do hope that you consider putting back some of the controls in the mod so that I can use the most recent version of the mod in my game. Sorry if I'm the only one having these problems. If that is the case I just don't know why none of the runs succeed. There is no information to let me know if I'm doing something wrong (I don't think that I am).
Scrab Posted January 4, 2023 Author Posted January 4, 2023 (edited) 23 minutes ago, cerebus300 said: Sorry if I'm the only one having these problems. Youre not, there are a few complains about the balancing lately that have me realize that the changes there may have been too strict for a lot of people. I will try to address this until 3.3 23 minutes ago, cerebus300 said: Give us some options for how people are selected for the non-cart runs. In particular let us choose an option for the person to be outside of walled cities. This is a problem in conflict with Sexlab Survival (There are many ways that this mod conflicts with that one, but I made it work before by turning off functions in the mod, but now if I have to go into a walled city it is impossible to get out again because I can't talk to anyone, I don't have any money for tolls, and I can't make any money because I can't speak to anyone.) Ive already been discussing this issue with mono even before I released 3.0 and offered necessary utility for SLS to adjust its toll handling Mono told me back then that hes going to look into it and that users should instead disable the tolls until then 23 minutes ago, cerebus300 said: Give us a status page in the MCM so that we actually know what our status is, what we owe, how many filly coins we have. You have as many filly coins as you got in your inventory Edited January 4, 2023 by Scrab
cerebus300 Posted January 4, 2023 Posted January 4, 2023 17 minutes ago, Scrab said: Youre not, there are a few complains about the balancing lately that have me realize that the changes there may have been too strict for a lot of people. I will try to address this until 3.3 Ive already been discussing this issue with mono even before I released 3.0 and offered necessary utility for SLS to adjust its toll handling Mono told me back then that hes going to look into it and that users should instead disable the tolls until then You have as many filly coins as you got in your inventory Thanks for the response. Looking forward to the update. Glad to hear that SLS will be looking into a utility to make the two compatible. Will be keeping an eye out for that as well. I didn't know that filly coins were in our inventory. Shows how much I pay attention. If we are in the negative and owe money where would we go to find that information?
Scrab Posted January 4, 2023 Author Posted January 4, 2023 (edited) 19 minutes ago, cerebus300 said: If we are in the negative and owe money where would we go to find that information? I admit I got ahead of myself pretty badly and ended up structuring some updates not as intelligently as I should, so for the time being the only way to retrieve that info is through the console: player.getcrimegold xx4c18e3 where xx is replaced with the slot id of SLUTS esp. Im more actively working on this mod now so I hope to properly expand the crime system fairly soon, addressing some of the confusion currently swirling around regarding the amount of debt n all that Edited January 4, 2023 by Scrab
Scrab Posted January 4, 2023 Author Posted January 4, 2023 (edited) S.L.U.T.S. Resume V3.1 Reworked Simple Slavery Integration Stability improvements The quest should feel overall more fluent and leave less room for misinterpretation of what you need to do The Dialogue now properly reflects if you are already working for SLUTS. This used to be a simple small comment before, now the entire branch will respect this new position, offering entirely new dialogue and choices Improved "roleplayability", you can choose different paths on how you want to go through this dialogue reaching from insulting and rebellious to submissive and shy Improved Tether mechanics Entering interiors now de-tethers you properly Hotkeys no longer work in interiors/menus The kart not properly de-tethering at the beginning of a SL Scene has not been fixed here Added missing Scripts for the intro scene These might be the reason why some have issues completing the intro, whoops Replaced game play related strings with message boxes, to allow translators to translate the mod without having to edit scripts Please note that the shop interface is NOT affected by this and the shop will get a large scale rework fairly soon Adjusted the default weight for the special delivery haul: 0 -> 50 Fixed the Escrow Chest not properly spawning in when the destination of the escrow chest does not change between 2 hauls Yet another attempt to fix LE meshes About Pilferage and Bounty Stacking I am aware that the changes to pilferage in 3.0 had some rather negative influence on the game play of SLUTS. There will be changes coming to address this in a future update Part of my design wants to minimize the necessary configuration the player has to do to optimize the mod for their game. In my opinion, mods should be designed in a way that doesnt require you to have a lot of understanding about the way the mod works. I often look at large MCMs and instantly lose interest as I feel like I need to know everything the mod does before Im able to actually start playing it They are spoiling a lot of content and can introduce a lot of "jank" and "stagger" in the way content is perceived, that things arent really lining up, simply due to settings forcing the different fragments a project is put together in too many different directions, independent of whether or not the author actually knows what they are after Often large MCMs with a lot of cryptic settings simply ruin the fun as you start having to worry about min-maxing every setting to the most optimal way when in reality, this here isnt a strategy game and the MCM isnt some kind of chess board. You shouldnt have to worry about making every single number to be exactly as you want it to be, settings should only be there to offer you the ability to adjust preferences, not to fundamentally shatter and rebuild the projects design I believe Im overall doing a good job at reducing settings, hard coding them or integrating them into the game play itself (even though a lot of it is certainly still lacking) to simplify configuration and allowing you to focus more on what SLUTS offers you, rather than just looking what it can do. The changes to pilferage were intended to make your journey with the cart more difficult and exciting by forcing you to be more aware of your surroundings and maybe focus less on killing dragons with funky physics. Unfortunately I underestimated how hardcore some of your games are and will move this mini rework to pilferage back to the drawing board putting more thought and effort into the weight of this variable and how to account for it, for the time being, you will have to bear with the current design for just a little longer Edited January 4, 2023 by Scrab 13
Talesien Posted January 4, 2023 Posted January 4, 2023 (edited) 1 hour ago, Scrab said: Part of my design wants to minimize the necessary configuration the player has to do to optimize the mod for their game. In my opinion, mods should be designed in a way that doesnt require you to have a lot of understanding about the way the mod works. I often look at large MCMs and instantly lose interest as I feel like I need to know everything the mod does before Im able to actually start playing it They are spoiling a lot of content and can introduce a lot of "jank" and "stagger" in the way content is perceived, that things arent really lining up, simply due to settings forcing the different fragments a project is put together in too many different directions, independent of whether or not the author actually knows what they are after Often large MCMs with a lot of cryptic settings simply ruin the fun as you start having to worry about min-maxing every setting to the most optimal way when in reality, this here isnt a strategy game and the MCM isnt some kind of chess board. You shouldnt have to worry about making every single number to be exactly as you want it to be, settings should only be there to offer you the ability to adjust preferences, not to fundamentally shatter and rebuild the projects design My take on this: Ideally every mod should've a single page of basic settings and then have like a checkbox for detailed/expert settings, that most people should not/don't need to mess with, but allow such micro management for those into that thing or just feeling the need for some specific adjustment. (Kinda like most BIOS's these days have a basic and advanced interface). Now, I've never seen any MCM structured just like this, so I assume it's simply impossible to make a mcm that can be 'expanded' depending on a checkbox or similar. What should still be possible though it to pack the required basic settings on the first tab and move everything else into other pages, clearly labeled as advanced settings that one shouldn't have to deal with. If people still do it, that's their prerogative. Game (or mod) developers should make it simple, but should not take the options away. Most people who like it really simple will either not be modding at all, or just use the CC or perhaps wabbajack. They will not come here and selectively chose mods, so I kinda think you are trying to apply the right philosophy to the wrong crowd here. For all I care you can put the advanced settings into a (WELL documented) config file, but darn it, don't take the options to fine tune away from me, I positively hate that (kinda why I hate Apple, it just works ... unless you want something out of the ordinary or something breaks down ... then you are in a world of pain because Apple choose to take a perfectly good (if certainly not perfect) OS and ruin it, creating MacOS, sorry for the rant). Edited January 4, 2023 by Talesien 2
cerebus300 Posted January 5, 2023 Posted January 5, 2023 5 hours ago, Talesien said: My take on this: Ideally every mod should've a single page of basic settings and then have like a checkbox for detailed/expert settings, that most people should not/don't need to mess with, but allow such micro management for those into that thing or just feeling the need for some specific adjustment. (Kinda like most BIOS's these days have a basic and advanced interface). Now, I've never seen any MCM structured just like this, so I assume it's simply impossible to make a mcm that can be 'expanded' depending on a checkbox or similar. What should still be possible though it to pack the required basic settings on the first tab and move everything else into other pages, clearly labeled as advanced settings that one shouldn't have to deal with. If people still do it, that's their prerogative. Game (or mod) developers should make it simple, but should not take the options away. Most people who like it really simple will either not be modding at all, or just use the CC or perhaps wabbajack. They will not come here and selectively chose mods, so I kinda think you are trying to apply the right philosophy to the wrong crowd here. For all I care you can put the advanced settings into a (WELL documented) config file, but darn it, don't take the options to fine tune away from me, I positively hate that (kinda why I hate Apple, it just works ... unless you want something out of the ordinary or something breaks down ... then you are in a world of pain because Apple choose to take a perfectly good (if certainly not perfect) OS and ruin it, creating MacOS, sorry for the rant). I know that I already wrote a bit on this earlier, but just want to throw my thoughts in after the update and wanted to support what Talesien has said here. I absolutely love the work that you have been doing on this mod and the plans that you have to improve it going forward. Great work. I just see the recent update being a massive redirect away from all of the positive changes that have been made since you took over. Here are my main points: - Talesien is dead on when he says that the audience that is applying all of these wild mods, often hundreds at a time, is not the audience for a simple "it works and it's easy/plug and play" kind of process. While I agree that there are some mods that have awful MCMs that are really complex (still haven't figured out how SLIF works), I find that I just ignore most of it if I don't understand it, or if the mod seems to run fine without causing problems in my game. But, many mods that I use, and SLUTS is one of them, can really clash with others in my load and I am really thankful that there are options to fiddle with when I need to figure out that balance. If I didn't have that ability to adjust the mods would just not be playable for me, and there are a lot of mods that I uninstalled because they just made my game unplayable despite my loving the theme or concept behind it. I wouldn't worry about people breaking the gameplay by adjusting settings. I mean if that is their jam then so be it. I don't think I've ever done that. In fact, it is usually about making the game more challenging with the BDSM mods, but that can be a fine line between being challenging and breaking the game. It often takes some trial and error to figure out exactly where that line is. - I see that you are working hard to try to balance things, but that really isn't something that you are going to be able to do, aside from a basic default package of settings that will hopefully work for a lot of people. The reality is that every one of us have a different load of mods that really changes the dynamics of how the game plays. There is no balance that you can do that will work with all or even most configurations. As an example, I love Devious Followers, Submissive Lola, and Sexlab Survival. All of them have elements that drain gold from the character. If I don't fiddle with the various amounts of gold that each one them takes from my character my games quickly break and become unplayable. Depending on one setting or other mods added to the load will require that I adjust these elements. They rarely stay the same for different playthroughs as some minor part of a mod can drastically affect what works for gold drainage. I have it turned off altogether in Lola as I usually look to DF to keep control of my gold acquisition. If I didn't have a choice to do this, I would need to remove one or more of these mods because they would just break my game. - Along with having different loadouts, every player has a unique experience that they are after when modding their game. Some people really like a hardcore experience while others want more of a taste of the problems that these BDSM mods present. No single group of settings is going to appeal to both groups. Then there are just different things that people either love or hate. Neither is right or wrong, they are just preferences. Giving users the option to adjust things as they need to in order to create the experience that they want is always a good thing. For example, I cannot stand any mod elements that slow my character down significantly or regularly. I will turn every option that does that completely off or to as low of an effect as I can. Being forced to play the game at a crawl because someone thinks that I should drives me nuts. I hate, hate, hate it. I love the appearance of the DD hobble-dresses, but when they slow me down, I will cheat all day long to get those damn things off of me so that I can actually play the game. I've talked to other people who love that element. Neither are right or wrong here, just personal preference. No matter what configuration of settings you decide on, it isn't going to match what other players want to experience in their game. With SLUTS, I love the ponygirl theme more than anything. I'm not looking for this mod to give me a hardcore experience that I am going to have to struggle against as a central part of my play strategy. Then there are times when I will be okay with that as I decide to make it more of a central aspect of a particular playthrough. Having control over settings gives me the option to tailor the experience to what I want each time I play, because it doesn't stay the same for me. - Bad MCMs. When you talk about tweaking MCMs as a chess-like strategy, I don't think that is right, at least not in how I have experienced them. For me, I tweak things to give me the proper balance for the play experience that I'm looking for, rather than trying game the game. I mean if I wanted to full on cheat and make everything easy, then I would just put on god mode in the console and kill everything in sight, or just give myself mountain's of gold or any item that I want my character to have. MCMs become exhausting and frustrating when they are badly designed and lack instructions for what a setting does. I never felt that SLUTS had this problem. The settings were pretty clear and there wasn't an overload of them. Anyway, sorry for the length. I'm lobbying so heavily to keep the player ability to adjust their settings because I love this mod so much. It has been in my load since you have been working on this and years before that with the earlier version. It is a must have in my load, and I'm afraid that these changes are going to make it so that I can't use it, as they currently are. This is a testament to the great concept of the mod and the wonderful work that you have done in expanding it over the years. I'm in your debt for spending the time to give this to us. 8
monsta88 Posted January 5, 2023 Posted January 5, 2023 Thankfully cerebus300 wrote it in detail, so I don't have to. I understand the thinking behind a streamlined, small MCM and it has its merits. The problem comes in with the other mods. I usually run 250-300 mods and it takes some serious tinkering to make them work together. Basically the MCM is the built-in compatibility patch for a lot of mods. Still, I try to avoid big mods which interfere with a lot of game mechanics (like Cursed Loot, SLS, Submissive Lola). I do this because the SL mods are there to augment the difficulty of the base game. So when I start the game, I don't plan to play some Pet Project events or MNC, I plan to play Skyrim, which may lead to those. It is similar with SLUTS, so far mostly it was a "punishment" for playing badly (sold by SS or paying bounty). The somewhat new HQ and the quests/upgrades there will definitely change that, I'm looking forward to those updates. I also agree, that some mods have very complicated MCMs, and it is a PITA to config them. Thankfully a lot of them have the option to save/load the settings, I keep those settings files together in a separate mod in MO2. I think it is still better to have a messy, complicated MCM than no MCM. That way at least I can tinker, or ask questions about the settings. I also agree with cerebus300, that there is not possible to have one good default setting. It always comes down to personal preference and people are vastly different. Still, it is your mod now, so I will understand if you do it how you prefer to do it. 2
Zaflis Posted January 5, 2023 Posted January 5, 2023 1 hour ago, monsta88 said: Thankfully a lot of them have the option to save/load the settings, I keep those settings files together in a separate mod in MO2. More than that, some automatically load settings you have saved before. Devious Carriages went so far in that it doesn't even give you an option to manually save the MCM, it just happens behind the scenes. Next time you start a new game you see it has same configs as your last game, and it's perfect.
Lenore Posted January 5, 2023 Posted January 5, 2023 15 hours ago, Scrab said: S.L.U.T.S. Resume V3.1 Thanks for your hard work!
Guest Posted January 5, 2023 Posted January 5, 2023 (edited) Hello, I have installed this mod (3.1) on a clean save (never used SLUTS before on that playthrough). I do have the requirements installed (and working). But I have noticed two issues (not saying it's a bug, since I do not know if it comes from this mod or if it's a conflict with another mod): 1. The pony animations won't stop after the first run has ended (even after the advertisement time). I've tried to re equip some pony boots and unequip them, no success, even after quitting and loading game. I've tried to use the debug button from the MCM, but the pony animation remains. I've tried to do another run (which worked) but then after the animation remained. 2. No tattoo is ever visible, even though I have slavetats mod running (it works with other mods at least). I'm wondering if it's a conflict with other mods I have installed. But appart DD (5.2), I have nothing pony related that would explain the stuck pony animation. For the slavetat issue, I have no clue. Anyone ? Thanks. Edited January 5, 2023 by LipoCH
CIW2 Posted January 5, 2023 Posted January 5, 2023 Thanks for the update Scrab! I got a hearty chortle on the remark about weaponizing carts to kill dragons. Did people expect to drag their cargo into a literal firefight and not risk it? ?
cerebus300 Posted January 5, 2023 Posted January 5, 2023 42 minutes ago, LipoCH said: 2. No tattoo is ever visible, even though I have slavetats mod running (it works with other mods at least). Often this is because the user didn't go into the SlaveTats MCM and click on the button at the top right that asks you to load tats. I can't remember exactly what the button is called, but you need to press this every time you upload a mod that adds new tats to the game, or it won't add them into the library. I'll bet that will fix that problem for you.
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