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Posted
20 hours ago, Scrab said:

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

 

 

Is the DCL patch still needed ?

Posted

Hello, I am the first to comment. Sorry for my poor English.
Thanks for your nice mod.
I will share information about "SLUTSResume 3.1 LE".

 

I had the same bug as coldezra, but I confirmed Bjorlam's reference ID from Zaflis's comment.
Bjorlam's reference ID was "Skyrim.esm".
but in version 2.7(S.L.U.T.S. Resume V2.7") it is  Slut.esp

So I used xEdit to see the diff. 
Then I found that Bjorlam and other NPCs didn't have keywords.
These are 
SLUTS_Mission_KW_Root [KYWD:0B00FB34] 
and 
[REFR:0B0332CF] (places SLUTS_Mission_Marker_Root [STAT:0B019D3A] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 4,-4)

 

I've added these keywords to 3.1 and confirmed that I can interact with Bjorlam.
I'm not a modder, but I hope this is of some help.

difff.png

Posted (edited)
15 hours ago, elzade said:

 

I can't see that kind of object in the WorldSpace at all. If i filter by name contains "Driver" i get these:

Spoiler

drivers.jpg.f5cfcde00693ed3921ff13951d1b1e8c.jpg

 

Since you aren't using SSEEdit i assume you're also on LE, so check that the ESP comes from the 3.1 LE version.

 

But on other topic, since 3.1 adds the LE meshes, these are files that the old LE Resources download would have provided. Are they not needed anymore?

Spoiler

LE_resource.png.61d630aee7ab775044e57d8c58b911f7.png

Edit: If i were to answer it myself they aren't needed anymore, the same files are in the mod but in different folders now. BodySlide OSP files prolly don't do anything useful. I was able to build without them.

 

Edit2: Oops, i must have had LE Resources still enabled when i was using Bodyslide. If i disable it they're not in there.

Edited by Zaflis
Posted

I download SLUTSResume 3.1 LE.

These keywords exists in version 2.7. Not in version 3.1. 
I added a keyword that exists in version 2.7 to  version 3.1.
Try using xEdit to compare with version 2.7.


Also, ESP file is both 3.1 SE (SLUTSResume 3.1.zip) and 3.1 LE (SLUTSResume 3.1 LE.zip) seem to be practically the same file.
(SHA1 hash: 961fd943b0d9961c3dbf39c178351bb728f2dcbe  SLUTS.esp)

 

Posted

These entries were removed on purpose and instead I created direct properties to these actors which have the necessary factions and root applied to them when you load the game

I did this because CFTO is obnoxious and would create conflicts otherwise

Posted
On 1/6/2023 at 12:39 AM, LipoCH said:

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.

 

 

Too have that pony animations problem. The pony animations still persist after the delivery is completed.

 

I also noticed that the physics are not working on the body other than the hair and butt plug tail. I'm using 3BA. And yes, I bodyslided the SLUTS Harness 3BA, the body shape preset is there, but the bouncy parts are static.

Posted

I found the problem regarding the body physics lost.

 

When you start your delivery request and the mod remove all the equipment in your inventory, it also removes this "3BBB Body SMP ON Object P - 50", which is needed for SMP physics to work on the body. I remember BHUNP too use this object to toggle between SMP and CBPC physics, so I believe BHUNP users will encounter this physics lost too.

 

1 way to workaround the physics lost, is to toggle into CBPC mode physics before one starts the delivery quest. Toggle back into SMP after the delivery is done.

 

I hope Scrab will look into it if he's not too busy with the SexLab p+ project. ?

Posted (edited)
29 minutes ago, Boo777 said:

I found the problem regarding the body physics lost.

 

When you start your delivery request and the mod remove all the equipment in your inventory, it also removes this "3BBB Body SMP ON Object P - 50", which is needed for SMP physics to work on the body. I remember BHUNP too use this object to toggle between SMP and CBPC physics, so I believe BHUNP users will encounter this physics lost too.

 

1 way to workaround the physics lost, is to toggle into CBPC mode physics before one starts the delivery quest. Toggle back into SMP after the delivery is done.

 

I hope Scrab will look into it if he's not too busy with the SexLab p+ project. ?

I suppose Scrab simply removes everything the PC is 'wearing', but have you tried switching SMP to (the DD save) slot 60?

Edited by Talesien
Posted
2 minutes ago, Talesien said:

I suppose Scrab simply removes everything the PC is 'wearing', but have you tried switching SMP to (the DD save) slot 60?

Tried that option too.

 

Toggling to CBPC mode before starting the delivery quest is the workaround I've discovered so far.

 

Another mod that removes equipment is Fill Her Up Baka Edition. I haven't tested it yet while wearing the harness and release the pend up... erm... liquid. It might unlock the harness and I will be able to remove it freely after "releasing" said pend up... liquid. I can only hope that won't conflict too much with S.L.U.T.S.

 

P.S. The harness isn't using the body slot 32, it's using slot 58, so I can say that it's safe from conflict with Fill Her Up Baka Edition?

Posted (edited)
2 hours ago, Boo777 said:

Tried that option too.

 

Toggling to CBPC mode before starting the delivery quest is the workaround I've discovered so far.

 

Another mod that removes equipment is Fill Her Up Baka Edition. I haven't tested it yet while wearing the harness and release the pend up... erm... liquid. It might unlock the harness and I will be able to remove it freely after "releasing" said pend up... liquid. I can only hope that won't conflict too much with S.L.U.T.S.

 

P.S. The harness isn't using the body slot 32, it's using slot 58, so I can say that it's safe from conflict with Fill Her Up Baka Edition?

I've no idea what that Baka mod uses, but the Pony Devices are basically DD Devices. You can find the slots those use here: https://github.com/DeviousDevices/Docs/wiki/Slot-Usage-Reference

Note that the info is slighty off, as DD gloves or boots (including the SLUTS ponyboots) clearly do use the slots 33 and 37 respectively, so technically DD is using those slots even if that table claims it does not. It just does not use them for items not expected in those slots.

 

Edited by Talesien
Posted
10 hours ago, Talesien said:

I suppose Scrab simply removes everything the PC is 'wearing', but have you tried switching SMP to (the DD save) slot 60?

Not just what you are wearing, when you start a haul your entire inventory is moved to chest. But does it also remove all items which name is empty, as in those are not showing in inventory UI? It wouldn't matter if those were left to player because he can't interact with them anyway.

Posted
On 1/13/2023 at 2:59 AM, Zaflis said:

But does it also remove all items which name is empty, as in those are not showing in inventory UI?

It does. It just iterates through your entire inventory and transfers everything that's not a restraint from SLUTS or an SLS license.

Posted

Hi
one thing ahead. i love this mod. I hope he will continue to grow.

but i have two questions. I hope you can answer them for me.

the car is only equipped in very few cases after the update.
I now always save before I speak to the coachman and then have to reload again and again until the wagon is finally equipped. I've already tried the alternative car.

does anyone have an idea what it could be?

I was finally able to level up the equipment. but I see and notice no difference. what's up with the level?

I would be very grateful for an answer

Posted

- Does the voice patch for version 2.6 SE (available here) also work with version 3.1 SE?

 

- What about the integration into Simple Slavery++? With version SLuts 2.6, this wouldn't really work for me.

 

 

Posted
2 hours ago, Gudulba said:

- Does the voice patch for version 2.6 SE (available here) also work with version 3.1 SE?

 

- What about the integration into Simple Slavery++? With version SLuts 2.6, this wouldn't really work for me.

It is very likely that you always need a voice pack for the same version as the mod itself, or you run into bugs.

 

3.1 has done fixes to Simple Slavery integration as in patch notes.

Posted

Ok, so I have accepted the very first delivery run. My PC got dressed up in all the pony gear and tattoed, but there is no cart anywhere to haul. Is that expected behaviour?

Posted (edited)
2 hours ago, Gudulba said:

Ok, so I have accepted the very first delivery run. My PC got dressed up in all the pony gear and tattoed, but there is no cart anywhere to haul. Is that expected behaviour?

 

If you got a package to deliver to a specific person, yes.

Edited by monsta88
Posted (edited)

Found a few bugs that I can recreate.

1: Ran into a problem with hostile enemies becoming non-hostile, towards the player only, on the 2nd consecutive haul (unsure about 3rd hauls and onwards). According to Sexlab Adventures Debug notification, a Deviously Helpess Suspend event was sent during the scene with the destination's carriage driver. Using the Debug feature in Sexlab Adventures to send a Resume event does not fix the hostile enemies being non-hostile, but it does fix the Proximity Rape scanner from being unable to scan. Running around and punching the pacified hostile mobs sometimes makes them hostile towards you, but only the ones that were punched. Finishing the haul and not taking another haul fixes the problem entirely.

 

2: SlaveTats applies a new livery texture on the player every consecutive haul. This can lead to some texture wonkiness around the edges, but nothing too terrible, unless you change the color of the livery from one haul to the next. It would be ideal if the texture was scanned for, and then overridden each time (assuming livery is enabled in the MCM), and the livery removed if the scan discovers the livery while the option is disabled in the MCM.

 

3: The carriage driver in Dawnstar, whenever he is assigned as the destination, has consistently walked to the dispatching carriage driver whenever a haul is started. He also force-greets the player, skipping the part of the dialogue where he checks the cart for pilferage. If you run into him on the road, he will force-greet you then and there. If you arrive at his carriage, you can just wait in 1-hour increments until he eventually teleports back to what I assume is his starting cell. EDIT: Scratch that, just had it happen with a Falkreath to Windhelm run, so it's not limited just him.

 

4: When running consecutive hauls, if the first haul has been pilfered, then the second haul will also have dialogue from the 2nd destination's carriage driver as if you had been pilfered the same amount, even when Pilferage_var = 0. I'm unsure if this influences your payout for the second haul, or if it affects your perfect haul bonus.

 

5: I'm not sure if this is just an incredible streak of good fortune or if non-hostile NPCs are excluded, but guards, travelers, or other citizen npcs have not pilfered the cart via Sexlab Adventures Proximity Rape, except for one instance where an "Adventurer" npc from one of my road even mods did pilfer, so I know it's capable of working, but it could just be whatever faction they were tied to or excluded from which caused this.

 

6: The last thing I can think of relates to Yamete Kudasai. When yoked, the assault scenarios and bleedouts don't seem to fire, resulting in a vanilla death at 0 hp instead. Surrendering for safe passage is also not an option, since it just results in a fade-to-black scenario. Not sure about an un-yoked special delivery run.

 

In my experience, hostile NPCs flat-out kill me, and non-hostile NPCs, while they do rape, they don't pilfer (not to mention Sexlab Adventures doesn't play nice with the yoke, sometimes throwing it to the ZAZ filter, limiting the animations to that mod's recognized animations, but always ending the grace period as soon as the animation starts, and limiting the number of aggressors to 1). If anyone has mods that fulfill these functions, or if I'm just not setting up the mods correctly, let me know.

 

Also, if you're looking for someone to make a bodyslide file for a waist-tied bag/satchel, I've made a few of those by basically kit-bashing together certain .nif files. It won't be anything hand-crafted or unique, but I could make something like that if you have something particular in mind.

Edited by Estceps
Posted
7 hours ago, Estceps said:

6: The last thing I can think of relates to Yamete Kudasai. When yoked, the assault scenarios and bleedouts don't seem to fire, resulting in a vanilla death at 0 hp instead. Surrendering for safe passage is also not an option, since it just results in a fade-to-black scenario. Not sure about an un-yoked special delivery run.

 

This is intended as the defeat scenarios during hauls can cause some janky situations

I need to think about how to properly link up the two mods to synergize well together and until then I purposefully disabled it on hauls

 

7 hours ago, Estceps said:

5: I'm not sure if this is just an incredible streak of good fortune or if non-hostile NPCs are excluded, but guards, travelers, or other citizen npcs have not pilfered the cart via Sexlab Adventures Proximity Rape, except for one instance where an "Adventurer" npc from one of my road even mods did pilfer, so I know it's capable of working, but it could just be whatever faction they were tied to or excluded from which caused this.

 

Would need to double check on this but I do believe that only bandits & forsworn pilfer

 

 

 

 

Posted

I did a longer sequence of consecutive hauls, and here's what I noticed:

First haul: Special Delivery, everything ran fine.

Second haul: Special Delivery, got sent to a Bandit in Riften, so I reloaded a save and got sent on a Normal Haul, everything ran fine.

Third haul: Normal Haul, the destination carriage driver got bugged as described in point #3 in my post above, and bug #1 also happened at the start of haul.

Fourth haul: Normal Haul, bug #1 fixed itself, and bug #3 didn't happen, so I went through the check-for-pilferage scene just fine.

Fifth haul: Normal Haul, same bugs as with the Third haul.

 

It seems that there's something messy with the normal hauls and the check-for-pilferage scene, and whatever events are fired during said scene. On the bright side, the cart works great, except for getting disconnected on a Sexlab scene. Reconnecting works fine, and if you save, quit, and reload while connected, the cart never gets disconnected whenever it's not supposed to, so great work with that.

Posted (edited)

Huh, are we supposed to get equipped with a straitjacket dress right off the bat?  Seems a bit immersion breaking, not to mention overkill lol.  It disrupts the yoke animation and hides all the tats.

 

edit: Well, apparently the problem was that this mod was automatically equipping "ultra tight straitjacket dress" from my inventory.  I'm assuming that's not intentional lol.  Dropping the item before talking to the driver fixed this problem.

Edited by minibw
Posted

I made a special delivery and reported to the carriage driver. The pony gear is removed, but the ponygirl animation is still active, when i walk. This doesn't change when I have my stuff back and the S.L.U.T.S slave tats have been removed.
How do I get rid of the ponygirl animation?

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