monsta88 Posted March 1, 2024 Posted March 1, 2024 1 hour ago, ShivaChalsey said: The carriage is nowhere to be seen, when i start ist. Â If you get a personal delivery, there is no cart.
Umbopo65 Posted March 2, 2024 Posted March 2, 2024 Hi there, Hoping to experience your mod also I'm keen to use Prison Overhaul Patched and your descriptions says it's incompatible, but there is a Patch provided by Neydzz. I have search (Cntrol F) etc and cannot seen to find it, does anyone have a link to the patch? I am using the latest version of Skyrim SE
monsta88 Posted March 2, 2024 Posted March 2, 2024 1 hour ago, Umbopo65 said: Hi there, Hoping to experience your mod also I'm keen to use Prison Overhaul Patched and your descriptions says it's incompatible, but there is a Patch provided by Neydzz. I have search (Cntrol F) etc and cannot seen to find it, does anyone have a link to the patch? I am using the latest version of Skyrim SE  It is in the download section. At least there is a file with that name, I did not try.
Umbopo65 Posted March 2, 2024 Posted March 2, 2024 4 hours ago, monsta88 said:  It is in the download section. At least there is a file with that name, I did not try. ARG! Bugger me, right under my proverbial nose. Thank you for taking the time to point that out.Â
monsta88 Posted March 5, 2024 Posted March 5, 2024 On 1/31/2024 at 1:03 PM, Scrab said: Quick info, I think we should follow up on the tradition to give this mod one update at the beginning of the year, so I will have the February release on my Patreon be SLUTS V3.2, with public release in March  Hello @Scrab, any new info on this?
Scrab Posted March 5, 2024 Author Posted March 5, 2024 (edited) 1 hour ago, monsta88 said: Â Hello @Scrab, any new info on this? Releases are on the first Wednesday of the every new month I.e. Sluts 3.3 will be released tomorrow and 3.,2 will become public, with a LL release following within a few days Edited March 5, 2024 by Scrab 4
Scrab Posted March 7, 2024 Author Posted March 7, 2024 (edited) S.L.U.T.S. Resume V3.2 The package recipient in the Special Delivery Haul now has an expanded dialogue The carriage driver (recipient) now has an expanded dialogue and additional interactions Introducing blackmailing with a (basic) proof-of-concept quest Added a small delay between DD equips to (hopefully) fix phantom-DD items Improved dialogue option for survival support Fixed the carriage not properly un-mounting at the beginning of a SL scene Preview of V3.3 Im sure most of you who were already using the mod when V3 was first released remember that the changes to Pilferage were quite.. frustrating. I promised that I would properly overhaul Pilferage from scratch to in a future update as I believed the changes to Pilferage were justified but regrettably poorly executed. While the V3.2 Update has no changes to Pilferage and mostly aims to smoothen out the ending sequence of a delivery, the V3.3 is putting all of its focus onto that very aspect of SLUTS  The most notable change is how Pilferage is structured as a whole. Previously this was a linear system which would reduce your payment from anywhere between 0 and 500% of its original amount, i.e. youd lose all payment after only 1/5th of Cargo has been lost The new system takes a different approach, dividing Pilferage into multiple segments - 4 in total, each of them having a different influence on how you are being paid. The graph in the spoiler shows you how how Pilferage will reduce your payment depending on how much cargo has been lost. The 4th segment that is missing from this graph is no pilferage missing at all (i.e. Pilferage <= 0) When looking at this graph, consider that total cargo health is 1.000 and complete failure (not returning with your cargo) has an additional 10% penalty (1.100 total)  Spoiler  A major difference here is for one how much Pilferage needs to be lost to really lose all payment, as you can see you will receive a fixed amount of penalty for losing any Pilferage at all. Once you reach the blue segment (the old system would reward you with close to 0% payment at this point) your debt will slowly ramp up until it reaches 100%. This means that all the way until the end of the blue segment you will still get paid. Once you reach the purple segment, you will start to quickly ramp up debt again to about the same value as in the old system This graph is much milder than the one before, handing out payment even if a significant amount of cargo has been lost but will keep the danger level of completely neglecting the cargo at about the same level  Were not done yet though, next to the incredibly steep curve from the old system, there was also the problem that getting hit by some random fireball would essentially instantly ruin your "perfect-run-streak", and thus your overtime bonus. To compensate that, I added a new "Seal" mechanic, which will protect your cargo from damage until it is destroyed. Giving your cargo just a little bit of extra protection to make overtime bonuses a worthwhile goal again  Lastly, for transparencies sake, SLUTS also includes its own HUD Element now: To make everything a little more transparent and giving you a hint how much of your cargo is actually damaged, this little widget will tell you just how much you Cargo has been pilfered. The segments are visibly divided with the far right one being the seal, followed by the green segment, blue and then pink The HUD will only be visible during Hauls and its position and scale can be fully customized. This way the Pilferage is no longer a guessing game, especially on premium delivery hauls   The 3.3 Update is available on my Patreon now Edited March 7, 2024 by Scrab 16
monsta88 Posted March 7, 2024 Posted March 7, 2024 2 hours ago, Scrab said: The package recipient in the Special Delivery Haul now has an expanded dialogue The carriage driver (recipient) now has an expanded dialogue and additional interactions Introducing blackmailing with a (basic) proof-of-concept quest Added a small delay between DD equips to (hopefully) fix phantom-DD items Improved dialogue option for survival support Fixed the carriage not properly un-mounting at the beginning of a SL scene  Hi Scrab,  thank you for the update.  A question though: In the changelog, I don't see anything about the the Rehab difficulty. Is that working now? In 3.1 even a minor bounty required literally 200K+ gold to work off (on Hard setting). I know it because after several runs, I made a save and started to console gold, and it took over 240000 to get rehabilitated.
danta Posted March 7, 2024 Posted March 7, 2024 (edited) It dose not seem to be loading up after I install 3.2 se. Nothing in the mcm . The file cant be found in the add item search menu either . Edited March 7, 2024 by danta
monsta88 Posted March 7, 2024 Posted March 7, 2024 35 minutes ago, danta said: It dose not seem to be loading up after I install 3.2 se. Nothing in the mcm . The file cant be found in the add item search menu either .  I started a new game, it loaded w/o issue. I could start up the questline (talked to a driver NPC), but did not do a delivery yet.
danta Posted March 7, 2024 Posted March 7, 2024 21 minutes ago, monsta88 said:  I started a new game, it loaded w/o issue. I could start up the questline (talked to a driver NPC), but did not do a delivery yet. I just tried 3.1 and its working fine. I then tried 3.2 and on loading up I got the SLUTS.esp is missing . Â
Radish Cat Posted March 7, 2024 Posted March 7, 2024 (edited) If someone is using a game before 1.6.1170, use this :Â https://www.nexusmods.com/skyrimspecialedition/mods/106441. ESP can load Edited March 7, 2024 by Radish Cat 5
Mevris Posted March 7, 2024 Posted March 7, 2024 1 hour ago, Radish Cat said: If someone is using a game before 1.6.1170, use this :Â https://www.nexusmods.com/skyrimspecialedition/mods/106441. ESP can load Thank you good soul. Didn't had a clue, why some mod just disappear.
MstrN Posted March 7, 2024 Posted March 7, 2024 (edited) Will new update return an option to scale pilferage and other cargo loss mechanics down to zero? Also, please, give back a way to adjust rewards, or, at least, coin:gold ratio. Personally, I play without fast travel, and I like to have an option to make extra buck by taking a directed haul when going between cities; but if I update to 3.0+, without scaling, singular haul will be effectively worthless (~150 gold on a sunny day), and I would need to hold W for two hours in a row to get any meaningful reward, making side-hustle single-run haul missions a waste of time the very second novelty wears off. Â And then there's RP perspective. The whole premise of the mod, with all of the dialogues in it referencing it, is that PC is doing humiliating, kinky work in exchange for solid pile of shiny gold, and with gold gone so is gone immersive justification for the whole ordeal. I know you have plans to add many things. But, please, un-delete old ways mod could be played. Not every limitation is an improvement. In the end, it's a game, and unrewarding is the worst state a game could ever be. Edited March 7, 2024 by MstrN 1
Allen Harris Posted March 7, 2024 Posted March 7, 2024 13 hours ago, Scrab said: S.L.U.T.S. Resume V3.2 The package recipient in the Special Delivery Haul now has an expanded dialogue The carriage driver (recipient) now has an expanded dialogue and additional interactions Introducing blackmailing with a (basic) proof-of-concept quest Added a small delay between DD equips to (hopefully) fix phantom-DD items Improved dialogue option for survival support Fixed the carriage not properly un-mounting at the beginning of a SL scene Preview of V3.3 Im sure most of you who were already using the mod when V3 was first released remember that the changes to Pilferage were quite.. frustrating. I promised that I would properly overhaul Pilferage from scratch to in a future update as I believed the changes to Pilferage were justified but regrettably poorly executed. While the V3.2 Update has no changes to Pilferage and mostly aims to smoothen out the ending sequence of a delivery, the V3.3 is putting all of its focus onto that very aspect of SLUTS  The most notable change is how Pilferage is structured as a whole. Previously this was a linear system which would reduce your payment from anywhere between 0 and 500% of its original amount, i.e. youd lose all payment after only 1/5th of Cargo has been lost The new system takes a different approach, dividing Pilferage into multiple segments - 4 in total, each of them having a different influence on how you are being paid. The graph in the spoiler shows you how how Pilferage will reduce your payment depending on how much cargo has been lost. The 4th segment that is missing from this graph is no pilferage missing at all (i.e. Pilferage <= 0) When looking at this graph, consider that total cargo health is 1.000 and complete failure (not returning with your cargo) has an additional 10% penalty (1.100 total)   Hide contents  A major difference here is for one how much Pilferage needs to be lost to really lose all payment, as you can see you will receive a fixed amount of penalty for losing any Pilferage at all. Once you reach the blue segment (the old system would reward you with close to 0% payment at this point) your debt will slowly ramp up until it reaches 100%. This means that all the way until the end of the blue segment you will still get paid. Once you reach the purple segment, you will start to quickly ramp up debt again to about the same value as in the old system This graph is much milder than the one before, handing out payment even if a significant amount of cargo has been lost but will keep the danger level of completely neglecting the cargo at about the same level  Were not done yet though, next to the incredibly steep curve from the old system, there was also the problem that getting hit by some random fireball would essentially instantly ruin your "perfect-run-streak", and thus your overtime bonus. To compensate that, I added a new "Seal" mechanic, which will protect your cargo from damage until it is destroyed. Giving your cargo just a little bit of extra protection to make overtime bonuses a worthwhile goal again  Lastly, for transparencies sake, SLUTS also includes its own HUD Element now: To make everything a little more transparent and giving you a hint how much of your cargo is actually damaged, this little widget will tell you just how much you Cargo has been pilfered. The segments are visibly divided with the far right one being the seal, followed by the green segment, blue and then pink The HUD will only be visible during Hauls and its position and scale can be fully customized. This way the Pilferage is no longer a guessing game, especially on premium delivery hauls   The 3.3 Update is available on my Patreon now How do you trigger the blackmail quest? 1
Radish Cat Posted March 8, 2024 Posted March 8, 2024 1 hour ago, Scorpion38 said: Anyone have an LE fix to the mod not working? load esp on ssedit , then change version plugin 1.71000 to 1.70000
Scrab Posted March 8, 2024 Author Posted March 8, 2024 (edited) 19 hours ago, monsta88 said: A question though: In the changelog, I don't see anything about the the Rehab difficulty. Is that working now? In 3.1 even a minor bounty required literally 200K+ gold to work off (on Hard setting). I know it because after several runs, I made a save and started to console gold, and it took over 240000 to get rehabilitated. I dont remember making any changes to the rehab calculations, though iirc the Crime Faction is saved in Filly Cois, so its 200k+ FC which is not as much as it sounds  11 hours ago, MstrN said: Also, please, give back a way to adjust rewards These are re introduced in 3.3, alongside a difficulty setting for Pilferage  9 hours ago, Allen Harris said: How do you trigger the blackmail quest? When you fail a premium delivery there is a chance that the recipient will offer you an alternative way to "forget" about your failure This isnt a very exciting feature per se, just something to make failure more interesting on premium deliveries. I plan on only having 3-4 of these in total, though I hope to introduce other entry points into this quest archetype in the future (maybe through an unlucky encounter with a fellow Slut or smth) Edited March 8, 2024 by Scrab 1
Allen Harris Posted March 8, 2024 Posted March 8, 2024 17 minutes ago, Scrab said: Â When you fail a premium delivery there is a chance that the recipient will offer you an alternative way to "forget" about your failure This isnt a very exciting feature per se, just something to make failure more interesting on premium deliveries. I plan on only having 3-4 of these in total, though I hope to introduce other entry points into this quest archetype in the future (maybe through an unlucky encounter with a fellow Slut or smth) Ah, gotcha. Thanks!
monsta88 Posted March 8, 2024 Posted March 8, 2024 (edited) 26 minutes ago, Scrab said: 19 hours ago, monsta88 said: A question though: In the changelog, I don't see anything about the the Rehab difficulty. Is that working now? In 3.1 even a minor bounty required literally 200K+ gold to work off (on Hard setting). I know it because after several runs, I made a save and started to console gold, and it took over 240000 to get rehabilitated. I dont remember making any changes to the rehab calculations, though iirc the Crime Faction is saved in Filly Cois, so its 200k+ FC which is not as much as it sounds  The calculations are indeed made in FC and 50 FC equals 1 gold. So to convert what I said to FC, a minor crime rehabilitation required 12 million FC. It sounds wrong IMHO.  At some point I will test it in v3.2 too, with the same settings. Currently I'm doing yps' "Follower of Dibella" questline, which involves a Story Chastity Belt, so I don't think I can do the tests until I finish it.  Just a random idea: maybe worth checking if the reward is actually decreasing the rehab cost, it is easy to write a "+" instead of a "-" somewhere in a code line. Edited March 8, 2024 by monsta88
Scrab Posted March 8, 2024 Author Posted March 8, 2024 (edited) 4 minutes ago, monsta88 said: The calculations are indeed made in FC and 50 FC equals 1 gold. So to convert what I said to FC, a minor crime rehabilitation required 12 million FC. It sounds wrong IMHO. That would indeed be wrong, sounds like I forgot a conversion somewhere, or converted once too often You only experience that issue with Rehab? Edited March 8, 2024 by Scrab
monsta88 Posted March 8, 2024 Posted March 8, 2024 (edited) 1 hour ago, Scrab said: That would indeed be wrong, sounds like I forgot a conversion somewhere, or converted once too often You only experience that issue with Rehab?  I tried it with Bounty Rehab. Btw, the bounty Rehab in v3.1 did not show me the amount I need to work off when I started the runs. It also does not give updates about the amount.  Fresh update: It seems with SS I can trick SLUTS to do deliveries even with Quest CB equipped. I started one now and at the start I got a message that I need to work off about 166K FC (setting is Hard on that in MCM).  So this one looks fine, but unfortunately I can't test it anyway, becuase at some point the cart just disappears. I'm just walking on a road, no combat, no anything and in the next moment the cart just disappears.  SLUTS.mkv   Ctrl+E asks if I really want to unhitch, so it thinks it is hitched. A 2nd Ctrl+E will not spawn the cart.  I had this in v3.1 too. If I console the cart at the target, it is broken, so I fail the delivery. Edited March 8, 2024 by monsta88
Sweettits Posted March 9, 2024 Posted March 9, 2024 I am on LE downloaded the new ver. but the drivers none of them have any dialogue to get my first delivery going. I have the help wanted note, and i did change the esp file number already but nothing will work 1
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