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Posted
On 3/10/2024 at 7:10 AM, badbat111 said:

i used tesvedit not sseedit and it worked anyone using le open it up in tesvedit and change the version like  radishcat said

 

Radish Cat

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  • Member of Modding VN

load esp on ssedit , then change version plugin 1.71000 to 1.70000

 

tesvedit for le users :)

Hello, would it be possible for someone to upload a new file that does this fix? - Me messing with things/or trying to do edits and whatnot usually doesnt end well. (pc skills terrible) :(

Posted

Help?

The mod was working fine for as long as I remembered, but when I updated to the new version of Resume, this happened. The haul cart wouldn't attach, the buttplug is WAY down there in the ground. Yes I've done Bodyslide correctly, along with redoing FNIS a thousand times if that even matter in this situation. I've tried using the debug menu in MCM and it doesn't help either.

Posted
On 3/7/2024 at 10:30 AM, 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)

 

  Reveal hidden contents

image.png.00830ae79ee07bb5d227e394250043a7.png

 

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:

image.png.14324880fa5bb49ae6f387996677b9cc.png

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 get the hud element for the cart health ? its not showing on my runs

Posted

Be nice if there was a hire cart version of this. Wouldn't mind just sitting back, enjoy the scenery, and letting someone else do the cart pulling.

Posted (edited)
6 minutes ago, sentience said:

Be nice if there was a hire cart version of this. Wouldn't mind just sitting back, enjoy the scenery, and letting someone else do the cart pulling.

 or have the cart drive use a special cart with a x crame in the back so player is bound to the xframe and cart driver drives to location so player will be exposed

 

https://www.nexusmods.com/skyrim/mods/38529

 

 

chat option could be any chance of a free lift to depot

Edited by badbat111
Posted
48 minutes ago, badbat111 said:

 or have the cart drive use a special cart with a x crame in the back so player is bound to the xframe and cart driver drives to location so player will be exposed

 

https://www.nexusmods.com/skyrim/mods/38529

 

 

chat option could be any chance of a free lift to depot

 

It would require we rework how the cart works. One Idea I've seen is having the player ride an invisible horse.

Posted (edited)

that mod makes the charrages drive to locations i dont know if itl work on se but you sit in the back of the charrage and the driver drives you to the location

 

im sure scrab can open the charrage mod up and look at navmesh or use that mod and and apply sluts coding and stuff to it to merge into 1

Edited by badbat111
Posted

ok so, i had this mod working a while ago and had to reinstall skyrim. got the mod mostly working but not fully. when i go and get the paper from a bar tender and read it i get the quest to go ask the carriage drivers about the job. but i dont see the dialog for that

 

Posted (edited)
56 minutes ago, Maskmeaquestion said:

ok so, i had this mod working a while ago and had to reinstall skyrim. got the mod mostly working but not fully. when i go and get the paper from a bar tender and read it i get the quest to go ask the carriage drivers about the job. but i dont see the dialog for that

 

 

Do you maybe have some custom carriage mod? it works fine with Convenient Carriages, but I don't know what is the case with other, similar mods.

Edited by monsta88
Posted
1 hour ago, Maskmeaquestion said:

ok so, i had this mod working a while ago and had to reinstall skyrim. got the mod mostly working but not fully. when i go and get the paper from a bar tender and read it i get the quest to go ask the carriage drivers about the job. but i dont see the dialog for that

 

 

A nice compatible mod for carriages that works well with this mod is Wait Carriage in Inns. That could help if the dialog for your drivers or the drivers themselves are getting overwritten.

Posted (edited)

I have in idea for another task that involves the same basic premise of pickup and drop-off. Part of the Sexy Supplemental Slave, Aki, and Zaki Slave tats is horse breeding so why not have the Stablemasters for each hold use a S.L.U.T. to transport the Cum to breed prize horses.

 

It would be as simple as having the player get cummed in the ass by a horse, get plugged and bound to a courier horse, alternatively change the saddle and animation so theres a horse dildo keeping the player in place so you cannot get off the horse and need to complete the cum courier task. The player would then need to go the the other stable to get freed and paid, there would ideally be a filly coin reward, and maybe upgraded horses if you complete x number of runs then buy a horse from them. Also to have the opportunity to breed a very fast horse as an endgame reward. It could also be a way tgo integrate with the Civil war and have the Legion/Stormcloaks make a request for more horses so they impound some SLUTS to do so.

 

I would suggest using the anubs horse pillory animation because the stablemaster shouldn't trust a SLUT not to try and steal the horse.

 

the Sexy Supplemental Slave pack even has an ad for something similar.

 

Just a suggestion. Love the theme of this mod!

20240323210023_1.jpg

Screenshot 2024-03-23 211933.png

Screenshot 2024-03-23 211957.png

Edited by Caligula Big
Posted
17 minutes ago, Caligula Big said:

I have in idea for another task that involves the same basic premise of pickup and drop-off. Part of the Sexy Supplemental Slave, Aki, and Zaki Slave tats is horse breeding so why not have the Stablemasters for each hold use a S.L.U.T. to transport the Cum to breed prize horses.

 

It would be as simple as having the player get cummed in the ass by a horse, get plugged and bound to a courier horse, alternatively change the saddle and animation so theres a horse dildo keeping the player in place so you cannot get off the horse and need to complete the cum courier task. The player would then need to go the the other stable to get freed and paid, there would ideally be a filly coin reward, and maybe upgraded horses if you complete x number of runs then buy a horse from them. Also to have the opportunity to breed a very fast horse as an endgame reward. 

 

I would suggest using the anubs horse pillory animation because the stablemaster shouldn't trust a SLUT not to try and steal the horse.

 

the Sexy Supplemental Slave pack even has an ad for something similar.

 

Just a suggestion. Love the theme of this mod!

20240323210023_1.jpg

 

or this i it was se for cum transport ;)

 

 

Posted (edited)
1 hour ago, badbat111 said:

 

or this i it was se for cum transport ;)

 

 

I could never get it to work properly but yeah is somebody can get the horse working it would be perfect. I also would love for it to use OAR and not FNIS or Nemesis

Edited by Caligula Big
Posted
11 hours ago, monsta88 said:

 

Do you maybe have some custom carriage mod? it works fine with Convenient Carriages, but I don't know what is the case with other, similar mods.

dont have any mods like that, the mod seems to work at the start tho. got the letter, and the quest to find out more started but there isnt a "tell me more about the job" thing at the carriage driver

Posted

going to an older version fixes it but now when i start the quest and im meant to walk to where i get the cart i cant move, when i reload the save it fixes its self till i talk to the npc again to complete the quest also it seems the only person i can deliver the goods to is the person giving me the quest? then the guy gets confused on how i made so little moeny

Posted
14 hours ago, Caligula Big said:

I could never get it to work properly but yeah is somebody can get the horse working it would be perfect. I also would love for it to use OAR and not FNIS or Nemesis

I would love for it too look like thisimage.png.9a76027025deccda65c6b7b9645f9344.png

Posted (edited)
8 hours ago, Maskmeaquestion said:

dont have any mods like that, the mod seems to work at the start tho. got the letter, and the quest to find out more started but there isnt a "tell me more about the job" thing at the carriage driver

 

You don't need to talk to an innkeeper to start it. Try to start the quest right at a carriage driver, it should work. If that works, then there may be a bug with the inn start.

Edited by monsta88
Posted (edited)
15 hours ago, Caligula Big said:

I could never get it to work properly but yeah is somebody can get the horse working it would be perfect. I also would love for it to use OAR and not FNIS or Nemesis

I believe there is an OAR patch in the support thread.

EDIT: It's in the SE version's thread.

Edited by blahity
Posted

I like the idea of adding bestiality to S.L.U.T.S but I think it should be optional. Perhaps it could be an upgrade that one could purchase with filly coins. You gear appears at your destination, but you gotta provide relief to either the carriage driver or his horse (either way the driver will approve of you showing more company spirit). The upgrade system would be a lot of fun if each positive came with a negative.

Posted
1 hour ago, blahity said:

I like the idea of adding bestiality to S.L.U.T.S but I think it should be optional. Perhaps it could be an upgrade that one could purchase with filly coins. You gear appears at your destination, but you gotta provide relief to either the carriage driver or his horse (either way the driver will approve of you showing more company spirit). The upgrade system would be a lot of fun if each positive came with a negative.

 

What about this?

 

Still couriering horses for breeding but you ride atop the stud bound stable to stable, you are yoked/armbindered and you have rope under the horse attached to the ankles to keep the dragonborn from dismounting (option for bestiality and riding style for more filly coin?)

 

Saddle starts with basic shocking dildo (to encourage you to go fast) and upgrades to pleasing one, double, BIG, double BIG and maybe optional dog and then horse; Pic for inspiration attached

 

Still get stablemasters to have upgrades and or upgraded horses but legendary horse is bestiality only (by mixing with the juices of the dragon born a legendary horse is born!) Getting attacked while traveling decreases the value of horse if not doing cum transport. Cum transport would leak cum if hit and decrease amount of cum delivered lowering value of run.

 

That way the core idea of couriering a horse for breeding to get filly coin and upgrades still applies but the bestiality can be totally optional

Screenshot 2024-03-24 153711.png

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