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Posted

What does the activate cart button do.  I can not get the cart to follow my toon at the start, or my toon gets attacked and knocked down, and then i can not get the cart to move.  used the activate cart button, control e, and the mcm menu. no luck

Posted (edited)
On 3/7/2024 at 11:30 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

 

If I understand this right, we don't get paid at all if some of the cargo has been lost in the current version? Looking forward to the update, which will be a much more believable and logical approach. Imagine if, in real life, you only worked 6 hours out of 8 one day and got a 100% paycut. 😅

 

So I tried the mod and I'm not getting any filly coins for a completed job. Are they supposed to be added to the inventory and is there a way to see your current progress?

Edited by RoninDog
Posted
5 hours ago, RoninDog said:

So I tried the mod and I'm not getting any filly coins for a completed job. Are they supposed to be added to the inventory and is there a way to see your current progress?

 

As far as I remember, you get them when you get back your gear. Filly coins appear in the Misc section of your inventory.

Posted

Okay, so I have a few questions. I've bought the chastity belt, and got the level 1 upgrade for it, but when I take the certificate to the blacksmith she says "I don't upgrade that for you yet". What do I need to do to upgrade the chastity belt? Second, how do I change the uniform to let me have a yoke all the time? Third, I can't upgrade the blindfold past level 3, or the gag, boots and mittens past level 6, what do I have to do to upgrade them?. Fourth, is it possible to get my own set of Lucie's gear without stealing it? Fifth, is there any other quests besides Yagdo?

Posted

It seems the boots are broken, they are animated, they makes the sounds, the player height is correct, the boots are just invisible. Everything else looks and works great though. Anybody know what could be causing this?

Posted (edited)
2 hours ago, Ony50066 said:

It seems the boots are broken, they are animated, they makes the sounds, the player height is correct, the boots are just invisible. Everything else looks and works great though. Anybody know what could be causing this?

Did you run bodyslide? For me, the sluts harness and boots are under the Unassigned category in groups. Just go in, check the box and run the batch build.

 

Edit: Also make sure you are using the correct version of sluts and the correct version of racemenu.

Edited by SeraSylver
additional information
Posted (edited)
11 hours ago, SeraSylver said:

Did you run bodyslide? For me, the sluts harness and boots are under the Unassigned category in groups. Just go in, check the box and run the batch build.

 

Edit: Also make sure you are using the correct version of sluts and the correct version of racemenu.

It looks like the boots dont even appear in the bodyslide list at all : /

 

I have SLUTS Harness 3BA. SLUTS Harness BHUNP, SLUTS Harness, and SLUTS_PonyGloves. Do the boots come from a different mod maybe?

I just checked and it looks like I have the latest version of sluts and the latest version of race menu on 1.6.1170. 

Edited by Ony50066
Spelling, additional info
Posted
44 minutes ago, Ony50066 said:

It looks like the boots dont even appear in the bodyslide list at all : /

 

I have SLUTS Harness 3BA. SLUTS Harness BHUNP, SLUTS Harness, and SLUTS_PonyGloves. Do the boots come from a different mod maybe?

I just checked and it looks like I have the latest version of sluts and the latest version of race menu on 1.6.1170. 

Just checked my install as well.  No boots shapedata is present in the mod for any of the body types included.  There aren't even static meshes.

Posted
53 minutes ago, Ony50066 said:

It looks like the boots dont even appear in the bodyslide list at all : /

 

I have SLUTS Harness 3BA. SLUTS Harness BHUNP, SLUTS Harness, and SLUTS_PonyGloves. Do the boots come from a different mod maybe?

I just checked and it looks like I have the latest version of sluts and the latest version of race menu on 1.6.1170. 

The boots come from DD 5.2 I believe

Posted
1 hour ago, 4nk8r said:

Just checked my install as well.  No boots shapedata is present in the mod for any of the body types included.  There aren't even static meshes.

 

57 minutes ago, Caligula Big said:

The boots come from DD 5.2 I believe

Thank you guys, I got it figured out and I hope this will help anybody in the future. I does seem like the boots come from Devious Devices, and apparently there was a collar I didnt know about until I fixed it haha, when I ran bodyslide it was sending the DD files to a whole different harddrive completely separate from where Skyrim or the rest of my mods was installed. Just goes to show when there are texture issues double and triple check bodyslide is completely set up correctly.

Posted

Is it okay if I rip the cart tethering/untethering system and the meshes for the cart to use in my own mod? I know the mod that originally implemented it went up for adoption but wanted to ask here since this is the mod I ripped it from when I tested it for my own use.

Posted (edited)
On 4/15/2024 at 8:04 AM, Gudulba said:

Can anybody confirm that the SLUTS Rehab dialog topic is showing up when a guard arrests you for a crime/bounty?

 

I don't use POP or Cursed Loot, but I still never get this dialog topic, just the vanilla options (pay, bribe, persuade, prison etc.). Maybe I have another mod interfering with the guard dialog, but haven't found anything so far.

 

On 4/15/2024 at 10:58 AM, monsta88 said:

 

It did in v3.3, although I didn't try it yet. Scrab didn't mention it fixed in the release notes (probably there is a 50x multiplier on the rehabilitation fees).

I am still trying to find out why I don't get the SLUTS Rehab dialog topic after being stopped by a guard. When I have a look at the SLUTS ESP in SSEEdit, I can see that the additional SLUTS dialog topic is added to the arrest topics. But it never shows up in the game.

 

Anyone having an idea why?

Edited by Gudulba
Posted
On 4/27/2024 at 3:20 AM, HereBeTentacles said:

Is it okay if I rip the cart tethering/untethering system and the meshes for the cart to use in my own mod? I know the mod that originally implemented it went up for adoption but wanted to ask here since this is the mod I ripped it from when I tested it for my own use.

 this does exist as an addon

Posted
5 hours ago, Caligula Big said:

 this does exist as an addon

 

Not really the same thing, and I already ripped the cart and tethering stuff directly out of this mod and used it and don't really want to change if I don't need to.

Posted (edited)
On 5/1/2024 at 12:12 PM, monsta88 said:

 

Probably another mod blocking it, like Cursed Loot.

I have had a look at the dialog conditions and did some quick testing. It seems the SLUTS Rehab topic doesn't show up in my game because dialog condition #2 isn't fulfilled in "SlMain_RehabTopic" (see screenshot in spoiler section).

"MS01GuardAmbushQuest" stage 10 is set to 1 in my game (according to the condition, it must not be 1. At least that's how I interpret it). For testing purposes, I set this quest to 0 with "resetquest". After that, the Rebab topic showed up.

 

I just don't know if there are unwanted side effects by resetting this quest. It seems to have something to do with The Forsworn Conspiracy quest line (which I completed a long time ago). I guess the idea is to not interfere with a guard arrest scene in that quest by adding an unwanted Rehab option. But with my more than modest modding knowledge, I don't quite understand this condition #2 (why stage 10 should not be set to 1)...

 

Spoiler

image.png.39ee2f4dc9fea417327817e2cef8390b.png

 

Edited by Gudulba
Posted

So, after leaving the issue for later, I still cannot get the latest version to work. I'm running 1.5.97 SKSE, with BEES presumably installed correctly. However, no matter what, I cannot seem to get the mod to work anymore. The MCM is blank, and whenever I try and accept a haul, I get this message.

ScreenShot86.png

Posted
On 4/15/2024 at 10:58 AM, monsta88 said:

It did in v3.3, although I didn't try it yet. Scrab didn't mention it fixed in the release notes (probably there is a 50x multiplier on the rehabilitation fees).

 

I tried it the other day (guard arrest), worked fine and apparently Scrab also fixed the 50x multiplier.

 

SE 1.5.97, SLUTS v3.3

  • 2 weeks later...
Posted

Partial voiceover for S.L.U.T.S. Resume v 3.2 using ElevenLabs voice generator (a.k.a AI voice). Should work on both LE and SE/AE. Carriage driver will use different voice for mod topics (I couldn't generate a decent quality audio with his vanilla voice). Currently only "Cargo Hauls" (deliveries to other carriage drivers) are voiced.

 

Voice S.L.U.T.S. Resume 3.2.7z

 

Examples:

 

Spoiler

 

Posted
4 hours ago, AndrewLRG said:

Partial voiceover for S.L.U.T.S. Resume v 3.2 using ElevenLabs voice generator (a.k.a AI voice). Should work on both LE and SE/AE. Carriage driver will use different voice for mod topics (I couldn't generate a decent quality audio with his vanilla voice). Currently only "Cargo Hauls" (deliveries to other carriage drivers) are voiced.

 

Voice S.L.U.T.S. Resume 3.2.7z 14.78 MB · 1 download

 

Examples:

 

 

Amazing work! If only all packs sounded this clean.

Posted (edited)

Not sure if anyone is interested in this, but I was having an issue where the guard's forcegreet wasn't triggering with SR, DCL and the DCL patch installed. Instead they would play the audio line but the forcegreet wouldn't trigger and I couldn't enter into dialogue with them.

 

I created a new patch for DCL using this mod which fixes the issue. it's also a more flexible approach than the other DCL patch since it turns the vanilla crime dialogue into a forcegreet, but edits the options to be in line with DCL's outcomes. It means that if you use any other mods such as Devious Interests which also adds crime bounty outcomes to guard dialogues, it's a lot easier to edit the patch to include these since you can just drag them into the relevant part of the patch in xEdit.

 

edit: posted a patch for both DCL and DID further down on this page

 

 

SLUTS DCL W8INoU patch.rar

Edited by asdj1239
Posted (edited)

I have now tested the SLUTS 3.3 version (downloaded it from the Patrion site) quite a bit (was referred to Sluts by Simply Slavery). In general, it went well, but I noticed the following issues in my game:

 

  • Is there a way to prevent certain items from being removed from the inventory when doing the SLUTS runs? I use the "Licenses - Player Oppression" mod, which add books for licenses to the inventory, which could lead to problems when they are removed (licenses not valid anymore). Also the invisible 3BA token for body physics is removed and I would like it to stay.

 

  • When talking to the carriage driver regarding "You are so hungry", he acknowledges it, but then nothing happens... (on the other hand, when talking to him regarding "You are so tired", the sleep menu correctly pops up).

 

  • When doing a special delivery (meaning delivering a package without the cart in tow), you get the intended recepient (random citizen) in a message note. However the recipients won't react to you. Turns out you have to address the respective local carriage driver to complete the special delivery...

 

  • When doing a cargo haul with the cart in tow, you get the intended recepient (carriage driver) in a message note. However I haven't normally met the carriage drivers at their usual locations. They seem to randomly walk around between towns. Only once in several runs was there a (moving) quest marker on the map for them. I either had to wait for several hours at the usual locations for them to show up or moved them to me with console command.
  • The crate icon isn't always visible, seems to be random.

 

  • The haul manifests are accumulating in the inventory, with all of them showing the latest job.

 

  • When you are freed, you are supposed to retrieve your confiscated gear from a chest at "dispatch". No idea what or where this dispatch is... Luckily there is a second option, which transports your gear to you (with a little devious twist). Turns out that "dispatch" seems to be the last location you got your last haul job from. Maybe the SLUTS headquarters would make more sense. Anyway the chest didn't contain all my items. Almost all weapons and lots of clothing was missing. Ultimately I had to revert to a save before the SLUTS runs...

 

For what it's worth, I am on 1.5.97 SE and removed SLUTS 3.2 with ReSaver before installing 3.3 on an existing save game. So I am not sure whether those are general issues or not.

 

Has anyone else encountered these issues?

Edited by Gudulba
Posted
On 4/11/2024 at 11:29 PM, RileyAP said:

Question, for versions 3.2 & 3.3 is the DCL patch still required?

 

Never mind, I see it's really just dialogue edits and it's not doing anything much else.

Does the patch work for you? I've just realized it doesn't fix the repeating dialogue on my end, completely breaking any guard events... I tried every order possible, even started a new save, nothing worked...

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