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Posted

Lmao. 
Guys i had trouble not seeing the mod show up anywhere in my game and for some reason the Sluts.esp just was unchecked. 
Pretty funny i think. 

Posted (edited)
On 4/23/2024 at 12:11 AM, SeraSylver said:

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? 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?. 

I'm encountering the same issue, can't seem to upgrade them past those levels.

 

Quote

Second, how do I change the uniform to let me have a yoke all the time?

When you go in to Anette, there's a door on the left, then a door on the right, at the back corner to your left there's an open book on a lectern, there you can change it.

 

 

Edited by Aida B
  • 2 weeks later...
Posted (edited)

Hi guys, I found that if cargo detach(slip away) from PC (like start at Solitude carrige) I can't pull it again even press E just nothing happened.
Could that be iixed or I have to use console for now?

Edited by milersmile
Posted

Hi guys, I downloaded the 3.3 version form patreon for LE. When I start a new game no MCM menu shows up at all and the mod cannot be started. Any suggestions?

Posted
3 hours ago, pnutz78 said:

Hi guys, I downloaded the 3.3 version form patreon for LE. When I start a new game no MCM menu shows up at all and the mod cannot be started. Any suggestions?

Just tried version 3.2- same problem: no MCM mod cannot be activated

Posted
On 5/20/2024 at 10:52 AM, asdj1239 said:

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.

 

 

 

SLUTS DCL W8INoU patch.rar 1.31 kB · 6 downloads

I've just installed this and am trying to figure out how to/what to edit to include  the devious interests guard option. I am new to Xedit and I have no idea what I'm looking at. Any brief summary of what to copy, and from where, and where to paste it?

Posted (edited)

Hello. I just tried v3.2 on both LE and SE... and in both cases mod completely disappeared. No dialogues or "Headquarters" location, nothing found via "Help" command, mod is not present in AddItemMenu, no MCM. But *.esp is active and game does not crash. I've tried on the setup where I already used previous versions in (no other mods changed, both old saves or new game). Is there new hidden requirement that prevent mod from running or any idea how to fix it.? :c

Edited by Xenoramos
Posted (edited)
On 6/11/2024 at 4:24 AM, cerebus300 said:

I've just installed this and am trying to figure out how to/what to edit to include  the devious interests guard option. I am new to Xedit and I have no idea what I'm looking at. Any brief summary of what to copy, and from where, and where to paste it?

 

Hey, sorry I haven't been on this site in a minute. In case you didn't resolve this yourself, I actually have a patch for that mod that includes both the DCL and DID guard options, you're welcome to look at that and either use it or make your own patch based on what I changed if you didn't also want the DCL outcomes.

 

I never got around to extensively testing the mod myself but iirc, one issue I had was that if you terminate the dialogue early even after reaching the final stage of the dialogue branch the game will still treat it as if you tried to walk away and trigger the DCL hostility outcome, so bare that in mind and wait for the dialogue to end naturally if you do use my patch.

guard fg patch.rar

Edited by asdj1239
Posted (edited)

What should I do here?

 

Context: I have just "accepted" my third consecutive forced run. Objectives are already complete. Rothar has not been involved in any, Rothar doesn't want my stuff. If I reload to before I accept the third run, a different person will be in the logs who also doesn't want my stuff. If I reload to before I accept the second run, complete the second run, and then accept the the third run, I end up with the same issue. My theory is that the target references are being changed, but the quest stages are just remaining cleared.

 

Edit: just in case someone else has this issue at some point, and hasn't done quite as much debugging as me, droppin' some search terms. stuck can't progress no quest markers.

 

Potentially relevant second edit: one of the successful runs was a cart, the other a special delivery.

 

image.png.a0756ae615346bc2ce17e59563393fee.png

Edited by shintenshins
Posted (edited)

S.L.U.T.S. Resume 3.3

You will need a new game when updating to this version

  • Added a UI Widget that shows you current Cargo Health
  • Cargo is now protected by a Seal that has to be destroyed first before the package itself becomes damaged.
    • Default Hp for the Seal is 200
  • Reduced Cargo-Health from 1.500 to 1.000
    • Total Cargo Health is hence 1.000 Base HP + 200 Seal Health = 1.200
  • Pilferage is now divided into distinct segments
  • Added an option to change the difficulty of the pilferage system
  • (Re)Added options to adjust payment for completing hauls and overtime bonus
  • Increased minimum amount of cargo that needs to be lost to gain debt during a haul
  • Reduced upper bound for pilferage penalty from 500% to 330% of total payment (increased to 450% for a critical failure (for example, if you lose the Cart))
  • Being assaulted during a haul...
    • damages pilferage depending on which and how many actors participated in the scene
      • The pilfered amount is hence no longer random
    • does nothing if Pilferage difficulty is set to Easy
  • Pilferage: The damage done to your cargo is now based on the base attack damage of the Weapon/Spell that hit the cargo
    • Setting Pilferage Difficulty to Easy disables this feature
  • Cart Haul: The pilfered amount when leaving your cargo behind is no longer random and increases the longer you leave it unattained
    • After 10 * 30 (in-game) minutes the cargo is likely gone entirely
    • Staying near your cart will reset that timer after a while
    • A fully pilfered cargo (Hp <= 0) can no longer be tethered and will untether, forcing you to return without cargo
  • Overtime Bonus now uses your payment over the entire series
    • Overtime Bonus reduced by 50%
  • You can no longer re-tether to your Cart if its more than 1000 units away from you
  • Fixed blackmail seductions damaging the cargo Fixed an issue where the first run would pay you twice the intended amount
  • Fixed an issue causing the Premium Delivery stash to not be "repaired" between chain hauls

 

About Pilferage

In the early versions of this mod the only way to damage pilferage was to either be forced into a SL scene from unspecified sources or being simply unlucky at the end of a scene. In the previous version/s I wanted to add depth to this system by having you take care of your shipment beyond "avoid NPCs and pray", I also want to reduce indirect dependencies on your mod setup, which was previously necessary to start the Scenes

Needless to say, the changes I made did make Pilferage more present in your game, but the underlying system that controlled Pilferage wasn't really designed with all these new threats in mind, so even small Pilferage damage would often cause significant amounts of debt, easily spiraling out of control over the course of multiple hauls

 

The 3.3 update intends to redesign these internal calculations, starting with a new "seal" mechanic. The seal is essentially there to protect from damage that is expected to be taken during a haul, as its fairly difficult to do hauls without taking any damage at all. Additionally, I divided the actual pilferage health into different segments that give you a basic outline on how much of your pilferage is being damaged, and how severe said damage is. Losing all your payment is no longer possible before reaching the final segment. The new widget gives you insight on the amount of damage you already took, and to which segment this corresponds.

To compensate for these changes, Overtime bonus is now depending on the income you do over an entire haul, that means that if you fully break the seal at any point during a haul series, your overhaul bonus is lost entirely

 

 

Supporting LE and old SE Versions

With the recent changes Bethesda made to the CK the SE .esp's of SLUTS are no longer compatible with LE unless you manually edit the headers back to the 1.5 standard (I believe a small tutorial on this can be found some pages back). Due to this, I am no longer going to upload LE versions going forward (You have permission to host a conversion on LL, of course)

Other outdated game versions are not excluded from this, SexLab in particular straight up does not work for any old 1.6 versions, and has crash invoking issues on 1.5 due to which support for this version will halt after 2.10 is being released. Whether or not SexLab P+ will be a dependency to SLUTS I dont know yet, but seeing how the first reason why SLP+ even exists is to aide SLUTS development, I cannot promise that this will never be the case

 

 

As such, and Im only going to say this once now: If you want to ensure that you can continue using SLUTS going forward, update your game

 

Edited by Scrab
Posted (edited)

I installed the version 3.3 to a new game that had no previous versions of this mod before. Few other DD mods are working as usual but this doesn't seem to initialize. I get no start dialogs from this mod to driver or to innkeeper and there is no MCM menu for this. The ESP is definitely enabled at the bottom of the load order.

 

SE 1.5.97 and have BFT.

 

Edit: Opened it in SSEEdit and changed the header to 7.0 that all other mods are using, MCM appeared on first load so seems to work.

Edited by Zaflis
Posted

i donwloaded a mod a long time ago called cartbeta the player can hit a npc with the spell the npc gets put into the horse hauling position and the player gets teleported into the seat i thought about it the mod is called Skyrims Licensed Universal Transport Service wouldnt transporting npc from a location to another also come under transport services ?

 

the player could talk to dispatcher and they have 2 lines

 

line 1 would you like to do normal job

line 2 we have a npc who needs to be taken to set location if the player picks npc delivery they get hit by cart spell but cart wont have a chest instead the npc would be in the seat

which could lead to problems where if the player doesnt move or isnt running the plugs could trigger ;)

Posted

found the cart beta mod

 

donttouchmethere

On 8/23/2020 at 8:21 AM, Yoen said:

Are there NPC ponygirls or can i volunteer a follower to pull as ponygirl?

No and No

 

but there was a mod that got posted a while ago in this topic that enables you to let NPC/Followers pull a chart to fixed loactions:

Use at your own risk =D

ponygirlENG.7z 550.21 kB · 90 downloads

 

 

if you can do npc customer riding in back could you have 2 slider bars 1 for obnoxius customer chance ie while running the customer could start jacking off and when they cum they blow there load and could hit the player other slider bar for increase jacking off chance

 

Posted (edited)

i tried to use this but it just half-way works for me for some reason. special deliveries start fine, but as soon as i start a cargo delivery, the screen turns black, the guy never talks to me, and the game stays stuck. slavetats and gear and stuff are indeed equipped in the background, so im not exactly sure what could possibly be causing this. i have DD 5.2, DDe. not sure what's wrong, maybe something is causing me not to be able to pull the cart. was installed on a new game.

 

EDIT: i tested around with it a bit more and it appears that the only actual issue is that the black screen doesn't stop, presumably because something stops the carriage driver from reaching me. i found out that the game still works, the cart is always loaded on the back, it's just that the carriage driver sometimes doesn't talk to me and the screen stays black. only an issue with cargo deliveries so i assume it's a pathing issue somehow

Edited by Network
update
Posted (edited)
On 6/23/2024 at 7:24 AM, shintenshins said:

What should I do here?

Reproduction steps would be useful. Also papyrus log

 

  

9 hours ago, tonitrulupus said:

Just installed your version of S.L.U.T., is there a patch or something that helps simple slaver see your mod?

No patch needed, its automatically detected on updated versions of SS

Edited by Scrab
Posted
On 5/21/2024 at 8:35 AM, Gudulba said:

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?

Are these issues (in case they are general issues and not only in my game) maybe resolved in the LL version 3.3?

Posted
2 hours ago, Gudulba said:

Are these issues (in case they are general issues and not only in my game) maybe resolved in the LL version 3.3?

No, Ill take a look at them in 3.5

 

Posted

can the black screen for the transitions be turned off somehow? seriously they mess up my game so much in situations where i could easily fix the problem myself if i wasn't stuck in permanent blindness. there has to be some way to turn that off.

Posted
On 6/30/2024 at 10:09 AM, Scrab said:

 

 

  

No patch needed, its automatically detected on updated versions of SS

I have the latest version is this a version that will be coming out? Still gray, so what do I need to do to get ss to see it? was there something I missed during install?

ScreenShot21.png

Posted

Hello,

I am really interested in this mod so I am trying it along with Simple Slavery++ and Deviously Cursed Loot but it seems the install is broken for me: the MCM works and I found the info from an inkeeper but then I was unable to make cart drivers tell me anything about the SLUTS runs. The dialog was not there. I have been trying installing and uninstalling everything and at some point they would leave the conversation immediately. Currently they talk to me but the SLUTS dialog is still not there. By chance I have found the headquarters and talking to the people there I was able to complete the initial task and become a member, but cart drivers still won't offer the dialog to do a run. The person outside the headquarters does offer me to do a run but when I select it I get the same dialog as BasementDweller1 posted on 5th of March. I have also tried to make Simple Slavery++ trigger the SLUTS slavery but it fails and I am instantly freed.

I have tried several versions of this mod, with and without DCL (although I haven't used resave), I have also used loot to make sure my load order is fine, and I am sure that all the dependencies are installed and updated.
After having this issue I decided that I wanted Devious Carruages and that was installed and working, no new issues so far but SLUTS still won't work. Happy to remove it for more debugging

I would appreciate any help anyone could lend me, and please let me know if I should provide more info or data.

Thanks a lot

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