hal9000jr Posted July 22, 2024 Posted July 22, 2024 12 hours ago, tonitrulupus said: If you are using cursed loot I believe its public indecency feature that is doing that, the same thing happens to me, turned off for that reason. It really needs some sort of frequency algorithm, so you can reduce or increase how often happens. I am not sure if any other mod does that, but I know when it isnt disables I get the same thing and getting belted extra, bad thing is it happens whether I have male PC or female, may not figured that one out yet but I think that problem for me may be gender bender, its an old mod so, it may not be working correctly in some aspects with this AE version of skyrim. I read the install notes for this mod and noted that Cursed Loot conflicts. I used that mod on Oldrim but it took some tuning. I am now enabling a mod at a time and tuning them to set the frequency of events. I want Skyrim to be dangerous but not stupidly so. Sadly, I am at level 7 and already overpowered which makes tuning events harder. There used to be a mod on Nexus that would cause NPCs to scale with the player. I'll have to see if it's still available and useful for SE.
Zaflis Posted July 22, 2024 Posted July 22, 2024 1 hour ago, hal9000jr said: want Skyrim to be dangerous but not stupidly so. Sadly, I am at level 7 and already overpowered which makes tuning events harder. I added this mod to help in making Skyrim a bit harder: https://www.nexusmods.com/skyrimspecialedition/mods/65378 All the skills start from level 1, you don't even have enough speech skill to persuade Riften guard to open the gate 😆 No money for tax? Go back to the forests!
Scrab Posted July 23, 2024 Author Posted July 23, 2024 (edited) Regarding the setup in the mod getting stuck, I looked into this again and the most likely explanation to this is indeed related to the Papyrus log spam that @Zaflis and @alsjdkmhasfdkljb mentioned in the pages before, causing one of the script accessed during setup to be blocked until Papyrus finished iterating a loop over 2 billion times (which needless to say will take multiple million frames to fully process and thus make the impression of being stuck). No amount of black screen removal wouldve fixed that. If you want to prove me wrong tho, you can disable imods by typing "sisme 0" into the console Everyone else can circumvent this by setting Pilferage difficulty to easy, which will skip processing this function. The bug will be fixed in V3.5 (Which will be released on Patreon next month, and will be public the month after) I will say tho, if it didnt stress out the VM so much, having a script stuck for a couple million frames sounds like an intriguing idea for a denial feature. "How long will you stay locked up?" -> I dont know, how much money did you spend on your hardware? Edited July 23, 2024 by Scrab
Scrab Posted July 24, 2024 Author Posted July 24, 2024 I've added a poll to the page about your opinion on the Headquarters. Id appreciate if you could vote on how well made you perceive it to be, just the visual vibe it gives off V4 onward will begin shifting focus towards the HQ and the secretaries so Id like to gather some input on how people feel about it
GoldPony Posted July 24, 2024 Posted July 24, 2024 I'm probably blind but where is the poll? I didn't see it on the first page, but maybe I missed it. What page is it on?
blahity Posted July 24, 2024 Posted July 24, 2024 I don't have strong feelings on the headquarters. Don't really go there that often. Like the exterior though.
Polonium Posted July 24, 2024 Posted July 24, 2024 (edited) I think the Exterior is fine, but I think the interior is too big, it could stand to be a bit smaller and more compact. I don't have any objections to layout or decoration, they both seem fine to me. Edited July 24, 2024 by Polonium
Zaflis Posted July 25, 2024 Posted July 25, 2024 On 7/23/2024 at 12:48 PM, Scrab said: Everyone else can circumvent this by setting Pilferage difficulty to easy, which will skip processing this function. It does seem to work now for second delivery in both cart and special. But i got a mod idea that would fit this really well; letting player open main map only in city areas. I like the idea of getting lost with a shipment, but also when it told me to deliver it to "Pale" to an NPC i don't know i had to check the map at least when i got going. Of course i can make a mental rule to not open the map during the way - and it's what i do - but having it enforced would be nice. I guess it could or should be a separate small mod.
Scrab Posted July 25, 2024 Author Posted July 25, 2024 (edited) 1 hour ago, Zaflis said: It does seem to work now for second delivery in both cart and special. But i got a mod idea that would fit this really well; letting player open main map only in city areas. I like the idea of getting lost with a shipment, but also when it told me to deliver it to "Pale" to an NPC i don't know i had to check the map at least when i got going. Of course i can make a mental rule to not open the map during the way - and it's what i do - but having it enforced would be nice. I guess it could or should be a separate small mod. That goes outside the scope of this mod. I want SLUTS to not make any changes on *how* you travel, but rather just give you a gameplay feature that encourages it. In fact, even disabling fast traveling is something I experiment on letting go of with the next update (3.5). As there is now a time limit for your deliveries, using fast travel will almost certainly cause you to be late all the time (assuming vanilla balancing) which will lower your pay and also ruin your streak With such a change I no longer conflict with mods that want to manage fast traveling on their own accord, if you do fast travel or not is something SLUTS will be unaffected by which allows the mod to be more versatile and stable while still discouraging its usage To that end, how traveling should feel in someones game is something everyone should decide for themselves on a case-by-case basis. I am implicitly assuming that everyone using this mod has put some effort into getting good looking LODs and some nice trees and flowers as otherwise traveling would just be boring, aye? How you handle your map usage (and fast traveling) goes into that as well If you want to make map usage more immersive and challenging, I can recommend you a combination of the following mods tho: Get Lost - A Player Map Marker Hider at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Flat World Map Framework (FWMF) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Flat Map Markers AE - Updated at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Edited July 25, 2024 by Scrab 1
Fredfish Posted July 26, 2024 Posted July 26, 2024 I'm trying a new game with SLUTs 3.3 but it seems to mess with the scale of one of the Frostfall HUD bars. The mods don't overwrite each other so I might be mistaken blaming this mod however Frostfall works fine with SLUTSResume 3.2 Any help appreciated.
Zaflis Posted July 26, 2024 Posted July 26, 2024 I finished a delivery to Riften, then while working on debt i got a quick (special) delivery to Black Briar inside Riften. I had to report back to Sigaar but he wasn't at the Riften stables and had started running to headquarters. So i waited an hour to have him teleport and went there myself. The problem is that i can't finish the quest. Sigard has only 2 lines about eating and sleeping. He is just standing in place and it's fully daytime at 12 pm. The Vaslaco npc next to him has same 2 lines too. I don't even have the delivery anymore because the Black Briar took it, and i wouldn't know what state is wrong here. This is after several successful runs. In quest log it has - Report back Sigaar - incomplete - Deliver package... - complete - Finish your deliveries - incomplete Also another thing, the widget seems gone if you load the game while on delivery.
Scrab Posted July 28, 2024 Author Posted July 28, 2024 On 7/27/2024 at 1:52 AM, Zaflis said: Also another thing, the widget seems gone if you load the game while on delivery. This has been fixedin 3.5 On 7/27/2024 at 1:52 AM, Zaflis said: The problem is that i can't finish the quest. Sigard has only 2 lines about eating and sleeping. He is just standing in place and it's fully daytime at 12 pm. The Vaslaco npc next to him has same 2 lines too. I don't even have the delivery anymore because the Black Briar took it, and i wouldn't know what state is wrong here. This is after several successful runs. Does this occur consistently?
Zaflis Posted July 28, 2024 Posted July 28, 2024 (edited) 2 hours ago, Scrab said: Does this occur consistently? I might have made same report very long maybe even year ago too. However just now i didn't expect that when i started Skyrim again and loaded the game the driver talked to me again and started new delivery normally 🤔 All in all it works now. Also it can be difficult to reproduce case where you get delivery from Riften to Riften in the first place. Edited July 28, 2024 by Zaflis
Farmthat Posted July 28, 2024 Posted July 28, 2024 First, I love this mod and love seeing it continued to be developed. But If I had to critique the headquarters, it'd boil down to this: It doesn't really feel like a headquarters for ponygirls or a delivery business. First, the location is very much out of the way. Logistically, I think a courier service would set up somewhere near Whiterun like the plains to the west, to better service all of Skyrim and sort of be equidistant from the major population centers. I would certainly be more inclined to visit HQ if it wasn't on the northern edge of the map. I think the problem with the interior is that it's too large for what it needs to do. There are huge empty spaces on the ground floor that feel more like a mansion than a courier/shipping company. I feel like a warehouse vibe for a large portion of the interior, or at least the "front of house" might be fitting, and then, as quest/story requires, you can expand "underground" with new cells as needed, to leave the exterior a smaller, more efficient footprint. For the exterior, well... I think there's an opportunity to have fields--fenced in areas for ponies to exercise/etc, as well as expanded stables to give the impression of this being an actual headquarters. Maybe separate areas for arrivals and departures for example? Visually, I think it'd be nice seeing a few NPC ponygirls idle, harnessed, looking as though there's activity. They don't actually have to be DOING any fancy scripted activities, even dialog from handlers about being too busy prepping shipments to talk can give the impression of liveliness. Having all the ponygirls strictly bound indoors seems out of place. I hope this comes off as constructive criticism! 3
asdfa94 Posted July 29, 2024 Posted July 29, 2024 Heya! I don't know what is it I am getting wrong, but the Prison Overhaul patch can't seem to find the SLUTS.esp while it is enabled.
Scrab Posted July 29, 2024 Author Posted July 29, 2024 (edited) 23 hours ago, Zaflis said: I might have made same report very long maybe even year ago too. However just now i didn't expect that when i started Skyrim again and loaded the game the driver talked to me again and started new delivery normally 🤔 All in all it works now. Also it can be difficult to reproduce case where you get delivery from Riften to Riften in the first place. I managed to reproduce this once, and it was also with Sigaar being marked as destination but I started out from Whiterun. Im curious if it happens only with Sigaar or with others as well. I checked his linked refs and they seemed fine, so mayhaps it grabs the wrong scene root to get the links from? Either way, if someone else could confirm that it happens only on Sigaar thatd be great 15 hours ago, Farmthat said: First, the location is very much out of the way. Logistically, I think a courier service would set up somewhere near Whiterun like the plains to the west, to better service all of Skyrim and sort of be equidistant from the major population centers. I would certainly be more inclined to visit HQ if it wasn't on the northern edge of the map. The reason why I chose Riften at first because Im personally a huge sucker for psychological horror and Riften goes into that direction most reliably. Gritty, rustic wooden buildings Needless to say, choosing Riften as HQ location and going all out and the gritty part right from the get-go is a little rushed. Relocating the HQ entirely is something I actually didnt even think about yet, but I disagree with the Whiterun Location. I believe Solitude would be more fitting, giving it a glamorous appeal to keep up the facade, its also a more logistical hotspot for Skyrim, so itd make sense to have it close there to be Harbour and the Shipment Company altough finding a proper spot will be a little more difficult, and rebuilding the HQ from scratch even moreso, I like that idea tho 15 hours ago, Farmthat said: For the exterior, well... I think there's an opportunity to have fields--fenced in areas for ponies to exercise/etc, as well as expanded stables to give the impression of this being an actual headquarters That requires a lot of space. I was thinking of maybe having some internal racing events on a fixed route (once we got SLUTS NPC), like the entire deadland north of Windhelm has a long almost linear road stretching around it Making fences n all that, might work if theres space enough. Im wondering if Skyrim has proper fences for animals? I dont think so? I mean gates in particular, but also for like making an actual horse stable, to have some interior building Would there be someone interest in making them? 15 hours ago, Farmthat said: Visually, I think it'd be nice seeing a few NPC ponygirls idle, harnessed, looking as though there's activity The problem with NPC SLUTS, well, there arent any rn, Lucy... or was it Susy? is a secretary scheduled for rewrite (both of the twins are), and Portia.. well.. she is a SLUT but contracted to Anette who.. is also scheduled for a rewrite. I hope to write Portia to be a kinda femcel handlanger for Anette, so how exactly she acts and does is heavily dependent on how I end up writing Anette On that note, all of the Secretaries will be rewritten except Warrick, tho I dont know if he even has any dialogue currently .. Anyway, where was I. The problem with NPC SLUTs is mostly that the DD integration is very verbose and excessive currently. While I can use regular DD items on NPC the actual SLUTS uniform can only be used by the player. I also need a stable set of SLUT NPCs to use here n there. The DD stuff is planned on being remade during V4, this time with the NPCs in mind and a better implementation for the upgrade system too. Once we have that and some SLUT NPCs that I can grab from a pool there will be 2 new radiant events which I can already confirm Edited July 29, 2024 by Scrab
blahity Posted July 29, 2024 Posted July 29, 2024 I think setting the S.L.U.T.S HQ along the road between solitude and dragonbridge or north of Solitude near the lighthouse for more space could work. I feel like a lot of the npcs are a bit too grim compared to how silly the drivers are. Any thoughts on the leveled gear? Honestly, I don't really bother with the system. I feel that giving each slot a singular unique variant as reward for various S.L.UT.S achievements would be better. Things like a perfect Solitude to Riften run, getting legally adopted as a pony by a follower, completing certain routes in record time, or advertising in each major city by handing out leaflets in your work uniform. An option in the MCM that adds posters for sluts like the option to add simple slavery posters could be fun as well.
Talesien Posted July 29, 2024 Posted July 29, 2024 37 minutes ago, Scrab said: .. Anyway, where was I. The problem with NPC SLUTs is mostly that the DD integration is very verbose and excessive currently. While I can use regular DD items on NPC the actual SLUTS uniform can only be used by the player. I also need a stable set of SLUT NPCs to use here n there. The DD stuff is planned on being remade during V4, this time with the NPCs in mind and a better implementation for the upgrade system too. Once we have that and some SLUT NPCs that I can grab from a pool there will be 2 new radiant events which I can already confirm Given the script overhead that a lot of DD items in a single cell can generate, it might be wiser to use something like non-Devious Devices. Of course that creates other problems (mostly animation based). The simple solution to that might be in OAR and DD NG. Won't work for SLUTS though since OAR, like many of the newer Skyrim engine enhancement mods, is not available for LE. So not sure what might be the solution, but numerous NPC's with DD items is likely to cause you grief. 1
mieooow Posted July 29, 2024 Posted July 29, 2024 I installed 3.3 version and it keep telling me in game that this mod is intended to work with sexlabframework 162?. Am I missing something or thats how the work work? currently my sexlabframework is 163.
Zaflis Posted July 29, 2024 Posted July 29, 2024 I'm in process of testing "Seasons of Skyrim" that required me running DynDOLOD. That in turn found a few errors on deleted references in the worldspace and all were from this mod: Spoiler Error: Deleted reference SLUTS.esp [REFR:000B0357] (places RockCliff06 [STAT:0002B903] in GRUP Cell Temporary Children of SLUTSHQExterior02 [CELL:0000BDD1] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-31)) Error: Deleted reference SLUTS.esp [REFR:000B0358] (places RockCliff03 [STAT:00025DA8] in GRUP Cell Temporary Children of SLUTSHQExterior02 [CELL:0000BDD1] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-31)) Error: Deleted reference SLUTS.esp [REFR:000B0359] (places RockPileL01 [STAT:000226BA] in GRUP Cell Temporary Children of SLUTSHQExterior02 [CELL:0000BDD1] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-31)) Error: Deleted reference SLUTS.esp [REFR:000B035C] (places RockCliff03 [STAT:00025DA8] in GRUP Cell Temporary Children of SLUTSHQExterior01 [CELL:0000BDD3] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-31)) Error: Deleted reference SLUTS.esp [REFR:000B035D] (places MountainTrim01FallForestDirt01 [STAT:000AF069] in GRUP Cell Temporary Children of SLUTSHQExterior01 [CELL:0000BDD3] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-31)) Error: Deleted reference SLUTS.esp [REFR:000B2290] (places RockL02 [STAT:0001819A] in GRUP Cell Temporary Children of SLUTSHQExterior02 [CELL:0000BDD1] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-31)) Error: Deleted reference SLUTS.esp [REFR:000B2291] (places RockL02 [STAT:0001819A] in GRUP Cell Temporary Children of SLUTSHQExterior03 [CELL:0000BD98] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-30)) Error: Deleted reference SLUTS.esp [REFR:000B229A] (places RockPileM01Rocks01 [STAT:0001EF89] in GRUP Cell Temporary Children of SLUTSHQExterior03 [CELL:0000BD98] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-30)) Error: Deleted reference SLUTS.esp [REFR:000B229B] (places RockPileM02Rocks01 [STAT:00020F37] in GRUP Cell Temporary Children of SLUTSHQExterior02 [CELL:0000BDD1] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-31)) Error: Deleted reference SLUTS.esp [REFR:000B229E] (places RockShelf01FallForestDirt01 [STAT:0006699F] in GRUP Cell Temporary Children of SLUTSHQExterior03 [CELL:0000BD98] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-30)) Error: Deleted reference SLUTS.esp [REFR:000B22A1] (places RockPileL01 [STAT:000226BA] in GRUP Cell Temporary Children of SLUTSHQExterior02 [CELL:0000BDD1] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-31)) Error: Deleted reference SLUTS.esp [REFR:000B2320] (places TreeFloraMountainFlower02Red "Mountain Flower" [TREE:000BCF3E] in GRUP Cell Temporary Children of CrystaldriftCaveExterior [CELL:0000BD99] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-30)) Error: Deleted reference SLUTS.esp [REFR:000C524A] (places NorExtRubblePile05 [STAT:00044B87] in GRUP Cell Temporary Children of CrystaldriftCaveExterior [CELL:0000BD99] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-30)) Error: Deleted reference SLUTS.esp [REFR:000C524B] (places NorExtRubblePile03 [STAT:00044B85] in GRUP Cell Temporary Children of SLUTSHQExterior01 [CELL:0000BDD3] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-31)) Error: Deleted reference SLUTS.esp [REFR:000CA380] (places CritterLandingMarker_Small [STAT:00022201] in GRUP Cell Temporary Children of CrystaldriftCaveExterior [CELL:0000BD99] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-30)) Error: Deleted reference SLUTS.esp [REFR:000CA382] (places CritterLandingMarker_Small [STAT:00022201] in GRUP Cell Temporary Children of SLUTSHQExterior02 [CELL:0000BDD1] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-31)) Error: Deleted reference SLUTS.esp [REFR:000CA386] (places CritterLandingMarker_Small [STAT:00022201] in GRUP Cell Temporary Children of SLUTSHQExterior03 [CELL:0000BD98] (in Tamriel "Skyrim" [WRLD:0000003C] at 40,-30)) I should be able to fix that myself with SSEEdit, just letting you know. Mods should never delete vanilla objects, though it may be fine to move them below ground if they are that distracting. Such things could cause CTD's in mod conflicts. This mod will be able to cover all terrain in snow during winter, assuming i get it working.
Scrab Posted July 30, 2024 Author Posted July 30, 2024 (edited) 21 hours ago, blahity said: I think setting the S.L.U.T.S HQ along the road between solitude and dragonbridge or north of Solitude near the lighthouse for more space could work North of Solitude you mean that giant ice field on the coast line? That would work, but wouldn't it also have the same issues as the current location? Between the road from Solitude and Dragonsbridge I found 2 location that would be possible, using https://modmapper.com/: We have the quadrant from [-25, 21] to [-24, 23] which is right next to Dragonsbridge. The only notable mod editing this place is The Great Cities, but it only places a small fence on the very edge of the cell border, so we would be fine there The next option is from [-23, 23] to [-20, 21], however the that one is barely used by other mods is because its used by the Civil War, so might be better to just stay clear of it too A last option is from [-20, 17] to [-18, 15]. The problem here is that its a mountain slope, so to make it usable wed have to make some quite drastic changes to the general landscape 21 hours ago, blahity said: I feel like a lot of the npcs are a bit too grim compared to how silly the drivers are. They are, thats why I plan on rewriting them. Velasco (prev Vaslaco) will be the first to get some attention in that direction with unique dispatch dialogue. I dont plan on having everyone in this mod to be "silly", but I also want to avoid a hard cut between the way Drivers and HQ treat you. For example, Velasco doesn't like complains and will become rather harsh if you make mistakes but will otherwise be as charming as his drivers I plan on giving each Secretary a unique and distinct personality and an associated fetish to interact with, well see how that ends up going 21 hours ago, blahity said: getting legally adopted as a pony by a follower Im not interested in any content related to followers. Most I will do is locking them in a closet and have Luke kill them, slowly, while youre on deliveries 21 hours ago, Talesien said: Given the script overhead that a lot of DD items in a single cell can generate, it might be wiser to use something like non-Devious Devices. Of course that creates other problems (mostly animation based). The simple solution to that might be in OAR and DD NG. Won't work for SLUTS though since OAR, like many of the newer Skyrim engine enhancement mods, is not available for LE. So not sure what might be the solution, but numerous NPC's with DD items is likely to cause you grief. Im afraid making an entire SM framework to potentially support LE which I can no longer actively support myself due to changes Bethesda made to the CK is out of scope for this mod. People also tend to exaggerate the effect of DD on their game, the code is by no means great but its also not terrible to the point where you needed to be worried. Chances are if DD is the tipping point causing papyrus stack dumps there is something else seriously wrong with your game DD doesnt run any pollings for the devices worn, its 2 script loops over all tracked NPC, one of which updating the open mouth effect, another is the event polling which should be very slow and thus not effect performance in any meaningful way Imho, the first issue with DD is that its not working reliably & quickly in first place (such as when unequipping the filly uniform), not so much any performance issues people say it has Edited July 30, 2024 by Scrab 1
castorpollux83 Posted August 2, 2024 Posted August 2, 2024 (edited) Hello. I have a small problem that I haven't found a solution for yet. I made the second haul in a row from Markarth to Winterhold. There I talked to the carriage driver, the quest end and a new delivery should begin. Tattoos were applied and a message was shown, that a delivery package was added. The bright screen from the magical effect applying the tattoos did not go away and no new destination was shown. When I search the inventory there are 3 manifests but no quest markers. getstage shows 295.000. When I change this value to 300 I get released from the duty to pay off the debt. Maybe someone has got a hint for me what is going wrong. Best regards Edited August 2, 2024 by castorpollux83
Zaflis Posted August 2, 2024 Posted August 2, 2024 4 hours ago, castorpollux83 said: Maybe someone has got a hint for me what is going wrong. What is the condition of your papyrus log or if there's any clues in it? It was adviced to keep pilfering difficulty at "easy" for now until new version arrives because the harder one can break your game.
Scrab Posted August 2, 2024 Author Posted August 2, 2024 (edited) Stage 295 is forced chain hauls. 300 is set when you quit a hauling series Notice tho, majority of the delivery logic uses internal variables that arent reflected on the quest stage, mostly because quest stages cannot go "down" anymore, if you are on 295 once youll stay there even if the actual delivery stage is on 20 or so. Meaning setting the stage prematurely in the Delivery Quest can cause the quest to not properly set all variables which may or may not glitch you or the mod out (though only temporarily) That aside, the current version has multiple issues with displaying objectives, I think I managed to fix them all in 3.5 tho I never encountered the multiple manifest bug, and theres no instance in the code where youd be given more than 1 manifest I also managed to fix the issue with the Riften Driver traveling to HQ on Special Deliveries Edited August 2, 2024 by Scrab
castorpollux83 Posted August 2, 2024 Posted August 2, 2024 @Zaflis: pilfering difficulty was not set to easy, I will try that. @Zaflis, Scrab: Thanks for your fast responses.
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