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.
Scrab Posted August 3, 2024 Author Posted August 3, 2024 21 hours ago, Scrab said: I never encountered the multiple manifest bug, and theres no instance in the code where youd be given more than 1 manifest Update: I managed to reproduce this. The issue is that the manifest that is being activated is apparently not the manifest you got in your inventory even though thats the one I activated for you in script (Skyrim Moment, It Just Works TM). Either way, should no longer happen in V3.5 onward Requesting rations from a driver is also fixed now Any other issues reported here I wasnt able to reproduce or have any clues on why they would happen The HUD Menu introduced in 3.3 is a standard implementation of SkyUIs HUD injection, the same kind that p much every other non-dll HUD addition mod uses 1
HonestTortilla Posted August 6, 2024 Posted August 6, 2024 Hello again, I still have my issue where drivers won't have the dialogue to pick up jobs and if simple slavery sends me to S.L.U.T.S. an error message pops up. Does anyone have any clue on what to do? Thanks a lot
Alenin Posted August 8, 2024 Posted August 8, 2024 I fount a mod that is incompatible with this mod. It's called Pronouns and as long as a gender choice other the female is picked this mod won't fire.
Scrab Posted August 8, 2024 Author Posted August 8, 2024 7 hours ago, Alenin said: I fount a mod that is incompatible with this mod. It's called Pronouns and as long as a gender choice other the female is picked this mod won't fire. SLUTS is exclusive to female actors currently due to DD not having male meshes available If that mod does anything that I think it does, then thats your issue On 8/7/2024 at 1:04 AM, HonestTortilla said: Hello again, I still have my issue where drivers won't have the dialogue to pick up jobs and if simple slavery sends me to S.L.U.T.S. an error message pops up. Does anyone have any clue on what to do? Thanks a lot This is also likely your issue
Scrab Posted August 8, 2024 Author Posted August 8, 2024 I just released 3.4, remember that the Pilferage bug is still part of this version, so set Pilferage difficulty to easy
masterofgamespl Posted August 8, 2024 Posted August 8, 2024 Hey, so I seem to have a problem, where after I choose the option "I'm ready to haul some freight" nothing happens and after some time the option is available again. I did have to download SLUTS Redux 1.18F SE in addition to SLUTS 3.4.0 in order for the mod to even work, I don't know maybe I did something wrong.
mryia Posted August 9, 2024 Posted August 9, 2024 If anyone have problem being stuck in black screen after receiving a gear to start delivery(even when using Fuz Roh D'oh properly), Use version 3.1. Bethesda Updated CK last year December and because of this to make old mods to work properly "Backported Extended ESL Support" is needed and I think which is purely hypothesis, this has to do something with being stuck. Since I was too lazy to update all mods or look into what's really causing the problem, I reverted sluts to 3.1 and problem solved.
Zaflis Posted August 9, 2024 Posted August 9, 2024 7 hours ago, mryia said: If anyone have problem being stuck in black screen after receiving a gear to start delivery(even when using Fuz Roh D'oh properly), Use version 3.1. Bethesda Updated CK last year December and because of this to make old mods to work properly "Backported Extended ESL Support" is needed and I think which is purely hypothesis, this has to do something with being stuck. Since I was too lazy to update all mods or look into what's really causing the problem, I reverted sluts to 3.1 and problem solved. As far as we know it was caused by a script in an infinite loop, fixed by setting pilfering difficulty to easy. It probably won't fix your current game but set it to easy on a new game. You could be seeing a papyrus log that is a few gigabytes in size at worse, but it's best indicator if it's the cause for you or not. Is it being spammed by almost same line over and over by Sluts? It's the hypothesis that it flooded the papyrus so the scene couldn't progress from black screen.
alternateaccounts Posted August 13, 2024 Posted August 13, 2024 (edited) On 7/28/2024 at 10:27 AM, Scrab said: Does this occur consistently? happening to me on a fresh install with latest versions of everything still there after a restart, i'm effectively bricked I also have 2 manfiests from the 1st and only quest, triggered by simple slavery if it helps I loaded an earlier save, redid the quest without the SS trigger and it's all smooth as butter now. Only thing is I can't find the bodyslide files for the nipple piercings. They are misaligned with 3ba. Edited August 13, 2024 by alternateaccounts
HonestTortilla Posted August 18, 2024 Posted August 18, 2024 On 8/8/2024 at 9:07 AM, Scrab said: This is also likely your issue Oh interesting. I am playing as a female but I will check my mods to see if something is messing with the gender at any point. Thanks for the pointer
Saviorsrd Posted August 20, 2024 Posted August 20, 2024 (For Scrab) I'm liking this mod more than I thought I would, so thanks for that. (For everyone) Got a question, though. I've done about five hauls - is there ever a point where the PC stops trying to protest everything and starts to become (forgive me) a True SLUTS filly?
Ixmore Posted August 22, 2024 Posted August 22, 2024 On 8/20/2024 at 4:46 AM, Saviorsrd said: Got a question, though. I've done about five hauls - is there ever a point where the PC stops trying to protest everything and starts to become (forgive me) a True SLUTS filly? I think it will be planned feature in the future update.
badbat111 Posted August 24, 2024 Posted August 24, 2024 could you please add le nifs 3.2 had le version but 3.3 3.4 is se nifs there showing as hazard symbol in creation kit due to the wrong bones
badbat111 Posted August 24, 2024 Posted August 24, 2024 for le users with hazard symbol i fixed my hazard symbol i downloaded 3.2le copyed the mesh folder to data folder it fixed the hazard symbols scrab i did a run from whiterun to falkreath but no bandits is there a set locations for bandits and merchent events ?
Scrab Posted August 24, 2024 Author Posted August 24, 2024 4 hours ago, badbat111 said: for le users with hazard symbol i fixed my hazard symbol i downloaded 3.2le copyed the mesh folder to data folder it fixed the hazard symbols scrab i did a run from whiterun to falkreath but no bandits is there a set locations for bandits and merchent events ? LE (and 1.5) are no longer supported by me due to changes Beth made in the CK. If you want to use the mod in these versions thats fine by me, but youll have to port them yourself. I dont wish to upload a "half ported version" by only including the meshes The road events are introduced in 3.4 and randomly happen next to vanilla road events
Shmurtle Posted August 24, 2024 Posted August 24, 2024 (edited) Hi, I'm having trouble getting the pilferage UI element to work correctly. As far as I can tell, the actual pilferage system works fine but the UI element looks a bit weird and doesn't react when the seal gets broken or the cargo health changes. Any ideas what could cause this issue? Edit: I did some further testing. After starting a brand new game, the UI element works perfectly fine. (see picture below) I did 2 hauls with a bit of other random gameplay inbetween and had no issues. But as soon as I save & reload, the UI Element looks like the picture above and no longer works properly on that save. This happens regardless of whether I save & reload during a haul or regular gameplay. Edited August 28, 2024 by Shmurtle
TikiWikiTam Posted August 24, 2024 Posted August 24, 2024 (edited) 12 hours ago, Scrab said: LE (and 1.5) are no longer supported by me due to changes Beth made in the CK. If you want to use the mod in these versions thats fine by me, but youll have to port them yourself. I dont wish to upload a "half ported version" by only including the meshes The road events are introduced in 3.4 and randomly happen next to vanilla road events Sorry for the potentially silly question here, but does "(and 1.5)" refer to 1.5.97? - Just read the change notes, can see this is what you meant. Will it still be safe to use with BEES moving forward? Edited August 24, 2024 by TikiWikiTam
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