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Posted

I don't know if you were asked before, but is a new game necessary? Or do I just remove the old mod, save and reload, so I can install this one?

I have the previous mod, the "redux".

Posted
16 minutes ago, Gaussz said:

I don't know if you were asked before, but is a new game necessary? Or do I just remove the old mod, save and reload, so I can install this one?

I have the previous mod, the "redux".

 

Resume is not an adoption of Redux. Its a completely new mod with new objects & scripts based on Redux

 

Its design does conflict with Redux and thus Redux should be removed first before installing Resume

Posted

Oof I'm struggling a lot with this, I have cursed loot installed but it takes about 10 real life minutes for the driver to get off the cart after the "Ready to haul freight" dialogue, after that he gets stuck in between the wooden slats joining the cart to the horse.

Posted
14 minutes ago, alternateaccounts said:

it takes about 10 real life minutes for the driver to get off the cart after the "Ready to haul freight"

 

That is interesting. For me, the driver just sits there on the carriage. I never thought to wait that long to see if he finally gets off the carriage.

Posted
16 minutes ago, Herowynne said:

 

That is interesting. For me, the driver just sits there on the carriage. I never thought to wait that long to see if he finally gets off the carriage.

Eventually he got off, did nothing, then when I asked him about a job again he said I'm already on a job, nothing changed with PC.

Posted

This is my current WIP, its untested and I have no clue if the Gold exchange thing works (I did some changes to that, yes) but I finished the Haul Starting changes (again: Untested). I hope to be able to release Beta2 until Sunday

 

If youd like to test that out it would help me alot. Especially because as mentioned, I dont have this issue

If you dont have any issues with haul starting, theres no reasaon for you to install this

 

S.L.U.T.S. Resume.7z

Posted
5 hours ago, Scrab said:

This is my current WIP, its untested and I have no clue if the Gold exchange thing works (I did some changes to that, yes) but I finished the Haul Starting changes (again: Untested). I hope to be able to release Beta2 until Sunday. If youd like to test that out it would help me alot. Especially because as mentioned, I dont have this issue.

 

Hi @Scrab thanks for the WIP. I tested it and here are my observations.

 

The good news is that the first carriage driver I spoke to (Windhelm) did give me a hauling job. I completed that job successfully, then returned to Windhelm.

 

Unfortunately, after retrieving the contents of the escrow chest, and the hauling quest completed, then the Windhelm carriage driver had no dialogue options at all when I spoke to him. Even his normal dialogue for hiring the carriage was missing.

 

Then I went to Whiterun to see if the carriage driver there had dialogue options. I said I was ready to haul freight, but then he just remained sitting on his carriage.

Posted
On 2/2/2021 at 12:55 PM, lolwutttt said:

 

I'm very late to the party, but would be willing to give it a try. Did you have any specific ideas for new harnesses, @kevinvn2? If anyone else wants to give it a go, it doesn't look like it should be that hard. Instructions here, and the current harnesses are really just painted on anyways.

I'm sorry for long reply, my university keep fcking my ass. I dont really have anything on my mind yet for new harnesses . SLUTS is for transport stuff, and use humiliated tattoo to promote the brand so i like a more skimpy, erotic tattoo/clothes ( or maybe more punishment/torture ). And sorry for my English grammar.

Posted
20 hours ago, Herowynne said:

Unfortunately, after retrieving the contents of the escrow chest, and the hauling quest completed, then the Windhelm carriage driver had no dialogue options at all when I spoke to him. Even his normal dialogue for hiring the carriage was missing.

 

Then I went to Whiterun to see if the carriage driver there had dialogue options. I said I was ready to haul freight, but then he just remained sitting on his carriage.

 

That has already been reported once, which is great because it seems we got past the initial issue 

Unfortunately Im looking into the mod rn and there is nothing that should cause this issue

 

The only thing I changed in this WIP is actually just moving the collection of the Root Marker from Engine to Script. Funny that that fixes things. Based on this, Im just making a stupid guess that the game takes a long while to close the Haul Quest which disallows another Haul to start and the blocking DIalogue of the Quest to stay partially active for some reason I shall not question


 

Posted
On 2/5/2021 at 5:14 PM, Scrab said:

This is my current WIP, its untested and I have no clue if the Gold exchange thing works (I did some changes to that, yes) but I finished the Haul Starting changes (again: Untested). I hope to be able to release Beta2 until Sunday

 

If youd like to test that out it would help me alot. Especially because as mentioned, I dont have this issue

If you dont have any issues with haul starting, theres no reasaon for you to install this

 

S.L.U.T.S. Resume.7z 30.77 MB · 4 downloads

 

Tried this version as i'm having issue with Thaer dialogue box not opening anymore so did a haul from Whiterun to winterhold and was able to complete it to winterhold but after going back to whiterun and opening the escrow chest and getting my stuff the whiterun carriage driver now has the same issue, can talk to him and he gives dialogue like "need a ride" etc but the dialogue box itself doesn't open

 

 


Bjorlam1.jpg.45fc19bc399fb02ceb9f0d49702ee0f2.jpg

Bjorlam2.jpg.f44823c5b506e6c0193c4b8651df1297.jpg

Thaer1.jpg.ee4cef5836b4e030dd694c67db3edbce.jpg
 

Tried resetting him with resetai on the console or disable/enable but dialogue box won't open, can speak to other npc's fine

 

Disabling the mod and then loading the save again the dialogue box opens correctly



WorkingDialogueBox.jpg.767b229dd5d6197393640d8eab8b1a6d.jpg

Posted

Tried again after cleaning and enabling mod, let me start it all and do a run to falkreath fine but then on returning to thaer dialogue box won't open either before collecting escrow or after collecting escrow chest

 

Papyrus.0.log

Posted

I did not go over SlaveTats integration and I did not attempt to fix the cart. I consider it more important that we first focus on getting modbreaking Resumes Bugs out of the mod before tackling Redux's ones

That being said, remember some of the issues reported are issues I cannot reproduce, so Im just guessing around what I can do to change some things that may help you and definetly do not break my game

 

S.L.U.T.S. Resume 1.19 Beta2

Filly Coins

Added rewards:

  • 100/500/1.000/5.000 Gold (~40 per Gold Coin)
  • 1/3/5 Restraint Keys (20.000 per Key)
  • 1/3/5 Chastity Keys (25.000 per Key)
  • 1/3/5 Piercing Removal Tools (25.000 per Key)

Misc

- Added Needs Dialogue

- Quest now closes immediately after you close the Escrow Chest the first time (You still have 15 seconds to get your stuff out before the Chest despawns)

 

Fixes

- Added FaceGen Data for Sluts own Carriage Drivers

- Moved parts of the Haul Start from Engine to Script

- Fixed an issue that disallowed the Carriage Driver in the Starting Hold to engage in any Dialogue

- Quest Starting now uses a Fallback to try a second time in case the Quest hasnt started properly with the first call

- Setting Up the Cart now uses a Fallback to attempt a second time in case the first one didnt succeed

 

Known issues

- Haul starting may still be somewhat inconsistent. Im unsure what causes this but waiting one hour and trying a 2nd time usually works (in my Game)

Posted
3 hours ago, Scrab said:

I did not go over SlaveTats integration and I did not attempt to fix the cart. I consider it more important that we first focus on getting modbreaking Resumes Bugs out of the mod before tackling Redux's ones

That being said, remember some of the issues reported are issues I cannot reproduce, so Im just guessing around what I can do to change some things that may help you and definetly do not break my game

 

S.L.U.T.S. Resume 1.19 Beta2

Filly Coins

Added rewards:

  • 100/500/1.000/5.000 Gold (~40 per Gold Coin)
  • 1/3/5 Restraint Keys (20.000 per Key)
  • 1/3/5 Chastity Keys (25.000 per Key)
  • 1/3/5 Piercing Removal Tools (25.000 per Key)

Misc

- Added Needs Dialogue

- Quest now closes immediately after you close the Escrow Chest the first time (You still have 15 seconds to get your stuff out before the Chest despawns)

 

Fixes

- Added FaceGen Data for Sluts own Carriage Drivers

- Moved parts of the Haul Start from Engine to Script

- Fixed an issue that disallowed the Carriage Driver in the Starting Hold to engage in any Dialogue

- Quest Starting now uses a Fallback to try a second time in case the Quest hasnt started properly with the first call

- Setting Up the Cart now uses a Fallback to attempt a second time in case the first one didnt succeed

 

Known issues

- Haul starting may still be somewhat inconsistent. Im unsure what causes this but waiting one hour and trying a 2nd time usually works (in my Game)

 

Tried this version and the issue with the carriage driver dialogue box not opening is fixed as i could do a run from solitude to markath and come back and claim escrow and then speak to him but the filly coin exchance dialogue isn't working anymore, got 14800 filly coins and tried to exchange for gold using the two options available - as much as possible / 100 but neither increase gold or decrease filly coins as i still have 14800

 

Made a save and then quit and enabled logging and went through the dialogues again but result is the same

 

Papyrus.0.log

 

 

 

Posted
1 hour ago, pinky6225 said:

Made a save and then quit and enabled logging and went through the dialogues again but result is the same

 

Yes because Im stupid and forgot to put the new files in the mod, tehy were still chillin out in my CK folder, ah.. report me

 

//e

fixed

Posted

You get a few bonus Filly Coins for that

 

The actual Filly Reward has been removed for the time being, Ill reintroduce a reworked Filly Reward System after the Beta

Posted
50 minutes ago, Player80 said:

When it gets there, would it be possible that reading this letter (or simply retrieving your stuff from the escrow chest) equips a full set of pony gear on the player (that can still be unlocked like regular devious devices)? Because that is what I thought was going to happen, the SLUTS employers are so derranged that they might think this to be an appropriate reward

 

Im open for suggestions on how exactly FIlly Rewards look like. A feature like that would most certainly be optional but if theres demand for it I could do that, yes

Posted
6 hours ago, Scrab said:

fixed

 

I have been testing version 1.19 B2 and it is working much better for me. The dialogue options appear to be working okay.

 

On two deliveries, I have had the Falkreath driver stuck in the ground, which messes up his actions. To work around the problem, I used the console "moveto player" command to get him out of the ground.

Spoiler

sluts.jpg.a94183ec5525c5ca2cfee43228d20879.jpg

 

 

Another issue that maybe I just don't understand how the mod is supposed to work:

 

If I make several deliveries in a row, by telling the carriage driver during the delivery dialogue that I am willing to accept another job immediately, then when I finally stopped the sequence of deliveries, there was no marker for my escrow chest.

 

I visited each of the carriage drivers that I had accepted the continuous jobs from, but none of them had dialogue regarding my escrow chest.

Posted
1 hour ago, Player80 said:

You have to go to the previous dispatcher (if you made 6 deliveries in a row, then you'll have to go to the location of the fifth).

You'll find a chest near the dispatcher, there won't be any dialogue regarding it. Pick up all the stuff, give some time for the game to process and the tats will disappear

 

Thanks for the tip! I was able to find the chest and get my gear.

Posted

The standard green SLUTS tats get applied to my player character when I take a hauling job.

 

The mod contains many other tats, such as "dirt" tats. Does the mod ever apply the other tats?

Posted
8 hours ago, Herowynne said:

On two deliveries, I have had the Falkreath driver stuck in the ground, which messes up his actions. To work around the problem, I used the console "moveto player" command to get him out of the ground.

 

The game has issues finding some markers to tell actors where they have to stand. This is why the game has issues to start the Quest sometimes and you have to try a second time but it also causes the Game to not to know where to put the Recipient

Im currently looking for ways to completely rewrite the Marker collection to not have that happen anymore (hopefully) 

 

6 hours ago, Herowynne said:

The mod contains many other tats, such as "dirt" tats. Does the mod ever apply the other tats?

 

Yes, in SL Scenes where you are considered q victim it applies those dirt tats. If there are any other ones, they are unused

Posted

So I'm having two different issues and since I'm actually starting using the whole "S.L.U.T.S" line now, I'm not sure which are 'old bugs', which are 'user error', and which are 'new bugs'.

 

1. While the breast yoke and chained yoke work visually, the 'default' yoke gives me an invisible body. Running BodySlide I only find the Thermal Harness and the Pony Gloves as options to rebuild, but I've also gone through and rebuilt pretty much every DD related outfit that I could find.

 

2. I can get jobs from the whiterun driver easily, but the cart seems stuck. the 'arms' will follow my direction and the wheels wiggle a little but no movement. I looked in the debug section and saw the reset and toggle physics options, tried them both. The reset option complains I don't have a cart tethered to me and aborts, the physics option doesn't seem to impact the situation. Tried the hotkey for resetting/untethering the cart and it asked me if I wanted to untether it, and went through a struggle animation, saying I had. But that didn't fix anything, went up to the cart and activated it and got a message that everything was loaded up and ready to go, but the cart still doesn't move. (Note all the above attempts were separate save/loads. I had saved prior to accepting the first job and just kept reloading after giving up with each option.)

 

Any ideas?

Posted
3 hours ago, Player80 said:

The mod is being rewritten, and as such should be considered a beta version, this is why some things are currently not working the way they should

 

1. I have the same issue

2. I've found a way to re attach the cart, though it isn't convenient at all. You need to completely restart the game. Alternatively, you can open up the console and click on the cart, complete your run and write "moveto player" while the cart is still selected, this will teleport the cart to you and you can finish the run. If the recipient doesn't seem to move after opening up the dialogue with him, repeat the moveto player on him as well until he starts his "huh huh. ah ah"

 

Another way to bypass the cart bug is to use "CTRL+E".  You should get words saying you just untethered the cart.  Then you can travel to your destination, get close enough to talk to the cart driver, and use "CTRL+E" again to re-tether the cart.  You should be able to deliver the goods.

Posted
8 hours ago, Player80 said:

I've found a way to re attach the cart, though it isn't convenient at all. You need to completely restart the game.

 

Yes, I have been saving, exiting game, restarting game, loading save to fix the problem. Sure, it's inconvenient, but that workaround has fixed it for me every time, so I'm grateful for that.

 

I will be honest, I find it remarkable that the "physics-attached cart following the player like a trailer" works at all. It is a technical marvel!

Posted

Why does my player just stand there after sometime while trying to complete the task. I can go into combat mode use shouts but can't move my player and it is just stuck there. And does the mission have waypoints showing? Because my does not have any waypoints when told to deliver the package.

Posted

Player80, justbob2, and Herowynne, thank you for your responses, that helped a lot. Both in knowing that it's an issue other people are having and thus I don't have something completely screwed up in my install and with the suggested fixes. I had tried the "CTRL+E" option but for some reason it wouldn't trigger anything after untethering.  I'll try that again next time and if that doesn't fix it, restarting the game.

 

And yes, as someone who last played modded Elder Scrolls games back in the Oblivion era, 90% of what's being accomplished with these mods is miraculous to me. I'm looking forward to what happens next.

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