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Posted

Regarding lack of dialog, I think the problem is that the SLUTS_Main quest fails to fill aliases. You can confirm this by giving yourself (AddItemMenu) the "Help Wanted" note, reading it to force the quest to start, and then typing "sqv sluts_main" in console to see that the two aliases are set to NONE. The first alias is for the player, and the second is for a new NPC named "Velasco". As far as I could tell looking through xEdit, this NPC isn't actually placed anywhere in the world. I'm not sure how it's expected for this alias to get filled. Or maybe I missed something and they do exist, but they aren't in a persistent location.

 

What the change in comment below does is remove this alias from the quest. It says you need a new save, but I got it to work with "stopquest sluts_main" and then "startquest sluts_main" in the console.

 

 

Posted
4 hours ago, rightfulrolls said:

Regarding lack of dialog, I think the problem is that the SLUTS_Main quest fails to fill aliases. You can confirm this by giving yourself (AddItemMenu) the "Help Wanted" note, reading it to force the quest to start, and then typing "sqv sluts_main" in console to see that the two aliases are set to NONE. The first alias is for the player, and the second is for a new NPC named "Velasco". As far as I could tell looking through xEdit, this NPC isn't actually placed anywhere in the world. I'm not sure how it's expected for this alias to get filled. Or maybe I missed something and they do exist, but they aren't in a persistent location.

 

What the change in comment below does is remove this alias from the quest. It says you need a new save, but I got it to work with "stopquest sluts_main" and then "startquest sluts_main" in the console.

 

 

Quick update. 

I finally got sluts to show in mcm by restarting my mod manager. It was for some reason showing it as active but not actually activating it in game.

Once I got that working I hit the dialog bug so I over wrote the especially with this one, started a new game and everything seems to working.

Posted

Hello,

 

I just want to confirm whether I correct the Dyndolod related error correctly. I updated to SLUTS 4.0.0 and run the Dyndolod to prepare a new game. And the Dyndolod gives me an warring that there are some Unresolved Form ID in [ACTI: SLUTS_FactionCheck] (I don't recall the exactly name or id of this record). Then I deleted the 2 unsolved IDs in this record and Dyndolod works this time. Is that OK to just delete those reference?  Should I pay additional attention for the future updates?

 

Thank you.

Posted (edited)

I dunno, try like few gentleman above, but still no dialogs. Fix, new game. MCM always shows, but no dialogs. 

Trying crime path, guard lead me to the carriage, but nothing happens. 1.5.97 + bees

3,5 sluts too...

Maybe some other mods block this scrips? 

 

Edited by black0jack
Posted
On 12/15/2024 at 5:10 PM, gamer098 said:

 

Right. It's not quite random - there is a pattern, which is how I was able to test it. When first loading a save in the middle of a delivery after initially launching the game, the UI renders correctly every time. But then if I load one savegame prior (reloading the same might work too, didn't try) which is still in the middle of the same delivery, the UI is broken every time. This pattern continued until I replaced OSL Aroused.

So, to bug out the UI you do:

- Save the game (A)

- Save the game (B)

- Load the game (A)

 

?

 

Loading the game (B) causes no issues?

Posted (edited)
23 minutes ago, Scrab said:

Loading the game (B) causes no issues?

 

Probably loading either save A or B causes the issue. I just found one consistent way to reproduce it and went with it.

I've since removed iWant Widgets from my mods though, and since then, I haven't had the issue occur.

Edited by gamer098
Posted

So, I am not sure what is happening. I have SLUTSResume4.0, I have the UNP tats, I have both DCL and POP patch and I even see the MCM menu, but I can't start. No driver or barkeep will offer me the option to start. What am I missing? This is a brand new save and everything.

Posted

 

19 hours ago, black0jack said:

I dunno, try like few gentleman above, but still no dialogs. Fix, new game. MCM always shows, but no dialogs. 

Trying crime path, guard lead me to the carriage, but nothing happens. 1.5.97 + bees

3,5 sluts too...

Maybe some other mods block this scrips? 

 

Little POGress, now i have dialog with innkeepers, talk about sluts in new shop with ending quest, but carriage still silent. 

Posted
On 12/26/2024 at 6:45 PM, MasterOfBeings said:

Hi, so with the deadlines, how does this interact with asking for sleep from the wagon drivers because the deadlines give no time for sleep when using survival mods.

Deadlines are deadlines, what you do before they run out is up to you and if you need to rest and miss one then ig thats how it is and youll get a minor payment cut

 

On 12/24/2024 at 11:37 PM, gamer098 said:

 

Probably loading either save A or B causes the issue. I just found one consistent way to reproduce it and went with it.

I've since removed iWant Widgets from my mods though, and since then, I haven't had the issue occur.

I cant reproduce this

 

You assume its iWWs fault? is it doing something rather aggressive on game load that would cause this?

Posted (edited)
On 12/25/2024 at 12:53 PM, TajZ said:

So, I am not sure what is happening. I have SLUTSResume4.0, I have the UNP tats, I have both DCL and POP patch and I even see the MCM menu, but I can't start. No driver or barkeep will offer me the option to start. What am I missing? This is a brand new save and everything.

I can confirm this one, started new game with the v 4.0. I've tried Whiterun and Winterhold so far, neither inn or carriage driver has dialogs to initialize mod. There is MCM menu though and i even moved ESP lower in the order to make sure others don't override it.

(No patches installed though.)

Edited by Zaflis
Posted
1 hour ago, Zaflis said:

I can confirm this one, started new game with the v 4.0. I've tried Whiterun and Winterhold so far, neither inn or carriage driver has dialogs to initialize mod. There is MCM menu though and i even moved ESP lower in the order to make sure others don't override it.

(No patches installed though.)

It's a result of Scrab deleting Velasco when moving HQ, rather than leaving him somewhere inaccessible. If you delete the alias from the quest in xEdit, the dialogs work again.

 

There's a public post on Scrab's Patreon saying that 4.1 is supposed to put him into the new HQ, so hopefully things will work again once it's published.

Posted
5 hours ago, Scrab said:

You assume its iWWs fault? is it doing something rather aggressive on game load that would cause this?

 

Yes, I assume it is. The issue was very consistent in the past (when I had iWWs installed). Essentially the pilferage UI only worked on a fresh load after starting the game. Any reload would break it, and it would stay broken, even on new hauls. And again, since uninstalling, I haven't had the issue a single time. Since iWWs is a UI related mod, a possible interaction there makes sense.

 

I'm not sure what it's doing that could cause the issue. Not familiar enough with modding since I've never written any skyrim mods. I'm pretty familiar with a lot of programming so I really should give it a shot someday.

Posted
2 hours ago, chaimhewast said:

It's a result of Scrab deleting Velasco when moving HQ, rather than leaving him somewhere inaccessible. If you delete the alias from the quest in xEdit, the dialogs work again.

 

Ok removing the Vaslaco alias here fixed carriage driver dialog.

 

image.png.e1e273b9d533c96b6f7dba60aa042f3f.png

Posted
15 hours ago, Zaflis said:

 

Ok removing the Vaslaco alias here fixed carriage driver dialog.

 

image.png.e1e273b9d533c96b6f7dba60aa042f3f.png

So... I could not find these forms in SSEdit. It would be under the Skyrim > Quests section right? Its not there for me.

Posted
1 hour ago, TajZ said:

So... I could not find these forms in SSEdit. It would be under the Skyrim > Quests section right? Its not there for me.

It's inside the sluts ESP file in SSEEdit.

Posted
18 hours ago, Zaflis said:

It's inside the sluts ESP file in SSEEdit.

I forgot that I had to open from MO2 and not its exe on my drive. Thanks. I'll check it out and hope I can still change from a yoke to an armbinder.

Posted

Hello 🙂

 

What do you mean by "removing the Vaslaco alias here" - how do I remove the alias in SSEEdit? In SSEEdit on the left side I select SLUTS_Main and on the right side under "View" I see the tree containing the Aliases. Here I see two Aliases:

Alias #0 Ref [0] Player

Alias #1 Ref [8] Vaslaco

 

I select the second Alias and do right click -> no option to remove entry. I hit [Delete] on the Keyboad -> nothing happens... Could you help me?

Posted
5 minutes ago, LatexSub1994 said:

Hello 🙂

 

What do you mean by "removing the Vaslaco alias here" - how do I remove the alias in SSEEdit? In SSEEdit on the left side I select SLUTS_Main and on the right side under "View" I see the tree containing the Aliases. Here I see two Aliases:

Alias #0 Ref [0] Player

Alias #1 Ref [8] Vaslaco

 

I select the second Alias and do right click -> no option to remove entry. I hit [Delete] on the Keyboad -> nothing happens... Could you help me?

Nevermind, found it:
In the "View"-Tab you have to select the value in the second colum (so in this cas "Ref [8] Vaslaco"), then you can remove the entry. I selected the first colum ("Alias #1") there is no such option. 💡

Posted (edited)
8 hours ago, TajZ said:

Wait, I don't see an option to change gear or enhance. Is that not available in 4.0 yet?

Customizations will be implemented after the trophy room (small building next to the shop)

Enhancements will be re-introduced with the Smithery

 

The trophy room depends on the DD rework

The DD rework is implemented by the smithery update

The smithery depends on the Alchemy Lab

 

Alchemy Lab is the focus of the next update/s

 

Edited by Scrab
Posted
On 12/30/2024 at 1:03 AM, gamer098 said:

 

Yes, I assume it is. The issue was very consistent in the past (when I had iWWs installed). Essentially the pilferage UI only worked on a fresh load after starting the game. Any reload would break it, and it would stay broken, even on new hauls. And again, since uninstalling, I haven't had the issue a single time. Since iWWs is a UI related mod, a possible interaction there makes sense.

 

I'm not sure what it's doing that could cause the issue. Not familiar enough with modding since I've never written any skyrim mods. I'm pretty familiar with a lot of programming so I really should give it a shot someday.

 

I just wanna chime in and say that it's probably not specifically an iWWs incompatibility because I don't have iWWs installed, yet I can reproduce the issue the exact same way. The UI works on a fresh load after launching the game. Reloading a different / the same save breaks the UI permanently until I fully exit and launch the game again.

 

So

- launch Skyrim

- load save (A)

- go to carriage driver and start a mission -> UI works

- finish haul (or not, doesn't matter)

- reload save (A)

- go to carraige driver and start a mission -> UI broken

- quit Skyrim

- launch Skyrim

- load save (A)

- go to carriage driver and start a mission -> UI works

Posted
10 hours ago, Scrab said:

Customizations will be implemented after the trophy room (small building next to the shop)

Enhancements will be re-introduced with the Smithery

 

The trophy room depends on the DD rework

The DD rework is implemented by the smithery update

The smithery depends on the Alchemy Lab

 

Alchemy Lab is the focus of the next update/s

 

 

"Plans within plans...."

Spoiler

MV5BMWViNmYxZTgtNDRhMi00NmYzLWJmYWYtMDI5

 

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