lurker9001 Posted January 1, 2025 Posted January 1, 2025 5 minutes ago, safado said: "Plans within plans...." Hide contents The fillycoins must flow 1
Scrab Posted January 1, 2025 Author Posted January 1, 2025 1 hour ago, safado said: "Plans within plans...." Got content planned all the way to 2026 1
Amrovich Posted January 1, 2025 Posted January 1, 2025 On 11/9/2024 at 11:52 AM, Scrab said: I wont be moving HQ again. Im happy with the location and got most of it already planned out and theres a 4th alternative: Using alternatives that happen to not conflict with SLUTS and are more respecting of their own content scope. You can start here, the bottom of the page links to other projects so you can haggle yourself through it all and get an (imo) overall more sophisticated "cut content" experience Skyrim Cut Content Restoration at Skyrim Special Edition Nexus - Mods and Community May I please suggest a quick and dirty patch to cutting room floor that just removes the cutting room floor place that is conflicting? This will be much easier for people to just install it along with SLUTs rather than deleting such a big mod like Cutting room mid playthrough. I know you recommended adding alternate cut content but for me it is not about adding cut content it is mostly about an easy way to allow people to enjoy your mod without breaking current playthrough! Would appreciate it very much if you could make such a patch! 🙏 Thanks and much love ❤️
TajZ Posted January 2, 2025 Posted January 2, 2025 So will be able to wear armbinders and upgrade equipment in the next update? Asking pre-emptively - will be a need for a new profile or just clean save to update from 4.0 to 4.x?
Zaflis Posted January 2, 2025 Posted January 2, 2025 Little treat for those wanting more challenge to this, making roadsigns invisible 😦 https://www.nexusmods.com/skyrimspecialedition/mods/134708 Another similar but not my mod for needing physical item of map and compass to access them: https://www.nexusmods.com/skyrimspecialedition/mods/129086
IcicleInn Posted January 2, 2025 Posted January 2, 2025 Tested enslavement via SS++ Start. Got an interesting initial manifest: Spoiler
Lucky Sparrow Posted January 2, 2025 Posted January 2, 2025 On 12/24/2024 at 5:14 PM, Scrab said: 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? I've stopped using "load" while playing the game a while ago. It can be a source of lots of screwy glitches. Instead when I need to go back to a previous save, I exit to desktop, restart the game, then select the saved game to start.
AechRO Posted January 3, 2025 Posted January 3, 2025 HQ location is incompatible with anyone using The People of Skyrim, conflicts with another village there- I know the mod author already stated he's not moving it again, just giving anyone a heads up.
Ixmore Posted January 3, 2025 Posted January 3, 2025 Based on the road map, it seems like all the original content will return after 4.0 development cycle,
Amrovich Posted January 4, 2025 Posted January 4, 2025 How can I safely uninstall SLUTS? Trying to load any save that had SLUTS after uninstall is giving save corrupted error immediately and can't be loaded. Cleaning the save with Fallrim tools doesn't help. Any help is appreciated.
Mister X Posted January 6, 2025 Posted January 6, 2025 (edited) On 1/4/2025 at 1:51 AM, Amrovich said: How can I safely uninstall SLUTS? Trying to load any save that had SLUTS after uninstall is giving save corrupted error immediately and can't be loaded. Cleaning the save with Fallrim tools doesn't help. Any help is appreciated. I'd say, as it relies that heavily on scripts: not at all. Despite all those tools like Fallrim it's never advisable to uninstall a scripted mod mid-playthrough (basically, any mod that has a plugin file, due to load order change...) What you could try is: find all Quest FormIDs for the SLUTS quests. In game, if you're not on a haul, stop all quests via console, then change to another location (best small and indoors like a player home), wait there for a few hours with the ingame menu and afterwards for a few minutes RL time. Make a save. Quit the game, uninstall the mod and try to clean the save with Fallrim Tools. Maybe, with some luck, all scripts have stopped, if all quests could get stopped. No guarantee for anything though. For the future: the only mods that really can be uninstalled any time without any problems, are texture or mesh replacers without an esp file, or SKSE .dll plugins without esp file. Edited January 6, 2025 by Mister X 2
blackoperations Posted January 6, 2025 Posted January 6, 2025 4.1 works great on a new game. Dialogue prompt visible. Quest pamphlet. Easy start. It's been years since I played this, but I'm not sure about the dynamics of the quest chain anymore. More info upfront on that would be helpful.
past79 Posted January 6, 2025 Posted January 6, 2025 (edited) On 12/23/2024 at 5:19 AM, ItsAzusa said: 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. Riiight, now I remember why I skipped testing 4.0. Still occurs in 4.1 btw. Found Warrick, xx44CDDE -> xx44CDDD Not sure about the other one though ("DoorScene"), a bunch of scenes seem to have been removed since 3.5, this one being one of them. Put in a NULL Ref for now, at least makes the Dyndolod watchdog shut up. And null shouldn't be worse than an invalid ref. Spoiler PS. Successfully created LODs, there is still one deleted reference and a missing script. Far fewer errors than in 3.5 though 👍 (the last warning is probably my own fault...) Error: Deleted reference SLUTS.esp [REFR:000CADAC] (places CritterLandingMarker_Small [STAT:00022201] in GRUP Cell Temporary Children of SLUTSHQExterior02 [CELL:00009388] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,17)) Error: File not found scripts\slutshqbusinessledger.pex SLUTS.esp SLUTS_HQLedger "Business Ledger" [ACTI:AF3E23B9] Warning: File not found textures\architecture\farmhouse\woodpost01.dds. Used by SLUTS.esp SLUTS_Woodpost [TXST:AF920AEE] Edited January 6, 2025 by past79
ttpt Posted January 7, 2025 Posted January 7, 2025 (edited) On 1/1/2025 at 6:56 PM, Amrovich said: May I please suggest a quick and dirty patch to cutting room floor that just removes the cutting room floor place that is conflicting? This will be much easier for people to just install it along with SLUTs rather than deleting such a big mod like Cutting room mid playthrough. I know you recommended adding alternate cut content but for me it is not about adding cut content it is mostly about an easy way to allow people to enjoy your mod without breaking current playthrough! Would appreciate it very much if you could make such a patch! 🙏 Thanks and much love ❤️ We really shouldn't expect mod authors to make patches for mods they don't really like, but I personally do like CRF so here you go. This should remove all the houses and items that CRF adds to Frost River, as well as revert any landscape and navmesh modifications to either vanilla or to the values that version 4.1 of SLUTS has, which isn't a lot, so it should be easy to update on future SLUTS versions. if there should be a rock out of place or something on your game, click on it and type recycleactor, it should go back to the value on the patch, or if you see a rock or a tree or something out of place that shouldn't be there, I probably forgot to take it out, so let me know. I intentionally also kept the Frost River Guard NPCs from CRF. PatchSLUTS-CRF.esp Edited January 7, 2025 by ttpt 8
noctred Posted January 7, 2025 Posted January 7, 2025 (edited) Quick question - From comments in the ponzi dump thread, it sounds like DFR requires an older version of Dynamic Dialogue Replacer and does not work with Scrab's newer version on Nexus. Is the inverse true for SLUTS Resume or is it backwards compatible with the older DDR builds? Just curious if it's possible to run SLUTS and DFR together or if we have to wait for DFR to be updated to function with the DDR remake. Thanks. Edited January 7, 2025 by noctred
sackhuepfer123 Posted January 7, 2025 Posted January 7, 2025 When I talk to any cart drivers to start a haul the driver says "Let me see what I've got" and then I get a popup. I won't go away even after saving and reloading several times. Im running 4.1m jkskyrimslutspatch and the UNP tats
Talesien Posted January 7, 2025 Posted January 7, 2025 (edited) 5 hours ago, noctred said: Quick question - From comments in the ponzi dump thread, it sounds like DFR requires an older version of Dynamic Dialogue Replacer and does not work with Scrab's newer version on Nexus. Is the inverse true for SLUTS Resume or is it backwards compatible with the older DDR builds? Just curious if it's possible to run SLUTS and DFR together or if we have to wait for DFR to be updated to function with the DDR remake. Thanks. Given that Scrab changed the required structuring in the yaml files containing the replacement strings for her version, I would say the chance that SLUTS is compatible with Ponzi's DDR is NIL. So right now, it appears you can use either DFR or SLUTS, not both, sorry to say. Edited January 7, 2025 by Talesien 1
ahsdg Posted January 7, 2025 Posted January 7, 2025 (edited) 4 hours ago, sackhuepfer123 said: When I talk to any cart drivers to start a haul the driver says "Let me see what I've got" and then I get a popup. I won't go away even after saving and reloading several times. Im running 4.1m jkskyrimslutspatch and the UNP tats I am having the same issue. Running this plus the crf and jk skyrim patches. Nothing overhauling the carriages themselves, but have some npc overhauls and immersive citizens. I honestly cant remember if I changed to 4.1 after starting my current playthrough, had 3.5 beforehand Edited January 7, 2025 by ahsdg 1
puttputt77 Posted January 7, 2025 Posted January 7, 2025 5 hours ago, sackhuepfer123 said: When I talk to any cart drivers to start a haul the driver says "Let me see what I've got" and then I get a popup. I won't go away even after saving and reloading several times. Im running 4.1m jkskyrimslutspatch and the UNP tats 34 minutes ago, ahsdg said: I am having the same issue. Running this plus the crf and jk skyrim patches. Nothing overhauling the carriages themselves, but have some npc overhauls and immersive citizens. I honestly cant remember if I changed to 4.1 after starting my current playthrough, had 3.5 beforehand I also had the same issue. On an ongoing save I wasn't able to update from 4.0 to 4.1. On a new save the mod works perfectly fine. So I guess it is just not possible to update on an ongoing save?
puttputt77 Posted January 7, 2025 Posted January 7, 2025 There seems to also be a small imcompatibility with the cart driver added to Winterhold if you are using the Gret Cities of Winterhold. The cart seems to be kinda floating in the air.
Polonium Posted January 7, 2025 Posted January 7, 2025 (edited) I'm still having the alias failure problem, where no dialogue shows up and no quest alias are assigned on 4.1. I have seen some people fix it in the thread, but I can't get them to work. Could you go through what steps exactly you took to fix the problem? Edit: Also, a thought, can you manually set quest references? Edit2: What the hell? I followed the steps from this thread: https://steamcommunity.com/app/72850/discussions/0/142260895147457868/, Manually added Velasco and player refs, restarted SLUTS_Main, and now it works. So yeah, 100% failure to fill Alias issue, that only some people appear to be having? Edit3: Never mind, most of the dialogue shows up, but when I click "I'm ready to haul some freight!" I get a message with "[SLUTS] THe actor is not a valid SLUTS Driver. If you just started a new game, try to reload once." So that's not great. Edit4: Also, every time I reload my game, the references I set appear to unset themselves. Which is less than great. Edited January 7, 2025 by Polonium
HopefulBloom Posted January 7, 2025 Posted January 7, 2025 (edited) Hello, Been troubleshooting on my own with no luck, so I'm here to ask for help with one issue. Mainly that the ponytail plug is floating below my character, almost into the floor. Is this a skeleton issue or? Here's my Load Order Also are you meant to get a cart when doing personal deliveries? Thanks in advance for any assistance Edited January 7, 2025 by HopefulBloom Removed names of persons in a Voice chat
Zaflis Posted January 7, 2025 Posted January 7, 2025 1 hour ago, Polonium said: If it's not valid driver (NPC) then the base one is not from vanilla game probably. You have some mod that adds more carts in the world perhaps and even replaces vanilla ones? There might be a patch for it if it's CFTO or something like that. BFT doesn't need a patch for this mod, it just works because it doesn't replace anything.
Zaflis Posted January 7, 2025 Posted January 7, 2025 3 minutes ago, HopefulBloom said: Mainly that the ponytail plug is floating below my character, almost into the floor. Is this a skeleton issue or? Here's my Load Order Relevant mods are in your mod list, not load order. One responsible for physics on Skyrim AE is Faster-SMP mod, and tails need physics. DD also requires you to Batch build everything in Bodyslide.
Polonium Posted January 7, 2025 Posted January 7, 2025 5 minutes ago, Zaflis said: If it's not valid driver (NPC) then the base one is not from vanilla game probably. You have some mod that adds more carts in the world perhaps and even replaces vanilla ones? There might be a patch for it if it's CFTO or something like that. BFT doesn't need a patch for this mod, it just works because it doesn't replace anything. No, the NPC was the vanilla carriage driver for Solitude, though I also got the same result with the Carriage driver that SLUTS adds in Dawnstar.
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