HopefulBloom Posted January 7, 2025 Posted January 7, 2025 (edited) 14 minutes ago, Zaflis said: 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. Ah that makes sense, here's all the installed mods. Using HDT-SMP I did batch build everything in bodyslide Edited January 7, 2025 by HopefulBloom
chaimhewast Posted January 7, 2025 Posted January 7, 2025 7 hours ago, Talesien said: 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. If it's just a formatting issue, would editing DFR's DDR config be all we needed to get it working with Scrab's DDR?
Amrovich Posted January 7, 2025 Posted January 7, 2025 On 1/6/2025 at 1:00 PM, Mister X said: 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. Thanks for the help and instructions. For some reason 4.1 could never work on my current save and was considering deleting it and ran into this issue. I downgraded to 3.5 and it started working. So will keep it for now. Yeah you are absolutely right I will not uninstall script heavy mods mid playthrough. Thanks again! 18 hours ago, ttpt said: 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 138.9 kB · 3 downloads This is great! Thanks so much! This is going to help a lot of people coexist both mods! Hopefully Scrab can add it to the download section!
Talesien Posted January 7, 2025 Posted January 7, 2025 (edited) 1 hour ago, chaimhewast said: If it's just a formatting issue, would editing DFR's DDR config be all we needed to get it working with Scrab's DDR? Yes, but it's not a strictly a config, it's the file that holds all the replacer strings (data/skse/DynamicDialogueReplacer/DeviousFolower.yaml), so it is a bit of work (around 1100 lines in that one). I considered having a go (well more like trying to whip up a conversion script), but currently I've not even a working LO, so it's not high on my priority list. Edited January 7, 2025 by Talesien
chaimhewast Posted January 8, 2025 Posted January 8, 2025 1 hour ago, Talesien said: Yes, but it's not a strictly a config, it's the file that holds all the replacer strings (data/skse/DynamicDialogueReplacer/DeviousFolower.yaml), so it is a bit of work (around 1100 lines in that one). I considered having a go (well more like trying to whip up a conversion script), but currently I've not even a working LO, so it's not high on my priority list. I poked at it a bit since I sent that message. I got a good chunk of them to the point where the log says it loaded some of them, but a good number of the topic infos throw errors. If I figure it out, I'll throw it in the ponzi dump thread since it's more fit for that thread.
HopefulBloom Posted January 8, 2025 Posted January 8, 2025 20 hours ago, HopefulBloom said: Ah that makes sense, here's all the installed mods. Using HDT-SMP I did batch build everything in bodyslide Anyone else having these issues, try swapping to Faster HDT SMP, instead of just HDT SMP. *shrugs* no idea why one works and one doesn't
Talesien Posted January 8, 2025 Posted January 8, 2025 1 hour ago, HopefulBloom said: Anyone else having these issues, try swapping to Faster HDT SMP, instead of just HDT SMP. *shrugs* no idea why one works and one doesn't The original HDT-SMP is meant for Game version 1.5.97. If you use it on any 1.6.x game SKSE will not display an error, but silently fail to load the dll. No wonder, really, why it does not work.
not_a_waluigi Posted January 11, 2025 Posted January 11, 2025 The mod is breaking in odd ways for me. None of the innkeepers or carriage drivers have any new dialogue, so I can't start the quest. I also stumbled onto S.L.U.T.S. Headquarters while exploring, but it was devoid of NPCs and had one missing texture as well. I thought I might be missing a dependency, but I double checked and everything in the requirements list is installed. I also tried sorting my load order again, but it didn't help. Maybe it's because I installed the mod mid-playthrough?
Zaflis Posted January 12, 2025 Posted January 12, 2025 1 hour ago, not_a_waluigi said: Do you have the very latest version of the mod? There was 1 version that did not have dialog on carriage drivers, but you can check a page or 2 backwards for solution to that, or update mod.
not_a_waluigi Posted January 12, 2025 Posted January 12, 2025 54 minutes ago, Zaflis said: Do you have the very latest version of the mod? There was 1 version that did not have dialog on carriage drivers, but you can check a page or 2 backwards for solution to that, or update mod. I'm pretty sure I do; I downloaded 4.1.0. I'll try that solution anyway, if redownloading and reinstalling doesn't help.
RightlyFrightenedLightning Posted January 12, 2025 Posted January 12, 2025 (edited) Unresolved FormIDs (2 found) Activator - XX433808, XX44CDDB Version : 4.1.0 Not sure if there are any others. Have no idea where I should report it so I put this here. EDIT : found more unresolved FormIDs but (I think?) those are related to things not implemented yet. All I have to do is just wait. No need to rush! Spoiler Edited January 12, 2025 by RightlyFrightenedLightning more unresolved FormIDs
chaimhewast Posted January 12, 2025 Posted January 12, 2025 4 hours ago, RightlyFrightenedLightning said: Not sure if there are any others. Have no idea where I should report it so I put this here. EDIT : found more unresolved FormIDs but (I think?) those are related to things not implemented yet. Those are related to removed content. They're from the old HQ that Scrab deleted in 4.0. The one for Anette's room isn't placed anywhere, and the faction check one is only in an inaccessible cell. 1
RightlyFrightenedLightning Posted January 12, 2025 Posted January 12, 2025 1 hour ago, chaimhewast said: Those are related to removed content. They're from the old HQ that Scrab deleted in 4.0. The one for Anette's room isn't placed anywhere, and the faction check one is only in an inaccessible cell. Great. Then I can erase those FormIDs in SSEEdit with no worry. They were hindering me in running DynDOLOD. Thanks for the info.
not_a_waluigi Posted January 12, 2025 Posted January 12, 2025 16 hours ago, Zaflis said: Do you have the very latest version of the mod? There was 1 version that did not have dialog on carriage drivers, but you can check a page or 2 backwards for solution to that, or update mod. Are you talking about the suggestion to stop and start the quest from the console? I tried that, but I'm not sure it did anything. (Carriage driver still has no new dialogue.)
Zaflis Posted January 13, 2025 Posted January 13, 2025 18 hours ago, not_a_waluigi said: Are you talking about the suggestion to stop and start the quest from the console? I tried that, but I'm not sure it did anything. (Carriage driver still has no new dialogue.) No, if you have 4.1 then my suggestion i meant should have no effect on you.
not_a_waluigi Posted January 14, 2025 Posted January 14, 2025 12 hours ago, Zaflis said: No, if you have 4.1 then my suggestion i meant should have no effect on you. Hmm... well, I definitely have 4.1, and I already tried reinstalling. Would it help if I shared a list of mods I have installed? Alternatively, is there a way I could disable the mod on an existing save without getting the "save file is corrupted" message?
moopie12 Posted January 18, 2025 Posted January 18, 2025 For some reason my game doesn't have the mod specific devices installed, even though the rest of the mod works correctly. I can start a haul and get force unequipped, but no devices will be equipped to me, but everything else including the livery and carriage are all working just fine. The devices don't even appear in the console for me to add to my inventory.
Talesien Posted January 18, 2025 Posted January 18, 2025 13 minutes ago, moopie12 said: For some reason my game doesn't have the mod specific devices installed, even though the rest of the mod works correctly. I can start a haul and get force unequipped, but no devices will be equipped to me, but everything else including the livery and carriage are all working just fine. The devices don't even appear in the console for me to add to my inventory. You do have Devious Devices 5.2 (with or without DD NG) installed and working?
moopie12 Posted January 18, 2025 Posted January 18, 2025 8 minutes ago, Talesien said: You do have Devious Devices 5.2 (with or without DD NG) installed and working? Yes, sorry forgot to mention that. DD (as well as the "for him" and beast race add-ons) are all installed and functioning properly, the devices are all in the game and can be equipped/locked/etc. It's just the devices from this mod (and any devices that they borrow from DD) that are not being equipped to my character when I start a haul.
turnerd20 Posted January 19, 2025 Posted January 19, 2025 (edited) On 9/20/2024 at 11:19 AM, urged116.9 said: it keep saying rehabilitation even failed but i cant find out why having the same issue here + SS+ says similar thing but for slavery, have all requirements, is it because I installed the mod mid way through a game? edit: yes, that does seem to be the problem, mod works when starting fresh save Edited January 19, 2025 by turnerd20 1
PeteeUwU Posted January 19, 2025 Posted January 19, 2025 (edited) On 1/12/2025 at 12:44 AM, not_a_waluigi said: The mod is breaking in odd ways for me. None of the innkeepers or carriage drivers have any new dialogue, so I can't start the quest. I also stumbled onto S.L.U.T.S. Headquarters while exploring, but it was devoid of NPCs and had one missing texture as well. I thought I might be missing a dependency, but I double checked and everything in the requirements list is installed. I also tried sorting my load order again, but it didn't help. Maybe it's because I installed the mod mid-playthrough? I'm in the same boat. 1.5.97, all dependencies are installed and BEES is running too. Managed to get a delivery chain started via SS, but none of the carriage drivers or innkeepers offer quest start, and HQ is void of any life and has unloaded buildings. I've tried both 3.5 and 4.0 and they seem have the same result. Maybe I'm just made of stupid and misunderstand the installation process - I've tried both having only 4.1 version and also mounting it on top of original 1.2. There's no conflict with two of them on, but quest is still improssible to start. I'm running out of ideas, so any help will be greatly appreciated :3 Edited January 19, 2025 by PeteeUwU 2
Aqtal92 Posted January 20, 2025 Posted January 20, 2025 "the actor is not a valide sluts driver. If you just started a new game, try to reload once" This arose when requesting to transport cargo to a caravan driver near Markarth, has anyone encountered the problem? 1
Kaner Posted January 21, 2025 Posted January 21, 2025 I am not really sure my question belongs here specifically as there is at least one other mod out there with the same issue but perhaps you han help me So I switched to SE/AE and installed most of the mods I used before along with some specific to SE, this mod among them. But while other mods I managed to make work, this one just is not recognised by the game and after I close it, MO just unchecks it's ESP in the list by itself. My Skyrim is v1.6.1130, I am using Mod Organiser and by the looks of it have all the required mods. Can you people suggest any solutions? If I am to provide logs or additional info, could you dumb it down for me to understang how to do it? Thanks
Thingolf Posted January 22, 2025 Posted January 22, 2025 Just installed the mod and got the quest working (am now a slut) but my woman has no ponytail butplug or carraige, just the other outfit. Isn`t she allways supposed to have a carriage?
FateElf Posted January 23, 2025 Posted January 23, 2025 Sorry to disturb everyone,I also encountered a situation where the carriage driver and hotel owner did not have a dialogue option to trigger tasks while using version 4.1 Have MCM menu and the new headquarters has several NPCs, but there are no special conversations I have tried the method mentioned in the post about deleting Valesco aliases, but it has not worked My gaming environment can run version 3.5 without any issues, and upgrading to version 4.1 is a new game Do I need to fully open a new game if I update to 4.1? (I usually read the initial save of the abandoned prison because choosing to open a new game may cause other issues.) I think there are others who have encountered the same problem as me. If there is a solution, I would be very grateful. I really like this mod and its creativity ps:My native language is not English, please forgive me if there are any grammar or vocabulary errors
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