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Posted
16 hours ago, Player80 said:

I've tried, but I could never get the cart to move again. The two wooden parts that supposedly connect to the character's side always moved towards me though, no matter how far I was lol

That's the point of making sure you are next to the cart driver before bringing the cart back, since you may not be able to move normally again. You have to be able to start the conversation to finish your haul.

 

The  "CTRL+E" option is not a fix.  It's just a way to finish the quest so you can move on with your game.  If you accept another haul, you will most likely still have the cart problem. 

Posted
On 2/9/2021 at 9:21 PM, NoFunAllow said:

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.

 

You mean when you talk to the recipient and he says that he checks on the cart or smth?

Click on him and write "moveto player", Idk why that sometimes glitches out

 

On 2/9/2021 at 9:21 PM, NoFunAllow said:

And does the mission have waypoints showing? Because my does not have any waypoints when told to deliver the package.

Dont think so, Redux didnt have them either. Not sure if Doc did that on purpose or just didnt know how to do it back then

You can check where to deliver the stuff in the Quest Log (press Esc) if you skipped over it in the beginning of a haul

 

Posted

Does SlaveTats not apply tattoos for anyone else? It says it is working on the player, and after a few seconds says it's done. But nothing is being added to my character. I can do it perfectly fine manually, but it's a hassle. Am I missing a mod for it to work properly? I know that the Submissive Lola Extended's marked property feature works, so I'm trying to wrap my head around why this one's doesn't.

Posted
1 hour ago, das198 said:

Does SlaveTats not apply tattoos for anyone else?

 

It works okay for me. I am using SlaveTats 1.3.5.2 SE (2020-03-15).

 

Posted
1 hour ago, Herowynne said:

 

It works okay for me. I am using SlaveTats 1.3.5.2 SE (2020-03-15).

 

Okay, I think that's the version I have, but I will attempt to reinstall it. At least now I know it's on my end so I'll fix it. Thanks

Posted
12 hours ago, Scrab said:

Dont think so, Redux didnt have them either. Not sure if Doc did that on purpose or just didnt know how to do it back then

 

I knew how to set quest markers, so it was probably deliberate. I can't honestly remember. I seem to recall that in testing, checking signposts to see which road to take was important, so probably deliberate.

Posted
10 hours ago, Tempest321 said:

Which files do I download? Are the resume files the main file or do I need the other files? 

 

You only need Resume (the latest)

if youre playing LE; you also have to grab the LE ressources

 

The cart mesh at the top is optional (and only for SE, the LE one is somewhere in the old Redux Thread)

Sluts 1.18F is redundant and primarily there for documentation (and also SE only)

Posted

So, just a quick question to decide if I want to switch from redux to resume yet: Does resume still connect with the guard arrest dialogue, so that there is an option available to work for SLUTS rather than go to jail? That is a big one for me. I HATE jail and would much prefer to do runs for SLUTS.

Posted
19 minutes ago, cerebus300 said:

So, just a quick question to decide if I want to switch from redux to resume yet: Does resume still connect with the guard arrest dialogue, so that there is an option available to work for SLUTS rather than go to jail? That is a big one for me. I HATE jail and would much prefer to do runs for SLUTS.

Yes

Posted

Not sure if anyone else is trying to do this in VR, but the bugs are very buggy. Reading through the thread, I think the root causes are all known, so I'm not sure if this will help but when I try to start a haul (with the test file uploaded earlier), the driver gets out of the carriage and walks like, 30 feet away and stops. He then does nothing unless I manage to target him with console commands and moveto player, which prompts him to cast the spell, then walk away again. To get the dialogue to trigger I have to talk to him, select nothing, and then he talks to me to advance the quest. The manifest document doesn't display so I have to take it and pull it up in my inventory to read where I'm going. I'm not sure I can recreate the error, but the first time I did this instead of talking to him I used moveto player on him again and he cast the spell a second time, summoning a second cart overlapping with the first cart which locked both of them in place and made the delivery impossible.

 

Eventually I got off on delivery, and encountered some non-consensual handholding with some of the wildlife. The cart decided it wanted to overlap with me during the animation and murdered me in under two seconds of jittering. I respawned halfway through at my quick save, but the cart was non-functional, which I believe is the same issue others have reported about requiring rebooting the game to free up the cart physics.

 

As an improvement to the mod, I think your follower should ride the cart instead of try to stand behind you in the spasming cart that keeps trying to murder them.

Posted

A suggestion:

 

It would be nice to have support for Convenient Carriages. CC adds carriages to all(?) towns and villages. The vanilla drivers work with SLUTS out of the box (I have CC in my load order currently and works w/o issues with 1.18). With this mod support there could be a lot more destinations. adding variety.

 

Thanks for considering,

M

Posted

Hey, 

 

I finally made the switch to "Resume" and most things look good so far. Still need to play with it more. The one problem that I am having is not being able to have the cart teleported to me using debug. I relied on this during most runs using Redux, as it was near impossible to be able to make the run without it disconnecting, and reconnecting is pretty much impossible. Right now when I try to use the MCM debug to return the cart, is says that it can't find the cart, leaving me high and dry. Can you work on getting that fixed? With the wonkiness of the the cart, this is absolutely essential to work, or else the mod becomes useless as I can't finish any runs. 

 

Thanks for your work on this great mod. 

Posted

I think I ran into a bug.

 

I am using frostfall, and the thermal harness was working great until about halfway into the run at which point it stopped heating me.

 

Also, on completing the run the harness stayed in my inventory, but I was able to drop it.

Posted
On 2/13/2021 at 5:38 PM, AnonymousUser17 said:

the driver gets out of the carriage and walks like, 30 feet away and stops. He then does nothing unless I manage to target him with console commands and moveto player,

Do you remember where that happened? 

 

 

On 2/13/2021 at 5:38 PM, AnonymousUser17 said:

As an improvement to the mod, I think your follower should ride the cart instead of try to stand behind you in the spasming cart that keeps trying to murder them.

Wont happen, the Cart isnt suited for that sorta thing - Cart glitches out too often too

 

 

On 2/15/2021 at 5:54 PM, cerebus300 said:

Right now when I try to use the MCM debug to return the cart

Did you try to Ctrl + E? I will most likely remove the Options in the MCM anyway and have you solely relay on the Shortcuts

 

 

7 hours ago, Forgetandeatcake said:

I am using frostfall, and the thermal harness

Harness is currently kinda buggy, I focus more on getting the essentialls going (have the Quest start & close properly) before I go over those things

 

 

On 2/14/2021 at 7:16 AM, monsta88 said:

With this mod support there could be a lot more destinations. adding variety.

Issue with new destinations is that all of them require a proper setup with markers, that has to be done manually. I may do it eventually but as long as Hauls arent starting reliably, I wont bother abput any custom destinations

Posted

"The save, quit and reload does not work for you?"

 

It did after I shut the game down in frustration. Still, I don't see that as a viable solution. It is a pretty major step to fix a glitch. Part of the problem is that it disconnects EVERY time there is an animation, which is OFTEN!  Especially with plugs, I would be reloading about ten times a run, if I'm lucky. 

 

"Did you try to Ctrl + E? I will most likely remove the Options in the MCM anyway and have you solely relay on the Shortcuts"

 

I did try that when I saw the suggestion on the debug page, but it did not work. I would be sad to see the "return cart" option disappear from the debug page. On Redux, it worked really well. I never had a problem with it, and it was a nice solution to an otherwise very flawed element of the mod, making it functional. Without that option I can see the mod becoming more frustrating than enjoyable, for me. The save, quit, reboot option is really cumbersome and time consuming, not to mention really frustrating.

Posted
9 hours ago, cerebus300 said:

Part of the problem is that it disconnects EVERY time there is an animation, which is OFTEN!  Especially with plugs

That is strange. I'm still on 1.18, but there only sexlab anims disconnect the cart. And most often than not it is enough just to go back to Main menu and load from there to fix the issue.

 

Nevertheless, I could live without this problem.

 

(btw, you can select the text with your mouse and press Quote to qoute properly)

Posted
9 hours ago, Scrab said:
On 2/14/2021 at 7:16 AM, monsta88 said:

With this mod support there could be a lot more destinations. adding variety.

Issue with new destinations is that all of them require a proper setup with markers, that has to be done manually. I may do it eventually but as long as Hauls arent starting reliably, I wont bother abput any custom destinations

 

Thank you for considering.

 

Some of them are already set up, for example Falkreath and Dawnstar, as SLUTS adds NPCs there, but these probably needs to reworked according to where Convenient Carriages places their carts and drivers.

 

Anyway, I will wait patiently and I hope you can make the more essential things work without too much issues.

Posted
On 2/16/2021 at 4:08 PM, Scrab said:

Do you remember where that happened? 

 

 

Wont happen, the Cart isnt suited for that sorta thing - Cart glitches out too often too

Seemed to be a universal problem. Failed to start at Whiterun, Windhelm, Riften, and Falkreath. Only successfully did a haul from Riften. I suspect the console commands would work at the other locations as well, but it was like 2 am when I finally got it to work so I didn't get around to replication testing. I had a crash to desktop outside Falkreath, but I think that's unrelated to this mod.

 

As for the cart, that's too bad. I don't have any other particularly good ideas except maybe force teleporting them to your destination? It's a little toxic to have your follower get killed by a glitching cart, especially when other mods from here punish you for letting your follower get hurt.

Posted
On 2/17/2021 at 1:58 AM, monsta88 said:

That is strange. I'm still on 1.18, but there only sexlab anims disconnect the cart. And most often than not it is enough just to go back to Main menu and load from there to fix the issue.

 

Nevertheless, I could live without this problem.

 

(btw, you can select the text with your mouse and press Quote to qoute properly)

Thanks for the heads up on the quoting. That is so much easier than how I was fumbling around doing it. 

 

Yeah, you are right about the sexlab animations. Unfortunately (?), those happen quite often, which is probably part of why I still play Skyrim after all these years. ?

 

I know this isn't a question about this mod, but it is connected to this thread on sexlab animations;  does anyone know how to turn off some of the masturbation animations? My character's arousal tends to run pretty high and at times it is so frustrating dealing with my character stopping to try to rub one out every fifty feet. Some of the animations take forever and you can't fast forward them so you are stuck with the character doing this every few minutes. I don't want to throw things off track, so ignore if that is the case, but this problem has been plaguing me for a long time and I can't figure out how to shut them down to make playing the game more fluid.

Posted
4 minutes ago, cerebus300 said:

I don't want to throw things off track, so ignore if that is the case, but this problem has been plaguing me for a long time and I can't figure out how to shut them down to make playing the game more fluid.

 

Thats just how DD rules. That flaw in design has been around since forever, one of the reasons why there is an alternative in development *shrugz

 

Go into DDs MCM and there should be an Event Tab or however its called with "NPCs Slotted" and "Polling interval" and a bunch of Events below. Those are the animations that cause that

I certainly cant tell you which ones exactly cause this animation from playing, for the rare instances where I actually bother about loading up NSFW mods I always pull the polling interval all the way up

Posted
21 minutes ago, cerebus300 said:

I know this isn't a question about this mod, but it is connected to this thread on sexlab animations;  does anyone know how to turn off some of the masturbation animations? My character's arousal tends to run pretty high and at times it is so frustrating dealing with my character stopping to try to rub one out every fifty feet. Some of the animations take forever and you can't fast forward them so you are stuck with the character doing this every few minutes. I don't want to throw things off track, so ignore if that is the case, but this problem has been plaguing me for a long time and I can't figure out how to shut them down to make playing the game more fluid.

 

Which animation do you mean? there are some other mods (apropos is one) that can cause masturbation animation if arousal is high (which it will be in DD stuff after a while) which could be turned off but the DD frustrated try i think you can't get rid of

Posted
4 hours ago, pinky6225 said:

f but the DD frustrated try i think you can't get rid of

Yeah, unfortunately that is the thing that keeps happening. Guess I'll just continue to tolerate it. 

Posted
On 2/19/2021 at 2:37 PM, cerebus300 said:

does anyone know how to turn off some of the masturbation animations?

In the DD MCM there is the Events and Effects menu. There you can set several of these to 0. It sounds you have issues with the "Horny chance" in particular.

 

It maybe just the difference in our expectations, but I didn't feel these basic DD anims too disturbing. Some mods however control these and make them very prominent. For example Pet Project has a "punish" function which activates the vaginal and anal plugs very often so you are forced to watch your character doing animations. Actually immersion-wise it is a good way to teach you behave. ;)

 

Otherwise my character often wears a CB with Teaser plugs and it fires quite rarely, mostly after fast travel (by fast travel I mean using the carriage or other modded FT system, the vanilla FT is almost always disabled in my games).

 

I read your post again, and you are saying that your character actually fires off SL masturbation anims? I may be wrong, but that doesn't sound like DD to me. The only ones I remember are the belt and plug related ones, but those happen randomly and can be(?) controlled in the aformentioned DD MCM.

 

Also, I set up SL so it doesn't advance anims automatically. I do it with the Space button. So I can jump over uninteresting phases or watch better ones for longer. I also use this because my character is often a succubus (from the PSQ mod) and the length of the sex improves energy and xp gains. I set it up so if my character is a victim, she can kill the rapist with this drain. And so we came back on topic: this is an example why I asked for a feature to make sure the attacker is alive after the sex, so don't pilfer the carried goods if he is dead.

 

Edit: typos

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