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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
8 hours ago, grosaprap said:

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?

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"

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
30 minutes ago, justbob2 said:

 

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.

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

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.

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.

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