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Posted

No Dialogue with any of the options listed. I've double checked that all mods on the mod-page are installed successfully to not luck. As far as i can tell this mod doesnt work correctly. I have the XP Skeleton mod reccomended. I've ran bodyslide and fnis, i have no errors the dialogue is simply not there

Posted
On 1/4/2026 at 12:41 PM, katrina.balanchuk said:

Also I do get an error ,message every time I build on BS for a few DD elements, yokes and the like, not being built successfully.

I dont know why, but its a repeatable error msg.

 

I usually dont think too much of it, because I been playing on FO4 with error message like that for years and (almost) no in-game problems at all.

There's no error messages in Bodyslide, if you do get them you should tell someone if you can't figure it out. Something might be installed very badly if you do get them. Like it's not enough that you have XPMSSE installed, their order is really important to know what's overriding what.

Posted
20 minutes ago, Zaflis said:

There's no error messages in Bodyslide, if you do get them you should tell someone if you can't figure it out. Something might be installed very badly if you do get them. Like it's not enough that you have XPMSSE installed, their order is really important to know what's overriding what.

 

I freqently get messages after a body sldie run that item X,Y,Z, could not be built 🫠

Posted
21 hours ago, safado said:

 

I expect you are using 3bav2, similar requirement for BHUNP.

Do not understand what you mean about incompatible with 1.6.1170 because you can see the version installed during installation menu.

 

Install CBPC - Physics with Collisions for SSE: Select 1.6.1170 in second install page,

  Reveal hidden contents

choose bodyshape similar to chosen in bodyslide (it is likely it going to be replaced by body install anyway), 60FPS (unless you have a mega GPU), Bounce Any,  Breast, butt, belly Amplitude - any, gravity install,  finish.   Those settings are mostly for normal CBBE-SE and 3BA\BHUNP install will replace them. 

 

Faster HDT-SMP: Download latest version and re-install.

  Reveal hidden contents

Your hardware drivers may be incompatible with other selection in the installation menu:

Choose NOT CUDA and AVX (not AVX2 or AVX512).    

During testing, choose No MCM extreme performance.

If it does not CTD and your other issue get resolved, then you can try to install MCM option that allows for changing preset in game. 


 

 

Reinstall bodymod: In body, choose all simulation CBPC first. Nothing for SMP.   

Remember to allow the bodymod to overwrite CBPC and SMP mods. 

 

Rebuild body meshes in bodyslide. Choose installed body type in selections.

  Reveal hidden contents

Bodyslide errors normally means missing files. You may be building meshes for different body type. Example installed 3BA but building meshes for BHUNP.  By the way, 3BAv2 needs CBBE-SE installed first and 3BA over it.  Do not try softbody 3BA, until you understand SMP. Do not use UBE, until you understand you need to change a lot in your game. 

If you build bodyslide meshes in groups, then conflicts will force a selection, choose the ones for your installed body from the presented menu one by one. 

 

 

-I did a search for 3bav2 and no I dont use it.

-I have CBPC

-Faster HDT-SMP gives me a CTD on all my profiles that have any animations in them,  so I do not use it.

-I downloaded a new bodyslide preset and will try with that (before was using one of the ones that came wit CBBE)

Posted

Is there any way to make this mod work on an existing save game? I want to play it, but I really don't want to start a new game to do so.

Posted
11 hours ago, Polonium said:

Is there any way to make this mod work on an existing save game? I want to play it, but I really don't want to start a new game to do so.

I use SLUTS Resume 3.4. This was the last version I was able to update to from earlier versions on an existing save.

 

3.5 and all later versions wouldn't work anymore for me when updating from 3.4. So 3.4 might be the last version for installing on an existing save game.

Posted
On 1/12/2026 at 2:50 PM, Polonium said:

Is there any way to make this mod work on an existing save game? I want to play it, but I really don't want to start a new game to do so.

Re: version 4.5:  Are you using Cutting Room Floor (there is a patch available if you are)? And do you have any version of sluts installed? HQ in version 4.5 is incomplete and no longer on the southern border of the Rift.

If you don't have any sluts installed, you might be able to install on an existing game. I don't know if some of the requirements will interfere with your current setup or not. I don't know what the requirements are for older versions.

If you don't want to risk your current game, you might consider Sluts Redux 2 for this game and then try this mod for the next one. SR2 is developed for LE but there's a conversion for SE. You probably already have the requirements for it.

Posted
23 hours ago, Seeker999 said:

Re: version 4.5:  Are you using Cutting Room Floor (there is a patch available if you are)? And do you have any version of sluts installed? HQ in version 4.5 is incomplete and no longer on the southern border of the Rift.

If you don't have any sluts installed, you might be able to install on an existing game. I don't know if some of the requirements will interfere with your current setup or not. I don't know what the requirements are for older versions.

If you don't want to risk your current game, you might consider Sluts Redux 2 for this game and then try this mod for the next one. SR2 is developed for LE but there's a conversion for SE. You probably already have the requirements for it.

I don't use Cutting Room Floor, and no, I've not had any version of SLUTS installed before. However, I can't seem to get 4.5 to work with an existing game, the physical "stuff" shows up, the place near Dragonsbridge for example, but none of the quests or Dialogues activate. They DO activate when I start a completely new game, but again, that's what I want to avoid.

Posted
20 hours ago, Polonium said:

They DO activate when I start a completely new game

In this game in main quest is quest aliases, what Skyrim fills only with new game, because main quest initialize failed. In another mods  I see in papyrus script part what push those variables for Skyrrim manually, because those mods work on save game. If you somehow fill those aliases manually and force main quest initialize again, it will work on save game.

  • 3 weeks later...
Posted

[SLuts]

The actor is not a valid SLUTS Driver.

if you just started a new game, try to reload once

 

########################################

i can start quest. but when i try to start mission this message was the end. 

after this error message. i cant even choose [ready to delivery] option. it disappear

Posted

Potential bugs:

 

If I request a mission while wearing a gag, the gag is not removed and replaced by the SLUTS bridle; instead the bridle is just added to my inventory. This has the result that I can't complete the mission; I get told that my delivery and uniform are missing. 

 

I also have an issue with some SLUTS restraints (tail plug and arm bands) not being removed from my inventory when I complete a haul. Interacting with them displays a dialog box saying that they're locked and only a SLUtS employee can remove them. However they aren't rendered and I can requip other devices in those slots.

Posted
On 8/10/2025 at 10:15 AM, HMS_Fabulous said:

hey i cannot get anything to show up on my character except the plug and tats, the cart seems to arbitrarily decide if it wants to exist. the items are equipped and other stuff from devious devices works

Currently having the same issue. When installing DD and DD NG, the instructions were to leave DD unchecked in MO2 and run DD NG over it. I tried a run where I checked DD and all the gear showed on the player, but I got a DD error warning when booting up the save. Without DD running in MO2, I lose out on assets, but if I run both, I get a DD error when running the game since DD was never updated to latest version of AE.

Posted (edited)
1 hour ago, Lttesch1 said:

Currently having the same issue. When installing DD and DD NG, the instructions were to leave DD unchecked in MO2 and run DD NG over it. I tried a run where I checked DD and all the gear showed on the player, but I got a DD error warning when booting up the save. Without DD running in MO2, I lose out on assets, but if I run both, I get a DD error when running the game since DD was never updated to latest version of AE.

Where did you get the instruction to leave DD 5.2 unchecked in MO2? For earlier DD NG versions it was required to disable the "Devious Devices SE patch.esp" plugin, but only that plugin, not DD as such. Newer versions of DD NG come with an empty Devious Devices SE patch.esp that overwrites the original plugin. That ends you up with a not required plugin, but it was deemed the better solution as the need to disable the SE Patch (and the failure to do so) was a common source of errors and confusion.

You error sounds like like you are getting the LO wrong. DD NG must overwrite DD 5.2, so needs to have a higher priority. If you allow DD 5.2 to overwrite the DD NG files instead, it leads to exactly the problems you described.

Edited by Talesien
Posted
5 hours ago, unstattedcommoner said:

Potential bugs:

 

If I request a mission while wearing a gag, the gag is not removed and replaced by the SLUTS bridle; instead the bridle is just added to my inventory. This has the result that I can't complete the mission; I get told that my delivery and uniform are missing. 

 

I also have an issue with some SLUTS restraints (tail plug and arm bands) not being removed from my inventory when I complete a haul. Interacting with them displays a dialog box saying that they're locked and only a SLUtS employee can remove them. However they aren't rendered and I can requip other devices in those slots.

 

Yeah, that’s been communicated to every custodian of the mod—from the original to the current ones—and the response has always been the same: just avoid having D.D.’s items before runs. In other words, at the moment they didn’t plan to fix it.

 

Posted
46 minutes ago, Talesien said:

Where did you get the instruction to leave DD 5.2 unchecked in MO2? For earlier DD NG versions it was required to disable the "Devious Devices SE patch.esp" plugin, but only that plugin, not DD as such. Newer versions of DD NG come with an empty Devious Devices SE patch.esp that overwrites the original plugin. That ends you up with a not required plugin, but it was deemed the better solution as the need to disable the SE Patch (and the failure to do so) was a common source of errors and confusion.

You error sounds like like you are getting the LO wrong. DD NG must overwrite DD 5.2, so needs to have a higher priority. If you allow DD 5.2 to overwrite the DD NG files instead, it leads to exactly the problems you described.

 

1 hour ago, Talesien said:

Where did you get the instruction to leave DD 5.2 unchecked in MO2? For earlier DD NG versions it was required to disable the "Devious Devices SE patch.esp" plugin, but only that plugin, not DD as such. Newer versions of DD NG come with an empty Devious Devices SE patch.esp that overwrites the original plugin. That ends you up with a not required plugin, but it was deemed the better solution as the need to disable the SE Patch (and the failure to do so) was a common source of errors and confusion.

You error sounds like like you are getting the LO wrong. DD NG must overwrite DD 5.2, so needs to have a higher priority. If you allow DD 5.2 to overwrite the DD NG files instead, it leads to exactly the problems you described.

I have DD at 403 and DD NG at 404 priority so should have overwritten. You are correct, I messed up the instructions and unchecked the mod versus the plugin. But are you saying you don't have to uncheck the plugin anymore? I just went ahead an started a brand new game with everything checked and got no error with dd installation like last time.

Posted
2 minutes ago, Lttesch1 said:

 

I have DD at 403 and DD NG at 404 priority so should have overwritten. You are correct, I messed up the instructions and unchecked the mod versus the plugin. But are you saying you don't have to uncheck the plugin anymore? I just went ahead an started a brand new game with everything checked and got no error with dd installation like last time.

 

 

Now rebuilt all DD assets using new DD-NG BS outfit group and preferred preset.  

 

Posted
14 hours ago, Lttesch1 said:

have DD at 403 and DD NG at 404 priority so should have overwritten. You are correct, I messed up the instructions and unchecked the mod versus the plugin. But are you saying you don't have to uncheck the plugin anymore? I just went ahead an started a brand new game with everything checked and got no error with dd installation like last time.

It's still considered best practice to disable it, but it's no longer required, yes. If it works as is now... well, never change a running system. ;) 
As for the priorities, well hard to say, there are a couple options (Loot, overwrite, script backed into the save ... most importantly I'm pretty sure you can't add DD NG to an existing save, the dll would likely not get recognized, also leading to the skse problem while booting the game, but then it should've been impossible to ever start .1130/70 with just DD 5.2, so sounds unlikely that you did that).

Posted

I just found out that this mod has a various devices such as blindfolds, belts, binders, dresses etc. BUT all i get on carrieges is still LVL0 standart set of bride and mangets. How do you progress with this? And progress throught this mod? Im really curious - do i need to talk to someone?

The Elder Scrolls V  Skyrim Special Edition Screenshot 2026.02.21 - 12.32.48.89.png

Posted
On 2/12/2026 at 2:44 PM, itami_no_hana said:

Is there a way to increase the time limit or turn it off completely? I can't make it in time since I'm playing with survival mods that slow me down.

Yeap, in an MCM menu 

Posted (edited)
10 hours ago, Tobitup said:

I just found out that this mod has a various devices such as blindfolds, belts, binders, dresses etc. BUT all i get on carrieges is still LVL0 standart set of bride and mangets. How do you progress with this? And progress throught this mod? Im really curious - do i need to talk to someone?

 

 

The mod is currently in a development hiatus. The headquarters was relocated to support planned expansions and additional departmental features from a more central location, but these have not yet been implemented. At present, the HQ contains several placeholder areas and unfinished elements intended for future updates. That include uniform customizations options, check 4.6 change log.   There are likely bugs in 4.6 that will block some feature like the uniforms, there are some complaints about unable to complete a run successfully, reaching the target gets a "Weren't you supposed to deliver(y) something, where's your uniform?" response after updating to 4.6.   Confusing message because it is targeting two different things, can detect the uniform parts or can't detect the package. 

 

 

Spoiler

4.0
    Removed SLUTS HQ from Riften and moved it to Hjaalmach, close to Dragonsbridge

    Added the Coin Shop interior with Lucy and Susy as its managers, its the second house on the right side when entering through the main gate (the only house with a door)

    Added the Coin Shop interface, a custom flash menu that can be dynamically allocated and expanded, including by 3rd party mods. Documentation is part of SlutsFillyCoinExchange.psc

4.1

    Added the Planning Room, Velasco, Dexter, Ziggy and Jack

    Added SLUTS Headquarters as a potential Dispatch (*HQ cannot be a target for Premium Delivery hauls)

    Dialogue in the Mission Haul Quest now has unique alternate lines when the driver in question is Velasco. Not all dialogue has unique lines

    Driver registration into the mod has been completely remade

    Added a Map Marker to SLUTS HQ

    Added a permanently available Escrow Chest to SLUTS HQ

    Added the missing meshes for the the Smithery, Lab and Mansion.

    Fixed an issue where the main quest would need a reload before it can start up correctly in some cases

    Fixed an issue where picking up gold during hauls would display how much gold is being paid instead of the total new debt value.

4.2
    Added a new interface to disable individual hauling types for specific ports. To access this interface, you need to enter the Planning Room in the HQ, on the rightern side there are multiple maps which can be interacted with. Opening the menu lists all available drivers + their available hauls most of which can be disabled

    Added some unique dialogue options and variations for Velasco

    You can now register into SLUTS by talking to Velasco

    Ziggy has turned into a Husky

    Added a daily routine for Ziggy and Dexter

    The escrow chest in HQ can now be used to complete the mission haul quests

    The treasury building now has a door that leads to an empty cell where the escrow chest resides in. The primary reason for this is to avoid some edge cases which cause issues with how the system is scripted. The actual treasury will be implemented at a later date

    Crime Dialogue is now implemented using DDR. Patches for other crime mods are no longer required. Ensure you have DDR installed: Dynamic Dialogue Replacer at Skyrim Special Edition Nexus

    Merged an early versions of the Survival Patch from @Soaryne into the main plugin. The full patch can be found here: SLUTS Survival Mode Patch - Other - LoversLab

    Fixed the flickering lights in the Planning Room

4.3
    Added Yagdo

    Added the Alchemy Lab

(Very cute and snuggly this time around)

For the 4.4 update, I will be introducing the Alchemy Lab specific feature. I already mentioned that this feature will be slightly more sexual than previous updates, in particular I will be using SexLab for the first time since taking over the mod and you will need either SLSO or SLP+ (and recommended: DDNG) to make full use of this update. What do you need one of these mods for? Well, to brew and use lotions of course.

Lotions will be a very central product of SLUTS going forward, they will give you some SLUTS unrelated gameplay additions but also be very useful during deliveries and will pop up here and there in other SLUTS related content (like the upgrade system!).


4.4

    Added Yagdo's Lotions

    Added dialogue to Yagdo

    Yagdo can now be bantered with

    Regenerated SLUTS Seq file

Please note that in order to use this update, you need to use either SexLab P+ OR SexLab Separate Orgasms.

Also, at this point in time lotions still act as common potions from DDs perspective, I will be making necessary changes to DDNG shortly so they can be used while gagged with one of its future updates.
This also means that DDNG will be required to get the intended experience out of SLUTS in the future, so make sure to update when you get the chance.

4.5

    Added the Smithery Building

    Added Trophy Room interior

    Added Mirec Varn

    Added Portia

    Fixed a variety of .esp errors, causing errors with Quest Startup and Dyndolod

    Fixed a bug causing Rehab Events to get stuck

4.6

    Overhauled DD integration

    Removed Race & Gender restrictions

    Added filly gear customizations

 

 

Edited by safado
Posted
14 hours ago, safado said:

 

The mod is currently in a development hiatus. The headquarters was relocated to support planned expansions and additional departmental features from a more central location, but these have not yet been implemented. At present, the HQ contains several placeholder areas and unfinished elements intended for future updates. That include uniform customizations options, check 4.6 change log.   There are likely bugs in 4.6 that will block some feature like the uniforms, there are some complaints about unable to complete a run successfully, reaching the target gets a "Weren't you supposed to deliver(y) something, where's your uniform?" response after updating to 4.6.   Confusing message because it is targeting two different things, can detect the uniform parts or can't detect the package. 

 

 

  Hide contents

4.0
    Removed SLUTS HQ from Riften and moved it to Hjaalmach, close to Dragonsbridge

    Added the Coin Shop interior with Lucy and Susy as its managers, its the second house on the right side when entering through the main gate (the only house with a door)

    Added the Coin Shop interface, a custom flash menu that can be dynamically allocated and expanded, including by 3rd party mods. Documentation is part of SlutsFillyCoinExchange.psc

4.1

    Added the Planning Room, Velasco, Dexter, Ziggy and Jack

    Added SLUTS Headquarters as a potential Dispatch (*HQ cannot be a target for Premium Delivery hauls)

    Dialogue in the Mission Haul Quest now has unique alternate lines when the driver in question is Velasco. Not all dialogue has unique lines

    Driver registration into the mod has been completely remade

    Added a Map Marker to SLUTS HQ

    Added a permanently available Escrow Chest to SLUTS HQ

    Added the missing meshes for the the Smithery, Lab and Mansion.

    Fixed an issue where the main quest would need a reload before it can start up correctly in some cases

    Fixed an issue where picking up gold during hauls would display how much gold is being paid instead of the total new debt value.

4.2
    Added a new interface to disable individual hauling types for specific ports. To access this interface, you need to enter the Planning Room in the HQ, on the rightern side there are multiple maps which can be interacted with. Opening the menu lists all available drivers + their available hauls most of which can be disabled

    Added some unique dialogue options and variations for Velasco

    You can now register into SLUTS by talking to Velasco

    Ziggy has turned into a Husky

    Added a daily routine for Ziggy and Dexter

    The escrow chest in HQ can now be used to complete the mission haul quests

    The treasury building now has a door that leads to an empty cell where the escrow chest resides in. The primary reason for this is to avoid some edge cases which cause issues with how the system is scripted. The actual treasury will be implemented at a later date

    Crime Dialogue is now implemented using DDR. Patches for other crime mods are no longer required. Ensure you have DDR installed: Dynamic Dialogue Replacer at Skyrim Special Edition Nexus

    Merged an early versions of the Survival Patch from @Soaryne into the main plugin. The full patch can be found here: SLUTS Survival Mode Patch - Other - LoversLab

    Fixed the flickering lights in the Planning Room

4.3
    Added Yagdo

    Added the Alchemy Lab

(Very cute and snuggly this time around)

For the 4.4 update, I will be introducing the Alchemy Lab specific feature. I already mentioned that this feature will be slightly more sexual than previous updates, in particular I will be using SexLab for the first time since taking over the mod and you will need either SLSO or SLP+ (and recommended: DDNG) to make full use of this update. What do you need one of these mods for? Well, to brew and use lotions of course.

Lotions will be a very central product of SLUTS going forward, they will give you some SLUTS unrelated gameplay additions but also be very useful during deliveries and will pop up here and there in other SLUTS related content (like the upgrade system!).


4.4

    Added Yagdo's Lotions

    Added dialogue to Yagdo

    Yagdo can now be bantered with

    Regenerated SLUTS Seq file

Please note that in order to use this update, you need to use either SexLab P+ OR SexLab Separate Orgasms.

Also, at this point in time lotions still act as common potions from DDs perspective, I will be making necessary changes to DDNG shortly so they can be used while gagged with one of its future updates.
This also means that DDNG will be required to get the intended experience out of SLUTS in the future, so make sure to update when you get the chance.

4.5

    Added the Smithery Building

    Added Trophy Room interior

    Added Mirec Varn

    Added Portia

    Fixed a variety of .esp errors, causing errors with Quest Startup and Dyndolod

    Fixed a bug causing Rehab Events to get stuck

4.6

    Overhauled DD integration

    Removed Race & Gender restrictions

    Added filly gear customizations

 

 

Oh... so i guess it will all be implemented in future, right?

Posted

Where can I replace the default yoke with an armbinder?
It used to be available in the MCM, and I try to find the option in the coin shop, but no luck.

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