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Posted
18 hours ago, kohlteth said:

Cheat mode, and it shows it sees Slave Cart in the dependancies list but no dialogue or purchase option available just normal stuff he sells., 

I´m the same mistake!

Posted

works good. after the fix. onlly thing i would like to see later is that instead of horses you use slaves to pull cart and to carry other slaves. imagine a trained slave having to follow you with  a person tied uup and thrown over their shoulder.

beyond that only compatibility it needs is probaly with horse mods so when you mount it triggers followers to mount up.

Posted

Yes!! I can get the cart now (Musje you are the best!!) and somehow got 2 pack horses, small problem, I got them to get on horses, but every time I click horse it gives option , Cancel or Unload slaves, I try to unload and nothing happens. 

 

Cart I am loving though, and I agree with Einarr, the roads in skyrim need serious attention, I will be talking seriously with my Jarls about lowering taxes until they are improved. 

 

Oh and a funny one, my companion Rezzes Frost Atronachs in battle, they tip the cart over everytime they get near. Im going to have to find fatter slaves to keep the cart stable :) 

Posted
11 hours ago, sidfu said:

works good. after the fix. onlly thing i would like to see later is that instead of horses you use slaves to pull cart and to carry other slaves. imagine a trained slave having to follow you with  a person tied uup and thrown over their shoulder.

beyond that only compatibility it needs is probaly with horse mods so when you mount it triggers followers to mount up.

Strange you say that, I use EFF and in oldrim it used to make followers mount on a horse when you did, for some reason in SE they dont anymore, but if you use oldrim that may help you out, although unsure how to link that to the cart mounting. 

 

Anyway to get the First Person viewpoint a little higher so you arent looking at the footboard all the time please?

 

Posted
1 hour ago, kohlteth said:

 

Anyway to get the First Person viewpoint a little higher so you arent looking at the footboard all the time please?

 

No idea if that's possible

 

12 hours ago, sidfu said:

beyond that only compatibility it needs is probaly with horse mods so when you mount it triggers followers to mount up.

Also not sure about this.  As far as I know, mods use OnAnimationEvent() to check for the player mounting or dismounting. I don't know if we can actually send these animation events down the pipeline.

 

13 hours ago, sidfu said:

works good. after the fix. onlly thing i would like to see later is that instead of horses you use slaves to pull cart and to carry other slaves. imagine a trained slave having to follow you with  a person tied uup and thrown over their shoulder.

It would be possible to have slaves pull the cart. Maybe 2 of them.  I think the cart would have to be changed a bit though, T.ara would know this.

Also possible to have one slave carry another. An NPC could carry the player also (or the player can ride them :) ). But having the player carry an NPC is hard, I got it working kinda sorta but it's super unreliable.

Posted
15 minutes ago, Musje said:

 

It would be possible to have slaves pull the cart. Maybe 2 of them.  I think the cart would have to be changed a bit though, T.ara would know this.

Also possible to have one slave carry another. An NPC could carry the player also (or the player can ride them :) ). But having the player carry an NPC is hard, I got it working kinda sorta but it's super unreliable.

On that last, what if you used a static dummy NPC?  I'm thinking put a sack over their head so they aren't so identifiable, maybe have different dummy NPCs to match gender and race.  That way you have a static object to equip which works way better and it resembles the actual NPC enough not to completely break immersion.  Wouldn't be an exact match but, close enough for government work.

Posted

hi

thanks for the great work.

i installed slavecart version sse and i warnings in finis.

>>Warning: \character\animations\PAH_SlaveCart\zbf_cartw_p1.hkx not Skyrim SE compatible<<
>>Warning: \character\animations\PAH_SlaveCart\zbf_cartw_p2.hkx not Skyrim SE compatible<<
>>Warning: \character\animations\PAH_SlaveCart\zbf_cartw_p3.hkx not Skyrim SE compatible<<
>>Warning: \character\animations\PAH_SlaveCart\zbf_cartw_p4.hkx not Skyrim SE compatible<<

 

thanks for any help

Posted
13 minutes ago, Musje said:

I uploaded a new SE version, see if that fixes it.

no its the same

 

Skyrim SE compatible<<
>>Warning: \character\animations\PAH_SlaveCart\zbf_cartw_dmount.hkx not Skyrim SE compatible<<
>>Warning: \character\animations\PAH_SlaveCart\zbf_cartw_p1.hkx not Skyrim SE compatible<<
>>Warning: \character\animations\PAH_SlaveCart\zbf_cartw_p2.hkx not Skyrim SE compatible<<
>>Warning: \character\animations\PAH_SlaveCart\zbf_cartw_p3.hkx not Skyrim SE compatible<<
>>Warning: \character\animations\PAH_SlaveCart\zbf_cartw_p4.hkx not Skyrim SE compatible<<

Posted

I am still not getting the dialogue to buy the cart. I just installed the latest version. Checked the box for quest line optional. Got all the keys. Tried saving and reloading a couple times. Cart is outside, says the wheel is still chained. Pado mentions the cart when asked how to keep slaves secure. I can not ask if the cart is for sale. Perhaps there is a console command I can use? I tried opening the slave cart mod in the creation kit but I cant figure out where to check to see if the zap 9 requirement is still there. 

Posted
51 minutes ago, Musje said:

Anyone else have this issue?  I don't get any warning running FNIS on SSE

when i run fnis i choose HKX compatibility check skyrim/sse

                                      xpm arm fix

                                      tk dodge

whith slavecart i have the warning and whitout i do not.

sorry for the trouble my friend

Posted
2 minutes ago, aulton1968 said:

I am still not getting the dialogue to buy the cart. I just installed the latest version. Checked the box for quest line optional. Got all the keys. Tried saving and reloading a couple times. Cart is outside, says the wheel is still chained. Pado mentions the cart when asked how to keep slaves secure. I can not ask if the cart is for sale. Perhaps there is a console command I can use? I tried opening the slave cart mod in the creation kit but I cant figure out where to check to see if the zap 9 requirement is still there. 

You need to get the latest version of HSH (1.25).  To check the conditions in that mod, open it in CK, open the phhshhunter quest, and check the dialogues (I think it's in a dialogue view called something Guards). 

Posted
4 minutes ago, mikesolo1975 said:

when i run fnis i need activate HKX COMPATIBILITY CHECK SKYRIM / SSE  ?

 

because i run fnis whith that deactivate e not warnings.

 

i dont understand if its normal

Lol I ran mine with the check  disabled, that's why I didn't get the warnings.

 

Doesn't make a difference, and in many cases unconverted animations run fine on SSE, but a bad one can CTD the game, so best to run with the check enabled.

 

I've posted a new SSE version with converted anims, that should get rid of the warning.

 

Posted

I´m really PROUD of you, MUSJE...I know how many hours it takes to bring something like this to be somehow working-wonderful !!!...I hope this can once be used like also within quests...

And if once we need a different cart...let ´s see;-)

I will bring this into my game after ZAP 9 is done.

Posted

Nice, maybe some people will prefer the metal cart with its more open look. In the next version I'll add this also.

Posted
18 minutes ago, Musje said:

Lol I ran mine with the check  disabled, that's why I didn't get the warnings.

 

Doesn't make a difference, and in many cases unconverted animations run fine on SSE, but a bad one can CTD the game, so best to run with the check enabled.

 

I've posted a new SSE version with converted anims, that should get rid of the warning.

 

 

its work not warnings

thank you . you are amazing . you are the best.

Posted
3 minutes ago, Musje said:

Nice, maybe some people will prefer the metal cart with its more open look. In the next version I'll add this also.

I guess I should create some other models in this case for you...in between I should be able to handle that stuff more better...I can also integrate some "furnitures"...or "places in shackles"...i´ll check out some new designs, soon.

Posted

Other than getting stuck behind the front wheel after driving the cart getting back into the drivers seat will fix it. This is a great mod its fun to drive from town to town with your slaves and sell them fresh off the line! then picking up a few fresh ones on the way to the next village or city.

Posted

@Musje  (or anyone else who knows the answer for sure)

 

I have just seen this so haven't had a chance to try it out

 

My query relates to a request I made a long time ago on the HSH (or maybe AYGAS?) thread when slave 'transport' was being discussed there

 

I realise that as this is the first version of the mod, and therefore maybe this is a bit ahead of the curve, but can you 'fill up' a packhorse/the cart and then send it, and the occupants, off to another location by, say, fast travel, to wait there for you, while you go off to enslave a few more to send later/do something else in the meantime? 

 

(A charging mechanism for such a service would add a touch of realism too  ?  )

 

Meantime, thanks to @Musje for this.  It will provide a lot of fun, no matter exactly how it works

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