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Posted
5 hours ago, xyzxyz said:

Tried it on another char with DD 5.2 and it works. Are you certain it runs on DD 4.2? Because that was the DD in the mod setup that never worked.

As far as I know, yes.  The only device interaction before the point where you had trouble is removing a gag (if present) before sending the PC to the cart, and for compatibility that uses the DD 4 function call on the gag.

 

4 hours ago, xyzxyz said:

The mod mentions cargo loss as consequence of rape. For the rape itself I need a mod like devious helpless, right?

Yes, or combat defeat or other mod that adds rape.

Posted

Does this mod also has to be the last in the mod load order? So many interactions with the drivers are just not happening. They often don't respond.

That can't all be script lag, no?

Posted
3 hours ago, xyzxyz said:

Does this mod also has to be the last in the mod load order?

No, it should just be after the required masters (SexLab, Aroused, ZAP, DD).

 

3 hours ago, xyzxyz said:

So many interactions with the drivers are just not happening. They often don't respond.

This mod does not change vanilla dialog other than to add (not modify) a couple of lines for guards to include the rehab option.  It does not change the carriage drivers except to add them to a SLUTS faction.  It's possible that another mod that also affects carriage drivers has a conflict.

Posted
11 minutes ago, Hex Bolt said:

No, it should just be after the required masters (SexLab, Aroused, ZAP, DD).

 

This mod does not change vanilla dialog other than to add (not modify) a couple of lines for guards to include the rehab option.  It does not change the carriage drivers except to add them to a SLUTS faction.  It's possible that another mod that also affects carriage drivers has a conflict.

If there is a conflict it shouldn't work at all but the old normal carriage haul mission mostly does. What didn't work is when I asked for a cargo to a specific city.

Posted
40 minutes ago, xyzxyz said:

If there is a conflict it shouldn't work at all but the old normal carriage haul mission mostly does. What didn't work is when I asked for a cargo to a specific city.

You must have already completed one run and not have a debt to the company to be able to choose a destination.  Selecting a destination sends a story event to the game, and nothing should be able to interfere with that.

 

I have used this option, but maybe some other players can comment on their experiences with choosing their destinations.

Posted
2 hours ago, Hex Bolt said:

You must have already completed one run and not have a debt to the company to be able to choose a destination.  Selecting a destination sends a story event to the game, and nothing should be able to interfere with that.

 

I have used this option, but maybe some other players can comment on their experiences with choosing their destinations.

I've done 3 successfull runs befor. Papyrus.0.log

Posted
11 minutes ago, xyzxyz said:

I've done 3 successfull runs befor.

I just tested Whiterun to Solitude and Whiterun to Riften.  Both worked.  Something in your game might be interfering with the story events or the startup scene.

Posted
1 hour ago, Hex Bolt said:

I just tested Whiterun to Solitude and Whiterun to Riften.  Both worked.  Something in your game might be interfering with the story events or the startup scene.

I have one last idea what could. Slaverun. But I haven't even started that mod (or any others) yet.

Did the log show something helpfull?

Posted
1 hour ago, xyzxyz said:

Did the log show something helpfull?

It just showed that the story event to start the job got sent.  No indication that the scene started, but the mod doesn't have a lot of diagnostics in that area.

Posted (edited)

Version 2.0.4

 

New:  "Submission run count", a new MCM setting, sets how many runs before you respond submissively.  Default is 5.
New:  "Scrub pony", a new MCM toggle to clean dirt and reapply livery between stops during multiple runs.  Default is off, a change to previous behavior.
New:  More needs options ("[Communicate with your eyes since the bridle is in your mouth]").  Ask for sex or communicate your outrage -- both get you fucked, roughly in the case of outrage.  Neither will cause loss of cargo.  Both should greatly reduce arousal exposure.
Changed:  The dispatcher's responses when you choose a custom destination have some randomness now.
Changed:  Removed the requirement to have already done one run before you can choose your destination.
Changed:  Mission-critical scenes, such as tethering the player to start a job, will check whether the player is stuck in another scene.  If so, that scene will be stopped and a notification message including the name of that scene's quest will appear to inform you of this action.

 

Notes

 

I did not test the Scrub Pony feature, but it's simple and it should work.  Notice that this changes existing behavior, so if you DO want to be cleaned between consecutive runs, be sure to enable the feature.

 

In an ongoing game, Submission Run Count compares itself to the existing number of runs, so if you've done a lot of jobs, your filly will probably already be treated as submissive.  You can increase the setting to change that.  The setting filters your responses when receiving the bridle, and it removes the new Outrage communication when submissive.

Edited by Hex Bolt
Posted

have you tryed the mod https://www.nexusmods.com/skyrim/mods/38529

 

 

the sluts cart with X on it could be used as a way to get a trip back to the starting point the dispatcher could say they will give a lift back but the player would have advertisment tats on them then bound to the cross as the cart travels back to the start as a option instead of just teleport the chest to current location

Posted (edited)
58 minutes ago, badbat111 said:

the sluts cart with X on it could be used as a way to get a trip back to the starting point the dispatcher could say they will give a lift back but the player would have advertisment tats on them then bound to the cross as the cart travels back to the start as a option instead of just teleport the chest to current location

Interesting idea, but a little beyond the scope of what I wanted to do here, and I think it's more challenging to run back naked.

Edited by Hex Bolt
Posted
2 hours ago, bubba999 said:

I would love a version of THIS for SE. 

@CaptainJ03 has mentioned that it seems to sort-of work for SE.  Problems noted were that livery did not appear (downgrading to SlaveTats 1.3.6 should fix that, and I'm not sure that you'd lose much other than the increase of tattoo slots from 12 to 20) and that the hoof mittens were not visible (I can't think of any reason for that one).

 

If you (or anyone else) would like to try it on SE/AE, I can work with you to try to make it compatible.  The mitten problem should be solvable.  My main concern is whether the carts, which are tricky to start with, will have any problems.

Posted
14 hours ago, Hex Bolt said:

Interesting idea, but a little beyond the scope of what I wanted to do here, and I think it's more challenging to run back naked.

i know but the cross cart doesnt get used XD this was a idea so it gets used in game :)

Posted

Welp, under my GOG version of AE, the first non buggy one, Skyrim won't even load with SLUTS 2.04 in the load order. Using MO2. Uncheck SLUTS and game loads normally.

Posted
4 hours ago, bubba999 said:

Welp, under my GOG version of AE, the first non buggy one, Skyrim won't even load with SLUTS 2.04 in the load order. Using MO2. Uncheck SLUTS and game loads normally.

Regarding Skyrim SE

Some SE players have reported that Redux 2 works for them if they just delete the BSA file (which only contains the logo image for the MCM). 

 

So, try it without the BSA file.  LE and SE can't accept each other's BSAs.

Posted (edited)

Did some more SE/AE testing. Using first GOG version because the 2nd caused all kinds of issues. 

 

1) Hulda has no dialogue to start quest. Innkeeper issue? Proventus the steward did.

 

2) Invisible hoof mittens, yes. I removed them or used armbinder which hid them. Bodyslide didn't make them appear.

 

3) Livery appears as normal with Slavetats 1.3.9.

 

4) Ran a couple of loads. New carts work well.

 

5) Usual oddness with having to be naked while locked in a hobble dress...flickering...

 

All in all, it mostly works!

Edited by bubba999
Posted (edited)
21 hours ago, bubba999 said:

Invisible hoof mittens, yes. I removed them or used armbinder which hid them. Bodyslide didn't make them appear.

Unfortunately, Bodyslide has no effect on the hoof mittens because they're not part of DD and have no Bodyslide meshes.  My guess is that they're incompatible with SE/AE.  I ran them through CAO to generate meshes that should work.

 

If you're up for testing them, patch your SLUTS Redux installation with the new meshes and equip some.  You can do that manually by giving yourself a set:  Player.AddItem xx027C56 1.  If this works, I can post the SE meshes in the downloads section.

 

 

Edited by Hex Bolt
Deleted the attachment. It's now on the mod page.
Posted
48 minutes ago, bubba999 said:

That did it! Nice job. 

Great!  I'll update the mod description and post those files.

 

13 hours ago, bubba999 said:

Hulda has no dialogue to start quest. Innkeeper issue? Proventus the steward did.

I forgot to comment on this.  That's weird.  It's linked to the innkeeper faction, so the faction IDs might be a little off in your GOG version.  It's not game breaking, since players can always just talk to a driver.

Posted

Version 2.0.5

 

Pony girls get a boost in the Move Your Ass department.

 

Tail plug stimulation replaces the random plug vibration event.  At configurable intervals, your pony girl will receive a powerful jolt in her butt to motivate her to run like the wind.  She'll have a short boost to speed and stamina while stimulation continues.  Unlike normal plug vibration, this event does not cause the wearer to stop and animate, and it can occur during combat when you'd need it most.

 

New:  Stimulation interval min/max.  The time between tail plug stimulations, which provide a short boost to speed & stamina.  Set both the minimum and maximum to zero to turn off stimulation.

New:  "Whinny when stimulated".  Play a startled horse whinny when tail plug stimulation begins.

New:  "Gagged noises while stimulated".  Play vigorous gag sounds during tail plug stimulation.  It's really affecting her and she's being vocal about it.

New:  "Gagged noises while sprinting".  If the Hauling Is Strenuous setting is enabled, play gagged sounds while sprinting.

Changed:  MCM settings for "Cart shows quest marker", "Pop-up boxes for payments & debt", and "No player item removal" moved from the Settings page to System.

Removed:  Bodyslide meshes for hoof mittens.  They completely cover hands and forearms, so you should never need to adjust them for your body.

 

-------------------------------------------------

 

I updated the mod page to indicate that Redux 2 can work on Skyrim SE/AE.  The SE meshes patch is in the downloads section for those who might want it.

 

My intent is that this still be a simple update of SLUTS Redux, primarily for LE players who otherwise would have no alternative to the 2019 version, but with the SE mitten meshes, no one is left out.

 

The new tail plug stimulation content is the last of the personal changes that I'd made to Redux several years ago and hadn't yet ported to Redux 2.  It worked well enough for my purposes, but until now it wasn't in good enough shape for public release.  It gives pony girls a configurable but still random edge.  The concept is that the stimulation is so insistent, the pony girl can't stand still; in fact, she has to sprint, even if something dangerous is in the way that she was waiting to let pass.  You're not forced to do that, but you might want to roleplay it that way.

Posted

i have a suggestion

 

could you have a option in settings so when player is 50 meters away from the start ie on the run to the location unkillable bandits from this mod would spawn and chace the player down to rape and steal

 

with a slider bar to adjust the % chance of spawning and how long between spawns like after starting and being raped timers could be 30 seconds 60 seconds 90 seconds 120 seconds

 

to give the player a reason to run due to the plug vibrating causing drop to knees it would make the journy more challanging ;)

Posted (edited)

im having a problem with the dialog for sex it keeps using zapdoggy but i dont have zapdoggy installed im already at cdt 95%  in fnis

 

i tryed editing the script but it gives a error with no info in the script the script when trying to edit propertys is blank can you have a option to use sexlab animations ?

Edited by badbat111

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