CaptainJ03 Posted December 12, 2025 Posted December 12, 2025 48 minutes ago, j773251a said: i see 4 .esm file conflicts from devious devices 5.2 and devious devices NG conflicts but i don't know how to resolve them. DD NG needs to win/ overwrite the ones from DD SE 5.2 For the ponyboots you need to run Bodyslide, and check that the output goes to your Skyrim data folder (just in case you have other games which also use BS)
Hex Bolt Posted December 12, 2025 Author Posted December 12, 2025 3 hours ago, j773251a said: another less bothersome problem i have is that anytime i'm attacked while pulling the cart, i get disconnected and can't reconnect afterwards. only way to resolve is by saving, exiting and reloading... i've been able to avoid this problem by just running away from any attackers Hi, I see that you're a new member to the site. Welcome to LoversLab! CaptainJ03 already provided good advice for most of the problems you mentioned. That should fix the invisible items. With regard to this attachment problem, nothing that I'm aware of should cause you to become disconnected during combat. The hotkey for that is shift-E (or shift + whatever you remapped Activate to). Maybe you're accidentally pressing that to activate a skill? Just a guess. You're not expected to be able to fight attackers while pulling the cart, but making enemies collide with the cart does significant damage. If you can stay in front of them, batter them with the cart. Reconnecting should work, but sometimes you have to get close to the main body of the cart for it to work. Save, exit, and reload does fix any cart physics problems, though it's annoying to have to do that very often. Staying on roads or other flat surfaces can help a lot to keep the cart stable, whereas rough terrain can do weird things to the cart.
j773251a Posted December 12, 2025 Posted December 12, 2025 54 minutes ago, Hex Bolt said: Hi, I see that you're a new member to the site. Welcome to LoversLab! CaptainJ03 already provided good advice for most of the problems you mentioned. That should fix the invisible items. With regard to this attachment problem, nothing that I'm aware of should cause you to become disconnected during combat. The hotkey for that is shift-E (or shift + whatever you remapped Activate to). Maybe you're accidentally pressing that to activate a skill? Just a guess. You're not expected to be able to fight attackers while pulling the cart, but making enemies collide with the cart does significant damage. If you can stay in front of them, batter them with the cart. Reconnecting should work, but sometimes you have to get close to the main body of the cart for it to work. Save, exit, and reload does fix any cart physics problems, though it's annoying to have to do that very often. Staying on roads or other flat surfaces can help a lot to keep the cart stable, whereas rough terrain can do weird things to the cart. Hey thanks so much for the speedy reply. I have practical defeat enabled and the wolves basically just run up to me and start raping me. After the animation is over I’m automatically disconnected. I don’t think I’m pushing any buttons. I tried the hotkey multiples times while standing inside the cart handles and I can tell the game thinks I’m connected bc if I press it again, I get a message that says successfully disconnected. But when I think I’m connected, and I move, the cart stays behind. I’ll try captainjo3’s recommendations for the invisible items when I get home tonight thanks again for your help and building the mod!
Hex Bolt Posted December 12, 2025 Author Posted December 12, 2025 6 minutes ago, j773251a said: I have practical defeat enabled and the wolves basically just run up to me and start raping me. After the animation is over I’m automatically disconnected. I don’t think I’m pushing any buttons. I tried the hotkey multiples times while standing inside the cart handles and I can tell the game thinks I’m connected bc if I press it again, I get a message that says successfully disconnected. But when I think I’m connected, and I move, the cart stays behind. I haven't used Practical Defeat, but with defeat mods a rape traditionally only occurs after a combat defeat (your health is dropped to zero, you're knocked down, etc.). You might look through your settings for Practical Defeat to see if something is configured to automatically or instantly defeat you, such as when heavily bound and effectively helpless. If so, I suggest turning that off. Otherwise, you might consider a different defeat mod, such as Bane Master's Defeat. A sex scene will disconnect you from the cart, so I think we know now why that part is happening.
j773251a Posted December 13, 2025 Posted December 13, 2025 14 hours ago, CaptainJ03 said: DD NG needs to win/ overwrite the ones from DD SE 5.2 For the ponyboots you need to run Bodyslide, and check that the output goes to your Skyrim data folder (just in case you have other games which also use BS) hi, thanks so much for your speedy reply. i finally got to check my computer. i have DD NG after DD SE 5.2 in my load order. shouldn't DD NG already be overwriting it? i'm pretty sure i've built everything in my bodyslide, but its still not showing up. i noticed that there was an issue before too where my feet were invisible when my character was in bondage. so i think its not a SLUTS issue, but a Devious devices issue. i checked my bodyslide output and it is out puttting to my games/skyrim folder. its the only game i have. i attempted to build all the ponyboot .nif files and put them into the SLUTS directory, but my feet were still invisible. sorry if these are dumb questions, i'm very new to modding and reallly don't have any idea what i'm doing although i'm willing to put in the work to learn. thanks
j773251a Posted December 13, 2025 Posted December 13, 2025 i just realized that all of the DD torso, crotch, and feet meshes aren't showing up. for instance i was playing and my character was placed in chastity bra, chastity belt, padded arm cuffs and ankle shackles. i did not realize these meshes were missing until i checked my inventory, because i could still see my body and i just thought i was naked with missing feet meshes. but the rope tying my wrists and ankles were visible. i know i played with the racemenu sliders a bit to change breast size and body size when i first started the game. is it possible that the meshes need to be specifically customized to the body i made? i didn't see a way to export my body settings or anything. i double checked sseedit and DD NG is winning all the conflicts over DD SE 5.2 when i installed the mods for the body (CBBE, CBBE 3A i think) i preset everything to CBBE curvy and that's what i selected when i batch built everything
Psalam Posted December 13, 2025 Posted December 13, 2025 38 minutes ago, j773251a said: i just realized that all of the DD torso, crotch, and feet meshes aren't showing up. for instance i was playing and my character was placed in chastity bra, chastity belt, padded arm cuffs and ankle shackles. i did not realize these meshes were missing until i checked my inventory, because i could still see my body and i just thought i was naked with missing feet meshes. but the rope tying my wrists and ankles were visible. i know i played with the racemenu sliders a bit to change breast size and body size when i first started the game. is it possible that the meshes need to be specifically customized to the body i made? i didn't see a way to export my body settings or anything. i double checked sseedit and DD NG is winning all the conflicts over DD SE 5.2 when i installed the mods for the body (CBBE, CBBE 3A i think) i preset everything to CBBE curvy and that's what i selected when i batch built everything Did you build the DD items in Bodyslide? It sounds like maybe you didn't.
CaptainJ03 Posted December 13, 2025 Posted December 13, 2025 1 hour ago, j773251a said: i know i played with the racemenu sliders a bit to change breast size and body size when i first started the game. is it possible that the meshes need to be specifically customized to the body i made? i didn't see a way to export my body settings or anything. Whatever you did in the Racemenu is completely irrelevant. You need Bodyslide, and if you want to create your own preset, you can save/export that, and use it to build everything else. 9 hours ago, j773251a said: i attempted to build all the ponyboot .nif files and put them into the SLUTS directory, dead wrong. If you need to move the NIF files, your BS setup still wasn't right. But please - this is the wrong thread to discuss that. You could either go to the DD NG thread, or open a new thread in the SE help section.
j773251a Posted December 13, 2025 Posted December 13, 2025 yes, sorry to derail the thread, i originally thought it was a SLUTS issue, but now i realize its not. thanks everyone for trying to help
aziko___ Posted December 22, 2025 Posted December 22, 2025 Hi, is there anyway to make it compatible with this https://www.nexusmods.com/skyrimspecialedition/mods/8379 mod? When CFTO is installed the dialogue with the carriers is not there.
Psalam Posted December 22, 2025 Posted December 22, 2025 3 hours ago, aziko___ said: Hi, is there anyway to make it compatible with this https://www.nexusmods.com/skyrimspecialedition/mods/8379 mod? When CFTO is installed the dialogue with the carriers is not there. I believe this is the first paragraph on this Thread: SLUTS Redux 2 is an update of SLUTS Redux. I'm providing SLUTS Redux 2 because there's no longer a recent version of SLUTS for LE players. SE players have SLUTS Resume (though Redux 2 will work for them -- see Skyrim SE Compatibility below). Redux is separate from Resume and does not contain that mod's unique content. Please note that this mod is meant for LE players and will likely continue to give you problems when using SE mods. 1
Hex Bolt Posted December 22, 2025 Author Posted December 22, 2025 (edited) 10 hours ago, aziko___ said: Hi, is there anyway to make it compatible with this https://www.nexusmods.com/skyrimspecialedition/mods/8379 mod? When CFTO is installed the dialogue with the carriers is not there. Both mods make changes to the carriage drivers to add them to their own unique factions, so the mod loaded last wins and the other mod's change is lost. The simplest solution (for SLUTS) is for you to load this mod after CFTO; however, whatever that mod's "exclusion faction" is being used for will be lost. A better solution is for you to use the console to manually add drivers to the SLUTS faction. To do that, open the console, target the carriage driver, and enter AddFac xx00A542 1. "xx" is the load order index for SLUTS. EDIT: Adding a driver to the SLUTS faction isn't enough. I'm having to rework the mod's condition checking to handle intrusive mods like CFTO. For the next update, I will look at having SLUTS add its faction to drivers with a script, which should ensure that it happens even if another mod's changes conflict. Edited December 22, 2025 by Hex Bolt 2
Hex Bolt Posted December 22, 2025 Author Posted December 22, 2025 8 hours ago, aziko___ said: When CFTO is installed the dialogue with the carriers is not there. I started looking at this. SLUTS already uses a script to add the faction to the drivers for the five major cities (the ones with walls). Did you have a problem with these drivers, or was it at one of the smaller towns?
Hex Bolt Posted December 22, 2025 Author Posted December 22, 2025 Okay, more info on this. CFTO (Carriage and Ferry Travel Overhaul) does something really, really bad. Rather than just modifying the existing carriage drivers in Skyrim, it REPLACES them with its own clones. So, when you talk to Bjorlam outside Whiterun, you're actually talking to CFTO's Bjorlam. CFTO disables the original Bjorlam, guaranteeing that any mod (like SLUTS) that needs to make its own changes will break. That's a very unpleasant thing to do to everyone else. I recommend avoiding mods like CFTO that make such intrusive changes. They risk incompatibility with other mods. But, since CFTO exists and players still use it, SLUTS already has scripting to patch CFTO's evil clones of the real carriage drivers. It looks as if SLUTS misses patching the template driver that gets used for the dispatchers at the smaller towns. I can fix that, but it would be helpful to know which driver wasn't working, so I can be sure that I haven't missed another conflict. 2
Hex Bolt Posted December 23, 2025 Author Posted December 23, 2025 (edited) So, 7 hours later, I have things working with CFTO. If I'd known how much trouble this would be, I don't think I'd have started. (That can be said about so many things in life, can't it?) Much profanity was used in process, but everything seems to work, including the Simple Slavery start. A small benefit is that I removed the edit to the vanilla carriage drivers that adds them to the SLUTS faction (that's done now with a script), so SLUTS is now less intrusive and less likely to conflict with other mods that affect those drivers. These updates just make SLUTS work if CFTO is installed. There is no seamless integration. For the smaller towns where SLUTS adds a dispatcher and CFTO adds its own driver & carriage, both exist and there's no guarantee that the positioning will look good. (It actually does look fine at Dawnstar, which I tested). For the smaller towns, use the SLUTS dispatcher for SLUTS and CFTO's driver for rides. Edited December 23, 2025 by Hex Bolt
Hex Bolt Posted December 23, 2025 Author Posted December 23, 2025 Version 2.0.6 New: MCM toggle, Profit Matters. The Company won't operate at a loss, so the value of the cargo must be significantly more than the job's pay. The value of the cargo will be at least double the pay. This only matters for calculating stolen cargo losses and it only affects long routes. Overtime pay will not increase the cargo's value. Changing this setting after a run has started has no effect. New: "Stop ZAP from overriding animations" MCM System page setting. Defaults ON to block ZAP from overriding bound pony girl animations. New/Changed: CFTO (Carriage and Ferry Travel Overhaul) compatibility. CFTO does bad things (it hides the vanilla carriage drivers and replaces them with its own clones), but if you must use it, that no longer breaks SLUTS. For the smaller towns, use the SLUTS dispatcher for SLUTS and CFTO's driver for rides. Changed: Formerly, pilferage losses could be as much as 120% to reflect damage to the cart. Pilferage is now limited to the cargo value.
aziko___ Posted December 28, 2025 Posted December 28, 2025 Amazing work and I understand if you don't want to work on this issue further but I can't get the game to boot at all with the new version of this mod installed.crash-2025-12-28-10-49-45.logmodlist.txt
badbat111 Posted December 28, 2025 Posted December 28, 2025 1 hour ago, aziko___ said: Amazing work and I understand if you don't want to work on this issue further but I can't get the game to boot at all with the new version of this mod installed.crash-2025-12-28-10-49-45.logmodlist.txt i know that if you have to many esps in your data folder the game crashes to desktop before even getting to new game continue screen try cutting and pasting a few esps that you dont use and is not a requirement for any mod to your documents then try booting skyrim up
UncontrolledShadowComment Posted January 18 Posted January 18 Hey Hex Bolt, how tedious is the fix for allowing more than one Simple Slavery trigger? Just curious as I am considering fixing that in the current version of SLUTS Resume, since it's broken in 4.5 I believe.
Hex Bolt Posted January 18 Author Posted January 18 22 minutes ago, UncontrolledShadowComment said: Hey Hex Bolt, how tedious is the fix for allowing more than one Simple Slavery trigger? Just curious as I am considering fixing that in the current version of SLUTS Resume, since it's broken in 4.5 I believe. I'm pretty sure that Resume had fixed that. You might want to ask Scrab to confirm before spending your time on it. I don't remember the exact change(s) that I made to fix the problem in Redux. The problem wasn't immediately obvious, but it was something like not doing using reset command on the quest and/or not having the repeatable stages flag set. I did a few things like that which seemed appropriate for a repeatable quest, and then it worked when I retested it in a new game.
UncontrolledShadowComment Posted January 18 Posted January 18 3 hours ago, Hex Bolt said: I'm pretty sure that Resume had fixed that. You might want to ask Scrab to confirm before spending your time on it. I don't remember the exact change(s) that I made to fix the problem in Redux. The problem wasn't immediately obvious, but it was something like not doing using reset command on the quest and/or not having the repeatable stages flag set. I did a few things like that which seemed appropriate for a repeatable quest, and then it worked when I retested it in a new game. Thanks for the response! I think Scrab has taken a step back from modding recently: I can see if he has been active or not. I will ask. I got the error when Simple Slavery tried to send my PC there a second time on v 4.5 of Resume. If it is still broken actually, I will maybe just use and older version or try looking into what is going on
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