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The Skyrim Licenced Universal Transport Service (0.11.2 - 2015/10/22)


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Posted

Nearly done with the tat code.

 

Almost done with the "ride for a ride" scene. (Over-engineered as usual, I'm sure)

 

Working on the SS bridge.

 

Also, I think I worked out what I was doing wrong with the dirty tattoos

 

Hopefully get a release in time for the weekend.

 

Apologies to all those of you who deserve a detailed reply, but I figure everyone would sooner have me coding than chatting at this stage :)

Posted

 

 

 

 

 

Everything works so far but no matter what, the cart does not move and does not attach. Any ideas?

make sure you have the latest xpms skeleton and the latest RaceMenu.

.

Thought for needs mods: put player sleepable straw piles in the various stables around Skyrim.

 

I have got every requirement, everything is the newest version, still not moving! :(

 

The attach point is a special bone added to recent versions of the skeleton and when that bone isn't present the cart won't attach, ergo you still have a skeleton problem even though you think you don't. Check it again.

 

But I have the right Skeleton model (3.21) did run FNIS, MCM says it is the right version and still the darn thing does not attach to me.

 

 

Is the race you are using utilizing the XPMSE skeleton? If you have a vanilla race it should work, but if you have a custom race you may need to see if that race uses a custom skeleton, and probably replace that one with the XPMSE file.

 

If in doubt try using a vanilla race on a new savegame and talk to them, if that suddenly works with a vanilla race you know it's the fault of the custom race's skeleton.

 

I am using a normal vanilla race with a CBBE body. I am basically always playing as a Breton and I do not have a custom Skeleton (except XP32 3.21) or Race enabled. I tought of that before, too but I disabled everything that, imo, might interfere with this but I did not get any improvement. I am not an unexperienced user but this is really leaving me with no clue at all, as I am really sure, everything is in order and all requirements are made without interference. :) I would not post if it wouldn't be for a ponygirl mod. Ponygirls are my nemesis ;)

Posted

OK. How about NiOverride? Or Racemenu or something that bundles it. That would be my other guess.

Posted

 

 I am really sure, everything is in order and all requirements are made without interference. :)

 

 

 

Do all of these check out?

 

5LVYnUj.jpg

 

 

If not, then everything is not in order :) 

Posted

 

 

 I am really sure, everything is in order and all requirements are made without interference. :)

 

 

 

Do all of these check out?

 

5LVYnUj.jpg

 

 

If not, then everything is not in order :)

 

I don't know if it will help at all, but you can try checking the "groovetma's Alternate Anim for XPMSE/RaceMenu" patch in FNIS. It's for fixing dual wielding animations, but maybe it affects this? 

Posted

 

 

 

 I am really sure, everything is in order and all requirements are made without interference. :)

 

 

 

Do all of these check out?

 

5LVYnUj.jpg

 

 

If not, then everything is not in order :)

 

I don't know if it will help at all, but you can try checking the "groovetma's Alternate Anim for XPMSE/RaceMenu" patch in FNIS. It's for fixing dual wielding animations, but maybe it affects this? 

 

 

I actually tried that myself when I was still having trouble. Didn't fix it unfortunately. 

For me the problem was my custom race (Ningheim). I had to place the .hkx and .nif files manually in the right maps before the cart finally worked. 

Posted

Whoo... spent last night finishing the new tats code and then writing that "ride for a ride" scene again. Still not finished but at least this time what I have is saved.

 

Still don't have time for a full reply. but:

 

The hand-print And Whore tattoos Are they used for anything in the mod

The hand-prints are going to be. The "whore" one I knocked up for the cross-on-a-cart screenshot a couple of page back, and then forgot I'd added it to this mod's config file. Consider it an added extra :)

 

Oh, and:

 

"S.L.U.T.S.: Going All The Way"

"S.L.U.T.S.: Satisfaction Guaranteed"

"S.L.U.T.S.: Keeping The Clients Happy"

"S.L.U.T.S.: The Customer Is Always Right"

"S.L.U.T.S.: Giving It All They've Got"

 

I'm going to use some of these for quest titles, of course :)

 

[edit]

 

damn newline eater

 

please find the following in the mod, hopefully  it's not something you deleted as that'd explain why I couldn't reproduce it:

1 of the times I was testing the dialogs I didn't ask about the job details and just took the job:

the drivers responses changes and that's the only time I saw the extra cart from his spell - aside from the extra cart I was liking the new dialog differences-  something to the effect of : player asks "why is get your ass moving written across my ass"  and driver response "time is money now get going"

....something like that i'd love to have seen, would have installed the slavetats mod if I could reproduce this

 

I like the idea of this mod.

I tried it with a new character but not get so far.

I had to load the game a couple of times, and had problems with the cart every time.

The first few times I was able to get in the cart… No no, hitch the cart to me.

Or get in? (Right? Sorry for my English :angel: .)

Because my char just teleport inside the cart and loss health.

But, I was able to move the cart, and some loads later the cart disappears.

Yea, like I said, it’s gone.

I tried to load the game like crazy until the cart appears again, but I was unable to interact with it again.

So, I was unable to finish the quest. That was Riften- Whiterun.

I saw a comment in earlier pages about this issue, but I wanted to leave my feedback.

Also I want to say, great work! This mod is very promising.

And also I want to leave a suggestion: add pony boots from DD or some other thing that slows running speed, for more hardcore :D

 

well damn, so much for proper equipment provided... sure glad I wore my pony boots to the driver then

Nearly done with the tat code.

 

Almost done with the "ride for a ride" scene. (Over-engineered as usual, I'm sure)

 

Working on the SS bridge.

 

Also, I think I worked out what I was doing wrong with the dirty tattoos

 

Hopefully get a release in time for the weekend.

 

Apologies to all those of you who deserve a detailed reply, but I figure everyone would sooner have me coding than chatting at this stage :)

cool

 

 

 

 

 I am really sure, everything is in order and all requirements are made without interference. :)

 

 

 

Do all of these check out?

 

5LVYnUj.jpg

 

 

If not, then everything is not in order :)

 

 

this my thinking as well, if you're still having trouble it give us a screenshot of that and we can tell you how to fix that

 

 

Posted

I also cannot get the cart to attach, although the tats not applying was fixed by updating to the newest version of ST

post a screenshot of your xp32mse mcm

Posted

 

1 of the times I was testing the dialogs I didn't ask about the job details and just took the job:

the drivers responses changes and that's the only time I saw the extra cart from his spell - aside from the extra cart I was liking the new dialog differences-  something to the effect of : player asks "why is get your ass moving written across my ass"  and driver response "time is money now get going"

....something like that i'd love to have seen, would have installed the slavetats mod if I could reproduce this

 

 

 

Fairly certain that line comes up randomly for starting deliveries after you've completed one already.  There is another similar line where the PC comments that the word on her belly is SLUT and seems to be missing the S, and the cart driver hand-waves it away as probably a typo that the backer will fix later.

 

I also had it bug out so that the first cart run on a save gave this dialogue instead of the normal first run options where you can ask for details, followed by double-cart bug.  I *think* this happened when I handed in the kicker quest to the driver in Solitude, and then actually went to Whiterun to start my first run (wanted to try for a shorter run than the Solitude -> Riften run it tried to give me  :P ).

Posted

The line is "It's come to my attention that "Now Move Your Ass" is written on my rear end..."

 

The reply you get is "It's good advice. I'd consider taking it if I were you. Our customers expect prompt delivery."

 

This is the start of what I like to think of as the escalation process. The option appears the second time you have the livery applied. You only get to say it once. Looking at the code, you have to say on the second occasion or not at all, so I think I'll make that a greater than or equals test

 

Similarly, the start of the third mission you get "Why is the word above my vagina missing a final "S", pray tell?"/"Ah, that! Now I'm fairly sure that's just a spelling mistake." and you get a bit of back and forth on that subject.

 

The hope is to have something different keep happening mission by mission. At least for as long as I have ideas and given enough time to write them up :)

 

Umm... are people not getting Pony Boots as part of their default gear for the run? They show up at my end.

 

They've been mildly tweaked - mainly at this stage so I can detect if the pc is missing gear and charge her for replacements (not fully implemented yet). There's going to be a fine for being out of uniform as well :) Anyway all I've really done is clone the standard devices and add a keyword of my own, sh they should be showing up.

 

While I'm thinking about it, I'll add "blockGenericRemoval" to the items as well, which should keep slavetats from preempting them.

 

Someone asked for some feedback about how much they had earned or were owing: I'll do that. I'm thinking I might provide a payslip that lists the pay for the mission and any deductions incurred. Probably do a notification line for when it comes up in conversation at other times.

 

... and it's time to get ready for work again. TTYL all.

Posted

compatabilty issue report

 

tried the mod out last night and also have QAYL running, the carriage driver in Windhelm works according to load order (using MO),

whichever is lower (loaded last) if QAYL loads after this mod I can't get a run from him, if this loads after I can get runs from him,

(not sure if the QAYL quest he is involved in will work or not when I can get runs from him). just a FYI.

 

Posted

 

I also cannot get the cart to attach, although the tats not applying was fixed by updating to the newest version of ST

post a screenshot of your xp32mse mcm

 

 

 

Uh, am I missing something? As far as I know, Xp32 has never had an MCM menu. I'm using the new version.

Posted

 

 

I also cannot get the cart to attach, although the tats not applying was fixed by updating to the newest version of ST

post a screenshot of your xp32mse mcm

 

 

 

Uh, am I missing something? As far as I know, Xp32 has never had an MCM menu. I'm using the new version.

 

 

It's xp32 Maximum Skeleton Extended from Groovtama which has an MCM, XP32 Maximum Skeleton XPMS from xp32 does not have one.

 

It's very confusing that the two have  almost the same name

Posted

 

 

 I am really sure, everything is in order and all requirements are made without interference. :)

 

 

 

Do all of these check out?

 

5LVYnUj.jpg

 

 

If not, then everything is not in order :)

 

Shit, you are right! It says XPMSE Skeleton 0.00000 instead of 3.0000 but I installed it, activated the stuff in FNIS and so on. Maybe any idea? I do not have a custom race mod activated. 

Posted

Could something be overwriting it? Realistic force, SOS, Unofficial Dawnguard Patch .. all those provide their own skeletons.

 

What mod manager do you use?

Posted

That's odd, because I'm not locking them. Even if I was, Remove Your Tats should shift them. That's a puzzler.

 

I suppose a log file would be the next thing.

Posted

 

 I am really sure, everything is in order and all requirements are made without interference. :)

Do all of these check out?

 

5LVYnUj.jpg

 

If not, then everything is not in order :)

Shit, you are right! It says XPMSE Skeleton 0.00000 instead of 3.0000 but I installed it, activated the stuff in FNIS and so on. Maybe any idea? I do not have a custom race mod activated.

Install http://www.loverslab.com/files/file/676-xp32-maximum-skeleton-extended/over everything else.

If you use Mod Organizer place it very far at the bottom so that it doesn't get overwritten by anything.

 

Edit:

[...] i'll test it next chance I get as well, half-tempted to start a new game to test this over the weekend

Did you have time to test this yet? I'm curious if the fast travel through quest log is working for others as well, because if it isn't it means I'll have to bash my head against my installation for a while until I find the problem.

Posted

Love the mod, and more - the potential it holds. Running 10.3, had no trouble getting hooked up in Whiterun though using a pre-MCM version of Groovetama's skel. Couldn't make the run to Windhelm on the first try, but that had nothing to do with the mod. That was also installed OBIS and and got caught in bandit/wizard/bear crossfire when dragon showed up.

Second time through, worked like a champ - the cart even off-roads fairly well, though it slews around as would be expected on a single bone hitch, which is a bit incongrous with the pilloried double hitch in the visual.

If that's the biggest fault i found, then you're doing some fine work.

Looking forward to more as it develops, and thinking this will factor heavily into the planning of my next character.

Posted

Well, i tried it, installed or updated everything which is needed and then i walked to Gorlam (the Driver near Whiterun), asked for a job, he said "I will look what i have" (or something like this) and then nothing happened.

 

So i waited and after like 5 Minutes my PC was attached to a cart (massive script lag?), then i could read a nice Error Message from Devious Devices with the Error text "Error text LookupDeviceType received invalid Keyword [Keyword zad_DeviousBoots (0F027F29)]", this message appeared twice.

 

Then i noticed that the "Gloves" doesn't fit at all (if this is a tattoo then this doesn't fit), but i forgot to make a screenshot.

 

So i started my delivery to Riften, on the way i "met" some Bandits and these guys simply killed my PC and then the game crashed (maybe because of a error in DAYMOL?). This happens if you don't use Deviously Helpless (maybe you should add that as a requirement, because without it the PC will just being killed and the game will load a saved game).

 

Posted

 

 

1 of the times I was testing the dialogs I didn't ask about the job details and just took the job:

the drivers responses changes and that's the only time I saw the extra cart from his spell - aside from the extra cart I was liking the new dialog differences-  something to the effect of : player asks "why is get your ass moving written across my ass"  and driver response "time is money now get going"

....something like that i'd love to have seen, would have installed the slavetats mod if I could reproduce this

 

 

 

Fairly certain that line comes up randomly for starting deliveries after you've completed one already.  There is another similar line where the PC comments that the word on her belly is SLUT and seems to be missing the S, and the cart driver hand-waves it away as probably a typo that the backer will fix later.

 

I also had it bug out so that the first cart run on a save gave this dialogue instead of the normal first run options where you can ask for details, followed by double-cart bug.  I *think* this happened when I handed in the kicker quest to the driver in Solitude, and then actually went to Whiterun to start my first run (wanted to try for a shorter run than the Solitude -> Riften run it tried to give me  :P ).

 

 

 

The line is "It's come to my attention that "Now Move Your Ass" is written on my rear end..."

 

The reply you get is "It's good advice. I'd consider taking it if I were you. Our customers expect prompt delivery."

 

This is the start of what I like to think of as the escalation process. The option appears the second time you have the livery applied. You only get to say it once. Looking at the code, you have to say on the second occasion or not at all, so I think I'll make that a greater than or equals test

 

Similarly, the start of the third mission you get "Why is the word above my vagina missing a final "S", pray tell?"/"Ah, that! Now I'm fairly sure that's just a spelling mistake." and you get a bit of back and forth on that subject.

 

The hope is to have something different keep happening mission by mission. At least for as long as I have ideas and given enough time to write them up :)

 

Umm... are people not getting Pony Boots as part of their default gear for the run? They show up at my end.

 

They've been mildly tweaked - mainly at this stage so I can detect if the pc is missing gear and charge her for replacements (not fully implemented yet). There's going to be a fine for being out of uniform as well :) Anyway all I've really done is clone the standard devices and add a keyword of my own, sh they should be showing up.

 

While I'm thinking about it, I'll add "blockGenericRemoval" to the items as well, which should keep slavetats from preempting them.

 

Someone asked for some feedback about how much they had earned or were owing: I'll do that. I'm thinking I might provide a payslip that lists the pay for the mission and any deductions incurred. Probably do a notification line for when it comes up in conversation at other times.

 

... and it's time to get ready for work again. TTYL all.

 

ok, so from what you're saying then, the extra cart didn't come from the new dialog, but instead the new dialog came from the extra cart, interesting...

regardless the 2nd And third mission dialogs sound interesting

i'll have to add slave-tats and check those out

 

 

 

I also cannot get the cart to attach, although the tats not applying was fixed by updating to the newest version of ST

post a screenshot of your xp32mse mcm

 

 

 

Uh, am I missing something? As far as I know, Xp32 has never had an MCM menu. I'm using the new version.

 

 

It's xp32 Maximum Skeleton Extended from Groovtama which has an MCM, XP32 Maximum Skeleton XPMS from xp32 does not have one.

 

It's very confusing that the two have  almost the same name

 

that was done intentionally same as the version numbers starting after xp32 - xp32mse by groov was derived from the original xp32 completely with the other author's permission and extended

notice xp32 never made version 2 - groov did with his overhaul, version 3 was the next overhaul mostly made for debugging purposes adding the mcm

 

 

 I am really sure, everything is in order and all requirements are made without interference. :)

Do all of these check out?

 

5LVYnUj.jpg

 

If not, then everything is not in order :)

Shit, you are right! It says XPMSE Skeleton 0.00000 instead of 3.0000 but I installed it, activated the stuff in FNIS and so on. Maybe any idea? I do not have a custom race mod activated.

Install http://www.loverslab.com/files/file/676-xp32-maximum-skeleton-extended/over everything else.

If you use Mod Organizer place it very far at the bottom so that it doesn't get overwritten by anything.

 

Edit:

[...] i'll test it next chance I get as well, half-tempted to start a new game to test this over the weekend

Did you have time to test this yet? I'm curious if the fast travel through quest log is working for others as well, because if it isn't it means I'll have to bash my head against my installation for a while until I find the problem.

 

actually yes, another mod i'm using spams my log too much, but has a beta that screams to be tested:

new save gets the new beta running And gets me tied up in dd gear, I saw the yoke was 1 of the choices and went with it - tested the same conclusion you had

 

Love the mod, and more - the potential it holds. Running 10.3, had no trouble getting hooked up in Whiterun though using a pre-MCM version of Groovetama's skel. Couldn't make the run to Windhelm on the first try, but that had nothing to do with the mod. That was also installed OBIS and and got caught in bandit/wizard/bear crossfire when dragon showed up.

Second time through, worked like a champ - the cart even off-roads fairly well, though it slews around as would be expected on a single bone hitch, which is a bit incongrous with the pilloried double hitch in the visual.

If that's the biggest fault i found, then you're doing some fine work.

Looking forward to more as it develops, and thinking this will factor heavily into the planning of my next character.

lol, that's about like I had my first run with it as well...completely rolled the cart then pulled it back on the roll still on the move, fell in a ravine even, this thing is both versatile and waterproof

 

oh and yes i'm using xpmse2.81 as well: I only recommend the update to 3 for users who are having issues with it to debug why as the mcm from it gives us that advantage

Posted

Well, i tried it, installed or updated everything which is needed and then i walked to Gorlam (the Driver near Whiterun), asked for a job, he said "I will look what i have" (or something like this) and then nothing happened.

 

So i waited and after like 5 Minutes my PC was attached to a cart (massive script lag?), then i could read a nice Error Message from Devious Devices with the Error text "Error text LookupDeviceType received invalid Keyword [Keyword zad_DeviousBoots (0F027F29)]", this message appeared twice.

 

Then i noticed that the "Gloves" doesn't fit at all (if this is a tattoo then this doesn't fit), but i forgot to make a screenshot.

 

So i started my delivery to Riften, on the way i "met" some Bandits and these guys simply killed my PC and then the game crashed (maybe because of a error in DAYMOL?). This happens if you don't use Deviously Helpless (maybe you should add that as a requirement, because without it the PC will just being killed and the game will load a saved game).

the bug from dd I can't say if that's why other users haven't been getting the pony boots or if you're having a dd issue:

do you have all of these -

 

Requirements:

  • ZaZ 6.07
  • SexLab v160hotfix2
  • DDa 2.9
  • DDi 2.9.1
  • DDx 1.2.1

----that dda should be updated to 2.9.2 for compatibility with ddi2.9.1 as well

 

the ctd from death linked to daymoyl i'd say post your daymoyl screens - also make sure you are using realistic ragdolls and force And if you are you need xp32mse by groovtama to overwrite the ragdoll skeleton

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