Content Consumer Posted October 19, 2015 Posted October 19, 2015 Sorry I've been a bit quiet. When the mad scientist goes quiet, it's usually either because some random secret agent foiled his evil plan and dropped him into the volcano, or because his evil plan has succeeded and he's basking in the glow of success (glow may not be metaphorical, it could be caused by radiation).
DocClox Posted October 19, 2015 Author Posted October 19, 2015 Heh. If by "random secret agent" you mean my wife's sister on Saturday and my own brother and parents on Sunday, then that's a pretty good guess. My God! You know what this means? They've infiltrated my family! Anyway, current activities: I now have a yoke that you can detach from the cart. It takes a bit of struggling, but it shouldn't be anywhere near as difficult as escaping from an armbinder. Of course, once you're free of the cart you still have a yoke around your neck, and getting free of that may entail a surprise or two. The cart now reattaches when the game is loaded, if you're close enough. That works well enough, except that I've once had my test gal die from being jerked too far through the air to attach. So keep a save and if it looks like I'l allowing too much distance I can dial it down a little. Or move the cart closer, maybe. I've consolidated the hitch and unhitch code into two functions so there should be a bit more consistency. Distance detach should now work. If you get too far from the cart you should untether. Sadly, tethering is still a bit touch-and-go. I'll keep plugging away at it. And that's really about as far as I got. I have some typing for the new yoke events, but once I've got that done I'll post another update.
windu190 Posted October 19, 2015 Posted October 19, 2015 I feel like there should be some incentive for escaping rather than just delivering the cart. After all, the player is not technically enslaved, when you reach your destination they untie you, remove the tats and you are free to go. They even pay you. Sure I get the player doesn't want to walk all over Skyrim naked in bondage gear with degrading tattoo's, but wether you deliver the cart or not, you still have to walk around like that. After you struggle loose you are still stuck with your bondage gear and tats and are forced to find other, more difficult, means to get rid of it. If the slavery was permanent for example it would make more sense to escape. Possible solutions: 1. After the player finishes a run and the driver unties you, he uses another spell that brands the player (similar to the QAYL brand) that somehow slowly torments the player (through lust or pain?). This gives the player an incentive to return, because only during a haul the brand is temporarily removed/disabled. Then the only way to get away is by trying to escape during a haul and find alternate means to get rid of your bonds. 2. Or just make the slavery permanent, a lot simpler I guess. (Though I like solution 1 the most ) Just my 2 cents.
sawdaw Posted October 19, 2015 Posted October 19, 2015 I just installed this mod and everything loaded up fine. I got the help wanted booklet and I went to a carriage driver. They attach me to a carriage but then the driver doesn't give me a destination. I stay frozen in place unable to move and the carriage drivers just walk away from me. not towards their carts but in a random direction. Any ways to fix this?
CliftonJD Posted October 19, 2015 Posted October 19, 2015 I just installed this mod and everything loaded up fine. I got the help wanted booklet and I went to a carriage driver. They attach me to a carriage but then the driver doesn't give me a destination. I stay frozen in place unable to move and the carriage drivers just walk away from me. not towards their carts but in a random direction. Any ways to fix this? that's a new bug, he shouldn't have walked away temporary fix is to restore player controls from the zaz menu then talk to the driver for the destination, but if it happens again post a log of it before doing anything to fix it
DocClox Posted October 19, 2015 Author Posted October 19, 2015 I feel like there should be some incentive for escaping rather than just delivering the cart. After all, the player is not technically enslaved, when you reach your destination they untie you, remove the tats and you are free to go. They even pay you. Well, it is going to get harder to get a clean run, and it's my intention that eventually the PC will be in over her head and escape will become an issue. The fact that you can own the company money and still get turned loose is a bug, and one that I'm going to fix soon. After that ... you can lose twice the amount on a bad run that you might make on a good one. That's not counting damage to the cart, wear and tear on tack and harness, disciplinary deductions for smart-mouthing the drivers and other sundry deductions. It might not be slavery, but owe enough money and you might be hard pressed to tell the difference. Still I can see why some people might lack a RP reason to sign up for a second trip. My thinking here is along these lines. Firstly, there were a few people who wanted QAYL to have consensual messenger mission where they could volunteer for a run. That never really made sense in QAYL, but it does for this one, so on one level I'm quite happy to leave it open for players to go back of their own accord if that's their thing. Secondly, there's a Simple Slavery entry point that will drop a lot of debt on your toon if you get caught by it. Finally, I can see S.L.U.T.S. working well with hardcore needs and econonomy mods where money is really tight. Especially since if you're kept over, the drivers will at least see that you're fed and watered. 1. After the player finishes a run and the driver unties you, he uses another spell that brands the player (similar to the QAYL brand) that somehow slowly torments the player (through lust or pain?). This gives the player an incentive to return, because only during a haul the brand is temporarily removed/disabled. Then the only way to get away is by trying to escape during a haul and find alternate means to get rid of your bonds. 2. Or just make the slavery permanent, a lot simpler I guess. (Though I like solution 1 the most ) Just my 2 cents. Well OK. Let me get this thing up to spec first, and if you still feel there's a need I'll see about some sort of additional coercion as an optional extra. Probably not option two though. I like the idea of this as unethical corporate practice rather than outright dishonesty and enslavement. But we'll see. I just installed this mod and everything loaded up fine. I got the help wanted booklet and I went to a carriage driver. They attach me to a carriage but then the driver doesn't give me a destination. I stay frozen in place unable to move and the carriage drivers just walk away from me. not towards their carts but in a random direction. Any ways to fix this? That's weird. Sounds like something glitched. The other possibility is that I messed up a linkref and the driver is busy walking to some other hold capical so he can stand on the wrong spot to deliver the next line. Which driver was it?
vix01 Posted October 19, 2015 Posted October 19, 2015 Is anyone else getting a (reasonably consistent) cart bounce and disappear if you ask for another run after delivering to Solitude? Other areas seem fine.
jb64 Posted October 20, 2015 Posted October 20, 2015 Have you considered adding a link to the Skyrim prison system? I'm imagining two possible scenarios. In the first the jailer offers to let the criminal pay their debt to society by working for a new transportation company that's recently started operations in Skyrim instead of serving time in prison. In the second scenario, after having served time in prison the criminal owes money to the hold for their prison stay(what, you thought a prison was free room and board?) An exciting new transportation company has offered to assume the debt, confident in their ability to collect from their new indentured worker. In either case the initial debt owed to S.L.U.T.S. could be a function of the bounty at the time the player was caught. This could also make a truly evil loop if S.L.U.T.S. started placing bounties on escaped ponies that owed the company money It would be super cool if either or both scenarios could be made to work with prison overhaul.
Elgate Posted October 20, 2015 Posted October 20, 2015 I've had 2 problem with this mod, none that prevent playing, but worth noting. 1st, when I finished the delivery, I couldn't sell my body to get back, the animation would not start. 2nd, I still have the tatoo now that the delivery is done. Hope it help and that it's not just me badly configuring my stuff. It was a delivery from windhelm to riften. Edit: It also reminded me of the gypsy caravan mod, It would be fun to be able to either use your follower instead of a horse or even yourself.
BigOnes69 Posted October 20, 2015 Posted October 20, 2015 Is the only tats for this the glow in the dark ones that are in the photos?
Elgate Posted October 20, 2015 Posted October 20, 2015 The ones that are still on my character are the Livery ones, and now that I look at it more carefully, there is only the belt line and the "now move" and "your ass" and the only slot that is used (and I can't modify it) is the 1st body with "livery"
DocClox Posted October 20, 2015 Author Posted October 20, 2015 Is anyone else getting a (reasonably consistent) cart bounce and disappear if you ask for another run after delivering to Solitude? Other areas seem fine. In Solitude? I'll have a look. I have a theory about the disappearing carts. It'd be good to have a reliable way to test it Have you considered adding a link to the Skyrim prison system? I'm imagining two possible scenarios. In the first the jailer offers to let the criminal pay their debt to society by working for a new transportation company that's recently started operations in Skyrim instead of serving time in prison. In the second scenario, after having served time in prison the criminal owes money to the hold for their prison stay(what, you thought a prison was free room and board?) An exciting new transportation company has offered to assume the debt, confident in their ability to collect from their new indentured worker. In either case the initial debt owed to S.L.U.T.S. could be a function of the bounty at the time the player was caught. This could also make a truly evil loop if S.L.U.T.S. started placing bounties on escaped ponies that owed the company money It would be super cool if either or both scenarios could be made to work with prison overhaul. I tried interfacing with XPO once and got my arse kicked good and proper. Mind, that was trying to put NPCs through the system - getting some special pleading the player might be easier. I agree it would be super cool Another option might be to sentence the player to community service; in this case helping get some important national infrastructure up and running. As it were. Hmmm. I've had 2 problem with this mod, none that prevent playing, but worth noting. 1st, when I finished the delivery, I couldn't sell my body to get back, the animation would not start. 2nd, I still have the tatoo now that the delivery is done. Hope it help and that it's not just me badly configuring my stuff. It was a delivery from windhelm to riften. Edit: It also reminded me of the gypsy caravan mod, It would be fun to be able to either use your follower instead of a horse or even yourself. The ride for a ride scene is half written and has been since forever, sadly. I too many bugs that needed fixing, alas. It should finished soon-ish. In the mean time I should probably disable it altogether. (I'm not seeing it come up at the moment, which may be part of the reason I've not got around to it yet...) Tattoo removal may well be broken, since the last update changed the tat library. And since they now lock on, getting them off will be a problem. There's also an event where they are supposed to stick and you get some conversation on the subject. I didn't think that was in yet, however. In any case, Remove Your Tattoos or the QAYL warehouse button should get rid of it. Is the only tats for this the glow in the dark ones that are in the photos? Nope. The latest release includes a set of #444544 tats and an MCM option to choose them and to set the main colour. ChocoTheRed has also said he'll supply a set more in keeping with Skyrim's native palette once I have the tat design finalised. I have a set of screenies somewhere showing the livery in black, red and blue. I'll have to see about posting them. The ones that are still on my character are the Livery ones, and now that I look at it more carefully, there is only the belt line and the "now move" and "your ass" and the only slot that is used (and I can't modify it) is the 1st body with "livery" Interesting. They're supposed to lock on, but it sounds like you picked up an old version. Or got the WIP UNP version to apply. It mightbe worth clearing down the slavetats/sluts folder and replacing it with a new one out of the last zip. I changed where a lot of stuff was and because slavetats doesn't do BSAs I can't delete the old ones so they'll still be hanging around.
gollum007 Posted October 20, 2015 Posted October 20, 2015 I've also seen the driver walking off into the distance .This is Bjorlam at Whiterun, and he's moving out along the road which heads towards Markath. Doesn't happen all the time by any means, I'd guess approx 1 in 10 or so. I've also discovered a much bigger issue. On a run from Whiterun to Markath, I encounter a pair of Forsworn, one of whom always jumps out from the bushes after the player has passed. He runs through the cart to trigger the sexlab scene, and this appears to glitch it out- The sexlab scene works appropriately, but after this, the cart vanishes into thin air. Selecting the 'lost the cart' option at Markath bugs things out further, as the quest marker then points to the location at which the cart vanished previously..... -Gollum
thingwhatsqueaks Posted October 20, 2015 Posted October 20, 2015 Hopefully amusing suggestion: a new tattoo that will keep track of the number of wolves that you've run over with the cart (something like a silhouette of a wolf + tick marks).
JustJustin Posted October 20, 2015 Posted October 20, 2015 Wait so the cart really works as a weapon? The best I've been able to do with it is slow down people chasing my character by putting it in the way.
jfraser Posted October 20, 2015 Posted October 20, 2015 Wait so the cart really works as a weapon? The best I've been able to do with it is slow down people chasing my character by putting it in the way. It reportedly works as an unintentional weapon when wolves or other enemies try to attack from the rear and get caught up in the wagon.
DocClox Posted October 20, 2015 Author Posted October 20, 2015 Or you can sideswipe them, or reversing into them at speed seems effective.It's not an exact science though[edit]OK. Might have found one reason for the occasional double cart/vanishing cart problem. I wasn't clearing the quest alias before deelting it, so it's possible that it was still there and still getting events from the engine in some situations.I've also added an escape function (shift-activate to try and wriggle loose) and a handbrake mode (shift-jump). Handbrake mode puts the cart into non-havoc mode and usually kills the mad physics behavior quite nicely. It doesn't currently immobilise the player if she's still hitched to it. So be careful with it, because when you release the brake the cart will come shooting over to you, and if it hits at speed it could be painful. There's also a distance-untether that I've not really been able to test yet, improved on-sex disconnects and a tracking quest "S.L.U.T.S.: Your order has been dispatched ..." which I'm also not sure is working.But I think I'm going to upload it anyway and see what breaks.There's also a test version of Deviously Helpless that I'm going to post to the DH thread for now. That should fix the recent AI breakage where they say "looky here...." and then proceed to ignore the player unless she walks up and headbuts them.One point from earlier on: it's worth manually removing data/textures/actors/characters/sluts* before installing. The tats are all loose files and the layout has changed. Or of you're on MO, just install to a new folder and clobber the old one. [edit] Update is up. [edit] DH is posted to the DH support thread.
Uriel Posted October 20, 2015 Posted October 20, 2015 Are you going to add ways to use followers for the ride? Or is it in the mod already, just not in description?
JustJustin Posted October 20, 2015 Posted October 20, 2015 There's also a test version of Deviously Helpless that I'm going to post to the DH thread for now. That should fix the recent AI breakage where they say "looky here...." and then proceed to ignore the player unless she walks up and headbuts them. One point from earlier on: it's worth manually removing data/textures/actors/characters/sluts* before installing. The tats are all loose files and the layout has changed. Or of you're on MO, just install to a new folder and clobber the old one. [edit] Update is up. [edit] DH is posted to the DH support thread. Woo updates, thanks, and DH too! Didn't know you were looking at that. It seems to be working for me, only two events in though. However, the Dispatch quest started on my first load (possibly as I was at that point untethered and in the middle of a run [they take some time]) not sure whether that's what you wanted. It points to my cart even after picking it up, and the quest stage doesn't advance in any way, even after reloading. Although I do load tethered now, so that's working well. Also, if I have something to ask about anything new in the mod, should I be using a spoiler? Never sure about what's spoiler-worthy and what isn't.
DocClox Posted October 20, 2015 Author Posted October 20, 2015 Are you going to add ways to use followers for the ride? Or is it in the mod already, just not in description? I have a few plans. Ranging from dismissing them when you start a mission to ... I think I'm going to reserve that for the time being. But plans, certainly Update is up. [edit] DH is posted to the DH support thread. Woo updates, thanks, and DH too! Didn't know you were looking at that. It seems to be working for me, only two events in though. However, the Dispatch quest starts on every load, not sure whether that's what you wanted. It points to my cart even after picking it up, and the quest stage doesn't advance in any way. Also, if I have something to ask about anything new in the mod, should I be using a spoiler? Never sure about what's spoiler-worthy and what isn't. Don't worry too much about spoilers at this point. I like to keep some surprises when I first release a mod, but by this stage not so much. The dispatch quest ... no, actually it shouldn't be doing that. Damn. I'll have a look at it.
stormcrowwolf Posted October 20, 2015 Posted October 20, 2015 Just downloaded and updated to 0.11.1 and still having problems with the cart at Solitude. Even with being able to stop the cart it eventually rolls down hill after reactivating as it never seems to properly "attach" as it should. The current attempt, after a lot of shift-space (my jump binding) I managed to pull it off the tree only to get it permanently stuck on the nearby boulder.
Elgate Posted October 20, 2015 Posted October 20, 2015 Another bug, I made the delivery, but it still say that I have to do the delivery. It tells me to go get my stuff, but the chest is locked. I can't finish the quest. For information I had other Restraints before starting the quest and it didn't get rid of it. Maybe it thinks I'm still delivering because I still have restraints? Edit: Thankfully, unlocking the chest allowed me to finish the quest. Edit2: And I can't remove the tats with remove your tats. I also got the tattoo twice because I did the quest twice. 2 Slot are used for it now. Only way I can remove the tatto Is by using the racemenu and removing the tats there. Wich I did, but slavetats still think The slots are used.
DocClox Posted October 20, 2015 Author Posted October 20, 2015 Just downloaded and updated to 0.11.1 and still having problems with the cart at Solitude. Even with being able to stop the cart it eventually rolls down hill after reactivating as it never seems to properly "attach" as it should. The current attempt, after a lot of shift-space (my jump binding) I managed to pull it off the tree only to get it permanently stuck on the nearby boulder. OK. What I'll probably do is set up an MCM option to delete the cart and spawn a new one as per the initial hitch which doesn't seem to be particularly problematic. Well, see if that helps. Another bug, I made the delivery, but it still say that I have to do the delivery. It tells me to go get my stuff, but the chest is locked. I can't finish the quest. For information I had other Restraints before starting the quest and it didn't get rid of it. Maybe it thinks I'm still delivering because I still have restraints? Edit: Thankfully, unlocking the chest allowed me to finish the quest. Edit2: And I can't remove the tats with remove your tats. I also got the tattoo twice because I did the quest twice. 2 Slot are used for it now. Only way I can remove the tatto Is by using the racemenu and removing the tats there. Wich I did, but slavetats still think The slots are used. OK. Emergency tattoo remover coming soon. Make sure you cleaned down the tats from a couple of versions ago, or you're apt to find multiple copies of the same tat applying. Alternatively, I changed the way tats were removed which might not have played well with pre-existing ones. On the other hand, they shouldn't be locked in that case. Job for tomorrow in any event. I'm for my bed. Night all.
stormcrowwolf Posted October 20, 2015 Posted October 20, 2015 Just downloaded and updated to 0.11.1 and still having problems with the cart at Solitude. Even with being able to stop the cart it eventually rolls down hill after reactivating as it never seems to properly "attach" as it should. The current attempt, after a lot of shift-space (my jump binding) I managed to pull it off the tree only to get it permanently stuck on the nearby boulder. OK. What I'll probably do is set up an MCM option to delete the cart and spawn a new one as per the initial hitch which doesn't seem to be particularly problematic. Well, see if that helps. Another bug, I made the delivery, but it still say that I have to do the delivery. It tells me to go get my stuff, but the chest is locked. I can't finish the quest. For information I had other Restraints before starting the quest and it didn't get rid of it. Maybe it thinks I'm still delivering because I still have restraints? Edit: Thankfully, unlocking the chest allowed me to finish the quest. Edit2: And I can't remove the tats with remove your tats. I also got the tattoo twice because I did the quest twice. 2 Slot are used for it now. Only way I can remove the tatto Is by using the racemenu and removing the tats there. Wich I did, but slavetats still think The slots are used. OK. Emergency tattoo remover coming soon. Make sure you cleaned down the tats from a couple of versions ago, or you're apt to find multiple copies of the same tat applying. Alternatively, I changed the way tats were removed which might not have played well with pre-existing ones. On the other hand, they shouldn't be locked in that case. Job for tomorrow in any event. I'm for my bed. Night all. After I clicked the post button I thought about the way EFF (Extensible Follower Framework) handles wayward followers, which is to teleport them to you as a power (like berserker rage or nighteye). It works well that way. Delete/rerez/attach you mentioned is probably the item version, I'd assume. Sounds fine to me. Looking forward to testing it out. Also, would you be ameniable if I made a patch to make the tatoos fit a male body? DD for Him's maintainer is working on the yoke already as part of his general project of adapting DD gear for males, but the tatoos are pretty strange on a male body. (I'm ignoring the missing hands and yoke as that's for Wasp to do, assuming he gets around to it.)
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