DocClox Posted October 4, 2015 Author Posted October 4, 2015 Installed version 10 and still will not connect to cart, What am I doing wrong everything seems to work upto that part in game. Don't know. Any cahnce of a log file from a session where the problem occurs? Also, can you check versions for your mods?  I'm using  ZaZ 6.07 SexLab v160hotfix2 DDa 2.9 DDi 2.9.1 DDx 1.2.1 SlaveTats 1.1.1 Racemenu 3.2  I really do need to put that up on the main page.  you could ask funnybiz i think his name is and other animators if they can give you a hand for itI'd like to know how to do it myself though. I mean I'm never going to be a great animator, but I should know enough to tweak things without having to ask favours. If I can get the damn thing into Blender I can probably cope from there. If I can do that, I can make an idle to match the cross-cart in the repo. And if I can do that I can have a mod that makes this happen:   I made the first version of that messing around with ZAP idles and Bjorlam's cart for QAYL. But I can't help thinking it would be really cool to mount someone on the cart an then drive it round Skyrim. Whether your toon is on the cross, in the driving seat or one of the team pulling the thing ... I can see arguments for all three  One more comment, and I'm off to bed. Hey, can you make it so that the tats are available in the slave tats menu if you just want to wear them? =D Or maybe just a little slavetats side pack of the tats. They're sexy... Yes, even the dirty body ones. ^^They're all there already. Look under S.L.U.T.S. for the livery and "Dirty S.L.U.T.S." for the dirt textures. The current set of dirt is a bit crap I'm afraid. It doesn't so much make you look dirty as just smoothly darken the skin. Something else to work on  @badders: nope, they're loose. Slavetats won't work from a BSA.  Nice work Doc, I am looking forwards to seeing how this develops Thank you. Nice avatar
DocClox Posted October 4, 2015 Author Posted October 4, 2015 The version of DDi being used in this log is reaaalllyy outdated. Hence the missing keywords. Over a year out of date: https://github.com/DeviousDevices/DDi/releases/tag/2.8.2Thanks Min. For some reason I never think of looking in log files for version numbers. I think I'll have to start; it could save a lot of time. so during hauls are any events happening from within the mod? or does it rely on other mods such as defeat?Currently just the environment. I am planning a few special missions, but most of the action is still going to be at the endpoints. That said, I was looking at how to kick-off wilderness encounters the other day, so I may throw some stuff in that way. (If nothing else, it might be fun if the player is wandering down the road out of harness and comes across a S.L.U.T. girl running hell for leather down the road with three or four bandits in hot persuit. I can thing of interesting ways to progress that one )  gag mesh have a conflicts with male devious device so... maybe you use other mesh? little cart don't link to player. I'll see what I can do.
jaberwocky Posted October 4, 2015 Posted October 4, 2015 I must admit I have not tested the mod yet, but I am curious... is there an incentive to join the transport service? Â One incentive I could think of would be receiving a bonus in carry weight. Lots of ways to implement such a bonus.
DocClox Posted October 4, 2015 Author Posted October 4, 2015 Nothing as yet, but I might consider adding it in as a reward for running so many missions. The more carts you pull, the fitter you get, the more you can carry. Â Or I could just give the player their own cart and let them load it up as high a they like. So long as they're prepared to yoke up in order to pull it. Actually, that sounds more like something I'd do. Â ***************** Â New release up 0.10.1 Â Reverted to ZaZ original cart. My test save in Windhelm took forever to get attached - connected first time with this one. So the theory that it's all down to my half-assed bungling with nifskope is starting to gain strength.
Moirai Posted October 4, 2015 Posted October 4, 2015 Okay, using the latest version (v0.10) here's an update: Â Updating to the very latest versions of the Devious Devices mods and ZAP and SlaveTats, fixed the issues of: Â 1) not having the tattoos applied. 2) Not having a yoke fitted or being able to activate the cart. Â However,the following are still issues for me: Â 1) Driver's still need to be manually added to the appropriate faction to get the job dialogue. 2) Cannot tether to the cart, even though the PC is moved to the right position. Â Damn tethering. This all looks so good, but if I can't move the cart....bah! Â Â P.S. It would probably be a good idea to make sure the requirements listed are strict to the latest versions. Updating those solved a lot of my initial problems.
mirksx Posted October 4, 2015 Posted October 4, 2015 Hi, I was trying out this mod - I talked to an innkeeper (the one of the bannered mare) and received the leaflet. I read it and the quest advanced to "talk to a carriage driver". However no carriage driver shows a matching dialog option. I think this might be related to the fact, that I use ETaC. Is it possible that they've altered the carriage drivers so that the dialog does not show up? Â Thx!
DocClox Posted October 4, 2015 Author Posted October 4, 2015 Okay, using the latest version (v0.10) here's an update:  Current version at 0.10.2 Updating to the very latest versions of the Devious Devices mods and ZAP and SlaveTats, fixed the issues of:  1) not having the tattoos applied. 2) Not having a yoke fitted or being able to activate the cart.  Glad to hear it. However,the following are still issues for me:  1) Driver's still need to be manually added to the appropriate faction to get the job dialogue.  Should be fixed in the latest release. 2) Cannot tether to the cart, even though the PC is moved to the right position.  Should have been fixed in the previous release. P.S. It would probably be a good idea to make sure the requirements listed are strict to the latest versions. Updating those solved a lot of my initial problems.  Was fixed with the previous release   Hi, I was trying out this mod - I talked to an innkeeper (the one of the bannered mare) and received the leaflet. I read it and the quest advanced to "talk to a carriage driver". However no carriage driver shows a matching dialog option. I think this might be related to the fact, that I use ETaC. Is it possible that they've altered the carriage drivers so that the dialog does not show up?  Should be fixed with the current release
Sammielfa Posted October 4, 2015 Posted October 4, 2015 Is this unplayable under older versions of Sexlab (pre 1.6)? It's not an issue if it is I just need to upgrade. I've been meaning to for a while but there are few mods that require it. Â EDIT: Nevermind I can't read. I'll update. Sorry for looking like a twit.Â
jet41 Posted October 4, 2015 Posted October 4, 2015 CART ATTACH ISSUE : If you cant pull your cart, update your skeleton to latest version (solved it for me..).  link: http://www.loverslab.com/files/go/5507f93c89106aac4288458fb6181f87/xp32-maximum-skeleton-extended  Dont forget that some extra playable races mods (like Ningheim) have separate folder for skeleton files. Update those as well. Hope it helps
DocClox Posted October 4, 2015 Author Posted October 4, 2015 Is this unplayable under older versions of Sexlab (pre 1.6)? It's not an issue if it is I just need to upgrade. I've been meaning to for a while but there are few mods that require it.Probably not at the moment since there's no scripted sex in it yet. There will be soon though and I'm developing against 1.60h2 so upgrading is probably a good idea. CART ATTACH ISSUE : If you cant pull your cart, update your skeleton to latest version (solved it for me..).  Good catch! Yeah, you need a special bone (stop that sniggering at the back) in order to attach. Something else for the front page.
monsta88 Posted October 4, 2015 Posted October 4, 2015 I'm really not trolling here, but it is in the same state for me as it was. Actually 10.1 was a step back, in one of the 3 profiles where I tried the mod, even the innkeeper didn't talk to me. Â In 10.2 the inkeepers talk to me, I get the paper, read it and I get the next phase, but then nothing. Â I don't have a quest pointer and carriage drivers have only the regular lines. Â Am I doing something wrong? What am I supposed to do after I read the Help wanted paper? Â In all the 3 profiles I tried the SLUTS was a fresh install, I did not install it on an existing earlier version (when I saw that 0.9 wasn't working, I didn't make saves, instead I went back to an earlier save, so i won't have the scripts in the savegame). I don't have the CTFO or something which was mentioned earlier as problem source. Â
Moirai Posted October 4, 2015 Posted October 4, 2015  Is this unplayable under older versions of Sexlab (pre 1.6)? It's not an issue if it is I just need to upgrade. I've been meaning to for a while but there are few mods that require it.Probably not at the moment since there's no scripted sex in it yet. There will be soon though and I'm developing against 1.60h2 so upgrading is probably a good idea. CART ATTACH ISSUE : If you cant pull your cart, update your skeleton to latest version (solved it for me..).Good catch! Yeah, you need a special bone (stop that sniggering at the back) in order to attach. Something else for the front page. Ah...  Which bone exactly is required. I use a customised skeleton, so will just need to add the appropriate bone to it....
DocClox Posted October 4, 2015 Author Posted October 4, 2015 I'm really not trolling here, but it is in the same state for me as it was. Actually 10.1 was a step back, in one of the 3 profiles where I tried the mod, even the innkeeper didn't talk to me.  Didn't touch the innkeepers at all. I'm starting to think this mod is haunted.  In 10.2 the inkeepers talk to me, I get the paper, read it and I get the next phase, but then nothing.  I wonder... it's possible I messed up something on the inkeepers and stewards. I tested once with the each of those then stuck to the drivers because it was fastest and I was doing it a lot. I'll look at that in a minute. just as soon as I've got back to my desk  Which bone exactly is required. I use a customised skeleton, so will just need to add the appropriate bone to it....  Umm... I have no idea at all. Bones are ZaZ and Groovtama's department more than mine. I've been looking through the test thread where I thought it had been mentioned, but no luck so far.  I'll see if I can find out.
mirksx Posted October 4, 2015 Posted October 4, 2015  ...  Hi, I was trying out this mod - I talked to an innkeeper (the one of the bannered mare) and received the leaflet. I read it and the quest advanced to "talk to a carriage driver". However no carriage driver shows a matching dialog option. I think this might be related to the fact, that I use ETaC. Is it possible that they've altered the carriage drivers so that the dialog does not show up?Should be fixed with the current release   Jep, now it works - thx Â
ZaZ Posted October 4, 2015 Posted October 4, 2015  Which bone exactly is required. I use a customised skeleton, so will just need to add the appropriate bone to it.... Umm... I have no idea at all. Bones are ZaZ and Groovtama's department more than mine. I've been looking through the test thread where I thought it had been mentioned, but no luck so far.  I'll see if I can find out.   Its the  HorseSpine2  Bone , The tether to Function is hard coded to that bone IIRC , Groov Needed to add that bone into Default Skeleton so as it would work with Actors .  If the HorseSpine2 bone can be added to any other creature also if done correctly the "tether to" function should work in theory .  Cheers
JesusKreist Posted October 4, 2015 Posted October 4, 2015 Just an idea for Zaz. Â 9406-curt-euro-trailer-hitch-ball-mount.jpg That made me giggle way to hard
DocClox Posted October 4, 2015 Author Posted October 4, 2015 In 10.2 the inkeepers talk to me, I get the paper, read it and I get the next phase, but then nothing. Â Just looking at the innkeepers. They do exactly the same things as the stewards and the drivers: They just give you the note. Reading the note advances the sluts_kicker quest to stage 20. That's a vanilla beth script to do that, so most likely correct. Â At stage 20 you get the "find out more about the freight haulage job" objective. There isn't a quest pointer because I reckoned it didn't need one. Â 20 also enables the dialogue with the drivers. Now, there are only two conditions. One of them is stage 20. If you got the objective then you should be at this stage. You can check with SQV. The other condition says "IsInList" and passes a formlist with all the vanilla game carters. Â So the only way I can think of that you're not seeing that line is if something has replaced the vanilla NPC with a new actor. Â What do you get if you open the console and click on Bjorlam? It should give his ID and base ID in the bottom right corner. If I do that, I get 13698 and 13669 respectively. What do you get if you try it? Â Am I doing something wrong? What am I supposed to do after I read the Help wanted paper? Â You're doing everything right. As far as I can tell, it ought to be working.
monsta88 Posted October 4, 2015 Posted October 4, 2015  I'm really not trolling here, but it is in the same state for me as it was. Actually 10.1 was a step back, in one of the 3 profiles where I tried the mod, even the innkeeper didn't talk to me. Didn't touch the innkeepers at all. I'm starting to think this mod is haunted.  In 10.2 the inkeepers talk to me, I get the paper, read it and I get the next phase, but then nothing. I wonder... it's possible I messed up something on the inkeepers and stewards. I tested once with the each of those then stuck to the drivers because it was fastest and I was doing it a lot. I'll look at that in a minute. just as soon as I've got back to my desk   I tried now to talk to directly the cart driver after a clean install of the mod. They don't talk to me at all.   (I'm supposed to talk to the vanilla cart drivers who are near the stables, right?)
Moirai Posted October 4, 2015 Posted October 4, 2015 Â Which bone exactly is required. I use a customised skeleton, so will just need to add the appropriate bone to it.... Umm... I have no idea at all. Bones are ZaZ and Groovtama's department more than mine. I've been looking through the test thread where I thought it had been mentioned, but no luck so far. Â I'll see if I can find out. Â Â Thanks, Doc. Very much appreciated.
Moirai Posted October 4, 2015 Posted October 4, 2015   Which bone exactly is required. I use a customised skeleton, so will just need to add the appropriate bone to it.... Umm... I have no idea at all. Bones are ZaZ and Groovtama's department more than mine. I've been looking through the test thread where I thought it had been mentioned, but no luck so far.  I'll see if I can find out.   Its the  HorseSpine2  Bone , The tether to Function is hard coded to that bone IIRC , Groov Needed to add that bone into Default Skeleton so as it would work with Actors . HorseSpine2.jpg  If the HorseSpine2 bone can be added to any other creature also if done correctly the "tether to" function should work in theory .  Cheers   Sorry, I missed your post a moment ago. Thank you very much for that. Really appreciate your time.
windu190 Posted October 4, 2015 Posted October 4, 2015 Everything went well until I am to actually pull the cart. I can walk around but the cart doesn't follow, it just stands there. I can activate the cart but that just places me in front of it, it still doesn't follow when I walk around.  Did I miss something?
Guest Posted October 4, 2015 Posted October 4, 2015 Hi, I am using all the required files but, I do have better fast travel. I uninstalled Better fast travel and installed your mod. Still no dialog with the drivers. Maybe you can make a Better fast travel version to use with this? Apparently uninstalling BFT does not help. Â
DocClox Posted October 4, 2015 Author Posted October 4, 2015 Everything went well until I am to actually pull the cart. I can walk around but the cart doesn't follow, it just stands there. Â I can activate the cart but that just places me in front of it, it still doesn't follow when I walk around. Â Did I miss something? Not sure. There's been a lot of problems with the cart, but they seem to be settling down a little now. Â Which version do you have? If it's < 0.10.2 it's worth updating and trying again. Â Also check your skeleton. As mentioned above it needs a particular bone to work. The latest XP32 MSE is needed as well.
Hessi Posted October 4, 2015 Posted October 4, 2015 Version 0.10.2 works a lot better than 0.09 did for me. I only needed to reactivate the cart once, after I was raped, which actually makes sense, I guess. The dialogues with the receiving cartdriver are still a bit unreliable, but can easily be passed by trying again, if they fail (Which you already mentioned in the known Issues). So Everything worked as good as you could have ideally expected it for me. I really like the idea for your mod and hope to see some more, soon. I'm still sad that your ambitious project with the slavery questline had to be stomped. Sounded too good to be true. I also like the idea of your other mods, though.
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