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


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Posted

a request for when this mods nice and polished, a ponygirl express would be fantastic. clopping around civil war skyrim with a letter stuck in your mouth as your arms are securely locked in a binder has an appeal.

Posted

Once I got all my mods updated, everything seemed to run pretty well.

 

The conversations with the drivers (both starting and ending) will sometimes stall out, (more frequently if I try to rush through the dialogue) and I've run into some wonky physics issues with the cart flying away when I go to reattach after a scene.

 

If I try to finish the quest after the cart either launches itself into orbit, or falls through the earth (which I think is more of a Skyrim physics issue than anything) things get weird.  There were a couple of times when I reported the cart lost, and went to do another run to pay for it and the game teleported me back to the spot where I lost the first cart, without spawning a replacement.  The rest of the times it just hung up during the conversation to restart the quest.

 

Some sort of a debug tool that moves the cart to the player might be an idea for a work around for these kinds of physics issues.  If you don't want people to be able to summon the cart to them, you could also look at doing some sort of quest failure check based on distance from the cart.  Anything that accounts for carts that  still technically exist, but aren't reachable by the player would greatly reduce the amount of save reloading.

 

Altogether though, it's a great mod that I look forward to seeing more of.

 

Thank you.

 

P.S. QAYL is also pretty awesome.

Posted

Hi, this mod seems a dream come true, but I can't get it to work on my current game. I seem to have the same problem as many, I get no dialogue options from the carriage drivers. I did some testing, uninstalling other mods to check for a conflict, without success. However I found out that it works when I start a new game, with the same mods installed. Maybe completing some vanilla quests does something to the carriage drivers?

Posted

I was just thinking it would be pretty cool if this could tie into simple slavery, where, with the slavery mod the PC is sold to the cart company.  From there some fun things could be written in as a means for the PC's escape. Locked tats would definitely have to be applied in this situation I think.

Posted

I can get the help wanted notice from innkeepers but I can't for the love of god talk to any cart driver for work.

DDa, DDi, DDx, XP32, Slavetats, Racemenu up to snatch (somehow missed the ZaZ Update :dodgy: Big Thanks for pointing out these mods have had updates :D LL failed to do so :angry: ).

No mods which alter either the cart drivers, dialogues or AI packages are active.

 

 

You did read the note I take it?

 

You know, I'm thinking some mod lists might be useful here. Let's start looking to see if we can find common ground between the ones that work and the ones that don't.

 

As additional note I didn't get the flyer from cart drivers or stewards and only from some of the innkeppers.

Looking at my load order I have no clue what mod could be directly interfering with Sluts. Since some of us have this or a similar problem while others don't some mod which some of us have and others do not? Cloaks of Skyrim? Better Dialogue Control (changes the dialogue control via mouse, not the dialogues themselves)? HDT?

Stewards should be reliable. Bar staff have to have the Innkeeper job faction. Which means Delphine will probably have a note, but not Orgnar. (Or not until she heads off to Sky Haven Temple, anyway). And you'll only get one note. Or at least you shouldn't get any more once you read it.

 

a request for when this mods nice and polished, a ponygirl express would be fantastic. clopping around civil war skyrim with a letter stuck in your mouth as your arms are securely locked in a binder has an appeal.

 

That would fit in nicely with another project I have simmering away in the background. I have a couple of them are close to being release standard. So much modding, so little time :)

 

If I try to finish the quest after the cart either launches itself into orbit, or falls through the earth (which I think is more of a Skyrim physics issue than anything) things get weird.  There were a couple of times when I reported the cart lost, and went to do another run to pay for it and the game teleported me back to the spot where I lost the first cart, without spawning a replacement.  The rest of the times it just hung up during the conversation to restart the quest.

There are some odd issues with that cart that I don't entirely understand. Sometimes when you spawn a new one, the old one appears again. Usually one appears under the other and sends it flying. I'm going to try making sure that all my aliases and refs are empty before I delete the silly thing, see if that helps.

 

Some sort of a debug tool that moves the cart to the player might be an idea for a work around for these kinds of physics issues.  If you don't want people to be able to summon the cart to them, you could also look at doing some sort of quest failure check based on distance from the cart.  Anything that accounts for carts that  still technically exist, but aren't reachable by the player would greatly reduce the amount of save reloading.

Yeah, I've been thinking about a distance check. Untether anything that is over say 500 units away, say. As long as it doesn't get too bad, I'm happy to deal with the missing carts by letting the player report them as missing.

 

Altogether though, it's a great mod that I look forward to seeing more of.

 

Thank you.

 

P.S. QAYL is also pretty awesome.

You are most welcome :)

  

Hi, this mod seems a dream come true, but I can't get it to work on my current game. I seem to have the same problem as many, I get no dialogue options from the carriage drivers. I did some testing, uninstalling other mods to check for a conflict, without success. However I found out that it works when I start a new game, with the same mods installed. Maybe completing some vanilla quests does something to the carriage drivers?

The new game information is interesting. I suppose if the formlist I set up didn't load for some reason (like not being in a previous version of the mod) that could explain it. That MCM page is looking like a better and better bet.

 

 

Hi Doc as this mod develops will you be adding a butplug tail to the pony girl kit just a thought

 

I'll tell you, I plan to keep adding new things on almost every run. Sometimes it'll just be a conversation option, like commenting on some detail of the tattoos. Sometimes it'll be a variant mission. Sometimes I'll add a new item to the outfit. The plan is to ramp it up slowly and keep things fresh.

 

Of course, I have to write a lot of that stuff still.

 

I was just thinking it would be pretty cool if this could tie into simple slavery, where, with the slavery mod the PC is sold to the cart company.  From there some fun things could be written in as a means for the PC's escape. Locked tats would definitely have to be applied in this situation I think.

Already talking about it. I need to write a quick scene for that as well.

Posted

a request for when this mods nice and polished, a ponygirl express would be fantastic. clopping around civil war skyrim with a letter stuck in your mouth as your arms are securely locked in a binder has an appeal.

 

I really like your signature :)

Is it from a mod or did you create this yourself? (or both lol)

Posted

Very nice idea and the screens look fuckign epic :D

 

But i cant play it :/

At first it looks good, the spell works, the cart spawns, BUT it wont stop spawning carts. At the end i cant move and have a bunch of carts on my back :/

Pls help me post-143328-0-87980900-1444051572_thumb.jpg

Posted

Hi, Doc,

 

Just as a note, since it seems a lot of other are having a similar issue; I still need to add carriage drivers to the haulage faction manually through the console to get their dialogue options for work (I've now created a batch file to add them which speeds things up).

 

I remember you mentioning a while back that you may end up putting them in a formlist and checking that instead. Is that still on the cards?

Posted

Cheers on release and great acronym! ;)

 

Thank you! :)

 

At first it looks good, the spell works, the cart spawns, BUT it wont stop spawning carts. At the end i cant move and have a bunch of carts on my back :/

Pls help me attachicon.gif2015-10-05_00004.jpg

Do multiple carts jsut spawn, or does the driver keep casting the spell. I've had one other report of Bjorlam getting spell-happy and spamming carts at you. I might have another look at that.

 

I see other people have problems talking to the drivers as well. While it is not good, I'm glad it is not just me. :)

I can't remember: did you say you'd tried with a new character or not? There's been one report where it worked from a new char but not from an established one.

 

Just as a note, since it seems a lot of other are having a similar issue; I still need to add carriage drivers to the haulage faction manually through the console to get their dialogue options for work (I've now created a batch file to add them which speeds things up).

 

I remember you mentioning a while back that you may end up putting them in a formlist and checking that instead. Is that still on the cards?

I already did. In 0.10.2 Unless I did something really stupid when I was dozing off over the keyboard yesterday, which I suppose is possible.

Posted
 

I was just thinking it would be pretty cool if this could tie into simple slavery, where, with the slavery mod the PC is sold to the cart company.  From there some fun things could be written in as a means for the PC's escape. Locked tats would definitely have to be applied in this situation I think.

Already talking about it. I need to write a quick scene for that as well.

 

 

I should have known haha.

Posted

I am giving up trying to get the carriage drivers to offer dialog.  I have read through everything, tried guessing what mods might interfere with dialog, all with no luck.  =/  I will keep an eye out in the future, hoping this is resolved at some point.

 

Posted

 

I have to disagree with those who say the tats are too bright. They are supposed to be an advertisement and frankly, advertisers are known for turning up the volume. They are very appropriate right now as they are.

 

If you decide to add tails to the "ponies", that could be a "refinement" of the spell but make sure it's marked as removable so you don't suddenly end up with one less hole available for use along the way.

Posted

I don't think it's an issue of color (I'm fine with it) so much as the fact that the neon brightness looks rather, err, strange in the gritty Skyrim world, possibly more so depending on your ENB setup (I think the one I'm currently using is RealVision).

 

By the way, I'm using HDT Ponytail, Fox Brown Ears, and Matera Brown Tail. It's the closest you can get to looking like a real pony girl, in my opinion. Now all we need is someone to make those "horse eye flap things", in Devious form, of course.

Posted

 

I can get the help wanted notice from innkeepers but I can't for the love of god talk to any cart driver for work.

DDa, DDi, DDx, XP32, Slavetats, Racemenu up to snatch (somehow missed the ZaZ Update :dodgy: Big Thanks for pointing out these mods have had updates :D LL failed to do so :angry: ).

No mods which alter either the cart drivers, dialogues or AI packages are active.

 

 

You did read the note I take it?

 

You know, I'm thinking some mod lists might be useful here. Let's start looking to see if we can find common ground between the ones that work and the ones that don't.

 

Yes I did read the note and got the quest.

The carriage drivers just didn't want to talk about that matter.

 

As additional note I didn't get the flyer from cart drivers or stewards and only from some of the innkeppers.

Looking at my load order I have no clue what mod could be directly interfering with Sluts. Since some of us have this or a similar problem while others don't some mod which some of us have and others do not? Cloaks of Skyrim? Better Dialogue Control (changes the dialogue control via mouse, not the dialogues themselves)? HDT?

Stewards should be reliable. Bar staff have to have the Innkeeper job faction. Which means Delphine will probably have a note, but not Orgnar. (Or not until she heads off to Sky Haven Temple, anyway). And you'll only get one note. Or at least you shouldn't get any more once you read it.

 

I was smart enough to save before a dialogue and loaded that very save for every try. Not multiple tries in one go.

And I got the flyer off of some innkeepers, of no stewards and of no carriage drivers.

 

How about handing that flyer out via the courier like 102% of other questmods?  :s 

 

/edit load order attached

loadorder.txt

Posted

I don't think it's an issue of color (I'm fine with it) so much as the fact that the neon brightness looks rather, err, strange in the gritty Skyrim world, possibly more so depending on your ENB setup (I think the one I'm currently using is RealVision).

 

By the way, I'm using HDT Ponytail, Fox Brown Ears, and Matera Brown Tail. It's the closest you can get to looking like a real pony girl, in my opinion. Now all we need is someone to make those "horse eye flap things", in Devious form, of course.

 

They are called "Blinders", they are used to keep the horse from being startled by objects showing up in the peripheral vision. It's good for a loose horse out in the wild but a really bad thing when the horse is in the traces since they have a habit of violent motions when startled.

Posted

 

Just as a note, since it seems a lot of other are having a similar issue; I still need to add carriage drivers to the haulage faction manually through the console to get their dialogue options for work (I've now created a batch file to add them which speeds things up).

 

I remember you mentioning a while back that you may end up putting them in a formlist and checking that instead. Is that still on the cards?

I already did. In 0.10.2 Unless I did something really stupid when I was dozing off over the keyboard yesterday, which I suppose is possible.

 

 

Hmmm, which is the version I was using. 

 

I'll take a look at the ESP myself, as I definitely needed to add them to the haulage faction to get their dialogue showing...

 

EDIT: Okay, looking at the initial dialogue conditions, it is still requiring GetInFaction == 1 for the 'sluts_driver_faction' for carriage drivers.

 

Inn Keepers work for the initial job inquiry since there is a faction check for them to be in the faction 'JobInnKeeperFaction', which they naturally are by default.

 

EDIT2: I see you've done it for some later dialogue. But there is a lot of initial dialogue that needs changing to IsInList == 1 for 'sluts_carter_list' as well.

 

EDIT3: Would it not be viable to just check the dialogue based on them being in the vanilla 'CarriageSystemFaction'?

 

And just seen your reply. Ah.... that would explain it...

Posted

Hmm. In which case I probably uploaded the wrong ESP, since that's exactly the problem 0.10.2 was supposed to fix. Probably I forgot to copy the esp from the MO override folder or something.

 

I'll do another one tonight. It does explain why so many people are still having problems with this.

 

[edit]

 

The "sluts_driver_faction"? Really? It's supposed to be checking the CarriageSystemFaction. I really need to get more sleep sometimes.

Posted

Hmm. In which case I probably uploaded the wrong ESP, since that's exactly the problem 0.10.2 was supposed to fix. Probably I forgot to copy the esp from the MO override folder or something.

 

I'll do another one tonight. It does explain why so many people are still having problems with this.

 

[edit]

 

The "sluts_driver_faction"? Really? It's supposed to be checking the CarriageSystemFaction. I really need to get more sleep sometimes.

 

No matter, Doc. Your time on this is very much appreciated, but do take a break. :)

 

I take it then that the NPC records which add them to the 'sluts_driver_faction' are old redundant entries then, if the intention was to use the 'CarriageSystemFaction'?

Guest DouthyDuck
Posted (edited)

I have got the mod working however after the carriage driver puts the bridle on me the cart and i become untethered and there is no way that i can retether myself the to cart. Is there anything i can do?

 

EDIT: Also are the bandits supposed to attack me and then have their way or just have their way as soon as they see me?

 

Edited by DouthyDuck

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