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Heh. I can't even begin to guess how many men, mer and beasts have been crushed 'neath the wheels of my ponygirl's death cart over the last couple of days. Aggressors and simple travellers alike. Amazing fun. My latest character used the Forsworn LAL start, and I went straight to Markarth and turned her in to work off her bounty on the roads. It took a few runs, especially with the dispatchers occasionally assaulting her and pilfering their own loads (thanks DEC!) but she got there in the end, and now runs for the fun of it.

 

I'm really delighted this gem of a mod has been picked up and tidied. I'd missed it, especially the light-hearted bumbling of the dispatchers. So refreshing to find a mod like this where the dominant characters aren't needlessly abusive. Great work updating it, MrEsturk!

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1 hour ago, Hiderius said:

I disagree with the stall that is just boring and as a pony girl you should be on the move all the time no down time at all and do not see the point of additional dependencies that only a few people would use and like.

 

Not really. Adding a bedroll and a backpack with food and drinks that respawn every 6 or 8 hours doesn't add any dependancies, they are all already in the vanilla game.  It just allows players with mods that take advantage of those vanilla items to use them. It's not even what is called "soft" dependancy, it's a non-dependancy.

 

My char needs food, drink and rest like any real person would and dragging a cart would exhaust her and she would need to sleep somewhere. If she doesn't eat and sleep she gets hit by debilitating debuffs that, if not taken care of, lead to death. She would need rest especially if fatigue rate would be tweaked to reflect such labor.

 

Also, few players?? Er, just RND alone has been downloaded almost 600.000 times by unique IPs!!! Even taken conservatively that every person downloaded it at least twice and had a different IP every time they did it, that still makes several hundred thousands of players using this most single basic needs mod. Several hundred thousand people, think about that... Not just a few, is it? Then there are also other basic needs mods like iNeed, ZF and so on.

 

After 6+ years of playing the game most people having gotten bored of it's vanilla state 5 years ago and went over into modding it for realism and immersion. I for example also use Disparity and lower my carryweight down to 70 units instead of original 300 to be more careful to carry only what is very essential and a very niche combat mod to keep combat interesting. Vanilla game made me stop playing after a month because it was too easy, even combat, and as such boring.

 

2 hours ago, Psalam said:

After so many hours of making runs or at a certain time of day (while speaking with a dispatcher) the pony girl can be directed to the stall.

 

Personally I want the stable stall simply for the reasons I mentioned upwards and in my original post. It doesn't have anything to do with humiliation or things like that, it's got everything to do with me using RND 2.0, Frostfall, Campfire, Hunterborn and a plethora of other realism mods, that makes preparation for survival essential and big part of playthrough. After a day of dragging a heavy cart my char would need that stable stall and what waited for her there to recuperate for the next day and it's work. For example, if she got a job that had her start in Windhelm where she would have to go via Riften, stop at Ivarsted and then over the pass at Helgen, then stop at Falkreath and make her way to Markarth she would definitely need to be fed and get something to drink, not to mention rest.

 

IF the mod author also decided to make changes to timescale like Prison Overhaul for example and this would turn a single run into one that would take ingame days it would make pitstops at various towns or inns essential. Just like before cars and trucks came, the carriage drivers and long-distance haulers (who would usually travel on foot next to their oxes who would carry the goods) would stop at inns for the night to rest and feed/water their animals and let them rest as well. This is what I see SLUTS having the potential to become like. It would make me ecstatic and flattered to be able to play something that involved and immersive.

 

It sounds big and complex, but it doesn't require any special favoritism from the mod author. Bedrolls, static backpacks or even chests or apothecary satchels are already in the game, not to mention food and drinks. Timescale tweak at worst could be copy-pasted from POP.

 

At worst, soft dependancy is also possible (such as connecting with RND to tweak fatigue rate or the player could do that themselves), good example is MME where during install you choose various options depending on the mods you already have installed. If you have, for example, SGO installed you select support for SGO, if not you simply don't select it. But it's basically one very small file that makes the difference between having and not having functionality.

 

It's one script that ties to another mod, in this example it's called MME_SGO.pex. That is on the border between "soft" and non-dependancy. Soft dependancies were in some war and combat simulators I played over the years where you would add a line in a script that would activate a functionality in a 3rd party mod, but if that mod was not present it would just be dormant and play no role.

 

The ability of the mod and willingness by the mod author not to be limited to only point-to-point transport give this mod amazing potential. If I had any experience or know-how about modding and scripting Skyrim I would offer MrEsturk my help of bringing my suggestions into life instead of just giving him more work to do if he decides to accept them.

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1 hour ago, tookachinchilla said:

The milk machine (renamed appropriately) could load/unload your PC and ne'er do wells would try to steal your delivery. Maybe something like a force greet and a "[I'll/We'll] be relieving you of your cargo..." or some such threat, and then several options:

"Okay! Just don't hurt me!" (Craven)

"You don't really want to do this, do you?" (Persuade, failure leads to combat)

"Over my dead body!" (Brawl, leads to combat)

"Walk away and I'll let you live." (Intimidate, failure leads to combat)

 

If you surrender or lose in combat (maybe a way to force surrender at a certain health level), you're forced into a machine (the robbers have one on a nearby wagon) and your cargo is taken.

I personally prefer the idea that "fluid transport" be a bonus objective while pulling a cart, just because I think that should remain the main focus of the mod.  I think the idea of some custom road events like this could be another fun addition to SLUTS however, even not relating to a fluid transport idea.

 

I don't think the bandits would need their own milk machine however, just a bucket. :classic_tongue:  Fill Them Up actually had a really cool scripted scene where the character "unloads" by standing over an empty barrel, and the barrel actually animated filling up with fluid.

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6 minutes ago, user9120975435 said:

IF the mod author also decided to make changes to timescale like Prison Overhaul for example and this would turn a single run into one that would take ingame days it would make pitstops at various towns or inns essential. Just like before cars and trucks came, the carriage drivers and long-distance haulers (who would usually travel on foot next to their oxes who would carry the goods) would stop at inns for the night to rest and feed/water their animals and let them rest as well. This is what I see SLUTS having the potential to become like. It would make me ecstatic and flattered to be able to play something that involved and immersive.

I don't have much input on the RND/Stall idea as I'm indifferent, altho I don't think needs mods require that much support as the player is not locked down nearly as much as some other bondage mods - you can still drop the cart and find a bedroll or inn (assuming pony-talk is disabled) and the destinations are always towns that should have plenty of barrels ect with food items (key is to "eat" directly from the barrel to bypass the gag inventory block).

 

I would personally request that the mod *not* screw with timescale however.  It makes sense for mods like Prison Overhaul since its events are measured in days and you are in one place the entire time, but changing timescale affects a lot of other mods that depend on gametime.  Even if the amount of distance a player can travel in a day is a bit unrealistic lore-wise, those are the gameplay tradeoffs Skyrim has made and other mods are based around.  I think adjusting that that is a bit outside of the scope of a ponygirl transport mod.  Plus that is the type of thing that a player can easily change for themselves with console commands.

 

I'm all for soft dependencies where the author finds the time/interest to add them however.  They work really well for mods like Cursed Loot were the presence of other mods adds extra content without those mods being required masters.

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22 minutes ago, Reesewow said:

I don't have much input on the RND/Stall idea as I'm indifferent, altho I don't think needs mods require that much support as the player is not locked down nearly as much as some other bondage mods - you can still drop the cart and find a bedroll or inn (assuming pony-talk is disabled) and the destinations are always towns that should have plenty of barrels ect with food items (key is to "eat" directly from the barrel to bypass the gag inventory block).

 

I would personally request that the mod *not* screw with timescale however.  It makes sense for mods like Prison Overhaul since its events are measured in days and you are in one place the entire time, but changing timescale affects a lot of other mods that depend on gametime.  Even if the amount of distance a player can travel in a day is a bit unrealistic lore-wise, those are the gameplay tradeoffs Skyrim has made and other mods are based around.  I think adjusting that that is a bit outside of the scope of a ponygirl transport mod.  Plus that is the type of thing that a player can easily change for themselves with console commands.

 

I'm all for soft dependencies where the author finds the time/interest to add them however.  They work really well for mods like Cursed Loot were the presence of other mods adds extra content without those mods being required masters.

Forcing you to wait or simply forcing a period full of nothing but mindless sex to fill a period of time is what is boring, making it possible for needs mods users to play the mod is not the same. 

 

Having a good story and at least a flimsy or whimsical reason for things to happen is what makes the better mods stand out.  That's what is fun about this mod.  I realized the comment at the top of the page by SleepyJim about the characters (drivers) not being needlessly abusive is in fact one part of the charm this mod has.

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39 minutes ago, Reesewow said:

I don't have much input on the RND/Stall idea as I'm indifferent, altho I don't think needs mods require that much support as the player is not locked down nearly as much as some other bondage mods - you can still drop the cart and find a bedroll or inn (assuming pony-talk is disabled) and the destinations are always towns that should have plenty of barrels ect with food items (key is to "eat" directly from the barrel to bypass the gag inventory block).

 

 

immersion. its already stupid when you can take items from barrels ( its theft!)
the immersive way its when pony can be feeded only by her owners.  she can be washed by her owners. thats why stalls will add immersion. and i like to see ponygirl will be treated as animal.
also  i wish mod creator will launch pony transformation process (like being a cow mod). and it can be started when hungry pony will start eating grass.
also there can be special food for pony which give them buffs. for voluntary ponies better, for enslaved -- worser food.
voluntary ponies can be washed after each run while enslaved will be treated worser.

but thats only if pony cannot attach herself from cart.

also mod maker can add stallions to stalls and ponygirl will be closed there with stallion for a night .

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20 minutes ago, WaxenFigure said:

Having a good story and at least a flimsy or whimsical reason for things to happen is what makes the better mods stand out.  That's what is fun about this mod.  I realized the comment at the top of the page by SleepyJim about the characters (drivers) not being needlessly abusive is in fact one part of the charm this mod has.

Yep, I love the "overly pleasant but impossible to work with" dialogue of the dispatchers.  Its like trying to talk to someone in government bureaucracy about policies that are patently silly... except the subject here is bondage pony girls pulling freight.  I don't really see any "story" of this mod going a super dark place, all of the dialogue is pretty light-hearted so far, even the Simple Slavery dialogue where the Backer actively buys you to *not* be a slave.

 

Of course, those dialogues are primarily DocClox's, and now that MrEsturk is working on the mod it would be his prerogative to dictate the tone/any possible "story" going forward.  Just putting in my 2c that I enjoy the dialogue style so far and would like to see it continue in the same vein.

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13 minutes ago, WaxenFigure said:

 

Having a good story and at least a flimsy or whimsical reason for things to happen is what makes the better mods stand out.  That's what is fun about this mod.  I realized the comment at the top of the page by SleepyJim about the characters (drivers) not being needlessly abusive is in fact one part of the charm this mod has.


thats why MCM exist for.
you can discard what you dislike and configure what you like.
thats for example about amputation offer... its also add to immersion as punishment for slave ponygirl to punish disobedient or make her forget about freedom.
 and may be it can be turned off in MCM if somebody think its too much.
but its all for mod developer to decide.

i think immersion suffer with tats. tat is ok for enslaved person but not realistic about voluntary ponygirl.

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6 minutes ago, meister888888 said:

also mod maker can add stallions to stalls and ponygirl will be closed there with stallion for a night .

Just as an FYI for suggestions - the mod author has already mentioned that they have no interested in adding creature sex events to the mod as it isn't their thing, and adding it would require playing it over and over for bugfix reasons.

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4 minutes ago, Reesewow said:

Just as an FYI for suggestions - the mod author has already mentioned that they have no interested in adding creature sex events to the mod as it isn't their thing, and adding it would require playing it over and over for bugfix reasons.


no need to add "creature sex events". you can just add stallion. other mods will finish the job.

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there are already plenty of beastality mods out there don't need to turn this mod into a beastality mod when it isn't even in this mods scope, plus the author said they have no intention of adding creature sex into this mod. Plus there should be no Stalls at all, having stalls in the mod will just be boring and no fun - this mod is all about running around everywhere making deliveries

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Alright, as much as I've tried, the game crashes immediately after the first guy casts the spell, right as the dialogue gets to "What the FUCK was that", and the 'equip item' sound is being signaled. I've reinstalled all the current versions of the required files, can someone help me fix this?

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1 minute ago, sardathejerk said:

Alright, as much as I've tried, the game crashes immediately after the first guy casts the spell, right as the dialogue gets to "What the FUCK was that", and the 'equip item' sound is being signaled. I've reinstalled all the current versions of the required files, can someone help me fix this?

I'd triple-check you are using the latest version of the the correct skeleton, and that nothing is overwriting it.

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1 hour ago, WaxenFigure said:

That's what is fun about this mod.  I realized the comment at the top of the page by SleepyJim about the characters (drivers) not being needlessly abusive is in fact one part of the charm this mod has.

On that note, please do not add whipping. Even in mods where it makes sense (Slaverun, etc), I freaking hate it. The animations look dumb and go on way too long.

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26 minutes ago, Hiderius said:

there are already plenty of beastality mods out there don't need to turn this mod into a beastality mod when it isn't even in this mods scope, plus the author said they have no intention of adding creature sex into this mod. Plus there should be no Stalls at all, having stalls in the mod will just be boring and no fun - this mod is all about running around everywhere making deliveries


may be mod developer can make this as MCM option. i mean you can turn it off.

stall is immersion. keeping ponygirl in stall with other animals is immersion.



 

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1 hour ago, sardathejerk said:

Alright, as much as I've tried, the game crashes immediately after the first guy casts the spell, right as the dialogue gets to "What the FUCK was that", and the 'equip item' sound is being signaled. I've reinstalled all the current versions of the required files, can someone help me fix this?

Try setting your yoke to chainless or breast in the MCM menu. The default yoke's HDT chain crashes the game for an unlucky few players at that same point, so you might be one of them.

 

3 hours ago, SleepyJim said:

I'm really delighted this gem of a mod has been picked up and tidied. I'd missed it, especially the light-hearted bumbling of the dispatchers. So refreshing to find a mod like this where the dominant characters aren't needlessly abusive. Great work updating it, MrEsturk!

I'll keep this in mind as I continue to work with adding dialog. Thus far I've been trying to preserve the completely oblivious wiseass tone DocClox set up for the mod. Oddly there is an incomplete quest leftover in the data by DocClox that goes completely out of that tone. The dispatcher/player get in to a long winded argument of "*Shut up, get on your knees and suck you stupid whore* *NO! I really don't want to!". I can't really see where that would go, since even in the humilation system and "ride for a ride" dialogue its being built over any sexual outcomes were already agreed upon in a civil, if not reluctant tone.

 

Quote

Various requests for a food/rest option for Needs type mods

I'm looking into adding an option to request a "pit stop" between forced debt runs. At that point a cut scene would start were the player would be temporarily released from her cart (bulky), fed "horse food" (apples, carrots, etc), and escorted to a hay pile or such where the rest menu would open. After sleeping the player & dispatcher walk back to the starting point, and the dispatcher sets her up for another run. For voluntary runs that same hay pile will still be there, maybe with a barrel containing some food.

 

Quote

The "Stables" discussion

I guess should weigh in on this topic. As with a couple other outspoken posters I kind of view S_L_U_T_S as a "mod in motion". I'm not saying I will never add such a feature, but I consider it a very low priority compared to content that makes the player actually go out on the road and do something. And my policy on beastality still stands. As I stated before I find beastality repulsive and don't want to spend the prolonged amount of time it would take to mod it in being stuck watching it.

 

Since the Stables thing is already kind of an immersion based topic I'll bring up I'm considering adding a ponygirl encounter to the "wilderness encounters" system built into vanilla Skyrim. You know, that system where you sometimes bump into a farmer traveling to join the civil war, that weird liar Khajiit I can't spell the name of, or this asshole? Don't expect anything fancy, just a "look, some other girl got talked into this nonsense" type encounter.

 

 

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3 hours ago, MrEsturk said:

I guess should weigh in on this topic. As with a couple other outspoken posters I kind of view S_L_U_T_S as a "mod in motion". I'm not saying I will never add such a feature, but I consider it a very low priority compared to content that makes the player actually go out on the road and do something. 

 

Since the Stables thing is already kind of an immersion based topic I'll bring up I'm considering adding a ponygirl encounter to the "wilderness encounters" system built into vanilla Skyrim. You know, that system where you sometimes bump into a farmer traveling to join the civil war, that weird liar Khajiit I can't spell the name of, or this asshole? Don't expect anything fancy, just a "look, some other girl got talked into this nonsense" type encounter.

All of this gets a big +1 from me, as I think mods can be most effective when they have a certain theme and try to expand/improve upon it.  The theme of the mod certainly seems to be about sexy pony bondage, humiliation/exhibitionism and delivery gameplay, and IMO it would be great to see those themes expanded and and diversified prior to introducing completely different elements.  

 

Hydra Slavegirls might be a good mod to check out for an alternative to "wilderness encounters", as it seems to have quite successfully added multiple patrolling slavers + slave girls to the roads of Skyrim.  They might be a bit more consistent of a visual addition to the game than wilderness encounters that need to compete with vanilla/mod added encounters.  I've had the mod installed on my game for a long time and I still constantly encounter slavers/slaves on the road, so whatever mechanics it is using seem to be extremely stable.

 

I think wilderness encounters could be a great source of random "help the pony girl" events however.  I could totally see encountering a pony girl being chased by a bear, and if you kill the bear before it kills the girl she will *MPFH* at you in appreciation, and possibly offer a bit more to show how glad she is that you rescued her.

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6 hours ago, MrEsturk said:

I'm looking into adding an option to request a "pit stop" between forced debt runs. At that point a cut scene would start were the player would be temporarily released from her cart (bulky), fed "horse food" (apples, carrots, etc), and escorted to a hay pile or such where the rest menu would open. After sleeping the player & dispatcher walk back to the starting point, and the dispatcher sets her up for another run. For voluntary runs that same hay pile will still be there, maybe with a barrel containing some food.

 

i think this would be the best possible answer for taking care of needs mods (i use mini needs). about the only improvement to this that i could think of would

be to add some liquids when the "ponygirl" is fed (and to the barrel).  the 4 best that i saw in vanilla Skyrim would be Alto Wine, Wine, Ale, Nord Mead, and if 

you add Hearthfires i would add the Jug of Milk.

 

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6 hours ago, Alphalinker said:

Is is possible to add more destinations to minor towns or places?

I have already added Falkreath, Dawnstar, Morthal, and Winterhold to the normal destinations for the next update via minihub dispatchers (they provide all the normal S_L_U_T_S services but not vanilla carriage driver services). Other locations will be used in other quests I plan to set up, such as civil war camps, orc strongholds, small towns/mills/etc.

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4 hours ago, MrEsturk said:

I have already added Falkreath, Dawnstar, Morthal, and Winterhold to the normal destinations for the next update via minihub dispatchers (they provide all the normal S_L_U_T_S services but not vanilla carriage driver services). Other locations will be used in other quests I plan to set up, such as civil war camps, orc strongholds, small towns/mills/etc.

 

Can I ask if you have already started work on multipoint quests? That would be a neat way to incorporate mini-hubs not as places of origin.

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@MrEsturk, you seem to be getting flooded with feature requests and ideas at the moment, but if there's still room in the suggestion box for one more, I'd like to add mine too.

 

I recently did a couple of runs with this mod and am happy to report that everything worked very well indeed -- that is, if I ignore the cart doing what it tends to do once I'm on the road. After hauling the cart across the entire map (Riften-Windhelm-Markarth), I had enough of its antics, it was just too much of hassle for me to constantly keep watching the cart to not hurt or kill others who would then attack me, trying to pick it up again after being separated when encountering bandits and Dev.Helpless, or whatever else it has in store for us. Which got me thinking, how about another set of tasks and deliveries, without the cart? Something like "Pony Express Services", where the player gets a backpack strapped onto her back, and then sent off to do the delivery. I think this would fit the mod's theme quite well and would open up a wide range of new possibilities: basically any NPC could be made a target (inn and store keepers would be the logical candidates, or Jarls' stewards maybe), the pay would probably be a bit lower than for a run with the cart (because it's easier). This type of delivery could even require the player to first pick up the parcel from NPC A who then sends the hooved couried on to NPC B to collect the goods.

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20 hours ago, sardathejerk said:

Alright, as much as I've tried, the game crashes immediately after the first guy casts the spell, right as the dialogue gets to "What the FUCK was that", and the 'equip item' sound is being signaled. I've reinstalled all the current versions of the required files, can someone help me fix this?

I read somewhere here previously that papyrus might immediately crash if the player's inventory is too full when the script tries to put everything in the escrow chest. Perhaps try dumping your inventory in one of the containers near the stables and try again.

 

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