LazyBoot Posted May 11, 2018 Posted May 11, 2018 6 minutes ago, lwanderer9 said: Hello, thanks for you work, the mod now runs flawlessly on my computer. I just wanted to make a suggestion: DD 4.1 is planed to release soon, and in this update, there will be a new animation for pony boots that gives the proper leg up moovement and fixes the arms in place, could you maybe add an aoption in the future to use that animation and not have a yoke ? The dd4.1 pony animations work with yokes and armbinders as well, so it's not necessary to remove the yoke to have them work. 1
WaxenFigure Posted May 11, 2018 Posted May 11, 2018 19 minutes ago, lwanderer9 said: Hello, thanks for you work, the mod now runs flawlessly on my computer. I just wanted to make a suggestion: DD 4.1 is planed to release soon, and in this update, there will be a new animation for pony boots that gives the proper leg up moovement and fixes the arms in place, could you maybe add an aoption in the future to use that animation and not have a yoke ? Also if you'd have read back a ways in the thread you'd have seen this was already brought up.
MrEsturk Posted May 11, 2018 Author Posted May 11, 2018 So I've been playing with a new Imperial character. The S.L.U.T.S. cart seems to really hate her; finding any excuse in the world to glitch out on her. So in the process of dealing with the bullshit I've made the following changes: - Detethering now has a 66% success rate (up from 30%) - Detethering now completely despawns your cart and replaces it with a fresh copy. A sort of hack fix if your character's cart just completely bugs out to the point of being unusable (such as when, after a quickload, the stupid thing decides it wants to move at a 90 degree angle and the tether physics go completely apeshit, often getting you killed by your own cart ). 1
MrEsturk Posted May 11, 2018 Author Posted May 11, 2018 6 hours ago, random11714 said: Could a configurable percent chance be added that would, when the pony is raped, control whether the pony's goods are pilfered? Right now, depending on what mod is used to trigger the rapes, at least 1 rape per delivery is almost unavoidable, and still docks the pay pretty severely (I got 70 gold for a Markarth-Solitude delivery with only 1 rape). I guess I could add that. My version of Skyrim is still pretty tame on the road. I forget some people have a world completely filled with psycho sex addicts, lol 2 hours ago, darkevilhum said: Is there any content expansion planned in the direction of 'you're an indentured pony now.. leads to things of sexual nature..'? There will be content with sexual outcomes, but don't expect anything too brutal. The S.L.U.T.S. company is more trollish than it is pure evil. 3 hours ago, tookachinchilla said: Another suggestion -- add an MCM option to disable fast travel (similar to the option in Cursed Loot) while you are on the quest (i.e., until you reclaim your stuff). If you can just fast travel back to where you started from, it lessens the impact of having no money and no gear and being covered in tattoos. I've thought about that. Might add it. 1 hour ago, lwanderer9 said: DD 4.1 is planed to release soon, and in this update, there will be a new animation for pony boots that gives the proper leg up moovement and fixes the arms in place, could you maybe add an aoption in the future to use that animation and not have a yoke ? As long as DD 4.1 doesn't completely break the mod (can't see how it would) I'll adapt it to use the new animations once 4.1 leaves beta phase. 1
CGi Posted May 11, 2018 Posted May 11, 2018 3 minutes ago, MrEsturk said: The S.L.U.T.S. company is more trollish than it is pure evil. Trollish? They could sell you off into slavery to make ends meet! ;P And with some "luck" you end up with them again.
LazyBoot Posted May 11, 2018 Posted May 11, 2018 25 minutes ago, MrEsturk said: As long as DD 4.1 doesn't completely break the mod (can't see how it would) I'll adapt it to use the new animations once 4.1 leaves beta phase. As far as I know, it's literally just adding a single keyword to at least 1 item, and the DD framework should handle the animations (same way they do with yokes etc). The current example in the beta is a set of boots. 1
MrEsturk Posted May 12, 2018 Author Posted May 12, 2018 On 5/8/2018 at 3:38 PM, chance said: Hey, it's great to see someone pick this mod up again after all these years. Worth noting, on the download page you have the wrong skeleton listed as a requirement. Maximum Skeleton won't do, SLUTS NEEDS XP32 Maximum Skeleton Extended for the bones that connect the player to the cart. The mod is looking great, though. Love the new colors, the overtime pay, and the secret reward. Now we just need someone to pick Quick As You Like back up! It does seem a least a more stable tether. I updated the description. Kept the old link too just in case this Skeleton breaks anyone's game since Skyrim just likes to do that a lot. Created a new pony to join the stable crew. Glad I did because she's been encountering bugs with the mod my last girl wasn't:
CrisKy144 Posted May 12, 2018 Posted May 12, 2018 Hello. Thanks for reviving this old gem. Can't wait to see your future plans for this mod. Minor error you should be aware of: in Wyre Bash when building the patch it gives an error regarding this mod and I don't remember the original one giving this error. I made a caption of the error below. All the best!
MrEsturk Posted May 12, 2018 Author Posted May 12, 2018 45 minutes ago, CrisKy144 said: Hello. Thanks for reviving this old gem. Can't wait to see your future plans for this mod. Minor error you should be aware of: in Wyre Bash when building the patch it gives an error regarding this mod and I don't remember the original one giving this error. I made a caption of the error below. All the best! I am aware of this bug, but unfortunately I have no idea what it means or how to fix it. It appears to be something to do with the "kicker" quest object or script, but its too vague for me to know what's wrong. Not to mention I didn't really change much about the kicker quest. Annoying, eh? In other news based on my experiences in my current character playthrough I get the impression the more memory intensive your Skyrim mod setup is the more like the cart will go buggy on a reload (fly off into space, start tethering in a batshit glitchy manner that can get you killed by your on cart, etc). While my recent fix to spawn a fresh cart every time you dether helped a little, it doesn't seem to stop it altogether. So if your cart is constantly bugging out you might look into trimming your mod count down (damn 32 bit limitations...).
CGi Posted May 12, 2018 Posted May 12, 2018 Let me guess? ZAP8? Nope, same with ZAP8. sluts_boxtie_eff "Boxtie Enchantment" [MGEF:08004E73] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [060284F5] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [060284EB] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [060284EC] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [060284ED] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [060284EE] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [060284EF] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #6 \ Object v2 \ FormID -> [060284F0] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #7 \ Object v2 \ FormID -> [060284F1] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #8 \ Object v2 \ FormID -> [060284F2] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #9 \ Object v2 \ FormID -> [060284F3] < Error: Could not be resolved > MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #10 \ Object v2 \ FormID -> [060284F4] < Error: Could not be resolved >
Lokikun Posted May 12, 2018 Posted May 12, 2018 1 hour ago, MrEsturk said: In other news based on my experiences in my current character playthrough I get the impression the more memory intensive your Skyrim mod setup is the more like the cart will go buggy on a reload (fly off into space, start tethering in a batshit glitchy manner that can get you killed by your on cart, etc). While my recent fix to spawn a fresh cart every time you dether helped a little, it doesn't seem to stop it altogether. So if your cart is constantly bugging out you might look into trimming your mod count down (damn 32 bit limitations...). In my case I used the havok ini fix and the frame limit to "solve" it. (framerate is fixed on 60 fps) and added the line in the skyrim.ini under [HAVOK] fMaxTime=0.0166 for 60fps The cart is behaving much better. Maybe it's worth a try? 1
moduseonly Posted May 12, 2018 Posted May 12, 2018 So a couple of ideas/ requests: 1. A buff that gives you something like 500-1000 health or stamina when pulling the cart (would probably need an mcm option) so that ones' pony does not die due to 2-4 forsworn or bandit arrows. The option could be labelled as something like "What type of pony are you" with the options being strong or fast thus letting you get through such areas as Kolskeggr mine without being one shot. 2. A way to get rid of blood on a character. Like equipping then instantly un-equipping an invisible armor set (Head, Chest, Hands and Feet) Those were just a couple of ideas I had. Otherwise still a wonderful mod. 1
Naps-On-Dirt Posted May 12, 2018 Posted May 12, 2018 Not sure if this has been mentioned yet, but when I change the color of the pony gear (to red), only the boots and ears get changed, the cuffs and gloves remain black.
MrEsturk Posted May 13, 2018 Author Posted May 13, 2018 4 hours ago, Naps-On-Dirt said: Not sure if this has been mentioned yet, but when I change the color of the pony gear (to red), only the boots and ears get changed, the cuffs and gloves remain black. I got lazy with the cuffs and didn't bother making custom colors for them (making custom colors tis a tedious process ) As for the gloves if you had them resized with bodyslide you have to make sure to check the BODY zap box or they won't use custom colors.
Agesly Posted May 13, 2018 Posted May 13, 2018 For some reason, even after running FNIS and Bodyslide, I get T pose when riding the cart. (Maybe the pony boot's or yoke's animation didn't work for some reason)
SleepyJim Posted May 13, 2018 Posted May 13, 2018 5 minutes ago, Agesly said: For some reason, even after running FNIS and Bodyslide, I get T pose when riding the cart. (Maybe the pony boot's or yoke's animation didn't work for some reason) Which mod manager are you using? There have been suggestions recently that Mod Organizer 2 causes T-pose problems with devious devices. I can't confirm it personally (as I use MO1, which doesn't cause the issue) but it's becoming a common theme now across the devious support threads.
Agesly Posted May 13, 2018 Posted May 13, 2018 41 minutes ago, SleepyJim said: Which mod manager are you using? There have been suggestions recently that Mod Organizer 2 causes T-pose problems with devious devices. I can't confirm it personally (as I use MO1, which doesn't cause the issue) but it's becoming a common theme now across the devious support threads. Yes, I am using MO2. Maybe it has something to do with FNIS being 32bits binary while MO2 is 64bits? (MO1 is 32bits) Guess I will have to reinstall everything on MO1
magehunter12 Posted May 13, 2018 Posted May 13, 2018 Hello all, firstly thank you for this awesome mod! Secondly, I am having some troubles with devious devices, I redownloaded both assets and integration but nothing changed. Most of the bridles, tails ears etc are invisible. Boots and arms are visible. The chain yoke is textureless and floating over the chest. When I equip the yoke I get the following error; LookupDeviceType recieved invalid keyword. <zaddeviousheavybondage (0A05226C) > I got custom CBBE curvy body ( not too much since boots and arms looks alright with acceptable amount of clipping ) and bodyslide. Thank you for reading! 1
botticelli Posted May 13, 2018 Posted May 13, 2018 Hi all, great mod, thank you. Is there a safe way to save the game with the cart attached? Because every time I try to load such a game, the cart hangs in the air and Shift+E will do nothing. Also the recipient tells me, that It must have lost my cart while it hangs in the air next to me... One other thing: Could you add a static tail without HDT or - better - add a "no tail" option? Because: I have Being a cow installed and my character already has a (cow) tail. Now the second tail gets attached and they do not like each other and spazz around like hell all the time causing A LOT of CTDs . Thanks for the mod nonetheless!
LazyBoot Posted May 13, 2018 Posted May 13, 2018 3 hours ago, magehunter12 said: Hello all, firstly thank you for this awesome mod! Secondly, I am having some troubles with devious devices, I redownloaded both assets and integration but nothing changed. Most of the bridles, tails ears etc are invisible. Boots and arms are visible. The chain yoke is textureless and floating over the chest. When I equip the yoke I get the following error; LookupDeviceType recieved invalid keyword. <zaddeviousheavybondage (0A05226C) > I got custom CBBE curvy body ( not too much since boots and arms looks alright with acceptable amount of clipping ) and bodyslide. Thank you for reading! Either you are still on DD3, or you have installed a mod that overwrites DDi scripts. To fix (re)install DDi version 4. If you use MO, fit it so dd scrpts are not overwritten.
magehunter12 Posted May 13, 2018 Posted May 13, 2018 3 minutes ago, LazyBoot said: Either you are still on DD3, or you have installed a mod that overwrites DDi scripts. To fix (re)install DDi version 4. If you use MO, fit it so dd scrpts are not overwritten. Thank you, instead I tried my luck with redownloading DDX 4.0 and it actually worked. Tho I still have some minor issues. First one is, the default bridle with chain gets to everywhere ( mostly penetrates the chest :(( ) If I go for no chain edition, this time she doesnt put her arms inside the yoke. Instead does the back on hand animation. Thirdly, Whenever the tails are equipped it falls off saying "it needs a lock" but I dont know how I do it since whenever it got equipped menu is not accessible because of yoke. Even I fixed the devious assets appearing properly, I still am getting the error I mentioned above when I equipped the yoke. But it doesnt make problems so I think I can live with it.
MrEsturk Posted May 13, 2018 Author Posted May 13, 2018 2 hours ago, botticelli said: Is there a safe way to save the game with the cart attached? Because every time I try to load such a game, the cart hangs in the air and Shift+E will do nothing. Also the recipient tells me, that It must have lost my cart while it hangs in the air next to me... Try adding the following lines to your Skyrim.ini file. Another poster suggested it to me. I haven't had too much time to test it, but right now I'm looking for anything that might make the cart more stable, so wouldn't hurt to have other people testing ideas too. Anyways add these lines to your Skyrim.ini: [HAVOK] fMaxTime=0.0166 for 60fps 2 hours ago, botticelli said: One other thing: Could you add a static tail without HDT or - better - add a "no tail" option? Because: I have Being a cow installed and my character already has a (cow) tail. Now the second tail gets attached and they do not like each other and spazz around like hell all the time causing A LOT of CTDs . I suppose. There were requests for the chain plugs too, so might as well add them all at once.
Tsan Posted May 13, 2018 Posted May 13, 2018 I am sorry to be an elementary question. When the quest starts and arrives at the destination, nothing happens when approaching the deliverer. Uninstalling all the requirements mod and reinstalling did not improve. When you arrive at your destination, do you have to do something?
valcon767 Posted May 13, 2018 Posted May 13, 2018 13 minutes ago, Tsan said: I am sorry to be an elementary question. When the quest starts and arrives at the destination, nothing happens when approaching the deliverer. Uninstalling all the requirements mod and reinstalling did not improve. When you arrive at your destination, do you have to do something? (probably) dumb question - when you got to the destination you did talk to the carriage driver right?? if you did that what response does he give you?? (vanilla dialogue only or does he have extra dialogues?)
secondseason Posted May 13, 2018 Posted May 13, 2018 14 minutes ago, Tsan said: I am sorry to be an elementary question. When the quest starts and arrives at the destination, nothing happens when approaching the deliverer. Uninstalling all the requirements mod and reinstalling did not improve. When you arrive at your destination, do you have to do something? Do you have Maria Eden installed ? If so gag means realy no talking. So its incompatible. Maybe it should be added to the incompatible list
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