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Posted
23 minutes ago, secondseason said:

Do you have Maria Eden installed ?Ā  If so gag means realy no talking. So its incompatible. Maybe it should be added to the incompatible list

Ā 

I got along if I removed maria eden!
Thank you! !

Posted
1 hour ago, MrEsturk said:

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:

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[HAVOK]

fMaxTime=0.0166 for 60fps

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I suppose. There were requests for the chain plugs too, so might as well add them all at once.

Here is the post where I got the info. On reddit. Just change/add options for HAVOK do not mess/change the iPresetInterval setting

www.reddit.com/r/skyrimmods/comments/5aao95/possible_fix_to_allow_skyrim_to_run_on_120fps/

Ā 

Posted
22 minutes ago, sensei_kimiko said:

PLease forgive me if this has been asked, but is there a Special Edition version of this or plans to make one?

Like most other DD based mods, it would depend on when DD gets ported. And they are still waiting for NiOverride to get working properly.

Posted
On 5/11/2018 at 1:34 PM, random11714 said:

CouldĀ a configurable percent chance be added that would, when the pony is raped,Ā 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 agree this would be a good idea, and not only for this reason.Ā  At the moment, you know if the PC is raped, the goods willl get pilfered, so there's no sense of danger: you've mentally already taken the hit.Ā  Also, logically, not every rapist is also a thief.

Posted

First I want to say that I have never been raped and I use Cursed Loot, but then of course I have rape off but I do have the "Males Demand Sex" at 50 percent, while plaything this version. Now on the old version my character was raped alot ie by the dispatcher immediately after getting hooked up, immediately as soon as I got to my next destination and started talking to the dispatcher for delivery

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About the whole pilfer thing after being raped I do agree with that because not every male in game that rapes your female character is a Thief, some don't even bother stealing your cargo when they already took what they wanted from the player character.

Posted
3 hours ago, botticelli said:

I am sorry, that setting was already active since Novmber last year. It does not prevent CTD with 2 simultaneously equipped tails.

I was referring to the cart going flying away whenever you reload.

Posted

Well the NeedsĀ support feature has been added:

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5af8a6724b589_bandicam2018-05-1315-53-50-591.thumb.png.a99ac9a903c08eaf3e783854c68e7d37.png

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Now you can get food and rest from any dispatcher by talking to them in your S.L.U.T.S restraints. Don't expect anything too fancy, you just some horse themed food equipped and a rest menu opens up. Basically just enough where needs type mod users won't starve to death if they get bogged down with arrears.

Ā 

Seeing as progress has been a bit slow I'll probably release an update tonight with the Frostfall/Needs Support added in.

Posted
34 minutes ago, MrEsturk said:

Seeing as progress has been a bit slow I'll probably release an update tonight with the Frostfall/Needs Support added in.

I was wondering if there could be some kind of "enchanted warmth effect" to the pony gear or some manner to keep from freezing stiff and falling over just trying to get into or out of any of the depots in the colder regions when Frostfall is in play. If you're "volunteering" to haul cargo you can time it so you're not trying to push thru snowbanks in the frozenĀ dead of night for the most part if a "cold" destination pops up, but you can't really pre-plan a slavery startĀ :neutral:

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Sure you could do the Quicksave/reLoadĀ dance to try again for a warmer destination, and warmth/coverage of worn gear can be changedĀ in Frostfall's MCM (haven't tested to see if adjusted settings are persistent or only for that currently worn set), but that's a bit of hassle when you just wanna play the pony and run some cargo for awhileĀ :cool:

Posted

I think I got an idea what causes the cart physics to sometimes completely malfunction on reload. It appears the game is getting confused about which model bones to attach the cart to the player. And once it does that the only fix so far I've found is exiting to the main menu and reloading. Nothing else seems to work, not the brake hotkey, not despawning the cart and replacing it, not the recover cart debug command, or adding the [havok] line to the ini file. Damn bug even persists if you finish the quest and start a new haulĀ :classic_angry:

Ā 

Anyone one that has worked more with papyrus know a script function that would completely reset the tether points on a model? Or any other theories on what could be done? Because I'm about at the end of my rope with this stupid glitch.

Posted
1 hour ago, MrEsturk said:

I think I got an idea what causes the cart physics to sometimes completely malfunction on reload. It appears the game is getting confused about which model bones to attach the cart to the player. And once it does that the only fix so far I've found is exiting to the main menu and reloading. Nothing else seems to work, not the brake hotkey, not despawning the cart and replacing it, not the recover cart debug command, or adding the [havok] line to the ini file. Damn bug even persists if you finish the quest and start a new haulĀ :classic_angry:

Ā 

Anyone one that has worked more with papyrus know a script function that would completely reset the tether points on a model? Or any other theories on what could be done? Because I'm about at the end of my rope with this stupid glitch.

ObjectReference.PSC offers this function:

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; Apply an impulse to this reference
Function ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude) native

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Maybe <CartRef>.ApplyHavokImpulse(0.0, 0.0, 0.0, 0.0) will zero out any existing and out of control values?

Ā 

That same script also contains these functions:


Ā 

; Disables this object - fading out if requested
Function Disable(bool abFadeOut = false) native

; Disables this object - fading out if requested. Does NOT wait for the fade or disable to finish
Function DisableNoWait(bool abFadeOut = false) native


; Enables this object - fading in if requested
Function Enable(bool abFadeIn = false) native

; Enables the ability to fast travel to this marker - or disables it. Note that if you disable
; fast travel the player will see "You haven't discovered this location" as an error message
Function EnableFastTravel(bool abEnable = true) native

; Enables this object - fading in if requested. Does NOT wait for the fade or enable to finish
Function EnableNoWait(bool abFadeIn = false) native

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So perhaps a <CartRef>.Disable(false) <CartRef>.Enable(false) combo would do the trick.

Ā 

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Regardless, before you ever move the cart via script I suggest you disable it, move it and then enable it just to avoid the Havok system deciding it just made a huge jump and therefore has inertia it has to deal with.

Posted
16 hours ago, WaxenFigure said:

*Scripting adivce*

No, it's not an inertia error. They is anĀ inertia error, but that's a different one. Right not there are two serious bugs that can occur on reload:

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- The Amazing Flying Cart: The cart goes flying off into space. This one is the inertia error and seems to be fixed by the recover cart debug key

- The wrong bone tether error: The cart gets tethered to the wrong player bone, causing serious issues in the way it moves around the player. In the worst case it will whip around wildly, often getting the player ran over by her own cart.

Ā 

Here's a screenshot of the wrong bone error in action. The cart is attached to the player in this screenshot, yet chooses to position itself as such instead of properly behind the player:

5af9e0de9597a_bandicam2018-05-1414-12-09-258.thumb.png.9e0b3e195c42c5246d887c8707633515.png

Attempting to move while this glitch is occuring will cause the cart to whip around violently, due to be attached to the wrong bone. The only fix I know of for this error at the moment is quitting to the main menu and reloading. Quickloading will not fix the error. Turning in the quest will not fix the error. Disabling the cart via console/scripts then renabling it will not fix the error. Having the cart deleted and replaced by a freshly spawned cart will not fix the error. Resetting the cart's inertia/rotation will not fix the error. So you can understand my frustration with this glitchĀ :classic_angry:

Ā 

I have narrowed down that the wrong bone glitch occursĀ when the player dies and has to reload. I've already tested disabling the cart before death:Ā doesn't fix the problem. I'm really at a loss what to do.

Ā 

Is there a script/setting that disables the player death cutscene?

Posted

could recycleactor on the player fix the problem? I do it when HDT hair goes nuts and streams off over the horizon and it resets it, unfortunately also often forgets what anims to use such as hands in the yoke.

Posted
1 hour ago, Rob_J said:

could recycleactor on the player fix the problem? I do it when HDT hair goes nuts and streams off over the horizon and it resets it, unfortunately also often forgets what anims to use such as hands in the yoke.

The problem seems to be with the cart, not the actor and there seems to be a lack of "RecycleObject" commands.Ā  That's why my suggestions above were unfortunately useless.

Posted

Okay the wrong bone glitch is just plain weird. It seems to be triggered by face shape:classic_wacko:Ā My previous character rarely ever triggered it. My new girl always triggers it. When I switched my new girl's race to dark elf the glitch seemed to go away. Until I applied her original face shape at which point it came right back. Its making me want to pull my already thinning hair out, lol.

Ā 

Just to restate it: the wrong bone glitch has nothing to do with inertia or the cart's HDT settings. It's literally just the game getting confused and assigning the wrong player skeleton bone as the tether point for the cart. Recycling/replacing the cart won't do a thing.

Ā 

For now I'm adding a debug option which will set the player to essential whenever your on a delivery. Death without any other tweaking in essential mode cases the player to get locked in place, requiring a reload anyways, so an annoying work around for now. If anyone knows how to disable the death camera effect or any other script commands related to the player's death it would be really helpful to me. Or any command that would completely reset the player skeleton (I already triedĀ QueueNiNodeUpdate, doesn't fix the error)

Posted
2 hours ago, MrEsturk said:

For now I'm adding a debug option which will set the player to essential whenever your on a delivery. Death without any other tweaking in essential mode cases the player to get locked in place, requiring a reload anyways, so an annoying work around for now. If anyone knows how to disable the death camera effect or any other script commands related to the player's death it would be really helpful to me. Or any command that would completely reset the player skeleton (I already triedĀ QueueNiNodeUpdate, doesn't fix the error)

Would that in any way conflict with something like the immortality option in Naked Dungeons? If you die with that one, you get raped, even if the rapist had nothing to do with the death itself. My girl stepped wrong cliff walking one time and "died" because of the fall damage, and ended up with a bear taking advantage of her because it was the closest being in the area. (Obvious answer: if it will conflict, disable ND's immortality during runs.)

Posted
2 hours ago, Velis said:

Would that in any way conflict with something like the immortality option in Naked Dungeons? If you die with that one, you get raped, even if the rapist had nothing to do with the death itself. My girl stepped wrong cliff walking one time and "died" because of the fall damage, and ended up with a bear taking advantage of her because it was the closest being in the area. (Obvious answer: if it will conflict, disable ND's immortality during runs.)

Nope, not currently using any mods that alter/stop the player death sequence.

Posted

Ok, I've found one way to fix the wrong bone glitch: opening the console, selecting the player and using the "recycleactor" command. Not sure I want to add to a recycleactor command for the player into a script though. Anyone know of any consequences of using the recycleactor command on the player?

Posted
16 minutes ago, MrEsturk said:

Ok, I've found one way to fix the wrong bone glitch: opening the console, selecting the player and using the "recycleactor" command. Not sure I want to add to a recycleactor command for the player into a script though. Anyone know of any consequences of using the recycleactor command on the player?

As far as i'm aware it restores the default equipment too what in the case of the player could mean you get the default iron armor at least added to the inventory iirc.

Posted
34 minutes ago, CGi said:

As far as i'm aware it restores the default equipment too what in the case of the player could mean you get the default iron armor at least added to the inventory iirc.

On further inspection, yes, it at least completely fucks up your inventory so adding the script equivalent (Reset) as a debug fix for the player is a no go. But at least you can use the console command to correct the bug then reload (The reload will remember the fixed bones)

Ā 

On better news I've added a new MCM menu:

5afbc31ba5f7b_bandicam2018-05-1600-31-10-105.thumb.png.49f83204223da657910ab75b0f967a21.png

Ā 

So now you hardcore bondage nuts that set your game to where your unfortunate girl can't travel 10 feet without some rape happy sicko having their way with her can at least tone down the pilferage odds and maximum amount one thief can plunder you :tongue:

Posted

I get a CTD when the mod puts the DDs from the car-spellĀ  on the player. The ctd happens after the "wtf" dialogue shows up.

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