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Posted
5 hours ago, MetZwerg said:

i already tried it, it teleports the cart to me, but does not reconnect it, and  even if i have the cart standing beside me, i can´t finish the quest as a sucess, if i´m not connected.

i can only choose to goo fetching the cart(standing right beside me)

or go and pay up as if i lost the cart....

 

 

Is your player using the XPMSE skeleton?  Because not using that skeleton is the one sure way to have the cart not attach.

 

XP32 Maximum Skeleton (Special) Extended - XPMS(S)E - HDT Physics - Downloads - LoversLab

Posted

yes i use max.skeleton...

 

and even an update to the newest version did not help a little bit.....

 

but i´m gonna try the Disable/enable trick next time.....

 

and it´s not the problen, that the cart does not attach...

it´s the problem, that the cart gets loose upon rape and can´t be re-connected...

 

Posted

just ended in SLUTS care after the rehab deal

and i must say:

YEHAAAA

 

flawless transfer to sluts (old (jammed) restrains got removed, new ones added)

its stable

it works

it kills stuff on the road with the cart

the cart reconnected if needed to

didnt get stuck

more dialog, me likes

first time i made a successful run with the SLUTS mod without cheating

 

one happy filly ^^

 

not sure if it helped, but i use this for the cart: Havok for Carts n Stuff

the cart was like glued to the ground, just turned over once during a fight, but was able to pull it back on the wheels

no crazy flying carts this time

Posted

hmm after the installation of that, it went quite smooth this time....

 

until i tried to get fed by the guy i delivered the package to..

 

he strictly made me drunk with just sweets to eat, so after getting his "help" my char was drunk and still hungry and about to starve....

 

i think you should rework the items of food/drink the ponys can get...

 

strictly water(boiled/spring) and bread would be more fitting....

 

i still had to reload 3 times to get the quest running, but somehow the re-attaching of the cart works good now....

Posted
20 minutes ago, MetZwerg said:

strictly water(boiled/spring) and bread would be more fitting....

I think the problem with this is that there is no such thing as "drinkable water" in regular Skyrim, so the NPCs can't offer Needs mod drinks to you without making those mods a requirement.  The only non-alcoholic drink in regular Skyrim that I can think of is jugs of milk... and that would make Hearthfires a requirement.

Posted
10 minutes ago, Reesewow said:

I think the problem with this is that there is no such thing as "drinkable water" in regular Skyrim, so the NPCs can't offer Needs mod drinks to you without making those mods a requirement.  The only non-alcoholic drink in regular Skyrim that I can think of is jugs of milk... and that would make Hearthfires a requirement.

Can be done using a soft dependecie.
The question is if it's worth the effort seeing that others will come requesting the same support for other Need mods.

 

Or he gives milk. Doesn't make drunk and is recognized by iNeed and RND as far as i know. Would be only 1 SoftDep then.

Posted

indeed, totally drunk it´s nearly impossible to even travel a short distance...

 

gsss... i did not know ther is no drinking water in basic skyrim...

i use RND since it´s first version.....

 

or maybe it would be good if the pony is fed with stews and soups  its food and drink....

 

 

 

 

 

 

Posted
4 hours ago, donttouchmethere said:

just ended in SLUTS care after the rehab deal

and i must say:

YEHAAAA

 

flawless transfer to sluts (old (jammed) restrains got removed, new ones added)

its stable

it works

it kills stuff on the road with the cart

the cart reconnected if needed to

didnt get stuck

more dialog, me likes

first time i made a successful run with the SLUTS mod without cheating

 

one happy filly ^^

 

not sure if it helped, but i use this for the cart: Havok for Carts n Stuff

the cart was like glued to the ground, just turned over once during a fight, but was able to pull it back on the wheels

no crazy flying carts this time

Not sure how that patch would change a thing. The author states it changes ONE value in the NIF file for the standard cart and that's all. Since that NIF isn't used by SLUTS for the SLUTS cart...

 

The mod is one file, that updated a NIF.  I did read the messages and found this information hidden away though:

 

<code>

1. Load his cart model(s) into NifScope.
2. Go to bhkCollisionObject->bhkRigidBody
3. At the bottom window of NifScope click the flag next to "Col Filter" and select "Linked", "No Collision", and "Scaled".
4. Save the file.
5. Repeat 1 to 4 for each additional cart model.

</code>

 

Another message notes that the "scaled" and "linked" options aren't actually needed so only the "No Collision" one will do.

 

It should be possible to use those instructions to modify the carts used in SLUTS.

 

 

Posted
4 minutes ago, WaxenFigure said:

The mod is one file, that updated a NIF.  I did read the messages and found this information hidden away though:

 

 

1. Load his cart model(s) into NifScope.
2. Go to bhkCollisionObject->bhkRigidBody
3. At the bottom window of NifScope click the flag next to "Col Filter" and select "Linked", "No Collision", and "Scaled".
4. Save the file.
5. Repeat 1 to 4 for each additional cart model.

 

 

It should be possible to use those instructions to modify the carts used in SLUTS.

thx for the info, i give it shot!

if the patch had no effect than the new SLUTS is even better isnt it ?

Posted
7 hours ago, donttouchmethere said:

thx for the info, i give it shot!

if the patch had no effect than the new SLUTS is even better isnt it ?

I tried that cart out. Didn't seem to stop the cart from flying away or the wrong bone glitch. Though I'm absolutely certain the wrong bone glitch is a problem with the player skeleton and thus can't be fixed with a new cart mesh. Grrrr.... if there was just a script command to reset the player skeleton without resetting their inventory/stats too....

Posted

Alright I added a primitive fix hot key for the wrong bone glitch. Pressing shift+Q will now reset your player then immediately reload your quicksave. The reset will fix the skeleton, but screws up some of your character's stats. However the skeleton fix will carry over to the auto reload while the damage to your player's stats will not. A total ass backwards work around, I know, but the best I could come up with for that particular bug. Sort of like the flying cart bug in that proper script commands to stop it simply don't exist as far as I know.

Posted

i made 8 runs, 7 went without issue, even with colliding a lot with stuff like NPCs, creatures, stones, SL animations and well, i could even dive thro water (:D)

last 4 runs where with the WaxenFigure Patch (so to say)

on the last run from windhelm the trouble started, after some SL animations and reconnecting to the cart, the cart was in visual "desintegration"

shift+E / connecting+reconnecting didnt help

reloading a save before starting the new (and last) run from windhelm fixed the issue

 

one 1 out of 8 runs bugged is way better than what i experienced in older versions, its like having a new mod in my load order

Its FUN now =D (clever dialoges made me laugh)

 

thx to sexlab survival i had enough to eat on the way :O

 

only thing thats totaly missing:

a counter!

how many creatures i killed on my runs: rabbits (>4), goats (>5), chickens (got em all =D), wolfs (they get stuck under the wheels easily), sabre cats (1 with the "turn in place tactic), bears (1 small one, better just run or call followers^^)

 

must have:

Bwitch

 

lets grab the new version =D

thx for your work, making SLUTS great again muwhahahahah

Posted

i use the LL version of x32...

but somehow after installing the new nif for the cart it functions now, as i stated before...

 

the only glitch i have is the stopping of the "trussing up" dialogue....

when the cart is conjured the job-giver just hops back on his carriage and lets me stand there unable to move till reload...

wich happens to me in about 3 out of 4 times...

 

the rest of this now works quite good apart the attempt to "poison" me from my destination guy...

 

i think i would be a good idea, to seperate the sleep / food requests.....

 

and to mark the pony-birdle as a ring gag would help to,

 

then the guy could just give you food and drink, to your inventory, and you can use that when it´s needed....

 

just a thought....

Posted
28 minutes ago, MetZwerg said:

i use the LL version of x32...

but somehow after installing the new nif for the cart it functions now, as i stated before...

 

the only glitch i have is the stopping of the "trussing up" dialogue....

when the cart is conjured the job-giver just hops back on his carriage and lets me stand there unable to move till reload...

wich happens to me in about 3 out of 4 times...

 

the rest of this now works quite good apart the attempt to "poison" me from my destination guy...

 

i think i would be a good idea, to seperate the sleep / food requests.....

 

and to mark the pony-birdle as a ring gag would help to,

 

then the guy could just give you food and drink, to your inventory, and you can use that when it´s needed....

 

just a thought....

i had that "stopping of dialog" too (a lot/everytime)

 

i found out that i happend if i had still aggro of some creatures from my Pony-Monster-o-Train (ruun Pony ruun)

even if those creatures are far away and not in LOS they still produce aggro on me

what helped was to press the RDO calm emergency buttom

after that the dialog went on as if nothing had happend

 

not sure it thats the same issue tho

Posted
8 hours ago, MetZwerg said:

i use the LL version of x32...

but somehow after installing the new nif for the cart it functions now, as i stated before...

 

the only glitch i have is the stopping of the "trussing up" dialogue....

when the cart is conjured the job-giver just hops back on his carriage and lets me stand there unable to move till reload...

wich happens to me in about 3 out of 4 times...

 

the rest of this now works quite good apart the attempt to "poison" me from my destination guy...

 

i think i would be a good idea, to seperate the sleep / food requests.....

 

and to mark the pony-birdle as a ring gag would help to,

 

then the guy could just give you food and drink, to your inventory, and you can use that when it´s needed....

 

just a thought....

I'll set the cargo haul version of the bridles to ring gag and split the rest/feed to separate dialogues then. I will admit I'm kind of going in blind when it to needs/frost fall mods since I don't use that type of content and my pile of Skyrim mods is already a bloated mess as it is.

 

I can only presume my Frost Fall support worked since I haven't gotten any reports that it doesn't.

 

As for the trussing up I'm guessing it has too do with the combat glitch as donttouchmethere suggested. I keep forgetting to check if I can make those cutscenes ignore combat. It is rather annoying that if your follower gets side tracked targeting a skeever they can't quite reach a mile away from town that it breaks the cart setup/dismissal cutscenes because you are "in combat"?

Posted
13 hours ago, MrEsturk said:

Alright I added a primitive fix hot key for the wrong bone glitch. Pressing shift+Q will now reset your player then immediately reload your quicksave. The reset will fix the skeleton, but screws up some of your character's stats. However the skeleton fix will carry over to the auto reload while the damage to your player's stats will not. A total ass backwards work around, I know, but the best I could come up with for that particular bug. Sort of like the flying cart bug in that proper script commands to stop it simply don't exist as far as I know.

Sometimes a hacked solution is better than no solution at all.

 

I personally think this emergency reload may be best left as a clickable option in the MCM menu however.  I'd hate to accidentally press that key combination when I didn't intend to - especially since I never use quicksaves and therefor have none to load, which I assume would mean I'd have recycled my player character unexpectedly.

 

Out of curiosity for implementing the "fix" by hand if this problem happens to me, is this essentially just using the console command recycleactor on the player and then reloading a save?

Posted
38 minutes ago, Reesewow said:

Sometimes a hacked solution is better than no solution at all.

 

I personally think this emergency reload may be best left as a clickable option in the MCM menu however.  I'd hate to accidentally press that key combination when I didn't intend to - especially since I never use quicksaves and therefor have none to load, which I assume would mean I'd have recycled my player character unexpectedly.

 

Out of curiosity for implementing the "fix" by hand if this problem happens to me, is this essentially just using the console command recycleactor on the player and then reloading a save?

Yes that console command will fix it. Pretty much if the cart gets tethered to you wrong way after a reload the only fixes I've found are recycleactor/reset() or exiting to the main menu and reloading. Very annoying, especially since that glitch occurs anytime my current character dies during a haul (for some reason the bug seems to be triggered by the shape of her face ?)

Posted
10 hours ago, MetZwerg said:

and to mark the pony-birdle as a ring gag would help to,

Hmmm... turns out I already tagged the bridles as a ring gag. Guess its kind of hard to notice when your player's items are all taken away after you agree to a haul, eh? So apparently the only thing stopping you from eating on a haul right now is that your inventory gets confiscated.

 

Guess I'll have to and an option to make food/drink not taken from you as well as receiving some basic food when you first take a haul.

 

For now if you have a follower you can give them all your food/drink before getting tethered and then recollect it from them once you're ready for the road. I already exploit that loophole by giving my follower all my basic gear before taking a haul.

Posted
1 hour ago, MrEsturk said:

Hmmm... turns out I already tagged the bridles as a ring gag. Guess its kind of hard to notice when your player's items are all taken away after you agree to a haul, eh? So apparently the only thing stopping you from eating on a haul right now is that your inventory gets confiscated.

 

Guess I'll have to and an option to make food/drink not taken from you as well as receiving some basic food when you first take a haul.

 

For now if you have a follower you can give them all your food/drink before getting tethered and then recollect it from them once you're ready for the road. I already exploit that loophole by giving my follower all my basic gear before taking a haul.

i was wondering already, because even with the bridles on i could feed via sexlab survival oral tagged sl animations

Posted

Alright, I fixed the all the cutscenes to no longer be disrupted by combat, so there should be no more dispatchers just stopping in the middle of setting you up for a haul. The trade off of course is if you get attacked while being set up for a haul you're just stuck taking the attacker's abuse until the cutscene is complete (did I mention its a good idea to bring a follower with you on your hauls??).

 

For now I'll split the needs dialogue option then release another update tonight. I've also set the panic button reset for bone tether glitches to shift+ctrl+8 instead of shift+q which make it near impossible to input that command on accident.

Posted

Hi, I'm kinda confused here - I can get the mod started no problem and my potential pony can talk to the guy with the cart and he does the stuff to give her the 'uniform' and the cart, but for some reason she's not tethered - All the requirements are installed, and I can see the command to activate the cart, but nothing seems to work. Is there something obvious I'm missing?

 

Cheers

 

Beau

Posted
4 hours ago, beau nidle said:

Hi, I'm kinda confused here - I can get the mod started no problem and my potential pony can talk to the guy with the cart and he does the stuff to give her the 'uniform' and the cart, but for some reason she's not tethered - All the requirements are installed, and I can see the command to activate the cart, but nothing seems to work. Is there something obvious I'm missing?

 

Cheers

 

Beau

It says XPMS skeleton and it should say XPMSE skeleton because the XPMS skeleton does not have the right "bone". XPMS Skeleton also has a lot of extra bones which no mod uses and it has been found that those unused bones cause a FPS decrease.

 

XP32 Maximum Skeleton (Special) Extended - XPMS(S)E - HDT Physics - Downloads - LoversLab   (Also available on Nexus but I prefer to link here when possible).

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