WaxenFigure Posted June 5, 2018 Posted June 5, 2018 Thinking about this mod, one of it's nicest aspects is that it doesn't try to do too much on it's own and allows the user to select what mods will perform the kinds of encounters your SLUT endures along the way.  It's providing a task or quest for the PC to complete and the user can determine how easy or hard that task is going to be by the sort of mods and settings for those mods they install.  Adding your own system of allowing the PC to get used is an unnecessary complication to the mod because it's obviously done extremely well without that.  Developing more tasks of a similar nature that allows those other mods more excuses to activate is probably the best direction for enhancing this mod. 1
Nymra Posted June 6, 2018 Posted June 6, 2018 2 hours ago, WaxenFigure said: Thinking about this mod, one of it's nicest aspects is that it doesn't try to do too much on it's own and allows the user to select what mods will perform the kinds of encounters your SLUT endures along the way.  It's providing a task or quest for the PC to complete and the user can determine how easy or hard that task is going to be by the sort of mods and settings for those mods they install.  Adding your own system of allowing the PC to get used is an unnecessary complication to the mod because it's obviously done extremely well without that.  Developing more tasks of a similar nature that allows those other mods more excuses to activate is probably the best direction for enhancing this mod. Taking that quote I really wanted this mod to allow bound combat because yes, that would also mean to allow other mods to decide how encounters work.  There are some mods that maybe work well with disabling combat because of different reasons.
Stuker Posted June 6, 2018 Posted June 6, 2018 5 hours ago, HexBolt8 said: Unless I've missed something, Hearthfire is no longer available to buy. It seems that Besthesda wants to force people to Special Edition, which I'm unwilling to buy. So while it might have seemed like a minor change to include Hearthfire as a requirement, it does break the mod for those like me who never saw a need for that DLC. So as it stands, I'm locked out of any future versions of this mod.  MrEsturk, please reconsider the decision to add Hearthfire as a requirement. There must be another way to satisfy those who need food or drink without adding a new mod dependence. The Legendary Edition is still to buy on Steam. You can't find it with the Steam Search but it's still there. Google it and you will find a way to purchase it.
Hex Bolt Posted June 6, 2018 Posted June 6, 2018 1 hour ago, Stuker said: The Legendary Edition is still to buy on Steam. You can't find it with the Steam Search but it's still there. Google it and you will find a way to purchase it. I found Legendary Edition on Amazon as a boxed set for more than $23. That is not "dirt cheap", as MrEsturk was assuming it would be. Also, that would be a non-Steam installation. I have zero desire to reinstall Skyrim and get it modded up again. I know you were trying to be helpful Stuker, and I appreciate that, but this is neither cheap nor a viable option for most players.  So I come back to my earlier point:  There must be another way to satisfy those who need food or drink without adding a new mod dependence. Mod authors generally work hard -- very hard -- to avoid introducing a new mod dependence unless it's absolutely necessary. This does not seem necessary.  MrEsturk was came up with a very clever solution to supporting the smaller towns with minihubs, an approach that avoiding breaking anyone's game or forcing a dependence on a faster travel mod. This mod is fundamentally about hauling a cart from one town to the next. Hearthfire should not be required for that, and historically it has not been.  I'm hoping that it will possible to satisfy players running "needs" mods without causing a hardship for others like me who lack Hearthfire. Maybe a spell to suspend hunger/thirst while on the job? Anything please except a new mod dependency.Â
MrEsturk Posted June 6, 2018 Author Posted June 6, 2018 1 hour ago, HexBolt8 said: I found Legendary Edition on Amazon as a boxed set for more than $23. That is not "dirt cheap", as MrEsturk was assuming it would be. Also, that would be a non-Steam installation. I have zero desire to reinstall Skyrim and get it modded up again. I know you were trying to be helpful Stuker, and I appreciate that, but this is neither cheap nor a viable option for most players.  So I come back to my earlier point:  There must be another way to satisfy those who need food or drink without adding a new mod dependence. Mod authors generally work hard -- very hard -- to avoid introducing a new mod dependence unless it's absolutely necessary. This does not seem necessary.  MrEsturk was came up with a very clever solution to supporting the smaller towns with minihubs, an approach that avoiding breaking anyone's game or forcing a dependence on a faster travel mod. This mod is fundamentally about hauling a cart from one town to the next. Hearthfire should not be required for that, and historically it has not been.  I'm hoping that it will possible to satisfy players running "needs" mods without causing a hardship for others like me who lack Hearthfire. Maybe a spell to suspend hunger/thirst while on the job? Anything please except a new mod dependency. Alright, alright I'll remove the Hearthfire dependency. Wouldn't be surprised if the milk didn't work on some popular needs mods or otherwise issues anyways.  On the topic of Steam you can however still get the Hearthfire expansion for 5$ USD from the DLC section of Skyrim's library page. Bethesda didn't so much remove it as they did hide it, annoying gits. I swear we modders need to group together and form our own extremely mod friendly sandbox singleplayer RPG. One with blackjack and hookers.... 1
Rob_J Posted June 6, 2018 Posted June 6, 2018 On 6/5/2018 at 5:09 AM, MrEsturk said: Alright expanded the tail plug options to in include the bell and sign chains if you'd rather use them instead of a horse tail (The "none" option also still exists of course): Â Once the next release comes out if someone wants to create a better sign text texture be my guest. The body harness is just something my character got locked in during a quest unrelated to S_L_U_T_S. Â If you post the current texture I can replace it with a version of my back of the cart texture
Rob_J Posted June 6, 2018 Posted June 6, 2018 16 hours ago, Nymra said: Sexlab Sumbit is a broken mess it seems (Opponent does not accept your surrender, lol... for real? Do I need to max speechcraft now just for that? ^^ also the escape mechanism kinda breaks for me all the time)... Defeat is not updated for quite some time and has a lot of issues still. Deviously helpless does not fire often enough and Deviously helpless adds that stupid rope armbinder after every encounter and sometimes just breaks. With a more updated "combat defeat rape mod" Slut would also improve a lot I think.  Have you tried :  it's version of defeat surrender is pretty solid, also supports robbing and armor breaking options. I run it with Defeat turned on so I use that for surrender and Naked Dungeons kicks in at 0 HP. Also adds guards being jerks when you are caught running around naked without a collar or tied hands which depending on what you turn on, which fits into SLUTS post run quite well.  I agree I'd like bound combat turned back on or at least as an option in the MCM. Or just how do I need to turn it on via TES5EDIT 2
MrEsturk Posted June 6, 2018 Author Posted June 6, 2018 19 minutes ago, Rob_J said: If you post the current texture I can replace it with a version of my back of the cart texture Here it is:  The upper half handles the back side of the sign, so keep your logo up there.  Feel free to alter your logo design as you see fit, being the original design you already used is already on the back of the cart. You can post your edit in any common art format except jpg. I can covert it from there back to dds.
Lynx2k10 Posted June 6, 2018 Posted June 6, 2018 How about implementing this mod Handcart by wellsantos to add a vareity of carriages to S.L.U.T.S. ?Â
MrEsturk Posted June 6, 2018 Author Posted June 6, 2018 3 minutes ago, Lynx2k10 said: How about implementing this mod Handcart by wellsantos to add a vareity of carriages to S.L.U.T.S. ? Looks interesting. Though I admit I'm always a bit squeamish about asking someone who released a non-sexual Nexus mod "Hey, you mind if I use your work in a kinky bondage fetish mod that involves rape mechanics I'm working on?"?
lollerdin9000 Posted June 6, 2018 Posted June 6, 2018 Very good revival of an old mod. New additions in the previous couple of pages already look great, looking forward to the next release (is it today? :D).  As a longer term thing I would also really like to see some kind of long term quests/quest-chain inside this mod. Maybe involving some features such as being stabled etc for a time. Given that the mod is travel themed, having it available as an alternative whenever you need to travel somewhere is an idea I had as well. No idea how easy/impossible any of these are to implement.  I think people are generally asking a bit too much of Skyrim when they want complete alternative life within Skyrim type mods -- the NPC AI is not good enough for that to be engaging for a long period of time. A good selection of (repeatable) quests is a much better alternative, imo (a bit like DCL, though the mods would still be excellent together).  Thanks for the excellent work so far though! Â
Alpia Posted June 6, 2018 Posted June 6, 2018 16 hours ago, MrEsturk said: Ehhhhh.... no thanks. I hope I didnt annoy you to much with looking on that, indeed I didnt read that you dislike that stuff sorry mate.
MrEsturk Posted June 6, 2018 Author Posted June 6, 2018 8 hours ago, Deoxyribonucleic_acid said: I hope I didnt annoy you to much with looking on that, indeed I didnt read that you dislike that stuff sorry mate. No need to apologize. As I said I expect to get bestiality type requests thrown my way from time to time due to the nature of this mod. Anyways, on to business:  Version 1.15 has been uploaded:  OLDER VERSION USERS: Same deal as always, remember to reset your MCM options to default or it won't work right. EXTRA IMPORTANT IN THIS UPDATE, SINCE IT RECODES THE WAY CUSTOM YOKES AND TAILS ARE HANDLED.  - Being "in combat" will no longer interrupt the cart setup/removal cutscenes. This fixes the rather annoying issue that if your follower had ran off chasing an enemy they can't quite catch or a trollish dragon was flying above town while refusing to actually land and do something you would be considered "in combat" which would prevent the cart cutscenes from working.  - You can now choose armbinders or handcuffs as your "yoke" in the MCM menu. You can also now choose a chained sign or bell as you tailplug MCM option.  - The NEEDS support dialogue has been split into a sleep specific response and a food specific response.  - A new hack fix hotkey has been added if you encounter the "wrong bone tethering glitch" (AKA: Your cart gets attached to you in a completely bizarre fashion and swings around you in a totally batshit manner every time you move). Pressing ctrl+shift+8 will reset the player's skeleton, correcting the cart's tether position. WARNING: make a quicksave before using this hotkey. Due to issues with the way the hotkey fixes the player's skeleton it will also automatic activate a quickload when you use it. The fixes will carry over to your loaded savegame. 1
Nymra Posted June 6, 2018 Posted June 6, 2018 14 hours ago, Rob_J said: Have you tried :  it's version of defeat surrender is pretty solid, also supports robbing and armor breaking options. I run it with Defeat turned on so I use that for surrender and Naked Dungeons kicks in at 0 HP. Also adds guards being jerks when you are caught running around naked without a collar or tied hands which depending on what you turn on, which fits into SLUTS post run quite well.  I agree I'd like bound combat turned back on or at least as an option in the MCM. Or just how do I need to turn it on via TES5EDIT Oye! Seems I missed alot of functions when I read that mods description months ago... Seems like exactly the one thing I need to make the boring travelling through cities and roads more interesting, much appreciated.   24 minutes ago, MrEsturk said: No need to apologize. As I said I expect to get bestiality type requests thrown my way from time to time due to the nature of this mod. Anyways, on to business:  Version 1.15 has been uploaded:  OLDER VERSION USERS: Same deal as always, remember to reset your MCM options to default or it won't work right. EXTRA IMPORTANT IN THIS UPDATE, SINCE IT RECODES THE WAY CUSTOM YOKES AND TAILS ARE HANDLED.  - Being "in combat" will no longer interrupt the cart setup/removal cutscenes. This fixes the rather annoying issue that if your follower had ran off chasing an enemy they can't quite catch or a trollish dragon was flying above town while refusing to actually land and do something you would be considered "in combat" which would prevent the cart cutscenes from working.  - You can now choose armbinders or handcuffs as your "yoke" in the MCM menu. You can also now choose a chained sign or bell as you tailplug MCM option.  - The NEEDS support dialogue has been split into a sleep specific response and a food specific response.  - A new hack fix hotkey has been added if you encounter the "wrong bone tethering glitch" (AKA: Your cart gets attached to you in a completely bizarre fashion and swings around you in a totally batshit manner every time you move). Pressing ctrl+shift+8 will reset the player's skeleton, correcting the cart's tether position. WARNING: make a quicksave before using this hotkey. Due to issues with the way the hotkey fixes the player's skeleton it will also automatic activate a quickload when you use it. The fixes will carry over to your loaded savegame. Sounds nice! Will include this directly in my new profile tonight and test it. Â
jigwigigx Posted June 6, 2018 Posted June 6, 2018 Another update, cool. You haven't changed combat restrictions for the player while tied to the cart have you? It would be totally unnecessary as you can simply use the cart to run over attacking enemies. I would love to see a version of this mod that ties the follower to the cart as well.Â
Nymra Posted June 6, 2018 Posted June 6, 2018 I got this message by Wyrebash: wxPython: sdout/stderr Unrecognized VM Data property type: 0 Error loading 'QUST' record and/or subrecord: 0A0012C6  eid = u'sluts_kicker'  subrecord = 'VMAD'  subrecord size = 1815  file pos = 308970 Error in S_L_U_T_S.esp  Should I be concerned?Â
Mat-e Posted June 6, 2018 Posted June 6, 2018 On 5/26/2018 at 9:30 AM, 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  On 5/26/2018 at 1:36 PM, WaxenFigure said: 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).  I installed that extended special XP32 as mentioned above, but my mod manager NMM did not give me the option to install it, it just downloaded it. So i have no idea if it is installed.  Then i reinstalled "XP32 Maximum Skeleton Extend" v 4.31 by by Groovtama.  Makes me wonder if those 2 are the same thing.  Ran Loot to sort the mod load order.  Ran FNIS just to make sure i toggle all animation.  And now tethering works just fine.
Naps-On-Dirt Posted June 6, 2018 Posted June 6, 2018 I've installed the new version, reset the MCM, went back and changed the settings (chose handcuffs to see if that would allow for more SL animations than the yoke did), started a run. I detached from the cart when I saw that my follower was about to demand sex, but afterwards I can't reattach. Activating the cart just tells me that the seal is intact, and the old standby of disable/enable isn't working. Tried the MCM "return cart" option but nothing happened.  I am also using the alternative smaller cart model that someone posted, I don't know if that would affect things (it didn't before.)  Edit: It seems to have something to do with the handcuffs. I switched to default yoke and was able to reattach fine. Switched back to handcuffs and couldn't reattach.
Jimi123 Posted June 7, 2018 Posted June 7, 2018 Dont know why... but after updating i got the problem i cant change the yoke while in the cart to see the new chain method or sth else and the yoke animation is only for walking... dont know why it is now again not working but i tired to reinstall zaz 8+ via mcm and still the animation of the yoke is not there... she keep running normal..
MrEsturk Posted June 7, 2018 Author Posted June 7, 2018 9 hours ago, Naps-On-Dirt said: It seems to have something to do with the handcuffs. I switched to default yoke and was able to reattach fine. Switched back to handcuffs and couldn't reattach. Yeah it turned out I didn't adapt the carts retether to players wearing armbinder/cuffs. I've fixed that and reuploaded the mod as verision 1.151. 1
phate45 Posted June 7, 2018 Posted June 7, 2018 @MrEsturk Could you add all the various key combinations that do something to perhaps a spoiler box in the mod description? The latest release added yet another one and i'm slowly losing count ... thanks!
Nymra Posted June 7, 2018 Posted June 7, 2018 2 hours ago, MrEsturk said: Yeah it turned out I didn't adapt the carts retether to players wearing armbinder/cuffs. I've fixed that and reuploaded the mod as verision 1.151. Is it working for Yokes? In that case I would not have to upgrade yet Â
_SpaceHamster_ Posted June 7, 2018 Posted June 7, 2018 ? Spoiler  Armbinders are a great addition, always preferred those over all the other wrist restraints. One thing I would love to see in the future, is since armbinders are added, adding all colored variaties of it, AKA, a pink and blue version.  I took an hour of my time to replace the red armbinder with a pink one since I always pick the pink outfit. I also replaced armbinders with elbowbinders, since it leaves them with even less room to struggle ? Spoiler  Another thing, not sure if this is possible, is that the pink custom livery colour looks kind off washed out. Would it be possible to make it more vibrant by myself? If it is possible, I assume it can be done by looking around in the Slavetats files, but I have no clue how to begin. 2
Talishira Posted June 7, 2018 Posted June 7, 2018 sluts_cart.nif I added a chest and some sacks to the carriage so it looks like you're actually carrying something. For anyone that wanted it, thought I'd share 5
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