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so this is a follow up to my other problems with said mod, I keep getting animation errors  when using this mod, sometimes her boots go missing but the yoke works fine, but then other times her boots show up only for her yoke to break. (arms at side instead of in the yoke, also in armbinder it's just her arms without hands at her side) Then if neither of those problems happen then when shes standing  still her arms stay in the yoke but once she starts moving her arms move normally. This also affects stumbling. I run FNIS every time i install a new mod and bodyslide studio as well. I also create a mod out of the overwrite files created when running FNIS. Should i instead be merging them with another mod? Finally a general question: So when in an armbinder and she enters a combat state her she attacks with her arms sans fists and it's very strange. i could have sworn that characters used to attack with their feet while their arms were bound so that this kind of thing doesnt happen. Am i missing a mod or is it just an error with one of the mods i have installed? Mod list provided, note FNIS Animations is the standalone mod i made for the files created during FNIS


Edit: When i was doing a test run to see how the animations were holding up i was attcked by a hostile wizard instead of being taken advantage of. Am i missing a mod for that or is it only specific types of npcs or maybe just a random chance for the character to assault and steal from the delivery girl?

Modlist.png

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8 hours ago, Silenceyoursword said:

Got hooked into this mod via Simple Slavery, I've had the brief induction talk from the Riften carriage driver... now what do I do? Who do I talk to to start paying off this debt?

So far it seems like it's a bit broken, the simple slavery plus creator recently mentioned it in the ss+ forum. I think he said you just have to wait

Edit: finally got time to track it down, he says that it's on the SLUTS end not the SS+ end. So i guess we just have to wait for a fix?

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Have an issue, after completing a run successfully and after being released from service my character runs around with her arms up in the air as if she is still bound.  This only occurs with the running animation, the walking animation is just fine.  Is there a debug/console command or other solution?

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On 7/17/2018 at 3:02 PM, Diziet said:

Hey there,

 

First of all: love the mod! thanx for bringing it up to date!

 

Everything seems to work as it should, the only thing i can't get to work is the rehab:

When i get arrested because of a fine i incurred, i do get the option to go to S.L.U.T.S. rehab, i get transported to the local agent, i get the conversation with him, then the text box with my debt to the company does pop up, but when i click ok, nothing happens, i can just turn around and walk away. Also, none of the agents or carriage drivers will talk to me after that.

 

Any help would be much appreciated.

 

I have the same issue.  I can do normal deliveries but whenever I choose to make a run vs. jail time I get the same results.

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6 hours ago, crudo said:

Have an issue, after completing a run successfully and after being released from service my character runs around with her arms up in the air as if she is still bound.  This only occurs with the running animation, the walking animation is just fine.  Is there a debug/console command or other solution?

My solution to this was to use the console to add an iron yoke to my inventory.  Equip the yoke, manipulating the locks.  Unequip the yoke, and the animation problem is gone. 

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1 hour ago, HexBolt8 said:

My solution to this was to use the console to add an iron yoke to my inventory.  Equip the yoke, manipulating the locks.  Unequip the yoke, and the animation problem is gone. 

Thanks, I will give that a try.

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On 7/17/2018 at 9:02 PM, Diziet said:

Hey there,

 

First of all: love the mod! thanx for bringing it up to date!

 

Everything seems to work as it should, the only thing i can't get to work is the rehab:

When i get arrested because of a fine i incurred, i do get the option to go to S.L.U.T.S. rehab, i get transported to the local agent, i get the conversation with him, then the text box with my debt to the company does pop up, but when i click ok, nothing happens, i can just turn around and walk away. Also, none of the agents or carriage drivers will talk to me after that.

 

Any help would be much appreciated.

 

This ^^ and keep up the good work :)

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I ran into a problem using the current version (1_175) when indentured to SLUTS from Simple Slavery Plus 6.02.

 

The dialogue with the dispatcher Sigaar proceeded fine, informing me of my "employment" and the amount of debt, up to the point at which he said "Now try and stay out of trouble while I find you something to do".  There was a pause, then he climbed back on the carriage, and nothing more.  Talking to him did not have the ready to haul freight option.  I had already completed the preliminaries to unlock doing SLUTS runs, and talking to Sigaar outside of a Simple Slavery Plus outcome works fine (I say I'm ready to haul freight, I get tethered to cart and given a destination, everything works). 

 

Since the SLUTS dialogue kicks off okay, calculates my debt, and so on, I'm assuming that this is an issue with SLUTS, not SS.  

 

EDIT:  If it helps, I had NOT yet done a SLUTS run in this game, but to be clear I had done the preliminaries and had the "I'm ready to haul freight" option available prior to triggering Simple Slavery Plus. 

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7 hours ago, HexBolt8 said:

I ran into a problem using the current version (1_175) when indentured to SLUTS from Simple Slavery Plus 6.02.

 

The dialogue with the dispatcher Sigaar proceeded fine, informing me of my "employment" and the amount of debt, up to the point at which he said "Now try and stay out of trouble while I find you something to do".  There was a pause, then he climbed back on the carriage, and nothing more.  Talking to him did not have the ready to haul freight option.  I had already completed the preliminaries to unlock doing SLUTS runs, and talking to Sigaar outside of a Simple Slavery Plus outcome works fine (I say I'm ready to haul freight, I get tethered to cart and given a destination, everything works). 

 

Since the SLUTS dialogue kicks off okay, calculates my debt, and so on, I'm assuming that this is an issue with SLUTS, not SS.  

 

EDIT:  If it helps, I had NOT yet done a SLUTS run in this game, but to be clear I had done the preliminaries and had the "I'm ready to haul freight" option available prior to triggering Simple Slavery Plus. 

yeah i've run into this too, plus redux is supposed to be able to run without starting the help wanted quest. The same thing happens if you try to use the rehabilitation program. you're taken to the local sluts dispatcher and they calculate the debt for you and then nothing. And on top of that you can't even go to another dispatcher to start a run, they all stop offering Sluts related dialogue. 

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Was a clean save necessary to use the newest version? I updated from v1.15 to 1.175, and completed a run previously on 1.15, but I don't seem to be getting the dialogue option to start a custom destination haul when speaking to the drivers.

 

Edit: Hm, no, after completing the initial run on a new save it still doesn't show up. Doesn't even show up on the entirely new NPCs like the one added to Falkreath. This is odd.

 

Edit edit: Ah, I think I found the hiccup. I think the mission count condition on the dialogue option erroneously uses "> 1" instead of ">= 1"? Sure enough, completing one more haul got the option to show up the next time. I can't seem to change the condition in my own CK though, throws me an error about one of the scripts failing validation. No idea what that's about.

 

Triple threadit: Worked out how to change the condition in TES5Edit. Seems that did the trick.

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On 7/28/2018 at 4:44 PM, HexBolt8 said:

I ran into a problem using the current version (1_175) when indentured to SLUTS from Simple Slavery Plus 6.02.

 

The dialogue with the dispatcher Sigaar proceeded fine, informing me of my "employment" and the amount of debt, up to the point at which he said "Now try and stay out of trouble while I find you something to do".  There was a pause, then he climbed back on the carriage, and nothing more.  Talking to him did not have the ready to haul freight option.  I had already completed the preliminaries to unlock doing SLUTS runs, and talking to Sigaar outside of a Simple Slavery Plus outcome works fine (I say I'm ready to haul freight, I get tethered to cart and given a destination, everything works). 

 

Since the SLUTS dialogue kicks off okay, calculates my debt, and so on, I'm assuming that this is an issue with SLUTS, not SS.  

 

EDIT:  If it helps, I had NOT yet done a SLUTS run in this game, but to be clear I had done the preliminaries and had the "I'm ready to haul freight" option available prior to triggering Simple Slavery Plus. 

I found a simple solution.  I reverted to version 1.17, and the transition from Simple Slavery to SLUTS works again.  Choosing a destination is nice, but not at the cost of losing the tie-in to SS.  Hopefully there's an easy fix to the problem, but for now running the older version of this mod works best for me. 

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There's a typo in the pop-up message box that gets displayed prominently at the start of SLUTS enslavement (sluts_ss_bridge_script?).  The driver speaks to you in a "joval" tone, which should be "jovial".  Typos are little things, but this one's right in the player's face.

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Sorry to report it happened again.  This time on a clean run from Whiterun to Markarth.  Finish the job, get unhitched and start the long naked walk back to dispatch.  Lose a fight to a lone Forsworn and instead of Defeat kicking in or even a DA blackout event my character simply dies.  It can't be a coincidence, something must happen after the SLUTS run that neutralizes Defeat/DA.  Not complaining or whining, just want to let the mod author know and if MrEsturk feels compelled to ask me some more questions or look into a possible conflict then great.  If not, I understand there may not be enough info to really research this issue.

 

I think for my own purposes I will try a SLUTS run and see if Defeat triggers during a run.  It had in the past in earlier versions but hasn't happened with my latest install.

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I can imagine this mod barrowing elements of Dr. Clox's other mod "Quick As You Like!" with racing other pony girls will be one of the quests that can be done along with letter deliveries.

 

-Also with the conscription harness, I imagine being able to recruit other girls into working for S.L.U.T.S would be thing (I know I mentioned it multiple times, but I kinda want to hear your thoughts on recruitment side quests).

  -I'm thinking Saadia, Gisli, Mjoll the Lioness (who will be renamed Mjoll the Filly), Shahvee from Winterhold, Ingrod the Younger if the Stormcloaks in the Civil war.

 

-Also will escort mission for male characters be available?

 

-Also will there be a point in the mod where you get to meet the main backer himself. I would call him Wizard Clox and has an ulterior motive for starting up the company.

 

-I also noticed that in the original file, the bondage gear is implied to be alive to some degree, will it have more effect like the more deliveries you make, the more eager you would become to work for the company.

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On 7/2/2018 at 10:28 AM, Lozeak said:

So you start talking to stable guy.... agree to do SLUTS

SendModEvent("dhlp-Suspend")

Scene and rest of dialog complete (explaining where to go ect)

SendModEvent("dhlp-Resume")

 

 

Then when you get to destination..

Dialog starts with Stable guy

SendModEvent("dhlp-Suspend")

Rest of dialog/scenes complete till the player is on another mission or free to go get there gear

SendModEvent("dhlp-Resume")

 

 

What this will do is stop a lot of mods interrupting the scenes and messing the player up. (DCL rape/Sexlab Aventures(i think)/Devious Followers) While they are dealing with the stable guy.

 

The other request... don't remove DDs from the player when removing there items. (This isn't necessary just if you take devices I have to have give all items back on completion which is no fun with Devious Followers.)

 

So I added the dhlp script commands and I'm using CGi's tweaked version of S_L_U_T_S as a base. And also fixed the broken Simple Slavery mechanics (I love it when something I haven't touched just "decides" it doesn't work anymore...).

 

Now I working to make it where any conflicting DDs removed from the player when taking a haul are placed in their inventory instead of the escrow chest, for things like Devious Follower Deals restraints and such as Lozeak suggested. Granted if you have a required DD you can't take off for a S_L_U_T_S run you're out of luck. You'll just have to deal with that item first.

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Alright, version 1.18 released:

 

- Zip file now in FMOD format thanks for CGi, as well as other tweaks by him that are listed here.

- The Simple Slavery mechanic just decided to forget to actually send for the player on a haul when triggered for no apparent reason?. Fixed.

- The limit you can set a Simple Slavery debt to has been increased to 25000, since the higher settings of MCM base pay rate modifier made 5000 a rather low maximum.

- When starting a haul any conflicting DDs removed from the player are now returned to her inventory instead of being confiscated to the escrow chest. This is helpful with other mods like Devious Followers where the player may be expected to immediately lock herself back into certain restraints after finishing a haul or be punished.

- Added dhlp-Suspend and dhlp-Resume script commands to all cut scenes, which should further reduce their chance of being interrupted by outside events.

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@MrEsturk You forgot to change the version numbers in FOMOD\info.XML and FOMOD\Meta.iNi.

it's needed so NMM/Vortex show the correct version of the downloaded mod and MO the correct version after installation.
i took the opportunity to add the loose scripts to the BSA to avoid rollback errors in NMM and i edited the installer script to be more Linux friendly with its case sensitive file system (thanks to @jbezorg for finding this).

 

Removed

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33 minutes ago, CGi said:

@MrEsturk You forgot to change the version numbers in FOMOD\info.XML and FOMOD\Meta.iNi.

it's needed so NMM/Vortex show the correct version of the downloaded mod and MO the correct version after installation.
i took the opportunity to add the loose scripts to the BSA to avoid rollback errors in NMM and i edited the installer script to be more Linux friendly with its case sensitive file system (thanks to @jbezorg for finding this).

 

SLUTS Redux V1.18 (39.8 MB)

Ah ok. I've never actually worked with a FOMOD before, I'm still very much stuck in the DOS/Early Windows era of setting up zip files?

 

I put your corrected version up as the official one on the download page.

 

6 minutes ago, Arcturus7777 said:

This is my Futa Goblin, tricked into a haul.

Heh, wow, never expected to see that. Glad to see you're having fun even if your character probably isn't, lol.

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1 hour ago, MrEsturk said:

Ah ok. I've never actually worked with a FOMOD before, I'm still very much stuck in the DOS/Early Windows era of setting up zip files?

Erm... OK? But we had to update File_iD.DiZ even back in those days to ensure package informations are correct. :P

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7 minutes ago, CGi said:

Erm... OK? But we had to update File_iD.DiZ even back in those days to ensure package informations are correct. :P

So that's what that file is. Never had an issue with it, never even knew what it meant. I've packaged and extracted many thousands of files and have never used it or had any issues despite not having it. Guess I just like doing things the manual way.

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2 minutes ago, MrEsturk said:

So that's what that file is. Never had an issue with it, never even knew what it meant. I've packaged and extracted many thousands of files and have never used it or had any issues despite not having it. Guess I just like doing things the manual way.

File_iD.DiZ was meant to be used by file managers. i used an early version of Volkov Commander (iirc) that supported this file and showed package informations even before it was opened. There was even a plugin for Norton Commander so it could do the same but all in all the file was not mandatory, just nice to have to quickly know what's in the archive.

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