Jump to content

Recommended Posts

Posted

Sorry, I don't know if this has been answered yet, I couldn't find anything but I have all the mod requirements, but when the spell is cast on my character, i can see the hands, everything from the neck up, and the green tats, but all my character's skin and the shoes are invisible, anybody have any idea why?

Posted
On 3/20/2019 at 5:20 PM, geimgwumps2 said:

Sorry, I don't know if this has been answered yet, I couldn't find anything but I have all the mod requirements, but when the spell is cast on my character, i can see the hands, everything from the neck up, and the green tats, but all my character's skin and the shoes are invisible, anybody have any idea why?

Yep, you failed to build the items using Bodyslide.  Gotta use Bodyslide.

Posted
On 3/16/2019 at 1:43 PM, Diziet said:

Rehab problems

 

I just started using Deviously cursed loot 8.0, and I noticed that the rehab function for S_L_U_T_S Redux has gone from the guard dialogue options when you get arrested. Can someone confirm this? Or has my setup gone south? In case it has to do with DCL doing away with POP functions, does this need fixing on the S_L_U_T_S Redux or Deviously cursed loot side?

 

PS: As the rehab function stooped working for me with the later versions of S_L_U_T_S Redux, I'm using version 1.1

It needs fixing on both sides. First off there is no reason DCL should support outdated 1.1 version. Second off the 1.18 rehab doesn't work at all. So we live in dire times indeed.

 

I can only see option that it would be on Kimy to add support for S_L_U_T_S Redux to be 1.19 where it would be fixed.

Posted

I was wondering if you can make a version where I have to transport people (like a taxi) to different areas. That would be so much better Imo, and also making the dialogue seem more like im an actual slave and not just paying off debt. If you could do that IT WOULD BE AWESOME!

Posted
On 3/24/2019 at 11:23 AM, WaxenFigure said:

Yep, you failed to build the items using Bodyslide.  Gotta use Bodyslide.

Is there something I'm missing about how I should correctly build them in bodyslide? I went through the usual bodyslide batch build that I do every time I add new mods

Posted
2 hours ago, geimgwumps2 said:

Is there something I'm missing about how I should correctly build them in bodyslide? I went through the usual bodyslide batch build that I do every time I add new mods

Did it show the Devious Devices when you ran it?  If you are using Mod Organizer did you run Bodyslide under MO? 

Posted
On 4/3/2019 at 8:21 AM, WaxenFigure said:

Did it show the Devious Devices when you ran it?  If you are using Mod Organizer did you run Bodyslide under MO? 

Yeah I'm using the Vortex Mod Manager, I run Bodyslide and FNIS through that anytime I download a mod that requires either

Posted
On 3/12/2019 at 9:02 PM, Hiderius said:

I like the idea of female player pulling cart and a driver sat in the driver seat along with other passengers to a different destination

I fully agree with this, if someone is able to do this it will be so good!!!!!!!!!!

Posted
On 4/14/2019 at 9:04 PM, 83ilotzent said:

I fully agree with this, if someone is able to do this it will be so good!!!!!!!!!!

honestly, with how buggy the cart can be, it would be kinda awkward. Besides, I think it bean discussed beforehand and someone made a Nazeem copy to ride the card

Posted
20 minutes ago, Ixmore said:

honestly, with how buggy the cart can be, it would be kinda awkward. Besides, I think it bean discussed beforehand and someone made a Nazeem copy to ride the card

can confirm, the debug/test area has said nazeem riding the cart

Posted
8 hours ago, Ixmore said:

Besides, I think it bean discussed beforehand and someone made a Nazeem copy to ride the card 

 

There's a spell that will summon a cart, slap you in the traces, and stick a clone of Nazeem in the driver seat. You'll need to find it in the console and add it to your character if you want to try it out.  Main reason I never did anything with it was that Clone!Nazeem vanished once you left the cell where he was summoned, and I neve got around to finding out why.

 

I had a blog post with a picture at one time, but the image is gone and I can't find it on my drive.

 

Posted

I just re-downloaded this mod, I have all requirements for it etc. However I am not getting the MCM menu I have saved, loaded, and restarted Skyrim and waited for a good 20 mins or so, and still no MCM menu. Does any one know of a way to fix this? Or do I have to uninstall and reinstall the mod? I am using Vortex as the mod manager, and loot to set up load order.

Posted
2 hours ago, RollontheDane said:

I just re-downloaded this mod, I have all requirements for it etc. However I am not getting the MCM menu I have saved, loaded, and restarted Skyrim and waited for a good 20 mins or so, and still no MCM menu. Does any one know of a way to fix this? Or do I have to uninstall and reinstall the mod? I am using Vortex as the mod manager, and loot to set up load order.

setstage ski_configmanagerinstance 1

 

Type this into the console, should force a reload. 

Posted
10 hours ago, vyseari said:

setstage ski_configmanagerinstance 1

 

Type this into the console, should force a reload. 

It loaded up after the third time I had to restart the game due to crashing, it works now. I guess it just took it's time loading up. But thanks.

Posted

Hello everyone. Tried to get this to work but I got stuck somewhere. Mind you I'm not really great with modding, I know how to install stuff, that the load order is important and that stuff like FNIS should be updated and run regulary. (Also I use the Nexus Mod Manager / Vortex)

With that being said when trying to trigger this mod I walked up to the carriage guy at Whiterun (tried Riften later but same result as follows) and got the job offer.

Read the letter yadiyada and got to the point where he casts the spell. All seems to be working. The character is dressed accordingly the cart is there but when I start walking the cart stays where it is.

Trying to activate it resets my character to (what I assume is) the correct position but nothing happens. Ctrl+E doesnt seem to do anything but Shift+E does something.

Only it doesnt connect me to the cart. Whenever and whereever I do it plays the armbinder struggle animation and says "attempting to untether" followed by "succesfully untethered" or something along those lines. But I cant actually start pulling the cart.

I know someone else had a similar/same problem just some pages ago but the advice to install HDT didnt fix things (but the plug is now in the correct position which is nice)

Sorry if I'm just missing the obvious or if a solution was found and posted long ago but I didnt find much.

Appreciate any ideas.

Cheers folks and take care

Posted
3 hours ago, Tres24 said:

Sorry if I'm just missing the obvious or if a solution was found and posted long ago but I didnt find much.

Tethering issues almost always happen from having the wrong skeleton, it has to be XPMSE as that one has the bone needed for the cart to actually attach itself to, without that you get nuthin' :/

 

Make sure that's the one you have installed, and it's usually recommended to not allow anything else to overwrite it, it has what you need... its got what mods crave! IT'S GOT ELECTROLYTES! ?

 

Good luck with it, hope that helps :)  

 

 

Posted
3 hours ago, S4WDU5T said:

Tethering issues almost always happen from having the wrong skeleton, it has to be XPMSE as that one has the bone needed for the cart to actually attach itself to, without that you get nuthin' :/

 

Make sure that's the one you have installed, and it's usually recommended to not allow anything else to overwrite it, it has what you need... its got what mods crave! IT'S GOT ELECTROLYTES! ?

 

Good luck with it, hope that helps :)  

 

 

I am already using this one. Its pretty much necessary for anything else anyway ;)

But could it be that something is overwriting it? Or that its place in the load order (or somewhere... I dunno) is not where its supposed to be?

If you got any more ideas I'm all ears but for now thanks! I try and see if fiddeling around with the ideas you gave me avails to something ^^

Posted
On 4/17/2019 at 5:47 AM, DocClox said:

 

There's a spell that will summon a cart, slap you in the traces, and stick a clone of Nazeem in the driver seat. You'll need to find it in the console and add it to your character if you want to try it out.  Main reason I never did anything with it was that Clone!Nazeem vanished once you left the cell where he was summoned, and I neve got around to finding out why.

 

I had a blog post with a picture at one time, but the image is gone and I can't find it on my drive.

 

oh yeah, I was hoping to ask, what were your plans for this mod in terms of quests beyond delivering goods and letters?. I know early coding in the mod implied the bondage gear is alive to a degree (such as the yoke unlocking on its own after being covered in sweat)

Posted
On 4/17/2019 at 7:47 AM, DocClox said:

 

There's a spell that will summon a cart, slap you in the traces, and stick a clone of Nazeem in the driver seat. You'll need to find it in the console and add it to your character if you want to try it out.  Main reason I never did anything with it was that Clone!Nazeem vanished once you left the cell where he was summoned, and I neve got around to finding out why.

 

I had a blog post with a picture at one time, but the image is gone and I can't find it on my drive.

 

i haven't looked into the clone you speak yet so forgive me if this is already covered, but my first guess would be an actor package scheduling nazeem to be someplace else...if i'm not mistaken isn't he that kajiit that runs spawns randomly thru the encounter tables to spawn locations Or is he the merchant caravan traveler...on 1 side you have an npc that randomly spawns some place and self-deletes when you leave the cell and the other is scheduled to be either in an actor package designated location or actor travel package...

 

with the above in mind for the reasoning you never moved forward with that plan, either you or a person looking to revive that old code could look into a means for setting the test cart as furniture for a (well-trained) pahe slave to be ordered to ride(sit on). the above code patch or work-around would be usable as a means for further testing beyond the npc vanishing from the cell bug and if that new code tests out ok or looks sufficient enough that it could feasibly be worked with to fix what little bugs there are with it, then from there it could be looked into for the true nature of fixing nazeem's clone to prevent vanishing from the cell

On 4/20/2019 at 3:49 PM, RollontheDane said:

It loaded up after the third time I had to restart the game due to crashing, it works now. I guess it just took it's time loading up. But thanks.

that sounds like you have some papyrus issues slowing the game engine down to prevent the mod from starting properly

On 4/22/2019 at 9:42 AM, Tres24 said:

Hello everyone. Tried to get this to work but I got stuck somewhere. Mind you I'm not really great with modding, I know how to install stuff, that the load order is important and that stuff like FNIS should be updated and run regulary. (Also I use the Nexus Mod Manager / Vortex)

With that being said when trying to trigger this mod I walked up to the carriage guy at Whiterun (tried Riften later but same result as follows) and got the job offer.

Read the letter yadiyada and got to the point where he casts the spell. All seems to be working. The character is dressed accordingly the cart is there but when I start walking the cart stays where it is.

Trying to activate it resets my character to (what I assume is) the correct position but nothing happens. Ctrl+E doesnt seem to do anything but Shift+E does something.

Only it doesnt connect me to the cart. Whenever and whereever I do it plays the armbinder struggle animation and says "attempting to untether" followed by "succesfully untethered" or something along those lines. But I cant actually start pulling the cart.

I know someone else had a similar/same problem just some pages ago but the advice to install HDT didnt fix things (but the plug is now in the correct position which is nice)

Sorry if I'm just missing the obvious or if a solution was found and posted long ago but I didnt find much.

Appreciate any ideas.

Cheers folks and take care

this:

On 4/22/2019 at 1:10 PM, S4WDU5T said:

Tethering issues almost always happen from having the wrong skeleton, it has to be XPMSE as that one has the bone needed for the cart to actually attach itself to, without that you get nuthin' :/

 

Make sure that's the one you have installed, and it's usually recommended to not allow anything else to overwrite it, it has what you need... its got what mods crave! IT'S GOT ELECTROLYTES! ?

 

Good luck with it, hope that helps :)  

 

 

 

On 4/22/2019 at 4:54 PM, Tres24 said:

I am already using this one. Its pretty much necessary for anything else anyway ;)

But could it be that something is overwriting it? Or that its place in the load order (or somewhere... I dunno) is not where its supposed to be?

If you got any more ideas I'm all ears but for now thanks! I try and see if fiddeling around with the ideas you gave me avails to something ^^

reinstall xpmse to ensure that the files overwrite any/all other mod conflicts then move it to the bottom of your load order and check the xpmse mcm to see if it passes....note also if you're using a custom race, you will need to perform additional steps to check that your custom race is also using xpmse skeleton meshes

Posted
15 hours ago, CliftonJD said:

i haven't looked into the clone you speak yet so forgive me if this is already covered, but my first guess would be an actor package scheduling nazeem to be someplace else...if i'm not mistaken isn't he that kajiit that runs spawns randomly thru the encounter tables to spawn locations Or is he the merchant caravan traveler...on 1 side you have an npc that randomly spawns some place and self-deletes when you leave the cell and the other is scheduled to be either in an actor package designated location or actor travel package...

 

That's possible. I assumed it was because I didn't set up any persistence for him, but your idea makes as much sense as anything. The next step was going to be to make some proper NPCs, give them a persist location in a test cell, and see if they proved more durable. I might look at that yet if I get a spare minute.

 

15 hours ago, CliftonJD said:

with the above in mind for the reasoning you never moved forward with that plan, either you or a person looking to revive that old code could look into a means for setting the test cart as furniture for a (well-trained) pahe slave to be ordered to ride(sit on).

 

Heh. I think I'd sooner hook the slave up and ride it myself. I never did get around to trying that when I was working on S.L.U.T.S. :)

 

Speaking of PAHE - I saw you'd tried cloning ActorBase records and had reports of stability issues. Did you consider a patcher? Something to go through the loaded mods, identify all the base level non-unique actors and create a new .esp file with copies that are templated on the originals in every respect apart from inventory. That gives an overhead of about 340 bytes (I did a quick test yesterday) per actor, and you'd get "proper" actorbase records.

 

Mind, I've not looked in depth at your cloning code, so for all I know this is how it works. If not, it might be a possible way forward.

 

Posted

I guess I should just come out and confirm things for everyone: I probably won't be doing any major projects on Skyrim anytime soon. That includes continuing to work on S_L_U_T_S, sadly :(

 

To put it bluntly: trying to create advanced content for Skyrim has simply become too much of a headache for me to bear. Anyone that has worked with CK or its Papyrus scripts knows just how unstable both can be. It is especially bad for me, as for some reason both CK and the script system seem to hate my PC. For example if you've used my XDFF rule expansion mod you've probably noticed the dialog options only work when they feel like it. That's a very distinct bug that happens whenever I try to create a new dialog quest in CK on my PC. For some reason CK simply refuses to compile new quests correctly on my PC. S_L_U_T_S didn't suffer the same fate because I was building off the dialog quest objects already created by DocClox on his PC.

 

As for the script compiler, CK's internal script will often just decide it can't find the Property objects I've defined and refuse to compile. When it does this it is also nice enough to overwrite my script with a blanked out file, because fuck me, amrite? Thankfully I use an external compiler for most of my script tasks, but that just adds one more extra hurdle to my editing work. And one more landmine I have to remember not to step on. Also Papyrus has a nasty habit of refusing to acknowledge commands to change the values of integers I've defined, making attempts to add internal counters sometime impossible or at least requiring super clunky workarounds . I had to cut a few planned features from my XDFF mod due to that bug.

 

And don't get me started about the time S_L_U_T_S dialog trees just "forgot" the quest IDs they were linked to for no apparent reason, causing CK to violently crash if I tried to open them for editing. If it weren't for me figuring out how to manually fix them in TES5Edit that corruption bug would have killed the entire project as going back to the last uncorrupted build would have cost me weeks of work.

 

So basically trying to work with a system that constantly refuses to compile correctly, constantly ignores commands, and is prone to getting corrupted for no reason I've found working on Skyrim to be simply unbearable outside small edits. Even the final days of my work on a certain large scale fangame when its bloated filesize was about the make its development engine pop like a zit weren't as prone to as many instability issues.

 

So I'm officially putting S_L_U_T_S up for adoption. Unless DocClox wishes to resume work on it. Wish I had happier news, but it is what it is.

Posted
2 hours ago, MrEsturk said:

I guess I should just come out and confirm things for everyone: I probably won't be doing any major projects on Skyrim anytime soon. That includes continuing to work on S_L_U_T_S, sadly :(

 

To put it bluntly: trying to create advanced content for Skyrim has simply become too much of a headache for me to bear. Anyone that has worked with CK or its Papyrus scripts knows just how unstable both can be. It is especially bad for me, as for some reason both CK and the script system seem to hate my PC. For example if you've used my XDFF rule expansion mod you've probably noticed the dialog options only work when they feel like it. That's a very distinct bug that happens whenever I try to create a new dialog quest in CK on my PC. For some reason CK simply refuses to compile new quests correctly on my PC. S_L_U_T_S didn't suffer the same fate because I was building off the dialog quest objects already created by DocClox on his PC.

 

As for the script compiler, CK's internal script will often just decide it can't find the Property objects I've defined and refuse to compile. When it does this it is also nice enough to overwrite my script with a blanked out file, because fuck me, amrite? Thankfully I use an external compiler for most of my script tasks, but that just adds one more extra hurdle to my editing work. And one more landmine I have to remember not to step on. Also Papyrus has a nasty habit of refusing to acknowledge commands to change the values of integers I've defined, making attempts to add internal counters sometime impossible or at least requiring super clunky workarounds . I had to cut a few planned features from my XDFF mod due to that bug.

 

And don't get me started about the time S_L_U_T_S dialog trees just "forgot" the quest IDs they were linked to for no apparent reason, causing CK to violently crash if I tried to open them for editing. If it weren't for me figuring out how to manually fix them in TES5Edit that corruption bug would have killed the entire project as going back to the last uncorrupted build would have cost me weeks of work.

 

So basically trying to work with a system that constantly refuses to compile correctly, constantly ignores commands, and is prone to getting corrupted for no reason I've found working on Skyrim to be simply unbearable outside small edits. Even the final days of my work on a certain large scale fangame when its bloated filesize was about the make its development engine pop like a zit weren't as prone to as many instability issues.

 

So I'm officially putting S_L_U_T_S up for adoption. Unless DocClox wishes to resume work on it. Wish I had happier news, but it is what it is.

All things have to come to an end at some point.

Thank you for creating this and many other mods that made me enjoy the game!

Hopefully there's someone out there with enough interest to continue this.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...