Hex Bolt Posted March 26, 2020 Posted March 26, 2020 1 hour ago, HazeITree said: the cart just stayed in place and let me move. The most common cause for cart problems is not having the required skeleton. You must use XP32 Maximum Skeleton Extended (link is in the mod description). Check that you have that installed.
HazeITree Posted March 26, 2020 Posted March 26, 2020 10 hours ago, HexBolt8 said: The most common cause for cart problems is not having the required skeleton. You must use XP32 Maximum Skeleton Extended (link is in the mod description). Check that you have that installed. In my mod manager (I use NMM) it shows as "XP32 Maximum Skeleton". Is that it or does it specifically need "Extended" on the end? Edit: Yup, I reinstalled the skeleton and it still shows up exactly the same...
Naps-On-Dirt Posted March 26, 2020 Posted March 26, 2020 Yes, it needs the Extended version of the skeleton. XPMSE.
donttouchmethere Posted March 26, 2020 Posted March 26, 2020 3 hours ago, HazeITree said: In my mod manager (I use NMM) it shows as "XP32 Maximum Skeleton". Is that it or does it specifically need "Extended" on the end? Edit: Yup, I reinstalled the skeleton and it still shows up exactly the same... Needs this XPMSE Looks like this in NMM: Looks like this in FNIS: Skeleton(hkx) female: XPMS2HDT (126 bones) male: XPMS2HDT (126 bones)
CliftonJD Posted March 27, 2020 Posted March 27, 2020 On 3/18/2020 at 7:10 PM, donttouchmethere said: @CliftonJD: If I wanted to rise the SLUTS multiplicator for bounties from 200% to anything higher. Can I do that via TESVedit or is it a bit more complicated? Or I could lower just lower the payment for runs that count as prison alternative ? i think you would need scripting knowledge for it, the mcm refers to it as a rehab calculator
Hex Bolt Posted March 27, 2020 Posted March 27, 2020 @donttouchmethere, give this a try. I set the rehab max rate to 500% with increments of 10. I verified that the value is saved but I didn't test whether it works correctly, though it should. sluts_mcm.pex 1
donttouchmethere Posted March 28, 2020 Posted March 28, 2020 4 hours ago, CliftonJD said: i think you would need scripting knowledge for it, the mcm refers to it as a rehab calculator 4 hours ago, HexBolt8 said: @donttouchmethere, give this a try. I set the rehab max rate to 500% with increments of 10. I verified that the value is saved but I didn't test whether it works correctly, though it should. sluts_mcm.pex 29.78 kB · 0 downloads Thanks! I will give it a ride ? Somehow it feels like cheating if I set the SS+ outcomes to max values (25k - 15k - 7.5k), but I just need to do a few runs to pay for murder ?
Hex Bolt Posted March 28, 2020 Posted March 28, 2020 6 minutes ago, donttouchmethere said: I just need to do a few runs to pay for murder ? A gal with a kitchen knife? I don't know if there's enough rehabilitation for the psychotic types.
donttouchmethere Posted March 28, 2020 Posted March 28, 2020 52 minutes ago, HexBolt8 said: A gal with a kitchen knife? I don't know if there's enough rehabilitation for the psychotic types. What... What gave me away ? ???♀️?
FritzWr Posted March 28, 2020 Posted March 28, 2020 Is it possible to replace the tails with "GR Inari EarsTails SMP"? I'm using se and have som missing FormIDs. Example: using AddItemMenu, some of the Items crash. How can I figure out where to find the missing ones, please?
lanaya1437 Posted March 30, 2020 Posted March 30, 2020 Anyone encountered a problem with instand crash when starting the game? It only happens after I install this specific mod, and the only noteworthy thing is this "DDi.log" file which only contains the following: DDiUtil unsupported runtime version 01050610 And since nothing is wrong with Devious Devices until I install this mod, what could be the problem?
lanaya1437 Posted March 30, 2020 Posted March 30, 2020 Alright, the previous issue is somehow resolved, but I have another. Everything works more or less OK, but I can't reattach to my cart. When I do it, the cart doesn't move, if I use the 'shift' + 'space' command to reset the physics of the cart, then the cart arm will follow me, but the cart will stay put. I managed to resolve it by doing a hard physics reset and restarting the game, but it's tedious doing it all the time. Is there a fix for this?
donttouchmethere Posted March 30, 2020 Posted March 30, 2020 22 minutes ago, lanaya1437 said: Everything works more or less OK, but I can't reattach to my cart. When I do it, the cart doesn't move, if I use the 'shift' + 'space' command to reset the physics of the cart, then the cart arm will follow me, but the cart will stay put. Try this instead: > your pony is happily trotting away with the carriage still attached > now you get interrupted by a SL scene > you're still connected to the carriage, but the carriage isn't following you anymore > press shift + E to detach from the carriage (struggle animation) > activate carriage again => now it should be attached again to the Pony and follow you again 22 minutes ago, lanaya1437 said: I use the 'shift' + 'space' command to reset the physics of the cart Do that only if the carriage shows signs of chaotic havoc behavior it won't help with the detached carriage after a SL animation 22 minutes ago, lanaya1437 said: I managed to resolve it by doing a hard physics reset and restarting the game, but it's tedious doing it all the time. Is there a fix for this? Do that only if the carriage totally disintegrates Usually cleaning the SKSE co-save with NetImmerse Override Cleaner.exe is enough.
donttouchmethere Posted March 30, 2020 Posted March 30, 2020 24 minutes ago, lanaya1437 said: the previous issue is somehow resolved Mysterious. Guess it was a missing requirement or master?
lanaya1437 Posted March 30, 2020 Posted March 30, 2020 33 minutes ago, donttouchmethere said: Try this instead: > your pony is happily trotting away with the carriage still attached > now you get interrupted by a SL scene > you're still connected to the carriage, but the carriage isn't following you anymore > press shift + E to detach from the carriage (struggle animation) > activate carriage again => now it should be attached again to the Pony and follow you again Do that only if the carriage shows signs of chaotic havoc behavior it won't help with the detached carriage after a SL animation I did just that. It seems the game still thinks I'm attached since the 'trying to detach' animation is playing and I am successfuly detached. Then I turn around and activate the carriage with "E", and I get teleported a few feet into the carriage, and nothing else seems different (as if I'm still detached). Then I press 'shift + space' and the arms of the cart start turning in my direction, but the cart is still not following me (the arms turn in my direction even if I go behind the cart, with weird results as the cart itself is still in one place). The only thing that works so far is getting in the position where I should be, quicksave, hard reset physics, game freezes and I have to restart it, and then when I load the quicksave it's ok, but you can see why this is incredibly tedious and ruins what would otherwise be the best mod on this site for me. I would think there's something with the skeleton but it works fine in the cases described, but reattaching is a pain. Quote Do that only if the carriage totally disintegrates Usually cleaning the SKSE co-save with NetImmerse Override Cleaner.exe is enough. Enough for what? Solving my problem, or the cart disintegration problem?
donttouchmethere Posted March 30, 2020 Posted March 30, 2020 3 hours ago, lanaya1437 said: Enough for what? Solving my problem, or the cart disintegration problem? cart disintegration 3 hours ago, lanaya1437 said: carriage with "E", and I get teleported a few feet into the carriage, and nothing else seems different Weee! that's totally borked ? Does that happen on every run or is that happening on a single run? If this only happens during one run, then forget the active transport quest (and carriage), run to the transport destination and accept a new run. If it happens on every run, then something else is borked.
lanaya1437 Posted March 30, 2020 Posted March 30, 2020 I managed to finish my run with several resets/restarts, cart detached right in front of the person I was supposed to report to, but I was still able to finish it. Then he attached me to a new cart and the previous state kind of transfered (can't move the cart). I'll try again on some new saves and report, if you have some tips/advice feel free to suggest.
lanaya1437 Posted March 30, 2020 Posted March 30, 2020 Alright, quicksaving, going to the main menu, and then loading the save seems to resolve the problem, but again, somewhat tedious. Might help with figuring out the problem though.
donttouchmethere Posted March 30, 2020 Posted March 30, 2020 25 minutes ago, lanaya1437 said: I'll try again on some new saves and report, if you have some tips/advice feel free to suggest. Running out of ideas. How I have SLUTS installed: XPMSE newest SLUTS Redux V1.18.7Z + SLUTS new test patch for current posted version 1.18 and I have SLUTS + SLUTS guard patch below bashed patch in LO (also I wear DT3 pony girl ears for good luck ?)
lanaya1437 Posted March 31, 2020 Posted March 31, 2020 I used to have this same issue in Skyrim LE, recently moved to SSE (partly because of trying to solve these issue), but I'm having the same problems. I have everything installed, I mena, it works correctly up until I dettach from the cart, so if it's working ok up until that point I guess nothing is missing. Any idea on the quicksave -> main menu -> quickload method and why it seems to work?
Hex Bolt Posted April 1, 2020 Posted April 1, 2020 33 minutes ago, nigboy1 said: Is it possible to disable rape in this mod? No, because rape comes from other mods. You'd have to disable it in any rape mods that you've installed.
Naps-On-Dirt Posted April 1, 2020 Posted April 1, 2020 33 minutes ago, nigboy1 said: Is it possible to disable rape in this mod? Technically, this mod doesn't have any, it expects other mods to take care of that. It watches for it though, and hooks those events into consequences in the mod. But, if you don't have any external mods (like Defeat or DCL or SL Adventures) that trigger rape, then it won't happen on your Pony Express ride. Instead, you'll likely die in combat because this mod's whole schtick is to make you defenseless as you run across the map.
lanaya1437 Posted April 1, 2020 Posted April 1, 2020 On 3/31/2020 at 12:18 AM, donttouchmethere said: Running out of ideas. How I have SLUTS installed: XPMSE newest SLUTS Redux V1.18.7Z + SLUTS new test patch for current posted version 1.18 and I have SLUTS + SLUTS guard patch below bashed patch in LO (also I wear DT3 pony girl ears for good luck ?) btw, it seems that if I do the quicksave -> mainmenu -> quickload while detached from the cart, I can get attached no problem, but if I detach again the problem comes back. So something happens while going back to the main menu that doesn't when just reloading a save.
donttouchmethere Posted April 1, 2020 Posted April 1, 2020 2 hours ago, lanaya1437 said: btw, it seems that if I do the quicksave -> mainmenu -> quickload while detached from the cart, I can get attached no problem, but if I detach again the problem comes back. So something happens while going back to the main menu that doesn't when just reloading a save. I can only guess around real wild: > you have any actor idles installed that might break DD scenes? > you have a lot of script lag? > did you check your savegame for errors with save tool or fallrimtools?
orgs1n Posted April 1, 2020 Posted April 1, 2020 I'm running S.L.U.T.S. version 1.18 on SE. To convert it, I ran the folder through Cathedral Assets Optimizer. I am testing this with a minimal load order (35 plugins). I used Nemesis, not FNIS. Spoiler # This file was automatically generated by Mod Organizer. *Unofficial Skyrim Special Edition Patch.esp *Schlongs of Skyrim - Core.esm *SexLab.esm *SexLabAroused.esm *Devious Devices - Assets.esm *Devious Devices - Integration.esm *Devious Devices - Expansion.esm *ZaZAnimationPack.esm *SkyUI_SE.esp *EnhancedLightsandFX.esp *CBBE.esp *RaceMenuMorphsCBBE.esp *RaceMenu.esp *RaceMenuPlugin.esp *UIExtensions.esp *SOSRaceMenu.esp *XPMSE.esp *iHUD.esp *Particle Patch for ENB SSE.esp *opmfgconsole.esp *Schlongs of Skyrim.esp *SOS - Smurf Average Addon.esp *KSHairdosSMP.esp *KSWigsSMP.esp *3BBB.esp *FNIS.esp *SFO_SkinFeatureOverlays.esp *SlaveTats.esp *S_L_U_T_S.esp *Alternate Start - Live Another Life.esp *ELFXEnhancer.esp At its core, the mod works very well: the PC can do multiple runs. Issues found: (Minor) When the cart become detached, it won't rettach. As others have found, this can be fixed by quicksaving, quitting to the main menu, and continuing. (Minor) xEdit reports the following errors in the "sluts_boxtie_eff" magic effect. That effect runs the zadArmbinderEffect script, which is actually in Devious Devices Integration (MGEF zad_effArmBinder), but S.L.U.T.S. calls it with completely different properties/arguments -- unresolved formID's, in fact. Can anyone guess what's up with that? Spoiler [00:00] Start: Checking for Errors [00:00] Checking for Errors in [0A] S_L_U_T_S.esp [00:00] sluts_boxtie_eff "Boxtie Enchantment" [MGEF:0A004E73] [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #0 \ Object v2 \ FormID -> [070284F5] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #1 \ Object v2 \ FormID -> [070284EB] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #2 \ Object v2 \ FormID -> [070284EC] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #3 \ Object v2 \ FormID -> [070284ED] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #4 \ Object v2 \ FormID -> [070284EE] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #5 \ Object v2 \ FormID -> [070284EF] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #6 \ Object v2 \ FormID -> [070284F0] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #7 \ Object v2 \ FormID -> [070284F1] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #8 \ Object v2 \ FormID -> [070284F2] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #9 \ Object v2 \ FormID -> [070284F3] < Error: Could not be resolved > [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Array of Object \ Object Union #10 \ Object v2 \ FormID -> [070284F4] < Error: Could not be resolved > [00:00] Done: Checking for Errors, Processed Records: 1194, Errors found: 1, Elapsed Time: 00:00 To fix it, I changed the esp so that it passes the same properties as DDi does. Spoiler S_L_U_T_S.1.8.SE.zadArmbinderEffectFix.7z (Major) As soon as the PC approaches or speaks to a "minihub NPC" (e.g. Maiko in Dawnstar, or Rothar Snow-Beard in Winterhold), the game crashes to desktop. Spoiler Error log attached. Spoiler Papyrus.0.log In xEdit I can't spot any oddities about these particular NPC's or why approaching them causes the game to CTD. I assume they're stubs for carriage stops that have no resident driver. This mod was one of my favourites in Oldrim -- sexy, funny, and not overly long-winded -- so I'd appreciate any insights that might help to prevent this crash. Edit: found the cause after some googling: missing facegen textures. Exporting them in the CK fixed the issue -- credits to DylMan62 for explaining the procedure! Fix attached. Spoiler S.L.U.T.S. Facegen Data.7z 2
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