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Posted
On 8/23/2020 at 9:00 AM, donttouchmethere said:

No and No

 

but there was a mod that got posted a while ago in this topic that enables you to let NPC/Followers pull a chart to fixed loactions:

Use at your own risk =D

ponygirlENG.7z 550.21 kB · 22 downloads

Any instructions on getting this addon to work? Tried straight install but nothing seemed to happen with a test run, had a particularly busty Yuriana on board for the heavy lifting.

Posted
On 9/7/2020 at 9:07 AM, Ryu Gabriev said:

Any instructions on getting this addon to work? Tried straight install but nothing seemed to happen with a test run, had a particularly busty Yuriana on board for the heavy lifting.

It's a while ago I tried it last.

Grab the spell via additemmenu or find it in Riverwood.

Grabbed a PAHE bandit slave and cast the Pony spell on her, she got bound in pony gear and got added to a carriage (ZAP only IIRC).

After using the carriage a message box pops up to choose a city you want her to run to. She will not stop if you get attacked and you drop from the carriage lol, seems she has one AI packet that just makes her run to the chosen destination (doesn't matter if you are on the carriage or not).

After some experimentation I found out it works best to cast the spell on a road for easy path finding.

No manual control.

Posted
4 hours ago, donttouchmethere said:

It's a while ago I tried it last.

Grab the spell via additemmenu or find it in Riverwood.

Grabbed a PAHE bandit slave and cast the Pony spell on her, she got bound in pony gear and got added to a carriage.

After using the carriage a message box pops up to choose a city you want her to run to. She will not stop if you get attacked and you drop from the carriage lol, seems she has one AI packet that just makes her run to the chosen destination (doesn't matter if you are on the carriage or not).

After some experimentation I found out it works best to cast the spell on a road for easy path finding.

oh good to hear it works on slaves

Posted
2 hours ago, donttouchmethere said:

I only tested with PAHE slaves ?

hmm, some how that made me think of them trying to escape. lol did you have any ponies try to escape or were they collared or were they already trained

Posted
On 9/7/2020 at 10:27 PM, CliftonJD said:

hmm, some how that made me think of them trying to escape. lol did you have any ponies try to escape or were they collared or were they already trained

I tested with freshly caught bandits. So training wasn't that high (I only used the Psalam tactic: 3x times whipped^^).

I think the pony spell takes over and PAHE scripts are forced to take a break while the pony does only one thing => run to the chosen destination.

Using the bound slave collars would prevent any escape attempt too right?

Now I wonder what happens with a NFF controlled follower. I guess the result would be the same.

If testing, don't forget a calm spell (RDO calm works great), because you will pull aggro from anything on the way and fighting isn't possible, because the carriage will not stop until chosen destination is reached.

Posted
15 hours ago, donttouchmethere said:

Using the bound slave collars would prevent any escape attempt too right?

ya

15 hours ago, donttouchmethere said:

If testing, don't forget a calm spell (RDO calm works great), because you will pull aggro from anything on the way and fighting isn't possible, because the carriage will not stop until chosen destination is reached.

lol, is it the same kill all carriage as the sluts. run em over, yee haw

Posted
16 hours ago, CliftonJD said:

lol, is it the same kill all carriage as the sluts. run em over, yee haw

I wish! ?

My PC got attacked by bandits while on the carriage and took damage while the carriage blindly moved on. Low on HP my PC got defeated and dropped from the carriage for a NDUN defeat scene. To my surprise the carriage just went on to it's destination while my PC had to deal with that bandits (or the other way around). ?

Posted
14 hours ago, donttouchmethere said:

@Corsec just reminded me where the original post was from:

 

ahh, that'd be the mod listed on the hsh addons info page. very nice photos there, next we need an se port

  • 1 month later...
Posted

I'm having a lot of trouble with this, it seems to crash my game whenever I go to the skyrim overworld. Unfortunatly that's about all the info I can give on this. I have all the required mods loaded just fine, It's only when I add SLUTS that I crash in the Loading screen between a city (for example, happens no matter where) and the overworld

Posted
3 hours ago, LadycatSarah said:

I'm having a lot of trouble with this, it seems to crash my game whenever I go to the skyrim overworld. Unfortunatly that's about all the info I can give on this. I have all the required mods loaded just fine, It's only when I add SLUTS that I crash in the Loading screen between a city (for example, happens no matter where) and the overworld

Might be some conflict with the carriage drivers. You have some other mod related to them?

Posted

It took me altogether too long to realise that Complete Fast Travel Overhaul, is now called "Carriage and Ferry Travel Overhaul".  Gah, no wonder I couldn't get the correct dialogue from the carts!  Heigh ho, good job I test my install while while I build!  

  • 4 weeks later...
Posted
On 8/8/2020 at 11:08 PM, Ryu Gabriev said:

I'm assuming the way to try that remade cart is to install the files directly into the mod folder?

Just install it as you would any other mod.  The files overwrite the mod files.

  • 3 weeks later...
Posted

Hey hey everyone.

 

I'm really loving this mod and it's working great so far. 

 

Now I'm wondering though if you guys can recommend any additional mods which work great in conjunction with this mod. I would love to further improve my experiences with this mod after all. Of course it doesn't matter if those mods are sfw or nsfw.

Posted
22 hours ago, ashure111 said:

Now I'm wondering though if you guys can recommend any additional mods which work great in conjunction with this mod. I would love to further improve my experiences with this mod after all. Of course it doesn't matter if those mods are sfw or nsfw.

Obviously there's the recommended mods linked in the OP, but Point the Way is good for immersion, especially if you're using a mod like Sexlab Survival that makes it so you need a map item to check the map. Anything that ties into Simple Slavery is a nice addition as well - for example, I have my game set up with Death Alternative so that bandits have a chance to send my character to SS and Prison Overhaul Patched so that the jailer also has a chance of doing the same at the end of a sentence.

  • 2 weeks later...
Posted
19 hours ago, AlphaGammaBeta said:

the tail is somehow not where it should be

skse, skyrim le last. 

dd5, sluts 1.18, no slavetats

 

ScreenShot0.jpg

the previous page here has scripts posted to make sluts dd5 compatible, try those and see if you still have problems with it

Posted
13 hours ago, CliftonJD said:

the previous page here has scripts posted to make sluts dd5 compatible, try those and see if you still have problems with it

how install it?

put in "data/scripts"? don't feel any changes)

Posted

Took a crawl through the source code, turns out it is composed of dozens of script, most of which seem to perform one function.  I'm sure there's a logic behind it, but I can't figure it out.  What I'm looking for is a way to fix the whole "cart doesn't attach right on the second or later sequential run".  I'm pretty sure this is caused by the current sequence of events not destroying the first cart, then recreating it for the new haul.

 

I think there's an easily identifiable point where a "destroy the cart" function could be inserted.  There is a point in the sequence of the driver recasting everything where SlaveTats removes the tattoos from the player and then reapplies them.  The script that calls Slavetats to remove the livery should be easy to find and adjusted to also kill the existing cart (with an appropriate pause inserted, the whole sequence runs too fast, which is why you end up talking about putting the bit back in when you haven't even finished getting the rest of the gear on.)

 

Now, do I know how to destroy the cart?  Nope lol

Posted
 

I think there's an easily identifiable point where a "destroy the cart" function could be inserted.  There is a point in the sequence of the driver recasting everything where SlaveTats removes the tattoos from the player and then reapplies them.  The script that calls Slavetats to remove the livery should be easy to find and adjusted to also kill the existing cart (with an appropriate pause inserted, the whole sequence runs too fast, which is why you end up talking about putting the bit back in when you haven't even finished getting the rest of the gear on.)

 

Now, do I know how to destroy the cart?  Nope lol

I had to figure this out when I was making a patch for Skyrim Chain Beasts. When you finish a run, the cart driver casts sluts_restore_spell on your character. That uses the sluts_restore_effect script, which in turn calls restore_pony_actual() in sluts_mission_scenes_sc.

Posted
 

I had to figure this out when I was making a patch for Skyrim Chain Beasts. When you finish a run, the cart driver casts sluts_restore_spell on your character. That uses the sluts_restore_effect script, which in turn calls restore_pony_actual() in sluts_mission_scenes_sc.

Thanks.  Going through sluts_mission_scenes_sc I see that the original intention was to not remove the tack between runs, but I'm guessing that didn't work.  Similarly for the cart, it is supposed to stay attached, but it doesn't.

 

Now, restore_pony_actual is acutally supposed to destroy the cart:

 

                                  function restore_pony_actual()
                                       trace("sluts: clearing tethered")
                                       tethered = false
                                       cart_al.clear()
                                       cart.disable()
                                       cart.delete()
                                       cart = none
                                       data.cart_ref = none

                                       ...

 

But as we know it doesn't work.  Why?  Looks like the issue is in the function chain_mission, which "makes a note of the cart ref so the next quest doesn't double spawn".  Which yeah, is what should happen, same cart should be used, but that cart is always bugged, because everything on the player gets removed between runs, and that includes untethering the cart.  Retethering never works, as you can tell from using the debug function to move the bugged cart to your destination before turn in.  The cart tracks the player (the arms move), but it never reattaches properly.

 

The first thing I'd try is replacing data.cart_ref=cart in function chain_mission (line 1505) with the cart reset code from function restore_pony_actual (the lines above), which should destroy the cart, allowing it to be resummoned when the nest run starts.

 

Posted
 

Thanks.  Going through sluts_mission_scenes_sc I see that the original intention was to not remove the tack between runs, but I'm guessing that didn't work.  Similarly for the cart, it is supposed to stay attached, but it doesn't.

 

Now, restore_pony_actual is acutally supposed to destroy the cart:

 

                                  function restore_pony_actual()
                                       trace("sluts: clearing tethered")
                                       tethered = false
                                       cart_al.clear()
                                       cart.disable()
                                       cart.delete()
                                       cart = none
                                       data.cart_ref = none

                                       ...

 

But as we know it doesn't work.  Why?  Looks like the issue is in the function chain_mission, which "makes a note of the cart ref so the next quest doesn't double spawn".  Which yeah, is what should happen, same cart should be used, but that cart is always bugged, because everything on the player gets removed between runs, and that includes untethering the cart.  Retethering never works, as you can tell from using the debug function to move the bugged cart to your destination before turn in.  The cart tracks the player (the arms move), but it never reattaches properly.

 

The first thing I'd try is replacing data.cart_ref=cart in function chain_mission (line 1505) with the cart reset code from function restore_pony_actual (the lines above), which should destroy the cart, allowing it to be resummoned when the nest run starts.

 

Ok, that does kill the cart when the tats are removed, but when the new cart spawns it doesn't tether properly.  You still end up with the loose cart.

Posted
 

Ok, that does kill the cart when the tats are removed, but when the new cart spawns it doesn't tether properly.  You still end up with the loose cart.

Hmph.  Issue seems to be that the cart is getting spawned first, without waiting for everything else to get cleared.  The result is the cart spawns, the character gets tack removed... and that detaches the cart.  Tack is then reapplied, but the cart isn't attached because it already exists and the code is set to make sure there is only ever one cart.

 

Soooo, gotta find that redress function.  Have to make sure that everything is done in the right order.

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