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Posted
14 minutes ago, Herowynne said:

When doing a S.L.U.T.S Resume hauling job, all my inventory is taken away and temporarily put into the S.L.U.T.S. escrow chest, as expected.

 

Unfortunately, that makes my SLS licenses expire.

 

Does anyone else also have this problem? How do you work around this problem?

 

(I know that I could turn off the license system in SLS, but I am hoping for a more elegant solution.)

 

The licenses will be back at their original duration as soon as you get back the physical documents from your inventory. is that the only issue this is causing? 

Posted
2 minutes ago, Corsayr said:

 

The licenses will be back at their original duration as soon as you get back the physical documents from your inventory. is that the only issue this is causing? 

 

Hmmm... That doesn't seem to work for me. The licenses are expired when I get them back from the escrow chest.

 

The next time I enter a city, the guard says they are expired and tears them up, and I have to re-buy them.

Posted
8 minutes ago, Herowynne said:

 

Hmmm... That doesn't seem to work for me. The licenses are expired when I get them back from the escrow chest.

 

The next time I enter a city, the guard says they are expired and tears them up, and I have to re-buy them.

Depends on how the items are being removed. 

 

If for some reason.... they are recording the base items and just duplicating them back to you it won't work because all the information 'stamped' onto the licence base object is not set up. It would be a blank licence to SLS. I don't know why someone would do it this way and not just use RemoveAllItems. I think this would also affect custom enchanted items because the enchantment is saved to the objectRef because there is no exact base of that type with that exact enchantment. 

 

Basically it sounds like the object references are being destroyed. 

 

You'd have to ask that mod author how it's being handled. 

Posted
9 minutes ago, Herowynne said:

 

Hmmm... That doesn't seem to work for me. The licenses are expired when I get them back from the escrow chest.

 

The next time I enter a city, the guard says they are expired and tears them up, and I have to re-buy them.

 

Is it possible their actually duration ran out? Not having them on you will not extend their duration, If they are set to expire on Tuesday they will expire on Tuesday even if they are in a chest. 

 

If not, have you tried dropping them and picking them back up again? or there is even an MCM (or wheel menu... I forget) option to rescan your licenses. MM1 put it in there for me cause sometimes the added to inventory events do not trigger correctly. This may be similar to that. 

Posted

Now thinking about it, there is one potential issue I can imagine with SLUTS and that is curfew. Without the curfew license you may be sent to the kennel or something when you are just trying to make a delivery. 

Posted
Just now, Corsayr said:

Now thinking about it, there is one potential issue I can imagine with SLUTS and that is curfew. Without the curfew license you may be sent to the kennel or something when you are just trying to make a delivery. 

 

Yes, I do worry about that. I always make sure to start my SLUTS run early in the morning, and I try very hard to finish the run before curfew starts.

Posted
6 minutes ago, Corsayr said:

If not, have you tried dropping them and picking them back up again? or there is even an MCM (or wheel menu... I forget) option to rescan your licenses. MM1 put it in there for me cause sometimes the added to inventory events do not trigger correctly. This may be similar to that. 

 

Thank you very much for those tips! I will try both of them to see if they help.

Posted
9 minutes ago, Monoman1 said:

If for some reason.... they are recording the base items and just duplicating them back to you it won't work because all the information 'stamped' onto the licence base object is not set up. It would be a blank licence to SLS. I don't know why someone would do it this way and not just use RemoveAllItems.

SLUTS Resume is just using RemoveAllItems to transfer everything to a holding container.

Posted
14 minutes ago, Monoman1 said:

Depends on how the items are being removed. 

 

If for some reason.... they are recording the base items and just duplicating them back to you it won't work because all the information 'stamped' onto the licence base object is not set up. It would be a blank licence to SLS. I don't know why someone would do it this way and not just use RemoveAllItems. I think this would also affect custom enchanted items because the enchantment is saved to the objectRef because there is no exact base of that type with that exact enchantment. 

 

Basically it sounds like the object references are being destroyed. 

 

You'd have to ask that mod author how it's being handled. 

 

Thanks for the feedback @Monoman1. Yes, I will follow up with @Scrab if the drop-and-pick-up and license-rescan ideas don't work.

Posted
8 minutes ago, HexBolt8 said:

SLUTS Resume is just using RemoveAllItems to transfer everything to a holding container.

Ugh. 

ObjectRefs.... Yay!

 

I dunno then. I'd have to look into it. I've had my licences stolen plenty of times by defeat and SD. Dunno why this would be any different. 

 

@Herowynne

Try running Check Licence Statuses in the wheel debug menu. 

Posted
26 minutes ago, Herowynne said:

Yes, I do worry about that. I always make sure to start my SLUTS run early in the morning, and I try very hard to finish the run before curfew starts.

In Resume, I use a Faction that is added to the Player Alias in Haul Quests, meaning the Player would be part of that Faction while any SLUTS Missions are active

 

Never really played with this mod so not sure if I get it right but: Curfew is a mechanic that causes Guards to throw you into some Prison like building until morning, aye? Perhaps its possible to check for this Faction when Curfew starts to make the Player immune to it? (I dont know the Faction right now. I belive its SLUTS_JobFaction, though I have to take a look into the mod for that)

Posted
10 minutes ago, Scrab said:

Curfew is a mechanic that causes Guards to throw you into some Prison like building until morning, aye?

Dunno if that bothers me all that much tbh. Perhaps ponies should have to 'stable up' in the kennel for the night? 

Posted
2 hours ago, Monoman1 said:

Dunno if that bothers me all that much tbh. Perhaps ponies should have to 'stable up' in the kennel for the night? 

 

Stopping the Player from a delivery at any point in time glitches out the Cart and that is irreversible

Beside that, I dont think it would break my mod if you dont do anything against it, pretty sure people are used to it by now, so Ill leave that up to you

Posted
2 hours ago, Monoman1 said:

I dunno then. I'd have to look into it. I've had my licences stolen plenty of times by defeat and SD. Dunno why this would be any different. 

 

@Herowynne

Try running Check Licence Statuses in the wheel debug menu. 

 

Good news! I was mistaken and confused by the "license expired" notification message at the beginning of the haul job when SLUTS Resume stored my SLS licenses in the escrow chest.

 

I normally use short term SLS licenses. This time, I did a more controlled test, and ensured that I was able to get back to the escrow chest before my SLS licenses expired, and (yay!) they were not expired when I retrieved them from the SLUTS escrow chest. I got notification messages that correctly showed the time remaining on the licenses - the time I spent on the haul job and return trip had been deducted from the license time, so everything appears to be working correctly.

 

My guess is that, in the past, my short term licenses have always expired while I am on the haul job or return trip, but I was confused because I got "license expired" notifications when SLUTS stored the licenses in the escrow chest, and I got "license expired" notifications again when I retrieved them from the escrow chest. It did not occur to me that the licenses might have actually expired while I was away. Doh!

 

Now that I better understand what is happening, I will need to change how I play. In particular, in order to do back-to-back SLUTS haul jobs, I will need to invest in long term or perpetual SLS licenses.

 

Thanks for everyone's help and ideas! I really appreciate it!

Posted
On 3/31/2021 at 5:17 PM, Lupine00 said:

Slaverun is so close to the tipping point of breaking any game that you cannot run it without aggressively purging your game.

 

i wish there was a mod that just mimic the strip/sex enforcer

Posted
23 minutes ago, sekuzeku said:

i wish there was a mod that just mimic the strip/sex enforcer

 

Originally Slaverun's strip and sex function was a separate plugin. I think Waxenfigure wrote it and it was eventually merged into Slaverun. Maybe someone has it and can can forward port?

Posted
10 hours ago, Monoman1 said:

Perhaps ponies should have to 'stable up' in the kennel for the night? 

That would be fine if SLUTS knew it was intended, but instead you'll remain on the clock and fail your delivery due to time.

 

SLUTS and SLS have a few other little niggles working together. Historically, I've had many issues with other mods that made the SLUTS dialogs break, and HDT is a bit of an issue with SLUTS carts so I haven't used it in quite a while. Does it work with SMP now?

 

My feeling is that maybe cart pulling ponies should be confined to custom-built tracks - like the one in Trapped in Rubber - as Skyrim in general was not made for them. You could still do pony outfit deliveries, just without a cart.

 

Maybe Gunslicer could make an animation for a Reikling to ride you? :) 

 

I was joking but...

Maybe it's possible to use the horse mechanics and some model swaps with Nemesis replacement animations to really do that?

Though, I guess if you can attach a cart, why not something else?

 

An undertaking for people who really like messing around with Skyrim.

Posted
1 hour ago, Lupine00 said:

HDT is a bit of an issue with SLUTS carts so I haven't used it in quite a while. Does it work with SMP now?


Short answer is Yes. SLUTS works for me on SE, using a UNPB body with CBPC for body physics, and HDT-SMP for apparel and hair physics, such as for the pony tail anal plug equipped by SLUTS.

 

 I don’t know whether the cart itself uses HDT-SMP.

Posted
1 hour ago, Lupine00 said:

That would be fine if SLUTS knew it was intended, but instead you'll remain on the clock and fail your delivery due to time.

 

SLUTS and SLS have a few other little niggles working together. Historically, I've had many issues with other mods that made the SLUTS dialogs break, and HDT is a bit of an issue with SLUTS carts so I haven't used it in quite a while. Does it work with SMP now?

 

My feeling is that maybe cart pulling ponies should be confined to custom-built tracks - like the one in Trapped in Rubber - as Skyrim in general was not made for them. You could still do pony outfit deliveries, just without a cart.

 

Maybe Gunslicer could make an animation for a Reikling to ride you? :) 

 

I was joking but...

Maybe it's possible to use the horse mechanics and some model swaps with Nemesis replacement animations to really do that?

Though, I guess if you can attach a cart, why not something else?

 

An undertaking for people who really like messing around with Skyrim.

>helps the Rieklings by being their horse in battle
lol
I'd really like to see the vanilla carriage's horses being replaced by pony girls though.

I was also curious if there's any item that can heal the trauma caused by SLS?

Posted
16 hours ago, Herowynne said:

Good news!

Please don't tell me this is the first time you've lost your licences?

I need to add some stealing events :P

6 hours ago, Fulanoo said:

I was also curious if there's any item that can heal the trauma caused by SLS?

Not atm. Currently it wouldn't serve much purpose. Traumas don't have any effect and they're short lived by default. Tying them into STA pain would certainly make some sense. Shoe-horning them into STAs overly convoluted pain system at this point is daunting....

Posted

Does anyone have experience using Sexlab Survival together with Requiem?

 

Are there any features of either mod that need to be changed or turned off for compatibility? Any special patches or plugin edits that need to be made? Obviously there needs to be a patch made for conflciting edits to containers and levelled lists.

 

Is it recommended not to use both mods together?

Posted
4 minutes ago, Corsec said:

Is it recommended not to use both mods together?

I've used requiem since forever. So I'd say you're safe enough ;)

Requiem also has gold weight. So disable one or the other. 

Posted
21 minutes ago, Monoman1 said:

I've used requiem since forever. So I'd say you're safe enough ;)

Requiem also has gold weight. So disable one or the other. 

 

Thanks for the response. If you've used them both together then that's reassuring.

 

SLS adds a LOT of debuffs to attributes/skills, and Requiem makes balance changes to NPC attributes. I was wondering how badly this would screw up Requiem's delicate gameplay balancing. I'm OK if it's hardcore difficulty, I just don't want it to become impossible to progress or have gameplay mechanics become permanently unusable lol.

 

Do you have any tips for using Requiem with other loverslab mods? I'd hate to get a few hours into a game and then realize that there's an incompatibility that requires a new game to fix. Like, obviously I'd patch all the conflicts I can find in TES5Edit. I'm more worried about the scripted stuff since I can't read that in TES5Edit.

 

I found a devious devices patch for Requiem. I deleted all the other stuff, but I kept the edits to add the already Reqtified keywords to zaz BDSM weapons so they won't kill the player during whipping (since the reqtifier makes weapons cause more damage).

Posted
5 minutes ago, Corsec said:

Do you have any tips for using Requiem with other loverslab mods?

Not much I can think of off the top of my head. But like I said I've used requiem since forever so any fixing I've done was a long time ago. 

 

A single hit is going to kill you so TK dodge or similar is pretty much required from the get-go, even though requiem has it's own dodge. Requiem's is locked behind a perk though so I think it's only fair to use TK dodge. It's not like you can dodge forever, especially with reduced stamina from inequality. 

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