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I can see that my issue has been mentioned in part by others but not answered ( as far as I know) so I will take this opportunity to comment.

I am a big user of TDF Aggresive Prostitution and some of your NPC's, for instance Orc Wanderer, will solicit and pay but not take advantage (aborting SEXLAB anim). This leaves their arousal state intact and eager for more. Easy money for my PC but not immersive. Scoured with TES5EDIT but cannot find the answer. Please help these poor frustrated souls.

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I can see that my issue has been mentioned in part by others but not answered ( as far as I know) so I will take this opportunity to comment.

I am a big user of TDF Aggresive Prostitution and some of your NPC's, for instance Orc Wanderer, will solicit and pay but not take advantage (aborting SEXLAB anim). This leaves their arousal state intact and eager for more. Easy money for my PC but not immersive. Scoured with TES5EDIT but cannot find the answer. Please help these poor frustrated souls.

I think this is probably something that should be taken up with the other mod authors. There is a faction to which these actors belong named SexlabForbiddenActors which means these actors should not be given any sex initiating dialogs or activities by other mods.

 

The bug here is not the failure to have sex, it is allowing it to appear as if sex were possible with that actor.

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I can see that my issue has been mentioned in part by others but not answered ( as far as I know) so I will take this opportunity to comment.

I am a big user of TDF Aggresive Prostitution and some of your NPC's, for instance Orc Wanderer, will solicit and pay but not take advantage (aborting SEXLAB anim). This leaves their arousal state intact and eager for more. Easy money for my PC but not immersive. Scoured with TES5EDIT but cannot find the answer. Please help these poor frustrated souls.

I think this is probably something that should be taken up with the other mod authors. There is a faction to which these actors belong named SexlabForbiddenActors which means these actors should not be given any sex initiating dialogs or activities by other mods.

 

The bug here is not the failure to have sex, it is allowing it to appear as if sex were possible with that actor.

 

Gotcha Thanks

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a warning to everyone out there. If you decide to make any of these npc's a follower thanks to console commands, make sure NOT to load your most valuable stuff on them. They WILL DISSAPEAR IF YOU DO!!! They are all set to respawn so they will refresh their inventory!

 

So does that maybe explain why they might sometimes seem to disappear after having used Paradise Halls to catch and train them?   :s

 

Well, I guess that that's forgiveable, as I suppose that running off elsewhere, to a career as a courtesan using their learned 'skills', is better than being sold off in some dismal cave   LOL   :cool:

 

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a warning to everyone out there. If you decide to make any of these npc's a follower thanks to console commands, make sure NOT to load your most valuable stuff on them. They WILL DISSAPEAR IF YOU DO!!! They are all set to respawn so they will refresh their inventory!

 

So does that maybe explain why they might sometimes seem to disappear after having used Paradise Halls to catch and train them?   :s

 

Well, I guess that that's forgiveable, as I suppose that running off elsewhere, to a career as a courtesan using their learned 'skills', is better than being sold off in some dismal cave   LOL   :cool:

 

 

 

Dissapearing? You do know that Paradise halls only makes copies of the existing npc right? Only the outside is different but the base of these clones is based on a template that you can find in the .esm files and according to that it doesn't have "respawn" checked. So i think it might be something else that's causing this.

 

What else do you use besides Paradise halls and this mod (only follower mods please. i don't want to see your entire load order)?

 

btw i only use Paradise halls on vanilla evil characters like Astrid, Maven (oh, i hate that BITCH!!. hrhrm, sorry about that :D ) and others. For the other mods i used a tekst file with all the necesary codes to turn them into a normal follower (check attached files to have a look) I got it somewhere on the nexus. I don't think he minds if i put it here since it's just a collection of codes put in a textfile.

 

You can activate it ingame by typing: "bat follower" (without quotations) in the console (while first having clicked on the npc). But it still doesn't supports npc's that don't have the voice for it. Which is why i use Paradise halls on them.

 

edit: just read your post again. Did you chain your npc's with that special collar and spell? If not there is another mod out here that makes them stand in place (it's called "i take the display model" i think)

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Posted Yesterday, 09:20 PM

 

'Dissapearing? You do know that Paradise halls only makes copies of the existing npc right? Only the outside is different but the base of these clones is based on a template that you can find in the .esm files and according to that it doesn't have "respawn" checked. So i think it might be something else that's causing this.

 

What else do you use besides Paradise halls and this mod (only follower mods please. i don't want to see your entire load order)?'

 

Didn't know that, but that's not too surprising, unfortunately, as I'm no techie :-/

 

I don't usually use Fast Travel as it's too easy a way of playing the game, so I cross cell boundaries 'on foot', so to speak, usually.  Some PAH caught NPCs have disappeared in transit.  Using the Leashing Collar does seem to work in terms of keeping them in one place without any danger of respawning.  Can't be too certain, TBH, whether or not I lost any collared that way.  I think the ones that did go AWOL on me were those with the plain collar, whand whose 'obedience scores' were still <60.  From what you have said, I'd be happy to accept that possibly that their vanishing was my use, or maybe misuse, of the mod rather than any fundamental flaw in it, especially as I just read somewhere else that the plain collars probably don't work, only the leashing ones LOL

 

FWIW, I use AFT as the main Follower Manager.  Pupopet master 1.7 too is in play occasionally, as gameplay dictates that might be more appropriate.  Other Mods in use that spawn npcs include OBIS, InterestingNPCs, InconsequentialNPCs, ETaC, Immersive Patrols, Immersive Wenches and a few homes/estates etc.  Most of those 'caught' so far would probably be the OBIS generated ones, although recollection is that one or two from this mod were also 'detained' at points

 

Also use Defeat, SD+, CD, DDI, DH, DCL, Display Model, etc...and so on.  I'm sure you'll get the idea.... 

 

So, if I were you, based on all that, I'd ignore what I suggested earlier, as probably being, albeit well intended, the burblings of the aged! :P

 

But tyvm for taking the trouble to respond.  Much appreciated

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Posted Yesterday, 09:20 PM

 

'Dissapearing? You do know that Paradise halls only makes copies of the existing npc right? Only the outside is different but the base of these clones is based on a template that you can find in the .esm files and according to that it doesn't have "respawn" checked. So i think it might be something else that's causing this.

 

What else do you use besides Paradise halls and this mod (only follower mods please. i don't want to see your entire load order)?'

 

Didn't know that, but that's not too surprising, unfortunately, as I'm no techie :-/

 

I don't usually use Fast Travel as it's too easy a way of playing the game, so I cross cell boundaries 'on foot', so to speak, usually.  Some PAH caught NPCs have disappeared in transit.  Using the Leashing Collar does seem to work in terms of keeping them in one place without any danger of respawning.  Can't be too certain, TBH, whether or not I lost any collared that way.  I think the ones that did go AWOL on me were those with the plain collar, whand whose 'obedience scores' were still <60.  From what you have said, I'd be happy to accept that possibly that their vanishing was my use, or maybe misuse, of the mod rather than any fundamental flaw in it, especially as I just read somewhere else that the plain collars probably don't work, only the leashing ones LOL

 

FWIW, I use AFT as the main Follower Manager.  Pupopet master 1.7 too is in play occasionally, as gameplay dictates that might be more appropriate.  Other Mods in use that spawn npcs include OBIS, InterestingNPCs, InconsequentialNPCs, ETaC, Immersive Patrols, Immersive Wenches and a few homes/estates etc.  Most of those 'caught' so far would probably be the OBIS generated ones, although recollection is that one or two from this mod were also 'detained' at points

 

Also use Defeat, SD+, CD, DDI, DH, DCL, Display Model, etc...and so on.  I'm sure you'll get the idea.... 

 

So, if I were you, based on all that, I'd ignore what I suggested earlier, as probably being, albeit well intended, the burblings of the aged! :P

 

But tyvm for taking the trouble to respond.  Much appreciated

 

 

Good to see i could help. tbh honest i'm not that much of a modder either. I was only guessing what was the problem since i opened the .esm file by pure accident :D  while i was actually looking for the plugin that held the npc's in the cave section of the mod. The npc had the grey face bug you see and i was about to fix that.

 

While i was in that .esm file i saw a couple npc's who had the name "template" and also a room called "clone room". So my guess was that the creator had created a script that disabled or atleast "killed" the Original npc and replaced it with a template but with a different look so that it would look like the Original npc was "enslaved".

 

I should have known that not everyone is as curious/foolish as me :D

 

btw it looks like he created another 2 templates besides the one we already use. But i have no idea how far they are completed. It would be a nice change to not hear Always the same voice all the time :D

 

PS: the reason why run away or dissapear is because their submission level isn't high enough like you have stated (<60 level). It's best to whip them up to atleast level 80 before you want to take them with you. I also discovered a secret spell that allows you to boost the submission level even faster, If you want to know it just ask but id rather not want to lose the fun in wipping them,

 

 

 

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PS: the reason why run away or dissapear is because their submission level isn't high enough like you have stated (<60 level). It's best to whip them up to atleast level 80 before you want to take them with you. I also discovered a secret spell that allows you to boost the submission level even faster, If you want to know it just ask but id rather not want to lose the fun in wipping them,

 

 

 

Thanks for that - and the offfer! - but I  think I'd rather continue to do things the hard way...it's much more immersive  :shy:

 

 

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When I first encountered a purple girl, I first had thought the author had done something clever and had added "Dark Seducers" (from Oblivion: Shivering Isles) but instead its part of the mod's own fictional lore. Supposedly if you use magical rituals you can turn elfmaid into sex obsessed slut - one of the slave owners explains it - a redguard man with a purple elf chick named Berry, but he wanders around, you have to luck into finding him. A side effect of the transformation is that the elf girl "ripens" into a purple color.

 

As for the red girls, nobody explains it, but from their names, which often include such things as "the poisoner" to "Mad", it may be that as punishment/warning, these girls have been dyed red.

 

 

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As for the red girls, nobody explains it, but from their names, which often include such things as "the poisoner" to "Mad", it may be that as punishment/warning, these girls have been dyed red.

 

The map marks the red girl in Riverwood as one of supernatural slaves. I presume that all red characters are part of this group.

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I only managed to read through 8 pages of comments before I got a head ache. So My response may have already been answered. But 18 pages of just text is a lot.

 

I was wondering why some of the slaves appear to be dyed. Even in the OP screenshot, it shows the riverwood girl who looks like she was dunked in a vat of red clothing dye. When I first saw one though, her skin was purple, so I thought it was some kind of texture issue, but I've since seen a few different colors. So, would this be a bug, or is there some sort of lore behind the weird coloration? Perhaps if I knew the lore it wouldn't be so off-putting.

 

If you talk to the "owners" of the purple ones they will explain

 

The red chick in riverwood i've no idea

 

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ive had a lot of trouble running this mod and the sex slaves for vanilla bandit camp mods with the devious devices on the slaves being a bright pinkish color, even the X shaped furniture and the pillory are also pink. I see that in the screen shots that's wrong and it looks all kinds of weird, but im not sure how to fix it.

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ive had a lot of trouble running this mod and the sex slaves for vanilla bandit camp mods with the devious devices on the slaves being a bright pinkish color, even the X shaped furniture and the pillory are also pink. I see that in the screen shots that's wrong and it looks all kinds of weird, but im not sure how to fix it.

 

The slaves all wear restraints from the Zaz Animation Pack. That's also where the X-frames and pillories are from. If you have bright purple objects it means the game can't find the textures for them. Make sure you have the texture file from the Zaz page. It's offered as a separate download because an all-in-one file would have been too big.

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hey everybody... just hopping on to check on the mod.  I wrote a long post but it got deleted by compu-hijinks... so I'll sum stuff up a bit.

The new version will feature cells and alot of randomised slaves.  there are also alot fewer routes now to help slower computers.  the big news is hand made hand meshed cells including...

a human dairy in markarth
a skooma den outside solitude
an underground cantina on the road between ivarstead and falkreath
a sanguinary cult in riften
a skooma factory in windhelm

I'm getting online again next month, so I'll be able to add scripts and an MCM menu.  the MCM menu will include clothing patches and more route options.  thanks alot for bearing with me.  I'll read the last months post on my thread at home.

hydragorgon

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ive had a lot of trouble running this mod and the sex slaves for vanilla bandit camp mods with the devious devices on the slaves being a bright pinkish color, even the X shaped furniture and the pillory are also pink. I see that in the screen shots that's wrong and it looks all kinds of weird, but im not sure how to fix it.

 

The slaves all wear restraints from the Zaz Animation Pack. That's also where the X-frames and pillories are from. If you have bright purple objects it means the game can't find the textures for them. Make sure you have the texture file from the Zaz page. It's offered as a separate download because an all-in-one file would have been too big.

 

 

so the route of the problem is the Zaz animation pack? I wasn't sure if it was the zaz pack, any of the three deviant device mods, or this mod since its the slaves in this mod and the sex slaves for vanilla bandit camps mod. even the captured dreams mod which has always worked for me in the past, is having some issue, none of the devices are messed up but they cages/chains including hanging or standing are that pink color. I mean I recently downloaded the zaz pack could it be an issue of load order or possibly somehow got corrupted somehow? sorry im pretty ignorant of why this is happening or how to address it. what I can say though is it seems like all the furniture based animations are somehow messed up and at the same time SOME of the devices seems messed up but not the devices sold at captured dreams. specifically the devices I have noticed being pink were the ALL the ones worn by the slaves in this mod or in the vanilla sex slave mod, and some of the binding put on you in sanguines debauchery. I hope this helps, even knowing its the zaz pack doesn't give me too much to go on though. im using zaz pack main v0600

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ive had a lot of trouble running this mod and the sex slaves for vanilla bandit camp mods with the devious devices on the slaves being a bright pinkish color, even the X shaped furniture and the pillory are also pink. I see that in the screen shots that's wrong and it looks all kinds of weird, but im not sure how to fix it.

 

The slaves all wear restraints from the Zaz Animation Pack. That's also where the X-frames and pillories are from. If you have bright purple objects it means the game can't find the textures for them. Make sure you have the texture file from the Zaz page. It's offered as a separate download because an all-in-one file would have been too big.

 

 

so the route of the problem is the Zaz animation pack? I wasn't sure if it was the zaz pack, any of the three deviant device mods, or this mod since its the slaves in this mod and the sex slaves for vanilla bandit camps mod. even the captured dreams mod which has always worked for me in the past, is having some issue, none of the devices are messed up but they cages/chains including hanging or standing are that pink color. I mean I recently downloaded the zaz pack could it be an issue of load order or possibly somehow got corrupted somehow? sorry im pretty ignorant of why this is happening or how to address it. what I can say though is it seems like all the furniture based animations are somehow messed up and at the same time SOME of the devices seems messed up but not the devices sold at captured dreams. specifically the devices I have noticed being pink were the ALL the ones worn by the slaves in this mod or in the vanilla sex slave mod, and some of the binding put on you in sanguines debauchery. I hope this helps, even knowing its the zaz pack doesn't give me too much to go on though. im using zaz pack main v0600

 

 

All the collars, cuffs, hoods, gags, yokes etc on the slaves from this mod and Sex Slaves for Vanilla Bandit Camps are from ZAP, and in the latest versions of Captured Dreams one or two characters wear ZAP items at times, too, with the majority wearing DD gear. SD+ uses a mixture of ZAP and DD I think, and many of the restraints you'll have put on you when enslaved are special "spectral" versions that are supposed to be an odd colour and translucent. All of those mods also use furniture and chains from ZAP. If your ZAP furniture and restraints are all showing up smooth and plastic-looking, in a pale purple colour, then you have no textures for them, or you have the textures in the wrong place.

 

The ZAP download page here has three files for download:

 

Main_V0600

Patch_V0601

Textures_V0600

 

You always need both the Main_V0600 and Textures_V0600. Install the main pack first - which it sounds like you've already done - and then the textures and everything should show up properly. Once you've got those in place you can install the patch if you want the very latest version.

 

Hope that helps.

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ive had a lot of trouble running this mod and the sex slaves for vanilla bandit camp mods with the devious devices on the slaves being a bright pinkish color, even the X shaped furniture and the pillory are also pink. I see that in the screen shots that's wrong and it looks all kinds of weird, but im not sure how to fix it.

 

The slaves all wear restraints from the Zaz Animation Pack. That's also where the X-frames and pillories are from. If you have bright purple objects it means the game can't find the textures for them. Make sure you have the texture file from the Zaz page. It's offered as a separate download because an all-in-one file would have been too big.

 

 

so the route of the problem is the Zaz animation pack? I wasn't sure if it was the zaz pack, any of the three deviant device mods, or this mod since its the slaves in this mod and the sex slaves for vanilla bandit camps mod. even the captured dreams mod which has always worked for me in the past, is having some issue, none of the devices are messed up but they cages/chains including hanging or standing are that pink color. I mean I recently downloaded the zaz pack could it be an issue of load order or possibly somehow got corrupted somehow? sorry im pretty ignorant of why this is happening or how to address it. what I can say though is it seems like all the furniture based animations are somehow messed up and at the same time SOME of the devices seems messed up but not the devices sold at captured dreams. specifically the devices I have noticed being pink were the ALL the ones worn by the slaves in this mod or in the vanilla sex slave mod, and some of the binding put on you in sanguines debauchery. I hope this helps, even knowing its the zaz pack doesn't give me too much to go on though. im using zaz pack main v0600

 

 

All the collars, cuffs, hoods, gags, yokes etc on the slaves from this mod and Sex Slaves for Vanilla Bandit Camps are from ZAP, and in the latest versions of Captured Dreams one or two characters wear ZAP items at times, too, with the majority wearing DD gear. SD+ uses a mixture of ZAP and DD I think, and many of the restraints you'll have put on you when enslaved are special "spectral" versions that are supposed to be an odd colour and translucent. All of those mods also use furniture and chains from ZAP. If your ZAP furniture and restraints are all showing up smooth and plastic-looking, in a pale purple colour, then you have no textures for them, or you have the textures in the wrong place.

 

The ZAP download page here has three files for download:

 

Main_V0600

Patch_V0601

Textures_V0600

 

You always need both the Main_V0600 and Textures_V0600. Install the main pack first - which it sounds like you've already done - and then the textures and everything should show up properly. Once you've got those in place you can install the patch if you want the very latest version.

 

Hope that helps.

 

 

im actually just signing off for the night and wanted to check this prior. but yet I downloaded the main, I thought that the main included all necessary files to function. it appears that was at best a flawed view. I feel pretty darn stupid for knowing the textures were missing and not thinking "oh hey lets go download the textures" :D well ill give it a shot in the morn and heres hoping that all it was. im going to go off on a limb and assume the main includes the animations and shapes of the objects while the textures provides coloring for those objects. well either way ill give it a shot tomorrow and thanks again for the helpful answers!

 

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Would love to see this with them in rags and less of a only sexy and sex thing. Back in the day slavers would still have to dress there slaves so they don't lose there property as they were.

 

If you install Frostfall version, then slaves will be wearing clothes outdoors. It should not matter if you actually have Frostfall. Changes are only for immersion.

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Would love to see this with them in rags and less of a only sexy and sex thing. Back in the day slavers would still have to dress there slaves so they don't lose there property as they were.

 

If you install Frostfall version, then slaves will be wearing clothes outdoors. It should not matter if you actually have Frostfall. Changes are only for immersion.

 

 

Or you could go into the CK and add the ragged trousers (anything else ragged) to the outfit lists that come with this mod. Taking them off again in the game might prove a little more difficult unless you use EFF or any other mod that allows you to have more then one follower at once.

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