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Paradise Halls Enhanced (pahe) Special Edition with the customary addons


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Posted

this is skyrim special edition conversion for :

Requirements:

thanks to Vykroft and Pfiffy for their conversion efforts

based on this mod here:

https://www.nexusmods.com/skyrim/mods/29886/?

with additional features of this mod here:

 

 

Mods based on Paradise Halls
Paradise halls has been built to be a platform for other modders to build their own content for.

Be careful : some mods developed as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod.

as this is sse, those mods are all waiting for this to be released so we won't go into that at this time....

 

Currently Compatible with version7.2.4 of oldrim(waiting to be converted to sse):

home sweet home

aygas(and you get a slave)

 

these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely to be converted anytime soon): Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462

Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865

 

These mods are not yet compatible. Using them will result in extreme weirdness (not the good sort).
Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex

Dres Trade by RET45

Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex

Paradise Halls Merchant add-on by lucen15

 

What you can do now
* Enslave people
* Train them as slaves
* Train them to be respectful
* Train them to fight for you

  •  fuck your slaves as punishment or for your own pleasure
  • adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod
  • sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod

* Slaves can be given equipment to wear
* Slaves can be leashed up to stop them running off (which they'll try to)

  • also advanced leash options available in mcm to allow the slave to continue following the player for training
  • similar to the old leash, the slaves can now also be restrained
  • ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint
  • restrained slaves also receive pose training

* Slaves have a separate backpack for carrying stuff you don't want them to wear

* All slave dialogue re-uses existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk

  • many newer voice types added to the list of voices for the slave so its not always even toned

* You have a whip (it even leaves whip-marks)

* Sell slaves to Master Jerrek in the Fellglow Slave Camp

  • camp not yet converted to sse
  • alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner

 

What you can't do
* Enslave anything which isn't a playable race

  • some creature exclusions are now available and further will be added at my discretion

* Enslave any 'important' npcs.

  • well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest
  • random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc

 

Instructions
Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobbey.

To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk.

Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you.

Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc.

  • cuffs can also be made to restrain your slaves


To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep.

slaves are now precious collectors items to be mounted in every room

 

 

Installation
* This mod requires SKSE
* Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it.

Use NMM or unpack into data folder.

Your load order should be as follows:

Skyrim.esm
Update.esm
Dawnguard.esm
... other Bethesda DLCs

zaz

sexlab
paradise_halls.esm
... other stuff
paradise_halls_xxxxx.esp
paradise_halls_xxxxx.esp
paradise_halls_xxxxx.esp

paradise_halls_SLExtension.esp


Important for U.F.O Users (thanks etaineleanor):

>correct loadorder:

paradise_halls.esm
Other stuff
paradise_halls_xxxxx.esp
paradise_halls_xxxxx.esp
paradise_halls_xxxxx.esp
finally U.F.O.
 

Troubleshooting

If you're experiencing weirdness, here are some troubleshooting tips:

- None of the add-ons are compatible with 0.7 yet. Having them enabled will either cause a CTD or will cause extreme weirdness in-game. Do not use them.

  • additionally some mods which were made for paradise halls 0.7 no longer work either...But majority of those mods are now incorporated into the framework

- Having old scripts lying around from a previous version will cause problems. Try uninstalling, using the script removers (look at optional files), and then installing the latest version.

- Although PAH won't boot up if you're using an alternative start mod, you can force it to. Console:
>help reboot
>player.addspell <the id of the reboot spell>
Then cast that spell.

  • that spell has been removed and replaced with an auto-start
  • mcm option also exists, but that's due for repairs soon

- Rebooting as above can solve a lot of weirdness.

- You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this:
[General]
ClearInvalidRegistrations=1

 

Longer lasting whip-marks
Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line:

fDecalLifetime=9999.0000

That will increase the lifetime for ALL decals in the game which you may or may not want.

 

final trouble shooting methods when all else fails:

Spoiler
  • Install Let's Tie You Up
  • Bind every slave you have into position
  • Save your game
  • Remove everything PAH-related
  • Load game, wait 5 minutes, save game
  • Clean save with Papyrus Data Transfer
  • Load cleaned game, wait 5 minutes, save it
  • Enable all PAH stuff again
  • Enslave your slaves again



Compatibility
This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though.

* There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here.
* It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit.

For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml

<weapon_exclusion_string>Whip</weapon_exclusion_string>

then run the patcher. This way the whip will keep its damage as 1.

 

  • 1 month later...
Posted

I don't know how to go about this but there is a MAJOR conflict between FROST FALL and this mod. This fucked up a lot of play through before I figured it out. At any rate C.T.D. city, Don't say you have not been warned. If the modder is still among us let them know.

Posted
7 minutes ago, Droggon said:

I don't know how to go about this but there is a MAJOR conflict between FROST FALL and this mod. This fucked up a lot of play through before I figured it out. At any rate C.T.D. city, Don't say you have not been warned. If the modder is still among us let them know.

I have about I don't know maybe at least 30 hours with both mods installed.  I haven't seen any conflicts.  With how popular frost fall is I would think more people would have reported problems with it if there was a problem like the reported problems with devious devices.   So under what conditions do you get CTD and how did you determine it was because of having these two mods installed?

  • 5 weeks later...
Posted

I was  wrong. It still one of my potential problems but when I separated my mod load out to exclude conflict it was only a temporary solution. This time I have to look at the relationship between ECE Race Menu And XPMSE. I still suspect the different mods that poll NPCs regularly don't play well with each other.  The other thing I am considering is most problematic mods I have ever played with are the SL mods that require Aroused. Sometimes I think that its the problem without a conflict. But to spread it around fairly I should probably upgrade my OS. 

  • 1 month later...
Posted

Script polling problems will usually be apparent by heavy script lag... or hearing a sound of looting something 5 seconds after you looted it... things like that.   

CTD problems are usually bad nif files, graphical conflicts, excessive number of animations.. things like that.   Don't just guess... there are plenty of people here who can help decipher these issues with just a little information provided.. like load order and papyrus logs.

 

Calling out a mod and a mod author on simply a hunch, without any real legwork, is bad form.  No information is better than bad information.   

  • 5 years later...
Posted

Could there be a way, or a patch maybe, that would allow the player to check the status of slaves in each of the work camps and houses? While I know to check with the task leader (I have masters and mistresses) about how far along the slaves have been developed, I would like this QoL added in. Please?

 

Thank you.

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