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


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3 hours ago, Will55 said:

In an ideal RPG world I would agree with you. But I have seen 100 submission, iron locked and tied down slaves levitating up stairs, through locked doors and sliding homewards on their knees and I am not sure that even that would stop them. Anyone would think that there was magic in Skyrim. : )

 

It's kinda funny isn't it? Seeing a completly tight up women with ropes around their knees and a fucking straitjacket just sliding past you. "How it's going?"

and straight through the door she go.. In a way, it's magical.. Like how npc`s can't get past the fucking stares in my house, or even enter another room without running against walls and shit.. I love skyrim

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1 hour ago, Gukahn said:

 

It's kinda funny isn't it? Seeing a completly tight up women with ropes around their knees and a fucking straitjacket just sliding past you. "How it's going?"

and straight through the door she go.. In a way, it's magical.. Like how npc`s can't get past the fucking stares in my house, or even enter another room without running against walls and shit.. I love skyrim

Maybe the Tollans (see Stargate) have an observation camp in Skyrim and thought that they could play some tricks on barbarians like us (season 1 episode 17 ..they could walk through walls)

Edited by Will55
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As an add-on to the above :

 

I did an analysis of my slaves and found three PAH clone ones which I had missed: all retrieved, all female  with two being Thalmor. 

But as I looked I noticed three who had almost no submission or posing and they were not new additions in my Heljarchen cellar

So I TP'd them to my char in the lakeview cellar and they walked around as if they owned the place and very mouthy as well.

I iron locked each one down and yet within seconds they were up and about. I used the leash spell but it only worked on one.

I actually used swarm on two of them to increase their submission but it hardly worked.

In the end and running out of time, I used a dwarven pet suit on each one and that seemed to keep them in place.

Feisty ones like that make good guards/fighters once broken so I will be watching them carefully.

This game and its mods never fails to intrigue me.

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On 11/6/2021 at 2:52 AM, Will55 said:

I was just curious about how several slaves manacled on their knees could escape for a cellar with a locked door and slide around on their knees. One managed to reach the road from Lakeview cellar despite the door being locked as well.

shouldn't happen, but i hear dom has changed some behaviors if you're using this with dom

On 11/6/2021 at 2:52 AM, Will55 said:

As an "extra" I have an occupied  (by a non clone) "vacant"(no name) slave slot that I cannot remove or fill. as release, teleport both fail and yet his position is "0 ms" away.

Anything that I can do about this?

click the slave count

On 11/6/2021 at 2:52 AM, Will55 said:

Again it is not biggie but as he is number 127 of 128 an open spot would be nice .

main page of the mcm lists that number as the slave count to click. clicking that resets the list of empty spaces

 

 

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On 11/6/2021 at 6:34 AM, DonQuiWho said:

@CliftonJD - or anyone else who knows

 

In SSE, I use this rather excellent female Ulfric replacer. 

 

https://www.nexusmods.com/skyrimspecialedition/mods/50568

 

In a previous game I was disappointed to find that I could not get Tullius to finish the Civil War - his speech to the troops etc - unless Ulfric was 'dead' dead

 

I now wonder if I maybe just sequenced the Ulfric enslavement events incorrectly.  I notice that if I enslave other PCs, they clone OK and then I will get inheritance letters relating to their death, see their bodies in The Halls of the Dead, and in the cases of Faendal and Camilla, they even get nice little tombstones in Riverwood

 

This does tend to imply that NPC enslavement = death of the original NPC

 

But is this always true, or are there any 'special cases', eg like Ulfric?

 

I'm about to start the Civil War again, and I'll possibly side with the Imperials if I can be sure that I can enslave Ulfric at the end

 

TIA for any advice forthcoming

 

And thanks again for such a fun mod ?

 

unfortunately i remember layam forewarned us not to enslave ulfric for this very reason that we wouldn't be able to complete the civil war with ulfric as our slave....that said yes pahe has made some changes to how enslavement works that "most" npc's are considered to be dead to the game....Most as in some quest npc's still bug out.

i've never completed the civil war to know if pahe still has this problem with ulfric, but i have enslaved balgruf of whiterun during the stormcloak raid to whiterun before without issue

On 11/6/2021 at 10:01 AM, Will55 said:

I wonder if uniques do NOT change their console code upon enslavement as it would seem to damage their role within the game. Proteus allows duplication of NPCs and I was tempted to duplicate some NPCs and leave the copy behind and take the original but not certain that this will work with involved quests.

i've found that a duplicate of a unique is treated as if both are equals, so in pahe if both are enslaved and 1 runs, they both run and you have to talk to the right runner to stop them both. likewise i've had to make dialog corrections to several quest npc's cuz its the original npc id in every fashion of console name and reference id and base id just like you would google the npc name. margret of markarth along with cicero along the road asking for lorius to fix his cart and loreius and his wife all needed dialogue fixes. i fixed a few others like the caller, but i haven't run into the caller yet to know if my fixes worked for him

On 11/7/2021 at 4:24 AM, Gukahn said:

I Love the Caller NPC from the college, but if you enslave her in battle she don't stop doing her dialoge and i fear she might bug out if i keep it that way.

another user mentioned the caller so i have put some fixes in place i could never test as i've never been to that questline....next time you're in the neighborhood i need you to test her enslavement during the quest as if to kill her to see if she still gets stuck in her quest dialogue.

if it works as intended, she should behave normally when not enslave, but when enslaved she should have her quest dialogues and her slave dialogues

 

 

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On 11/11/2021 at 10:16 AM, Tempest_Art said:

Maybe to late answer, but I will answer. Open NPC in xEdit and you can see their Factions. In game you need to use in console command removefac id to remove everything that can prevent enslavement(like jobjarl faction) 

 

  Reveal hidden contents

image.png.f7d64d05f85cdb33deefdaee31939437.png

 

 

image.png.11a487839f48a2284d4b662fd9461253.png

 

none of those factions will prevent enslavement, but instead will effect values in either hsh or aygas per musje's request to save that faction data for later usage

On 11/11/2021 at 10:46 AM, Nonseen said:

Bug 2:

if one try forge devius dwamer suit face a strange bug in the forge:

all possible dwamer devious armor shuit has same name, descreption but different metarial requierment.

( i think it is possible other bug hiding here: i not see the anal and vaginal plugin option to create for one item and this items listed as requiered.  this is planed or not i have no idea)

 

here is the images of the 3 item look for requiered items:

  Hide contents

ScreenShot22.png.a02ed54a2d8c9f11adca1b971010cc7f.png

 

ScreenShot23.png.f058a0307b95d878bf5cb8636a976ca5.png

 

ScreenShot21.png.c7420a97c0e2f28757aa68e1dbb230ec.png

 

that's intended behavior of the recipes to allow multiple ways to create the same suit since there's no way to tell it to make the suit using this materials or that materials without making a different recipe for each method of materials to be used. when i made the recipes for the suits i realized it should be difficult to create so i used a centurion dynamo core or a black soul gem, but those items can get to be like end-game items to acquire so i added the alternate recipe using black or black filled soul gem plugs...basically the aim was to be difficult, but not looking for feasibly impossible to create

On 11/11/2021 at 10:46 AM, Nonseen said:

Bug like thing no 3:

 

My slave not forced to crawl but my character forced to crawl, wearing identical dd suit:

ScreenShot24.png.af79826f954f0919322cd5221af95f9a.png

 

i dont know this is planned or not.

that's unintended bug of the dd framework inherited from their pet suits. i notice when you first give slaves the pet suits, they usually get forced into a crawl, but they learn to stand and fight thru it....hence why i gave them a combat bonus for fighting thru those situations

On 11/12/2021 at 2:49 AM, Pfiffy said:

Hm... It seems like the combat training for tied Slaves is no longer working. I have around 20 Slaves tied up: Their Submission is growing, but the combat level is frozen. Did you disable that feature?

it was originally a bug or unintended side-effect of another feature (dd combat training for training while bound) that when i had to fix the other features, it also fixed combat training while zaz tied

On 11/12/2021 at 3:12 AM, Will55 said:

I guess that Skyrim will be supersaturated with slaves soon as Riften, Markath, Solitude, Dawnstar are all

choking on the extra npcs who just seem to "hang around" after sale.

 

Maybe a timed "exit" for sold non specialist slaves might be useful to cleanse the load?

On 11/12/2021 at 9:44 AM, Will55 said:

IMHO there should be an auto delete built in after sale.

only aygas allow selling in towns, ayagas was designed for those npc's to keep those slaves...hsh auctions however do as you ask for those slaves to be deleted after sale

On 11/12/2021 at 3:12 PM, norman3455 said:

For method 1 am I supposed to press the hotkey for enslavement before I start attacking them? The MCM setting says health threshold is 50% yet when i press the hotkey to mark npc for enslavement they go down to one knee in one hit even from max hp. After this the talk function doesn't work and the other options are cancel enslavement and enslave faction. Choosing enslave faction enslaves them. Is this how it is supposed to work?  

the health threshold of the mcm is set for "enslave health", the hotkey is used for "enslave faction" and bypasses any health while also setting that npc to unkillable by other npc's until you enslave them or until it wears off...not sure how long that take to wear off tho

On 11/13/2021 at 1:14 PM, Will55 said:

I have again run into the unable to create a 3rd hooker problem. 

How can I find out the faction code for the three travelling hookers and those on it?

are you asking what the dialogue parameters are to inform a slave they're to be a slut now are

 

 

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On 11/14/2021 at 7:54 AM, Tempest_Art said:

By the way, it would be cool if the NPCs couldn't escape from Zaz furniture(or did it if they were left alone for more than a week). This is logical, they have nothing to help them do it. But NPC can get out of the locked cage(or something else) in 1-2 day.

 

in oldrim or in zaz 7, that worked fine. the slave was detected in zaz devices and couldn't escape from it, but something about sse or in zaz 8 doesn't work right in furniture anymore, that the framework no longer detects the zaz furniture

i think somebody added a mod that makes use of the caged faction for caging slaves tho

 

 

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2 hours ago, CliftonJD said:

shouldn't happen, but i hear dom has changed some behaviors if you're using this with dom

click the slave count

main page of the mcm lists that number as the slave count to click. clicking that resets the list of empty spaces

 

 

Thank you for the reply

I do not use DOM and frankly even my first couple of slaves could slide around on their knees as if they were on an ice rink and then I had very little in the way of LL or any mods

But while it is  a mild nuisance it is no biggie.

Question: If they escape do they move into digital heaven or do they actually have a chance to reach home?

I ask as I have released about 20 and if they simply die i wont do it anymore.

 

I shall try the count click once again on your advice. Thank You

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5 hours ago, CliftonJD said:

 

1 only aygas allow selling in towns, ayagas was designed for those npc's to keep those slaves...hsh auctions however do as you ask for those slaves to be deleted after sale

 

 

2 are you asking what the dialogue parameters are to inform a slave they're to be a slut now are

 

 

Thank for the comprehensive and difficult replies above.
 

1) I use aygas for all slaves sold so far but I guess that I must get further into HSH than I have (once I get a hooker to 100 sex I know them so well (and yes NPCs can have personalities)  that I feel bad about selling them and so far have sold only one. I will dump all ex-hooker guards still with negative SLEN scores WRT the PC(2 out of about 12) I cannot sell any with positive values so I place them in a house as all homes have 16 or more beds & chairs(old F4 habit there).

 

2) No I just wanted to know if I could find out who was a member of the 3 allowed current accompanying hooker  faction as I keep losing one and wanted to do a faction search to find the missing one. To work around it I went back to every past hooker (10 IIRC) and questioned them and it was the last one who was still on the roster although I know that I had dismissed her so perhaps I reloaded a prior save by accident after doing something stupid. I went into SSEedit and boggled at the faction list before I solved it.

Edited by Will55
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3 hours ago, CliftonJD said:

 

i've found that a duplicate of a unique is treated as if both are equals, so in pahe if both are enslaved and 1 runs, they both run and you have to talk to the right runner to stop them both. likewise i've had to make dialog corrections to several quest npc's cuz its the original npc id in every fashion of console name and reference id and base id just like you would google the npc name. margret of markarth along with cicero along the road asking for lorius to fix his cart and loreius and his wife all needed dialogue fixes. i fixed a few others like the caller, but i haven't run into the caller yet to know if my fixes worked for him

 

Umm Lusting after Vex (like everyone else) I was not satisfied with just the reliable bewitch bonk and I had to try and duplicate her for a submissive bed slave (yes I know...)

I did so and made the duplicate a follower and took her to Honeyside  leaving 1 Vex at the ragged Flagon.

I told 2 to "warm my bed" and then tried to enslave her when asleep...bad idea! 1000g TG fine and no real effect and loads of threats

So, being rightly annoyed I hit her with the slaver arrows and paralysed her and enslaved her and bound her up with iron.

She had no real conversation and simply walked out of the locked door house stark naked and wasn't she annoyed!

So I reloaded. 

In actual fact Iona the mod'd housecarl looks just like her in face and body so  she will have to do *sniffs*  : )

 

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3 hours ago, CliftonJD said:

 

it was originally a bug or unintended side-effect of another feature (dd combat training for training while bound) that when i had to fix the other features, it also fixed combat training while zaz tied

 

 

 

That is bad... With the actual training the best result was 96 Combat for one out of 20 Slaves before it freezes. If you can't add it back, I need something like the sex training for combat. 

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5 hours ago, CliftonJD said:

unfortunately i remember layam forewarned us not to enslave ulfric for this very reason that we wouldn't be able to complete the civil war with ulfric as our slave....that said yes pahe has made some changes to how enslavement works that "most" npc's are considered to be dead to the game....Most as in some quest npc's still bug out.

i've never completed the civil war to know if pahe still has this problem with ulfric, but i have enslaved balgruf of whiterun during the stormcloak raid to whiterun before without issue

i've found that a duplicate of a unique is treated as if both are equals, so in pahe if both are enslaved and 1 runs, they both run and you have to talk to the right runner to stop them both. likewise i've had to make dialog corrections to several quest npc's cuz its the original npc id in every fashion of console name and reference id and base id just like you would google the npc name. margret of markarth along with cicero along the road asking for lorius to fix his cart and loreius and his wife all needed dialogue fixes. i fixed a few others like the caller, but i haven't run into the caller yet to know if my fixes worked for him

another user mentioned the caller so i have put some fixes in place i could never test as i've never been to that questline....next time you're in the neighborhood i need you to test her enslavement during the quest as if to kill her to see if she still gets stuck in her quest dialogue.

if it works as intended, she should behave normally when not enslave, but when enslaved she should have her quest dialogues and her slave dialogues

 

 

 

If you really really wanted to enslave ulfric an option might be to do it after the civil war quest and after defeating alduin as ulfric shows up in sovngarde, never tried myself as don't want him really, since at that point i think he's been in all the quests/scripted events he's required by

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7 hours ago, CliftonJD said:

in oldrim or in zaz 7, that worked fine. the slave was detected in zaz devices and couldn't escape from it, but something about sse or in zaz 8 doesn't work right in furniture anymore, that the framework no longer detects the zaz furniture

i think somebody added a mod that makes use of the caged faction for caging slaves tho

True, I used zaz 8 on SE. There are too many problems with zaz, furniture may become invisible until you reload game or something else.

Edited by Tempest_Art
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Question. The MCM menu has an option to enslave follower. However i dont see any dialogue for followers related to this. Regardless whether i recruit them through vanila or any follower framework. Is there other conditions to trigger follower enslavement?

 

Edit: The dialogue option wont appear on "scripted" npc? I havent tried all followers. I just tried some custom followers on a new game. Maybe this is the reason?

Edited by EdtheNord
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Hello!

 

I did a simple fix for the Lakeview Manor Refurnished basement optional file, and wanted to pass it on. The Interior Cell Lighting tab had a Clipping distance set at around 2000, which I changed to 6000.  Now, you can sit on the throne and see all the way to the forge with no grey wall cutting off the sight distance.  The extra rendering distance did not seem to have any performance hit on my system.

 

All credit goes to the original mod author. Feel free to use this little fix, for what it's worth.

 

 

For details on the change, see the attached picture from the CK. 

 

 

Thank you for the mod!

ClipFix.jpg

pahe_lakeview_manor_cell_Refurnished_Clipping_Fix.rar

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@CliftonJD So Ive had this (what I consider)  bug, for a few years with PAH, and I think I finally figured out whats causing it. The bug is that whenever I capture a bandit, sometimes if I run into the same type of bandit out in the wilds, I can only assume with the same refID, they'll be passive. Ive messed with their aggression levels for testing but to no avail as that only really made it so when I would hit the passive bandit once in some instances theyd become upset and fight.

Being the bug is bandits werent fighting back I kept poking at what the cause was and Im pretty positive Ive found out what the cause is. The fix I had to implement was to check their factions using More Informative Console and it turns out the bandits were in the prisoner faction with a rank of 0. I changed the number to -1 and the passive bandits all became normal again(angry at the PC and fighting them on sight). to further test that this wouldnt break how slaves worked I tried adding slaves to the prisoner faction with -1 and they acted normal. Im not sure if changing a target sims faction like that will affect the other NPCs sharing the same refID but I figured that I'd share it in case it either helps you or helps whoever has this same problem that I do with peaceful bandits.

 

So i continued testing and it is completely hit and miss with changing the prisoner faction to -1. Sometimes it doesnt do anything. At this stage Im probably back to square 1 as Im not sure if its something during the enslavement process, Something with the defeat calm spell, using a mod like for sex dialogue on slaves that increases their relationship to the player but in turn is affecting the slaves Base actor or what. Is there anyway to fix this bug. My worry is that I'll get to a point with my current game where bandits refuse to fight completely.

To best describe what Im seeing is as follows:

BUGGED BANDITS:

  • A: Refuse to fight the player and are friendly
    B: Look angry but refuse to fight the player
  • If changed to Prisoner Faction -1 might fight the player
    If changed to Prisoner Faction -1 and resurrected might fight the player
  • Might have Aggression set to 1 and will fight the player if set to 2
    Might have Aggression set to 2 and wont fight the player at all
  • Wont fight the player BUT if the player spawns some with the same ID the spawned bandits are more than willing to fight.
  • Might want to fight the player but wont move at all while they yell insults as if they were fighting the player
Edited by Villianize
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21 hours ago, Will55 said:

Question: If they escape do they move into digital heaven or do they actually have a chance to reach home?

escapees are removed from the game or in the case of randoms or non-uniques, removed until next spawn as a clean actor

21 hours ago, Will55 said:

I ask as I have released about 20 and if they simply die i wont do it anymore.

released slaves are based on their training before decision is made and if sufficiently trained, they stay in the game, sposed to also become eligible followers but never got that aspect to work

20 hours ago, Will55 said:

I keep losing one and wanted to do a faction search to find the missing one. To work around it I went back to every past hooker (10 IIRC) and questioned them and it was the last one who was still on the roster although I know that I had dismissed her

i usually find its easier to reset the tdf quests from mcm

20 hours ago, Will55 said:

Umm Lusting after Vex (like everyone else) I was not satisfied with just the reliable bewitch bonk and I had to try and duplicate her for a submissive bed slave (yes I know...)

I did so and made the duplicate a follower and took her to Honeyside  leaving 1 Vex at the ragged Flagon.

I told 2 to "warm my bed" and then tried to enslave her when asleep...bad idea! 1000g TG fine and no real effect and loads of threats

So, being rightly annoyed I hit her with the slaver arrows and paralysed her and enslaved her and bound her up with iron.

She had no real conversation and simply walked out of the locked door house stark naked and wasn't she annoyed!

So I reloaded. 

In actual fact Iona the mod'd housecarl looks just like her in face and body so  she will have to do *sniffs*  : )

 

i think what ever mod is giving you the option with vex to warm your bed might be what's hanging up during enslavement, that it might be the cause for the floating slaves while tied or in this case the tied slave who can still walk out of her own will - that you might need to remove that mod from her before you enslave her for pahe to get full access to her as intended for a slave.

 

i've never tried enslaving a tg member or a double of a unique who isn't enslaved, but if you still run into dialogue issues with her after enslavement without warming your bed, i can look into her dialogues for quest blockers to disable while enslaved

20 hours ago, Pfiffy said:

That is bad... With the actual training the best result was 96 Combat for one out of 20 Slaves before it freezes. If you can't add it back, I need something like the sex training for combat. 

i'm upto 97 combat within a few days of game time using the dwarven pet suit before i set her as a trainer in hsh:979272521_snowelfdarkness2statsinhsh.JPG.32d63f169284bb423f69cfc6bac4afb2.JPG

but if 97 turns out to be our new limit or rarely ever obtained, i can look into that. for now keep an eye on it, the dwarven pet suits provide the highest training with the straitjackets a close runner up in combat training.

13 hours ago, EdtheNord said:

Question. The MCM menu has an option to enslave follower. However i dont see any dialogue for followers related to this. Regardless whether i recruit them through vanila or any follower framework. Is there other conditions to trigger follower enslavement?

 

Edit: The dialogue option wont appear on "scripted" npc? I havent tried all followers. I just tried some custom followers on a new game. Maybe this is the reason?

i wouldn't recommend using it on scripted npc's as those are more likely to break, but the enslave follower toggle allows you to enslave by normal means of sleeping or health or thru bleed out or paralysis like other npc's. the follower toggle is only different in that it allows eff users to disable them as eligible for enslavement so they don't get stuck with that as their only option when trying to wake a sleeping follower. for best results, i'd still recommend telling them its time to part ways before enslavement to avoid potential issues with follower frameworks and avoid scripted npc's as well

12 hours ago, Blastum said:

Hello!

 

I did a simple fix for the Lakeview Manor Refurnished basement optional file, and wanted to pass it on. The Interior Cell Lighting tab had a Clipping distance set at around 2000, which I changed to 6000.  Now, you can sit on the throne and see all the way to the forge with no grey wall cutting off the sight distance.  The extra rendering distance did not seem to have any performance hit on my system.

 

All credit goes to the original mod author. Feel free to use this little fix, for what it's worth.

 

 

For details on the change, see the attached picture from the CK. 

 

 

Thank you for the mod!

ClipFix.jpg

pahe_lakeview_manor_cell_Refurnished_Clipping_Fix.rar 25.93 kB · 3 downloads

ok, thanks. i'll add the changes to the download, i've already heard a few would enjoy this adjustment

6 hours ago, Villianize said:

@CliftonJD So Ive had this (what I consider)  bug, for a few years with PAH, and I think I finally figured out whats causing it. The bug is that whenever I capture a bandit, sometimes if I run into the same type of bandit out in the wilds, I can only assume with the same refID, they'll be passive. Ive messed with their aggression levels for testing but to no avail as that only really made it so when I would hit the passive bandit once in some instances theyd become upset and fight.

Being the bug is bandits werent fighting back I kept poking at what the cause was and Im pretty positive Ive found out what the cause is. The fix I had to implement was to check their factions using More Informative Console and it turns out the bandits were in the prisoner faction with a rank of 0. I changed the number to -1 and the passive bandits all became normal again(angry at the PC and fighting them on sight). to further test that this wouldnt break how slaves worked I tried adding slaves to the prisoner faction with -1 and they acted normal. Im not sure if changing a target sims faction like that will affect the other NPCs sharing the same refID but I figured that I'd share it in case it either helps you or helps whoever has this same problem that I do with peaceful bandits.

 

So i continued testing and it is completely hit and miss with changing the prisoner faction to -1. Sometimes it doesnt do anything. At this stage Im probably back to square 1 as Im not sure if its something during the enslavement process, Something with the defeat calm spell, using a mod like for sex dialogue on slaves that increases their relationship to the player but in turn is affecting the slaves Base actor or what. Is there anyway to fix this bug. My worry is that I'll get to a point with my current game where bandits refuse to fight completely.

To best describe what Im seeing is as follows:

BUGGED BANDITS:

  • A: Refuse to fight the player and are friendly
    B: Look angry but refuse to fight the player
  • If changed to Prisoner Faction -1 might fight the player
    If changed to Prisoner Faction -1 and resurrected might fight the player
  • Might have Aggression set to 1 and will fight the player if set to 2
    Might have Aggression set to 2 and wont fight the player at all
  • Wont fight the player BUT if the player spawns some with the same ID the spawned bandits are more than willing to fight.
  • Might want to fight the player but wont move at all while they yell insults as if they were fighting the player

in pahe 6.x EinarrTheRed discovered a similar bug where the slave faction was being copied to the base actor for both pahe and original paradise halls. to my knowledge this bug was fixed in 7.x and it should be even more fixed in version 8.x with the automatic outfit disabled toggle cuz there shouldn't be anything left from pahe saved to the base actor with that enabled. when he found it with those earlier version, the results were consistent with every slave, the next spawn would be friendly to player. but you're having trouble mid-way thru testing with suddenly getting different results leads me to believe that its another mod effecting those results. a calm spell during battle sex would seem like a likely culprit to me, but its hard to say which mods are looking at the base actor and possibly harder to find mods that weren't designed for use with a bandit actorbase, expecting to see uniques for their interaction. kinda like most modders aren't aware that setting an outfit on a random actor will be set to the base actor, for years pahe had a naked bandit bug unaware that it was the naked outfit causing it. rather than fighting the naked bug, its best not to use naked outfits

On 11/11/2021 at 10:46 AM, Nonseen said:

Bug like thing no 3:

 

My slave not forced to crawl but my character forced to crawl, wearing identical dd suit:

ScreenShot24.png.af79826f954f0919322cd5221af95f9a.png

 

i dont know this is planned or not.

correcting my earlier statement, since this is ingrid you're showing, she's wearing the dwarven slave suit, not the dwarven pet suit. guessing by your screenshot of the forge that you overlooked the dwarven slave suit as an item you have the ingredients to make - both identical in appearance with exception of the forced crawl. i didn't remember this right away when you posted it cuz i forgot her outfit was recently changed to the dwarven slave suit instead of the dwarven pet suit

 

additionally found some testing material if you get some time, need to see what happens if you enslave vex of the thieves guild and need to see how high you can train combat

Edited by CliftonJD
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On 11/19/2021 at 4:44 PM, CliftonJD said:

1 escapees are removed from the game or in the case of randoms or non-uniques, removed until next spawn as a clean actor

released slaves are based on their training before decision is made and if sufficiently trained, they stay in the game, sposed to also become eligible followers but never got that aspect to work

 

i2 I usually find its easier to reset the tdf quests from mcm\

 

3 i think what ever mod is giving you the option with vex to warm your bed might be what's hanging up during enslavement, that it might be the cause for the floating slaves while tied or in this case the tied slave who can still walk out of her own will - that you might need to remove that mod from her before you enslave her for pahe to get full access to her as intended for a slave. Success but her name changed upon enslavement.  I think that has to be the defining point for enslaving uniques successfully. Enslaved Vex was still Vex

 

i4 I've never tried enslaving a tg member or a double of a unique who isn't enslaved, but if you still run into dialogue issues with her after enslavement without warming your bed, i can look into her dialogues for quest blockers to disable while enslaved

 

 

5 i wouldn't recommend using it on scripted npc's as those are more likely to break, but the enslave follower toggle allows you to enslave by normal means of sleeping or health or thru bleed out or paralysis like other npc's. the follower toggle is only different in that it allows eff users to disable them as eligible for enslavement so they don't get stuck with that as their only option when trying to wake a sleeping follower. for best results, i'd still recommend telling them its time to part ways before enslavement to avoid potential issues with follower frameworks and avoid scripted npc's as well

 

6 I additionally found some testing material if you get some time, need to see what happens if you enslave vex of the thieves guild and need to see how high you can train combat

Thank you. You really work hard.

1, 2 ..If a slave is 100 in sex, sub and pose and >50 in respect and combat and at least 20 in anger AND has a positive SLEN I keep them as EFF Follower guards. The SLEN is what counts as to whether they are kept and if they behave I release them and keep as followers. Not many reach that endpoint (two so far) yet but over time more will.

 

3 I am about to enter Pinewatch and have every intention of enslaving the boss there, That should be interesting. I am also wondering if I can force follow, enslave or copy Senna or one of the other Dibella "girls' for the hell of it. I already have the first two hookers for Markath planned but I need a third ? the Namira girl. Rigel's enslavement was successful but her name changed which I guess has to be the only way that a unique can be enslaved

 

4 NPs thank you...once bitten twice shy there. So I wont bother. Anyway I can bewitch her every time I visit if I am that desperate. I have NO idea which mod placed bed warming but I have feeling that it might be Migal's BBLS which I do not like but the scripts dose  worried me if I removed it. I also now have a problem that even with high arousal and a willing partner "do you want to know me better" or  " it was so hot last time etc." when  obviously successful  both stall without animation. It is not crucial as there are other ways and means but it too is recent. I think that I will delete it after I visit it one more time as I left someone there. then script clean the save for BBLS scripts.

Addendum: I had forgotten that i tried to remove this mod weeks ago but doing so corrupted every save made from the time of its installation. It has 2045 scripts attached and is like a virus as Resaver failed abysmally to clean the saves . So I am stuck with it and justly annoyed.

 

5  OK noted...I wills till attempt Senna /Namira girl etc. but.... maybe I should just duplicate her.....pondering : )

(actually as an "extra" In the Namira shrine site if you TCL travel to the right of the shrine ( the "right" while facing the table) there is a sealed room holding the NPC who has Namira's voice.  Maybe enslaving the ultimate boss girl? : ))

 

6 I deleted that save two days ago as even enslaved and locked down she was unusable and i did not stick around to see what TIME did.

Edited by Will55
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Keeping an eye on it is a bit of a problem right now, because I'm working on TDF again. Horred did a rewrite of TDF with more active prostitutes and an integration of the Pahe Slaves and Sex laves of Mia's Liar. It is still more a beta but it sounds interesting. So I wanted to check if I can do a bit more to my legendary edition again and stumbled over a lot of problems with the CK. For the most parts it is copy and paste with a bit of changing numbers, but as long as my CK refuses to compile scripts I'm in trouble. 

 

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@CliftonJD

 

I'm of half a mind to write some bridging code for PAHE and Immersive Jewlery. There's some very stuff in there, include a "beloved thrall" collar that's just begging to be enchanted to be more than just decoration..

 

I can handle the ZAZ side of things, but it would be nice to have PAHE recognize the enchanted collars and bracelets as leasing collars and iron equivalent cuffs.

 

Any ideas? My last attempt at this didn't  work  as well as I'd hoped.

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Been using pahe for a while and just conformed to the newer updates.

Just for installation ease, is it possible to turn the tdf patch, Immersive creatures patch, as well as the devious suits patch flagged as ESL (espfe)? I know how to do the process in xEdit myself... just takes a moment when I want to play the game lol.

Thanks.

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9 hours ago, CliftonJD said:
On 11/11/2021 at 5:46 PM, Nonseen said:

Bug like thing no 3:

 

My slave not forced to crawl but my character forced to crawl, wearing identical dd suit:

ScreenShot24.png.af79826f954f0919322cd5221af95f9a.png

 

i dont know this is planned or not.

Expand  

correcting my earlier statement, since this is ingrid you're showing, she's wearing the dwarven slave suit, not the dwarven pet suit. guessing by your screenshot of the forge that you overlooked the dwarven slave suit as an item you have the ingredients to make - both identical in appearance with exception of the forced crawl. i didn't remember this right away when you posted it cuz i forgot her outfit was recently changed to the dwarven slave suit instead of the dwarven pet suit

 

additionally found some testing material if you get some time, need to see what happens if you enslave vex of the thieves guild and need to see how high you can train combat

 

i take my dwmaer shuit from ingrid. here is the full story:

used alternate start pahe slaver start ->white run.

uppon spawning bannered mare, ingrid spawned too and get killed as taken to cloning cell to "revived" as slave.

becuse my game heavy modedd i have lot of time to pick up all items from ingrid corpse before "new slave" ingrid spawned and the corpse removed.

 

this means unless ingird equiped in cloning cell different version of dwamer shuit we both wearing the identical same dwammer shuits.

 

If you wish i run more test about this part of PAHE. See what happening.

 

About additional test request:

next weak or weak end i try execute the fallowing tests based on your request:

 

Here is the test plan:

i have a 100% original save file with a good character that can manage defeat vex in combat and deal with thieaf guild member in area where vex stay.

 

Run Zero:

This run is going to the reference run!

loading the save game with minimal pahe setup

 

capture vex

force vex combat aginst enemy and try use traning glitch mach as possible to see what is the combat raning maximum.

 

 

Run A:

loading this save game with minimal PAHE settup.

 

Capture VEX.

Bring vex some bandit kill mission

see vex how get trained by normal combat

if possible punish vex for not fighting. one punihsemnt / combat! ( so no use of combat traning exploit!

 

Do this traning until vex reach known traning maximum or stopgetting combat traning!

 

Run B:

load same save file, this time, with DD addon installed and active.

 

Capture vex

Make one combat traning devious dwamer shuit and put on vex.

Bring vex some bandit kill mission

see vex how get trained by normal combat

if possible punish vex for not fighting. one punihsemnt / combat! ( so no use of combat traning exploit!

 

Do this traning until vex reach known traning maximum or stopgetting combat traning!

 

 

This testing plan meet your testing requierments?

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@CliftonJD The different results are purely suspicions. I was unaware that someone else reported the bug. This being said if it was fixed in later releases is there anyway to fix the bandits Base Actor? Like by removing them from the Slave faction? or once this happens is the only real fix to start the game all over? The only mod I have that calms bandits like this is Defeat.

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12 hours ago, Will55 said:

Success but her name changed upon enslavement.  I think that has to be the defining point for enslaving uniques successfully. Enslaved Vex was still Vex

actually that's Not normal unless she only appears as unique, but not marked as unique in the ck. is that still using a double of her like before or is that her original without a double

12 hours ago, Will55 said:

3 I am about to enter Pinewatch and have every intention of enslaving the boss there, That should be interesting. I am also wondering if I can force follow, enslave or copy Senna or one of the other Dibella "girls' for the hell of it. I already have the first two hookers for Markath planned but I need a third ? the Namira girl.

hmm, moving into quest territory again so not sure how that'll work out, but i'd still avoid the forced follow option unless you can also stop the forced follow before enslavement

12 hours ago, Will55 said:

but I have feeling that it might be Migal's BBLS which I do not like but the scripts dose  worried me if I removed it.

ahh, yes i do recall bedwarming features in other bathing beauty luxury suites...think in the version i used there's an option to disable that from the mcm

12 hours ago, Will55 said:

I also now have a problem that even with high arousal and a willing partner "do you want to know me better" or  " it was so hot last time etc." when  obviously successful  both stall without animation. It is not crucial as there are other ways and means but it too is recent. I think that I will delete it after I visit it one more time as I left someone there. then script clean the save for BBLS scripts.

Addendum: I had forgotten that i tried to remove this mod weeks ago but doing so corrupted every save made from the time of its installation. It has 2045 scripts attached and is like a virus as Resaver failed abysmally to clean the saves . So I am stuck with it and justly annoyed.

try Papyrus Data Transfer

 

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11 hours ago, Pfiffy said:

Keeping an eye on it is a bit of a problem right now, because I'm working on TDF again. Horred did a rewrite of TDF with more active prostitutes and an integration of the Pahe Slaves and Sex laves of Mia's Liar. It is still more a beta but it sounds interesting. So I wanted to check if I can do a bit more to my legendary edition again and stumbled over a lot of problems with the CK. For the most parts it is copy and paste with a bit of changing numbers, but as long as my CK refuses to compile scripts I'm in trouble. 

 

ahh, i was wondering if we should look into adding more prostitutes as an option to tdf to be able to make an option for more slaves to become prostitutes, but if he's already working a rewrite, maybe best to see how that pans out

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