TrollAutokill Posted February 18, 2022 Posted February 18, 2022 On 2/17/2022 at 8:18 AM, BloodDollMaria said: Sorry, Clifton JD. It seems that the problem was that I was unzipping the BSA in MO2! I had the same problem. MO2 bsa unzipping is buggy. Do it by hand.
TrollAutokill Posted February 18, 2022 Posted February 18, 2022 (edited) @CliftonJD I noticed PAHTrainFear is still in both paradise_halls.esm and paradise_halls_SLExtension.esp  This might be confusing and can be the cause of the 0 fear training some have experienced. I would suggest removing the SLExtension entry. This should be done in the CK to ensure the entry is actually not used.  EDIT: I understand this was to ensure fear migration from old saves, maybe it can be removed now.  Edited February 18, 2022 by TrollAutokill
CliftonJD Posted February 18, 2022 Author Posted February 18, 2022 (edited) 2 hours ago, TrollAutokill said: @CliftonJD I noticed PAHTrainFear is still in both paradise_halls.esm and paradise_halls_SLExtension.esp  This might be confusing and can be the cause of the 0 fear training some have experienced. I would suggest removing the SLExtension entry. This should be done in the CK to ensure the entry is actually not used.  EDIT: I understand this was to ensure fear migration from old saves, maybe it can be removed now.  ok, i can remove it. but if the old faction is the cause for confusion, removing it will cause none object errors for anybody using it. in pahe the fear training versus anger training has always been random enough for the fear training to sometimes be 0 on slaves who get more angry than afraid  edit: looked into removing it and discovered i had forgotten to change the value of the property defined in the script so any confusion is justified...will work on that for next update Edited February 18, 2022 by CliftonJD
Pfiffy Posted February 18, 2022 Posted February 18, 2022 9 hours ago, CliftonJD said: that to is in debug, "reclone"  for the timer i gave it the same timer as the acceptance timer, think the old timer was 4.3 hours tho Yes, the timer for the dialogue was 4 hours. for just testing the training, 15 minutes is enough. I just want something more closer to the original state for testing the rest. The fist 6 Hookers are sent to Riverwood. 3 in the Inn and 3 as Free Hookers, the next 6 go to Whiterun (Drunken Huntsman and the Jarl). I have to test if they make money.... They should have made some coin after 24 Hours. I wasn't able to pick up money in Riverwood by now, so I want to check it after doing the Golden Claw quest and the house purchase in Whiterun. Â
Martok73 Posted February 19, 2022 Posted February 19, 2022 17 hours ago, CliftonJD said: that to is in debug, "reclone" Will that reset her stats? Are any slaves that you use the "reset" button on supposed to run around like a chicken with it's head cut off all while keeping their stats and dialog? Â BTW what exactly is the Fear and Anger stats for? I have some slaves that have 100 fear, but no where near that in anger. I also have some that have a mix of both in the 70s or so. Since neither of those stats are used in HSH does it matter if they are leveled up or not? Â I think I may just have to get rid of that mouthy slave as nothing I do stops her from being a total bitch. Her stats are to the point where no matter what she shouldn't use those dialogs but for whatever reason she's still being rude, disrespectful, hateful, and a total bitch when I first click on her to talk to her, and when I exit the conversation.
Pfiffy Posted February 19, 2022 Posted February 19, 2022 @CliftonJD: I finished the second training round with new Hookers. I wasn't able to pick up money from the Hookers I placed in Riverwood. Now I placed 3 Hookers in Rorikstead, 2 in the Dunken Huntsman and 1 in Whiterun. to see if it is just Riverwood, or just the new locations, or the whole money script. At least the script is working somehow, because I get the 'no money has been made yet' message. Hooker/Hooker training works like charm, as far as I can tell, but it seems like I messed up the Player/Hooker training. I have to check if I placed the right scripts everywhere... I also uploaded the last version to the TDF page, to get more infos.Â
CliftonJD Posted February 19, 2022 Author Posted February 19, 2022 5 hours ago, Martok73 said: Will that reset her stats? usually no, but: 5 hours ago, Martok73 said: Are any slaves that you use the "reset" button on supposed to run around like a chicken with it's head cut off all while keeping their stats and dialog? usually also no, but its all centered on the same problem, she was problematic when we started. i already recommended a full mod reboot from the status screen, but if you're afraid of rebooting pahe, somebody's gotta take 1 for the team 5 hours ago, Martok73 said: BTW what exactly is the Fear and Anger stats for? think anger controls the chance the slave will get angry, don't think fear training has any function aside from this: 15 hours ago, Martok73 said: I have some slaves that have 100 fear, but no where near that in anger. I also have some that have a mix of both in the 70s or so. Since neither of those stats are used in HSH does it matter if they are leveled up or not? think it only makes any difference if you plan to sell them at felglow slave camp, but aside from that you'd be better to avoid those stats. slaves bought from hsh auctions as example are much better behaved than slaves trained by hand cuz they don't have any anger training
CliftonJD Posted February 19, 2022 Author Posted February 19, 2022 50 minutes ago, Pfiffy said: @CliftonJD: I finished the second training round with new Hookers. I wasn't able to pick up money from the Hookers I placed in Riverwood. Now I placed 3 Hookers in Rorikstead, 2 in the Dunken Huntsman and 1 in Whiterun. to see if it is just Riverwood, or just the new locations, or the whole money script. At least the script is working somehow, because I get the 'no money has been made yet' message. Hooker/Hooker training works like charm, as far as I can tell, but it seems like I messed up the Player/Hooker training. I have to check if I placed the right scripts everywhere... I also uploaded the last version to the TDF page, to get more infos. 1 of the scenes missed a fix and 1 of the hooker training dialogues missed a property and a script: TDF20220216 fixes.esl AIBB_TIF__050EB2C0.psc AIBB_TIF__050EB2C0.pex neither of which are related to riverwood tho so not sure what's going on there yet
trgdolors Posted February 19, 2022 Posted February 19, 2022 I have a question, and this may be a place to ask: Â With many different mods (in general) that allow capturing NPCs instead of killing them, where do people put this growing number of captured NPCs in game? I recognize that there are different forms of "captured": prisoners with different levels of hostility and autonomy. Â More specifically, what location mods are being used to house these NPCs in, from the obvious to the not so obvious? Thanks!
Pfiffy Posted February 19, 2022 Posted February 19, 2022 1 hour ago, CliftonJD said: 1 of the scenes missed a fix and 1 of the hooker training dialogues missed a property and a script: TDF20220216 fixes.esl 2.63 kB · 0 downloads  AIBB_TIF__050EB2C0.psc 2.8 kB · 0 downloads  AIBB_TIF__050EB2C0.pex 2.9 kB · 0 downloads neither of which are related to riverwood tho so not sure what's going on there yet Thank you... again. Well the Hookers should have made some money after 24 Hours. I gave them enough time and wonder if I missed something. The script looks ok for me, but that doesn't mean much. I wonder if I have to add them to the RoamingHookersquestutil somehow, but the script there just handles the crime-pay function.Â
Martok73 Posted February 19, 2022 Posted February 19, 2022 7 hours ago, CliftonJD said: usually also no, but its all centered on the same problem, she was problematic when we started. i already recommended a full mod reboot from the status screen, but if you're afraid of rebooting pahe, somebody's gotta take 1 for the team What is "supposed" to happen when you click the restart thing in the MCM for PAHE? I just don't want my 50+ slaves to loose their stats or suddenly start running around like chickens with their heads cut off. What about transferring them over to HSH before rebooting? As in moving all of my "good" slaves over to HSH and leaving the one problem bitch and then rebooting? How would that affect any that I had moved to HSH?  7 hours ago, CliftonJD said: think anger controls the chance the slave will get angry, don't think fear training has any function aside from this: I have a few with 100 fear that are very well behaved. From what I can tell after abit of testing, I have not been able to trigger the "rape" dialog with them at all. Even after tieing them up the rape dialog still did not trigger, so is the fear stat tied in or linked somehow to their response concerning sex? Like are they so afraid that no matter what they would rather be fucked then risk being whipped? If that's the case then that is cool AF and makes a lot of sense. Train a slave to the point that they are so submissive they will do anything to avoid being whipped. I still haven't found what the anger stat actually controls or does tho and the highest I've managed to get it up to was 90.  7 hours ago, CliftonJD said: think it only makes any difference if you plan to sell them at felglow slave camp, but aside from that you'd be better to avoid those stats. slaves bought from hsh auctions as example are much better behaved than slaves trained by hand cuz they don't have any anger training I normally don't sell any to Fellglow because well they are cheap lowballers and I get much better prices by holding slave auctions at the Restless Hunter in HSH. I don't think I've ever actually bought any slaves. I've always captured them and taken them to one of my training locations and used HSH to train them up before either putting them to work at one of my houses or as a TDF Hooker somewhere. (Still hope you can get that whole sandbox thing worked out). Only reason I have the new slave that is being a total bitch is because I wanted to test out the new changes and stuff you added/made with respect. LOL so far not so good, LOL. She still has some stats that I can train via HSH like pose and combat, but her Submission is at 100 and her Respect is at 95. To train it to 100 I will have to use one of my fully trained taskmasters in HSH to finish her off because nothing I do is raising her respect anymore at all. She also has like middle level fear and anger stats as well. I may transfer her to HSH and have one of my mistresses finish her training and round her out to 100 in all and then see how she acts when I move her back to PAHE.  6 hours ago, trgdolors said: I have a question, and this may be a place to ask:  With many different mods (in general) that allow capturing NPCs instead of killing them, where do people put this growing number of captured NPCs in game? I recognize that there are different forms of "captured": prisoners with different levels of hostility and autonomy.  More specifically, what location mods are being used to house these NPCs in, from the obvious to the not so obvious? Thanks! I use a couple different locations to house slaves that I keep. With the PAH Home Sweet Home mod you can add "cells" to any place that you "own" or ad in outside "slave camps" and use a follower to "guard" them and house them like that. I have the Lakeview Manor Cell expansion from an older version of PAHE that extended the cellar of Lakeview Manor and adds in a couple big rooms that you can place a cell from HSH in and store/train your slaves/captives there. It's big enough to add in torture devices and furniture as well. I also use a mod called Kinky Prison that even tho it's not navmeshed very well it has a decent amount of space to store captives/slaves in. Will uses the Abandoned Prison from the vanilla game and after he mentioned it to me awhile back I've started using it as well. HSH also comes with an inn that has cells downstairs where you can store slaves/captives and has a system in place where you can hold auctions and sell off slaves or buy them too. There are many different options available to house or store captives/slaves and a few options to train npcs you capture turning them into well behaved submissive slaves that will do whatever you tell them to do. They can even fight for you as well. With HSH they can be set to "take care" of any house you own where you place a "house cell" and "house markers", giving them the ability to "idle" or "sandbox" doing certain tasks like cooking, or cleaning, or sweeping, or other various things. With TDF Prostitution you can even pimp them out as hookers to make money, which is also pretty nice.  There are quite a few things you can do with npcs you "capture" or "enslave" and the only real limit is on how you "cap" them whether you do it thru a "defeat" mod such as SL Defeat, or whether or not you "cap" them thru PAHE and turn them into a slave. You can also capture them via a defeat mod and "tie them up" and turn them into guards to collect a small bounty for some npcs, or you can inform the npc that you are "taking them with you" and make them a slave via PAHE, which enables alot more choices and things you can do with that npc. If you don't to play as a slaver and keep slaves yourself, you can RP as a type of bounty hunter and "turn in" npcs you capture as slaves to a couple different mines as "criminals" putting them to work and get paid for delivering them. Lots of options really and with HSH lots of places to house or keep them too. A few mods that adds in places to keep them, but several places in vanilla or the dlcs that can handle them as well. Hope that helps and answer your questions. If you have anymore questions the folks here including myself are more than happy to help you understand how everything works and such.
CliftonJD Posted February 20, 2022 Author Posted February 20, 2022 10 hours ago, Pfiffy said: Thank you... again. Well the Hookers should have made some money after 24 Hours. I gave them enough time and wonder if I missed something. The script looks ok for me, but that doesn't mean much. I wonder if I have to add them to the RoamingHookersquestutil somehow, but the script there just handles the crime-pay function. on that i'd have to suggest you review what took place when you worked with the addon making extra cities and free hookers worked fine when you did it there 5 hours ago, Martok73 said: What is "supposed" to happen when you click the restart thing in the MCM for PAHE? I just don't want my 50+ slaves to loose their stats or suddenly start running around like chickens with their heads cut off. the main properties of the slaves and the properties that break up the slave scripts are looped in order to save the data before the quests are shut down and restarted 5 hours ago, Martok73 said: What about transferring them over to HSH before rebooting? As in moving all of my "good" slaves over to HSH and leaving the one problem bitch and then rebooting? How would that affect any that I had moved to HSH? that should be fine also 5 hours ago, Martok73 said: normally don't sell any to Fellglow because well they are cheap lowballers i've seen some slaves sell for 10k at felglow
Pfiffy Posted February 20, 2022 Posted February 20, 2022 (edited) 8 hours ago, CliftonJD said: on that i'd have to suggest you review what took place when you worked with the addon making extra cities and free hookers worked fine when you did it there  In the legendary version the Independenthookers run on the scripts of the add-on. The new Cities were added to the existing scripts. Since they also have the crime option they are added to the RoamingHookersquestutil script, too. For the new version I merged all hookers into one script.  Is it possible to check the value of a global while playing?  At least Uthgert should have made some money today. Maybe this will give me a clue.  Edit: The Whiterun Hooker made money, so the script itself is working. The other Inn Hookers in Rorikstead also don't made any money. I missed to create a script: The hire_fire_mark script of the add-on....Let see if I can patch this together...  New version... TDF20220220.7z  Edited February 20, 2022 by Pfiffy
trgdolors Posted February 20, 2022 Posted February 20, 2022 @Martok73 Thanks for that extensive breakdown! Â I see that the Paradise Halls Enhanced has three different versions of pahe_lakeview_manor_cell.esp. I went back through that last several pages here and I can also see there are some issues. Which ESP should I install? Or should I wait for a fix? I don't have Lakeview built yet, so I can wait a bit. Â Thanks again!
Kalysto Posted February 20, 2022 Posted February 20, 2022 Hey CliftonJD, is there a way to reset the slave list thru the MCM or some command? I have a couple of slaves entries that I want to remove, one looks like an empty space and the other is Verulus the priest which I enslaved to avoid killing him but his AI prevents me from releasing him through the dialogue. Â I was thinking that it might be useful to simply be able to release slaves through the MCM if that's possible or maybe being able to reset the list?
CliftonJD Posted February 20, 2022 Author Posted February 20, 2022 13 hours ago, Pfiffy said: Is it possible to check the value of a global while playing? don't know of a way for player to do it in game, but script can. maybe add more verbose debug to scripts that use or read from any globals 2 hours ago, Kalysto said: Verulus the priest which I enslaved to avoid killing him but his AI prevents me from releasing him through the dialogue. Â I was thinking that it might be useful to simply be able to release slaves through the MCM if that's possible yes, each slave has that option in the debug section of the slave info page in the mcm 2 hours ago, Kalysto said: Hey CliftonJD, is there a way to reset the slave list thru the MCM or some command? I have a couple of slaves entries that I want to remove, one looks like an empty space click the slave count from the main page to reset the list of the empty slave slot bug 1
Nonseen Posted February 20, 2022 Posted February 20, 2022 I wish say big thanks for the latest update  I Done some quick limited testing and slaves act as expected  Clifton you do magic things  Other reason i write here: few month ago some of the users said here if my memory servs me well if i made a mod that add new npc to enslave they happy to do it Reason for my silence i working on a mod that add npc slavers to game that can be enslaved by player managed to add a few.. i mean few hundred of them (500+). sadly not all uniqe looking, this goign to change ower time.  Maybe this intrest some of the readers so here to look...  side note, this slaver npcs not ordinary bandits, this npcs made to capable defeat the player and kill/enslave. ( the enslaving part done by other mods i just help making the "ideal" conditions" ) this means this slavers can be used as exellent combat slaves... if one manage capture them and train  (and avoid getting enslaved/killed) 1
CliftonJD Posted February 20, 2022 Author Posted February 20, 2022 17 minutes ago, Nonseen said: I wish say big thanks for the latest update  I Done some quick limited testing and slaves act as expected  Clifton you do magic things
Martok73 Posted February 21, 2022 Posted February 21, 2022 18 hours ago, CliftonJD said: that should be fine also I think I'll give that a try then to minimize the risk to my "good" slaves. I'll transfer them over the HSH and just leave the one that is being a bitch then try resetting her then rebooting PAHE. Â 18 hours ago, CliftonJD said: i've seen some slaves sell for 10k at felglow Most I've ever gotten for a slave from there was just over 1k, and that was one that had 100 sub, 100 resp, 100 sex and like 70 combat and 80 something pose. I've gotten roughly 11k for one via HSH Auction before, fully trained. Pose and Combat so far I have not been able to get to 100 but can get them in the 90s. Â 15 hours ago, trgdolors said: @Martok73 Thanks for that extensive breakdown! Â I see that the Paradise Halls Enhanced has three different versions of pahe_lakeview_manor_cell.esp. I went back through that last several pages here and I can also see there are some issues. Which ESP should I install? Or should I wait for a fix? I don't have Lakeview built yet, so I can wait a bit. Â Thanks again! You're very welcome, glad to help. As for which version of Lakeview Manor I'm using the plain Lakeview Manor Cell esp from PAHE 8.06, which I'm pretty sure is the same as the plain one on the main download page from way back in either Sept. or Nov. The only real issue is there is an area occlusion gap causing a blank grey plane between the main cellar and the entrance to where the aquariums room is located that was added by the CC Fishing mod. So if you happen to not be using that mod, then the occlusion won't appear and the cellar will be normal. If you do use the CC Fishing mod then you'll have a grey occlusion area "plane/wall" in the doorway to the aquarium room. It's harmless and doesn't prevent access as you can walk right thru it just fine, for me it's just annoying as hell to see a grey square covering the doorway. The cell also works fine and doesn't have any issues aside from npcs don't like to walk from the trapdoor hatch into the cell, which I'm almost positive is a navmesh issue that shouldn't be hard to fix. The occlusion area plane however has proven to be difficult to get rid of. Again it doesn't actually hurt anything, it's just annoying having a big grey blank space in the doorway to another room. Sadly all of the esp files for the cellar have this occlusion plane except for the one that CliftonJD found that was very very old and small and put into the 8.1 download zip file. You can try each one and see which one you like best to be perfectly honest. I like the plain one as it doesn't add alot of furniture and leaves a ton of open space for me to be able to customize it with zaz and dd torture furniture devices which I like alot. Â Â
trgdolors Posted February 21, 2022 Posted February 21, 2022 (edited) @Martok73  Unfortunately, I do not have Lakeview yet in my play through, so I can't test right now. I kinda like your description of the larger room. I seem to have three versions of pahe_lakeview_manor_cell.esp. I wonder if any match the one you are using?:  36 kb - Date Modified 2019/07/27 63 kb - Date Modified 2021/01/25 91 kb - Date Modified 2021/05/07  Thanks! Edited February 21, 2022 by trgdolors
Martok73 Posted February 21, 2022 Posted February 21, 2022 2 hours ago, trgdolors said: @Martok73  Unfortunately, I do not have Lakeview yet in my play through, so I can't test right now. I kinda like your description of the larger room. I seem to have three versions of pahe_lakeview_manor_cell.esp. I wonder if any match the one you are using?:  36 kb - Date Modified 2019/07/27 63 kb - Date Modified 2021/01/25 91 kb - Date Modified 2021/05/07  Thanks! This is the one I am personally using while waiting on @CliftonJD to fix the grey wall occlusion area and the navmesh. It still has the occlusion area in the doorway between the main cellar and the aquarium room and npcs sometimes do not want to walk from the entrance trapdoor into the cell extension, but it has the big open area rooms and I like the small one of the left to put my HSH House Cell.  pahe_lakeview_manor_cell.esp 1
Pfiffy Posted February 21, 2022 Posted February 21, 2022 I have trained my first slave in HSH and get subzero combat stats. Has anybody else seen that before?
Pfiffy Posted February 21, 2022 Posted February 21, 2022 14 hours ago, CliftonJD said: don't know of a way for player to do it in game, but script can. maybe add more verbose debug to scripts that use or read from any globals  The new script didn't make it better.... I can't fire the Hookers. (I may have tested this first....) I wonder why the old Hookers make money without any further scripts, while the new ones don't. Â
Orlando53 Posted February 21, 2022 Posted February 21, 2022 Hi, short question. I would like to use this great mod in the ae version, I intend to install now . I looked over the comments here and didn't find any hints whether there are problems between AE and this mod. Any experiences ? Thanks
BloodDollMaria Posted February 21, 2022 Posted February 21, 2022 I used 8.1 & Dom When reloading a save, the slave seems to be duplicated (same name or no name). Restarting Pahe brings it back to normal, but it reappears when I reload When using TDF, slaves are showing the normal TDF dialog, is this intentional? If I disable the dialog on the TDF side, Pahe's TDF dialog seems to disappear as well. If you have unpacked Pahe's BSA and applied the MHiYH patch, it seems to load infinitely.
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