trgdolors Posted February 21, 2022 Posted February 21, 2022 @Martok73 Thanks! That seems to be the same as the 63 kb I mentioned, which in the Downloads (and in MO2 left hand side when installed) is called: pahe_lakeview_manor_cell expansion fixed. I ran a hash on each (yours and the one in downloads) and they are the same file. I won't be able to test it for a while as I don't even have Lakeview, so I will make some notes and hold on to it. I am still using SE and don't have the fishing mod, but hope to be on AE for the next play through. Maybe someone can have a break through on the issues? I can tell there is a lot of work happening, and appreciate all the effort put into this game from all sides!
CliftonJD Posted February 21, 2022 Author Posted February 21, 2022 13 hours ago, Pfiffy said: I have trained my first slave in HSH and get subzero combat stats. Has anybody else seen that before? combat slaves get higher training in pahe than hsh can read so the overflow is seen as a negative number until hsh gets an update 10 hours ago, Pfiffy said: 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. do you mean you can't fire them at all or you can't fire the city hookers. last i remember the addon had issues with firing the independent hookers as well 9 hours ago, Orlando53 said: 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 think last i read of ae, user said it worked best with the unofficial patche 9 hours ago, BloodDollMaria said: 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 dom bug
Pfiffy Posted February 22, 2022 Posted February 22, 2022 (edited) 9 hours ago, CliftonJD said: do you mean you can't fire them at all or you can't fire the city hookers. last i remember the addon had issues with firing the independent hookers as well I can't fire any City/Inn/Free Hookers. The script for that is again a fragment script that didn't have a fragment build in the CK. I will check today if it works after building the fragment correctly. But I still don't have any Idea, why the City Hookers make money and the others don't. They are all running on the same script. I'm missing something else there... Edit: that was it... now I can fire the city hookers... I have to test it on the others, too but the las free Hooker worked. Edited February 22, 2022 by Pfiffy 1
Martok73 Posted February 22, 2022 Posted February 22, 2022 14 hours ago, trgdolors said: @Martok73 Thanks! That seems to be the same as the 63 kb I mentioned, which in the Downloads (and in MO2 left hand side when installed) is called: pahe_lakeview_manor_cell expansion fixed. I ran a hash on each (yours and the one in downloads) and they are the same file. I won't be able to test it for a while as I don't even have Lakeview, so I will make some notes and hold on to it. I am still using SE and don't have the fishing mod, but hope to be on AE for the next play through. Maybe someone can have a break through on the issues? I can tell there is a lot of work happening, and appreciate all the effort put into this game from all sides! If they are the same file then someone changed the name, lol. You can stay on 1.5.97 and still have all the AE CC content, all you have to do is download the Unofficial Downgrade Patcher The Best of Both Worlds from the Nexus and run the exe file after you update your game thru Steam. Just make sure you download the correct version of the patcher that goes with the current Steam version. I am on 1.5.97 and have all the AE CC content. The only issue with the cellar addon is with the fishing mod part that adds the aquarium room to the cellar of each of the heartfire homes. Hopefully as soon as @CliftonJD gets enough time he can get the annoying grey occlusion area wall fixed and the small navmesh issue with npcs not wanting to walk from the trapdoor into the cell/dungeon extension. But it is still usable in it's current state, just have to teleport any npc you want in the dungeon part. But that's no biggie, and if you don't have the CC Fishing mod then you won't have the grey wall issue either. 9 hours ago, CliftonJD said: until hsh gets an update wouldn't hold my breath on that one, lol ? 1 hour ago, Pfiffy said: Edit: that was it... now I can fire the city hookers... I have to test it on the others, too but the las free Hooker worked. Do you have another new version of TDF or is this still the last one you uploaded a day or so ago? 1
Pfiffy Posted February 22, 2022 Posted February 22, 2022 (edited) @Martok73:TDF20220222.7zhere you go... This money thing makes me crazy.. It's again something stupid. Edit: There is also something wrong with the conditions. The dialogues for sending the Hookers to the different ins should only appear if the conditions are fullfilled. Must be a simple setting... I also want to change the condition for Ivarstead. I will check that this evening... Edited February 22, 2022 by Pfiffy 1
Martok73 Posted February 22, 2022 Posted February 22, 2022 13 hours ago, Pfiffy said: @Martok73:TDF20220222.7zhere you go... This money thing makes me crazy.. It's again something stupid. Edit: There is also something wrong with the conditions. The dialogues for sending the Hookers to the different ins should only appear if the conditions are fullfilled. Must be a simple setting... I also want to change the condition for Ivarstead. I will check that this evening... Cool, I'll give it a go and see what happens
DocClox Posted February 23, 2022 Posted February 23, 2022 I seem to be being stalked by kneeling slave girls. I tie them up in one location and then I enter or sometimes leave a cell elsewhere, and there they are waiting for me. Not all of them, it happens to maybe 5 or 10%.
Pfiffy Posted February 23, 2022 Posted February 23, 2022 8 hours ago, Martok73 said: Cool, I'll give it a go and see what happens Except from the money thing it is working for me. (I have not tested the guard interaction and the I only did a short test on the brawl option) The new dialogues need a bit of polishing and the failure messages have to be corrected. I need some help from a native speaker to improve them. For the money bug: I'm running out of ideas. After looking through all the scripts I wonder why it is working for the old Hookers. I'm going to test Falkreath now to see if my old additions work. And I will check the fragments again... Back to the HSH bug: Will the combat stats sort out themselves if I move the slaves back to PAHE after training or will they stay at -106?
CliftonJD Posted February 23, 2022 Author Posted February 23, 2022 (edited) 12 hours ago, Pfiffy said: For the money bug: I'm running out of ideas. After looking through all the scripts I wonder why it is working for the old Hookers. I'm going to test Falkreath now to see if my old additions work. And I will check the fragments again... using xedit to compare the quests i found the scene and location of riverwood, dragonbridge, ivarstead, kynesgrove, nightgate inn, old hroldan, and rorikstead are set to riften. mages guild has the same problem, but there's no inn at the mages guild so not sure where you would want that pointed to, for now its set to the hall of countenance. skaal village has no inn either so for now i set it to 1 of the random locations of the village. same problem again at the thieves guild, set it to the ragged flagon for now. whiterun is set to breezehome and whiterun 2 is set to riften, shouldn't that be the 2 inns of whiterun, for now i'm changing is to the bannered mare and the drunken huntsman. windhelm1 is set to hjerim player home and windhelm 2 is set to riften, changing those to candlehearth hall and new gnisis corner club. dawnstar scene is set to 1 of the autopimping scenes. dawnstar jarl looks good and falkreath inn looks good, but falkreath jarl is assigned to markarth jarl scene. morthal and raven rock and winterhold look good. tdf_inn_fixes.esl 12 hours ago, Pfiffy said: Back to the HSH bug: Will the combat stats sort out themselves if I move the slaves back to PAHE after training or will they stay at -106? yes, the training remains as pahe knew it when they return to pahe. only problem with it so far is that those slaves can't combat train others and other slaves can get stuck forever training a slave with negative number as its already higher than the trainer 13 hours ago, DocClox said: I seem to be being stalked by kneeling slave girls. I tie them up in one location and then I enter or sometimes leave a cell elsewhere, and there they are waiting for me. Not all of them, it happens to maybe 5 or 10%. i notice this happens either only when the player is using a workbench or most frequently during that time so it makes me wonder if that bug is linked to the hsh "feature": "let me rub ....". its a similar feature to the hsh auction phrase "let me rub your feet for you" but i think the workbench version is shoulders instead of feet. also notice it doesn't seem to treat all workbenches the same so it makes me wonder if the workbench location is chosen as the reference attached to the slave dialogue. so far it seems the whiterun workbench outside the blacksmith shop is linked to the dialogue while some of the others like the lakeview manor are linked to the tied slave teleport bug. maybe its something to due with the whiterun location being a static object and lakeview manor location is constructed by the player Edited February 23, 2022 by CliftonJD
Martok73 Posted February 24, 2022 Posted February 24, 2022 17 hours ago, Pfiffy said: Except from the money thing it is working for me. (I have not tested the guard interaction and the I only did a short test on the brawl option) The new dialogues need a bit of polishing and the failure messages have to be corrected. I need some help from a native speaker to improve them. For the money bug: I'm running out of ideas. After looking through all the scripts I wonder why it is working for the old Hookers. I'm going to test Falkreath now to see if my old additions work. And I will check the fragments again... Back to the HSH bug: Will the combat stats sort out themselves if I move the slaves back to PAHE after training or will they stay at -106? My native language is English, you can send me the lines you are wanting to fix/change if you'd like and I can take a look at them. So the new hookers you added doesn't make money? I'm confused on this part here. Combat stat should return to normal once you move them out of HSH and back to PAHE, or at least I would think that it would. I know HSH doesn't use Anger and Fear, so those stats stay the same moving a slave back and forth. In theory I would guess that when you move a slave from HSH back to PAHE the stats should be recognized within a minute or so, but that's just a guess. I don't have any that are above 95 combat at the moment so I can't test my theory. 4 hours ago, CliftonJD said: yes, the training remains as pahe knew it when they return to pahe. only problem with it so far is that those slaves can't combat train others and other slaves can get stuck forever training a slave with negative number as its already higher than the trainer Once transferred back to PAHE tho wouldn't the stat adjust to the current cap you have set in 8.1? If it does "cap out" between 100-150, then would moving the slave back to HSH after the stat "normalized" stay at the correct value? Or does HSH also remember each stat individually per slave as opposed to "refreshing" each stat every time a slave is transferred from PAHE to HSH? 4 hours ago, CliftonJD said: i notice this happens either only when the player is using a workbench or most frequently during that time so it makes me wonder if that bug is linked to the hsh "feature": "let me rub ....". its a similar feature to the hsh auction phrase "let me rub your feet for you" but i think the workbench version is shoulders instead of feet. also notice it doesn't seem to treat all workbenches the same so it makes me wonder if the workbench location is chosen as the reference attached to the slave dialogue. so far it seems the whiterun workbench outside the blacksmith shop is linked to the dialogue while some of the others like the lakeview manor are linked to the tied slave teleport bug. maybe its something to due with the whiterun location being a static object and lakeview manor location is constructed by the player There are a couple custom mod player homes where a slave will "attend" you if you sit down, or use a workbench. I honestly can't remember if that is part of HSH or PAHE or both tho. So far I have not run into an issue of slaves trying to teleport to me if they are tied up in PAHE or if they are assigned to a house cell in HSH while sitting or using any workbenches. I can't attest to this for every player home nor every workbench as I have only ever seen any of this dialog while sitting at the main dinning table in Lakeview Manor, and sitting on a chair near the fireplace in Elysium Estates, and I think one time while using the tanning rack in the Lakeview Cellar, however the slave couldn't get to me due to navmesh issues, lol. I've only ever seen the "can I massage your shoulders" dialog, and have never seen any dialog about rubbing my characters feet. Side note here different subject. while having a slave controlled by PAHE and tied up I have noticed recently after updating to 8.1 that the slave only has two dialog choices when going thru the "Ok Slave..." "I'm going to fuck you" dialog tree and getting the "consensual" options. So far since the update I've tried with 5 slaves and all are giving the same "consensual" options while tied up. "Open your mouth and use it for what it's good for", and "Put on this strap on and lay there". For whatever reason I no longer have the "consensual" dialog options that are normally associated with vaginal and anal sex if the slave is "tied up". I do still have all dialog options for the "rape" options for both the "You need to be punished" dialog tree and the "Ok Slave..." "I'm going to fuck you" dialog tree. As long as the "rape" dialog is triggered then all options show up fine, but only those two I listed show up if the "consensual" dialog is triggered. No clue why or what is causing it to do that, just thought I'd mention it to you.
CliftonJD Posted February 24, 2022 Author Posted February 24, 2022 (edited) 1 hour ago, Martok73 said: Once transferred back to PAHE tho wouldn't the stat adjust to the current cap you have set in 8.1? If it does "cap out" between 100-150, then would moving the slave back to HSH after the stat "normalized" stay at the correct value? Or does HSH also remember each stat individually per slave as opposed to "refreshing" each stat every time a slave is transferred from PAHE to HSH? even with pahe slaves capped at 150, its still too high for hsh to understand the values. when hsh was programmed pahe slaves were capped at 100. 1 hour ago, Martok73 said: So the new hookers you added doesn't make money? I'm confused on this part here. the new hookers work fine, but the city hookers he added (for hookers told to work alone in a city) directly into tdf without help of an addon aren't earning any money. hopefully its the quest errors i found, but dunno 1 hour ago, Martok73 said: and have never seen any dialog about rubbing my characters feet. attend the auctions at hsh with a slave present, the slave tends to your feet 1 hour ago, Martok73 said: Side note here different subject. while having a slave controlled by PAHE and tied up I have noticed recently after updating to 8.1 that the slave only has two dialog choices when going thru the "Ok Slave..." "I'm going to fuck you" dialog tree and getting the "consensual" options. So far since the update I've tried with 5 slaves and all are giving the same "consensual" options while tied up. "Open your mouth and use it for what it's good for", and "Put on this strap on and lay there". For whatever reason I no longer have the "consensual" dialog options that are normally associated with vaginal and anal sex if the slave is "tied up". I do still have all dialog options for the "rape" options for both the "You need to be punished" dialog tree and the "Ok Slave..." "I'm going to fuck you" dialog tree. As long as the "rape" dialog is triggered then all options show up fine, but only those two I listed show up if the "consensual" dialog is triggered. No clue why or what is causing it to do that, just thought I'd mention it to you no idea on that, i haven't changed the going to fuck dialogues, aside from adding a script property identifying that as not punishment. the changes should be seeing for that dialogue tree are once the animation starts- the leadin animations for tied slaves are no longer tied to "ZapWriPose07" or "ZapWriPose06". aggressive is still true for tied slaves so any of the consenting dialogues are null and void Edited February 24, 2022 by CliftonJD
Martok73 Posted February 24, 2022 Posted February 24, 2022 37 minutes ago, CliftonJD said: even with pahe slaves capped at 150, its still too high for hsh to understand the values. when hsh was programmed pahe slaves were capped at 100. So what can be done to solve the negative number issue? 38 minutes ago, CliftonJD said: the new hookers work fine, but the city hookers he added (for hookers told to work alone in a city) directly into tdf without help of an addon aren't earning any money. hopefully its the quest errors i found, but dunno Ahh ok, that makes sense. 38 minutes ago, CliftonJD said: attend the auctions at hsh with a slave present, the slave tends to your feet Hahaha, I'll have to try that 39 minutes ago, CliftonJD said: no idea on that, i haven't changed the going to fuck dialogues, aside from adding a script property identifying that as not punishment. the changes should be seeing for that dialogue tree are once the animation starts- the leadin animations for tied slaves are no longer tied to "ZapWriPose07" or "ZapWriPose06". aggressive is still true for tied slaves so any of the consenting dialogues are null and void That's weird cause I'm seeing the dialog issue anytime a slave is tied, whether it is going thru the "punishment" dialog tree, or the "ok slave" tree. I can still get the "consent" dialog while a slave is tied from either dialog tree, but there is only two options, which is what is not making any sense. I hope I explained what I'm seeing better that time.
CliftonJD Posted February 24, 2022 Author Posted February 24, 2022 42 minutes ago, Martok73 said: So what can be done to solve the negative number issue? hsh would need an update
DocClox Posted February 24, 2022 Posted February 24, 2022 8 hours ago, CliftonJD said: i notice this happens either only when the player is using a workbench or most frequently during that time so it makes me wonder if that bug is linked to the hsh "feature": "let me rub ....". its a similar feature to the hsh auction phrase "let me rub your feet for you" but i think the workbench version is shoulders instead of feet. also notice it doesn't seem to treat all workbenches the same so it makes me wonder if the workbench location is chosen as the reference attached to the slave dialogue. so far it seems the whiterun workbench outside the blacksmith shop is linked to the dialogue while some of the others like the lakeview manor are linked to the tied slave teleport bug. maybe its something to due with the whiterun location being a static object and lakeview manor location is constructed by the player Hmm... last time I remember it happening was in Forsaken Cave where I'd just been using Curalmil's alchemy bench, so that seems likely.. 1
Pfiffy Posted February 24, 2022 Posted February 24, 2022 (edited) 12 hours ago, CliftonJD said: using xedit to compare the quests i found the scene and location of riverwood, dragonbridge, ivarstead, kynesgrove, nightgate inn, old hroldan, and rorikstead are set to riften. mages guild has the same problem, but there's no inn at the mages guild so not sure where you would want that pointed to, for now its set to the hall of countenance. skaal village has no inn either so for now i set it to 1 of the random locations of the village. same problem again at the thieves guild, set it to the ragged flagon for now. sidenote: I have to learn more about the usage of Xedit. This is something I forgot, when I build the scenes. If the travel to bed option is enabled, the city Hookers should take the client home... I didn't stumble over this in the CK. Can you tell me where you find that? Hopefully the Free Hookers are not affected by this, too.... Edit: I found it...Its the ref alias.. Interesting thing: The Riverwood/Rorikstead Hookers also point to rifton, but work correctly.... For the mages you got the right Idea. The new Inn Hookers should take a bed in the Inn. For the thieves I have to check if there is a bed some where in there . The Jarl Hooker should use a bed in the Jarl houses. 12 hours ago, CliftonJD said: whiterun is set to breezehome and whiterun 2 is set to riften, shouldn't that be the 2 inns of whiterun, for now i'm changing is to the bannered mare and the drunken huntsman. windhelm1 is set to hjerim player home and windhelm 2 is set to riften, changing those to candlehearth hall and new gnisis corner club. All Inn Hookers point to to Riften because I used Rifton as template. If the Morthal, Dawnstar or Falkreth Hookers move to the homes there they would have to walk a long way... I want the Skaal village Hookers to spend their time in the Hall there. I noticed that the Free Hookers are walking round in the street and start sex scenes, while the inn Hooker just sit in the inns and do nothing. I think it is something in the packages. Something for the future... 12 hours ago, CliftonJD said: dawnstar scene is set to 1 of the autopimping scenes. dawnstar jarl looks good and falkreath inn looks good, but falkreath jarl is assigned to markarth jarl scene. morthal and raven rock and winterhold look good. For HSH training: I have one slave with all stats at max. (except fear and anger) This one trained another slave with combat at around 80. After the training both had combat -106. Those two are training two other slaves now. as soon as the training is completed I will check what happened. Edited February 24, 2022 by Pfiffy 1
CliftonJD Posted February 24, 2022 Author Posted February 24, 2022 (edited) 7 hours ago, Pfiffy said: For HSH training: I have one slave with all stats at max. (except fear and anger) This one trained another slave with combat at around 80. After the training both had combat -106. Those two are training two other slaves now. as soon as the training is completed I will check what happened. Edited 7 hours ago by Pfiffy interesting, never thought it would be possible for training to complete with negative numbers 7 hours ago, Pfiffy said: If the travel to bed option is enabled, the city Hookers should take the client home... what if the player doesn't own a home or doesn't own a home anywhere near those locations, shouldn't the whole point of getting clients from a workin inn location be to use the beds already available at the inn Edited February 24, 2022 by CliftonJD
elfdrow Posted February 25, 2022 Posted February 25, 2022 11 hours ago, CliftonJD said: interesting, never thought it would be possible for training to complete with negative numbers want to hear something funny. it gets worse lol I was training a fighter, and evil raiding companion (kind of a "hide your women!" play thru ) so I got captain crunch from broken oar grotto. around 10 dragons and no idea how many forsworn later it was around 60 combat... I think well for some reason he declined to fight. I whipped him, and whipped him again (can't have softies in this crew >:D ). boom instant 140 combat. "yay!" right?... nay next fight "combat = 0" so you can actually loose all combat when it goes over 100 XD since the value is not clamped to 100 there is always risk of reverting speaking of training (and the actual reason I got here) what are fear and anger actually used for? I know a single spanking is enough to stop them from cursing you for the rest of their lives. but other than that I never saw the use to train them. so I was curious about their mechanic
TrollAutokill Posted February 25, 2022 Posted February 25, 2022 5 hours ago, elfdrow said: want to hear something funny. it gets worse lol I was training a fighter, and evil raiding companion (kind of a "hide your women!" play thru ) so I got captain crunch from broken oar grotto. around 10 dragons and no idea how many forsworn later it was around 60 combat... I think well for some reason he declined to fight. I whipped him, and whipped him again (can't have softies in this crew >:D ). boom instant 140 combat. "yay!" right?... nay next fight "combat = 0" so you can actually loose all combat when it goes over 100 XD since the value is not clamped to 100 there is always risk of reverting speaking of training (and the actual reason I got here) what are fear and anger actually used for? I know a single spanking is enough to stop them from cursing you for the rest of their lives. but other than that I never saw the use to train them. so I was curious about their mechanic No it's not above 100 but 127. Combat is the only stat that is not capped at 100, and when it is stored in factions it gets to -128 after 127 because factions are stored on 8 bits. @CliftonJD can tell us if we should cap combat at 127 or if we store it /2 (max 254. That can can also be achieved by reverting negative numbers to 127-x, I do that for DoM modifiers) or if we need two factions.
CliftonJD Posted February 25, 2022 Author Posted February 25, 2022 12 hours ago, elfdrow said: want to hear something funny. it gets worse lol I was training a fighter, and evil raiding companion (kind of a "hide your women!" play thru ) so I got captain crunch from broken oar grotto. around 10 dragons and no idea how many forsworn later it was around 60 combat... I think well for some reason he declined to fight. I whipped him, and whipped him again (can't have softies in this crew >:D ). boom instant 140 combat. "yay!" right?... nay next fight "combat = 0" so you can actually loose all combat when it goes over 100 XD since the value is not clamped to 100 there is always risk of reverting speaking of training (and the actual reason I got here) what are fear and anger actually used for? I know a single spanking is enough to stop them from cursing you for the rest of their lives. but other than that I never saw the use to train them. so I was curious about their mechanic this: On 2/19/2022 at 9:39 AM, CliftonJD said: On 2/18/2022 at 6:04 PM, 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: On 2/18/2022 at 6:04 PM, 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 6 hours ago, TrollAutokill said: No it's not above 100 but 127. Combat is the only stat that is not capped at 100, and when it is stored in factions it gets to -128 after 127 because factions are stored on 8 bits. @CliftonJD can tell us if we should cap combat at 127 or if we store it /2 (max 254. That can can also be achieved by reverting negative numbers to 127-x, I do that for DoM modifiers) or if we need two factions. we had a cap over 800 when you last mentioned using multiple factions for it. you never replied back on how that investigation went so the cap was reduced to 150 or 175. have several slaves at 150 combat training already, but i can reduce that to a solid 150 if others are still getting past the limits and resetting to 0 1
TrollAutokill Posted February 25, 2022 Posted February 25, 2022 1 hour ago, CliftonJD said: this: we had a cap over 800 when you last mentioned using multiple factions for it. you never replied back on how that investigation went so the cap was reduced to 150 or 175. have several slaves at 150 combat training already, but i can reduce that to a solid 150 if others are still getting past the limits and resetting to 0 Well the allowed range for faction ranks is -128/+127. Combat max can be 800 for slaves in pah, but when it is saved to the faction the max has to be 127. That's the easiest fix, just one change in combat_training set function. Thought we might need a patch for HSH. I have to investigate that part.
CliftonJD Posted February 25, 2022 Author Posted February 25, 2022 2 minutes ago, TrollAutokill said: Well the allowed range for faction ranks is -128/+127. Combat max can be 800 for slaves in pah, but when it is saved to the faction the max has to be 127. That's the easiest fix, just one change in combat_training set function. Thought we might need a patch for HSH. I have to investigate that part. i notice hsh shows any or most pahe values past 100 as negative numbers. if a positive number training valued slave is set to train a negative valued combat slave (example to increase the other stats), the training will need to be aborted manually once the other stats reach desired level so hsh says its training combat or the trainer doesn't recognize the trainee values as being already higher so the training can't finish. tho it is said that the negative valued slave can train others, in my experience this was not the case, the trainer having less than 0 was never high enough to combat train others. trainer with negative value would train the other stats and report back that its completed ignoring combat
TrollAutokill Posted February 25, 2022 Posted February 25, 2022 7 minutes ago, CliftonJD said: i notice hsh shows any or most pahe values past 100 as negative numbers. if a positive number training valued slave is set to train a negative valued combat slave (example to increase the other stats), the training will need to be aborted manually once the other stats reach desired level so hsh says its training combat or the trainer doesn't recognize the trainee values as being already higher so the training can't finish. tho it is said that the negative valued slave can train others, in my experience this was not the case, the trainer having less than 0 was never high enough to combat train others. trainer with negative value would train the other stats and report back that its completed ignoring combat So setting combat_training faction rank to 127 if combat_training>=127 in pahslave.psc might be all is needed for a quick fix.
CliftonJD Posted February 25, 2022 Author Posted February 25, 2022 36 minutes ago, TrollAutokill said: So setting combat_training faction rank to 127 if combat_training>=127 in pahslave.psc might be all is needed for a quick fix. ya, its worth a try, tho not sure if that's enough to fix hsh
Pfiffy Posted February 25, 2022 Posted February 25, 2022 On 2/24/2022 at 4:43 PM, CliftonJD said: interesting, never thought it would be possible for training to complete with negative numbers what if the player doesn't own a home or doesn't own a home anywhere near those locations, shouldn't the whole point of getting clients from a workin inn location be to use the beds already available at the inn Maybe it is just me.... Owning the home is the condition for placing the Hookers in the 5 major Cities...I leave it this way for now. For Dawnstar, Falkreath, Winterhold and Raven Rock I changed the setting to the beds in the Inns, for all Jarls I changed it to the beds in the Jarl houses. (Hopefully I did it right) and for the Inn Hookers I changed to the beds to the beds in the Inns. I also edited the conditions. Hopefully this will reduce the options to only the available places. I didn't find any useful description for the setting. TDF20220225.7z
DonQuiWho Posted February 25, 2022 Posted February 25, 2022 30 minutes ago, Pfiffy said: Maybe it is just me.... Owning the home is the condition for placing the Hookers in the 5 major Cities...I leave it this way for now. For Dawnstar, Falkreath, Winterhold and Raven Rock I changed the setting to the beds in the Inns, for all Jarls I changed it to the beds in the Jarl houses. (Hopefully I did it right) and for the Inn Hookers I changed to the beds to the beds in the Inns. I also edited the conditions. Hopefully this will reduce the options to only the available places. I didn't find any useful description for the setting. TDF20220225.7z 37.83 MB · 0 downloads I have not got a clue how to do any of this, but I admire your persistence in both practising your bedhopping skills, and also ensuring that the beds in the hostelries see maximum occupancy
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