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


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Posted (edited)
1 hour ago, Pamatronic said:

ITF can cause some visual oddities when it tries to run its scripts on a character that has just been killed by one of my devices. But this will be some Ragdoll-spazzing at worst, nothing game Breaking. (and it only affects a minority of my devices)

 

I looked at the logs and saw something weird:

"pamaFurnitureAlignmentHelper"

NONE of my mods actually use this script anywhere. I just uploaded it as a psc/pex resource.

Which means that one of your installed mods took this script and attached it to furnitures.

And yes, it would absolutely cause issues if used improperly.

 

Thanks for that.  I'll have a look and see what might do that.  no promises, mind, as I'm no techie ?

 

@Pamatronic I've looked through all my MO2 data loads, everyting of yours loaded in game, and all the source files of what I thought might be the dodgier mods - insofar as they seemed to play with some 'iffyness' and I cannot reference a script with that name at all on searching through their source files either (Based on loading the source script into Notepad++  and searching for 'pama' or align',

 

Any clues as to what I maybe should be looking for - if that's not right ?

Edited by DonQuiWho
Posted
20 hours ago, CliftonJD said:

you need both patches, the aygas patch for hsh and the hsh patch for aygas, like a symbiosis.

There is only one esp file in the AYGAS zip download file, same goes with HSH, so technically no patches on either mod page. There are however script files references AYGAS and HSH that do get installed automatically for both. I say that because I have the scripts in my data/scripts folder but do not have AYGAS installed, the script is part of the HSH install. I am curious tho as to where the "patche" files are located as they are not listed in the download section of either AYGAS nor HSH mod pages, only the base mod itself is linked and available when clicking the download button. If there were patches for those two mods to work together you would think that since they are no included in the base mod zip file, that they would be at least linked as separate files when clicking the download button on either mods main page. I have just now double checked both download pages before posting this for accuracy so at the time of this message, there are no separate patch files or esp patch files located on the download page, nor inside the base mod zip file. If there are patches they are not located on the main download page for each mod and I have no idea where to find such files, searching via the LL search engine is about as helpful as pissing in the wind.

 

 

20 hours ago, CliftonJD said:

i'm not familiar with vortex, but most mod managers that read and use a fomod installer, will not automatically install an option you don't meet the requirements for. in order for the 2 patches to both be installed "automatically" vortex would need to be reading both installers simultaneously to let 1 meet the requirements of the patch of the other in both directions

That depends on how the FOMOD is setup originally as to whether or not extra things are installed. Perfect example is the full PAHE zip file. It includes several esp files that are "patches" for other mods, and they do get installed but not enabled when you install PAHE before anything else. Which makes sense as PAHE is a base requirement for all the other mods in question so it has to be installed first. The thing I like is that all those esps you included are installed they are just not enabled by default so the user has to go back after installing everything else and "enable" the esp plugins that they need.

 

 

21 hours ago, CliftonJD said:

that means its completely safe to use with pahe 8.1, but the mcm fix for aygas won't take effect while using it with dom

 @TrollAutokill if dom 2.7 isn't ready yet, perhaps a more ideal solution would be to update dom 2.6.3 for pahe 8.1.2 

I was strictly going of the notes and instructions for DoM listed on DoM's main mod page and referring to such. I know 8.1 is safe for AYGAS, was talking about DoM.

Posted
15 hours ago, GGroove said:

and it feels so much more seamless compared to Sexlab.

And so much more limited, it has no where near the options nor flexibility of SexLab, it's like comparing a porsche to a pinto with FG being the pinto. If the animation alignments are off, you can forget making adjustments either and believe me I've found alot of alignments issues with FG and no way to fix it. Don't have that issue with SL as everything can be adjusted manually to fix any issues. Can't adjust alignment with OSA mods either and contrary to what the author claims, their animations are not perfectly aligned either and I've found many that are badly aligned with again no way to fix it. At least FG can go thru scenes automatically without user input, only Ostim has an auto-mode, all other OSA based mods do not and the new OSEX the guy made to spite the OSTIM author is all manual control, no auto, no adjustments, nada. Oh and the UI for OSA is a clunky PITA and difficult to use and understand, probably why there is a huge manual on how to use it. SexLab better in every way.

 

 

Posted
15 hours ago, Martok73 said:

There is only one esp file in the AYGAS zip download file, same goes with HSH, so technically no patches on either mod page. There are however script files references AYGAS and HSH that do get installed automatically for both. I say that because I have the scripts in my data/scripts folder but do not have AYGAS installed, the script is part of the HSH install. I am curious tho as to where the "patche" files are located as they are not listed in the download section of either AYGAS nor HSH mod pages, only the base mod itself is linked and available when clicking the download button. If there were patches for those two mods to work together you would think that since they are no included in the base mod zip file, that they would be at least linked as separate files when clicking the download button on either mods main page. I have just now double checked both download pages before posting this for accuracy so at the time of this message, there are no separate patch files or esp patch files located on the download page, nor inside the base mod zip file. If there are patches they are not located on the main download page for each mod and I have no idea where to find such files, searching via the LL search engine is about as helpful as pissing in the wind.

the way home sweet home fomod installer works is that if you have the mod, such as aygas it gives you 1 variant of the script for use with that addon mod, but if you don't have that mod you'll get a different version of the same script that won't perform the same functions.

 

if you wish to see with the naked eye, unpack the PAH_HomeSweetHome_1.26 SSE file and view it within windows instead of your mod manager. 00 is the base required part of the mod while each higher number is an optional addon to use with their corresponding mods. each of the numbered addon folders there has a script made for the mod listed. now you can screenshot the file size and date of the file in the addon folder or just write the name and date on some scratch paper and compare it to the files in the 00 required

Posted
On 2/25/2022 at 4:17 PM, 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 · 4 downloads

 

On 3/7/2022 at 8:00 PM, CliftonJD said:

 

 

no sense beating your head over it when these are possible issues already encountered in the construction of the independent prostitutes addon. maybe your next best move is to add that other script in the roaming hookers control quest 

searching thru the roaming hookers quest i found majority of the cash earned globals are pointed at windhelm, so fix those globals first and if you still get issues after that then add the other script to the quest

Posted
15 hours ago, CliftonJD said:

the way home sweet home fomod installer works is that if you have the mod, such as aygas it gives you 1 variant of the script for use with that addon mod, but if you don't have that mod you'll get a different version of the same script that won't perform the same functions.

 

if you wish to see with the naked eye, unpack the PAH_HomeSweetHome_1.26 SSE file and view it within windows instead of your mod manager. 00 is the base required part of the mod while each higher number is an optional addon to use with their corresponding mods. each of the numbered addon folders there has a script made for the mod listed. now you can screenshot the file size and date of the file in the addon folder or just write the name and date on some scratch paper and compare it to the files in the 00 required

I have unpacked and looked at both HSH and AYGAS. Both of those have PAHE as Masters when examined in xedit and the CK. From what I have seen with the two files I have on my PC, AYGAS also has PAH HSH as a Master as well, which unless I'm completely senile means that it won't install without HSH installed first. I have also looked in my data/scripts/ folder for my SE install, and found every single script that in packed inside the zip file. Which if the fomod installer worked they way you said it is supposed to, then I should not have anything in my data/scripts folder except for the script for DD and SLAL. But I have phhshaygas.pex in my scripts folder along with the scripts for ITF, SerialStrip, and MME. So I would take a guess that those scripts should not have been installed at all seeing as how I do not have any of those mods installed at all.

 

I compared each of the script files located inside my own data/scripts folder, and they match perfectly with the scripts that are in the individual numbered folders by themselves located in the HSH zip file. So for whatever reason the formod installed each script from the numbered folders into my game without me having any of the corresponding mods installed. So I'm guessing that the fomod didn't work as intended on my end?

 

I have also taken apart AYGAS zip file and it has it's own HSH script file that it's fomod installs, which goes along with my copy of the esp having HSH listed as a Master. That script file is also in a number folder by itself inside the zip file, so if the fomod only installed the numbered folders if a certain mod is detected, then the only way it would install that script is if HSH is already installed. If AYGAS was installed first, (ignoring the hsh master), then it would not install that script as the fomod did not see HSH which would cause issues. So if both the HSH fomod, and the AYGAS fomod only installs the extra required scripts if it detects the other mod, then no matter which mod is installed first, one script will always be left out and not installed, as you can't detect both at the same time. So with that logic it would make sense that the fomod for HSH would install all the optional scripts and not the ones packed in the 00 folder whether or not it detected AYGAS or not, otherwise, the fomod for AYGAS would not install it's own HSH script that is in it's own folder if HSH was not detected. Which means one script will always be left out and not installed unless the fomod is set to install everything for one or both mods.

 

Given that my copy of AYGAS esp file shows PAH HSH as a master, (downloaded 0.58b SSE several months ago), the only way that I can think of possible to have the fomods for both mods install the optional script files if the fomods are actually setup to make them optional, is to install HSH first, then AYGAS, then go back and reinstall HSH without actually removing it but doing a reinstall ontop of itself to force the fomod to "see" AYGAS afterwards. But that still would not explain why my copy of HSH installed everything including the optional scripts to begin with?

 

Honestly, if those fomods are actually setup to only install those specific scripts if the fomod detects the other mod first, then that would be the only way possible to get both optional scripts installed correctly and working right. Which I gotta say nobody would ever think to install one mod, then install the second mod, then go back and reinstall the first mod. That is freakin insane, if I had not opened up both zip files and checked both esps in CK and xedit I would have never ever in a million years thought of doing that. But it literally is the only way possible because no matter which mod you install first, it will not see the other mod because it is not installed yet. So the only way to get the first mod that is installed to see the second mod is to go back and install it again after installing the second mod. I'm sorry but that is fucking crazy insane.

 

Seriously if you install AYGAS first, then it is not going to see HSH so the fomod won't install aygasHSHFunctions.pex script at all. If you install HSH first and the fomod works correctly then it will not see AYGAS and thus will not install the script that I linked above at all. So, you will get the script from whichever mod you install second, but you won't get the script from the mod you install first, if the fomods actually work they way they are supposed to and only install them if they "see" the other mod. So the only way to get both scripts at the same time is to literally go back to whichever mod you installed first, and without removing it or changing it, run the fomod installer again so that it can "see" the other mod and install the right script. Yep, nobody would figure out that install process without clear cut instructions to get both scripts at the same time. Yep that's nuts and neither mod page says anything at all about it either.

 

I bet somewhere amoung the hundreds of support threads for both mods, there is a post detailing exactly how to get both mods playing nice with each other detailing exactly how to get the wacked out fomod to install the correct scripts, and I bet if it's not identical to what I described it's either really really close, or it involves extracting the scripts directly from the zip files into the data/scripts game folder.... I'm not reading thru hundreds of pages to find it, but I bet it's one whopper of a post. LOL ?

Posted (edited)
On 3/8/2022 at 2:42 AM, CliftonJD said:

update 8.1.1:

  • more quest dialogue fixes for astrid
  • more oral punishment dialogues prepped for the aggressive punishment option coming
  • fix to fear faction to move it to the master file, should help to prevent 0 fear training
  • fear faction corrections added to reset so any slave can synchronize fear training 

update 8.1.2:

  • more quest dialogue fixes for astrid
  • quest dialogue fixes for Gormlaith
  • new mcm option for always aggresive punishments
  • combat training limit reduced to 127 to fix being read as negative numbers after surpassing the faction limitations
  • ai1 version has sneak preview on my progress with the lakeview manor addon

edit:

dragonborn fixes for Rakel

 

Sorry what does the dragonborn fix do?

 

image.png.a43fc65365ebb6acbe5c5b84d78e58ca.png

 

As its a .esl its moved Schlongs of Skyrim for me which SoS doesn't like (can be fixed by loading in without the .dll and making a save and then putting the .Dll back and loading)



For anyone else getting

Unhandled native exception occurred at 0x7FFD06ACF1F9 (SchlongsOfSkyrim.dll+F1F9) on thread 15340!

just move SchlongsOfSkyrim.dll out of \steamapps\common\Skyrim Special Edition\Data\skse\plugins and load, SoS will complain like hell but ignore it, make a save and quit and then stick the .dll back and everything "should" be good

 

but be nice to know what its trying to do before i start messing about

Edited by pinky6225
Posted

 

6 hours ago, Martok73 said:

the way home sweet home fomod installer works is that if you have the mod, such as aygas it gives you 1 variant of the script for use with that addon mod, but if you don't have that mod you'll get a different version of the same script that won't perform the same functions.

you quoted that and still missed it

6 hours ago, Martok73 said:

AYGAS also has PAH HSH as a Master as well, which unless I'm completely senile means that it won't install without HSH installed first.

if your copy of aygas has hsh as master, then its modified, possible from that compatibility patch you mentioned but that's only a guess

35 minutes ago, pinky6225 said:

 

Sorry what does the dragonborn fix do?

 

image.png.a43fc65365ebb6acbe5c5b84d78e58ca.png

 

As its a .esl its moved Schlongs of Skyrim for me which SoS doesn't like (can be fixed by loading in without the .dll and making a save and then putting the .Dll back and loading)

 

  Reveal hidden contents

 

 


For anyone else getting

Unhandled native exception occurred at 0x7FFD06ACF1F9 (SchlongsOfSkyrim.dll+F1F9) on thread 15340!

just move SchlongsOfSkyrim.dll out of \steamapps\common\Skyrim Special Edition\Data\skse\plugins and load, SoS will complain like hell but ignore it, make a save and quit and then stick the .dll back and everything "should" be good
 

 

 

 

but be nice to know what its trying to do before i start messing about

its only to fix slave dialogue for rakel of the moon tribe, eslified to save you the esp space and its load order can be anywhere after dragonborn esm, no idea why your mod manager wants to mess with sos for it

Posted
41 minutes ago, CliftonJD said:

its only to fix slave dialogue for rakel of the moon tribe, eslified to save you the esp space and its load order can be anywhere after dragonborn esm, no idea why your mod manager wants to mess with sos for it

 

The behaviour i've noticed with vortex (may apply to other mod managers) is that it always tries to stick .esl stuff right at the top as i had the same with a .esl patch for helgen reborn so i suppose another way to avoid would be to make a load order rule to stick it below SoS

 

It doesn't so much mess with SoS as it changes the load order of SoS and that seems to always then cause the .dll crash on loading an existing save, on a new game it wouldnt matter

Posted
5 hours ago, pinky6225 said:

 

The behaviour i've noticed with vortex (may apply to other mod managers) is that it always tries to stick .esl stuff right at the top as i had the same with a .esl patch for helgen reborn so i suppose another way to avoid would be to make a load order rule to stick it below SoS

 

It doesn't so much mess with SoS as it changes the load order of SoS and that seems to always then cause the .dll crash on loading an existing save, on a new game it wouldnt matter

maybe this will help, left it marked as an esl, but named as an esp:

Pahe_Dragonborn_fixes.esp

Posted (edited)

Hi Clifton, I tried to enslave Uaile in Markath but she keeps her original dialogue after enslaving so I figure I could make a small tweak to make her work with PAHE.

Also I did another patch so that "The Ancient Profession" dialogue doens't appear in PAHE slaves.

I've attached both patches in case someone detects an issue that I didn't foresee and maybe to extend for other npcs that have a blocking dialogue.

 

paradise_halls_npc_fixes.esp

 

EDITED: I removed the patch for The Ancient Profession because it was based on version 0.9 and the current latest version is 0.10. The new version of TAP can disable the solicitation dialogue through the MCM.

Edited by Kalysto
Removed obsolete patch
Posted
2 hours ago, Kalysto said:

Hi Clifton, I tried to enslave Uaile in Markath but she keeps her original dialogue after enslaving so I figure I could make a small tweak to make her work with PAHE.

Also I did another patch so that "The Ancient Profession" dialogue doens't appear in PAHE slaves.

I've attached both patches in case someone detects an issue that I didn't foresee and maybe to extend for other npcs that have a blocking dialogue.

paradise_halls_the_ancient_profession.esp 2.51 kB · 0 downloads paradise_halls_npc_fixes.esp 514 B · 0 downloads

nice catch, added the same fix for her other dialogues and for home sweet home:

paradise_halls_npc_fixes.esp

Posted
12 hours ago, CliftonJD said:

you quoted that and still missed it

But the main point is still valid, no matter what order AYGAS and HSH is installed in, unless a person "reinstalls" whichever mod they install first, after installing the other one, then the fomod will never pick up the other mod and thus the "right" script won't get installed. If you install HSH 1st, then the fomod won't see AYGAS, (because it's not there), and won't install the right script. If you install AYGAS 1st then it's fomod won't see HSH, (because it's not there), and won't install the right script. So it's a royally fucked up mess the way the fomods are made for anyone using both mods. In order to get the correct scripts for both mods to work correctly together, a person would either have to "reinstall" or "rerun" the fomod for whichever mod they installed 1st in order for it to "see" the other mod and install the right script. Only other way would be to directly extract the right scripts straight from the zip file download and copy them into the data/scripts folder. Which this is exactly as you said. If you install HSH and it does not detect AYGAS (because it's not there), it will install one version of a script. But if you install AYGAS after HSH, (which is required to get the HSHfunctions script), it will detect HSH and install the script that goes with that mod. At that point because you installed HSH first, it will not have the right version of the script because AYGAS was not already installed, causing one to have to go back and re-run/re-install HSH again in order for the fomod to detect AYGAS and install the correct version of that specific script. It's a royal pita because both scripts are required to make AYGAS and HSH work correctly together, and one mod will always have been installed before the other causing only one of the two needed scripts to be installed without taking an extra step.

 

13 hours ago, CliftonJD said:

if your copy of aygas has hsh as master, then its modified, possible from that compatibility patch you mentioned but that's only a guess

Only compatibility patch I've talked about was the one to make the ZaP Helper Addon work with HSH to make locked "slaves" not be able to flee and be in the "tied" state. That patch has nothing to do with AYGAS. I downloaded my copy of AYGAS a long time ago no clue why the esp file in it has HSH listed as a Master.

Posted
7 hours ago, Martok73 said:

But the main point is still valid, no matter what order AYGAS and HSH is installed in, unless a person "reinstalls" whichever mod they install first, after installing the other one, then the fomod will never pick up the other mod and thus the "right" script won't get installed. If you install HSH 1st, then the fomod won't see AYGAS, (because it's not there), and won't install the right script. If you install AYGAS 1st then it's fomod won't see HSH, (because it's not there), and won't install the right script. So it's a royally fucked up mess the way the fomods are made for anyone using both mods. In order to get the correct scripts for both mods to work correctly together, a person would either have to "reinstall" or "rerun" the fomod for whichever mod they installed 1st in order for it to "see" the other mod and install the right script. Only other way would be to directly extract the right scripts straight from the zip file download and copy them into the data/scripts folder. Which this is exactly as you said. If you install HSH and it does not detect AYGAS (because it's not there), it will install one version of a script. But if you install AYGAS after HSH, (which is required to get the HSHfunctions script), it will detect HSH and install the script that goes with that mod. At that point because you installed HSH first, it will not have the right version of the script because AYGAS was not already installed, causing one to have to go back and re-run/re-install HSH again in order for the fomod to detect AYGAS and install the correct version of that specific script. It's a royal pita because both scripts are required to make AYGAS and HSH work correctly together, and one mod will always have been installed before the other causing only one of the two needed scripts to be installed without taking an extra step.

 

tldr: It's always been like that

Posted
11 hours ago, Martok73 said:

no matter what order AYGAS and HSH is installed in, unless a person "reinstalls" whichever mod they install first, after installing the other one, then the fomod will never pick up the other mod and thus the "right" script won't get installed. If you install HSH 1st, then the fomod won't see AYGAS, (because it's not there), and won't install the right script. If you install AYGAS 1st then it's fomod won't see HSH, (because it's not there), and won't install the right script. So it's a royally fucked up mess the way the fomods are made for anyone using both mods. In order to get the correct scripts for both mods to work correctly together, a person would either have to "reinstall" or "rerun" the fomod for whichever mod they installed 1st in order for it to "see" the other mod and install the right script.

yes, that's what we've been trying to say all along, but some reason your response tried to say you were able to get it to detect both mods automatic without needing to reinstall

Posted
On 3/9/2022 at 11:17 PM, CliftonJD said:

 

searching thru the roaming hookers quest i found majority of the cash earned globals are pointed at windhelm, so fix those globals first and if you still get issues after that then add the other script to the quest

The refaliasscript was the only one that I didn't check for properties....

 

 

Posted
1 hour ago, Pfiffy said:

The refaliasscript was the only one that I didn't check for properties....

 

 

haven't quite narrowed down the mistake yet aside from those globals. so far seems as tho it might be the changes in the quest itself, doesn't seem to fire off when leaving a hooker to work on her own. using the independent addon as a working base to experiment with, tried updating it to the current standards, but only got the same result we already have. doesn't appear to be any issue in the scenes, those seem to work better with your changes.

 

on another note we need to get in touch with tdf enhanced author about how they managed to show slave names in dialogue

Posted (edited)
2 hours ago, CliftonJD said:

haven't quite narrowed down the mistake yet aside from those globals. so far seems as tho it might be the changes in the quest itself, doesn't seem to fire off when leaving a hooker to work on her own. using the independent addon as a working base to experiment with, tried updating it to the current standards, but only got the same result we already have. doesn't appear to be any issue in the scenes, those seem to work better with your changes.

 

on another note we need to get in touch with tdf enhanced author about how they managed to show slave names in dialogue

I'm going to check now if the changes to the properties have an effect. I think I have to release the Hookers and recruit them again. Seems like I have to do a bit of traveling tonight. The enhanced version is a mess. Horred didn't manage to create a working fomod installer and you have to patch everything together to get it partially working. But checking the scripts might give you a clue... 

 

 TDF Enhanced Prostitution 1_0_3.7z

 

 

Edit: Simply re recruiting after editing the properties didn't solve the problem, but at least it is cleaner now. I will test what happens on save where I haven't sent any Hookers to a town tomorrow.  

 

 

Edited by Pfiffy
Posted

Two quick questions:

 

1) Updating: If we are updating this mod and we are in between "PAHE Lives On SE (basic install with out addons)" and "PAHE Lives On SE (with all addons)", would we be better off installing the shorter version and adding the extra esp's? Or should we install the longer version and remove the extra esp's?

 

2) Pahe_Dragonborn_fixes.esl: I see that you have posted an esp-fe version of this file a few days ago in this thread. Will that alternate version get supported in the future or should we just choose the original Pahe_Dragonborn_fixes.esl version before we bake it into a save?

Posted
4 hours ago, trgdolors said:

Two quick questions:

 

1) Updating: If we are updating this mod and we are in between "PAHE Lives On SE (basic install with out addons)" and "PAHE Lives On SE (with all addons)", would we be better off installing the shorter version and adding the extra esp's? Or should we install the longer version and remove the extra esp's?

most users have said its easier to get the all-in-1 version and disable what you don't want or can't use

4 hours ago, trgdolors said:

2) Pahe_Dragonborn_fixes.esl: I see that you have posted an esp-fe version of this file a few days ago in this thread. Will that alternate version get supported in the future or should we just choose the original Pahe_Dragonborn_fixes.esl version before we bake it into a save?

wasn't aware there would be further need for it, but it could be done

6 hours ago, Pfiffy said:

The enhanced version is a mess. Horred didn't manage to create a working fomod installer and you have to patch everything together to get it partially working. But checking the scripts might give you a clue... 

ya, the scripts i looked at only had the names in the mcm and i didn't feel like searching thru all 200 scripts to find it

6 hours ago, Pfiffy said:

Edit: Simply re recruiting after editing the properties didn't solve the problem, but at least it is cleaner now. I will test what happens on save where I haven't sent any Hookers to a town tomorrow.  

 

 

Edited 3 hours ago by Pfiffy

wonder if the quest might work better with the quest stages how they are in the addons instead of like they were in the original mod

Posted
44 minutes ago, CliftonJD said:
5 hours ago, trgdolors said:

2) Pahe_Dragonborn_fixes.esl: I see that you have posted an esp-fe version of this file a few days ago in this thread. Will that alternate version get supported in the future or should we just choose the original Pahe_Dragonborn_fixes.esl version before we bake it into a save?

wasn't aware there would be further need for it, but it could be done

I was thinking if someone chose your alternative ESP-FE, then was later updating the mod, they might end up with the ESL file instead of the ESP-FE, and then maybe there could be problems if the game saw a different file being loaded.

 

I generally prefer ESP-FE cause you can move it around more than a true ESL in the load order in MO2's right-hand side. But I went ahead and chose the ESL version thinking you had already committed to it. Am I wrong? Sometimes I think I know just enough to be dangerous with modding!

 

Thanks again for your mod, time, and knowledge!

Posted
8 hours ago, CliftonJD said:

 

ya, the scripts i looked at only had the names in the mcm and i didn't feel like searching thru all 200 scripts to find it

 

It's not only that: He added a lot of options that had too many dependencies (for my taste) and to see what he has done you might have to check all additional mods he used. 

8 hours ago, CliftonJD said:

wonder if the quest might work better with the quest stages how they are in the addons instead of like they were in the original mod

What do you mean? In the CK I only see a difference in the quest objectives and not in the quest stages.

 

 

Posted
12 hours ago, trgdolors said:

was thinking if someone chose your alternative ESP-FE, then was later updating the mod, they might end up with the ESL file instead of the ESP-FE, and then maybe there could be problems if the game saw a different file being loaded.

 

I generally prefer ESP-FE cause you can move it around more than a true ESL in the load order in MO2's right-hand side. But I went ahead and chose the ESL version

ok, i'll set them both to choose from in next update

12 hours ago, trgdolors said:

thinking you had already committed to it. Am I wrong? Sometimes I think I know just enough to be dangerous with modding!

i usually try to stay flexible with most options

12 hours ago, trgdolors said:

 

Thanks again for your mod, time, and knowledge!

welcome :)

4 hours ago, Pfiffy said:

It's not only that: He added a lot of options that had too many dependencies (for my taste) and to see what he has done you might have to check all additional mods he used. 

a little challenging to navigate his options so only the pah slave option is used in the esp, but once you pass that you'll only need those other mods to compile any script changes if you find or think you've found what you're looking for. slave names in dialogue would not only be nice to have in tdf for both us and the users, but additionally that's important info that would help aygas and some buried pahe features could be redesigned and uncovered

4 hours ago, Pfiffy said:

What do you mean? In the CK I only see a difference in the quest objectives and not in the quest stages.

 

sorry, mis-spoke. you're right its the objectives i'm thinking of. still not sure it its what we're looking for, only that its a different way of doing things that could be leading to the different result

Posted
On 3/13/2022 at 4:41 PM, CliftonJD said:

 

a little challenging to navigate his options so only the pah slave option is used in the esp, but once you pass that you'll only need those other mods to compile any script changes if you find or think you've found what you're looking for. slave names in dialogue would not only be nice to have in tdf for both us and the users, but additionally that's important info that would help aygas and some buried pahe features could be redesigned and uncovered

sorry, mis-spoke. you're right its the objectives i'm thinking of. still not sure it its what we're looking for, only that its a different way of doing things that could be leading to the different result

I'm a bit stuck right now. I wanted to test Falkreath yesterday, but can't enter the Jarls House (CTD). Going to test Morthal today, to see what is wrong.

Posted
4 hours ago, Pfiffy said:

I'm a bit stuck right now. I wanted to test Falkreath yesterday, but can't enter the Jarls House (CTD). Going to test Morthal today, to see what is wrong.

odd place to ctd

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