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


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Posted
3 hours ago, Antiope_Apollonia said:
Quote
  • current sex dialogues updated to inform the script its not punishment sex--this sets the framework in place for the dialogues to know its sex or punishment sex

This doesn't seem to have worked.  I'm still punishing for no reason with consensual sex.

are you saying the "ok slave" "going to fuck..." consenting sex is claiming punishment...without reason?

Posted
10 hours ago, Antiope_Apollonia said:

Yes.

ok, i'll need to write a new function to clarify better to dom that its not punishment

Posted (edited)
3 hours ago, CliftonJD said:

ok, i'll need to write a new function to clarify better to dom that its not punishment

It currently works the same way it has for many versions now; you get two simultaneous notifications: one for "having some sex just for fun" (I think this is from DoM?) and one for punishing with sex "for no reason".  

 

Also, I thought you said you were changing the "always rape if weapons drawn" code?  I just checked it, and even if the slave had consented to sex, it still gets registered as rape if you draw your weapons.  Definitely a weird functionality.

Edited by Antiope_Apollonia
Posted
5 minutes ago, Antiope_Apollonia said:

Also, I thought you said you were changing the "always rape if weapons drawn" code?  I just checked it, and even if the slave had consented to sex, it still gets registered as rape if you draw your weapons.  Definitely a weird functionality.

ya, i thought i had fixed that already as well. in there now wondering what's going on, its either getting fixed now or getting fixed again

Posted
12 hours ago, Antiope_Apollonia said:

It currently works the same way it has for many versions now; you get two simultaneous notifications: one for "having some sex just for fun" (I think this is from DoM?) and one for punishing with sex "for no reason".  

 

Also, I thought you said you were changing the "always rape if weapons drawn" code?  I just checked it, and even if the slave had consented to sex, it still gets registered as rape if you draw your weapons.  Definitely a weird functionality.

DoM is still built on 8.1 scripts. So most script changes in 8.1.2 would be shadowed by DoM. I am afraid if you want to comment on PAHE 8.1.2, you would have to have a game without DoM enabled.

Posted
On 3/31/2022 at 4:49 PM, CliftonJD said:

fixed the pathing for the cell expansion and fixed the greywall for cell expansion and unique displays...wasn't able to fix pathing for display rooms:

pahe_lakeview_manor_cell.esp 61.89 kB · 3 downloads   Unique Display Room.esp 279.73 kB · 1 download   udrfishingpatch.esp 73.49 kB · 1 download

Awesome mate, will test these as soon as I can, probably over the weekend. Happy to have the grey wall gone and npcs able to walk into the cell expansion area, I can live without them going into the display room. Thank you :D

Posted (edited)
9 hours ago, TrollAutokill said:

DoM is still built on 8.1 scripts. So most script changes in 8.1.2 would be shadowed by DoM. I am afraid if you want to comment on PAHE 8.1.2, you would have to have a game without DoM enabled.

thank you for clarifying that

8 hours ago, Martok73 said:

Awesome mate, will test these as soon as I can, probably over the weekend. Happy to have the grey wall gone and npcs able to walk into the cell expansion area, I can live without them going into the display room. Thank you :D

welcome :)

8 hours ago, Martok73 said:

Here are the esm and bsa files from my SE install, should be what you need, I hope.

 

ccBGSSSE001-Fish.esm 1.14 MB · 0 downloads ccBGSSSE001-Fish.bsa 359.96 MB · 0 downloads

ok, will look at that next

edit:

ok, good. works perfect with the updated patch i sent (pathing is still consistent with display room tho)

Edited by CliftonJD
Posted
6 hours ago, CliftonJD said:

ok, good. works perfect with the updated patch i sent (pathing is still consistent with display room tho)

So I did some testing with the files you posted and yes the grey wall is gone, yay!!!

 

However I did notice that for me at least slaves following me into the dungeon cell and my normal followers are still not pathing into the cell extension and I have to either teleport them via the mcm or with console commands to get them inside. They seem to be stuck in a loop going up and down the cellar entrance ladder trapdoor instead of pathing into the extension cell. I also noticed that right as you walk thru the doorway towards the aquarium/display room, if you look to the right where the coffins are, the one right in front of you is doubled, with one sitting directly infront of the other. Not sure where the extra copy is coming from.

 

The grey wall being gone is the best thing ever tho, that was soo annoying to have to deal with for so long. Thank you so much for figuring out what it was and how to fix it. :D

Posted (edited)

This may have been asked before, but is it possible when an NPC is "enslaved" to add the factions and whatnot to the cloned NPC and not affect the base it cloned from?

I have found, especially with bandits and NPC from SoT etc that I capture a bunch to go train and sell them and after like the 2nd one, all the rest already have the PAHE dialogues but are not actually "enslaved" so to speak, or I sell one and half the crowd I was off to go sell from AYGAS  go follow one of the others new "masters" because the base was enslaved and not the prid of the clone. 

 

Also I see many say that DoM seems to be replacing HSH / AYGAS and such as Musje is MIA since Oct 2021, but where is DoM found ? If you mean Diary of Mine, which I like a LOT, what is this bag you speak of? I cannot find this

Edit (I feel like an idiot my Diary of Mine wasn't updated and I was on vers 1.57 , way before the slave bag was added) 

 

 

and in answer to the "why would you want to put them in the clone cell", because trying to transport a bunch of PAHE slaves around to sell or such, is a pain as they get lost between destinations, go off and follow someone else, or (even with advanced leashcollar set), runaway, at above the minimum setting. 

 

Does anyone know of any mod like Hydragorgon's that populates the world with more slaves? I tried Ambient slaves, but for one, they are all non-interactable and 2 they are all bald.

It would be cool if somehow there was a way to populate the world with some already enslaved NPC's, or more "Slave Jane's" that you can find and claim. Yuriana's new quests are good but not PAHE compatible.

 

Yes I have been a fan of PAHE for many years and it just gets better as time goes on. Please keep it up. Just wish Captured Dreams was a thing still and they could interact, now THAT would be good. 

 

 

Edited by kohlteth
Posted
15 hours ago, Martok73 said:

So I did some testing with the files you posted and yes the grey wall is gone, yay!!!

 

However I did notice that for me at least slaves following me into the dungeon cell and my normal followers are still not pathing into the cell extension and I have to either teleport them via the mcm or with console commands to get them inside. They seem to be stuck in a loop going up and down the cellar entrance ladder trapdoor instead of pathing into the extension cell. I also noticed that right as you walk thru the doorway towards the aquarium/display room, if you look to the right where the coffins are, the one right in front of you is doubled, with one sitting directly infront of the other. Not sure where the extra copy is coming from.

i noticed 1 would get stuck in a loop for bout 5 minutes or so going back up the stairs, but traveling in groups greater than the 1 would leave the ladder occupied by the 1 while the others behave normally. if none of them path for you then you might need to make a save outside the cellar, then uninstall/reinstall the fishery, the display room, the cellar expansion, and the udp patch. noticed while i was working on it, i had to reinstall it once, then after that had to load from that save for each change

16 hours ago, Martok73 said:

 

The grey wall being gone is the best thing ever tho, that was soo annoying to have to deal with for so long. Thank you so much for figuring out what it was and how to fix it. :D

welcome :)

6 hours ago, kohlteth said:

This may have been asked before, but is it possible when an NPC is "enslaved" to add the factions and whatnot to the cloned NPC and not affect the base it cloned from?

I have found, especially with bandits and NPC from SoT etc that I capture a bunch to go train and sell them and after like the 2nd one, all the rest already have the PAHE dialogues but are not actually "enslaved" so to speak, or I sell one and half the crowd I was off to go sell from AYGAS  go follow one of the others new "masters" because the base was enslaved and not the prid of the clone. 

 

Also I see many say that DoM seems to be replacing HSH / AYGAS and such as Musje is MIA since Oct 2021, but where is DoM found ? If you mean Diary of Mine, which I like a LOT, what is this bag you speak of? I cannot find this

Edit (I feel like an idiot my Diary of Mine wasn't updated and I was on vers 1.57 , way before the slave bag was added) 

that sounds like a dom bug, it changes the enslavement process so i can't help you with it while using dom

6 hours ago, kohlteth said:

in answer to the "why would you want to put them in the clone cell", because trying to transport a bunch of PAHE slaves around to sell or such, is a pain as they get lost between destinations, go off and follow someone else

musje made a slave cart addon mod for transporting slaves

6 hours ago, kohlteth said:

or (even with advanced leashcollar set), runaway, at above the minimum setting. 

advanced leash collar still requires the slave to be wearing a leash collar, they just don't need to be leashed to a spot anymore with that setting, can follow as if leashed to the player

6 hours ago, kohlteth said:

Does anyone know of any mod like Hydragorgon's that populates the world with more slaves? I tried Ambient slaves, but for one, they are all non-interactable and 2 they are all bald.

It would be cool if somehow there was a way to populate the world with some already enslaved NPC's, or more "Slave Jane's" that you can find and claim. Yuriana's new quests are good but not PAHE compatible.

 

Yes I have been a fan of PAHE for many years and it just gets better as time goes on. Please keep it up. Just wish Captured Dreams was a thing still and they could interact, now THAT would be good. 

eventually i'd like to add option to claim those wandering slaves, but for now i let any bug fixes take precedence

Posted (edited)
10 hours ago, CliftonJD said:

i noticed 1 would get stuck in a loop for bout 5 minutes or so going back up the stairs, but traveling in groups greater than the 1 would leave the ladder occupied by the 1 while the others behave normally. if none of them path for you then you might need to make a save outside the cellar, then uninstall/reinstall the fishery, the display room, the cellar expansion, and the udp patch. noticed while i was working on it, i had to reinstall it once, then after that had to load from that save for each change

Ok, I'll see what happens.

 

Have you noticed or did you notice a second copy of the vampire coffin? When you first walk thru the doorway looking to the right, there should be one coffin right in front of you but for me there is one right in front of the other like they are stacked. There is also the one that is on the left wall of the first room on the right, which is normal, but the double stacked coffins on the facing wall as soon as you turn right into that first small little room is what's got me puzzled. I have no clue as to where it's coming from.

 

This is what I am talking about, notice 2 coffins instead of 1.

ScreenShot39.png.3f4a251b4903083570dff768e7ca98ca.png

 

Grey wall gone tho which is fantastic :D

Edited by Martok73
Posted

I'm new to loverslab so sorry if i commented on the wrong spot, but i have some issues going with my pahe, the first noticeable one is slave posing animation is not playing, it's only the first one that can be used, dancing and other pose will just make the slave wait in place, the second issue is that whips won't leave marks, and last is slave that was tied up is stuck in tied state untill i reclone them, i'm using nemesis if that somehow interferes with the 2nd issue but i have added fnis on and it didn't change anyting, i also use pahe hsh, and dom if that gives any clues.

Posted
3 hours ago, Martok73 said:

Ok, I'll see what happens.

 

Have you noticed or did you notice a second copy of the vampire coffin? When you first walk thru the doorway looking to the right, there should be one coffin right in front of you but for me there is one right in front of the other like they are stacked. There is also the one that is on the left wall of the first room on the right, which is normal, but the double stacked coffins on the facing wall as soon as you turn right into that first small little room is what's got me puzzled. I have no clue as to where it's coming from.

think its an issue with the patch they made for udp, i tested the cell expansion by itself, then the display room by itself, but i noticed the gate would be replicated under certain circumstances and when adding the fishery and the patch for it, the caskets were there and both opened. i notice alot of the aquarium stuff when referenced into the patch had no need to be there, but instead was there to change the always there factor to only there when enabled thru the workbench

 

1 hour ago, Bosslonte said:

i also use pahe hsh, and dom if that gives any clues.

posing would be a hsh issue, but stuck in tied state isn't normal for pahe. with dom in the mix all i can guess is to try asking at the dom thread

Posted
8 hours ago, CliftonJD said:

posing would be a hsh issue, but stuck in tied state isn't normal for pahe. with dom in the mix all i can guess is to try asking at the dom thread

Will do, thanks for the suggestion.

Posted
16 hours ago, CliftonJD said:

think its an issue with the patch they made for udp, i tested the cell expansion by itself, then the display room by itself, but i noticed the gate would be replicated under certain circumstances and when adding the fishery and the patch for it, the caskets were there and both opened. i notice alot of the aquarium stuff when referenced into the patch had no need to be there, but instead was there to change the always there factor to only there when enabled thru the workbench

So, any idea how to fix it so it doesn't duplicate them like that?

Posted
22 hours ago, Martok73 said:

So, any idea how to fix it so it doesn't duplicate them like that?

pretty much have to choose which of the esp's places the coffin, so if the patch needs to adjust placement for the fishery, remove it from the display room while using the patch...which means technically it might be better in this case to merge the patch right into the display room to clean it up. you think you got it from here or do you need help with it

Posted
On 3/14/2022 at 11:12 AM, 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.

got it working at my end, seems you already made an updated version of ana_hire_fire as bb_hirefire. adding that new script to the city management quest seems to fix it for me. so far tested falkreath and the first independent hooker

Posted
4 hours ago, CliftonJD said:

pretty much have to choose which of the esp's places the coffin, so if the patch needs to adjust placement for the fishery, remove it from the display room while using the patch...which means technically it might be better in this case to merge the patch right into the display room to clean it up. you think you got it from here or do you need help with it

Honestly it's been a very long time since I merged two esp's together, so if you don't mind and are willing I'd love some help and appreciate it honestly. My poor brain/head has been giving me quite a fit lately and I went to the hospital today for tests, seems like my condition may be getting worse, but will know more once the results come back.

Posted
14 hours ago, Martok73 said:

Honestly it's been a very long time since I merged two esp's together, so if you don't mind and are willing I'd love some help and appreciate it honestly. My poor brain/head has been giving me quite a fit lately and I went to the hospital today for tests, seems like my condition may be getting worse, but will know more once the results come back.

ok, seems i was wrong about the reasoning for it anyway so good thing:

udrfishingpatch.esp

Posted

Hi.  I finally got back to this and I am still getting a problem with PAHE/HSH.   Asking here as the audience is generally larger and better informed than just the HSH thread

 

In my cottage on the edge of Riverwood, I have transferred a number of PAHE slaves to HSH for training

 

However, leave it, and return some time later and there are 'new' bandits INSIDE it, (it sounds like the problems that you can get with some of the Hearthfire homes which, being in open space, will have bandits/giants/etc appear inside when you enter), and these charactyers are knocking 6 bells out of the inhabitants. 

 

This happens even after disabling OBIS. and setting my other bandit spawning mod (More Vanilla Bandits MVB) to do nothing - or at least the Nexus page says it should be doing nothing, with my current settings

 

The strange thing is that while these interlopers seem to show up as generic game bandits, in this case Bandit Plunder Warriors. with nothing modifying the base refs, some do have 'Morrowind' character names.  I've never ever even played Morrowind ?? and it's a bit OTT to believe in Osmotic Terrorist Transfers

 

To maybe help me narrow this down, has anyone any idea which mod clones bandits as named Morrowind characters?.  Pics show two of the named baddies, and their stats

 

TIA for any help anyone can provide

 

36722565_SkyrimSE2022-04-0616-57-11-095.jpg.39f847a46d0f379baea86a1b2634b048.jpg

 

 

SkyrimSE 2022-04-06 16-56-38-757.jpg

SkyrimSE 2022-04-06 16-56-37-809.jpg

Posted (edited)
24 minutes ago, DonQuiWho said:

This happens even after disabling OBIS. and setting my other bandit spawning mod (More Vanilla Bandits MVB) to do nothing

Disabling the mod doesn't disable active scripts baked into your savefile.  The bandits are doubtless being spawned by a script, not by the .esp itself.  Try it in a new game and see if it still happens.  Probably, it won't.  If it doesn't happen in a new game, then you can either clean your existing save or just give it up.

Edited by Antiope_Apollonia
Posted
1 hour ago, Antiope_Apollonia said:

Disabling the mod doesn't disable active scripts baked into your savefile.  The bandits are doubtless being spawned by a script, not by the .esp itself.  Try it in a new game and see if it still happens.  Probably, it won't.  If it doesn't happen in a new game, then you can either clean your existing save or just give it up.

 

Thanks

 

I might actually just remove both mods and clean up the save.  The game's been going too long to give up on it too easily

 

I still don't understand where the Morrowind names come from

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