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


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Posted (edited)
22 hours ago, Pfiffy said:

WOW!

 

Ok. So the additional script did the trick? It didn't for me, but maybe I just didn't test it enough. The MCM looks quite good. Is this from Oldrim or SSE?


 

the additional script still had to be rewritten from the tif's, put it all back in the hirefire script. but specify each city slut stationed now has its own command function to specify which city is being assigned to that slut. this way the script knows them apart for all 20+ cities and the mcm can retrieve the location from hirefire...sse, we'll have to back-port it later

Quote

Question: MCM locations are the defined locations where the sluts work on their own?

 

mcm locations are the actual skyrim locations, but they can sometimes be off if its in blackreach. so far the city locations have all stationed at the inns tho so blackreach should only effect the independents out of town

21 hours ago, cantgetright008 said:

That looks fire!

be careful, its still in a critical state warning it could ruin any mod. so far other threads report name loss if you assign that mod to a slave

16 hours ago, DashMeUp said:

Is there anyway to prevent captures from losing their figures when enslaved?  They always become skinnier after being enslaved.  

interesting bug, no idea what would make them shrink or lose weight. did she get bulemic after enslavement 

1 hour ago, FallenGear said:

Paradise Halls isn't starting up for me, and seems to remain stopped for me. I've tried booting it up several times at this point. Any suggestions?

issues booting up are papyrus alone unless you either don't have skse setup or you have an obsolete mod over top of pahe

Edited by CliftonJD
Posted
8 hours ago, CliftonJD said:

the additional script still had to be rewritten from the tif's, put it all back in the hirefire script. but specify each city slut stationed now has its own command function to specify which city is being assigned to that slut. this way the script knows them apart for all 20+ cities and the mcm can retrieve the location from hirefire...sse, we'll have to back-port it later

mcm locations are the actual skyrim locations, but they can sometimes be off if its in blackreach. so far the city locations have all stationed at the inns tho so blackreach should only effect the independents out of town

 

Ok... I still have to fix my CTD in Falkreath. Since I didn't find the culprit the easy way, I will reinstall Skyrim and rebuild my load order from scratch. This will take some time. 

BTW: Can you add the Dremora Race so They can wear the Dwarven suits and the Collars? 

Posted
2 hours ago, Pfiffy said:

Ok... I still have to fix my CTD in Falkreath. Since I didn't find the culprit the easy way, I will reinstall Skyrim and rebuild my load order from scratch. This will take some time. 

BTW: Can you add the Dremora Race so They can wear the Dwarven suits and the Collars? 

ok

Posted (edited)
2 hours ago, Pfiffy said:

Ok... I still have to fix my CTD in Falkreath. Since I didn't find the culprit the easy way, I will reinstall Skyrim and rebuild my load order from scratch. This will take some time.

Do you know Whabbajack and its modlist SMEFT?

I use it as a baseline mod-list what convinced me to use it was:

  • set up in 10 minutes with 3 clicks and you have:
  • includes all essential fixes (skse, sse engine fixes, ussep, ...)
  • includes essential tools (loot, xedit, bodyslite, nifscope, ...
  • uses MO2 (like all whabbajack modlists)
  • installs itself and skyrim in "portable" folder, keeping the stock game folder clean (it's like pythons venv, but for skyrim), which means you can install as many instances as you like without needing to worry about messing up the steam game folder or the different mod lists interfering with each other

one caveat however is, that some tools like ssedit and loot are in an older version, but since MO is already setup for them, updating to the current version is quite easy

Edited by Jasmine92
Posted (edited)

How do i do the quest. I went to farengar's study and nothung is different,( for context i'm playing skyrim vr, skyrim vr doesn't play well with many esl

Edited by Kohvalii
Posted

The mod Immersive World Encounters has a conflict with this mod. The scripts\uilib_1.pex file. What does this file control? I'm having issues enslaving NPCs. They keel down, I activate them, and then they just keep kneeling and cursing me. They never become enslaved. I'm wondering if its this conflict or some other possibility.

 

For example, I'm running it in Skyrim VR and the .esl files are getting deactivated when I create a bashed patch because WyreBash says "Missing files have been removed from load list". So maybe something there? Or maybe I am just missing some basic action on my part?

 

Any troubleshooting tips appreciated. I am working on reinstalling the mod and a few other things to try and isolate the problem. 

Posted
2 hours ago, Kohvalii said:

How do i do the quest. I went to farengar's study and nothung is different,( for context i'm playing skyrim vr, skyrim vr doesn't play well with many esl

farengar's study is a nice way to obtain the items, but not mandatory. you can also craft the items at the forge. i think felglow slave camp and possibly the kaajiit traders might also sell the leash collars

46 minutes ago, dulcinea14 said:

The mod Immersive World Encounters has a conflict with this mod. The scripts\uilib_1.pex file. What does this file control? I'm having issues enslaving NPCs. They keel down, I activate them, and then they just keep kneeling and cursing me. They never become enslaved. I'm wondering if its this conflict or some other possibility.

 

For example, I'm running it in Skyrim VR and the .esl files are getting deactivated when I create a bashed patch because WyreBash says "Missing files have been removed from load list". So maybe something there? Or maybe I am just missing some basic action on my part?

 

Any troubleshooting tips appreciated. I am working on reinstalling the mod and a few other things to try and isolate the problem. 

as long as that remains the only script conflict, its fine, that's a shared file used across many mods. unfortunately i don't know enough about skyrim vr to help troubleshoot it aside from trying the game with only pahe and the base requirements on a fresh save first, then later add your other mods a few at a time once you have it working

Posted (edited)
22 hours ago, CliftonJD said:

as long as that remains the only script conflict, its fine, that's a shared file used across many mods. unfortunately i don't know enough about skyrim vr to help troubleshoot it aside from trying the game with only pahe and the base requirements on a fresh save first, then later add your other mods a few at a time once you have it working

 

Thanks for your quick response. I started a new game with just essentials for VR and it looks like it's just not supported in VR. When I activate the NPC, they glow red very briefly, so I know something is trying to work. Given that there are variations and patches for VR for many of the requirements (as you can see below), any one of those could be the culprit. It's like substituting ingredients for a recipe and wondering why it didn't turn out right. Oh well, It's too bad since I was looking forward to building my game around your mod. I may just have to start an SE game for it! ? Appreciate your hard work on the mod!

 

Here is my mod list just for informational purposes (and in case anyone else using VR has gotten it to work--or will get it to work-- and can spot my error/missing piece)

DLC: HearthFires
DLC: Dragonborn
DLC: Dawnguard
Skyrim VR - Patched & Cleaned ESM+BSA Files
SKSE Required Files
Unofficial Skyrim Special Edition Patch
SkyUI VR
VR Address Library for SKSEVR
xSHADOWMANx's DLL Loader
Engine Fixes VR
PapyrusUtil VR - Scripting Utility Functions
powerofthree's Papyrus Extender
Papyrus Extender VR
JContainers VR
RaceMenu
XP32 Maximum Skeleton Special Extended
Fores New Idles in Skyrim SE - FNIS SE
Skyrim VR Tools
SexLabFrameworkSE_v
SL VRpatch Beta
SL VRpatch hotfix for v
ZAZ
pahe_lives_on
fnis
Alternate Start - Live Another Life - SSE
ASLAL - Skyrim VR Patch

 

Edited by dulcinea14
Posted

I don't get the combat training, anger, or fear mechanics in pahe.

 

Combat training seems to usually not increase during combat, and when it does increase, it varies heavily in how much. One guy went from 0 to 1, and then didn't increase at all for dozens of enemies. One stayed at 40ish for a long time, then suddenly it was 68, and several enemies later is still at 68. I can't figure out what causes it to go up. Them delivering the killing blow seems to matter - but do they need to level up to see the combat skill increase? What increases combat skill? Level of enemy killed, types of enemies fought... it's just frustrating because I don't normally use followers but I want to train at least one to a high combat level so they can train others.

 

Everything else seems to make sense in how it increases, though I don't know what anger or fear training actually do. Sorry if this is addressed before, I don't see how to search for this question.

Posted

Hello

 

Can you help a noob please: How to clean the papyrus?
I don't know how to do that based on this answer :
"sounds like you've got some bad script lag, likely a clogged papyrus log to clean up"
 
Because the npc when they want to use a slave stay standing without moving and without silent voice and when I click on it it says "this person is busy" (I have fuz roh doh)
Posted
8 hours ago, Hannibal139 said:

Can i use this without Devious Devious SSE. 

yes, just don't use the dwarvensuits addon

8 hours ago, tephros83 said:

I don't get the combat training, anger, or fear mechanics in pahe.

 

Combat training seems to usually not increase during combat, and when it does increase, it varies heavily in how much. One guy went from 0 to 1, and then didn't increase at all for dozens of enemies. One stayed at 40ish for a long time, then suddenly it was 68, and several enemies later is still at 68. I can't figure out what causes it to go up. Them delivering the killing blow seems to matter - but do they need to level up to see the combat skill increase? What increases combat skill? Level of enemy killed, types of enemies fought... it's just frustrating because I don't normally use followers but I want to train at least one to a high combat level so they can train others.

 

Everything else seems to make sense in how it increases, though I don't know what anger or fear training actually do. Sorry if this is addressed before, I don't see how to search for this question.

combat training for the most part only happens if they actually fight, but if they refuse to fight, you can punish them for it and that too will raise their combat training. combat training can also be sped up by using devious devices that are normally intended to prevent combat

also a help folder included with some help files to read

7 hours ago, TrollAutokill said:

It seems that pahe_version string property in the plugin is still at 8.0.9. Not that it matters a lot though.

updates again at 8.1.3, can't remember if it updated between then. for the most part it don't really matter aside from certain versions where the esp has to match a change in the script. 8.0.9 was when the sex dialogue changes were started so the script could tell punishments apart from regular sex. if i can remember to update that version number when those type of updates occur, that would be the version number that dom needs to look at when looking for compatibility since the script version doesn't occur until dom catches up. the pahe version string is embedded into the esp as a means of saying any pahe version older than that number isn't compatible with the current script and thus also not compatible with current dom

2 hours ago, ranma013 said:

Hello

 

Can you help a noob please: How to clean the papyrus?
I don't know how to do that based on this answer :
"sounds like you've got some bad script lag, likely a clogged papyrus log to clean up"
 
Because the npc when they want to use a slave stay standing without moving and without silent voice and when I click on it it says "this person is busy" (I have fuz roh doh)

post your papyrus log if you need help finding those problems

Posted
On 4/25/2022 at 7:48 AM, CliftonJD said:

the additional script still had to be rewritten from the tif's, put it all back in the hirefire script. but specify each city slut stationed now has its own command function to specify which city is being assigned to that slut. this way the script knows them apart for all 20+ cities and the mcm can retrieve the location from hirefire...sse, we'll have to back-port it later

mcm locations are the actual skyrim locations, but they can sometimes be off if its in blackreach. so far the city locations have all stationed at the inns tho so blackreach should only effect the independents out of town

I'm looking at the script in the CK right now. I get the error 'Error encountered while attempting to reload the script'

I'm also not able to compile it, due to errors with the soft dependency to pahe and I have to add the properties again. I will take a closer look at it over the weekend, if I survive the next two days....

Since most of the Properties are already defined in the Hookercontrolquestutil, wouldn't it be a good idea to expand that script instead of adding a new one?

 

 

 

 

 

 

  

Posted
9 minutes ago, Pfiffy said:

Since most of the Properties are already defined in the Hookercontrolquestutil, wouldn't it be a good idea to expand that script instead of adding a new one?

not anywhere near as many properties defined in the hookercontrolquest as there are in hirefire and the hirefire script already contains majority of what the script needs to do. hookercontrolquest is poorly named, really should be named something about bounty control, that's all that script handles.

16 minutes ago, Pfiffy said:

I'm also not able to compile it, due to errors with the soft dependency to pahe and I have to add the properties again.

i customized some parts of pahe for this update to tdf slaves, so you'll need to update pahe at your end to clear that. if that don't help it, comment out the ReleaseSlave function like this:

Spoiler

;Quest Property PAH Auto
;PAHCore Property Core Auto
;Faction Property PAHPlayerSlaveFaction Auto
;Faction Property PAHHasBeenPlayerSlaveFaction Auto
Actor Property PlayerRef Auto

Function ReleaseSlave(Actor Hooker)
    If (Game.GetModByName("paradise_halls.esm") != 255)
     ;   PAH = Game.GetFormFromFile(0x01FAEF, "paradise_halls.esm") As Quest
     ;   PAHPlayerSlaveFaction = Game.GetFormFromFile(0x0047DB, "paradise_halls.esm") As Faction
     ;   Core = (PAH as PAHCore)
     ;   PAHPlayerSlaveFaction = Core.PAHPlayerSlaveFaction
     ;   if Hooker.IsInFaction(PAHPlayerSlaveFaction)
      ;      Debug.Notification("paradise halls Slave detected")
     ;       Core.GetSlave(Hooker).Release()
     ;       Hooker.EvaluatePackage()
     ;   endif
     EndIf
EndFunction
 

and the addslave function like this:

Spoiler

Function AddSlave(Actor Hooker)
    If (Game.GetModByName("paradise_halls.esm") != 255)
     ;   PAH = Game.GetFormFromFile(0x01FAEF, "paradise_halls.esm") As Quest
      ;  PAHHasBeenPlayerSlaveFaction = Game.GetFormFromFile(0x0052B8, "paradise_halls.esm") As Faction
       ; Core = (PAH as PAHCore)
        ;PAHHasBeenPlayerSlaveFaction = Core.PAHHasBeenPlayerSlaveFaction
        ;if Hooker.IsInFaction(PAHHasBeenPlayerSlaveFaction)
         ;   Debug.Notification("paradise halls ex-Slave detected")
          ;  Core.AddSlave(Hooker)
        ;endif
     EndIf
EndFunction

i can fix those 2 functions later when you're more ready for it

Posted
5 minutes ago, CliftonJD said:

not anywhere near as many properties defined in the hookercontrolquest as there are in hirefire and the hirefire script already contains majority of what the script needs to do. hookercontrolquest is poorly named, really should be named something about bounty control, that's all that script handles.

i customized some parts of pahe for this update to tdf slaves, so you'll need to update pahe at your end to clear that. if that don't help it, comment out the ReleaseSlave function like this:

  Reveal hidden contents

and the addslave function like this:

  Reveal hidden contents

i can fix those 2 functions later when you're more ready for it

Ah... Looks much better... Just a few missing properties left. 

 

Core, PAH, PAHHasBeenPlayerSlaveFaction, PAHPlayerSlaveFaction, PlayerRef (I guess this is Cell: 'Any' and PlayerRef) 

 

just to make sure that I don't miss anything:

 

I have to rebuild the Tifs???

 

Posted
3 hours ago, CliftonJD said:

 

combat training for the most part only happens if they actually fight, but if they refuse to fight, you can punish them for it and that too will raise their combat training. combat training can also be sped up by using devious devices that are normally intended to prevent combat

also a help folder included with some help files to read

Yes they are fighting. I'm talking about clearing whole dungeons without their combat increasing, with them fighting roughly half the enemies by themselves. 

 

Sex seems to increase its own skill pretty reliably. Slow, but reliable. It makes me wonder if I am doing something wrong with combat training. Is it just random whether combat increases it or not? Does all active combat increase skill?

 

Where is the help folder?

Posted
9 hours ago, Pfiffy said:

Ah... Looks much better... Just a few missing properties left. 

 

Core, PAH, PAHHasBeenPlayerSlaveFaction, PAHPlayerSlaveFaction, PlayerRef (I guess this is Cell: 'Any' and PlayerRef) 

 

just to make sure that I don't miss anything:

 

I have to rebuild the Tifs???

 

don't need to address the core or the 3 pah, the script should handle those fine how its written and linking any of those properties in the esp will make pahe a requirement.

playref should be able to autofill

the tif's related to city hookers have all been rewritten to use the commands in hirefire and recompiled, ready to run

8 hours ago, tephros83 said:

Yes they are fighting. I'm talking about clearing whole dungeons without their combat increasing, with them fighting roughly half the enemies by themselves. 

 

Sex seems to increase its own skill pretty reliably. Slow, but reliable. It makes me wonder if I am doing something wrong with combat training. Is it just random whether combat increases it or not? Does all active combat increase skill?

 

Where is the help folder?

help folder should be in the zip with the other data

Posted
On 4/25/2022 at 1:48 AM, CliftonJD said:

the additional script still had to be rewritten from the tif's, put it all back in the hirefire script. but specify each city slut stationed now has its own command function to specify which city is being assigned to that slut. this way the script knows them apart for all 20+ cities and the mcm can retrieve the location from hirefire...sse, we'll have to back-port it later

mcm locations are the actual skyrim locations, but they can sometimes be off if its in blackreach. so far the city locations have all stationed at the inns tho so blackreach should only effect the independents out of town

be careful, its still in a critical state warning it could ruin any mod. so far other threads report name loss if you assign that mod to a slave

interesting bug, no idea what would make them shrink or lose weight. did she get bulemic after enslavement 

issues booting up are papyrus alone unless you either don't have skse setup or you have an obsolete mod over top of pahe

Thanks, I didn't install papyrus correctly.

Posted (edited)

Hi All, anyone know what could cause PAHE slave names to become blank in the MCM, also all their stats are reset to 0 etc?

 

Due to this can not teleport or reset any slaves from MCM menu.

 

I have done some checking and one cause was Mia's Lair, I currently do not have this mod running.

Edited by Addramyr
Posted
45 minutes ago, Addramyr said:

Hi All, anyone know what could cause PAHE slave names to become blank in the MCM, also all their stats are reset to 0 etc?

 

Due to this can not teleport or reset any slaves from MCM menu.

 

I have done some checking and one cause was Mia's Lair, I currently do not have this mod running.

mia's lair and my home is your home could both cause the name loss, but the stats reset to 0 is unheard of. try posting your papyrus log

Posted
14 hours ago, CliftonJD said:

don't need to address the core or the 3 pah, the script should handle those fine how its written and linking any of those properties in the esp will make pahe a requirement.

playref should be able to autofill

I wasn't sure if everything could work correctly, because some of the other properties were also missing...But this sounds like we have a new working TDF Prostitution. 

14 hours ago, CliftonJD said:

the tif's related to city hookers have all been rewritten to use the commands in hirefire and recompiled, ready to run

 

After reinstalling Skyrim I'm still in the process of re-adding/installing mods and far from being ready to test it. But on the way I switched to a 'real' AE install now, so I can test if there are any issues with AE...  I hope all the TDF users will realize how much they have to thank YOU for the new version. On the way I will update some of my SE ports and find the mod that broke the jarl's longhouse in Falkreath for me. (I really hope that it wasn't my own clothing replacer...)

 

I have to check the conditions for the ability to place the Hookers in the new locations. Especially the conditions for the thieves guild and the Mages, but also for the hearthfire homes and the dragonborn locations. The dialogues should only appear if the conditions are met.  I'm not sure if I did that part right.

And I want to take a look at the packages. The free Hookers search for clients, as soon as they are places, while the city/inn Hookers seem to just hang around and do nothing. 

Posted
3 hours ago, Addramyr said:

Sure thing, here is the log, is rather large, the name of the slave was originally Huki, which was auto generated by the script.

Papyrus.3.log 110.75 MB · 1 download

looks like stackoverflow on player location change running a dom patch over home sweet home zone handling for the hsh sla script. might be enough to remove that script, hsh comes with a version of the script in the required folder to replace the sla script, but its the dom version of the script so report it there

3 hours ago, Pfiffy said:

I have to check the conditions for the ability to place the Hookers in the new locations. Especially the conditions for the thieves guild and the Mages, but also for the hearthfire homes

hearthfire homes are conditioned backwords to work until you become thane

 

4 hours ago, Pfiffy said:

And I want to take a look at the packages. The free Hookers search for clients, as soon as they are places, while the city/inn Hookers seem to just hang around and do nothing

maybe check their sandbox radius, they seem to get clients from the marker position and return to it

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