Pfiffy Posted April 30, 2022 Posted April 30, 2022 19 hours ago, CliftonJD said: hearthfire homes are conditioned backwords to work until you become thane I don't want to add hearthfire as dependency but I'm not sure if I set the conditions correctly. I also want to make sure, that only those dialogues appear, where the conditions are met. this will reduce the dialogue lines that show up. I also want to add conditions for the dialogues where the location is already filled up with hookers, so that only available locations show up. And the dialogues need some refurbishing. 19 hours ago, CliftonJD said: maybe check their sandbox radius, they seem to get clients from the marker position and return to it Yes, things like that. I just took a short look at them.
CliftonJD Posted April 30, 2022 Author Posted April 30, 2022 2 hours ago, Pfiffy said: don't want to add hearthfire as dependency but I'm not sure if I set the conditions correctly. 2 hours ago, Pfiffy said: I also want to make sure, that only those dialogues appear, where the conditions are met. this will reduce the dialogue lines that show up. hmm, so you want to reduce the available city locations to send them to based on being able to send them to the hearthfire cities?
tephros83 Posted May 1, 2022 Posted May 1, 2022 On 4/28/2022 at 12:14 PM, 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? The actual answer to my question about combat training seems to be that it isn't really combat so much as habits on motivation to fight. Combat is a required trigger, but you only have an early opportunity when they first start fighting for you to raise it quickly with the "not in the mood to fight" dialogue followed by punishments. Even if the slave was brave, or if you just used the dialogue, use it over and over again and it can max their combat in as little as one fight. The "not in the mood to fight" dialogue option seems to disappear after a few fights, and then the slave becomes difficult or impossible to get to high combat without a trainer (home sweet home) or other mechanisms not normally used in combat.
Pfiffy Posted May 1, 2022 Posted May 1, 2022 19 hours ago, CliftonJD said: hmm, so you want to reduce the available city locations to send them to based on being able to send them to the hearthfire cities? For the five major cities the condition is 'Bought the house' For the smaller Towns it is 'being thane' For the Thieves guild and the College it is 'Complete the final quest to become the leader' And for Ravenrock it is 'Get Severin Manor' I'm not sure if I did the conditions right. This is the first thing that I have to check. And then I want to set up the conditions in a way, that the dialogues don't show up as long as all 3 slots are filled. less spam...
CliftonJD Posted May 1, 2022 Author Posted May 1, 2022 2 hours ago, Pfiffy said: And then I want to set up the conditions in a way, that the dialogues don't show up as long as all 3 slots are filled. less spam... think i might have an idea on that
Pfiffy Posted May 2, 2022 Posted May 2, 2022 8 hours ago, CliftonJD said: think i might have an idea on that Tell me!
CliftonJD Posted May 2, 2022 Author Posted May 2, 2022 9 hours ago, Pfiffy said: Tell me! basically it works on the premise that the city alias will only return as an actor if the there's any stationed in that city, so you build dialogue conditions expecting actor check as none for all 3 city aliases, then for 2 of each as none with 1 actor and finally 1 of each as none with 2 actors. don't account for the possibility of all 3 city aliases as actors and the dialogue will disappear at that point. here's falkreath as a test city: tdf falkreath conditions.esp if it works, we need to do that for the 20+ others
Pfiffy Posted May 2, 2022 Posted May 2, 2022 2 hours ago, CliftonJD said: basically it works on the premise that the city alias will only return as an actor if the there's any stationed in that city, so you build dialogue conditions expecting actor check as none for all 3 city aliases, then for 2 of each as none with 1 actor and finally 1 of each as none with 2 actors. don't account for the possibility of all 3 city aliases as actors and the dialogue will disappear at that point. here's falkreath as a test city: tdf falkreath conditions.esp 3.24 kB · 0 downloads if it works, we need to do that for the 20+ others shouldn't it be simple like Condition for Allowed met AND actor1=0 OR actor2=0 OR actor3=0 as condition for the Dialogue to show up. (where actor is the Hooker in the City/in) ? Well, that is part of the cleaning. More important is to check if the conditions for allowing Hookers to work in a specific place are correct. I think that I have it for Ivarstead and I can use that one as base for the others. But at first I have to get Skyrim to run again. Right now I can enter the Jarl House in Falkreath, but I only have about 25% of the mods installed.
brady560 Posted May 2, 2022 Posted May 2, 2022 ok forgive me i tried to search the thread but i didnt see it in search. but what am i missing? i try to run the game it get to the intro and i keep seeing a message stating missing paradise_halls_slextenion.esp i thought i downloaded everything but i guess i am missing something. which file am i missing? and I running the special edition with anniversary edition upgrade if you can help thanks.
CliftonJD Posted May 3, 2022 Author Posted May 3, 2022 10 hours ago, Pfiffy said: shouldn't it be simple like Condition for Allowed met AND actor1=0 OR actor2=0 OR actor3=0 as condition for the Dialogue to show up. (where actor is the Hooker in the City/in) ? Well, that is part of the cleaning. More important is to check if the conditions for allowing Hookers to work in a specific place are correct. I think that I have it for Ivarstead and I can use that one as base for the others. But at first I have to get Skyrim to run again. Right now I can enter the Jarl House in Falkreath, but I only have about 25% of the mods installed. thing is you already have them meeting all the conditions for is allowed in those cities, but you need to invent a new additional condition for is_full 3 hours ago, brady560 said: ok forgive me i tried to search the thread but i didnt see it in search. but what am i missing? i try to run the game it get to the intro and i keep seeing a message stating missing paradise_halls_slextenion.esp i thought i downloaded everything but i guess i am missing something. which file am i missing? and I running the special edition with anniversary edition upgrade if you can help thanks. you can't download pahe without downloading paradise_halls_slextenion.esp, so if you're getting that message, you simply need to enable it thru your mod manager or thru skyrim...or extract it from the zip you downloaded and install it
Pfiffy Posted May 3, 2022 Posted May 3, 2022 58 minutes ago, CliftonJD said: thing is you already have them meeting all the conditions for is allowed in those cities, but you need to invent a new additional condition for is_full Yes, this is what I'm thinking of. The dialogue should only appear as long as the condition for placing a Hooker in a location is fulfilled and disappear again as long as all three slots are in use. As it is, the scripts handle that and you get a failure message if you send a fourth Hooker to a city.
kohlteth Posted May 3, 2022 Posted May 3, 2022 I don't know if I am missing something buried in this mass of posts somewhere, but how do you recruit a slaver and from where please?
bubbadogslaw Posted May 3, 2022 Posted May 3, 2022 (edited) Hi! Not sure what's happening, but I think something is conflicting with the lakeview manor slave cell. any ideas what adds a room with light stone floors, alchemy and arcane enchanter to that same spot? I can attach my save if needed. May also be any changes you've made to the lakeview manor slave cell since version 7.5.7, which is what I started my save with. Edited May 3, 2022 by bubbadogslaw
Antiope_Apollonia Posted May 3, 2022 Posted May 3, 2022 26 minutes ago, kohlteth said: I don't know if I am missing something buried in this mass of posts somewhere, but how do you recruit a slaver and from where please? Slavers are a DoM feature. 1
Antiope_Apollonia Posted May 3, 2022 Posted May 3, 2022 13 minutes ago, bubbadogslaw said: Hi! Not sure what's happening, but I think something is conflicting with the lakeview manor slave cell. any ideas what adds a room with light stone floors, alchemy and arcane enchanter to that same spot? I can attach my save if needed PAHE_Lakeview_Manor_Cellar Refurnished.zip 1
brady560 Posted May 4, 2022 Posted May 4, 2022 ok thanks for the help. one last question i hope. where in farengar study do you find the start of the quest? ive been over it a few times and to be honest not sure what im looking for.
Gukahn Posted May 4, 2022 Posted May 4, 2022 27 minutes ago, brady560 said: ok thanks for the help. one last question i hope. where in farengar study do you find the start of the quest? ive been over it a few times and to be honest not sure what im looking for. It doesn't trigger any quests. Farengars study simply adds some items in his room, nothing more. 2
brady560 Posted May 4, 2022 Posted May 4, 2022 45 minutes ago, Gukahn said: It doesn't trigger any quests. Farengars study simply adds some items in his room, nothing more. o ok so what in it? noting stood out? i mean i did catch 2 slaves but cant seem to get them to point of not running away or being afraid
CliftonJD Posted May 4, 2022 Author Posted May 4, 2022 4 minutes ago, brady560 said: o ok so what in it? noting stood out? i mean i did catch 2 slaves but cant seem to get them to point of not running away or being afraid few leash collars on his desk, for preventing untrained slaves from running, along with ingredients to craft a few more at the forge and a whip. additional info in the help files included in the zip
brady560 Posted May 4, 2022 Posted May 4, 2022 1 hour ago, CliftonJD said: few leash collars on his desk, for preventing untrained slaves from running, along with ingredients to craft a few more at the forge and a whip. additional info in the help files included in the zip thanks again. i never knew it had one. i just dropped it in vortex 1
Antiope_Apollonia Posted May 10, 2022 Posted May 10, 2022 I came across this fun little mod recently. It has open permissions and is seemingly abandoned. I wonder if PAHE could co-opt Wrist-Binder's implementation to allow for the use of invisible bonds with slaves. For example, my slaves all wear DD cuffs to match their collars, and it's always bugged me that they can't be clipped together as cuffs. This mod would seem to address that gap. Currently, when you bind slaves through PAHE, if your slave is already cuffed, then PAHE just applies ropes on top and they clip through one another. Using invisible cuffs would avoid that problem. The simplest implementation would probably be just an MCM toggle to let the player decide whether to use visible or invisible bonds, but if it can be done, the ideal implementation would be to check whether the slave is wearing cuffs, and to apply invisible bonds to cuffed slaves and visible ones to uncuffed slaves. This would also go nicely hand-in-hand with another potential PAHE feature. Right now, binding in PAHE is always for immobilisation, but it would sometimes be nice to have the option of binding a slave's hands whilst letting her continue to follow you. Using invisible bonds for this would work quite nicely with my pretty DD cuffs! ? 2
ckone90 Posted May 11, 2022 Posted May 11, 2022 (edited) Hi guys, please help, I got a serious problem with the good old NPCs suddenly are busy and cant talk to them bug, while using DoM aswell. I really did my homework about this, as far as a newbie to all of this can do, studied for hours everything I need to know about Mod Manager 2, these Mods, incompatibilitys etc.. That it might be related to jcontainers (but I doulbe checked that I got right version of it and skse aswell).Since most mentions of this bug are in the Pahe section and not in DoM, I thought that this is the right place to post my request for support. I restarted 2 completly new, builded from a fresh clean vanilla reset and got rid of mods I thougt may interfere and started from a old savegame without any mods previous installed. But on my newest reset from scratch with far less mods installed, the bug happend even faster... It is really a great mod, but at this point I have no idea how to fix it. I think the Amazing Follower Tweaker and enslaving followers #Lidia maybe was the reason for this bug, but I read that the creator of Pahe wrote that aslong you dont enslave CURRENT followers or try to make out of slaves followers again, it isnt a problem. So i always parted ways before enslaving them, or has it changed since back then and "once they are in the ATF System registerd even parting ways you can never enslave them"? I aswell tried the debug option of cloning the npcs before enslavement and the Pahe Debug options aswell several times, debugging, renaming etc. sometimes it fixed it for a couple of hours only to then happen all over again, sometimes it happend anyway straight away anyway... I activated Papyrus logs and reproduced the error twice, I found before I couldnt talk to them and they became "busy" it always shows: ERROR: Object reference has no 3D. But I cant read all of those logs like you guys do. I attatched my load order aswell. Please Help. best regards CK Papyrus.0.log Papyrus.1.log Load order.txt Edited May 11, 2022 by ckone90
bnub345 Posted May 11, 2022 Posted May 11, 2022 Using custom follower frameworks and enslaving followers will probably break PAHE stuff. Even if they aren't currently following, the framework can mess with their behavior. I'm not familiar with AFT, but registering an NPC with it is probably why you are having problems. 1
CliftonJD Posted May 11, 2022 Author Posted May 11, 2022 10 hours ago, Antiope_Apollonia said: Currently, when you bind slaves through PAHE, if your slave is already cuffed, then PAHE just applies ropes on top and they clip through one another. Using invisible cuffs would avoid that problem. The simplest implementation would probably be just an MCM toggle to let the player decide whether to use visible or invisible bonds, but if it can be done, the ideal implementation would be to check whether the slave is wearing cuffs, and to apply invisible bonds to cuffed slaves and visible ones to uncuffed slaves. the problem or bug causing that behavior is in the cuffs used or the lack of implementation for those cuffs. wasn't aware of it until i started adding steel cuffs that there are still some cuffs not accounted for. girl on the left looks like she's wearing "simple cuffs", next update already has in the works to address those. see most cuffs that have been programmed or implemented should never run into the problem you're describing as the worn cuffs give a new option in addition to the ropes to be able to tie the slave with the existing cuffs. no idea why some of the simple cuffs weren't programmed into it and some other cuffs were wrongly coded for dialogues that should have matched existing cuffs. so far think i've fixed the steel cuffs so they no longer exist where there should be iron cuffs and instead give their own options as steel next stage is to finish fixing or adding "simple cuffs" for each variant and each voice type 10 hours ago, Antiope_Apollonia said: For example, my slaves all wear DD cuffs to match their collars, and it's always bugged me that they can't be clipped together as cuffs. This mod would seem to address that gap. that has always confused me, the dd cuffs seem to be like lockable jewelry. i think zaz has a cuff and collar combo design for multiple type of hand to neck cuffed options, no idea why dd didn't follow up with it...some they did, eventually, but most no. hmmm, so you suggest we use this idea as a means for adding zaz animations to dd cuffs. i like it, can look into that 23 hours ago, Antiope_Apollonia said: This would also go nicely hand-in-hand with another potential PAHE feature. Right now, binding in PAHE is always for immobilisation, but it would sometimes be nice to have the option of binding a slave's hands whilst letting her continue to follow you. Using invisible bonds for this would work quite nicely with my pretty DD cuffs! ? interesting as well, can add dd cuff detection for that might need to remind me if you don't see it next update 3
CliftonJD Posted May 11, 2022 Author Posted May 11, 2022 (edited) 2 hours ago, ckone90 said: restarted 2 completly new, builded from a fresh clean vanilla reset and got rid of mods I thougt may interfere and started from a old savegame without any mods previous installed. But on my newest reset from scratch with far less mods installed, the bug happend even faster... It is really a great mod, but at this point I have no idea how to fix it. I think the Amazing Follower Tweaker and enslaving followers #Lidia maybe was the reason for this bug, but I read that the creator of Pahe wrote that aslong you dont enslave CURRENT followers or try to make out of slaves followers again, it isnt a problem. So i always parted ways before enslaving them, or has it changed since back then and "once they are in the ATF System registerd even parting ways you can never enslave them"? according to the log, the only thing we know for sure is the save is corrupt. since you're using this with aft and dom i also can't say if having had lydia as a follower before will still cause problems on a new save. aft still tracks those npc's, not sure if aft still manages them as well, and dom does things different from pahe Edited May 11, 2022 by CliftonJD 1
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