DonQuiWho Posted May 11, 2022 Posted May 11, 2022 3 hours ago, ckone90 said: 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 125.01 kB · 1 download Papyrus.1.log 654.72 kB · 0 downloads Load order.txt 3.14 kB · 0 downloads FWIW, (& remembering I'm not a techie), I have used iAFT for ages on both LE and latterly on SE I have had no problems recruiting a follower, trailing them around with the PC for a while, and when ... I got bored with them found that they would occasionally generate CTDs because they had head .nifs that behaved badly with Hi-Poly Head mods whatever else made me think it was time for a change .... I would then release them from being iAFT followers and then, as soon as their backs were turned, enslave them into PAHE, through one of the options available via Defeat etc, and finally sell them with AYGAS. Sometimes I might train them in HSH, but normally I sell them straightaway, just so as to make sure, as best I can, to avoid the 'post follower' troubles others seem to report Only thing you seem to do differently is make Lydia a follower, something I NEVER do, just to make sure I don't add any quirkyness to general follower behaviours So, in general terms, you should be able to do what you want OK. 1
ckone90 Posted May 11, 2022 Posted May 11, 2022 3 hours ago, bnub345 said: 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 hour ago, CliftonJD said: 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 Thank you for your quick replies guys! Alright, I was aware that follower framework and ATF might interfere with the slave framework, but since the creator of the mod himself wrote that he never had problems, if he didnt enslave active ATF Followers and didnt reverse them. And several other guys here wrote that they aswell didnt had problem with ATFs when sticking to that rules. Just like @DonQuiWho did. Even though enslaving Lydia like he said probably wasnt a good idea. Cloning and renaming them straight away when capturing them, I thought would make it relativly safe, or did I get that wrong? And sure each "mod machinery" is different. @CliftonJD Dammit, trying to reproduce the bug after i enabled papyrus log, I loaded back and forth different saves including 2 auto saves, something I usually dont do on Bethesda Games... I guess there is no way arount it, I need to load a relativly old non corrupt non modded save and uninstall ATF and dont enslave Lydia to cut out as many variables as possible. I only enslave custom followers because there is some pretty hot stuff out there, if I could get that visiual quality in normal npcs, or you guys know a way to do that, I would say fuck it and seperate follower and slaves for good.
Gukahn Posted May 11, 2022 Posted May 11, 2022 6 minutes ago, ckone90 said: I guess there is no way arount it, I need to load a relativly old non corrupt non modded save and uninstall ATF and dont enslave Lydia to cut out as many variables as possible. I only enslave custom followers because there is some pretty hot stuff out there, if I could get that visiual quality in normal npcs, or you guys know a way to do that, I would say fuck it and seperate follower and slaves for good. Mh i am using Nethers framework and enslave almost only followers, be it custom (mostly) or vanilla ones. The way i do it is that they NEVER where recruited before their enslavement and since they don't get into the framework as they are not followers anymore, i never had a problem. 1
Antiope_Apollonia Posted May 11, 2022 Posted May 11, 2022 16 minutes ago, ckone90 said: Cloning and renaming them straight away when capturing them, I thought would make it relativly safe, or did I get that wrong? Renaming them should be irrelevant. It doesn't actually rename them—it just gives them a nickname, basically, that the rest of the game gleefully ignores. 10 minutes ago, ckone90 said: I only enslave custom followers because there is some pretty hot stuff out there, if I could get that visiual quality in normal npcs, or you guys know a way to do that, I would say fuck it and seperate follower and slaves for good. I honestly have an easier time finding NPC replacers I like than custom followers. Might just be a difference in taste. Glam, froztee, coldsun, etc.—there are a number of people making really lovely replacers for specific NPCs. And there are plenty of options for good baseline replacers for generic NPCs, too, to give you suitably attractive bandits and such. I like High Poly NPC Replacer personally, but there's also Modpocalypse, Prettier Bandits, and others. And whatever you use, you can combine it with Full Random NPC Pack for highly aesthetic increased variety, and there are also mods like Deadly Wenches that you can throw in the mix. 2
ckone90 Posted May 11, 2022 Posted May 11, 2022 (edited) 37 minutes ago, Gukahn said: Mh i am using Nethers framework and enslave almost only followers, be it custom (mostly) or vanilla ones. The way i do it is that they NEVER where recruited before their enslavement and since they don't get into the framework as they are not followers anymore, i never had a problem. ahahaha I straight away have a picture in mind of a heavily armord and equipped warrior being chased by guards in Whiterun to abduct some hot custom follower. Thanks for the advice, I thought about that aswell, but having no experience and trying out so much other stuff to fix it, I didnt elaborate this thought further, I guess thats not possible on Expert or Master, which I usually play, at least in the pubs etc. in towns, where most of them are, but it should on the lower. difficulties be possible. And there is still god mode. I usually dont like cheats, but if thats the price for a harem of hot custom slaves, I guess Im willing to make exceptions. Edited May 11, 2022 by ckone90
ckone90 Posted May 11, 2022 Posted May 11, 2022 (edited) 23 minutes ago, Antiope_Apollonia said: Renaming them should be irrelevant. It doesn't actually rename them—it just gives them a nickname, basically, that the rest of the game gleefully ignores. I honestly have an easier time finding NPC replacers I like than custom followers. Might just be a difference in taste. Glam, froztee, coldsun, etc.—there are a number of people making really lovely replacers for specific NPCs. And there are plenty of options for good baseline replacers for generic NPCs, too, to give you suitably attractive bandits and such. I like High Poly NPC Replacer personally, but there's also Modpocalypse, Prettier Bandits, and others. And whatever you use, you can combine it with Full Random NPC Pack for highly aesthetic increased variety, and there are also mods like Deadly Wenches that you can throw in the mix. Hmm... OK thanks for the advice. Im here to learn. But I have to say that prettier Bandits is no where near, what a lot of hot custom followers are. But like you said that might be preference. Thanks for the practical input. If Gukhans "take" on it of good old barbary doesnt work, I will anyway have to reset my game and MO2 anyway and will try your "take" on it or rather view in detail what you recommend. . Edited May 11, 2022 by ckone90
Gukahn Posted May 11, 2022 Posted May 11, 2022 20 minutes ago, ckone90 said: ahahaha I straight away have a picture in mind of a heavily armord and equipped warrior being chased by guards in Whiterun to abduct some hot custom follower. being a vampire with sacrosanct has it's benefits.. Get an command ability and let them follow me. Or as i do when i'm not a vampire. Hook them up with Eager and its follow me addon, get them to a secret place and then snap! Before or after some nookie
ckone90 Posted May 11, 2022 Posted May 11, 2022 41 minutes ago, Gukahn said: being a vampire with sacrosanct has it's benefits.. Get an command ability and let them follow me. Or as i do when i'm not a vampire. Hook them up with Eager and its follow me addon, get them to a secret place and then snap! Before or after some nookie Haha sounds like an even better plan. Found the 2 Mods, one last question do you recommend cloning? cheers for your help
Gukahn Posted May 11, 2022 Posted May 11, 2022 (edited) 8 minutes ago, ckone90 said: Haha sounds like an even better plan. Found the 2 Mods, one last question do you recommend cloning? No, i never clone Unique npc. Never had a problem this way. Generic once however are recommended i think. And you're welcome ^^ Edited May 11, 2022 by Gukahn
CliftonJD Posted May 11, 2022 Author Posted May 11, 2022 2 hours ago, ckone90 said: but since the creator of the mod himself wrote that he never had problems, if he didnt enslave active ATF Followers and didnt reverse them. And several other guys here wrote that they aswell didnt had problem with ATFs when sticking to that rules. Just like @DonQuiWho did. Even though enslaving Lydia like he said probably wasnt a good idea. Cloning and renaming them straight away when capturing them, I thought would make it relativly safe, or did I get that wrong? And sure each "mod machinery" is different. no, you read us right, but those are all results based on pahe, not dom
TrollAutokill Posted May 11, 2022 Posted May 11, 2022 1 hour ago, CliftonJD said: no, you read us right, but those are all results based on pahe, not dom I have been enslaving Uthgerd since the beginning I started using PAHE (no DoM at the time) without any problem. Lydia on the other way was always problematic. But she also was a problem with AFT. Go figure... 1
DonQuiWho Posted May 11, 2022 Posted May 11, 2022 3 hours ago, ckone90 said: Thank you for your quick replies guys! Alright, I was aware that follower framework and ATF might interfere with the slave framework, but since the creator of the mod himself wrote that he never had problems, if he didnt enslave active ATF Followers and didnt reverse them. And several other guys here wrote that they aswell didnt had problem with ATFs when sticking to that rules. Just like @DonQuiWho did. Even though enslaving Lydia like he said probably wasnt a good idea. Cloning and renaming them straight away when capturing them, I thought would make it relativly safe, or did I get that wrong? And sure each "mod machinery" is different. One quick point. AFT and iAFT are also marginally different I'm using iAFT on SE, with Convenient Horses horse handling adjusted as required, together with Convenient Horses follower tweaks And I forgot to say that I never, ever, enslave 'scripted' followers. They strike me as having a potential for trouble all of their own 1
ckone90 Posted May 11, 2022 Posted May 11, 2022 (edited) Alright, cheers everybody. I mean it! And especially Gukhan, the barbaric hun already took 2 slaves in hard combat before reading your further advice. Very professional support here. An Salesforce Support Admin haha Edited May 11, 2022 by ckone90 4
Antiope_Apollonia Posted May 12, 2022 Posted May 12, 2022 On 5/11/2022 at 6:53 PM, CliftonJD said: interesting as well, can add dd cuff detection for that Thinking about this a bit further, I think the best possible implementation from a strictly gameplay perspective—technical limitations notwithstanding—would be that, if a slave is wearing a "cuffs" item, then using the current "I'm going to tie you up" dialogues apply Wrist-Binder's invisible cuffs instead of the current visible ones. And, conditionally on a slave having DD arm cuffs equipped, another dialogue option would appear in the same dialogue tree, "Let's clip those cuffs together," which would apply one of Wrist-Binder's invisible cuffs without disabling the slave's movement. Finally, there would be an MCM setting to configure which of the three Wrist-Binder animations is used.
CliftonJD Posted May 13, 2022 Author Posted May 13, 2022 16 hours ago, Antiope_Apollonia said: Thinking about this a bit further, I think the best possible implementation from a strictly gameplay perspective—technical limitations notwithstanding—would be that, if a slave is wearing a "cuffs" item, then using the current "I'm going to tie you up" dialogues apply Wrist-Binder's invisible cuffs instead of the current visible ones. And, conditionally on a slave having DD arm cuffs equipped, another dialogue option would appear in the same dialogue tree, "Let's clip those cuffs together," which would apply one of Wrist-Binder's invisible cuffs without disabling the slave's movement. Finally, there would be an MCM setting to configure which of the three Wrist-Binder animations is used. once you've gone that far with it, better to choose which wrist binder from the dialogue
bnub345 Posted May 13, 2022 Posted May 13, 2022 The whole wrist-binder thing is just using assets already existing in ZaZ. The offset animation replaces the default moving/standing still idles with the bound idles. Since ZaZ is already required for PAHE, it would be simpler to just apply the offsets directly without a third party mod. But maybe it would be less work for Clifton to use an existing mod instead of reinventing the wheel.
Antiope_Apollonia Posted May 13, 2022 Posted May 13, 2022 2 hours ago, bnub345 said: The whole wrist-binder thing is just using assets already existing in ZaZ. I know, but... 2 hours ago, bnub345 said: But maybe it would be less work for Clifton to use an existing mod instead of reinventing the wheel. This exactly why I brought it up. The mod has open permissions, so Clifton can just copy what he needs from it without needing to make it a dependency or reproduce it from scratch. 1
Libita Posted May 13, 2022 Posted May 13, 2022 I have some trouble with the slaves suddenly wandering off, or PaHe "forgetting" the slave (dialog options still there, but the slave isn't listed anymore), then becoming unresponsive. IIRC the 8.13 patch from the LE addressed some of these problems? If so, is the 8.13 LE patch compatible with this SE version? Or has there maybe been some other solution, I can't seem to find the relevant posts anymore.
trgdolors Posted May 15, 2022 Posted May 15, 2022 1) I used ESPFE Follower - Eslify facegen and voices to ESLify the 63 kb ver of pahe_lakeview_manor_cell.esp. It seems to have worked! 2) Are there any Lakeview Manor interior mods people had good luck with that work with pahe_lakeview_manor_cell.esp? 3) I can see that the pahe_lakeview_manor_cell.esp addon adds a lot of cellar space for Lakeview Manor. Does the add-on provide any actual pahe specific features? Thanks!
kohlteth Posted May 15, 2022 Posted May 15, 2022 Someone just brought up the BIND thing, has anyone mentioned that if they have the "iron collar of leashing" on when you "I am just going to tie you up" or "I am going to make sure you stay here", or "you need to be punished" (Only the hardest for you) options,. then the cuffs get equipped but the collar is then removed?
CliftonJD Posted May 15, 2022 Author Posted May 15, 2022 On 5/13/2022 at 3:38 PM, Libita said: I have some trouble with the slaves suddenly wandering off, or PaHe "forgetting" the slave (dialog options still there, but the slave isn't listed anymore), then becoming unresponsive. IIRC the 8.13 patch from the LE addressed some of these problems? If so, is the 8.13 LE patch compatible with this SE version? Or has there maybe been some other solution, I can't seem to find the relevant posts anymore. you can't find the posts anymore cuz they were only in Le and they came up after 8.13 was released to Le. if you're using dom, report the bug to the dom thread. if you're not using dom, post your papyrus log of the slave being removed from the roster
pinky6225 Posted May 15, 2022 Posted May 15, 2022 On 5/13/2022 at 9:38 PM, Libita said: I have some trouble with the slaves suddenly wandering off, or PaHe "forgetting" the slave (dialog options still there, but the slave isn't listed anymore), then becoming unresponsive. IIRC the 8.13 patch from the LE addressed some of these problems? If so, is the 8.13 LE patch compatible with this SE version? Or has there maybe been some other solution, I can't seem to find the relevant posts anymore. What are you doing when they are wandering off? I've noticed moving slaves between PAH and HSH when you tell them to go into HSH (your going to stay here a while i think is the line) they will do that if you have a lot of slaves as the transfer gets progressively longer the more slaves you have in HSH/PAH so to avoid it i tell them to go into HSH and then re-open the dialogue box and keep it open until i see the PAH slave counter flash up in the top left, otherwise they tend to wander out of the cell which can cause problems later
Libita Posted May 15, 2022 Posted May 15, 2022 5 hours ago, CliftonJD said: you can't find the posts anymore cuz they were only in Le and they came up after 8.13 was released to Le. if you're using dom, report the bug to the dom thread. if you're not using dom, post your papyrus log of the slave being removed from the roster Understood. I thought that since the bug was mentioned with this mod, that I should be asking this here. I am using DOM. So I assume this bug has only been reported by other users that use DOM as well? 3 hours ago, pinky6225 said: What are you doing when they are wandering off? I've noticed moving slaves between PAH and HSH when you tell them to go into HSH (your going to stay here a while i think is the line) they will do that if you have a lot of slaves as the transfer gets progressively longer the more slaves you have in HSH/PAH so to avoid it i tell them to go into HSH and then re-open the dialogue box and keep it open until i see the PAH slave counter flash up in the top left, otherwise they tend to wander out of the cell which can cause problems later It happens to every slave after a few moments, mostly after a reload or after travelling as far as I can tell. SO I have only 1 or 2 slaves and I am not telling them anything, just having them follow.
CliftonJD Posted May 15, 2022 Author Posted May 15, 2022 1 hour ago, Libita said: Understood. I thought that since the bug was mentioned with this mod, that I should be asking this here. I am using DOM. So I assume this bug has only been reported by other users that use DOM as well? i'm assuming that as well, its not pahe behavior but dom changes the rules 1
CliftonJD Posted May 16, 2022 Author Posted May 16, 2022 (edited) On 4/29/2022 at 2:38 PM, Pfiffy said: 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. 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. found the first or so far the only city slut bug in winterhold. no errors on screen or in the log, as if the dialogue doesn't do anything... easy fix:BB_HookerWinterhold_TIF.psc BB_HookerWinterhold_TIF.pex Edited May 16, 2022 by CliftonJD
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