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


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Posted
1 hour ago, Farsh-nuke said:


I do know that Home Sweet Home had an issue that once you got far enough away from a slave they were unloaded and couldn't be detected by the mod until you got back into range. Perhaps it has something to do with that?

I also know that sex scenes can cause my character and npcs to fall through the floor of places I have applied overhaul mods to like winterhold, solitude and windhelm. I've been meaning to get around to addressing that lol

As the ONLY change I have made in thus run has been in PAH and TDF upgraded files, I doubt that HSH is involved and furthermore none of these hookers are slaves as all are unique NPC followers. The slaves disappearing from MCM and from their place of restraint was what doomed my last playthrough, but in that case it was when the number became >100 slaves, not when it was <10. As I have left slaves in Vuoksi even when I was in Solitude or Winterhold with no previous loss.

Falling through the floor always can happen ( I am sure there is a joke somewhere in that). It is when you continue to fall or cannot get back inside that it matters.

Posted

When doing the Thief Guild playline, when the quest Scoundrel's Folly is started, the Solitude guards, Dockworkers, and Dockmaster are replaced by wardens, who are hostile to all trespassers.  They are

 

https://en.uesp.net/wiki/Skyrim:East_Empire_Warden

 

Has anyone else had difficulty trying to enslave these NPCs? 

 

The enslavement starts OK, , console shows them as bandits OK, and typical DOM responses are spoken on whipping etc, but if I 'Talk' to them directly, all they will ever say is 'You should not be here' (or similar) and they have no PAHE dialogue at all.  This happens regardless of treating them as Uniques, or Spawned, on the DOM Debug settings for enslavement purposes

 

If anyone else HAS got this working OK, please just say so and I'll treat right now as an, otherwise unknown, mod conflict

 

TIA for any responses

Posted (edited)
18 minutes ago, Antiope_Apollonia said:

"This is Africa"? ?

 

It's gonna take a lot to drag me away from you
There's nothing that a hundred men or more could ever do
I bless the rains down in Africa
Gonna take some time to do the things we never had (ooh, ooh)
 
The wild dogs cry out in the night
As they grow restless, longing for some solitary company
I know that I must do what's right
As sure as Kilimanjaro rises like Olympus above the Serengeti
I seek to cure what's deep inside, frightened of this thing that I've become
 
EDIT:  BTW, that's all your fault ?

 

 

 

Edited by DonQuiWho
Posted

Okay, ive spent the last few days trying to solve this but im an idiot and could use some help


Everytime I use the MCM I get an issue where the name of the slave is completely erased, along with its stats and the gender is always changed to Male. It seems a bit like its being set to base. Any idea how to fix this issue as for me it makes the mod completely unplayable

Posted
On 6/28/2022 at 1:24 AM, Antiope_Apollonia said:

My logic in suggesting it was that they're magical bugs that provide the spark for zapping naughty slaves.

Ha, that actually makes sense since they are "lightning bugs". lol

 

On 6/28/2022 at 4:20 AM, Will55 said:

Ahaaa! A former Ultima player perhaps?

Yeah, I played Ultima series back in the day, and played Ultima Online years ago too.

Posted
23 hours ago, CliftonJD said:

finding bugs in the dialogues that changed, seems the script attached loses some identifiers

Ok, that explains some of the issues with dialog.

 

23 hours ago, CliftonJD said:

yes, mcm still gets their names right, not sure on the quest journal yet

So far, the only hookers I'm getting to show up in the quest journal are unique city hookers for like Whiterun, Solitude, etc. Haven't had them show up in the journal when placed in Dawnstar, or Flakreth, or Winterhold as of yet. So far non of the slaves are showing up in the quest journal regardless of where I place them. Be it the Jarl's place, or the local inn.

 

23 hours ago, CliftonJD said:

got an idea how i could fix that bug easy enough, but it didn't prevent the friendly bandit bug from happening in my recent save so i can't put more work into that version of the patch.

Ok, hopefully you'll be able to figure it out.

 

23 hours ago, CliftonJD said:

correction to my earlier statement, finding bugs in the new dialogue changes he made so its best to stay where you are for now and i'll work on an update for it

Ok, will do, thanks.

Posted
3 hours ago, Antiope_Apollonia said:

"This is Africa"? ?


He meant Thanks In Advance lol

But I think you for teeing up that sweet meme

Posted
On 6/29/2022 at 12:34 AM, CliftonJD said:

finding bugs in the dialogues that changed, seems the script attached loses some identifiers

yes, mcm still gets their names right, not sure on the quest journal yet

got an idea how i could fix that bug easy enough, but it didn't prevent the friendly bandit bug from happening in my recent save so i can't put more work into that version of the patch.

correction to my earlier statement, finding bugs in the new dialogue changes he made so its best to stay where you are for now and i'll work on an update for it

 

 

Did it really make so much trouble, that I edited the dialog lines? Oh shit....

 

I'm a bit stuck right now... One thing that I have to do is to test TDF alone... The other thing is to test it with Slaves...I need a cheating spell or something like that to level the Hookers up to fully trained...

Posted

has anyone found a solution to the naked bandit bug once it's already applied to an NPC? i am running a mod that sends assassins after you (Sin7) i made the mistake of enslaving a few and now i get a bunch of naked people chasing me with swords every day, it's very goofy


i am running 8.04 if it matters - tried using recycleactor, did nothing

 

question for @CliftonJD- just trying to understand the problem so i can reverse-engineer a solution:

 

so, i am guessing the problem is their outfit gets removed? I don't understand how this applies to every refID instance of the actor, though

 

if the outfit is altered for the baseID, it should be possible to use one of those mods that change outfits to alter their outfit, and thus fix it right? now, most of those outfit manager mods require them to be a follower, so you could theoretically console to add them to the follower faction, go into dialogue with them, give an outfit, dismiss them, go back and remove from follower faction and add back to bandit faction -- but would this apply to all actors of the same BaseID, or only that one RefID?

 

if my guess is correct of how the problem appears it should be possible to write some kind of script(tied to a spell) to open their outfit as you would open a container, basically you'd just copy paste the same code from one of those outfit manager mods people use for followers but tie it to a spell. pretty hacky solution but, it could be useful as a hotfix for people like me too dumb to disable automatic outfit setting until it's too late and i'm already stuck with naked bandits.

 

Posted
On 6/27/2022 at 5:17 PM, Faustling said:

I am playing Skyrim SE v 1.5.97 with the following mods:

 

 

 

ZaZ Animation Pack+ CBBE HDT V.8.0+SEREV3

 

pahe_lives_on-7.5.0 wip SE basic install with out addons loose files

 

PAH_HomeSweetHome_1.26 SSE

 

Fuz Ro D'oh-15109-1-7-1574514494.1

 

PAH_AndYouGetASlave_0.58b SSE

 

PAH_HSH_VoicePack_0.1

 

PAH_HomeSweetHome_1_-_Botoxed

 

 

 

Loaded in that order. It took me some time to get everything working, but it has worked without much problem for months, but doesn’t anymore, and I can’t figure out why.  Strike someone with a whip, and you get a bright flash, which indicates that some spell hit him, and then he acts as if poisoned. That is, his health drops gradually through the floor. (He doesn’t actually die, but his health does go negative if the mystery effect goes on long enough.) The dispelallspells console command does nothing. I can raise him back up with healing spells, or sleep for an hour, which does the same thing, but then he starts dropping again. This also affects automatons, normally immune to poison. I have no idea what causes this. The only mod I added recently, Points of Interest, doesn’t seem like a probable culprit. Aside from that, I don’t think I changed a thing.

 

 

 

Apologies if someone has already addressed this.

 

 

 

I did what you suggested: disabled the old version and installed the new version of PAHE Lives On.  Upon testing, I found no change.  So disableed Points of Interest and tried again. Now, I got inocmpatibility problems with PAHE 7.5 (disabled). I then tried to reinstall v. 8.14, but again there were incompatibilities. Uninstalling 7.5 produced incompatibilities, as did uninstalling Points of Interest.  I removing 7.5 and tried again, no change. Removing Points of Interest, no change. I then quit Vortex, rebooted and ran FNIS.  I got this.  Now, I don't know what to do and am afraid to change anything for fear of screwing things up further.

 

Incompatibility.jpg

FNIS problem.jpg

Posted
14 hours ago, Faustling said:

I don't know what to do and am afraid

i don´t know wich comment you´re referring to but you quoted yourself, saying i did everything you said, thats hard to follow...

 

you need to delete the archive and install the new file 8.1.4, if you want to play on an old save you should install the with all addons, since you had 7.5 with all addons, but you must delete all the old files first with vortex, maybe you can do a manual install and overwrite, but this you must ask @CliftonJD, but you´re good to go when you delete the files ...install new version, and do ingame update.

Spoiler

removepah.jpg.07f9051fec17888c6dd6ea77eac01464.jpg

 

the fnis picture you posted...this is mormal behavior when you start up the program, only notes so...

Posted

After another harrowing chase of two fleeing slaves under the sea, it seems like a good time to revisit the frustration of slave escape behaviour near water.  (It is made somewhat better with DoM, since you can just use the scold hotkey underwater, but it's still very irritating.)

 

I don't know if this is a useful insight or not, but I wonder whether you could find a solution here by looking at the AI packages for bears and wolves.  They'll do their damnedest to avoid entering bodies of water.  If fleeing slaves used pathfinding more like that of bears, you wouldn't have to deal with the frustration of Skyrim's terrible water mechanics.

Posted

Ok, not sure if this has been encountered yet, but here goes. 

 

Fresh save, new mod list. Running PAHE with all addons, you get the idea.  

 

After enslaving a NPC, I can interact with them once- then, after that, while they still register in MCM and behave normally, I can't talk with them at all, like there's no activator or something. Not sure what it is, or if it's a known bug (Didn't see mention of it in the last five pages or so). I can re-clone them, but have the same issue- I can talk to them once, and that's it. Otherwise, however, they behave entirely normally.  This is true of characters enslaved the normal way, and tied up captives from defeat that are enslaved via the dialogue menu.  

 

I'm aware it's probably something on my end, but I'm kind of at a loss for what- I'm on MO2, and this game is 100% a fresh game, with no prior loaded versions of PAHE, clean start and so on. Any help would be greatly appreciated.

Posted (edited)

thanks for the amazing work

sorry for boring you after install the last version this mod i run loot and i have this warning

 

# SkyUI_SE.esp

- Version: 5.2
- CRC: 79ACE179
- Load Order Index: 1E
- Attributes: Active, Loads Archive
- Verified clean by: SSEEdit v4.0.4
- Group: Fixes & Resources

## Messages

- Warning: Another mod seems to be overwriting one of this module's essential files. Please ensure you're using this module's version of **scripts/ski_playerloadgamealias.pex**.

## Locations

- [Location](https://www.nexusmods.com/skyrimspecialedition/mods/12604/)

 

i dont know if its your mod but i have this warning after install the new version

thanks for any help or advice

 

Edited by mikesolo1975
Posted
On 6/29/2022 at 3:24 AM, Will55 said:

My new char is now lev 50+ but has abandoned slavery. She reached Riverwood with 5 slaves in tow and added 2 more and all were secure in the Vuoksi shack as in previous runs.

All of these slaves, all restrained, disappeared from my MCM when my char was in Dawnstar.

So, I returned to Vuoksi and it was empty.

I consoled them and had to rez, disable, enable to get them back and all only had the 2 lines of escaping slaves when they appeared.

Vuoksi's door cannot be opened from within or without without a key or LP skill, so there is no way that they should have escaped.

Naturally all of their submission etc was lost.

So, having just discovered "the farm" with its "holding cells" (a bit of a joke that) I moved them in there via TP. I had one hell of a job getting my char out of the cell as most made a dash for the open door. Eventually I worked out that the chain locks do not work and so i tried lockmaster. Fail! So, I consoled "lock" and they were all locked.

I went upstairs and outside and realized I had forgotten to TP in my new slave.

So, we go downstairs, and all doors were unlocked and only 2 slaves were left. So, I asked them to follow me and outside I freed the two Vuoksi slaves but kept the new one.

 

Having no real home i have been dropping off my ex-hooker followers in the Dibella Refuge near Whiterun. Naturally the slave followed me. But suddenly she became snarky and verbally aggressive (Sub ~50) and went red several times within the refuge for no reason, but the locals battered her down. Being a mage she damn near killed my PC in one surprise attack when she was "training" a hooker. She became so hot & cold and totally unpredictable that I ended up getting rid of her (a real "first" to be proud of). 

 

So, slavery is not on the agenda right now although uniques might be considered later.

 

I do have DOM installed but have never clicked its esp as I was waiting to see what happens. Perhaps this is the cause?  No idea !

yes, this is dom behavior. not having the esp enabled only means it won't fully behave as dom, but the scripts of dom prevent it from behaving like pahe

On 6/30/2022 at 8:16 PM, dustbeetwelve said:

has anyone found a solution to the naked bandit bug once it's already applied to an NPC? i am running a mod that sends assassins after you (Sin7) i made the mistake of enslaving a few and now i get a bunch of naked people chasing me with swords every day, it's very goofy


i am running 8.04 if it matters - tried using recycleactor, did nothing

 

question for @CliftonJD- just trying to understand the problem so i can reverse-engineer a solution:

 

so, i am guessing the problem is their outfit gets removed? I don't understand how this applies to every refID instance of the actor, though

 

if the outfit is altered for the baseID, it should be possible to use one of those mods that change outfits to alter their outfit, and thus fix it right? now, most of those outfit manager mods require them to be a follower, so you could theoretically console to add them to the follower faction, go into dialogue with them, give an outfit, dismiss them, go back and remove from follower faction and add back to bandit faction -- but would this apply to all actors of the same BaseID, or only that one RefID?

 

if my guess is correct of how the problem appears it should be possible to write some kind of script(tied to a spell) to open their outfit as you would open a container, basically you'd just copy paste the same code from one of those outfit manager mods people use for followers but tie it to a spell. pretty hacky solution but, it could be useful as a hotfix for people like me too dumb to disable automatic outfit setting until it's too late and i'm already stuck with naked bandits.

 

no fix has ever been found for existing actors already having the naked outfit, but the newer version of pahe has a newer default setting to only apply the naked outfit to uniques

On 6/30/2022 at 10:37 PM, Faustling said:

I did what you suggested: disabled the old version and installed the new version of PAHE Lives On.  Upon testing, I found no change.  So disableed Points of Interest and tried again. Now, I got inocmpatibility problems with PAHE 7.5 (disabled). I then tried to reinstall v. 8.14, but again there were incompatibilities. Uninstalling 7.5 produced incompatibilities, as did uninstalling Points of Interest.  I removing 7.5 and tried again, no change. Removing Points of Interest, no change. I then quit Vortex, rebooted and ran FNIS.  I got this.  Now, I don't know what to do and am afraid to change anything for fear of screwing things up further.

 

Incompatibility.jpg

FNIS problem.jpg

your error reports that you have a third version of pahe installed, while you're trying to disable 7.5 or 8.1.4, 7.5.8 is giving the error

21 hours ago, Antiope_Apollonia said:

After another harrowing chase of two fleeing slaves under the sea, it seems like a good time to revisit the frustration of slave escape behaviour near water.  (It is made somewhat better with DoM, since you can just use the scold hotkey underwater, but it's still very irritating.)

 

I don't know if this is a useful insight or not, but I wonder whether you could find a solution here by looking at the AI packages for bears and wolves.  They'll do their damnedest to avoid entering bodies of water.  If fleeing slaves used pathfinding more like that of bears, you wouldn't have to deal with the frustration of Skyrim's terrible water mechanics.

think its a case those animals aren't allowed to swim. sounds like we would need to sacrifice swimming for what you suggest

19 hours ago, Wolfshrike said:

Ok, not sure if this has been encountered yet, but here goes. 

 

Fresh save, new mod list. Running PAHE with all addons, you get the idea.  

 

After enslaving a NPC, I can interact with them once- then, after that, while they still register in MCM and behave normally, I can't talk with them at all, like there's no activator or something. Not sure what it is, or if it's a known bug (Didn't see mention of it in the last five pages or so). I can re-clone them, but have the same issue- I can talk to them once, and that's it. Otherwise, however, they behave entirely normally.  This is true of characters enslaved the normal way, and tied up captives from defeat that are enslaved via the dialogue menu.  

 

I'm aware it's probably something on my end, but I'm kind of at a loss for what- I'm on MO2, and this game is 100% a fresh game, with no prior loaded versions of PAHE, clean start and so on. Any help would be greatly appreciated.

no idea what would cause that, unless you have some dialogue overhaul mod preventing speech with unfriendly npc's

On 6/29/2022 at 2:03 PM, DonQuiWho said:

When doing the Thief Guild playline, when the quest Scoundrel's Folly is started, the Solitude guards, Dockworkers, and Dockmaster are replaced by wardens, who are hostile to all trespassers.  They are

 

https://en.uesp.net/wiki/Skyrim:East_Empire_Warden

 

Has anyone else had difficulty trying to enslave these NPCs? 

 

The enslavement starts OK, , console shows them as bandits OK, and typical DOM responses are spoken on whipping etc, but if I 'Talk' to them directly, all they will ever say is 'You should not be here' (or similar) and they have no PAHE dialogue at all.  This happens regardless of treating them as Uniques, or Spawned, on the DOM Debug settings for enslavement purposes

 

If anyone else HAS got this working OK, please just say so and I'll treat right now as an, otherwise unknown, mod conflict

 

TIA for any responses

sounds like quest dialogues. try it with cloning enabled thru dom. if you still get issues with cloning enabled, lmk for a fix to it

On 6/30/2022 at 1:06 AM, Pfiffy said:

I'm a bit stuck right now... One thing that I have to do is to test TDF alone... The other thing is to test it with Slaves...I need a cheating spell or something like that to level the Hookers up to fully trained...

my apologies if i've sent you on a wild goose chase for the friendly bandit bug. i'm beginning to wonder if its unrelated to tdf and that tdf saving names to the quest might be purely coincidence, not saved to the base actors like it was when pahe used it

On 6/29/2022 at 4:47 PM, Martok73 said:

Ok, will do, thanks.

try this when you're ready:

On 6/30/2022 at 1:06 AM, Pfiffy said:

Did it really make so much trouble, that I edited the dialog lines? Oh shit....

ya, the majority of those became unusable. have you tried using "CK64Fixes" from nexus

TDF20220628.7z

 

Posted
1 hour ago, mikesolo1975 said:

thanks for the amazing work

sorry for boring you after install the last version this mod i run loot and i have this warning

 

# SkyUI_SE.esp

- Version: 5.2
- CRC: 79ACE179
- Load Order Index: 1E
- Attributes: Active, Loads Archive
- Verified clean by: SSEEdit v4.0.4
- Group: Fixes & Resources

## Messages

- Warning: Another mod seems to be overwriting one of this module's essential files. Please ensure you're using this module's version of **scripts/ski_playerloadgamealias.pex**.

## Locations

- [Location](https://www.nexusmods.com/skyrimspecialedition/mods/12604/)

 

i dont know if its your mod but i have this warning after install the new version

thanks for any help or advice

 

that file isn't included in pahe. dunno what mod you have that's overwriting skyui

Posted (edited)
48 minutes ago, CliftonJD said:

yes, this is dom behavior. not having the esp enabled only means it won't fully behave as dom, but the scripts of dom prevent it from behaving like pahe

 

Yes I worked that out but thank you anyway. DOM is now "deceased ornery mod" AFAIAC as it requires far too much game maintenance. I admire the concept just not the time it demands. This run through will stay hooker/slave  light until I have actually done some quests for once as both ended up taking 90% of my game time in the previous runs. 

Plese do not"get me wrong" here as I really appreciate the work by you and Pfiffy(?Pfeiffer) it is just that i am running out of time in RL.

Edited by Will55
Posted
42 minutes ago, CliftonJD said:

no fix has ever been found for existing actors already having the naked outfit, but the newer version of pahe has a newer default setting to only apply the naked outfit to uniques

Not sure if maybe @TrollAutokill still needs to forward that change to DoM, or maybe the "Mandate Nudity" toggle isn't working as intended and is breaking it somehow, or something else.  But I've noticed that, with "Disable Automatic Outfit" and "Mandate Nudity Toggle" both enabled in the MCM, I'm still getting the naked bandit bug.  It took me a while to notice, since Full Random adds so much variety that I don't see many repeats, but as far as I can tell, the bug is in place for every repeat that I do encounter.

 

46 minutes ago, CliftonJD said:

think its a case those animals aren't allowed to swim. sounds like we would need to sacrifice swimming for what you suggest

How is "not allowed to swim" implemented in that case, then?  Could swimming be disallowed in the fleeing state, but then allowed again for the following state?  

Posted
On 6/30/2022 at 5:55 AM, Antiope_Apollonia said:

"This is Africa"? ?

Or " **** happens!". In Africa this is a standard comment for anyone killed or injured in an unbelievable accident. Our supply chopper was wrecked by an elephant who was many kms away from anywhere near his normal habitation. No idea what upset him, but the locals just loved the chance to obtain fresh meat. 

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