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


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Posted
15 hours ago, Martok73 said:

Ok now I'm confused, is the name of Dragonsreach not showing properly when you mouseover the door, or is it the name Breezehome when you mouseover that door? As for being able to buy Breezehome I've never had any issues with being able to buy it whether vanilla with no mods, or heavily modded using both "At Your Own Pace" and "Civil War Neutrality". I also use the mod by Elianora that vastly improves Breezehome and I use a mod that fixes all the navmesh issues it has. have never been able to have both the Alchemy lab and the Child's bedroom at the same time tho, and I don't think that's even possible without a mod that makes major changes to Breezehome itself. I mean where would they both go since they occupy the same space?

 

As for what Civil War Neutrality does to Dragonsreach itself, the only thing it does is change the map on the war table upstairs by adding a quest log cleaner script to it that removes any of the starter quests for the Empire or the Stormcloaks from your quest journal. To my knowledge and from my own experience with the mod that is the only thing it does and is used for. The other changes it makes is it allows you to become Thane of Windhelm without having to join the Stormcloaks or finish the CW for the Empire by killing Ulfric. And it allows you to buy Hejrim and fully upgrade it the minute you complete the buggy as hell quest Blood on the Ice. From my own experience that is all that mod does and all that I have personally seen it do in my games. I've never seen it mess up a name on mouseover honestly so I have no clue as to what is causing that. As far as I can tell from a few hundred hours playing a few different characters with the mod active and using it's features I can say I have not had any issues with it so far, but that's not to say that the next time I play it won't bug out, just saying so far it's worked fine. YMMV I guess tho.

 

"Blood on the Ice" has bugged out for me every single time I've played thru the damn quest at some point or another and I've had to use console commands to fix or advance it. Even the very first time playing that quest on a full vanilla no mods play thru it bugged out and I had to use console commands to fix it. I absolutely hate that quest with a passion and wish there was a way to "auto-complete" it just to be able to get the house honestly. Anyway I'm rambling now, hope this info helps. :D

 

you can get each house with the command setstage housepurchase 10 if you are in the area.... But that doesn't help me with the furnitures. I need a list of the prid's but havn't found them for the parts I could not buy. 

Posted
15 hours ago, Martok73 said:

Ok now I'm confused, is the name of Dragonsreach not showing properly when you mouseover the door, or is it the name Breezehome when you mouseover that door? As for being able to buy Breezehome I've never had any issues with being able to buy it whether vanilla with no mods, or heavily modded using both "At Your Own Pace" and "Civil War Neutrality". I also use the mod by Elianora that vastly improves Breezehome and I use a mod that fixes all the navmesh issues it has. have never been able to have both the Alchemy lab and the Child's bedroom at the same time tho, and I don't think that's even possible without a mod that makes major changes to Breezehome itself. I mean where would they both go since they occupy the same space?

 

As for what Civil War Neutrality does to Dragonsreach itself, the only thing it does is change the map on the war table upstairs by adding a quest log cleaner script to it that removes any of the starter quests for the Empire or the Stormcloaks from your quest journal. To my knowledge and from my own experience with the mod that is the only thing it does and is used for. The other changes it makes is it allows you to become Thane of Windhelm without having to join the Stormcloaks or finish the CW for the Empire by killing Ulfric. And it allows you to buy Hejrim and fully upgrade it the minute you complete the buggy as hell quest Blood on the Ice. From my own experience that is all that mod does and all that I have personally seen it do in my games. I've never seen it mess up a name on mouseover honestly so I have no clue as to what is causing that. As far as I can tell from a few hundred hours playing a few different characters with the mod active and using it's features I can say I have not had any issues with it so far, but that's not to say that the next time I play it won't bug out, just saying so far it's worked fine. YMMV I guess tho.

 

"Blood on the Ice" has bugged out for me every single time I've played thru the damn quest at some point or another and I've had to use console commands to fix or advance it. Even the very first time playing that quest on a full vanilla no mods play thru it bugged out and I had to use console commands to fix it. I absolutely hate that quest with a passion and wish there was a way to "auto-complete" it just to be able to get the house honestly. Anyway I'm rambling now, hope this info helps. :D

 

you can get each house with the command setstage housepurchase 10 if you are in the area.... But that doesn't help me with the furnitures. I need a list of the prid's but havn't found them for the parts I could not buy. 

Posted
23 hours ago, Pfiffy said:

t leaves me with two Questions: Why they don't get fired and Why they get the wrong money?

to me that usually means the properties are assigned wrong somewhere

23 hours ago, Pfiffy said:

 

Maybe adding the same struckture for fireing as it is in the script for the Inn/City hookers? 

  Hide contents

Something like:

 

 


    elseif (Hooker == (HookerFree01REF.GetActorRef() || HookerFree02REF.GetActorRef() || HookerFree03REF.GetActorRef())) 
        if (Hooker == HookerFree01REF.GetActorRef())
            if (GoldEarnedHookerFree01.Value != 0)
                int MoneyEarnedHookerFree01 = ((GoldEarnedHookerFree01.GetValue()) * (1.00 + ((Hooker.GetFactionRank(HookerExperience) as float) / 25.00) + (((Hooker.GetFactionRank(HookerPracticalExperience) as float) + (Hooker.GetFactionRank(HookerPracticalExperience2) as float)) / 100.00)) * (MoneyMult.GetValue() as float)) as int
                PlayerRef.AddItem(Gold, MoneyEarnedHookerFree01)
                GoldEarnedHookerFree01.SetValue(0)
            else
                Debug.Notification(NoMoneyMessage)
            endif
        elseif (Hooker == HookerFree02REF.GetActorRef()) 
            if (GoldEarnedHookerFree02.Value != 0)
                int MoneyEarnedHookerFree02 = ((GoldEarnedHookerFree02.GetValue()) * (1.00 + ((Hooker.GetFactionRank(HookerExperience) as float) / 25.00) + (((Hooker.GetFactionRank(HookerPracticalExperience) as float) + (Hooker.GetFactionRank(HookerPracticalExperience2) as float)) / 100.00)) * (MoneyMult.GetValue() as float)) as int
                PlayerRef.AddItem(Gold, MoneyEarnedHookerFree02)
                GoldEarnedHookerFree02.SetValue(0)
            else
                Debug.Notification(NoMoneyMessage)
            endif

        elseif (Hooker == HookerFree03REF.GetActorRef()) 
            if (GoldEarnedHookerFree03.Value != 0)
                int MoneyEarnedHookerFree03 = ((GoldEarnedHookerFree03.GetValue()) * (1.00 + ((Hooker.GetFactionRank(HookerExperience) as float) / 25.00) + (((Hooker.GetFactionRank(HookerPracticalExperience) as float) + (Hooker.GetFactionRank(HookerPracticalExperience2) as float)) / 100.00)) * (MoneyMult.GetValue() as float)) as int
                PlayerRef.AddItem(Gold, MoneyEarnedHookerFree03)
                GoldEarnedHookerFree03.SetValue(0)
            else
                Debug.Notification(NoMoneyMessage)
            endif

    if (Hooker == HookerFree01REF.GetActorRef())
            HookerFree01REF.UnregisterForUpdateGameTime()
            HookerFree01REF..Clear()
            AddSlave(Hooker)
        elseif (Hooker == HookerFree02REF.GetActorRef())
            HookerFree02REF.UnregisterForUpdateGameTime()
         HookerFree02REF.Clear()
            AddSlave(Hooker)
        elseif (Hooker ==HookerFree03REF .GetActorRef())
            HookerFree03REF.UnregisterForUpdateGameTime()
            HookerFree03REF.Clear()
            AddSlave(Hooker)
        endif


        endif

 

This is a rough copy and paste from the Ivarstead Hookers....

or return to the single script for each Hooker basd on the money script

 

  Hide contents

elseif (akspeaker == HookerFree01REF.GetActorRef()) 
    if GoldEarnedHookerFree01.Value != 0
         int MoneyEarnedHookerFree01 = ((GoldEarnedHookerFree01.GetValue()) * (1.00 + ((akspeaker.GetFactionRank(HookerExperience) as float) / 25.00) + (((akspeaker.GetFactionRank(HookerPracticalExperience) as float) + (akspeaker.GetFactionRank(HookerPracticalExperience2) as float)) / 100.00)) * (MoneyMult.GetValue() as float)) as int
         Game.GetPlayer().AddItem(Gold, MoneyEarnedHookerFree01)
         GoldEarnedHookerFree01.SetValue(0)
     else
        Debug.Notification(NoMoneyMessage)

     if (Hooker == HookerFree01REF.GetActorRef())
            HookerFree01REF.UnregisterForUpdateGameTime()
            HookerFree01REF..Clear()
            AddSlave(Hooker)

      endiff


endif

not sure if either makes a difference, i could try making a separate script for the free hookers

21 hours ago, Martok73 said:

Oh hey btw before I forget, I noticed something odd last night when I did the Destroy the Dark Brotherhood quest and choose to enslave Astrid in the cabin instead of kill her. After I enslaved her and took her to where she would receive her "training", I noticed that she still had the same dialog options that she has the very first time you talk to her when going to the Sanctuary the first time after killing the npcs in the cabin. I could ask her about the Night Mother, ask her about herself, the rules, etc... I thought those dialog options were removed when you enslave her? She works fine as a slave so far, but I'm just confused if those dialog options are supposed to be there or not?

i haven't added any checks to the slave dialogue to remove the option to speak about night mother or herself and rules, what i have done to astrid instead is to prevent any quest dialogue from removing slave dialogue. but the catch with astrid is that killing or enslaving her usually starts the quest to kill the brotherhood. only way to enslave astrid and still progress in the db would be to clone her and enslave the clone

21 hours ago, Martok73 said:

I also had a bug occur when I enslaved Gabriella where she refused to talk to me and the quest "Honor Thy Family" popped up where you have to talk to Nazir and pay the fine to get back in good graces with the DB. This threw me for a loop cause this happened right after I killed everyone in Sanctuary and got the message popup to go turn in the quest "Destroy the Dark Brotherhood". I found out that one of those "pet spiders" remain invulderable while the other one will attack you and you can kill it. If I hit the invulnerable spider then try to talk to slave Gabriella or Astrid then the quest "Honor Thy Family" pops up and I have to use the console to "complete" it with setstage DBEviction 200, before I can talk to either of them normally even tho both are slaves. Once I left the Sanctuary the door closed forever so I haven't had that quest popup again thankfully.

ok, haven't looked into gabby yet nor the quest to honor the family. do you always have the honor quest when enslaving gabby or can you sometimes enslave her without triggering that quest. if you can catch her without triggering that quest, does she have normal slave dialogue or still bugged with db dialogue

21 hours ago, Martok73 said:

unless you attack her she does nothing and talks to you normally including offering alchemy training which to me is weird.

lol, trainer dialogue is another fix i made so they still remain trainers while enslaved

21 hours ago, Martok73 said:

So yeah I think when you start killing everyone in Sanctuary she should fight back naturally like all the others and since she's 300yrs old she should be a boss level fight hard as hell imho. What really sucks about her tho even with said mods that make children mortal, even if you use a follower framework mod to force her to be a follower, she never actually follows you anywhere and just stands in the middle of Sanctuary forever. If you teleport her outside somewhere she just runs back and tries to go back inside Sanctuary forever not doing anything... It kills me she is this way and it annoys the hell outta me that for the sake of role play and immersion I am forced to attack her first making her fight back instead of her attacking me first when I kill her allies. She should be pissed that I am killing all her allies and should attack me at a level of a 300yr old boss vampire making it a hard fight imho. So much missed potential there.

ya, that's all part of her being marked as a child in skyrim. it would be upto those mods that make children killable to give the children a combat ai...tho that doesn't explain why she's stuck in that spot, does she still stay there if you enslave her

21 hours ago, Martok73 said:

also ran into an issue with Vex where she wouldn't talk to me and kept trying to send me to talk to Brynof of Mercer and acted like she was pissed off at me. She was of course a slave at this point and those characters were dead and she was tied up in my slave dungeon. I had to use the reset button on her twice in the PAHE MCM to get her to finally give me any dialog options at all

that sounds like something went wrong during enslavement

21 hours ago, Martok73 said:

Sapphire and Tonilia never refused to talk to me but they did have some of their normal dialog options still available as choices along with all of their slave dialog choices as well. So I am abit confused as to whether or not Vex, Sapphire, Tonilia, Astrid and Gabriella are supposed retain their normal "pre-slave" dialog and have it available in the dialog window and all of their slave dialog as well when talking to them, or if they are only supposed to have the slave dialog options and any other dialog that is added in by mods show up when talking to them? What I mean by dialog added by other mods is that all npcs have dialog show up that is added by mods such as Deviously Cursed Loot, and SexLab Romance, and SexLab Dialogue regardless of what other mods modify the dialog tree window. There are some others that add dialog as well but I can't remember them all off the top of my head. Those dialogs are visible and available even on slaves and imho are way to many out there to make a patch for each one to prevent them from showing on slaves so I just ignore those dialog choices on my slaves and only pay attention to the ones relating to slaves. Does that makes sense? I hope that made sense, it made sense in my head but looking at it now it looks abit confusing. Anyway really just wondering why I had to reset Vex to make her dialog window popup and why they all still have some of their vanilla pre-slave dialog appear and if that's normal or not.

as long as they don't have dialogue that prevents them from speaking as a slave i don't prevent them from using any vanilla dialogues. pretty much only dialogues you can  99% guarantee to lose during enslavement are dialogues that look for the slave to be in a quest alias or in any factions that get cleaned and haven't been important enough to unclean

3 hours ago, Pfiffy said:

@CliftonJD I build a new Hirefire script based on an older version. Can you check and compile it for testing?

 

bb_HireFiretest.txt 67.09 kB · 0 downloads

ok

Posted
1 hour ago, CliftonJD said:

to me that usually means the properties are assigned wrong somewhere

not sure if either makes a difference, i could try making a separate script for the free hookers

 

I compared the new version with the old oneL: the main difference is that the free hookers are not grouped and the command for releasing them is in a separate if/endif (like the other Inn and City Hookers) I'm not sure if this is actually the culprit.

 

If it is not the solution we can try to build the function as a fragment like the working money script. 

Posted
4 hours ago, Pfiffy said:

@CliftonJD I build a new Hirefire script based on an older version. Can you compile it for testing?

 

bb_HireFiretest.txt 67.09 kB · 1 download

bb_HireFire.psc

bb_HireFire.pex

On 8/14/2022 at 12:36 PM, Pfiffy said:

From what I have seen, I can tell that the collected cash does not come from the free hookers. If you just ask for the money everything works fine. It is just the fire option for the free hookers, that is messed up somehow. I don't see any problems in the script, but with a look at my scripting abilities that doesn't mean much. 

It leaves me with two Questions: Why they don't get fired and Why they get the wrong money?

Maybe adding the same struckture for fireing as it is in the script for the Inn/City hookers? 

  Reveal hidden contents

Something like:

 

 


    elseif (Hooker == (HookerFree01REF.GetActorRef() || HookerFree02REF.GetActorRef() || HookerFree03REF.GetActorRef())) 
        if (Hooker == HookerFree01REF.GetActorRef())
            if (GoldEarnedHookerFree01.Value != 0)
                int MoneyEarnedHookerFree01 = ((GoldEarnedHookerFree01.GetValue()) * (1.00 + ((Hooker.GetFactionRank(HookerExperience) as float) / 25.00) + (((Hooker.GetFactionRank(HookerPracticalExperience) as float) + (Hooker.GetFactionRank(HookerPracticalExperience2) as float)) / 100.00)) * (MoneyMult.GetValue() as float)) as int
                PlayerRef.AddItem(Gold, MoneyEarnedHookerFree01)
                GoldEarnedHookerFree01.SetValue(0)
            else
                Debug.Notification(NoMoneyMessage)
            endif
        elseif (Hooker == HookerFree02REF.GetActorRef()) 
            if (GoldEarnedHookerFree02.Value != 0)
                int MoneyEarnedHookerFree02 = ((GoldEarnedHookerFree02.GetValue()) * (1.00 + ((Hooker.GetFactionRank(HookerExperience) as float) / 25.00) + (((Hooker.GetFactionRank(HookerPracticalExperience) as float) + (Hooker.GetFactionRank(HookerPracticalExperience2) as float)) / 100.00)) * (MoneyMult.GetValue() as float)) as int
                PlayerRef.AddItem(Gold, MoneyEarnedHookerFree02)
                GoldEarnedHookerFree02.SetValue(0)
            else
                Debug.Notification(NoMoneyMessage)
            endif

        elseif (Hooker == HookerFree03REF.GetActorRef()) 
            if (GoldEarnedHookerFree03.Value != 0)
                int MoneyEarnedHookerFree03 = ((GoldEarnedHookerFree03.GetValue()) * (1.00 + ((Hooker.GetFactionRank(HookerExperience) as float) / 25.00) + (((Hooker.GetFactionRank(HookerPracticalExperience) as float) + (Hooker.GetFactionRank(HookerPracticalExperience2) as float)) / 100.00)) * (MoneyMult.GetValue() as float)) as int
                PlayerRef.AddItem(Gold, MoneyEarnedHookerFree03)
                GoldEarnedHookerFree03.SetValue(0)
            else
                Debug.Notification(NoMoneyMessage)
            endif

    if (Hooker == HookerFree01REF.GetActorRef())
            HookerFree01REF.UnregisterForUpdateGameTime()
            HookerFree01REF..Clear()
            AddSlave(Hooker)
        elseif (Hooker == HookerFree02REF.GetActorRef())
            HookerFree02REF.UnregisterForUpdateGameTime()
         HookerFree02REF.Clear()
            AddSlave(Hooker)
        elseif (Hooker ==HookerFree03REF .GetActorRef())
            HookerFree03REF.UnregisterForUpdateGameTime()
            HookerFree03REF.Clear()
            AddSlave(Hooker)
        endif


        endif

 

This is a rough copy and paste from the Ivarstead Hookers....

or return to the single script for each Hooker basd on the money script

 

  Reveal hidden contents

elseif (akspeaker == HookerFree01REF.GetActorRef()) 
    if GoldEarnedHookerFree01.Value != 0
         int MoneyEarnedHookerFree01 = ((GoldEarnedHookerFree01.GetValue()) * (1.00 + ((akspeaker.GetFactionRank(HookerExperience) as float) / 25.00) + (((akspeaker.GetFactionRank(HookerPracticalExperience) as float) + (akspeaker.GetFactionRank(HookerPracticalExperience2) as float)) / 100.00)) * (MoneyMult.GetValue() as float)) as int
         Game.GetPlayer().AddItem(Gold, MoneyEarnedHookerFree01)
         GoldEarnedHookerFree01.SetValue(0)
     else
        Debug.Notification(NoMoneyMessage)

     if (Hooker == HookerFree01REF.GetActorRef())
            HookerFree01REF.UnregisterForUpdateGameTime()
            HookerFree01REF..Clear()
            AddSlave(Hooker)

      endiff


endif

 

after fixing it i compiled the new script for you to test, but as i went thru fixing it i think i found the pattern that matches up with what you and martok experienced and the pattern to it seems to match up better with why martok gets the bug even without the free hookers.

 

Function FireHookers(Actor Hooker)
hooker is defined there as an actor once so the first hooker you fire fits the criteria and clears the gold earned for that hooker as intended. say for example if you start at the first city defined in the function as Markarth, it clears the gold for markarth and leaves hooker defined as "Hooker == (HookerMarkarthREF.GetActorRef() || HookerMarkarthREF2.GetActorRef() || HookerMarkarthREF3.GetActorRef())". that means if you goto Riften next to fire that hooker, the function still looks at this:

Spoiler

        if (GoldEarnedMarkarth.Value != 0)
            int MoneyEarnedMarkarth = ((GoldEarnedMarkarth.GetValue()) * (1.00 + ((Hooker.GetFactionRank(HookerExperience) as float) / 25.00) + (((Hooker.GetFactionRank(HookerPracticalExperience) as float) + (Hooker.GetFactionRank(HookerPracticalExperience2) as float)) / 100.00)) * (MoneyMult.GetValue() as float)) as int
            PlayerRef.AddItem(Gold, MoneyEarnedMarkarth)
            GoldEarnedMarkarth.SetValue(0)
        else
            Debug.Notification(NoMoneyMessage)
        endif

        if (Hooker == HookerMarkarthREF.GetActorRef())
            HookerMarkarthREF.UnregisterForUpdateGameTime()
            HookerMarkarthREF.Clear()        
            AddSlave(Hooker)
        elseif (Hooker == HookerMarkarthREF2.GetActorRef())
            HookerMarkarthREF2.UnregisterForUpdateGameTime()
            HookerMarkarthREF2.Clear()
            AddSlave(Hooker)
        elseif (Hooker == HookerMarkarthREF3.GetActorRef())
            HookerMarkarthREF3.UnregisterForUpdateGameTime()
            HookerMarkarthREF3.Clear()
            AddSlave(Hooker)
        endif
 

the gold earned in markarth is still 0 cuz it was just cleared in markarth, so you get the no money message. markarth hooker was already fired so that doesn't work either. i think the solution will be to do the same thing i did for hiring the city hookers and independent hookers so that each of the fire hooker dialogues specify which city using its own separate functions for each city

 

Posted
13 minutes ago, CliftonJD said:

bb_HireFire.psc 67.29 kB · 1 download

bb_HireFire.pex 56.39 kB · 1 download

after fixing it i compiled the new script for you to test, but as i went thru fixing it i think i found the pattern that matches up with what you and martok experienced and the pattern to it seems to match up better with why martok gets the bug even without the free hookers.

 

Function FireHookers(Actor Hooker)
hooker is defined there as an actor once so the first hooker you fire fits the criteria and clears the gold earned for that hooker as intended. say for example if you start at the first city defined in the function as Markarth, it clears the gold for markarth and leaves hooker defined as "Hooker == (HookerMarkarthREF.GetActorRef() || HookerMarkarthREF2.GetActorRef() || HookerMarkarthREF3.GetActorRef())". that means if you goto Riften next to fire that hooker, the function still looks at this:

  Reveal hidden contents

the gold earned in markarth is still 0 cuz it was just cleared in markarth, so you get the no money message. markarth hooker was already fired so that doesn't work either. i think the solution will be to do the same thing i did for hiring the city hookers and independent hookers so that each of the fire hooker dialogues specify which city using its own separate functions for each city

 

Hm... Since the script for collecting the money works, we just have to add the firering commands to that fragment. 

I just don't know if this will work with slaves.

Posted (edited)
1 hour ago, Pfiffy said:

Hm... Since the script for collecting the money works, we just have to add the firering commands to that fragment. 

I just don't know if this will work with slaves.

either way its still a separate function for each city whether you add firing to the money dialogues or make the new functions within the existing script. difference being its easier to rewrite the current script than it is to add the slave functions and firing to the other dialogue

seems we have multiple hiring dialogues, but only the 1 firing dialogue so i'll use the money dialogue as a template to build the new script

Edited by CliftonJD
Posted
15 hours ago, Will55 said:

Martok73

That is the same original problem I had months ago when I made duplicates of Astrid. & Gabriella. Both copies had slave/original speech line and each time I visited Astrid, as her copy was my concubine, she "put out" as soon as i walked in and right in front of her husband. While Gabriella in the refuge behaved as though she was the slave copy.

 

Vex's copy on the other hand, then made no concessions to being a slave and was the outraged TG member demanding reparations and a right PItA

 

I am quite some way off being that far into Skyrim, but I will back pedal in that area until it is clearer.

I didn't copy either of them I just used PAHE to enslave them which triggered the respective quests to destroy each guild, which I then did. They each have their slave dialog but also have the into dialog for the DB.

 

13 hours ago, Pfiffy said:

you can get each house with the command setstage housepurchase 10 if you are in the area.... But that doesn't help me with the furnitures. I need a list of the prid's but havn't found them for the parts I could not buy. 

That I couldn't tell ya only that CW Neutral doesn't touch Breezehome and I can assure you without any doubt to that statement as I've combed thru it extensively in both xedit and the CK when I was having issues buying Hjerim.

 

6 hours ago, CliftonJD said:

i haven't added any checks to the slave dialogue to remove the option to speak about night mother or herself and rules, what i have done to astrid instead is to prevent any quest dialogue from removing slave dialogue. but the catch with astrid is that killing or enslaving her usually starts the quest to kill the brotherhood. only way to enslave astrid and still progress in the db would be to clone her and enslave the clone

Oh ok, well that makes sense now as Astrid and Gabriella both have all their slave dialog in addition to retaining their initial dialog set that appears when you first join the DB. Oh and the reason I even noticed this was I finally got around to actually doing the ques to Destroy the DB and chose to enslave Astrid in the abandoned shack instead of killing her to start the quest. So it's cool if she still has that dialog I was just curious about it, and her and Gabby's slave dialog works just fine now that the Sanctuary is sealed and I can't "hit" the stupid friendly spider in there.

 

6 hours ago, CliftonJD said:

ok, haven't looked into gabby yet nor the quest to honor the family. do you always have the honor quest when enslaving gabby or can you sometimes enslave her without triggering that quest. if you can catch her without triggering that quest, does she have normal slave dialogue or still bugged with db dialogue

So far I've only enslaved her once and have only had the quest "Honor Thy Family" popup once and it occurred when I hit/aggro'd the friendly spider at remains invulnerable during the quest to Destroy the DB. I enslaved her fine and the quest didn't trigger, it only triggered when I hit that stupid spider and found out I couldn't kill it and then tried to talk to Gabriella, once I tried to talk to her after hitting that spider then she refused to talk to me and the quest popped up, so I'm pretty sure it was directly related to that spider and if I had not hit it I "think" that maybe that quest would not have popped up. I did look up the details of the quest and found out that it appears when you attack a member of the DB and then "talk" to another member, so since all "members" were dead and Gabriella was a clone of the original due to how enslavement works and Astrid was already stored in my dungeon, I think the game thought that the clone was still a member of the DB Faction which triggered the quest when I talked to her after attacking that stupid spider that just won't die.

 

6 hours ago, CliftonJD said:

lol, trainer dialogue is another fix i made so they still remain trainers while enslaved

Hang on, I'm talking about Babette here, are you saying you made her enslaveable?

 

6 hours ago, CliftonJD said:

ya, that's all part of her being marked as a child in skyrim. it would be upto those mods that make children killable to give the children a combat ai...tho that doesn't explain why she's stuck in that spot, does she still stay there if you enslave her

I'm uhm, yeah, uh no I haven't tried enslaving her as I honestly thought that since the game has her tagged as a child that is was a no no. I mean I've seen the options on children before to enslave via sleeping or knocked down but I honestly did not think that it would actually work because the general vibes I get on other parts of this site is that children are off limits. So I had no idea I could actually enslave Babette... Which I mean is great cause like I said in my mini rant she's not really a child she's 300yrs old, she only looks like a child so I'm perfectly fine with seeing what happens when she's enslaved. Anyway back to the question, with "killable children" and "immersive children" all children are both mortal (killable/able to die) with some being only killable by the player while others can die to npc attacks, and all children still retain their special "child only" animations and behaviors. ie" play with a doll, feet dangle off the floor sitting in a chair, lay on the floor, etc... sadly tho it does not actually give them a combat ai it only increases their confidence and give them weapons, so most of the time they will only "defend" themselves if attacked and not start the fight even if their "friends/allies" are dieing. I will go back to an earlier save right before attacking the Sanctuary and try enslaving Babette just to see if she moves or acts like any other slave just to test it out.

 

7 hours ago, CliftonJD said:

that sounds like something went wrong during enslavement

So far I've reset her twice and now have re-cloned her twice, and she still will still refuse to talk to me causing her dialog window to not appear at all and I literally have to hit E on her like 3 or four times in a row to "bypass" this and get her dialog to popup. Once the dialog window does appear it has all of her slave dialog and none of her TG dialog options, it's just a pita to get the window to show having to "activate/click/press e" several times in a quick succession to get it to work.

 

7 hours ago, CliftonJD said:

as long as they don't have dialogue that prevents them from speaking as a slave i don't prevent them from using any vanilla dialogues. pretty much only dialogues you can  99% guarantee to lose during enslavement are dialogues that look for the slave to be in a quest alias or in any factions that get cleaned and haven't been important enough to unclean

Ah ok, that's cool it is kinda funny when I click on that dialog hearing them talk about their "old lives pre-slavery", lol. What do you mean by "factions that get cleaned"? I'm confused.

 

4 hours ago, CliftonJD said:

 

seems we have multiple hiring dialogues, but only the 1 firing dialogue so i'll use the money dialogue as a template to build the new script

Edited 2 hours ago by CliftonJD

Does this mean I will finally be able to fire all of my hookers one at a time now?

Posted

Sorry if this has already been answered:

 

About how many NPCs can be placed comfortably in one cell using this mod, and have this mod still work decently?

 

Thanks!

Posted
6 hours ago, CliftonJD said:

either way its still a separate function for each city whether you add firing to the money dialogues or make the new functions within the existing script. difference being its easier to rewrite the current script than it is to add the slave functions and firing to the other dialogue

seems we have multiple hiring dialogues, but only the 1 firing dialogue so i'll use the money dialogue as a template to build the new script

That's what I thought. Collecting the money works and it is also only one dialogue for all Hookers. The fragment AIBB_TIF__050316DD 

Posted

OOC I managed to "accidentally" recruit Sheogorath as hooker No. 2 .

I am not sure that this is a good idea but wonder if anyone else has tried it

Anyway, having agonized through the resurrection and restoration of my Wartimes char

into a decent profile (only took a week) I won't continue with him and will reload.

But I am curious. I am certain he would be a one-night wonder for the ladies.

Posted
2 hours ago, trgdolors said:

About how many NPCs can be placed comfortably in one cell using this mod, and have this mod still work decently?

Using HSH, I have 32 slaves living in the Refurbished Lakeview Manor Cellar, and with my six travelling companions, plus a regular follower, I don't have any performance issues.

Posted (edited)
On 8/13/2022 at 5:55 PM, Farsh-nuke said:

2. I still want a way to 'buy' the slave Belethor has if you use the hydragorgan ambient slaves mod for SSE

I managed to make the hydragorgon mod run without lockups at Solitude and ran into the Blue Palace hookers. So, OOC I duplicated them (as well as the infamous Bimbo) and enlisted them (NOT the copies) via EFF. then moved them to lakeview manor, homed it for all and then dismissed them.

Unfortunately, I could not enslave them the usual ways ( ? due to being already enslaved) so I fell back onto the reverse pickpocketed devious rope method and now have all in the cellar whining about being enslaved but still with their previous speech lines. The enslavement changed their names but i will reverse this next time I visit them as all their slave stats are now 0 and they need to be restrained/retrained. I dressed them all in the Aphrodite outfits and IMO they look a lot more "interesting". A real pity that this char is fully female.

 

NB
I also EFF'd the original Violeta (sic!) Giordano and could have stolen her the same way(hint1 hint!) but I did not want to risk any Solitude upset so I reloaded and then duplicated her.

IMO this could be a potential way to steal some slaves, but I cannot say that it is general or only applies to hydragorgon. That warrior slave with the ebony armour'd master will be a target when i next run into them to verify this.

Edited by Will55
Posted (edited)

@CliftonJD Would You Be Willing To Start Uploading A Text Document With A List Of Current NPCs In The Unique NPC Enslavement Speech List To Main Download Page? Also Would It Possible To Add Vigilant Tyranus From The Markarth Molag Bal Quest To The List?

Edited by RavinBeast
Posted
5 hours ago, trgdolors said:

Sorry if this has already been answered:

 

About how many NPCs can be placed comfortably in one cell using this mod, and have this mod still work decently?

 

Thanks!

At one stage I had a lot more than 32 in the LVM cellar (just as i had over 20 in Vuoksi). IIRC I had > 32 in the 4 smaller rooms while there were 3 rows of restrained slaves in the large room. At a guess i wold say near 90. But having said that I would not leave 90 there for any length of time as I then dispersed 30 to another cellar. IMVHO (see "guess") ~60 would be ok . My problems began when I hit 128 overall and where had nothing to do with it.

Posted
2 hours ago, Will55 said:

I managed to make the hydragorgon mod run without lockups at Solitude and ran into the Blue Palace hookers. So, OOC I duplicated them (as well as the infamous Bimbo) and enlisted them (NOT the copies) via EFF. then moved them to lakeview manor, homed it for all and then dismissed them.

Unfortunately, I could not enslave them the usual ways ( ? due to being already enslaved) so I fell back onto the reverse pickpocketed devious rope method and now have all in the cellar whining about being enslaved but still with their previous speech lines. The enslavement changed their names but i will reverse this next time I visit them as all their slave stats are now 0 and they need to be restrained/retrained. I dressed them all in the Aphrodite outfits and IMO they look a lot more "interesting". A real pity that this char is fully female.

 

NB
I also EFF'd the original Violetta and could have stolen her the same way(hint1 hint!) but I did not want to risk any Solitude upset so I reloaded and then duplicated her.

IMO this could be a potential way to steal some slaves, but I cannot say that it is general or only applies to hydragorgon. That warrior slave with the ebony armour'd master will be a target when i next run into them to verify this.


I have no memory of Violetta. I have followers from mods in solitude that normally catch my eye more (Barbie and Wenya)

Posted (edited)
33 minutes ago, Farsh-nuke said:


I have no memory of Violetta. I have followers from mods in solitude that normally catch my eye more (Barbie and Wenya)

She is a much-improved Violeta Giordano from  Windhelm taken as a slave and who is Elisif's concubine. She is not as attactive as Hilde Shatter-Shield slave also in the Blue Palace, but both are way better than the usual Hydragorgon slaves WRT looks, and both have a story. I assumed that they were HG in origin but I will confirm later.

 

They are all Hydragorgon sourced.

Edited by Will55
Posted
4 minutes ago, Will55 said:

She is a much-improved Violettea Giordano from  Windhelm taken as a slave and who is Elisif's concubine. She is not as attactive as the Battle-Born slave also in the Blue Palace but both are way better than the usual Hydragorgon slaves WRT looks, and both have a story. I assumed that they were HG in origin but I will confirm later.

Ah... of course pictures are always appreciated

 

Posted
26 minutes ago, Will55 said:

I will be digitally hanged for these and naturally Bimbo closed her eyes:

 

ScreenShot2824.png

ScreenShot2822.png

ScreenShot2829.png

ScreenShot2821.png


Well don't worry there's a mod to digitally hang people on Loverslab if that's necessary. More than one in fact.

Cute pictures.

Posted

I have a working version: 

 

AIBB_TIF__050316DF.pexSexLab TDF Aggressive Prostitution.espAIBB_TIF__050316DF.psc

 

 

I was able to fire a free Hooker... have to test it on my Inn Hookers when they have arrived in Riverwood and check it after the Free hookers had made some money. It seems to me, like the colleting script is missing the entries for Ravenrock... The option for moving slaves back to Pahe is missing, because I still get errors with it, but at least this is the way it has to look like. 

Posted

Apropos of nothing, has anyone had any experience setting up HSH cells in multiple zones of a single dwelling, e.g., one cell in Lakeview Manor proper, and another Lakeview Manor Cellar?  I've generally not messed with slaves in the main home much, but I'd like to.  It seems a bit glitchy, though.  With the cellar already being set up and well-populated, when I add a cell to the main house, one of the cellar dwellers gets moved randomly to the house.  And actually placing the second cell token is kind of glitchy, too.  So I'm hesitant to make a save with the second cell and move on with my playthrough.  Can anyone confirm it's all fine, we're all fine here, now?

Spoiler

 

 

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