CliftonJD Posted September 3, 2022 Author Posted September 3, 2022 18 minutes ago, -Soviet- said: @CliftonJD The log I sent you caught the moment where the slave loses its name perfectly. I would load the save and within 10 secs, the slave would become uninteractable and nameless. After experimenting with the issue, I found out that if I make my slave a milkmaid (using MME) and give them lactacid, the issue appears within a minute. Is MME supported ? Log reattached for convenience. Papyrus.0.log 140.11 kB · 0 downloads many people use slaves as milk maids so i can't say mme is unsupported, some have even made huge rooms for slaves to be milked. same problems persist in your new log as before but with added script work for mme. might be time to try pahe from a new mod list and try re-adding the mods that aren't spamming the log until the system breaks again to narrow down the issue
Will55 Posted September 3, 2022 Posted September 3, 2022 On 9/3/2022 at 1:12 AM, CliftonJD said: dwarven slave suits and dwarven pet suits should be preventing escape on their own. dwarven pet suits should give some small pose training during combat if they fight. iron cuffs are the most effective of the zaz cuffs, but some of their effectiveness is lost if they weren't applied using the dialogue to restrain them. if they're sandboxing or using equipment while cuffed, they likely won't be treated as cuffed. if you're having trouble with these rules, post your papyrus log and if you're thinking about dom, whole different escape rules apply so none of those cuffs will secure them from escape and less things will effect submission Thank you for the reply and we all appreciate your kindness here. I used both zbf and devious iron cuffs and anklets and it made no difference a swell as leashing collars. The dwarven suits also had the same problem before and those problem made me stop that play through.. If no one else has the same problem, then some mod must be interfering. Update Okay! 12 slaves and NOT one will stay in one spot and i have used leash collars, pet suits, slave suits and chained every one to the ^%$%ing ceiling of LVM cellar and one just walked through the locked gate there in a dwarven slave suit while I was making yet another pet suit and says "Hi ! are we moving out?" or close. One slave did the now standard vanishing act and when I did the usual rez, disable, enable she said "Hi boss!: or close, and actually had lines of speech but I could not interact with any nor access her inventory. I was so annoyed I released her and killed her as experience has shown that anything else just wastes time. A real first to be proud of in this run. I have all with sub > 60 but that was only due to massive violence which really is horrible. But unless I do it, they are off like a flash. What is the value of pose? Do we need it as IMO it is waste of time and resources (making 10 each pet and slave suits ) and these slave girls are all willing to fight anything and anyone and as most are immersive wenches, NMs or Vampires with 12 following they go through opposition so quickly I often can only rarely get a shot in. I had to take them as i wanted to walk around Skyrim to get the landmarks and picked up most (10) on the way although TBH I could have had 2x as many but they killed them so quickly. If i want to actually get a skill rise I will have to bring only one or two only. Tomorrow i will free them of their restraints and get 6 of them out to earn their keep as I yet have no hookers with this run. TBH most are gorgeous, and the female embellishment mods certainly do their stuff there while finally working out how to use Slave tats to give them make up makes them look even better. Whinge over ?
Martok73 Posted September 4, 2022 Posted September 4, 2022 8 hours ago, Will55 said: I used both zbf and devious iron cuffs and anklets and it made no difference a swell as leashing collars. The dwarven suits also had the same problem before and those problem made me stop that play through.. If no one else has the same problem, then some mod must be interfering. Update Okay! 12 slaves and NOT one will stay in one spot and i have used leash collars, pet suits, slave suits and chained every one to the ^%$%ing ceiling of LVM cellar and one just walked through the locked gate there in a dwarven slave suit while I was making yet another pet suit and says "Hi ! are we moving out?" or close. One slave did the now standard vanishing act and when I did the usual rez, disable, enable she said "Hi boss!: or close, and actually had lines of speech but I could not interact with any nor access her inventory. I was so annoyed I released her and killed her as experience has shown that anything else just wastes time. A real first to be proud of in this run. Ya know, at this point I am thinking that maybe you have a gremlin. You may need to seek the assistance of a priest or perhaps Ghostbusters? LOL... seriously tho I do not recall anyone else have this much trouble keeping slaves tied up and in one place. I for one can use the setting "Advanced Leash Collar" in the mcm, then just put a leash collar on a brand new slave and they never run at all. If I happen to be out of those I can use a zaz collar, "zbf black iron collar" and they don't run, or at least they haven't run yet. I've even just used the standard "iron slave collar" from PAHE, with a set of zaz "zbf cuffs iron black", the ones that show on the ankles and have the hands behind the back, and I haven't had any slaves run. So yeah I'm thinking you either got a gremlin, or a poltergiest or a "ghost in the machine" causing all your problems mate. Best advice I can give ya is start a fresh profile with vanilla Skyrim SE, then only add SexLab and it's requirements. Test and make sure it's working. Then add in the requirements of PAHE without acutally installing PAHE, then test that and make sure it's working. Then install PAHE and test it for several hours. If it works, then you know for a fact it is another mod in your load order causing all the issues. Add back your mods one at a time and test each one, yes it's a long process and a pain in the ass, do this until PAHE breaks and then you will have the culprit and know exactly which mod is causing your problems and know to get rid of it. I know it's a long PITA thing to have to do, but here about a year ago, I was having a CTD issue and crash logs wasn't doing any good, neither was the papy log, so I literally did exactly what I am suggesting you do, and started with a fresh clean profile, then one by one added my mods in and tested each and every one. At that time I had roughly 300ish (now I'm over 500 close to 600), and it took me several hours a day, slowly and methodically installing and testing over the course of right about a month before I found the problem mod. I haven't had to do that again since then thankfully as I have been extremely careful and made notes and extra saves each and every time I would either add or remove a mod. But yeah, sometimes there is no other choice unfortunately. Anyway, good luck mate and I do hope you get it figured out and fixed. Enslaving these uniques instead of killing them off in the various quests they normally die in is definitely better, and way more fun now, thanks to your suggestion ?. I would have never thought about doing that had it not been for our conversations, so I truly hope you get things fixed mate, and I wish I could be of more help. ? 1
Martok73 Posted September 4, 2022 Posted September 4, 2022 @CliftonJD Hey mate, ran into a very strange issue with two unique npcs, Gerdur and Alvor in RIverwood. I am almost 100% positive that this issue will only occur IF someone uses an Alternate Start mod and has not touched the Main Quest. So far I've been able to reproduce this twice on two new characters so I'm pretty sure it's completely reproducable, but I have no clue how you would go about solving the issue. So here's the issue, IF you use any kind of alternate start mod that allows you to not start the main quest and just puts you in the world somewhere, example would be the slaver start included with this mod, or any ASLAL scenario. Anyway if you do this, and you go to Riverwood and enslave either Gerdur or Alvor or both, the game still thinks they are alive and not dead. This is because they are essential and directly linked to the start of the main quest line right up to the point where you escape Helgen and talk to either Gerdur or Alvor depending on who you follow into/out of the keep/cave, Ralof for Gerdur and Hadvar for Alvor. Once you complete the part of the main quest where you warn Riverwood, either by talking to Gerdur or Alvor, and they give you the follow up quest to talk to Jarl Balgruuf in Whiterun, the game will think they are alive even if you enslave them which kills and clones the original. I found this out while testing some fixes to the adoption script to see if the game would actually move certain child npcs to the Honorhall Orphanage the way it is supposed to IF their parents/guardians die. Even tho this is what is supposed to happen, in the vanilla game the only way this is possible even tho it is literally supposed to happen no matter what, is if Grelod is dead, Innocence Lost is complete, and You've been abducted and either killed Astrid or joined her, and you make a brand new orphan to send to the orphanage, meaning you kill a kids parents/guardian. Now the way it's supposed to work is that if anything happens to any child's parent/guardian in normal game play, then the child is transferred to the orphanage. Well, the mod Heartfire Multiple Adoptions, kinda fixes this and makes it happen...partly, once the player adopts 2-6 children, then the game won't move anymore into the orphanage. I found a mod that improves and almost fixes the issue, but still had some minor quirks as it was forgetting a couple of the potential orphans that are supposed to be baseline. I was testing some fixes to the script to include those kids it forgot, and make sure it was working as intended by moving children to Honorhall if they are orphaned after player has adopted multiple children, when I found this issue with Gerdur and Alvor. No where in any wiki does it say these two npcs are essential until a certain quest is complete, it doesn't show them being essential anywhere. But they are most definitely essential and will not die no matter what you do if you try to kill them before finishing the quest to warn them about the dragon from Helgen. Once that quest is done and you have the next part to go warn Whiterun and Jarl Balgruuf, then they will die, very easy, low level and low health. The issue is they are somehow hard coded into the main quest so even the cloning process of PAHE that "kills" the original and makes a clone copy to turn into a slave, doesn't force the game to see them as being dead, which I'm guessing because they are hard coded into the start of the main quest. Anyway I have no clue if there is anything you would even want to do in this case, as like I said I only found this when trying to make Frodnar and Dorthe orphans to trigger the fixed script to move them into Honorhall Orphanage like they are supposed to according to the wiki. Sigrid and Hod died/enslaved just fine as they play no part in the main quest aside from idle chatter. But Gerdur and Alvor, even tho they will enslave/clone and semi behave like a normal slave, the game still sees them as alive and both Frodnar and Dorthe continue to behave as tho nothing has happened and both their parents are alive and well. Now once I explored Helgen and triggered the main quest, then went and talked to Gerdur, (then Alvor on the second test), and I got the follow up to go tell Balgruuf, I was able to enslave them both and the game treated them as if they were dead, just the same as if I had enslaved any other unique npc, and once I killed/enslaved their spouse, both Frodnar and Dorthe were moved into Honorhall Orphanage exactly the way they were supposed to, and their dialogue changed to reflect their parents recent death and being all alone. This is similar to other "potential orphans" when their parent/guardian dies, which is exactly wha tI was hoping would happen as it's the way the game was supposed to work in vanilla but we know how that goes huh. Anyway, rambling now, I just wanted to share this information with you because as oddly unique as this "bug"/"issue"/"feature"? not sure what to call it, as odd as it is, nobody would even know it exist unless the very specific circumstances to reproduce it would occur. Someone would have to deliberately try to either kill or enslave Gerdur and/or Alvor before ever starting the main quest to even notice it's a thing. So I don't know how you would go about addressing it, or if it even should be address since it's kinda critical to the main quest, but I'll leave that decision up to you whether or not to mess with it or leave it as is, just thought I would make you aware, just in case. Interestingly enough there are notes in the wiki for "Before the Storm" that refer to "if" either of them die before you talk to them, however from my own testing, it's not possible for them to die because their flagged essential and I have no mods that alter Alvor at all, his base record is not touched by anything in my game, and Gerdur is only made to look pretty, so nothing to set them to essential prior to completing "Before the Storm". Anyway, thought I'd share the info with you and let you figure out if you want to do anything with them or not, me I'm gonna pick some other kids parents to enslave/kill in order to test out the "orphane/adoption" script with, lol.
Will55 Posted September 4, 2022 Posted September 4, 2022 3 hours ago, Martok73 said: Ya know, at this point I am thinking that maybe you have a gremlin. You may need to seek the assistance of a priest or perhaps Ghostbusters? LOL... seriously tho I do not recall anyone else have this much trouble keeping slaves tied up and in one place. I for one can use the setting "Advanced Leash Collar" in the mcm, then just put a leash collar on a brand new slave and they never run at all. If I happen to be out of those I can use a zaz collar, "zbf black iron collar" and they don't run, or at least they haven't run yet. I've even just used the standard "iron slave collar" from PAHE, with a set of zaz "zbf cuffs iron black", the ones that show on the ankles and have the hands behind the back, and I haven't had any slaves run. So yeah I'm thinking you either got a gremlin, or a poltergiest or a "ghost in the machine" causing all your problems mate. Best advice I can give ya is start a fresh profile with vanilla Skyrim SE, then only add SexLab and it's requirements. Test and make sure it's working. Then add in the requirements of PAHE without acutally installing PAHE, then test that and make sure it's working. Then install PAHE and test it for several hours. If it works, then you know for a fact it is another mod in your load order causing all the issues. Add back your mods one at a time and test each one, yes it's a long process and a pain in the ass, do this until PAHE breaks and then you will have the culprit and know exactly which mod is causing your problems and know to get rid of it. I know it's a long PITA thing to have to do, but here about a year ago, I was having a CTD issue and crash logs wasn't doing any good, neither was the papy log, so I literally did exactly what I am suggesting you do, and started with a fresh clean profile, then one by one added my mods in and tested each and every one. At that time I had roughly 300ish (now I'm over 500 close to 600), and it took me several hours a day, slowly and methodically installing and testing over the course of right about a month before I found the problem mod. I haven't had to do that again since then thankfully as I have been extremely careful and made notes and extra saves each and every time I would either add or remove a mod. But yeah, sometimes there is no other choice unfortunately. Anyway, good luck mate and I do hope you get it figured out and fixed. Enslaving these uniques instead of killing them off in the various quests they normally die in is definitely better, and way more fun now, thanks to your suggestion ?. I would have never thought about doing that had it not been for our conversations, so I truly hope you get things fixed mate, and I wish I could be of more help. ? Thank you for the humour and the sage advice. But, having done just that to make PAH work WRT rape, and it was near 440+ ~active mods that it took to do so, I am really past worrying and will simply ignore pose from now on and if I have to beat the daylights out of them to gain 100 sub then so be it although it is a sadistic waste of my game time IMO. I actually gained a one-handed skill point from such and i guess that I should feel embarrassed. Yesterday, SSE stopped loading saves on this profile for no obvious reason while all other profiles worked as usual. I had added no, nor removed any, mods and it took me ages (4 hrs) to work out the problem: LOOT placed XMPSE too high for some unknown reason and I did not recall even sorting out my order on purpose, but I do recall the LOOT window being open there when I sat down after a phone call. The &^%$#@ cat has a habit of walking on the keyboard, but she was nowhere near it when I returned so the gremlin/poltergeist bit may not be so farfetched. Anyway, I shall just blunder on and look at my installed mods as this problem is long lived, but I am NOT spending any further days on mod elimination as IIRC >70% of game time has been wasted on such over the last 2 months. I am yet to have any char NOT well over a year old, even getting near the dragon stone barrow and seeing a dragon other than at Helgen. My stable, mod crammed (>400) F4 run was child's play by comparison.
Will55 Posted September 4, 2022 Posted September 4, 2022 1 hour ago, Martok73 said: @CliftonJD Hey mate, ran into a very strange issue with two unique npcs, Gerdur and Alvor in RIverwood. I am almost 100% positive that this issue will only occur IF someone uses an Alternate Start mod and has not touched the Main Quest. So far I've been able to reproduce this twice on two new characters so I'm pretty sure it's completely reproducable, but I have no clue how you would go about solving the issue. So here's the issue, IF you use any kind of alternate start mod that allows you to not start the main quest and just puts you in the world somewhere, example would be the slaver start included with this mod, or any ASLAL scenario. Anyway if you do this, and you go to Riverwood and enslave either Gerdur or Alvor or both, the game still thinks they are alive and not dead. This is because they are essential and directly linked to the start of the main quest line right up to the point where you escape Helgen and talk to either Gerdur or Alvor depending on who you follow into/out of the keep/cave, Ralof for Gerdur and Hadvar for Alvor. Once you complete the part of the main quest where you warn Riverwood, either by talking to Gerdur or Alvor, and they give you the follow up quest to talk to Jarl Balgruuf in Whiterun, the game will think they are alive even if you enslave them which kills and clones the original. On all alternate starts that progressed I always visit Helgen and by such, I mean following the route down through the tower into the kitchen/torture room etc just as in vanilla, before really becoming involved with the Riverwood folks. When you do so the spider cave is blocked off and you must return and enter the cave from outside. There, you have your choice of Ralof or Halvor to help and this kicks off the main quest. So IMHO perhaps that could avoid the issues you describe. In a vanilla start, Sigrid was killed by 3 thugs who had attacked my char when she, Alvor, Gerdur Faendel came to help my level 1 char. I was at the "warn Balgruf" stage and as I really like Sigrid, I reloaded. But she was certainly dead as Alvor kept repeating: "my wife is dead". Do you have SPIC/ SPID installed at all? However, in all my runs now i use the teens mod and recruit Dorthe as a follower while Frodnar is old enough to cope. I find that RPG children are boringly bland and that has nothing to do with sex but the way that they are portrayed by programmers scared stiff of upsetting someone. NB IIRC when the adoption mods began to occur, they created massive problems for many people as the inherent vanilla coding was not that flexible WRT such and I like most others abandoned them all. I have no idea about the newer versions, but I doubt that Beth have fixed the primary problems.
RavinBeast Posted September 4, 2022 Posted September 4, 2022 What Is The Proper Way To Change A Slaves Outfit In The Latest Version?
CliftonJD Posted September 4, 2022 Author Posted September 4, 2022 18 hours ago, Will55 said: On 9/2/2022 at 10:12 AM, CliftonJD said: if you're having trouble with these rules, post your papyrus log and if you're thinking about dom, whole different escape rules apply so none of those cuffs will secure them from escape and less things will effect submission Thank you for the reply and we all appreciate your kindness here. I used both zbf and devious iron cuffs and anklets and it made no difference a swell as leashing collars. The dwarven suits also had the same problem before and those problem made me stop that play through.. If no one else has the same problem, then some mod must be interfering. most common interference is when somebody decompresses the paradise halls bsa. 20 hours ago, Will55 said: What is the value of pose? Do we need it as IMO it is waste of time and resources its only value is at sale if you plan to sell the slave, you get more for them pose trained at felglow than you would not pose trained. i don't know if hsh or aygas has values for it or if its just felglow, but it has no other game value to the slave or slaver 9 hours ago, Martok73 said: @CliftonJD Hey mate, ran into a very strange issue with two unique npcs, Gerdur and Alvor in RIverwood. I am almost 100% positive that this issue will only occur IF someone uses an Alternate Start mod and has not touched the Main Quest. So far I've been able to reproduce this twice on two new characters so I'm pretty sure it's completely reproducable, but I have no clue how you would go about solving the issue. So here's the issue, IF you use any kind of alternate start mod that allows you to not start the main quest and just puts you in the world somewhere, example would be the slaver start included with this mod, or any ASLAL scenario. Anyway if you do this, and you go to Riverwood and enslave either Gerdur or Alvor or both, the game still thinks they are alive and not dead. This is because they are essential and directly linked to the start of the main quest line right up to the point where you escape Helgen and talk to either Gerdur or Alvor depending on who you follow into/out of the keep/cave, Ralof for Gerdur and Hadvar for Alvor. Once you complete the part of the main quest where you warn Riverwood, either by talking to Gerdur or Alvor, and they give you the follow up quest to talk to Jarl Balgruuf in Whiterun, the game will think they are alive even if you enslave them which kills and clones the original. I found this out while testing some fixes to the adoption script to see if the game would actually move certain child npcs to the Honorhall Orphanage the way it is supposed to IF their parents/guardians die. Even tho this is what is supposed to happen, in the vanilla game the only way this is possible even tho it is literally supposed to happen no matter what, is if Grelod is dead, Innocence Lost is complete, and You've been abducted and either killed Astrid or joined her, and you make a brand new orphan to send to the orphanage, meaning you kill a kids parents/guardian. Now the way it's supposed to work is that if anything happens to any child's parent/guardian in normal game play, then the child is transferred to the orphanage. Well, the mod Heartfire Multiple Adoptions, kinda fixes this and makes it happen...partly, once the player adopts 2-6 children, then the game won't move anymore into the orphanage. I found a mod that improves and almost fixes the issue, but still had some minor quirks as it was forgetting a couple of the potential orphans that are supposed to be baseline. I was testing some fixes to the script to include those kids it forgot, and make sure it was working as intended by moving children to Honorhall if they are orphaned after player has adopted multiple children, when I found this issue with Gerdur and Alvor. No where in any wiki does it say these two npcs are essential until a certain quest is complete, it doesn't show them being essential anywhere. But they are most definitely essential and will not die no matter what you do if you try to kill them before finishing the quest to warn them about the dragon from Helgen. Once that quest is done and you have the next part to go warn Whiterun and Jarl Balgruuf, then they will die, very easy, low level and low health. The issue is they are somehow hard coded into the main quest so even the cloning process of PAHE that "kills" the original and makes a clone copy to turn into a slave, doesn't force the game to see them as being dead, which I'm guessing because they are hard coded into the start of the main quest. Anyway I have no clue if there is anything you would even want to do in this case, as like I said I only found this when trying to make Frodnar and Dorthe orphans to trigger the fixed script to move them into Honorhall Orphanage like they are supposed to according to the wiki. Sigrid and Hod died/enslaved just fine as they play no part in the main quest aside from idle chatter. But Gerdur and Alvor, even tho they will enslave/clone and semi behave like a normal slave, the game still sees them as alive and both Frodnar and Dorthe continue to behave as tho nothing has happened and both their parents are alive and well. Now once I explored Helgen and triggered the main quest, then went and talked to Gerdur, (then Alvor on the second test), and I got the follow up to go tell Balgruuf, I was able to enslave them both and the game treated them as if they were dead, just the same as if I had enslaved any other unique npc, and once I killed/enslaved their spouse, both Frodnar and Dorthe were moved into Honorhall Orphanage exactly the way they were supposed to, and their dialogue changed to reflect their parents recent death and being all alone. This is similar to other "potential orphans" when their parent/guardian dies, which is exactly wha tI was hoping would happen as it's the way the game was supposed to work in vanilla but we know how that goes huh. Anyway, rambling now, I just wanted to share this information with you because as oddly unique as this "bug"/"issue"/"feature"? not sure what to call it, as odd as it is, nobody would even know it exist unless the very specific circumstances to reproduce it would occur. Someone would have to deliberately try to either kill or enslave Gerdur and/or Alvor before ever starting the main quest to even notice it's a thing. So I don't know how you would go about addressing it, or if it even should be address since it's kinda critical to the main quest, but I'll leave that decision up to you whether or not to mess with it or leave it as is, just thought I would make you aware, just in case. Interestingly enough there are notes in the wiki for "Before the Storm" that refer to "if" either of them die before you talk to them, however from my own testing, it's not possible for them to die because their flagged essential and I have no mods that alter Alvor at all, his base record is not touched by anything in my game, and Gerdur is only made to look pretty, so nothing to set them to essential prior to completing "Before the Storm". Anyway, thought I'd share the info with you and let you figure out if you want to do anything with them or not, me I'm gonna pick some other kids parents to enslave/kill in order to test out the "orphane/adoption" script with, lol. i was able to investigate alvor and sigrid and dorthe as being marked "protected" in that specific vanilla quest and alternate start didn't modify that quest so only reason for noticing it is that the quest is skipped when using it until you follow up on rumors of war and search helgen to find and help hadvar thru the cave. now the reason those 4 above mentioned family members are still recognized as being alive even if enslaved is that pahe was only setup for killing essential npc's, not protected...this is also why there's no info about them in wiki's, the wiki's only list essential. why there's info refering to if they die before talking to them is indeed strange tho unless the info its referring to the player intentionally killing them since protected is the same status given to slaves allowing them to be killed only by the player of Gerdur's family only ralof is protected in vanilla so not sure why you had trouble with her unless either the ae version "fixes" that or if maybe you are using unnofficial patches and the unnoficial patches might alter them. additionally if the unnofficial patches add alvor to a second quest as essential, that will make him both protected and essential and totally unkillable to the player. the 2 families are setup in 2 separate quests both called "Season Unending" so if a modder thinks they should instead be attached to "Before the Storm" as essential... 7 hours ago, Will55 said: Sigrid was killed by 3 thugs who had attacked my char when she, Alvor, Gerdur Faendel came to help my level 1 char. I was at the "warn Balgruf" stage and as I really like Sigrid, I reloaded. But she was certainly dead as Alvor kept repeating: "my wife is dead". makes sense, that would be the quest stage described in his post above where they became killable 3 hours ago, RavinBeast said: What Is The Proper Way To Change A Slaves Outfit In The Latest Version? the current version has returned to the old naked bandit bug due to a slight code bug i made in the new uniques only toggle. version 8.1.2 is best used with the "disable automatic outfit" toggled and version 8.1.5 is best used with the new "automatic outfit for uniques only" toggle. uniques can have any outfit so the dialogue to "strip and set your outfit" works well with version 8.1.2 non-unique slaves should not be given outfits or they will carry the outfit to the base npc. you can give them new clothes or armor to wear, but sometimes there outfit will appear again after cell changes if they're not given the naked oufit. but their naked outfit is what creates the naked bandit bug so you have to choose which bug is more livable, the naked bandit bug or the slave that won't wear what you think they should wear. devious devices have a work-around to that by choosing to "strip and redress" if/when their outfit appears while wearing dd items
Martok73 Posted September 5, 2022 Posted September 5, 2022 14 hours ago, Will55 said: Thank you for the humour and the sage advice. But, having done just that to make PAH work WRT rape, and it was near 440+ ~active mods that it took to do so, I am really past worrying and will simply ignore pose from now on and if I have to beat the daylights out of them to gain 100 sub then so be it although it is a sadistic waste of my game time IMO. I actually gained a one-handed skill point from such and i guess that I should feel embarrassed. Yesterday, SSE stopped loading saves on this profile for no obvious reason while all other profiles worked as usual. I had added no, nor removed any, mods and it took me ages (4 hrs) to work out the problem: LOOT placed XMPSE too high for some unknown reason and I did not recall even sorting out my order on purpose, but I do recall the LOOT window being open there when I sat down after a phone call. The &^%$#@ cat has a habit of walking on the keyboard, but she was nowhere near it when I returned so the gremlin/poltergeist bit may not be so farfetched. Anyway, I shall just blunder on and look at my installed mods as this problem is long lived, but I am NOT spending any further days on mod elimination as IIRC >70% of game time has been wasted on such over the last 2 months. I am yet to have any char NOT well over a year old, even getting near the dragon stone barrow and seeing a dragon other than at Helgen. My stable, mod crammed (>400) F4 run was child's play by comparison. I do hope everything works out ? 13 hours ago, Will55 said: On all alternate starts that progressed I always visit Helgen and by such, I mean following the route down through the tower into the kitchen/torture room etc just as in vanilla, before really becoming involved with the Riverwood folks. When you do so the spider cave is blocked off and you must return and enter the cave from outside. There, you have your choice of Ralof or Halvor to help and this kicks off the main quest. So IMHO perhaps that could avoid the issues you describe. I never go thru the tower as it is not needed, can choose to go thru the cave, but is also no needed. The "issue" is when you use any type of alt start that pops you out in the world and you never go to Helgen and thus never start the main quest, meaning Alvor, and Gerdur are for some reason essential and can not die, and enslaving them doesn't work to make the game think they're dead either. But as long as you go to Helgen and trigger the main quest, then go to Riverwood and speak to either Alvor or Gerdur and advance the quest to the point of warning Balgruuf, then you're fine, everything will work with no issue. It is extremely rare that I ever touch the main quest, as I just don't find it that fun, I do many other aspects of the game that I do find fun. 13 hours ago, Will55 said: In a vanilla start, Sigrid was killed by 3 thugs who had attacked my char when she, Alvor, Gerdur Faendel came to help my level 1 char. I was at the "warn Balgruf" stage and as I really like Sigrid, I reloaded. But she was certainly dead as Alvor kept repeating: "my wife is dead". Do you have SPIC/ SPID installed at all? I did not say Sigrid, I said Gerdur, Sigrid is fine, Gerdur is the essential one until you advance past talking to her in Riverwood in the main quest. 13 hours ago, Will55 said: owever, in all my runs now i use the teens mod and recruit Dorthe as a follower while Frodnar is old enough to cope. I find that RPG children are boringly bland and that has nothing to do with sex but the way that they are portrayed by programmers scared stiff of upsetting someone. NB IIRC when the adoption mods began to occur, they created massive problems for many people as the inherent vanilla coding was not that flexible WRT such and I like most others abandoned them all. I have no idea about the newer versions, but I doubt that Beth have fixed the primary problems. I was simply testing out the script that I was trying to fix, which I successfully fixed it and now it works fine, when I discovered the issue with Alvor and Gerdur. 6 hours ago, CliftonJD said: i was able to investigate alvor and sigrid and dorthe as being marked "protected" in that specific vanilla quest and alternate start didn't modify that quest so only reason for noticing it is that the quest is skipped when using it until you follow up on rumors of war and search helgen to find and help hadvar thru the cave. Alvor is flat out essential and will not die no matter what I do, unless I enslave him which pahe "kills" the original and makes a clone. But the game still thinks he's alive. I had no issue with killing Sigrid nor enslaving her, and Alvor even refers to her as being dead when I enslave her. I've went as far to check his record in xedit and he isn't marked as anything, which I find very strange. Main quest is skipped completely unless you ask an inn keeper about rumors then it triggers to investigate Helgen. Even if I skip helping Hadvar and just go straight to Riverwood after finding the journal on the corpse in Helgen, once I talk to Alvor and "advance" the quest to talk to Jarl Balgruuf, then Alvor is no longer essential and can be killed. 6 hours ago, CliftonJD said: now the reason those 4 above mentioned family members are still recognized as being alive even if enslaved is that pahe was only setup for killing essential npc's, not protected...this is also why there's no info about them in wiki's, the wiki's only list essential. why there's info refering to if they die before talking to them is indeed strange tho unless the info its referring to the player intentionally killing them since protected is the same status given to slaves allowing them to be killed only by the player That's what does not make sense as neither Alvor, nor Gerdur have any flags set in their base records when I checked them in xedit, and I even checked them in the CK and no flags set, so I have no clue as to why, if I do not advance the quest "Before the Storm", neither of them can be killed, and if enslaved the game still sees them as alive. 6 hours ago, CliftonJD said: of Gerdur's family only ralof is protected in vanilla so not sure why you had trouble with her unless either the ae version "fixes" that or if maybe you are using unnofficial patches and the unnoficial patches might alter them. additionally if the unnofficial patches add alvor to a second quest as essential, that will make him both protected and essential and totally unkillable to the player. the 2 families are setup in 2 separate quests both called "Season Unending" so if a modder thinks they should instead be attached to "Before the Storm" as essential... Cant' be AE cause I'm on SE 1.5.97, I do use the Unofficial patch as I have no choice many of the mods I use require it, but again, I checked Gerdur and Alvor's records in both xedit and the CK and they have no flags set at all, not essential, and not protected. Gerdur has a "loop script" set, so unless that is what is causing her to be essential I haven't a clue as to what it could be. What doesn't make sense tho is nether family has anything at all to do with "Season Unending", they are only involved in the beginning quest "Before the Storm". Season Unending has nothing to do with them at all, Riverwood nor the families are never mentioned during Season Unending, so I have no idea as to why that reference is there. 6 hours ago, CliftonJD said: makes sense, that would be the quest stage described in his post above where they became killable Sigrid was never unkillable, never said she was, Alvor, and Gerdur were the only two npcs that were unkillable prior to starting the main quest and advancing to the stage of warning Balgruuf in Before the Storm. Both Gerdur and Alvor have the "loop script" entry in their base records in both xedit and the ck, no essential flag, no protected flag, nothing in my load order is modifying them at all, so I'm thinking that whatever that "loop script" is or does is what's causing them to be unkillable until one advances the main quest to the stage of warning Blagruuf about the dragon. My thing is for me personally is "if" I choose to never touch the main quest at all during a play through, I would like to be able to enslave anyone tied to the main quest and have the game see them as being dead, just like it does when enslaving any other npcs. Or if I just want to kill someone, I'd like to be able to do so and the game see them as dead, and move their kids (if they have any) to Honorhall. So far during my testing, Alvor, and Gerdur are the only two npcs I have come across, that if enslaved before advancing the quest "Before the Storm", the game thinks they are still alive and thus never moves Dorthe and Frodnar into Honorhall. If "Before the Storm" has been advanced to warn the Jarl, then everything works just fine and both kids are moved into Honorhall when their parents are killed or enslaved just like normal. I know not everyone messes with adoption or orphan kids, but sometimes I do enjoy that aspect especially on my "semi-good not all bad" characters, as some npc parents don't deserve children. Amren and Saffir come to mind, (which work perfectly btw). I may not always use the option to enslave someone, but I like having it there ya know. Just like I like having the option to enslave Maven cause well she's a bitch and I've only ever done the CW twice and that was for the achievements so now if she pisses me off, she becomes a two spetim hooker in Helga's Bunkhouse. ?Even in my runs where I finish the Thieves Guild quest line, I normally end up enslaving her after becoming guildmaster cause, yea, I hate the bitch, lol. Anyway I hope this clarifies things and helps to figure out what is making them unkillable be it a loop script or quest stage itself. Andddd if ya don't mind fixing them so I can enslave them without touching the main quest and have the game see them as dead just like any other npc when they're enslaved, that would be awesome. Thanks mate ?
Martok73 Posted September 5, 2022 Posted September 5, 2022 6 hours ago, CliftonJD said: but their naked outfit is what creates the naked bandit bug That's not entirely true as I have had unique npcs show up naked and generic npcs be naked even when I have never enslaved anyone at all on brand new fresh characters. It may be related and may add to the issue, but I do not think that it is the sole cause of the issue unless it can trigger it even without enslaving anyone. Resetinventory doesn't fix it either when it happens nether does disable/enable, the only thing I've found to fix a naked npc in my game personally when it happens is recycleactor. But yeah, I've had the "naked bandit bug" even without enslaving anyone at all, so probably more to it than just the naked outfit from pahe.
CliftonJD Posted September 5, 2022 Author Posted September 5, 2022 15 hours ago, Martok73 said: That's not entirely true as I have had unique npcs show up naked and generic npcs be naked even when I have never enslaved anyone at all on brand new fresh characters. It may be related and may add to the issue, but I do not think that it is the sole cause of the issue unless it can trigger it even without enslaving anyone. Resetinventory doesn't fix it either when it happens nether does disable/enable, the only thing I've found to fix a naked npc in my game personally when it happens is recycleactor. But yeah, I've had the "naked bandit bug" even without enslaving anyone at all, so probably more to it than just the naked outfit from pahe. there have been some other more recent unknown forces that seem like gremlins effecting some npc's to appear naked even before catching any similar slaves. for me thalmor men have a habit of showing up naked even before catching thalmor of any gender 16 hours ago, Martok73 said: That's what does not make sense as neither Alvor, nor Gerdur have any flags set in their base records when I checked them in xedit, and I even checked them in the CK and no flags set, so I have no clue as to why, if I do not advance the quest "Before the Storm", neither of them can be killed, and if enslaved the game still sees them as alive. both tdf and pahe have examples of setting the npc as protected or essential without modifying their base records 17 hours ago, Martok73 said: Cant' be AE cause I'm on SE 1.5.97, I do use the Unofficial patch as I have no choice many of the mods I use require it, but again, I checked Gerdur and Alvor's records in both xedit and the CK and they have no flags set at all, not essential, and not protected. Gerdur has a "loop script" set, so unless that is what is causing her to be essential I haven't a clue as to what it could be. What doesn't make sense tho is nether family has anything at all to do with "Season Unending", they are only involved in the beginning quest "Before the Storm". Season Unending has nothing to do with them at all, Riverwood nor the families are never mentioned during Season Unending, so I have no idea as to why that reference is there. the quest name itself would be the bug in this case as the ck or xedit list "Before the Storm" as MQ102, but hadvar and alvor's family are in the MQ102A quest. ralof and gerdur's family are in the MQ102B quest with both famiy quests named as "Season Unending", yet to the player "Season Unending" is completely unrelated quest as MQ302
Martok73 Posted September 6, 2022 Posted September 6, 2022 8 hours ago, CliftonJD said: there have been some other more recent unknown forces that seem like gremlins effecting some npc's to appear naked even before catching any similar slaves. for me thalmor men have a habit of showing up naked even before catching thalmor of any gender I had uniques show up naked, Oflina, Irilith, Hulda were all naked the first time I saw them on my most recent fresh test char. Recycleactor and changing cells gave them their clothes back. 8 hours ago, CliftonJD said: both tdf and pahe have examples of setting the npc as protected or essential without modifying their base records I also checked their ref id records as well, both of them were still white and unmodified. I swear it has to have something to do with the "loop script" entry in their records. Astrid has the same "loop script" record and she's only killable at 2 specific points in the game during 2 specific quests. 8 hours ago, CliftonJD said: the quest name itself would be the bug in this case as the ck or xedit list "Before the Storm" as MQ102, but hadvar and alvor's family are in the MQ102A quest. ralof and gerdur's family are in the MQ102B quest with both famiy quests named as "Season Unending", yet to the player "Season Unending" is completely unrelated quest as MQ302 And that would be another problem, because both Alvor, and Gerdur can not be killed until after advancing "Before the Storm" to the point of going to Whiterun to warn Jarl Balgruuf. I even went as far as to test this on a vanilla profile. I attacked Gerdur as soon as I saw her in Riverwood right after leaving the cave from Helgen, and she is still essential in vanilla, as she went to bleedout while I got beat on by Ralof and a few of the other citizens. She stood right back up shortly and I put her into bleedout again before I was killed. So whether mislabeled or not, she is definitely tied to "Before the Storm" in game. Tried this again with vanilla Alvor, attacked him as soon as I got to Riverwood and he went into bleedout instead of dieing. Both Hadvar and Ralof were also essential and would not die at any point, even after completing "Before the Storm". Third vanilla test, went back to Riverwood after completing "Before the Storm" only, and not going any further, and both Alvor and Gerdur died in one hit just like any other low level npc. Ralof was still essential and only went into bleedout. Tested one last time to see if Hadvar lost his essential flag after completing "Before the Storm" and he don't, but again was able to kill both Alvor and Gerdur just fine. So regardless of what the name is showing, in the game, if "Before the Storm" has not been done, then both Alvor and Gerdur can not be killed. Since the quest name and id is fucked in the ck and xedit tho, I have no idea how to go about fixing this so that they are not tied to that quest in game to make them killable at any point.
Will55 Posted September 6, 2022 Posted September 6, 2022 CliftonJD Thank you for the replies above. I did not feel that dumping a papyrus upon you was all that fair to you, so I did not. But I appreciated the offer A) I just noticed something and IIRC it was also present (if unnoticed) in the last abandoned run. I was in a hurry to do RL stuff, so I had a coffle of slaves that I wanted to move to LVM. But time was short, so I dumped them all in Vuoksi with my two resident slaves: the imperial captain and Salonia, both unique SSE chars. In total there were 11 women there, so I restrained all with zbf cuffs but had no need to do so with the resident pair as they were still restrained and near 100 in sub and 80 in pose. When I logged on today to move them the resident pair were still restrained but the others were all walking around totally free. It was then I realized who they were. None were unique as all were immersive wench/prettier bandit variants (most were deadly wenches) and they were the beauty cream of the 100 or so female bandits/witches/etc. that I ran into that day. It was the same group who gave me so many problems before. So, I wonder IF the immersive wench coding, especially that of the deadly wenches has some kind of negative effect upon restraint. I mean they walk off with zbf iron cuffs, anklets within 30 secs of them being applied while ceiling chains last a minute at best. This cannot be just coincidence although I know SFA about coding there could be an easy way around it. B) 8.1.5??? Is this a beta or is it up and running cleanly? If so, can it be dumped on top of 8.1.4? I am already paranoid enough about mod updates.
erapx Posted September 6, 2022 Posted September 6, 2022 Hello, I tried Alternate start as the slaver. My slave won't follow me after making her a combat partner and getting into a few fights. P.S. Is this mod compatible with Buxom Wench Yuriana mod?
CliftonJD Posted September 6, 2022 Author Posted September 6, 2022 17 hours ago, Martok73 said: I had uniques show up naked, Oflina, Irilith, Hulda were all naked the first time I saw them on my most recent fresh test char. Recycleactor and changing cells gave them their clothes back. I also checked their ref id records as well, both of them were still white and unmodified. I swear it has to have something to do with the "loop script" entry in their records. Astrid has the same "loop script" record and she's only killable at 2 specific points in the game during 2 specific quests. And that would be another problem, because both Alvor, and Gerdur can not be killed until after advancing "Before the Storm" to the point of going to Whiterun to warn Jarl Balgruuf. I even went as far as to test this on a vanilla profile. I attacked Gerdur as soon as I saw her in Riverwood right after leaving the cave from Helgen, and she is still essential in vanilla, as she went to bleedout while I got beat on by Ralof and a few of the other citizens. She stood right back up shortly and I put her into bleedout again before I was killed. So whether mislabeled or not, she is definitely tied to "Before the Storm" in game. Tried this again with vanilla Alvor, attacked him as soon as I got to Riverwood and he went into bleedout instead of dieing. Both Hadvar and Ralof were also essential and would not die at any point, even after completing "Before the Storm". Third vanilla test, went back to Riverwood after completing "Before the Storm" only, and not going any further, and both Alvor and Gerdur died in one hit just like any other low level npc. Ralof was still essential and only went into bleedout. Tested one last time to see if Hadvar lost his essential flag after completing "Before the Storm" and he don't, but again was able to kill both Alvor and Gerdur just fine. So regardless of what the name is showing, in the game, if "Before the Storm" has not been done, then both Alvor and Gerdur can not be killed. Since the quest name and id is fucked in the ck and xedit tho, I have no idea how to go about fixing this so that they are not tied to that quest in game to make them killable at any point. sorry i don't doubt you, but don't know how to help with it either 11 hours ago, Will55 said: It was then I realized who they were. None were unique as all were immersive wench/prettier bandit variants (most were deadly wenches) and they were the beauty cream of the 100 or so female bandits/witches/etc. that I ran into that day. It was the same group who gave me so many problems before. So, I wonder IF the immersive wench coding, especially that of the deadly wenches has some kind of negative effect upon restraint. I mean they walk off with zbf iron cuffs, anklets within 30 secs of them being applied while ceiling chains last a minute at best. some immersive wenches fail the cloning procedure and return as none objects spammin up the works and preventing things from working, but you also said you had pretty bandits there as well and pretty bandits don't normally have issues. what type of cuffs did you tie them with or which dialogue did you use as some of the cuffs can be escaped from easily while others should be rather difficult 11 hours ago, Will55 said: B) 8.1.5??? Is this a beta or is it up and running cleanly? If so, can it be dumped on top of 8.1.4? I am already paranoid enough about mod updates. far as i know it should work with old saves, it just won't be able to fix naked bandit bugs of existing slaves, but no its not ready yet, still in beta 6 hours ago, erapx said: Hello, I tried Alternate start as the slaver. My slave won't follow me after making her a combat partner and getting into a few fights. P.S. Is this mod compatible with Buxom Wench Yuriana mod? check her current state from the mcm to see if she's listed as "follow_player". if not, then tell her to follow. should be compatible with buxom wench 1
Martok73 Posted September 7, 2022 Posted September 7, 2022 5 hours ago, CliftonJD said: sorry i don't doubt you, but don't know how to help with it either It's ok mate, I was just kinda throwing it out there to "see if it stuck" kinda anyway, as even tho it would be nice if it were possible, but seeing as how they appear to be hard coded into a quest they have nothing to do with, and somehow linked to the start of the main quest, I doubt it's possible anyway. I don't see me "intentionally" making Dorthe and Frodnar orphans in a normal play through, but having options is always nice ? As for some of my uniques being naked on the initial meet-n-greet I have no clue as to that one either. I just chalked it up to "Bugthesda", recycleactor on them and they seemed fine afterwards. Resetinventory didn't work, nether did disable/enable, so was only left with recycleactor, and fortunately that worked, they had clothes ? 5 hours ago, CliftonJD said: some immersive wenches fail the cloning procedure and return as none objects spammin up the works and preventing things from working, but you also said you had pretty bandits there as well and pretty bandits don't normally have issues. what type of cuffs did you tie them with or which dialogue did you use as some of the cuffs can be escaped from easily while others should be rather difficult I have prettier bandits as well and have never had any issues with slaves not staying tied. I'd bet a few septims that Immersive wenches is the issue. If I do not use the leash collar below 60 sub, I always use zbf cuffs iron black, and they never run away, and if I tied them either with the pahe tie dialog or the hsh tie dialog they stay tied, might change poses once in awhile, but always never move from where I tied them up. I've had Maven Black-Briar tied up naked and on her knees in the middle of Riften market for the better part of two in game weeks now and she hasn't moved. Too bad the locals don't make comments about her there, but to them she's dead, so ?. 5 hours ago, CliftonJD said: far as i know it should work with old saves, it just won't be able to fix naked bandit bugs of existing slaves, but no its not ready yet, still in beta 8.1.5 soon™ right? LOL ?
Will55 Posted September 7, 2022 Posted September 7, 2022 (edited) 11 hours ago, CliftonJD said: some immersive wenches fail the cloning procedure and return as none objects spammin up the works and preventing things from working, but you also said you had pretty bandits there as well and pretty bandits don't normally have issues. what type of cuffs did you tie them with or which dialogue did you use as some of the cuffs can be escaped from easily while others should be rather difficult l Thank you for the reply. As it is all of the non-unique combat NPCs, as opposed to some, I don't think that can be correct. In addition, all show up as DWs when consoled. Looking at them, IMO Immersive Wenches as Deadly Wenches have taken over Prettier bandits and essentially replaced them from what I have so far seen. Mind you, I am yet to take on and exterminate a bandit camp to verify this. I say this as I am running into Bandit Blademasters, Defenders, Necromancers and Rangers and all are very attractive deadly wenches when consoled. As it seems that all of them, so far, are such (and even the last two, both "warlocks"(sic!) were deadly wenches with no real magic skills (even the enslaved Arch Warlock) as slaves) and all have only the inability to restrain trait, it has to be a Deadly Wench thing. I have Prettier bandits at Loot organized priority 69 while Deadly Wenches are at 276 and the faction addon 277, so it could well be that DW are overwriting PB in game. The irony here is that, despite the problems, the deadly wenches are so attractive and a real challenge as they are so difficult to combat & capture that I am loath to place PB below them in the load order just to find out. I will have an SSEEdit look at DW OOC although anything I do will probably cause more harm than good.☹️ Looking back on the last large, long game run I have a vague feeling that the problems I had then only popped up AFTER I installed DW or DW faction or both and if I had to make an ignorant, moronic guess, it would be the DW faction addon. Edited September 7, 2022 by Will55
CliftonJD Posted September 7, 2022 Author Posted September 7, 2022 13 hours ago, Martok73 said: As for some of my uniques being naked on the initial meet-n-greet I have no clue as to that one either. I just chalked it up to "Bugthesda", recycleactor on them and they seemed fine afterwards. Resetinventory didn't work, nether did disable/enable, so was only left with recycleactor, and fortunately that worked, they had clothes ? i've found that some clothes appear naked when worn in se so i chalked it upto that and haven't looked into it further 13 hours ago, Martok73 said: 19 hours ago, CliftonJD said: far as i know it should work with old saves, it just won't be able to fix naked bandit bugs of existing slaves, but no its not ready yet, still in beta 8.1.5 soon™ right? LOL ? ya, i can atleast say its soon, just not how soon 7 hours ago, Will55 said: some immersive wenches fail the cloning procedure and return as none objects spammin up the works and preventing things from working, but you also said you had pretty bandits there as well and pretty bandits don't normally have issues. what type of cuffs did you tie them with or which dialogue did you use as some of the cuffs can be escaped from easily while others should be rather difficult l Thank you for the reply. As it is all of the non-unique combat NPCs, as opposed to some, I don't think that can be correct. In addition, all show up as DWs when consoled. Looking at them, IMO Immersive Wenches as Deadly Wenches have taken over Prettier bandits and essentially replaced them from what I have so far seen. Mind you, I am yet to take on and exterminate a bandit camp to verify this. I say this as I am running into Bandit Blademasters, Defenders, Necromancers and Rangers and all are very attractive deadly wenches when consoled. As it seems that all of them, so far, are such (and even the last two, both "warlocks"(sic!) were deadly wenches with no real magic skills (even the enslaved Arch Warlock) as slaves) and all have only the inability to restrain trait, it has to be a Deadly Wench thing. I have Prettier bandits at Loot organized priority 69 while Deadly Wenches are at 276 and the faction addon 277, so it could well be that DW are overwriting PB in game. The irony here is that, despite the problems, the deadly wenches are so attractive and a real challenge as they are so difficult to combat & capture that I am loath to place PB below them in the load order just to find out. I will have an SSEEdit look at DW OOC although anything I do will probably cause more harm than good.☹️ Looking back on the last large, long game run I have a vague feeling that the problems I had then only popped up AFTER I installed DW or DW faction or both and if I had to make an ignorant, moronic guess, it would be the DW faction addon. ahh, that makes me think possibly you've adjusted the dw settings from mcm to allow them to roam outside their area and replace encounter table odds with odds to face dw. using default settings i know there only a few dw that cause issues, but adjusted for dw to replace bandit encounters could run into more script issues...also not certain i've added their faction to cleaning yet so that might have a difference as well
Will55 Posted September 7, 2022 Posted September 7, 2022 (edited) 49 minutes ago, CliftonJD said: ahh, that makes me think possibly you've adjusted the dw settings from mcm to allow them to roam outside their area and replace encounter table odds with odds to face dw. using default settings i know there only a few dw that cause issues, but adjusted for dw to replace bandit encounters could run into more script issues...also not certain i've added their faction to cleaning yet so that might have a difference as well Many thanks for the reply. Currently I am without a gaming PC. It is being "resurrected" as I type. The DW MCM was threadbare, and IIRC only has the level of opponent adjustment available unless I have missed something. Perhaps I should re-install it. On my last game test the problem also included Immersive Wenches. However, the all pose has increased albeit slowly while their sub crawls upwards also. I am so sick of re-restraining them, that I am leaving the Vuoksi and LVM ones alone pro temp. The SSEEdit was a waste of time but the number and variety of the NPCs replaced by both was quite large and almost every group IIRC. A question" I finally succumbed and made a Bash patch. But when I apply Loot it crashes whining about the bash patch. Any obvious solution to this? Edited September 7, 2022 by Will55
CliftonJD Posted September 7, 2022 Author Posted September 7, 2022 4 hours ago, Will55 said: Many thanks for the reply. Currently I am without a gaming PC. It is being "resurrected" as I type. The DW MCM was threadbare, and IIRC only has the level of opponent adjustment available unless I have missed something. Perhaps I should re-install it. On my last game test the problem also included Immersive Wenches. However, the all pose has increased albeit slowly while their sub crawls upwards also. I am so sick of re-restraining them, that I am leaving the Vuoksi and LVM ones alone pro temp. The SSEEdit was a waste of time but the number and variety of the NPCs replaced by both was quite large and almost every group IIRC. A question" I finally succumbed and made a Bash patch. But when I apply Loot it crashes whining about the bash patch. Any obvious solution to this? not certain, but i think bash patches are intended to be at the end to ensure it handles any conflicts. maybe disable the patch while loot sorts the rest and add the patch to the sorted mods at the end 1
Will55 Posted September 8, 2022 Posted September 8, 2022 11 hours ago, CliftonJD said: not certain, but i think bash patches are intended to be at the end to ensure it handles any conflicts. maybe disable the patch while loot sorts the rest and add the patch to the sorted mods at the end Thank you but that does not work as even disabled it is still noticed and Loot still whines. I guess that it has to be removed in toto then use Loot, then the Bash patch process repeated. A real PitA. Now I know why I had not used WB for years. 1
Martok73 Posted September 8, 2022 Posted September 8, 2022 5 hours ago, Will55 said: Thank you but that does not work as even disabled it is still noticed and Loot still whines. I guess that it has to be removed in toto then use Loot, then the Bash patch process repeated. A real PitA. Now I know why I had not used WB for years. You can change the category from default to something like Dynamic Patches, or Late Fixes & Changes, and then run Loot and it will put it at the bottom. 2
Will55 Posted September 9, 2022 Posted September 9, 2022 17 hours ago, Martok73 said: You can change the category from default to something like Dynamic Patches, or Late Fixes & Changes, and then run Loot and it will put it at the bottom. Thank you. That is really useful. CliftonJD PC returned from its digital grave. So, I did a PAH "tied" check and simply punished and re-restrained all who were not so. It was brutal but they seem to have "got the message" as fewer and fewer are freeing themselves while Sub is over 80 in most and pose over 60. BUT it is extremely off-putting WRT slavery and the 3 warlock corpses in my "locker" are going to wait a long time (and so probably disappear as there seems to be a time limit for a rez). OOC note: one of the warlocks, the arch warlock, had a Dark Seducer Captain follower who was anything but easy to remove. So, I kept her corpse and Rez'd her. BUT she was immune to my paralysis dagger which I use to subdue after a rez and as my char had no armor, he died very quickly. So, I tried again, and it took an army of Dremora lords to get her to 20% health, but I could still NOT enslave her, which was a pity as I had in my mind, the image of a group of Dark Seducers and Golden Saints marching through Skyrim. I ran into a Golden Saint last week but she was just conjured and not a captain follower. I have no idea what mod, if any, is responsible for them. I am about to re-install ZAZ, DD & BDSM to see if that helps which I really doubt as IMHO IWs and especially, DWs are designed to be difficult in all areas as that is their whole point, but if so, why has no one else reported this?
CliftonJD Posted September 9, 2022 Author Posted September 9, 2022 7 hours ago, Will55 said: I have no idea what mod, if any, is responsible for them. i think in ae those are part of creation club content, tho i could have sworn those were part of an earlier mod 7 hours ago, Will55 said: IWs and especially, DWs are designed to be difficult in all areas as that is their whole point, but if so, why has no one else reported this? start looking closer to the beginning of the oldrim or Le thread, they used to be a huge issue. its just believed they aren't reported more recent cuz their problems were fixed since then and before it was ported over to Se 7 hours ago, Will55 said: So, I did a PAH "tied" check and simply punished and re-restrained all who were not so. what cuffs are you using to tie them with or which dialogue choices did you use to tie them with 1
Pfiffy Posted September 9, 2022 Posted September 9, 2022 Golden Saints and Dark Seducers come with AE and 'Yes Ma'am, they are immune to paralysis'. Along with some others strange Stuff.... Do you think it is a good Idea to write a little mod to change that? So i'm back again on a new (old) OS with a very fresh Skyrim install. Hurray: Alternate Start is working again. I will do a quick run for Whiterun to see if the House Purchase is working, and then I can set up the rest of the game piece by piece. And I have to set up the modding computer again, too. It took the whole night to compile all vanilla scripts... 1
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