aravis7 Posted September 9, 2022 Posted September 9, 2022 By searching this thread, I've seen other people having the bug where the renaming menu hangs indefinitely, has it been fixed since then?
Martok73 Posted September 9, 2022 Posted September 9, 2022 14 hours ago, Will55 said: Dark Seducers and Golden Saints That is part of the Creation Club Mod Saints and Seducers, it's a huge decentish quest mod good for one play, then it becomes a PITA as if you get anywhere near the camps or the npcs the quest autostarts, and yes they are a PITA to deal with. You can enslave them, but if you do it breaks the quest. 7 hours ago, CliftonJD said: i think in ae those are part of creation club content, tho i could have sworn those were part of an earlier mod ^see above^ none of the CC mods technically require AE and will run on SE just fine. Some are more "problematic" than others and are not as well made. 7 hours ago, CliftonJD said: what cuffs are you using to tie them with or which dialogue choices did you use to tie them with Immersive Wenches and Deadly Wenches both have their own "AI" that is separate from the base game AI, some if not all can be followers on their own and there are warnings about using follower framework mods on them as it will break their AI. I would bet that during the enslavement process their npc specific AI is getting broken and no longer functioning as intended thus resulting in him having so much trouble with them as slaves. This is the reason custom followers like Inigo, Kaiden, Lucien, etc... can't be enslaved without breaking them and them not functioning. Granted I have no idea why anyone would want to enslave them other than to test the process, but regardless, this is what happens when you try, so I bet the same thing is happening with IW and DW. 6 hours ago, Pfiffy said: 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? It does come with AE, but has been available long before AE was a thing, so it's fully fine to use with SE 1.5.97 just like all other CC content. They only say "requires AE" to try to sell you another copy of Skyrim. ? 6 hours ago, Pfiffy said: 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... Congrats, nice to hear. I did find out exactly why I have not been able to use "setrelationshiprank player 4" on Ulfric and his lackies to purchase Hjerim. Even tho it does give me the option to buy it, Jorlief says it's "unavailable" due to unfortunate events. After doing a crapton of research I have found listed on the wiki page for Hjerim way down at the bottom in small print, that this is actually a known game bug, that sometimes the house is unavailable for purchase even tho requirements are met. Meaning if you happen to get the bug, you have to finish "Blood on the Ice" to "fix" it and be able to purchase Hjerim. I found this out only after creating a fresh pure vanilla profile/install of Skyrim and taking a brand new character straight out of Helgen to Windhelm and not being able to buy the house via console commands. I spent days searching for why this wouldn't work as @CliftonJD was able to do it on their game, so I thought I should be able to as well. Nope, got a damn game bug. Oh well, sadly from what I've learned once you get this bug in your game it persists over to every character you make from that point on, something about the code getting bugged out or some shit. Anyway, thought you should know just in case you fall prey to that bug and can't buy Hjerim in Windhelm for your TDF testing. 1
Will55 Posted September 10, 2022 Posted September 10, 2022 (edited) 17 hours ago, CliftonJD said: i think in ae those are part of creation club content, tho i could have sworn those were part of an earlier mod 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 what cuffs are you using to tie them with or which dialogue choices did you use to tie them with Thank you for the reply I restrain via: 1) you need to be punished. 2) restrain. 3) only the ?hardest iron for you. >>>>ZBF black or brown iron cuffs. I always remove the freed iron cuffs before re-applying them, otherwise they finish up with half a dozen or more. Interestingly, when I find them unrestrained in Vuoksi there are always several leather strips on the floor, and I wonder if something turns the ZBF cuffs effect mechanism into that of leather strips, and hence the ease of escape. i.e., that the ZBF coding has a minute problem and assigns leather values to iron cuffs or whether IM/DWs does this. However, they still have the iron cuffs in their inventory but the arrow pointing to "equipped" seems notoriously unreliable even since I began using Sexlab mods and its absence means nothing as often they are still restrained. Speculation only as it intrigued me BTW the Dark Seducer was a Captain and IMO had far more HPs than the usual Dark Seducer and I am not impressed with either her looks or that of the others, Seducers and Saints, as they pall compared to those in Morrowind who at least looked like their names. I was not that impressed with the Saints and Seducers CC (and not a few others) mod as it seemed a lot of fuss about nothing and those stupid pets!!! Addendum: last night I checked the base id of the DSCaptain and the first 2 digits were 4B which = PAH_HomeSweetHome.esp in my load order. WTH??? I will check again today but that really confused me. Edited September 10, 2022 by Will55
Will55 Posted September 10, 2022 Posted September 10, 2022 9 hours ago, Martok73 said: Immersive Wenches and Deadly Wenches both have their own "AI" that is separate from the base game AI, some if not all can be followers on their own and there are warnings about using follower framework mods on them as it will break their AI. I would bet that during the enslavement process their npc specific AI is getting broken and no longer functioning as intended thus resulting in him having so much trouble with them as slaves. This is the reason custom followers like Inigo, Kaiden, Lucien, etc... can't be enslaved without breaking them and them not functioning. Granted I have no idea why anyone would want to enslave them other than to test the process, but regardless, this is what happens when you try, so I bet the same thing is happening with IW and DW. I Thanks for that: DWs are rude, belligerent, seductive (when it suits them), difficult and dangerous, all as they should be and in my current profile they are made obvious by their name: Bandit Defender, Bandit Necromancer, Bandit Ranger, Bandit Blademaster, while now the Bandit Chiefs seem to be all such. They are worthy opponents as are the Forgotten Wenches of which I have 2 as I ran into a surface Falmer patrol,. I have no intention of making any once enemies into followers but see the tavern IWS as okay for follower hookers if they are ravishing beauties, as some really are. I am not yet brave enough to add Judgement and Hateful Wenches to my load order yet as I am yet to entera any dungeon.
Pfiffy Posted September 10, 2022 Posted September 10, 2022 1 hour ago, Will55 said: Thanks for that: DWs are rude, belligerent, seductive (when it suits them), difficult and dangerous, all as they should be and in my current profile they are made obvious by their name: Bandit Defender, Bandit Necromancer, Bandit Ranger, Bandit Blademaster, while now the Bandit Chiefs seem to be all such. They are worthy opponents as are the Forgotten Wenches of which I have 2 as I ran into a surface Falmer patrol,. I have no intention of making any once enemies into followers but see the tavern IWS as okay for follower hookers if they are ravishing beauties, as some really are. I am not yet brave enough to add Judgement and Hateful Wenches to my load order yet as I am yet to entera any dungeon. The Judgement Wenches make life 'interesting'.... @CliftonJDJust to make sure that I don't miss anything: Any suggestions for setting up the configuration of the modding PC?
CliftonJD Posted September 10, 2022 Author Posted September 10, 2022 16 hours ago, Martok73 said: immersive Wenches and Deadly Wenches both have their own "AI" that is separate from the base game AI, some if not all can be followers on their own and there are warnings about using follower framework mods on them as it will break their AI. I would bet that during the enslavement process their npc specific AI is getting broken and no longer functioning as intended thus resulting in him having so much trouble with them as slaves. This is the reason custom followers like Inigo, Kaiden, Lucien, etc... can't be enslaved without breaking them and them not functioning. Granted I have no idea why anyone would want to enslave them other than to test the process, but regardless, this is what happens when you try, so I bet the same thing is happening with IW and DW. i used to do massive testing on wenches to replicate any issues when we still had leveled-actor-base enslavement. they do keep their overpowered combat ai as slaves, but had some occasional bugs when the leveled-actor-base-toggle was used. when they were still a subject of huge discussion, it was also noted to disable the wenches scenes from mcm as this would cause bugs in slaves. when dw was reported to the thread it was always bad civil war markers that would cause issues with dw spawn points 7 hours ago, Will55 said: Thanks for that: DWs are rude, belligerent, seductive (when it suits them) sounds a lot like sultry women 6 hours ago, Will55 said: I am not yet brave enough to add Judgement and Hateful Wenches to my load order yet as I am yet to entera any dungeon. judgement wenches can be a pita, but if you can catch them, they are far less buggy than dw...if you can catch any 21 hours ago, aravis7 said: By searching this thread, I've seen other people having the bug where the renaming menu hangs indefinitely, has it been fixed since then? that was when we had a version that added a delay message to the renamer. this was removed after their reports of the menu hanging 5 hours ago, Pfiffy said: The Judgement Wenches make life 'interesting'.... @CliftonJDJust to make sure that I don't miss anything: Any suggestions for setting up the configuration of the modding PC? notepad++ https://notepad-plus-plus.org/downloads/ sublime addon for it http://www.sublimetext.com/2 papyrus assembly addon for sublime https://github.com/Cipscis/Papyrus_Assembly seems i lost my notes on fixing common ck bugs for the old ck so hopefully those fixes are no longer needed with the "ck64 fixes". when you get more advanced i have other notes on arrays oh ya, also found it easier to setup your source scripts using the Le version for most mods with exception being the mods that changed everything and made an entire rewrite for se, this should help to avoid the issue that some source codes became harder to obtain in se 1
Martok73 Posted September 11, 2022 Posted September 11, 2022 7 hours ago, CliftonJD said: bad civil war markers that would cause issues haha, now where have I heard/seen that before??? Damn civil war always causing problems, just doesn't know how to behave and play nice with others... lol 1
Will55 Posted September 11, 2022 Posted September 11, 2022 (edited) OOC and feeling masochistic I was thinking of adding the mod: Ultimate Deadly Encounters and Spawns at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) along with Hateful and Judgemental wenches (both of the latter installed but unticked). Does anyone know of any potential conflicts and has anyone tried the above mod out? In F4 right from game start I used the stalker mod and while my new and older chars often died from their attacks (one died on the vault lift as they were waiting for her) I did obtain some nice gear early however uncommonly. These constant attacks by often chameleonic hostiles made life very interesting and I was wondering if the above parallels it. addendum: you certainly were not wrong about the judgement wenches; 20+ dremora lords/golden saints( ???? the latter were Dremora Berserkers ...I have Golden saints on the brain) later and down to 10% HPs twice I managed to enslave 2 (raider and mechromancer) and a collected female...... I think that I was lucky. Now I am stuck with 3 bitch slaves freeing themselves every 3 minutes and I am only halfway through Bthardamz while I stand here and whip them up to 60 sub oh! What fun!! addendum 2: ran into a horde of dwemer whatevers and a Judgement Engineer and a Judgement Deflector. The battle lasted 30 mins and I had to retreat and heal twice (no conjurations) and died several times trying to repeat it. Luckily there were plenty of places to hide. But I now have the above two as slaves while enslaving them was the most difficult enslavement that I have ever made. A question: Never used PAH "Mark" before but one so marked simply fell over and I enslaved with ease, but my char died when the horde caught him. What is it supposed to do? As well, on one repeat (the battle was that good) I enslaved the engineer in water and it took 4 attempts before she caved, despite <10% HPs but her speech lines were only IW speech lines while she had no slave lines available and behaved like no slave. So, I tried the devious rope reverse PP and despite being obviously restrained she had only a mixture of the slave/IW lines with no punish or wear lines so I dumped that repeat. Edited September 12, 2022 by Will55
kohlteth Posted September 12, 2022 Posted September 12, 2022 15 hours ago, Will55 said: OOC and feeling masochistic I was thinking of adding the mod: Ultimate Deadly Encounters and Spawns at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) along with Hateful and Judgemental wenches (both of the latter installed but unticked). Does anyone know of any potential conflicts and has anyone tried the above mod out? In F4 right from game start I used the stalker mod and while my new and older chars often died from their attacks (one died on the vault lift as they were waiting for her) I did obtain some nice gear early however uncommonly. These constant attacks by often chameleonic hostiles made life very interesting and I was wondering if the above parallels it. addendum: you certainly were not wrong about the judgement wenches; 20+ dremora lords/golden saints later and down to 10% HPs twice I managed to enslave 2 (raider and mechromancer) and a collected female...... I think that I was lucky. Now I am stuck with 3 bitch slaves freeing themselves every 3 minutes and I am only halfway through Bthardamz while I stand here and whip them up to 60 sub oh! What fun!! Yes I have all the wenches packs installed and Ultimate Deadly, the ones that the later spawns are no where near as pretty as the wenches though, so the wenches usually end up in chains. The ones I have issues with are the "Subjugated wenchs" that spawm in dungeons as backup, PAHE refuses to auto-rename them also.
Parky Posted September 12, 2022 Posted September 12, 2022 This mod has quickly become my favourite. Minimal issues with it. Generally I bag a few female guards in the beginning and eventually they fall in love and are useful companions. Have you seen this mod, giving guards smutty lines and sex options? https://www.nexusmods.com/skyrimspecialedition/mods/74387 My slave who were guards keep some of the lines which makes for some interesting banter, It would be nice to incorporate some of the lines into the PAHE. I use a mod for female guards from schaken site "All female guards and soldiers"
Will55 Posted September 12, 2022 Posted September 12, 2022 (edited) 12 hours ago, kohlteth said: Yes I have all the wenches packs installed and Ultimate Deadly, the ones that the later spawns are no where near as pretty as the wenches though, so the wenches usually end up in chains. The ones I have issues with are the "Subjugated wenchs" that spawm in dungeons as backup, PAHE refuses to auto-rename them also. Thanks for that. I find that DWs can be renamed manually in PAH (I do not use auto-rename) but the SLA widget refuses to take heed of this which really causes confusion (i.e. is she DW 1, 2, 3 or 4?) I am still to hit Subjugated and Hateful wenches in this run. The Judgemental Wenches alone have made Bthardamz take 4x as long as usual to clear. If the Ultimate Encounters mod girls are uglies by comparison at least I can kill them without regret for once.? Edited September 12, 2022 by Will55
Will55 Posted September 12, 2022 Posted September 12, 2022 (edited) 4 hours ago, Parky said: This mod has quickly become my favourite. Minimal issues with it. Generally I bag a few female guards in the beginning and eventually they fall in love and are useful companions. Have you seen this mod, giving guards smutty lines and sex options? https://www.nexusmods.com/skyrimspecialedition/mods/74387 My slave who were guards keep some of the lines which makes for some interesting banter, It would be nice to incorporate some of the lines into the PAHE. I use a mod for female guards from schaken site "All female guards and soldiers" Thanks for that. The biggest problem IMO, WRT female guards/soldiers, is the helmet as it is like a lucky dip, as you never know what you are going to find under it. If my char has high arousal and needs to drop his experience handicap, "Bewitch" almost always works on guards/soldiers and some Stormcloaks really are beautiful. Whoever does the facial imaging for these mods is really talented and could be a RL artist. Edited September 12, 2022 by Will55
CliftonJD Posted September 13, 2022 Author Posted September 13, 2022 i know some of you getting anxious so give you hint. just packaged next update, running last testing phase before sending out next day or 2
Martok73 Posted September 13, 2022 Posted September 13, 2022 (edited) 6 hours ago, CliftonJD said: i know some of you getting anxious so give you hint. just packaged next update, running last testing phase before sending out next day or 2 That's awesome, but I think I can speak for everyone here, Don't rush it, we'd rather have a nice smooth polished update that takes more time to work out the kinks, that to rush and miss some bugs ?, but hey, if it's ready, then hell yeah we're all for it ? BTW did you remember to put the "fixed" version of the Lakeview Manor Cell Dungeon esp that you did for me in the update package? Edited September 13, 2022 by Martok73
aravis7 Posted September 13, 2022 Posted September 13, 2022 On 9/10/2022 at 7:22 PM, CliftonJD said: On 9/9/2022 at 9:48 PM, aravis7 said: By searching this thread, I've seen other people having the bug where the renaming menu hangs indefinitely, has it been fixed since then? that was when we had a version that added a delay message to the renamer. this was removed after their reports of the menu hanging I have installed version 8.1.4 though, is it a problem when playing on VR?
CliftonJD Posted September 14, 2022 Author Posted September 14, 2022 20 hours ago, Martok73 said: That's awesome, but I think I can speak for everyone here, Don't rush it, we'd rather have a nice smooth polished update that takes more time to work out the kinks, that to rush and miss some bugs ?, but hey, if it's ready, then hell yeah we're all for it ? BTW did you remember to put the "fixed" version of the Lakeview Manor Cell Dungeon esp that you did for me in the update package? i hadn't thought about that since it was custom for the fish mod, but we have other addons and patches so i spose we could 20 hours ago, aravis7 said: I have installed version 8.1.4 though, is it a problem when playing on VR? on that all i know is that vr can't use the esl flag files
Martok73 Posted September 15, 2022 Posted September 15, 2022 11 hours ago, CliftonJD said: i hadn't thought about that since it was custom for the fish mod, but we have other addons and patches so i spose we could Might be a good idea cause I don't think I'm the only person using both PAHE Lakeview Manor Cell and the CC Fishing. Anyone on AE would probably have both, fishing by default, and maybe the other too ?
Will55 Posted September 15, 2022 Posted September 15, 2022 (edited) CliftonJD Running into a new problem WRT enslavement (Pap log says nothing new since 29th Aug22). If my char paralyzes or drops health sufficiently, the "enslave" option pops up and is clicked but they grovel on the floor for up to 3 minutes then jump up and resume fighting, and I can never enslave them. This applies to both those in combat and those whom I pick up after killing them when I have no time to do other and rez, paralyze or drop HPs. However, I looked at my slave list and I have a mass of PAH clones while resave pointed out that a PAH script is causing problems...I will obtain its name later today. Here is the summary: "There are 2687 stacks and 8106 frames which probably indicates a problem. pahslave occurs the most often (5318 occurrences) so, I looked at the scripts: 131 PAHActorAlias 131 pahslave 131 PAHSlaveMind These were the top scorers. I have no idea what this means nor what to do other than what I am doing below. So, I intend to remove all PAH clones, one by one, in a cleared mine by teleport, release, kill, markfordelete (choice! I know) with the latter being due to the high number~20. Once I do so I would like to remove 8.1.4 totally do a save then clean it with resave and then reinstallll 8.1.4. I am fairly certain that I will lose my 38 VERY hard-earned slaves (32 with 100 sub/pose) but is there any way around this? I realize that I am a chronic PitA here and I even back tracked removed recent mods totally then cleaned (none should have had any effect upon PAH). I looked at script lag (using elephant) and it seems that 80-120ms is the norm with the occasional 1000ms but I cannot believe this as if I use "slave info" spell it can take up to >3mins to appear as can the window for "wear this" while the actual mechanics of restraint can take 5 mins. So IMHO there is major script lag right out of the blue. Could the 20+ PAH clones be doing this? IMO they are the result, not the cause as they only happened after I noticed the failure to enslave. Edited September 15, 2022 by Will55
CliftonJD Posted September 15, 2022 Author Posted September 15, 2022 14 hours ago, Martok73 said: Might be a good idea cause I don't think I'm the only person using both PAHE Lakeview Manor Cell and the CC Fishing. Anyone on AE would probably have both, fishing by default, and maybe the other too ? ya, i looked up the old post i uploaded that patch had quite a few downloads 9 hours ago, Will55 said: Running into a new problem WRT enslavement (Pap log says nothing new since 29th Aug22). well that's the first thing to fix before we can look into the problems you're having. if you're not getting any new papyrus logs, you need to enable them: Spoiler The debug log is disabled by default, in order to enable it, open your Skyrim.ini file, located in /My Documents/My Games/Skyrim/ (MOD ORGANIZER USERS: When using MO, you should use the built in INI Editor option instead of manually editing this file directly.) Add/edit the following to this file: [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 If the any of the above lines do not exist, add it. If it already exists, modify the matching line to reflect the above settings. All of the settings should be under the [Papyrus] header, and below no other. Save your changes to Skyrim.ini and load your your game, quickly attempt to replicate the issue you have with SexLab, and quit the game. Your debug log files will now be located in the folder My Documents/My Games/Skyrim/Logs/Script/, the file Papyrus.0.log will always contain the log for the LAST time you opened Skyrim. If this log file is massive from just a short play session, as in greater than 5 Megabytes, than you have a serious problem with your Skyrim install that you should be looking to fix before anything else, look at any overly repeated lines for hints of what mod could be causing the line to repeat over and over again. 10 hours ago, Will55 said: However, I looked at my slave list and I have a mass of PAH clones while resave pointed out that a PAH script is causing problems...I will obtain its name later today. what does this mean, all slaves should be pah clones of their original actors
CliftonJD Posted September 15, 2022 Author Posted September 15, 2022 On 9/13/2022 at 4:27 PM, Martok73 said: That's awesome, but I think I can speak for everyone here, Don't rush it, we'd rather have a nice smooth polished update that takes more time to work out the kinks, that to rush and miss some bugs ?, but hey, if it's ready, then hell yeah we're all for it ? yep, good thing i ran another test phase before release, had an mcm translation bug to fix
Ryuken Posted September 15, 2022 Posted September 15, 2022 I've loved this mod but this most recent update seems to keep regenerating hidden outfits on slaves not accessible to the player other than console codes. No longer can I strip them of their outfit, for a new one will regenerate in the background. When I go to remove those outfits with console commands then a new outfit spawns in. The only way around this is to leave one item from the outfit which is a pain unless it is an amulet. Is there any other way around this? I'm not wanting to change the outfits using the dialogue command for fear of messing with other random NPC spawns. BTW Don't know if I have tested this on unique NPCs, but I predominantly enslave randoms. I've tried messing with the "disable automatic outfit" & "automatic outfit for uniques only" options, resetting slaves, and even recloning them through the mod options. I'm on version 14 (can't see version 15 referenced in some of the comments here). Any suggestions?
Martok73 Posted September 16, 2022 Posted September 16, 2022 3 hours ago, CliftonJD said: ya, i looked up the old post i uploaded that patch had quite a few downloads I knew I wasn't the only one ? LOL 3 hours ago, CliftonJD said: yep, good thing i ran another test phase before release, had an mcm translation bug to fix Yep, take your time mate, trust me, we can wait, it's all good ? 1 hour ago, Ryuken said: I've loved this mod but this most recent update seems to keep regenerating hidden outfits on slaves not accessible to the player other than console codes. No longer can I strip them of their outfit, for a new one will regenerate in the background. When I go to remove those outfits with console commands then a new outfit spawns in. The only way around this is to leave one item from the outfit which is a pain unless it is an amulet. Is there any other way around this? I'm not wanting to change the outfits using the dialogue command for fear of messing with other random NPC spawns. BTW Don't know if I have tested this on unique NPCs, but I predominantly enslave randoms. I've tried messing with the "disable automatic outfit" & "automatic outfit for uniques only" options, resetting slaves, and even recloning them through the mod options. I'm on version 14 (can't see version 15 referenced in some of the comments here). Any suggestions? Well, not wanting to "mess with other random npc" you probably won't like the answer then. There are two ways to prevent them from auto-equipping their default outfit in PAHE. 1. Check the box that says "Mandantory Nudity", that will force them to be naked minus slave collar and cuffs and won't allow you to give them any actual clothes or armor to wear cause it will undress them as soon as you close the dialog. 2. Uncheck "Disable Automatic Outfit", Uncheck "Automatic Outfit for Unquies Only", then talk to your slave, remove all items from their inventory, then use the dialog option to "strip and set outfit", it will give a warning that you will have to click ok or accept in order for PAHE to "permanently delete" the default outfit making them naked, and potentially causing the naked bandit bug which would effectively make other generic npcs with the same base id naked as well, but it's not a guarantee that you will have that bug as there are more than just PAHE that causes it, so you might get lucky and not have it. Once that's done, reopen their inventory via the dialog "you're going to wear this", and give them whatever you want them to wear, or nothing at all. They will never equip their default outfit again. The only other way to manage their outfit can interfere with PAHE and cause issues, and that is by using another separate mod to manage npc outfits, and I do not recommend doing that as it "may" cause problems. But yeah, that is your optoins unfortunately, good luck and I hope this helps. 1
kohlteth Posted September 16, 2022 Posted September 16, 2022 (edited) This may have been asked before, but when we enslave a duplicate / clone of another character, is there a reason why the BASE of them both is enslaved and not the "duplicate" ? Example, say I clone Elisif and enslave the clone, it enslaves both, even though they share a base, they have diff PRID is this a skyrim limitation ? Also happens when you enslaves bandits that share a common base across Skyrim. Edited September 16, 2022 by kohlteth
Will55 Posted September 16, 2022 Posted September 16, 2022 (edited) 17 hours ago, CliftonJD said: well that's the first thing to fix before we can look into the problems you're having. if you're not getting any new papyrus logs, you need to enable them: I have that in place already along with the lines: bEnableProfiling=0 iMinMemoryPageSize=1024 iMaxMemoryPageSize=3072 So I made a SkyrimCustom.ini file with only the 4 lines in your post to see if this helps and made certain that the log file was writable. I will add the log file as soon as I obtain one. Well, it took me a while to work it out, as multiple game starts had no log, but then the "penny" dropped and I realized that I had to use NON MO2 saves for the log to register. First one was 15mbs and I could not do that to you. So, I have deleted the mod that filled up 70% of the 15mbs and am trying to make the game register another log as it does not seem to want to do so. 17 hours ago, CliftonJD said: what does this mean, all slaves should be pah clones of their original actors Each time I would have someone paralyzed or <30% health I clicked "enslave" but as I said, nothing would happen and after some time she would stand up and start swinging all over again, and this would be repeated several times until finally I could enslave her. Each failed attempt created a PAH clone and I had to "remove well over 20 last night which, pathetic or not, I found quite traumatic, but when I logged off, I still had 20 blank male PAH clones 1m away (I do not enslave males). Edited September 16, 2022 by Will55
CliftonJD Posted September 16, 2022 Author Posted September 16, 2022 15 hours ago, Martok73 said: Uncheck "Disable Automatic Outfit", Uncheck "Automatic Outfit for Unquies Only", then talk to your slave, remove all items from their inventory, then use the dialog option to "strip and set outfit", it will give a warning that you will have to click ok or accept in order for PAHE to "permanently delete" the default outfit making them naked, and potentially causing the naked bandit bug which would effectively make other generic npcs with the same base id naked as well, but it's not a guarantee that you will have that bug as there are more than just PAHE that causes it, so you might get lucky and not have it. Once that's done, reopen their inventory via the dialog "you're going to wear this", and give them whatever you want them to wear, or nothing at all. They will never equip their default outfit again. The only other way to manage their outfit can interfere with PAHE and cause issues, and that is by using another separate mod to manage npc outfits, and I do not recommend doing that as it "may" cause problems. But yeah, that is your optoins unfortunately, good luck and I hope this helps. unchecking those 2 options is really all that's needed, the dialogue is there for when you are using either of those 12 hours ago, kohlteth said: This may have been asked before, but when we enslave a duplicate / clone of another character, is there a reason why the BASE of them both is enslaved and not the "duplicate" ? Example, say I clone Elisif and enslave the clone, it enslaves both, even though they share a base, they have diff PRID is this a skyrim limitation ? Also happens when you enslaves bandits that share a common base across Skyrim. this is a skyrim limitation or skyrim bug for any npc marked as unique. only the clone will respond to slave commands, but both will have the slave dialogue as if enslaved. so if you clone astrid and enslave the clone, her original will still be waiting at the sanctuary and both will have both sets of dialogue as if both are db sisters and both are slaves. this means you can enslave astrid without triggering the quest to kill the db, but she will have slave dialogue as well. ask the slave to strip or get dressed and she follows orders, but ask astrid at the sanctuary to strip or get dressed and she remains as she was 6 hours ago, Will55 said: I had to "remove well over 20 last night which, pathetic or not, I found quite traumatic, but when I logged off, I still had 20 blank male PAH clones 1m away (I do not enslave males). send me a screenshot if you have it now or next time you have it, might be a simpler way if i understand what you're sayin
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