Nonseen Posted December 15, 2022 Posted December 15, 2022 @CliftonJD I thinking making a new mod for pahe. This mod ment give other oporutnity to use slaves than the existing ways. idea is after player cleared the mine ( and hopefully enslaved some ocupants ) not letting the mine empty instead fill with own slaves that work inside the mine. Extract resources from here weak by weak. put this resource some storage. The working slaves in the mine not part of tha pahe base array just "stored" inside the mine. This way i think maybe pahe scrip load can made more easy. the slaves in the mine doing nothing only cosmetic activity if player present. in the mine slaves not get trained, only worked. evry 7 in game day runn only one script to generate produt of the mine and put it one container. My questions is: -you think this can be made, i mean its possible? -i dont know yet how can move from pahe to the mining site the slaves, i assume checking on hsh maybe good idea to see how done.
Martok73 Posted December 15, 2022 Posted December 15, 2022 5 hours ago, CliftonJD said: not bad idea if i can add timers to untracked ex-slaves That would be awesome if you can, would help alot with engine/npc bloat and performance. 5 hours ago, CliftonJD said: afaik the sultry women should be sultry so if this isn't the case i need to know the details so it can be fixed is it all slave dialogue with sultry women sound like lydia or only certain lines or is it a greater majority of their lines sound like lydia? if its only certain lines a screenshot helps if its something i had to piece together to update the sultry women, those lines can be made silent instead...or atleast until somebody generates fuz for them, they have none at all As far as sultry slaves I have personally, (few generics and a few named ones), most of the time when i hear them channeling Lydia is with the line "Yes my Thane", or "I hope your not planning on attacking me again", or "MERCY!", there are a couple other lines but I can't remember the exact phrasing off the top of my head. Then of course they have quite a few lines that they use that honestly make absolutely no sense when they are a slave. I've heard one slave ask me if I was hungry, thristy or both, and all I did was hit my interact button to bring up her dialog window. Oddly enough when those voice types have 100 respect and are told to address you properly it's very rare that they ever actually do. They seem to use "seductive" voice lines instead of either "yes my thane", "m'lady", "sir", sadly tho when they do use the same respect lines as other slaves then they tend to always sound like Lydia, which of course is the female eventoned voice type. It gets me every single time tho when I hit the button to talk to a slave with sultry and 100 respect, they start the conversation by saying "I've got room in my bed"... which with an invitation like that I of course have to fuck them, I mean it's a given... if ya gonna start of the conversation with an invite, I'm gonna take it. LOL. 5 hours ago, CliftonJD said: i've been considering a new branch allowing uniques to use their own voices, for the most part all this does is remove any last suggestions of lydia in their head until somebody makes fuz files for them That would be really good because best I can tell, many of the uniques I have, (Astrid, Vex, Tonillia, Gabriela, Babette), very rarely speak at all when going thru their dialog because they don't use standard voice types and have their own unique "one off" voices. So when they do speak it's kinda strange because they sometimes pull lines from their normal dialog and it doesn't exactly fit the topic or slave status if that makes sense. But for the most part they just don't speak at all, and I've even had no subtitles show up either when going thru some of the dialog tree options, so abit weird there too. I have had Astrid sound like Lydia once, and only once tho and so far have not been able to reproduce it, so possibly a bug with her or a fluke, no clue which. The line was something like "Mercy I submit" or something similar, can't remember exact, but like I said it only happened once. 6 hours ago, CliftonJD said: agreed, i'll have to make it optionable, disabled by default for performance Yea definitely if you decide to add something like that I would most for sure have it disabled by default. 6 hours ago, kohlteth said: since @Musje is back and upgraded HSH Wait, what? they're back after being gone how many years? When did HSH get an update? I haven't seen anything popup on the main download page for SE. I'm so confused.
Will55 Posted December 15, 2022 Posted December 15, 2022 9 hours ago, CliftonJD said: adding kerah to my list for testing slave dialogue and fixing any quest dialogue that interferes with other dialogues. margret already has fixes in pahe for those dialogues tho....sounds like she will speak better to you as a slave than as a follower Wow! that is a lot of work in all those replies. Now if only you could wake up Pfeiffy.? Any way many thanks. Kerah is in Hjerim awaiting the city hooker call after hitting her 100 points and being taken off the clock, Adara lives in Windstadt Manor and it training to become a hooker but that is for later. The move out from Markarth seemed to circumvent the 2 speech lines. Marget seems fragile scriptwise to me and I avoided her although she is a handy & keen client for my girls. 9 hours ago, CliftonJD said: the slaves that are stuck might need to stop breeding to free up script latency, but if you have some slaves with respect already trained, put the more stubborn slaves in hsh to be trained by the others Ahh I never thought of that. But NOW that I have remembered what to do about respect it should be better. While I like the idea of gaining black soulgems so easily (sure beats screaming infants...hello F4!) when the girls are having their "cramps" clicking on them with 8.1.4 (with only the one bad choice) was lethal as it did something to the hooker and I had to dump one because of it. But with 8.1.6 there is a "talk to" speech line available as well (MOST of the time but NOT always as then I must go back to a save) and it enable bypass of the problems. Well done! Still problems with Hooker experience but Pfeiffy must have stopped pedaling his bike generator. (Bad joke about power shortages in Germany) 1
Jasmine92 Posted December 15, 2022 Posted December 15, 2022 (edited) 15 hours ago, CliftonJD said: what if i were to remove all the links to the shared eventone voices from condescending or young and eager, then delete their fuz files from pahe, would you be able to voice them as they should be Actually, the current voicepack I created already should encompass all lines spoken, even some, that are are already provided as fuz files from pahe. (I just generated all lines, that @TrollAutokill's patched script exportet.) I realized that, when some of my slaves misspelled the word dovahkiin and some PAHE lines started to sound a little bit different. MO2 confirmed that 7432 FUZ files are already overwritten. Mostly some of the non unique voices like femalevampire and the like. I didn't really check why the other roughly 10k voice files from PAHE where not created, but some are voices that XVASynth does not support like draugr, riekling or the dwarven sphere, some might be orphaned and others don't look like normal CK voice files ("somebody help!.fuz"). (I could post a list.) 15 hours ago, CliftonJD said: if i add a new rule to allow unique voices, would you be able to generate their fuz That should be no problem, as long as they are normal dialogue lines. I only say "should" because I don't now about the different possibilities one could use, to create those in the CK and point them to corresponding voice files. (PAHE has some files like "stop that.fuz", that seem to be put together by hand rather by the CK mechanisms.) What I do know is, that the way DoM does it, is the right way, because there, all lines needed get identified by the SSEEdit Script and are correctly put together by XVASynth and the LIP/FUZ Process and later picked up by the engine when needed. (Even creating 2 versions for male and female player characters where needed.) 15 hours ago, CliftonJD said: On 12/7/2022 at 10:31 PM, XarisZ said: I have Skyrim Immersive Creature v7.0.2 installed yet the FOMOD doesnt let me select the patch ok, will see about a fix I had no problem with that. (PAHE 8.1.6, Immersive Creatures 7.0.2, Skyrim SE, Mod Organizer 2) Edited December 15, 2022 by Jasmine92 2
XarisZ Posted December 15, 2022 Posted December 15, 2022 5 hours ago, Jasmine92 said: - Yeh its a minor issue. I just grabbed in from the .7z file in the end and its fine 1
CliftonJD Posted December 16, 2022 Author Posted December 16, 2022 On 12/14/2022 at 4:57 PM, kohlteth said: @CliftonJD So I Finally made the upgrade from 8.14 to 8.16 and since @Musje is back and upgraded HSH and AYGAS and IBDSM and made it work with DoM also upgraded all those to latest and I have to say working well, so far. I did notice one small thing though. SSE Vers 8.16 the MCM says it's 8.15 not a biggie but wanted to let you know. Oh and the MHIYH patch is not ESPFE. there are 2 versions available for download, if your screen says 8.1.5, you might need to grab 8.1.6 On 12/14/2022 at 6:56 PM, Nonseen said: @CliftonJD I thinking making a new mod for pahe. This mod ment give other oporutnity to use slaves than the existing ways. idea is after player cleared the mine ( and hopefully enslaved some ocupants ) not letting the mine empty instead fill with own slaves that work inside the mine. Extract resources from here weak by weak. put this resource some storage. The working slaves in the mine not part of tha pahe base array just "stored" inside the mine. This way i think maybe pahe scrip load can made more easy. the slaves in the mine doing nothing only cosmetic activity if player present. in the mine slaves not get trained, only worked. evry 7 in game day runn only one script to generate produt of the mine and put it one container. My questions is: -you think this can be made, i mean its possible? -i dont know yet how can move from pahe to the mining site the slaves, i assume checking on hsh maybe good idea to see how done. remember tdf has the slaves leave the list also for the independent hookers: Spoiler Function ReleaseSlave(Actor Hooker) If (Game.GetModByName("paradise_halls.esm") != 255) PAH = Game.GetFormFromFile(0x01FAEF, "paradise_halls.esm") As Quest PAHPlayerSlaveFaction = Game.GetFormFromFile(0x0047DB, "paradise_halls.esm") As Faction Core = (PAH as PAHCore) PAHPlayerSlaveFaction = Core.PAHPlayerSlaveFaction if Hooker.IsInFaction(PAHPlayerSlaveFaction) Debug.Notification("paradise halls Slave detected") Core.GetSlave(Hooker).Release() Hooker.EvaluatePackage() endif EndIf EndFunction in your case you would replace hooker with miner if you later decide you're done with the miner and you'd like them to be a slave again, you can use this to get them back: Spoiler Function AddSlave(Actor Hooker) If (Game.GetModByName("paradise_halls.esm") != 255) PAH = Game.GetFormFromFile(0x01FAEF, "paradise_halls.esm") As Quest PAHHasBeenPlayerSlaveFaction = Game.GetFormFromFile(0x0052B8, "paradise_halls.esm") As Faction Core = (PAH as PAHCore) PAHHasBeenPlayerSlaveFaction = Core.PAHHasBeenPlayerSlaveFaction if Hooker.IsInFaction(PAHHasBeenPlayerSlaveFaction) Debug.Notification("paradise halls ex-Slave detected") Core.AddSlave(Hooker) endif EndIf EndFunction 23 hours ago, Martok73 said: As far as sultry slaves I have personally, (few generics and a few named ones), most of the time when i hear them channeling Lydia is with the line "Yes my Thane", or "I hope your not planning on attacking me again", or "MERCY!", there are a couple other lines but I can't remember the exact phrasing off the top of my head. Then of course they have quite a few lines that they use that honestly make absolutely no sense when they are a slave. I've heard one slave ask me if I was hungry, thristy or both, and all I did was hit my interact button to bring up her dialog window. Oddly enough when those voice types have 100 respect and are told to address you properly it's very rare that they ever actually do. They seem to use "seductive" voice lines instead of either "yes my thane", "m'lady", "sir", sadly tho when they do use the same respect lines as other slaves then they tend to always sound like Lydia, which of course is the female eventoned voice type. It gets me every single time tho when I hit the button to talk to a slave with sultry and 100 respect, they start the conversation by saying "I've got room in my bed"... which with an invitation like that I of course have to fuck them, I mean it's a given... if ya gonna start of the conversation with an invite, I'm gonna take it. LOL. some of the nicer qualities about the sultry women is that instead of the recycled lydia voices saying "Yes my Thane", they should be saying "Yessir!" or "I am yours, master." or "I am yours, mistress." oddly mercy is ok, but if you hear "Yes my Thane", or "I hope your not planning on attacking me again", you might want to check their voice type from the slave info in mcm. the cloning process can sometimes mix up the voice type of the clone so it won't always come out as it should, had some dlc vamps flip to some other more common voice a few times 16 hours ago, Jasmine92 said: some might be orphaned and others don't look like normal CK voice files ("somebody help!.fuz"). (I could post a list.) sultry women show quite a few lines in there were hand crafted, possibly were of actual recordings 16 hours ago, Jasmine92 said: I had no problem with that. (PAHE 8.1.6, Immersive Creatures 7.0.2, Skyrim SE, Mod Organizer 2) Edited 11 hours ago by Jasmine92 thank you for the confirmation 1
Nonseen Posted December 16, 2022 Posted December 16, 2022 1 hour ago, CliftonJD said: remember tdf has the slaves leave the list also for the independent hookers: Hide contents Function ReleaseSlave(Actor Hooker) If (Game.GetModByName("paradise_halls.esm") != 255) PAH = Game.GetFormFromFile(0x01FAEF, "paradise_halls.esm") As Quest PAHPlayerSlaveFaction = Game.GetFormFromFile(0x0047DB, "paradise_halls.esm") As Faction Core = (PAH as PAHCore) PAHPlayerSlaveFaction = Core.PAHPlayerSlaveFaction if Hooker.IsInFaction(PAHPlayerSlaveFaction) Debug.Notification("paradise halls Slave detected") Core.GetSlave(Hooker).Release() Hooker.EvaluatePackage() endif EndIf EndFunction in your case you would replace hooker with miner if you later decide you're done with the miner and you'd like them to be a slave again, you can use this to get them back: Hide contents Function AddSlave(Actor Hooker) If (Game.GetModByName("paradise_halls.esm") != 255) PAH = Game.GetFormFromFile(0x01FAEF, "paradise_halls.esm") As Quest PAHHasBeenPlayerSlaveFaction = Game.GetFormFromFile(0x0052B8, "paradise_halls.esm") As Faction Core = (PAH as PAHCore) PAHHasBeenPlayerSlaveFaction = Core.PAHHasBeenPlayerSlaveFaction if Hooker.IsInFaction(PAHHasBeenPlayerSlaveFaction) Debug.Notification("paradise halls ex-Slave detected") Core.AddSlave(Hooker) endif EndIf EndFunction Thank you! i start work fast as i can this slave miner mod i hope i can deliver before crismas 1
Jasmine92 Posted December 16, 2022 Posted December 16, 2022 2 hours ago, CliftonJD said: On 12/14/2022 at 11:57 PM, kohlteth said: @CliftonJD So I Finally made the upgrade from 8.14 to 8.16 and since @Musje is back and upgraded HSH and AYGAS and IBDSM and made it work with DoM also upgraded all those to latest and I have to say working well, so far. I did notice one small thing though. SSE Vers 8.16 the MCM says it's 8.15 not a biggie but wanted to let you know. Oh and the MHIYH patch is not ESPFE. there are 2 versions available for download, if your screen says 8.1.5, you might need to grab 8.1.6 I have the same "problem" and I downloaded "ParadiseHallsEnhanced(PAHE)SSE_8.1.6_Fomod.7z" (CRC32 6F9C1861)
Will55 Posted December 16, 2022 Posted December 16, 2022 (edited) On 12/16/2022 at 5:34 PM, CliftonJD said: some of the nicer qualities about the sultry women is that instead of the recycled lydia voices saying "Yes my Thane", they should be saying "Yessir!" or "I am yours, master." or "I am yours, mistress." oddly mercy is ok, but if you hear "Yes my Thane", or "I hope your not planning on attacking me again", you might want to check their voice type from the slave info in mcm. the cloning process can sometimes mix up the voice type of the clone so it won't always come out as it should, had some dlc vamps flip to some other more common voice a few times sultry women show quite a few lines in there were hand crafted, possibly were of actual recordings thank you for the confirmation I have Laelette as a slave and after 8.1.6 her voice changed to that of the aggressive older female (with the 6 mouths to feed) in the DB hut (a handy place to later dump new slaves IIRC) when you wake up and find Astrid above you. I always admired this woman for her nerve (or, more likely, her inability to understand how deep a hole she was actually in) but the voice really grates. As usual, I intended to enslave her and "remove" the Khajit but was going to do a makeover on her as she even looks dirty ( I am yet to see if Botox has helped her). But that voice wears thin very quickly and it makes her sound like she shaves (harpy voice). Edited December 17, 2022 by Will55
Jyratx Posted December 16, 2022 Posted December 16, 2022 (edited) On 12/11/2022 at 4:39 AM, Will55 said: My personal feelings about RL Botox made my POV seem stupid to me (as well ?) so, I looked the mod. I found that I had DL'd it but never used it, So, I installed it, and placed it before my other NPC mods so that I gained all of the extras but lost none of my favourites and it WORKED excellently. Dravynea. Jora, Nura, etc are no longer old crones but desirable females and I intend to enlist them all for the "betterment" of Skyrim. Jora will actually be retiring to Honeyside soon as she has hit 100 points. Even that well known b*tch Niranye looks worth the effort while Luaffyn and Voldsea are almost beautiful. It has doubled my unique NPC hooker pool. So, a heartfelt THANK YOU! Hey, no problem. That mod was one of those "never knew I needed it until I found it" kind of mods, so I'm glad you're enjoying it. Edited December 16, 2022 by Jyratx 1
CliftonJD Posted December 16, 2022 Author Posted December 16, 2022 12 hours ago, Nonseen said: Thank you! i start work fast as i can this slave miner mod i hope i can deliver before crismas welcome and good luck On 12/14/2022 at 4:57 PM, kohlteth said: @CliftonJD So I Finally made the upgrade from 8.14 to 8.16 and since @Musje is back and upgraded HSH and AYGAS and IBDSM and made it work with DoM also upgraded all those to latest and I have to say working well, so far. I did notice one small thing though. SSE Vers 8.16 the MCM says it's 8.15 not a biggie but wanted to let you know. Oh and the MHIYH patch is not ESPFE. pass it along to @TrollAutokill the script packed with dom doesn't match the source file--the source is newer than the script, he must have forgotten to compile the new script 11 hours ago, Jasmine92 said: I have the same "problem" and I downloaded "ParadiseHallsEnhanced(PAHE)SSE_8.1.6_Fomod.7z" (CRC32 6F9C1861) you're both running this with dom and dom still overwrite the pahe mcm 10 hours ago, Will55 said: I have Laelette as a slave and after 8.1.6 her voice changed to that of the aggressive older female (with the 6 mouths to feed) in the DB hut (a handy place to later dump new slaves IIRC) when you wake up and find Astrid above you. I always admired this woman for her nerve (or, more likely, her inability to understand how deep a hole she was actually in) but the voice really grates. As usual, I intended to enslave her and "remove" the Khajit but was going to do a makeover on her as she even looks dirty ( I am yet to see if Botox has helped her). But that voice wears thin very quickly and it makes her sound like she shaves. sorry, the bug that sometimes changes their voice during cloning is completely random 1
Martok73 Posted December 17, 2022 Posted December 17, 2022 21 hours ago, CliftonJD said: some of the nicer qualities about the sultry women is that instead of the recycled lydia voices saying "Yes my Thane", they should be saying "Yessir!" or "I am yours, master." or "I am yours, mistress." oddly mercy is ok, but if you hear "Yes my Thane", or "I hope your not planning on attacking me again", you might want to check their voice type from the slave info in mcm. the cloning process can sometimes mix up the voice type of the clone so it won't always come out as it should, had some dlc vamps flip to some other more common voice a few times I'll check their voice types in the PAHE MCM and let ya know what I find. I do recall hearing Laelette, and Sadia saying that "I hope you're not planning on attacking me again?" line a couple of times. Wasn't very often but I have heard it, but most of there lines are in the sultry voice type or just plain silent, same with Alva. Seems like the unique npcs that use the sultry voice type doesn't say much sometimes, even with "severe poking".
Will55 Posted December 17, 2022 Posted December 17, 2022 13 hours ago, CliftonJD said: sorry, the bug that sometimes changes their voice during cloning is completely random NPs it is only a tiny whine mostly because she is both unique and hard to get sometimes. Strange though! I say so as it only happened after I installed 8.1.6 over 8.1.4 then added the voice pack for 8.1.6 as before then her voice as a slave was normal for Laelette. It seems that the act of upgrading (either to 6 or the pack) "rolled the dice" instead of the cloning. I also think that one or two other voices in the slaveden changed as well but not as obtrusively as hers
Will55 Posted December 17, 2022 Posted December 17, 2022 (edited) To Martok73 The below MP3 is just for you and the sake of your memory ? I was going to send it privately but was not sure that you would take notice of such. I have always liked the song (as much for the U memories as the music I guess) although its B section (ABA with last A minimal) seems a copy of the B in a very old Eartha Kitt song (I'm just an old-fashioned girl). I added it to my bard's songbook as an xkm file, but it has a silence lag at both ends and I am not savvy enough to fix that. LOTRO Music - Stones (Ultima Series).mp3 Edited December 17, 2022 by Will55
Will55 Posted December 17, 2022 Posted December 17, 2022 to CliftonJD I still have that problem with vampires/thalmor/ some warlocks and NMs despite being stripped, sitting there with ebony armour or glass/elven etc. It does not happen to all and the speech line (I want to control what you wear...etc ) has NO effect. I even had several who had on Tawoba armour which I had never seen them wearing before (nord plate/hide/leather etc). The ONLY way to remove such was to pickpocket them when they were actually wearing it, and I built up quite a collection of the pieces as they kept popping up on the slaves. Now in the early game this would be financially useful despite its blatant "lack of immersion" but now it is just useless weight that I have to dump. I must be doing something wrong. No "biggie" but help, if possible, would be appreciated.
Will55 Posted December 17, 2022 Posted December 17, 2022 To CliftonJD This is a little impertinent, and totally disgusting for the "obsessive immersives" here, but would it be possible to add a line on the RHS of the PAH MCM so that when you look at a slave there is a "sell" choice with a rough price. The price would not have to be excessive or even close to her real worth (I sold a snow elf female for 1400g just to be rid of her while another slave gave me 31k g) and she would be immediately removed and sent to Bruma/Anvil/Falskaar/who cares? Effectively removing her from the game. I have been stocking up on Thalmor and Vampires as once tame they make interesting slaves and the 128 number is being approached again despite wide dispersal of the slaves over 5 cellars and several homes. I do not expect nor wish the 128 number to be increased but a pipeline to quick "selling" would be nice. Selling 9 slaves at Fellglow just for the sake of immersion IMO is a waste of time. Sure, i can just kill them but that is distasteful at best. Only a question wondering if this is possible. Pax Martok73!?
Jasmine92 Posted December 17, 2022 Posted December 17, 2022 6 hours ago, Will55 said: To Martok73 The below MP3 is just for you and the sake of your memory ? I was going to send it privately but was not sure that you would take notice of such. I have always liked the song (as much for the U memories as the music I guess) although its B section (ABA with last A minimal) seems a copy of the B in a very old Eartha Kitt song (I'm just an old-fashioned girl). I added it to my bard's songbook as an xkm file, but it has a silence lag at both ends and I am not savvy enough to fix that. LOTRO Music - Stones (Ultima Series).mp3 3.72 MB · 0 downloads Audiofiles can be easily edited with audacity for example. Its a free audio editor. I went ahead and removed the silence from your file, although let the noise reduction filter do its work while I had it open. Here you go: LOTROMusic-Stones(UltimaSeries)_edit.mp3 1
Will55 Posted December 17, 2022 Posted December 17, 2022 18 minutes ago, Jasmine92 said: Audiofiles can be easily edited with audacity for example. Its a free audio editor. I went ahead and removed the silence from your file, although let the noise reduction filter do its work while I had it open. Here you go: LOTROMusic-Stones(UltimaSeries)_edit.mp3 2.1 MB · 5 downloads Many thanks! I will xkm your version and replace my file. That song(?) "Stones" was an inherent part of the Ultima series from V or VI onwards and used in UO as well and I have just heard that it is still running as an online game although it gave both of us the horrors playing it (dialup ping of >1000ms vs cable teens who lived next door to the server with pings of 1-3ms. We would log on to see our PC's dead & already looted bodies. With the PKs saying "we are only role playing" Sure!
trgdolors Posted December 17, 2022 Posted December 17, 2022 (edited) I see that there is some desire for ways to get rid of excess captives. In my game, at least, they are all "protected" (only the PC can kill them). I like that as the default, but what if there was a way to easily tag individual captive NPCs as "not protected". Then we could use them to help us in combat until they... take care of the problem themselves. It would be immersive and add a new dynamic. It could be in the MCM or dialog, maybe? Someone correct me if this is already easy to do. Edit: That song is really cool! Thanks! Edited December 17, 2022 by trgdolors
kohlteth Posted December 18, 2022 Posted December 18, 2022 5 hours ago, trgdolors said: In my game, at least, they are all "protected" (only the PC can kill them). I like that as the default, but what if there was a way to easily tag individual captive NPCs as "not protected". Then we could use them to help us in combat until they... take care of the problem themselves. It would be immersive and add a new dynamic. It could be in the MCM or dialog, maybe? Um How did you get them to be protected without individually making them so ? It would save me a ton of time if this was an option as I have to use PROTEUS to make each one protected each time.
Will55 Posted December 18, 2022 Posted December 18, 2022 (edited) 11 hours ago, trgdolors said: In my game, at least, they are all "protected" (only the PC can kill them). I like that as the default, but what if there was a way to easily tag individual captive NPCs as "not protected". Then we could use them to help us in combat until they... take care of the problem themselves. It would be immersive and add a new dynamic. It could be in the MCM or dialog, maybe? Someone correct me if this is already easy to do. Edit: That song is really cool! Thanks! 6 hours ago, kohlteth said: Um How did you get them to be protected without individually making them so ? It would save me a ton of time if this was an option as I have to use PROTEUS to make each one protected each time. In my games all slaves are automatically essential as they should be. Selling/releasing them removes such IIRC. To "remove " any slave you simply release them, endure their insults for a second, then kill them. It is that latter necessity which palls as like a good "totalitarian" I don't like doing it myself but do not mind someone else doing it for me. There is no need for any messy mods or PAH changes to do so. I have Proteus and use it often, but it's not needed at all here. WRT the song: Thank you! almost all Ultima (online or not) players love it. IIRC we still have the original games and a working Commodore although Ultima 7/8/9 needed a Windows 95 PC that we still have working but now rarely used. IMHO Ultima 7 then 9 then 6 then 5 were the best ones. I think that GOG have them all? available for modern PCs. They are hard to play now as compared to the newer games they are not as user friendly. Edited December 18, 2022 by Will55
kohlteth Posted December 18, 2022 Posted December 18, 2022 41 minutes ago, Will55 said: In my games all slaves are automatically essential as they should be. Selling/releasing them removes such IIRC. To "remove " any slave you simply release them, endure their insults for a second, then kill them. It is that latter necessity which palls as like a good "totalitarian" I don't like doing it myself but do not mind someone else doing it for me. There is no need for any messy mods or PAH changes to do so. I have Proteus and use it often, but it's not needed at all here. Again, how are your's protected, or essential? I can find no option in any of PAHE, DOM, HSH,AYGAS anywhere that makes them not die when the first meddling guard goes by and kills the ex Bandit / Falmer slave off cos they used to be one. Unless I make them so with Proteus (or High King of Skyrim)
Will55 Posted December 18, 2022 Posted December 18, 2022 21 minutes ago, kohlteth said: Again, how are your's protected, or essential? I can find no option in any of PAHE, DOM, HSH,AYGAS anywhere that makes them not die when the first meddling guard goes by and kills the ex Bandit / Falmer slave off cos they used to be one. Unless I make them so with Proteus (or High King of Skyrim) TBPH I do nothing and have done nothing ever since I began to use PAH. An enemy shows up as red if you have the "detect life" spell up. Once enslaved by whatever mechanism, (I like paralyze, but HPs depletion is the only thing that works in some high-level vampires etc.) and "cloned" they are now blue and thus no guard/follower/whatever should attack them or if he was, should immediately cease doing so. I still would advise no one to try and enslave a thief in Riften when 5 guards are hammering her though ? I cannot log on to SSE right now to look at my PAH MCM but I recall nothing there that I ticked although TBH I really have not looked at anything but slave number for months. I have always used EFF as a follower mod, so perhaps it classes them as "followers" even though they do not appear on the list of such. So, I am sorry but not much else I can do except comment that (again IIRC), unkillable/killable slaves has often been brought up as a PAH "problem". WRT PAH only CliftonJD can really answer this and personally I like it as it is and while I use Proteus to "augment" looks I never touch vulnerability. I do use SPID to protect non script killed unique NPCs but that should have nothing to do with non-unique slaves. Maybe it is another mod but that is just a guess as I do NOT use DOM and have no idea about it and what it can/cannot do even though from what I read I should like it. But I already have enough to handle as it is so I have not yet really looked at it in detail.
trgdolors Posted December 18, 2022 Posted December 18, 2022 (edited) I have not done anything intentionally to protect the captives. I do use Protect your People - PyP - Better NPC Protection SE, but I doubt that is why mine are protected. I use NFF as my follower mod. I love PROTEUS (had fun testing it), but can't use it as it is incompatible with essential mods like HDT/SMP/physics hairstyle mods and "XP32 skeleton fixed scripts". I have not used DOM or AYGAS. I am curious as to what is going on with our separate games! Again, I wish there was a way in PAH to default to Protected, but individually allow "no protection" for combat troops. Edit; @Will55 How do you use SPID to "protect non script killed unique NPCs"? I don't understand. Thanks! Edited December 18, 2022 by trgdolors
Nonseen Posted December 18, 2022 Posted December 18, 2022 @CliftonJD i wis ask some advice. I found a road block and found no solution to that. Here is my problem in very sort: During my testing i captured 8 slave. 2 of them use same actor base. As i running all of them the script you give me to realise slaves from pahe. this to bug out. i canott use ForceRefTo, SetFactionRank commands with effect on them. The papyrus not report any error but 0 effect. i made a new dialoge to able send them back to pahe, dis dialoge avible all npc in the game for test and no effect. canot even talk to this npcs. basicly bugged out. if you know any good solution to handle this pls let me know. to fix that i made a spell that tigger the bring back slave to pahe script you give me. this one working but not perfect solution i figured out how to add player this spell for the time as player has slave working in the mine. but still not good enught for me. other solution i found ignoring the problem, counting the slave as workforce and happen what happens. About my advance: i managed make a quest with lot of alias. my scripts dinamicly add npcs who work on the mine to the aliases. i use this aliases to give protected status to npcs and some package to sandbox arund. i tested this things out on non pahe npcs and all work well. i managed make a system that use form list to dinamicly chose what production done in the mine and peridocly by set game time produce the goods. then store them a dedicated storage container. all in all basic functions i think i need in place... only pahe slaves not coperating. Bugs i found in ck and no fix for it ( at least on nexus best of my knowlage): if i make a script that use the soft linking method you shown me ( quest as script_in_quest) using this a array / alias that may or may not contain right items for this usage. the ck not accept the script. sry my english not good enught to explan this here a example: Spoiler Function RunProduction() ;execute payout for the mines and working places quest cquest = WSDumyMineQuest objectreference product ;product that made in the work place objectreference storagechest ;storage pointer need put here the produced goods int workeffency ;calculacted work effency of the workplace float productmade ;DO NOT DELETE THIS LINE! this do nothing, but need to be here so ck not go crazy and allow us to handle the script ;CK dont like varibles that handled on runtime. workplace = cquest as WSWorkplaceQuestScript int i = 0 while i < maxWorkQuest if WorkQuest[ i ] == none Debug.Trace("WS: Production found no quest in slot : " +i ) Else cquest = WorkQuest[ i ] ;loading mine to current work quest workplace = cquest as WSWorkplaceQuestScript ;link scripts and data from the mine quest so we can change the data and call functions, propertys of the selected mine ;start proccesing infor from the quest workeffency = workplace.curentSlaves / workplace.ReqMaxSlaves ;calcualte work effency for the workplace int i1 = 0 while i1 < 5 productmade = workplace.ProductionNumbers[i1] * workeffency product = workplace.REQWSProductionList.GetAt(i1) as objectreference ;put product to the chest storagechest = workplace.REQProductionChest as objectreference storagechest .AddItem( product , productmade as int ) i1 += 1 endwhile endif i += 1 endwhile EndFunction my plan is make a master quest that handle the functions that evry mine need to use, like calculate produced metarial numbers. i plan use evry mine a uniqe quest but all the mine use same script file, this way all mine can make call to master quest for do calculation or other stuff. i hope this way i need use lot less warible especialy propertys. becuse lot of functions can be moved to master file. plus more easy to cange things leatter need only tuch the master quest or the mine quest code to make changes all the places. this above a example of production function that do one go all mine production calculation, becuse all mine quest registered in the master quest's quest array. this case if i not put in this line: "workplace = cquest as WSWorkplaceQuestScript" before while start running ck not allow me to use this script. Strange thing is papyrus compilers has 0 problem with the script whitout the line above the while. I think this is important becuse if one wish change propertys using ck, not in xedit may canot do... becuse ck not like how the script written. I think this especialy proplematic becuse more easy to write scripts outside of CK.
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