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


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Posted

What can I do if I want my captured random slave to be useful in battle all the time? After setlevel she only has 50 HP and all attributes do not increase with level ......

Posted
13 minutes ago, kkziins said:

What can I do if I want my captured random slave to be useful in battle all the time? After setlevel she only has 50 HP and all attributes do not increase with level ......

Use Proteus to boost her "everything" to near your level I do it with every follower who is likely to be combat involved although that is not many. BUT I do modify all follower bodies as i prefer to see something which is IMHO worth looking at.

1 hour ago, trgdolors said:

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!

I have NPs with Proteus (although I only use about 10% of its abilities) and HDT/SMP physics but then I never used the hair versions as my PC groans enough already and I use standard  XP32 Maximum Skeleton Special Extended-1988-4-80 again with no real problems. I have no idea as to what or why are "XP32 skeleton fixed scripts".

WRT your last question, that was my fault as I typed without remembering the whole mod name. it is "SPID-Protected Innocent Citizens-57736-1-3-1653506834". So perhaps that might clear it up. Mea Culpa! ?

Posted

@Will55If you are stating that you don't know what it is, the Proteus page says Proteus does not work with XP32 Maximum Skeleton Special Extended - Fixed Scripts. I thought, but may be wrong, that it is kinda important?

 

SPID-Protected Citizens - Protected or Essential NPCs looks interesting. PYP uses scripts, but SPID-Protected Citizens uses SPID. There is also a Synthesis patcher that protects NPCs, though I have never tried it. Still hoping for a PAH specific solution. Maybe a choice in the MCM for each individual NPC?

Posted
On 12/17/2022 at 4:45 AM, 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.

 

I actually have this in my game, I have no clue as to where it came from or what mod added it, but I know for sure I have it as I've heard it several times in different play throughs. Wish I knew the name of it, as it's in several games I have.

 

On 12/17/2022 at 11:40 AM, 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:

 

 

That sounds good, btw, did mujse update HSH? I can't find the mod link and the search function for LL absolutely sucks monkey balls.

Posted
8 hours ago, trgdolors said:

@Will55If you are stating that you don't know what it is, the Proteus page says Proteus does not work with XP32 Maximum Skeleton Special Extended - Fixed Scripts. I thought, but may be wrong, that it is kinda important?

 

SPID-Protected Citizens - Protected or Essential NPCs looks interesting. PYP uses scripts, but SPID-Protected Citizens uses SPID. There is also a Synthesis patcher that protects NPCs, though I have never tried it. Still hoping for a PAH specific solution. Maybe a choice in the MCM for each individual NPC?

IIRC perhaps those two incompatibles are more reasons as to why I do not use them as it is ages since I looked at the Proteus page, but TBH I cannot remember.

I have the odd problem with animations but not enough to blow away Proteus forcing its non-use. So, I probably will continue to ignore the fixed scripts however sensible it sounds.

But nonetheless thank you for the mod.

If I had the time and energy, I would test it, but Proteus is too embedded in my gameplay to risk, it.

 

My suggestion above to CliftonJD about an MCM quicksell slave disposal line was serious but really not overly hopeful. He has done a marvellous job of getting PAH running so smoothly that it seems to me, rude to expect him to keep altering it just for our own individual personal needs. I agree that your need is probably more common than my own but as I have not a clue about the effort required to implement either in PAH, but I can guess, I felt unwilling to make it more than a vague suggestion rather than a request.

I have a stable effective mod game now with just the occasional blip and don't want to rock the boat. So, if you are unwilling to try SPID-Protected Citizens - Protected or Essential NPCs I cannot blame you.

 

just looked at the Proteus page and the latest version is force-feeding Nether's Follower Framework -  upon us. As I am very happy with EFF this is a No! No!.  The page states that NFT is only a "Heavily recommended" mod then tells you it is essential when you try to DL the new Proteus update. I will continue to use EFF but have the new version of Proteus just in case.?

Posted (edited)
1 hour ago, Martok73 said:

I actually have this in my game, I have no clue as to where it came from or what mod added it, but I know for sure I have it as I've heard it several times in different play throughs. Wish I knew the name of it, as it's in several games I have.

 

It is called "Stones" and IIRC was first used in Ultima V and thereafter including Ultima Online.

Edited by Will55
Posted
2 hours ago, Will55 said:

It is called "Stones" and IIRC was first used in Ultima V and thereafter including Ultima Online.

That's where I've heard it before, as I've played all the Ultima games including Ultima Online, the later which almost destroyed my marriage. I do know tho that somewhere in my Skyrim installation, somewhere in the game world, there is a location or circumstance where that song is played, abeit abit different from the version you linked, but it is the same song.

Posted
5 hours ago, Will55 said:

just looked at the Proteus page and the latest version is force-feeding Nether's Follower Framework -  upon us. As I am very happy with EFF this is a No! No!.  The page states that NFT is only a "Heavily recommended" mod then tells you it is essential when you try to DL the new Proteus update. I will continue to use EFF but have the new version of Proteus just in case.?

 

 

Ha Ha same here, I actually commented on the thread there about the same thing. I am sticking to what I know EFF. 

 

I may have found out why my slaves keep losing the ability to interact with them, it maybe same thing but maybe not, I know MHIYH has a bug to do with an NPC being delevelled and losing the interact option. Curious if same is happening in PAHE , I know Mia's Lair caused a similar issue. 

 

The MHIYH fix is here :- https://www.nexusmods.com/skyrimspecialedition/mods/78526?tab=description

 

 

Posted (edited)
7 hours ago, Martok73 said:

That sounds good, btw, did mujse update HSH? I can't find the mod link and the search function for LL absolutely sucks monkey balls.

 

https://www.loverslab.com/topic/60786-paradise-halls-home-sweet-home/page/167/#comment-3946896

 

I dunno if aware, but you don't actually ever have to use the LL search box.

 

You cna use Google to search any specific domain, by putting site: then the website and what you seek (also works in google image search)  example :-  

 

site:loverslab.com  home sweet home

Edited by kohlteth
Too many spaces
Posted
15 hours ago, trgdolors said:

Still hoping for a PAH specific solution.

:)

 

Tuday i browsored this forums and in my mind this conversation sparked a idea.

 

During my slave traning some times accidents happen... and the victi... ehh i mean slave in traning happens to die becuse i do my traning with non slave traning specific tool ( also known as Two handed war hammer )

 

i recently working with scripts and quests and i know i can do it... i mean make a mod that give the player a tool to mark npcs / slaves essential so i not need light on slaves.

realtive easy to make.

 

my solutions work as fallows: 

i made a new quest that uses aliases and all alias marked as essential.

 

the quest give player a spell that mark the npc as alias ( and same time essential ).

 

To remove the essential flag just need stop the quest. To make this very easy i made a new leatter that if the player read it the quest start. if quest not running well quest stops.

Simple.

 

This leater can be crafted any tamming rack from 1 leather strip.

 

so i made this mod :)

i hope this help :)

NSActorProtector.7z

 

P.S.:

i plan remove from here if clifton implement a solution via mcm menu for pahe.

 

PS2:

Clifton fel free to use as you see fitt :) i hope this way maybe i can help/contribute to pahe/community.

Posted (edited)
55 minutes ago, kohlteth said:

 

 

Ha Ha same here, I actually commented on the thread there about the same thing. I am sticking to what I know EFF. 

 

I may have found out why my slaves keep losing the ability to interact with them, it maybe same thing but maybe not, I know MHIYH has a bug to do with an NPC being delevelled and losing the interact option. Curious if same is happening in PAHE , I know Mia's Lair caused a similar issue. 

 

The MHIYH fix is here :- https://www.nexusmods.com/skyrimspecialedition/mods/78526?tab=description

 

 

I don't have that problem....yet. But thanks for the "just in case" mod as like the newer Proteus both only "take up disc space" if one has not much left which serves one right.? ( I avoided the use of "you" to make certain that everyone knew it was not a shot at anyone. Just blew (I did nothing but turn it on☹️) the main SSD on the wife's notebook. Telling her should be fun "gulp!" Especially seeing as she is not allowed to even breathe near my PC.

Edited by Will55
Posted
4 hours ago, Will55 said:

I don't have that problem....yet. But thanks for the "just in case" mod as like the newer Proteus both only "take up disc space" if one has not much left which serves one right.? ( I avoided the use of "you" to make certain that everyone knew it was not a shot at anyone. Just blew (I did nothing but turn it on☹️) the main SSD on the wife's notebook. Telling her should be fun "gulp!" Especially seeing as she is not allowed to even breathe near my PC.

 

Ut oh ! you have my sympathies, I accidently washed my better-half's cellphone in the washing machine (and of course it was MY fault that she did not check her pockets before she put it in the wash) , so good luck , been there somewhat myself.....

Posted
On 12/17/2022 at 3:29 PM, trgdolors said:

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!

atm, i don't know if it can be made optional, but with new info provided below i might discover a solution to this

On 12/17/2022 at 9:02 PM, 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. 

actually protected is the default with pahe slaves, the real question here is how is it they're not protected in your game or what is messing with slave protection for you

On 12/18/2022 at 3:53 AM, 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) 

 

 

that too is another bug in your game or with the particular slave/s in question as by default a slave's bandit faction is removed during the cloning process and the guards are unaware of the slave's prior life as a bandit. i think that applies to falmer as well, but not certain....dom settings could also be effecting your faction issues

On 12/18/2022 at 4:38 AM, Will55 said:

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.

oh that reminds me, while eff doesn't seem to be effecting this, i think i remember aft would set the combat slaves as essential(just a friendly warning to anybody out there with it)

On 12/18/2022 at 1:04 PM, Nonseen said:

@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:

  Hide contents

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.

i'd have to see the errors to help with those, but my first guess towards the script not having an effect on the ex-slaves would be that you need to fill them as properties after removing them from pahe 

 

6 hours ago, Nonseen said:

:)

 

Tuday i browsored this forums and in my mind this conversation sparked a idea.

 

During my slave traning some times accidents happen... and the victi... ehh i mean slave in traning happens to die becuse i do my traning with non slave traning specific tool ( also known as Two handed war hammer )

 

i recently working with scripts and quests and i know i can do it... i mean make a mod that give the player a tool to mark npcs / slaves essential so i not need light on slaves.

realtive easy to make.

 

my solutions work as fallows: 

i made a new quest that uses aliases and all alias marked as essential.

 

the quest give player a spell that mark the npc as alias ( and same time essential ).

 

To remove the essential flag just need stop the quest. To make this very easy i made a new leatter that if the player read it the quest start. if quest not running well quest stops.

Simple.

 

This leater can be crafted any tamming rack from 1 leather strip.

 

so i made this mod :)

i hope this help :)

NSActorProtector.7z 3.74 kB · 1 download

 

P.S.:

i plan remove from here if clifton implement a solution via mcm menu for pahe.

 

PS2:

Clifton fel free to use as you see fitt :) i hope this way maybe i can help/contribute to pahe/community.

lol, the original mod was already setting them as essential, but popular demand requested they be made protected for the player to be able to kill them...however this has given me an idea to fix both problems and make protected or essential as optional enough they can be made completely killable. if i set the main quest to neither protected nor essential, i can then add 2 new quests for protected or essential states

Posted
17 minutes ago, CliftonJD said:

that too is another bug in your game or with the particular slave/s in question as by default a slave's bandit faction is removed during the cloning process and the guards are unaware of the slave's prior life as a bandit. i think that applies to falmer as well, but not certain....dom settings could also be effecting your faction issues

 

Ha Ha, please do not look in the AYGAS thread as BANDITFACTION is one of the things killing me today, while I try to attempt to compile a script. Which I have now given up on as I have every dependancy I can think of and new errors that argue with the CK and other wiki are coming up, when I used Musje script in the first place which works, so I am leaving the scripting to those that can do it. 

 

My epic failure is below :- Latest is apparently BanditFaction is not a variable. *Throws my hands up and stops*

 



Spoiler

Scriptname SentencedToAYGASEffect extends ActiveMagicEffect  

 

Event OnEffectStart(Actor akTarget, Actor akCaster)
    Actor slave = akTarget
    if (slave != none)
        akTarget.StopCombat()
            Aygas.DebugMessage("Moving sentenced npc: " + slave.GetDisplayname())


        ; Enslave with PAH
        actor newSlave = AddSlaveToPAH(slave)
        if (newSlave != None)
            slave = newSlave
        else
            Aygas.DebugMessage("Failed to clone sentenced npc: " + slave.GetDisplayname())
            return
         endif

        ; Assign random training stats
        slave.SetFactionRank(Aygas.PAHSubmissionFaction, Utility.RandomInt(60, 90))
        if (Aygas.HasDOM)
            slave.SetFactionRank(Aygas.PAHResignation, Utility.RandomInt(60, 90))
            slave.SetFactionRank(Aygas.PAHHumiliation, Utility.RandomInt(30, 80))
            slave.SetFactionRank(Aygas.PAHAnger , Utility.RandomInt(10, 50))
            slave.SetFactionRank(Aygas.PAHFear , Utility.RandomInt(10, 50))
        endif

        if (Aygas.PAHTrainSexFaction != None)
            slave.SetFactionRank(Aygas.PAHTrainSexFaction, Utility.RandomInt(50, 80))
        endif

        slave.SetFactionRank( Aygas.PAHFunctions.PAHTrainCombat , Utility.RandomInt(20, 80))
        slave.SetFactionRank( Aygas.PAHFunctions.PAHTrainPose, Utility.RandomInt(50, 90))
        slave.SetFactionRank( Aygas.PAHFunctions.PAHTrainRespect , Utility.RandomInt(20, 50))

        bool handled = false
        if ((Utility.RandomInt(1, 2) == 1) && (Aygas.HasHSH))
            ; Move to Restless Hunter
            if (Aygas.HSH.MoveSlaveToHunter(slave))
                handled = true
            endif
        endif
        if (!handled)
            ; Move to slave pool
            Utility.Wait(60)
            Aygas.StorageFunctions.StoreSlave(slave)
            slave.EquipItem(Aygas.ZazCollar, true, true)
            slave.EquipItem(Aygas.ZazLegIrons, true, true)
            Aygas.DebugMessage("Added to slave pool")
            
        endif
    endif
      
  EndEvent

 

; Adds slave to PAH by making a clone.  Returns the cloned actor, or None if the process fails
Actor Function AddSlaveToPAH(Actor slave)
    Actor newSlave = None
    int[] captiveData = Aygas.PAHFunctions.NpcEval.GetActorData(slave)
    newSlave = Aygas.PAHFunctions.Clone(slave)
    If newSlave != slave
        If (newSlave != None)
            slave.EndDeferredKill()
            slave.KillEssential()
            slave.Kill()
        Else  ; if (Aygas.PAHFunctions.Config.LeveledActorBaseToggle)
            newSlave = Aygas.PAHFunctions.CloneLeveledActorBase(slave)
            ActorBase slave_base = Aygas.PAHFunctions.GetValidActorBase(slave)
            If (!slave_base.IsUnique())
                newSlave = Aygas.PAHFunctions.CloneLeveledEncounterZone(slave)
            EndIf
        EndIf
    endif
    
    If (newSlave != None)
        newSlave.AllowPCDialogue(false)
;       Aygas.PAHFunctions.AddSlave(newSlave)
;       Aygas.PAHFunctions.UpdateSlaveCount()
        Aygas.PAHFunctions.CleanActor(newSlave)
        newSlave.SetRelationshipRank(Game.GetPlayer(), 0)
        Aygas.PAHFunctions.NpcEval.StoreNpcFactionInfo(newSlave, captiveData)

        If (slave != newSlave)
            newSlave.setAlpha(0.0)
            Aygas.PAHFunctions.switchActors(slave, newSlave)
        EndIf

 

        newSlave.RemoveFromFaction(BanditFaction)
        newSlave.SetAV("aggression", 0)
        newSlave.StopCombat()

        newSlave.AllowPCDialogue(true)
        newSlave.setAlpha(1)
        newSlave.SetDontMove(False)
    EndIf

    return newSlave
EndFunction

aygasCoreScript Property Aygas Auto
 

 

Posted

Just upgraded everything. I had this happen in the past and just moved on but just had it happen again. I zoned out of dungeon and the slave was gone when Skyrim loaded and slave count reduced. He was collared and was at 60% submissive if not a bit over so the escape threshold is sketchy. 

 

Slave tracker shows on the entrance in the local map. Going back in, he  isnt there, It was a small tomb with one entrance so there isnt any way to miss him if he was there. 

 

If he "escaped" thats fine. I just want to be clear if there is a bug or not

Posted
43 minutes ago, Lux Lux said:

Just upgraded everything. I had this happen in the past and just moved on but just had it happen again. I zoned out of dungeon and the slave was gone when Skyrim loaded and slave count reduced. He was collared and was at 60% submissive if not a bit over so the escape threshold is sketchy. 

 

Slave tracker shows on the entrance in the local map. Going back in, he  isnt there, It was a small tomb with one entrance so there isnt any way to miss him if he was there. 

 

If he "escaped" thats fine. I just want to be clear if there is a bug or not

f

I had a couple vanish on me earlier also, but I at the time put it down to maybe soo many mods and such, but it is odd, they were right in front of me outside Bleak Falls then poof vanished and the count went down, both collared with Leashing Collar, advanced leashing turned on as well as submission around 76% 

 

Now to my main issue. 

 

Ok so I installed a fresh 2nd copy of Skyrim SE so I can start learning to MOD and Musje suggested having a basic copy so less to stress with, BUT here is the issue, does the PAHE FOMOD not come with the source scripts anymore please?

 

I know I am not missing the check box am I ? I also checked in the 8.15 too and no sign of it in that one either. 

 

 

 

Posted
38 minutes ago, kohlteth said:

f

I had a couple vanish on me earlier also, but I at the time put it down to maybe soo many mods and such, but it is odd, they were right in front of me outside Bleak Falls then poof vanished and the count went down, both collared with Leashing Collar, advanced leashing turned on as well as submission around 76% 

 

Now to my main issue. 

 

Ok so I installed a fresh 2nd copy of Skyrim SE so I can start learning to MOD and Musje suggested having a basic copy so less to stress with, BUT here is the issue, does the PAHE FOMOD not come with the source scripts anymore please?

 

I know I am not missing the check box am I ? I also checked in the 8.15 too and no sign of it in that one either. 

 

 

 

 

unpack the .bsa's

Posted (edited)
1 hour ago, pinky6225 said:

 

unpack the .bsa's

 

I thought of doing that, but the BSA's were last modified in May 2021, so I figured the updated scripts etc wouldn't be in there. 

Edited by kohlteth
Posted (edited)
4 hours ago, kohlteth said:

 

I thought of doing that, but the BSA's were last modified in May 2021, so I figured the updated scripts etc wouldn't be in there. 

the right order is important, paradise_halls_SLExtension.bsa has the new scripts and needs to overwrite the files in paradise_halls.bsa. Both together are the full source. (afaik)

Edited by Jasmine92
Posted (edited)
19 hours ago, kohlteth said:

 

https://www.loverslab.com/topic/60786-paradise-halls-home-sweet-home/page/167/#comment-3946896

 

I dunno if aware, but you don't actually ever have to use the LL search box.

 

You cna use Google to search any specific domain, by putting site: then the website and what you seek (also works in google image search)  example :-  

 

site:loverslab.com  home sweet home

Thanks, and nope that is something I actually did not know, so thank you again.

 

@CliftonJD question, does PAHE control the npc voice type once they become a slave all the time or does it only affect their voice type while they are under the control of PAHE? Asking because I'm various voice lines spoken using different voice types from many of my generic non unique slaves. Some are channeling Lydia, some are channeling Aela/Uthgerd, Some are using both at the same time. It seems to be happening while they are both in HSH and in PAHE, so was wondering which mod sets the voice type of the slaves. I've updated to 8.16, and in the process of updating HSH and working on installing the new voice pack that uh damn forgot their name, just made. So not sure where the discrepency is coming from and thought I'd ask.

 

Oh and on a side note, Salonia Caelia, the Volkihar vampire chick from Dawnguard that tries to kill you during the quest to recover the blood chalice, for some reason, she literally has 100 in every stat (127 combat), and she still refuses to have sex when using the dialog option of "Ok, slave" "I'm going to fuck you". she has responded 3 times in a row with "Nah, I don't think so". Resulting in me having to rape her, which I don't get, she has 100 sub, respect, sex, everything, and can still refuse? After raping her 3 times for refusing, I tied her up and "punished" her by whipping the shit outta her bring her close to death like 3 times. Once that was done, she had no issue agreeing to sex with the "Ok slave" "i'm going to fuck you" dialog option.

 

Oh, @CliftonJD, btw, the "fixed" file for Lakeview Manor Dungeon Cell, and the associated Unique Display Room flies, that are in the 8.16 fomod, for some reason, don't appear to be the correct ones that you had given me awhile back when ya first fixed it. The lakeview manor one specifically still had the "grey wall" bug, so I had to swap it out for the copy I had kept just in case. Here is the 3 files I'm using that work perfectly, in case you would like to check them against the ones in the fomod.  Lakeview Manor Fixed.7z

Edited by Martok73
Posted (edited)
3 hours ago, Martok73 said:

@CliftonJD question, does PAHE control the npc voice type once they become a slave all the time or does it only affect their voice type while they are under the control of PAHE? Asking because I'm various voice lines spoken using different voice types from many of my generic non unique slaves. Some are channeling Lydia, some are channeling Aela/Uthgerd, Some are using both at the same time. It seems to be happening while they are both in HSH and in PAHE, so was wondering which mod sets the voice type of the slaves. I've updated to 8.16, and in the process of updating HSH and working on installing the new voice pack that uh damn forgot their name, just made. So not sure where the discrepency is coming from and thought I'd ask.

You are probably using the voicepack I made?

 

Concerning the voice types, there can be to issues I'm aware of:

  1. Afaik there is still a bug in the cloning process of PAHE that sometimes the voice type of the actor gets mixed up / changed when enslaving them. I had the same problem yesterday, only realized because a bandit orc was using Lydias voice and DoM has some voicelines that only orcs use ("By Malacath...") and they where silent.
  2. some voice lines come shipped with PAHE and use generic lines from the game voices. make sure the voicepack overwrites the PAHE files, that will corrects many of the generic lines, but not all.

 

Edited by Jasmine92
Posted
9 hours ago, kohlteth said:

 

I thought of doing that, but the BSA's were last modified in May 2021, so I figured the updated scripts etc wouldn't be in there. 

 

Could be those ones haven't changed recently but to compile a script you will need the .psc in your script/source folder (or source/script - forget which) since when your compiling any script that is touched on by your script or a script your referring to needs to be present

 

I.e. your script - script A modifies/relies on script B, Script B needs script C and script C refers to script D so you need the source files for A/B/C/D otherwise your script won't compile

 

You'll prolly need to unpack other .bsa's as well like racemenu but it depends on what your intending to do

Posted (edited)
19 hours ago, CliftonJD said:

i'd have to see the errors to help with those, but my first guess towards the script not having an effect on the ex-slaves would be that you need to fill them as properties after removing them from pahe 

i have many attempts to avoid this bug. found ot 2 cases one no error emsage other generate none object errors. to put things context here is how i organized things, here is the architeture of thy system:

 

1. i made a separate quest and attached to it the 2 script you give me. this quest i use only to run this scripts so my other scripts separated from pahe this way.

 

2.in my main test quest i added 1 test script that handle evrything. this one tempelary intended to split into 2 in future. but this is not important right now.

This secund quest has 2 separate  function that calls the 1. quest to remove a slave from pahe or add back.

 

i done this way so separataion from pahe complite and in case i wish make other interface for other pahe based mods it easy to done.

 

during acuiring slave to work mine fallowing procces done:

 

Case 1 - no error report in papyrus:

 

step 0-player talk to the slave and order them stay here and work, this tigger the script function add salve this one handle evry fallowing step

step 1 -i call function to make slave reference alias to my mine worker quest

step 2- i add the recived slave as actor a tempelary actor array and register for signe game update for 15 sec.

step 2-A -if player order other slave to stay in the mine the other slaves added the tempelary npc array.

 

step-3-on game update i a script go trought the entire tempelary array of slaves. and realise all one by one from pahe.

 

case 2- this one generate strange errors, saying slave npc is a none

i do the proces i writen down above but not witout any delay.  so add the slave to quest as referene alias then prepare the recive next one then realise from pahe.

 

i ahve no exact error log right now but i going to generate some and add to this post.

 

edit: my memory tricked me i have no error in papayrus only my ex slaves not talk to me and i unable to talk to them. i do some other test see they are recived as alias.

 

EDIT 2:

 

After etended testing i discovered the fallowing things:

-it seems the bugged ex pahe slaves recive the quest reference alias, to try this out i give the aliases essential flag and tryed to kill the bugged slaves.

they refused to tide, witout sad alias the slave can be killed by me.

-i adeed separate objectives to slaves that work in mine so i can see them as aliases, the bugged slaves got the marker.

 

my only problem with this slaves at the moment i canot talk to them to go back normal slave mode.

i do someo ther trials .

 

Side note: i started my test game with coc riverwood command then manualy started pahe. in my experience this make no big difference. if you think this is a problem i can do another test run with alternate start.

 

EDIT 3:

 

during my testing i managed make some error mesages. i made this as i told 5 slaves in a quick sucsecion to work the mne i standing.

 

i can preverent quick calls for pahe to transfer slave but i think this alone not fix the core problem: player unable to interact with transfered slaves.

 

fallowing errors produced this way:

Spoiler

[12/20/2022 - 08:25:37PM] WSTest: calling to add next slave to the working slaves, cureent slave number is: 3next slave placed here: 3
[12/20/2022 - 08:25:37PM] WSTest: Slave Registration done for: Actor [Actor < (FF000D8A)>] Slot 3
[12/20/2022 - 08:25:37PM] WSTest: New Slave number is4
[12/20/2022 - 08:25:37PM] WSTest: calling remove slave from pahe slave is: [Actor < (FF000D8A)>]slavenumber is 4
[12/20/2022 - 08:25:37PM] WStest: Remove Slave From PAH called!
[12/20/2022 - 08:25:43PM] ERROR: Cannot call RestoreAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.Regen() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetLevel() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp81"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetActorBase() on a None object, aborting function call
stack:
    [PAH (0B01FAEF)].pahcore.GetValidActorBase() - "PAHCore.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetLeveledActorBase() on a None object, aborting function call
stack:
    [PAH (0B01FAEF)].pahcore.GetValidActorBase() - "PAHCore.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetFactionRank() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp411"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetFactionRank() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp410"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call GetBaseAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] WARNING: Assigning None to a non-object variable named "::temp413"
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:43PM] ERROR: Cannot call SetAV() on a None object, aborting function call
stack:
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.UpdateStrength2() - "PAHSlave.psc" Line ?
    [alias Slave005 on quest PAH (0B01FAEF)].pahslave.OnUpdate() - "PAHSlave.psc" Line ?
[12/20/2022 - 08:25:53PM] WSTest: add slave called with succses current slave number4

 

Edited by Nonseen
Posted
2 hours ago, Jasmine92 said:

You are probably using the voicepack I made?

 

Concerning the voice types, there can be to issues I'm aware of:

  1. Afaik there is still a bug in the cloning process of PAHE that sometimes the voice type of the actor gets mixed up / changed when enslaving them. I had the same problem yesterday, only realized because a bandit orc was using Lydias voice and DoM has some voicelines that only orcs use ("By Malacath...") and they where silent.
  2. some voice lines come shipped with PAHE and use generic lines from the game voices. make sure the voicepack overwrites the PAHE files, that will corrects many of the generic lines, but not all.

 

Yes, have both your voice packs installed and working as I can hear, or rather barely hear the AI generated voices on most slaves. BTW anything you can do to increase the volume levels of the voices? Compared to regular npc speech, the slaves are really quiet and sometimes difficult to hear. Anyway, after going thru not just my load order but also my active mod list, I found the old voice packs for PAHE and HSH were still active. Removing them solved most, but not all of the voice type mismatch issues I was having. However it did not solve all of them as I still have a few generic npc slaves that can't make up their mind as to whether or not to sound like a dark elf, Lydia, Aela, or Ysolda. Out of 30 slaves in one location and 20 in another, I think I found maybe 5 or 6 that had identity issues with their voice. I haven't tested the uniques yet tho and I'm curious to see how Astrid sounds as she has a her own unique voice and no other npc sounds like her, same goes for Serana. BTW question, did you do any lines for children since they can be enslaved? Specifically referring to Babette as she is technically 300yrs old and not a child, but she can be enslaved and 99% of the time doesn't say anything.

Posted
1 hour ago, Martok73 said:

BTW question, did you do any lines for children since they can be enslaved? Specifically referring to Babette as she is technically 300yrs old and not a child, but she can be enslaved and 99% of the time doesn't say anything.

There are no AI models available for the children or Babette, so no voices for them I'm afraid.

 

Serana actually has one of the best sounding voice models since she has so many lines the AI could be trained with.

 

I haven't changes volume level and it should match the those of the other NPCs. I haven't really realize a difference in volume between them, will try and look out for it.

 

~10% cases of multiple voice disorder sounds within the expected range. I don't now if recloning them would fix it actually, or if it would be possible for @CliftonJD to add an option to the slaves MCM debug page to change their voicetype. (Unfortunately there is no console command to change it manually.)

 

 

 

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