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


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Posted
On 2/2/2023 at 10:58 PM, CliftonJD said:

post a papyrus log of before the slave is gone and as you repoen the game for it to vanish

also post the papyrus log of renaming the bandit getting ctd

My apologies it's actually an issue with DoM, HSH or AYGAS (or maybe I shouldn't be using all of them) I naively assume since they were built to work with this mod they wouldn't be a source of conflict. Thanks anyways for the response.

Posted
10 hours ago, kohlteth said:
On 2/8/2023 at 5:27 AM, tamai said:

I dont really like to have sex with my slaves is there a way or option i can have my follower have sex with them?

 If your follower has high enough arousal, they usually help themself to them too. 

IRC that is an HSH option, in whose MCM you can set the arousal threshold.

 

Posted (edited)

@CliftonJD: I'm having trouble with script fragments again.  The SE CK is a bit stupid: Whenever it stumbles over a script that should have a fragment it wants the fragment to be present or it messes the script up. This happened again after investigating and fixing a small bug in the training of Hooker5.

The Problem was, that all city and Inn Hookers can't be fired. After investigating this, the money script also stopped working. 

With a look at the hire fire script, it should be possible to fire a hooker with (GetOwningQuest()as bb_hirefire).fireHookers(akSpeaker), right?

Since the firehooker function includes the option for getting the money i just need a copy of that function without the fireing part for getting just getting the money. 

My first attempt of doing this lead to compiling errors about missing endifs (a lot of them) I try this again today...

Do you have the time for checking the results?

 

Edited by Pfiffy
Posted

I have been looking for a way to get cuffed slaves to stay cuffed.
If a cuffed slave is following me, I can't so much as draw my weapons without them breaking out of their cuffs. 

I found some ideas in this conversation from two years ago about using DAR conditions to set the cuffed animations to be always on. 

Would anyone here have an idea on how to get this to work?

 

Posted
On 2/8/2023 at 5:03 AM, impisanio said:

i have a weird bug where slaves won't untie. if i tie or restrain them, then release them, they stay tied. they won't get off of their knees. if i tell them to follow me they zoom around on their knees like they're riding a roomba. usually when i check in mcm, paye says the slaves status is tied. can't get them to untie. 


I get this. I just re tie them then untie them. Go through the dialog options to tell them "I'm going to tie you up" (even though they are already tied up) then choose a bondage option. Then the next time you choose remove restraints they will be released. No more Roomba's. Very rarely it takes two attempts.  

Posted
On 2/3/2023 at 7:59 AM, CliftonJD said:

sadly nothing to indicate why you have that happen, my guess would be a mod you're using is setting the player teammate to combat ready

 

So I've been troubleshooting. Loaded Skyrim with the absolute bare minimum of mods enabled for Paradise Halls to function. It still does the same; slaves still take on a combat stance when the player draws weapon.

 

Mods used when testing:

Skyrim/SKSE 1.6.640.0.8 2.2.3 rel6

 

PapyrusUtil 4.4

Address Library 8.0

FNIS 7.6
Unofficial Patch 4.2.8 (4.2.6 does the same)
Alternate start - Live another life 4.0.7 (used for bypassing the vanilla intro)
SkyUI 5.2SE
Sexlab 1.65SE
Paradise halls 8.2.0 (with only main esm, dragonborn fixes and SLextension enabled)
ZAZ 8

 

 

Posted
3 hours ago, johnhamm said:

Does this mod have a barn or something to store slaves in or do they just follow you until you get rid of them permanently? 

leave them where ever you like or use the Home sweet home addon

Posted
On 2/7/2023 at 2:00 PM, Watamote said:

I'm using the latest version, and a few hours into a play-through, the game simply erased my slaves from the MCM menu. You can still find them in the world, but they can't be interacted with (none of the menu options respond). This is the first time this has happened to me, out of many runs with this mod installed. Has anyone else had this problem?

 

Update: I started a new game on version 8.1.6 and the problem remains. When I load a save file, I lose my currently enslaved NPCs.

 Ya I just started a new playthrough after upgrading to latest PAH 8.2 and HSH 1.31 same thing

Posted
5 hours ago, Example John said:

 

So I've been troubleshooting. Loaded Skyrim with the absolute bare minimum of mods enabled for Paradise Halls to function. It still does the same; slaves still take on a combat stance when the player draws weapon.

 

Mods used when testing:

Skyrim/SKSE 1.6.640.0.8 2.2.3 rel6

 

PapyrusUtil 4.4

Address Library 8.0

FNIS 7.6
Unofficial Patch 4.2.8 (4.2.6 does the same)
Alternate start - Live another life 4.0.7 (used for bypassing the vanilla intro)
SkyUI 5.2SE
Sexlab 1.65SE
Paradise halls 8.2.0 (with only main esm, dragonborn fixes and SLextension enabled)
ZAZ 8

 

 

I believe that is a feature now and not a bug slaves will auto fight from the get go, to get them to stop fighting first you tell them to "start fighting for you" and then you can tell them to "no longer fight for you"

NFF works pretty well with them as well so followers and slaves don't draw their weapons until hostiles are near

Posted
1 hour ago, Randy77 said:

 Ya I just started a new playthrough after upgrading to latest PAH 8.2 and HSH 1.31 same thing

 so I removed 8.2 fixed and installed 8.2 unpro proceeded to delete 5700! freaking save files ran wirebash and all seems to be working now, reckon I just downloaded wrong file

Posted (edited)

@CliftonJD: I have tested 2 different versions of TDF now. In the one with the original scripts taking the money and fireing the Hookers is broken, in the new version I can at least pick up the money, but it seems like I get the money from one Hooker for all Hookers at once. (I tested it in Riverwood with 3 Free Hookers and 3 Inn Hookers) So the fragment I added seems to work, but there is something wrong with the Hirefire script. Intersting Sidenote: the amount of Money I get from the different Hookers differs a bit. I will check the different versions of the hirefire script to see, if I get a clue whats wrong on my own and streamline it a bit by separating the money from the releasing function.

 

Edit: After removing the Money stuff from the firing function and rebuilding the fragment firering works again, but only for the Inn Hookers. Looks like they don't like to be grouped.... 

TDF2023 - 3.7z

Edited by Pfiffy
Posted

I missed having Master Jerrics voiced as if I remember correctly he was back at one point... Anyway I went and gave him voiced dialog via SKVA Synth (AI generated voice) and figured I would share my results for anyone who didn't feel like spending an hour and 10Gb of disk space doing it themselves. just install it on top of original and it should just work next time you sell slaves to Master Jerric at the Fellglow Slave Camp and FYI I used the MaleCondescending voice type AKA Nazeem voice type. I also restored the comment for selling a redguard slave which had a bad trigger condition maybe it was intentional due to slight racism but seeing you selling slaves I'm pretty sure that boats sailed but if your curious it's as follows "Redguards have a bit too much pride going on, but they sell well enough as workers." so not all that bad really but hey what do I know.

 

Also if for any reason I've done something wrong or can't post this then just let me know and I'll remove it right away.

paradise_halls_fellglow_slave_camp_WithMasterJerricVoiced.7z

Posted
1 hour ago, dragonloverlord said:

I missed having Master Jerrics voiced as if I remember correctly he was back at one point... Anyway I went and gave him voiced dialog via SKVA Synth (AI generated voice) and figured I would share my results for anyone who didn't feel like spending an hour and 10Gb of disk space doing it themselves. just install it on top of original and it should just work next time you sell slaves to Master Jerric at the Fellglow Slave Camp and FYI I used the MaleCondescending voice type AKA Nazeem voice type. I also restored the comment for selling a redguard slave which had a bad trigger condition maybe it was intentional due to slight racism but seeing you selling slaves I'm pretty sure that boats sailed but if your curious it's as follows "Redguards have a bit too much pride going on, but they sell well enough as workers." so not all that bad really but hey what do I know.

 

Also if for any reason I've done something wrong or can't post this then just let me know and I'll remove it right away.

paradise_halls_fellglow_slave_camp_WithMasterJerricVoiced.7z 41.85 MB · 20 downloads

Not sure why you don't have a voiced one, as mine talks just fine with voiced lines. As for you using Nazeem's voice, I'd be willing to bet alot of folks won't like that as it's one of the most hated characters in the game and just hearing his voice makes you want to kill that npc. I removed the voiced lines for another mod completely because they used that voice for Sanguine and killed the character. I would rather have a silent npc as to hear Nazeem's annoying irritating voice causing me to murder the npc. But that's just me, anyway, I know Master Jerric works fine for me and has a voice and I'm using the current version of 8.20 fix2.

Posted
3 hours ago, Martok73 said:

Not sure why you don't have a voiced one, as mine talks just fine with voiced lines. As for you using Nazeem's voice, I'd be willing to bet alot of folks won't like that as it's one of the most hated characters in the game and just hearing his voice makes you want to kill that npc. I removed the voiced lines for another mod completely because they used that voice for Sanguine and killed the character. I would rather have a silent npc as to hear Nazeem's annoying irritating voice causing me to murder the npc. But that's just me, anyway, I know Master Jerric works fine for me and has a voice and I'm using the current version of 8.20 fix2.

It appears the voice file were somehow removed in current 8.20 fix2 because upon downloading and inspecting every file in the zip archive and its BSAs I can attest that non of the voice files for Master Jerric are present if you don't believe me check in the paradise_halls.bsa at \Sound\Voice\ and you will see that 8.20 fix2 only has \Sound\Voice\paradise_halls.esm but no \Sound\Voice\paradise_halls_fellglow_slave_camp.esp\ however I did find Master Jerrics old voice files in the LE paradise_halls.bsa and replaced mine with them because they really are better also I included a screenshot showing the files missing from SSE 8.20 fix2 next to LE 8.1.9 so perhaps your files are loose or maybe another mod fixed it. also no sound files were present in the fellglow bsa nor where any loose in the download so they really were omitted.

pahele.jpg

pahesse.jpg

paradise_halls_fellglow_slave_camp_WithMasterJerricVoiced.7z

Posted (edited)

 

 

 

@CliftonJD: It was a bit of try and error, but I have finally fixed the firering problem. The GetMoneypart of the hirefire script is still buggy. The FreeHookers in Riverwood also collect the money from the InnHookers in Riverwood. (Not the other way around) I also get 2 Messages about the money from them, while I only get only one from the Inn Hookers. See screenshot. 

 

 

 

Spoiler

image.jpeg

 

 

 

Edited by Pfiffy
Posted

Nice Job on Mods.

Skyrim SE 1.5.97, ParadiseHallsEnhanced(PAHE)SSE_8.1.6_Fomod.7z, PAH_AYGAS_0.61_SSE.7z, PAH_HomeSweetHome_1.31SSE.7z, PAHSlaveCart SE.7z
I finished the Quests up to Mail Order Bride. Any reason why my slaves don't stay registered to me after I turn off the game and come back the next day? Slaves are physically in house or camp, but little white arrow obove is gone. MCM menu shows I have ZERO slaves. All the slave dialog is there, but they don't respond to me. If I don't shut down my PC, all acts normal. Just doesn't hold them on restart.

Posted
44 minutes ago, Es.Ell. said:

Nice Job on Mods.

Skyrim SE 1.5.97, ParadiseHallsEnhanced(PAHE)SSE_8.1.6_Fomod.7z, PAH_AYGAS_0.61_SSE.7z, PAH_HomeSweetHome_1.31SSE.7z, PAHSlaveCart SE.7z
I finished the Quests up to Mail Order Bride. Any reason why my slaves don't stay registered to me after I turn off the game and come back the next day? Slaves are physically in house or camp, but little white arrow obove is gone. MCM menu shows I have ZERO slaves. All the slave dialog is there, but they don't respond to me. If I don't shut down my PC, all acts normal. Just doesn't hold them on restart.

Same here, except I am running 8.2 and am using Skyrim AE.  I'm using AYGAS .61a and am not using slave cart.   I see the slave list (no quest arrows above slaves though) but can't interact with any slave.  Selecting something like "Remove restraints" results in the dialog ending with no follow on action, like the slave getting untied.  The slave information spell gives zeroes in all stats.  Selecting a slave in the MCM does not populate any information.  Restarting PAHE (from the MCM) results in all slaves being removed from the slave list, but the PAHE dialog remains for each slave.  The dialog remains unresponsive.  

Posted

I believe I found what was causing slaves to break for me. I will keep testing to be sure I am correct, but so far it looks like I have resolved the issue in my playthrough.

I had slaves that would break after loading a game. I use pahe, hsh, aygas, but not DOM. What ended up fixing it for me was installing AYGAS version .58b that came out in late July of last year. I believe AYGAS .61A tried to fix issues of non-DOM users but hasn't completely fixed it yet. The old version fixed the problem immediately for new saves. To get it to fix my existing save, I ran Resaver, removed undefined elements, then opened the PAHE MCM and restarted PAHE, killed the slaves, used the pahe enslave hotkey to resurrect and re enslave them. You may not need to run Resaver to remove undefined elements. The elements might have occurred while I was trying a number of other things to figure out what was breaking the slaves on load. 

PAH_AndYouGetASlave_0.58b SSE.7z

Posted
30 minutes ago, aulton1968 said:

What ended up fixing it for me was installing AYGAS version .58b that came out in late July of last year. I will  remove 0.61 and try 0.58b. Thank You

 

Posted (edited)

I have done further testing with multiple slaves and multiple saves and loads. everything is still working. I am using latest pahe version (unprotected) and latest hsh, older version of aygas (.58b) and I am not using DOM. 
This will be a fix for you if you notice that after loading a save:
You tell slave to "wear this" and the inventory screen does not appear. Conversation just ends.

You cannot see slave info in the first 43 slaves in paradise halls mcm.

Pahe mcm tells you that you have zero slaves.


People may not notice aygas is the issue because you don't see the issue during aygas gameplay, such as selling slaves. Issues appear sooner, like right after you get a slave using pahe and save and load. It also doesn't seem to be an issue if you upgraded to .61 during an existing game. I only started having problems once I started a new game with aygas .61

Edited by aulton1968
Posted
2 hours ago, aulton1968 said:

I have done further testing with multiple slaves and multiple saves and loads. everything is still working. I am using latest pahe version (unprotected) and latest hsh, older version of aygas (.58b) and I am not using DOM.

Well I ended going with AYGAS .58 AND PAHESSE_8.2.0-unprotected, tried 1 save and reload...and So Far So Good-it worked. Had previous CTD issues with PAHE SSE_8.2.0-fix2 and was afraid to use the 8.2 ver. But the above Combo seems to be doing OK. Will play more tomorrow. Thanx aulton1968

Posted
15 hours ago, dragonloverlord said:

It appears the voice file were somehow removed in current 8.20 fix2 because upon downloading and inspecting every file in the zip archive and its BSAs I can attest that non of the voice files for Master Jerric are present if you don't believe me check in the paradise_halls.bsa at \Sound\Voice\ and you will see that 8.20 fix2 only has \Sound\Voice\paradise_halls.esm but no \Sound\Voice\paradise_halls_fellglow_slave_camp.esp\ however I did find Master Jerrics old voice files in the LE paradise_halls.bsa and replaced mine with them because they really are better also I included a screenshot showing the files missing from SSE 8.20 fix2 next to LE 8.1.9 so perhaps your files are loose or maybe another mod fixed it. also no sound files were present in the fellglow bsa nor where any loose in the download so they really were omitted.

pahele.jpg

pahesse.jpg

paradise_halls_fellglow_slave_camp_WithMasterJerricVoiced.7zFetching info...

Did you upgrade your PAHE from an earlier version or do a clean install of 8.20 fix2? I've been using PAHE since version 7.5 way back before it was packed into BSA files and a FOMOD. So I went back thru all the update files since 7.5 and found that in v7.58 it was all packed into BSA files and was no longer loose files. From that point onward the voice files that were part of the loose files in 7.5 were not included, why I'm guessing he just forgot to add them to the fellglow bsa file. Either way when only upgrading and not uninstalling the old then installing the new, all the old loose voice files were kept. I haven't been able to find any other loose files aside from those specific voice files leftover from previous installs of PAHE, so I'm guessing if you have or can find the old 7.5 zip file then you can use the files from it to replace the missing voice files. So if you found them and got it working great, if not I can zip mine up and link them if you need them.

 

 

@CliftonJD hey mate, need to re-add the voice files for Master Jerric at Fellglow Slave Camp back into the Fellglow BSA as they are missing since going from loose files to BSA format, please and thank you.

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