CliftonJD Posted December 29, 2020 Author Posted December 29, 2020 15 hours ago, TheLoverLabCriminal said: I have an issue whenever I restrain my slave after that I cant talk to them idk why is anyone know why ? my load order Reveal hidden contents 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 254 FE 0 ccqdrsse001-survivalmode.esl 254 FE 1 ccqdrsse002-firewood.esl 254 FE 2 ccedhsse001-norjewel.esl 254 FE 3 ccvsvsse001-winter.esl 5 5 RSkyrimChildren.esm 6 6 Lanterns Of Skyrim - All In One - Main.esm 7 7 Unofficial Skyrim Special Edition Patch.esp 254 FE 4 Unofficial Saturalia Holiday Pack Patch.esl 254 FE 5 Unofficial Nordic Jewelry Patch.esl 254 FE 6 Unofficial Skyrim Survival Patch.esl 8 8 LegacyoftheDragonborn.esm 9 9 SexLab.esm 10 a Devious Devices - Assets.esm 11 b SexLabAroused.esm 254 FE 7 Expressive Facegen Morphs.esl 12 c Heels Sound.esm 254 FE 8 High Poly Head.esm 13 d paradise_halls.esm 14 e PSQ PlayerSuccubusQuest.esm 15 f Schlongs of Skyrim - Core.esm 16 10 SGHairPackBase.esm 254 FE 9 AHZmoreHUD.esl 17 11 FISS.esp 254 FE a RigmorCyrodiil - Sounds.esm 254 FE b RigmorCyrodiil - Textures.esm 254 FE c ArgonianHairPlus.esl 254 FE d Vibrant weapons.esl 18 12 3DNPC.esp 19 13 Devious Devices - Integration.esm 20 14 Devious Devices - Expansion.esm 21 15 Devious Devices - Contraptions.esm 22 16 RigmorCyrodiil.esm 23 17 ZaZAnimationPack.esm 254 FE e SkyUI_SE.esp 24 18 WARZONES - SSE - Civil Unrest.esp 25 19 Immersive Wenches.esp 254 FE f HearthfireNoMaterials.esp 26 1a PyP_Legendary.esp 27 1b DepthsOfSkyrim.esp 28 1c CollegeOfWinterholdImmersive.esp 29 1d JKs Skyrim.esp 30 1e ImprovedRoads.esp 31 1f paradise_halls_SLExtension.esp 32 20 GreatWarSkyrim.esp 33 21 SexLab_Solutions.esp 34 22 Helgen Reborn.esp 35 23 Undeath.esp 36 24 Weapons Armor Clothing & Clutter Fixes.esp 254 FE 10 USSEP Survival patch.esp 37 25 RigmorCyrodiil_DLC01.esp 38 26 Thunderchild - Epic Shout Package.esp 39 27 Conner's Survival Mode.esp 40 28 Hunterborn.esp 41 29 Hothtrooper44_ArmorCompilation.esp 42 2a hearthfireextended.esp 43 2b FurnitureMarkerSex.esp 44 2c YurianaWench.esp 45 2d Wintersun - Faiths of Skyrim.esp 46 2e Immersive Encounters.esp 254 FE 11 DBM_3DNPC_Patch.esp 47 2f moonpath.esp 48 30 JRMoonpathtoElsweyrPatch.esp 49 31 CFTO.esp 50 32 Run For Your Lives.esp 51 33 Serana Dialogue Edit.esp 52 34 Inigo.esp 53 35 Dovahkiins_Infamy.esp 54 36 Immersive Weapons.esp 55 37 Master of Disguise - Special Edition.esp 254 FE 12 DBM_HelgenReborn_Patch.esp 56 38 SexLabSkoomaWhore.esp 57 39 PAH_HomeSweetHome.esp 58 3a BecomeKingofSkyrim.esp 59 3b 12FemaleBrows.esp 60 3c UIExtensions.esp 61 3d AddItemMenuSE.esp 62 3e Schlongs of Skyrim.esp 254 FE 13 Backshields.esp 63 3f Blush When Aroused.esp 254 FE 14 Botox SE.esp 254 FE 15 Botox SE - Immersive Wenches.esp 64 40 Cherry's Eyes.esp 65 41 CustomSkillsDaedricArtifacts.esp 66 42 UnreadBooksGlow.esp 254 FE 16 DBM_UnreadBooksGlow_Patch.esp 254 FE 17 Devious Devices SE patch.esp 67 43 DW.esp 254 FE 18 Enhanced Vanilla Trees SSE.esp 254 FE 19 HFE-CFTO-Patch.esp 68 44 iHUD.esp 69 45 Immersive Wenches -Enslaved Wenches patch-.esp 70 46 SGHairPackAIO.esp 254 FE 1a Immersive Wenches -SG hairs- Patch.esp 71 47 MilkyObj.esp 72 48 Summermyst - 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Races of Skyrim.esp 149 95 Complete Crafting Overhaul_Remastered.esp 254 FE 63 DBM_CCOR_Patch.esp 254 FE 64 CC-NordicJewelry_CCOR_Patch.esp 254 FE 65 Immersive Weapons_CCOR_Patch.esp 254 FE 66 Hothtrooper44_ArmorCompilation_CCOR_Patch.esp 150 96 Complete Alchemy & Cooking Overhaul.esp 254 FE 67 CACO_Growl_Patch.esp 254 FE 68 CACO_Survival Mode_Patch.esp 254 FE 69 DBM_CACO_Patch.esp 254 FE 6a Hunterborn_CACO-SE_Patch.esp 254 FE 6b CACO_Moonpath_Patch.esp 254 FE 6c CACO_USSEP_Patch.esp 254 FE 6d CACO_Wintersun.esp 254 FE 6e Inigo_CACO_Patch.esp 151 97 Vokrii - Minimalistic Perks of Skyrim.esp 254 FE 6f Apocalypse - Vokrii Compatibility Patch.esp 254 FE 70 CCOR_Vokrii.esp 152 98 Sacrosanct - Vampires of Skyrim.esp 254 FE 71 Sacrosanct - Non-Starved Draining and Sneak Draining.esp 153 99 Alternate Start - Live Another Life.esp 154 9a DBM_RelicHunter.esp 155 9b nwsFollowerFramework.esp 254 FE 72 nwsFF_NoTeamMagicDamage.esp 254 FE 73 nwsFF_NTMD_Apocalypse.esp 254 FE 74 SDA NFF Patch.esp 254 FE 75 WACCF_BashedPatchLvlListFix.esp 254 FE 76 Bashed Patch, 0.esp 156 9c IcePenguinWorldMapPaper.esp what are you restraining them with and is it zaz or dd or is it using the restrain dialogs? what voice type is it listed as in the mcm if both player and slave are devious gagged, you will need to be freed of your gag first nord voice types can be fixed using the slave reset button old saves upgraded to current version "should" be able to prevent this bug by restarting the mod from mcm, but i haven't had enough testing to see how well my recent changes fix this bug yet
TheLoverLabCriminal Posted December 31, 2020 Posted December 31, 2020 On 12/29/2020 at 10:40 AM, CliftonJD said: what are you restraining them with and is it zaz or dd or is it using the restrain dialogs? what voice type is it listed as in the mcm if both player and slave are devious gagged, you will need to be freed of your gag first nord voice types can be fixed using the slave reset button old saves upgraded to current version "should" be able to prevent this bug by restarting the mod from mcm, but i haven't had enough testing to see how well my recent changes fix this bug yet I dont have any rrestrain just randomly doing it from dialogue and no I cant talk also when she pose to salute me I cant talk to her until she get up
wulfy1 Posted December 31, 2020 Posted December 31, 2020 Hi all, I started a new save not along ago and restarted my slave gathering with the latest version of PAHE. I got up to 70 slaves without an issue, but at my 71st slave, I got a double entry on the MCM. The first entry(slave number 71) fills out the slave info properly, but the second(slave number 72) is blank or empty. The number is there (even though it shouldn't be) and the information is empty. I tried to restart the mod in the MCM and it restarted with the same information (erroneous number 72). I tried killing the slave but the blank slot persists. Its like another copy of that number 71 slave was created but got lost before the registration completed. I tried this with a few different NPCs with and without leveled actor spawn turned on, with the same result. Any suggestions, or solutions? Even if I have to manually remove an NPC somewhere through console, I'm game to do that, but not sure where to start. ~Wulf
CliftonJD Posted December 31, 2020 Author Posted December 31, 2020 1 hour ago, wulfy1 said: Hi all, I started a new save not along ago and restarted my slave gathering with the latest version of PAHE. I got up to 70 slaves without an issue, but at my 71st slave, I got a double entry on the MCM. The first entry(slave number 71) fills out the slave info properly, but the second(slave number 72) is blank or empty. The number is there (even though it shouldn't be) and the information is empty. I tried to restart the mod in the MCM and it restarted with the same information (erroneous number 72). I tried killing the slave but the blank slot persists. Its like another copy of that number 71 slave was created but got lost before the registration completed. I tried this with a few different NPCs with and without leveled actor spawn turned on, with the same result. Any suggestions, or solutions? Even if I have to manually remove an NPC somewhere through console, I'm game to do that, but not sure where to start. ~Wulf its a typo in the arrays, have a fix for it in beta. will be sending out the next release very soon, thinking on probably today or tomorrow, but not certain 11 hours ago, TheLoverLabCriminal said: I dont have any rrestrain just randomly doing it from dialogue and no I cant talk also when she pose to salute me I cant talk to her until she get up hmm, thinking you might have found a bug in the dialogs added by hsh. you can disable those dialogs on pahe slaves from the home sweet home menu, but i don't really know on a solid fix for that situation. best i can think of is to untie the slave when she gets up, then before removing the hsh dialogs from the slave in mcm, tell her to stop posing. then remove the hsh dialogs from home sweet home mcm, then reset the slave from the pahe mcm. basically from what you're describing hsh is telling the slave to salute while restrained edit: zaz cuffs can be created at the forge or the tanning rack based on your materials. iron is the best quality, hardest to escape from and only requires 4 iron ingots at the forge under misc. category. with zaz cuffs in your inventory, tell the slave "i'm going to make sure you stay here". with iron cuffs you'll get the dialog "only the hardest for you"
wulfy1 Posted December 31, 2020 Posted December 31, 2020 1 hour ago, CliftonJD said: its a typo in the arrays, have a fix for it in beta. will be sending out the next release very soon, thinking on probably today or tomorrow, but not certain Thanks! I was trying all sorts of crazy things to get past it lol.
TheLoverLabCriminal Posted December 31, 2020 Posted December 31, 2020 7 hours ago, CliftonJD said: hmm, thinking you might have found a bug in the dialogs added by hsh. you can disable those dialogs on pahe slaves from the home sweet home menu, but i don't really know on a solid fix for that situation. best i can think of is to untie the slave when she gets up, then before removing the hsh dialogs from the slave in mcm, tell her to stop posing. then remove the hsh dialogs from home sweet home mcm, then reset the slave from the pahe mcm. basically from what you're describing hsh is telling the slave to salute while restrained edit: zaz cuffs can be created at the forge or the tanning rack based on your materials. iron is the best quality, hardest to escape from and only requires 4 iron ingots at the forge under misc. category. with zaz cuffs in your inventory, tell the slave "i'm going to make sure you stay here". with iron cuffs you'll get the dialog "only the hardest for you" well tbh idk but I guess is more when I restraint her she wont talk even if she get up so yes maybe I found a bug thx to answering me
CliftonJD Posted January 1, 2021 Author Posted January 1, 2021 9 hours ago, wulfy1 said: Thanks! I was trying all sorts of crazy things to get past it lol. lol, you and me both 21 hours ago, TheLoverLabCriminal said: I cant talk to her until she get up 3 hours ago, TheLoverLabCriminal said: when I restraint her she wont talk even if she get up you seem to be talking in riddles so i'll try moving this to the home sweet home thread:
CliftonJD Posted January 4, 2021 Author Posted January 4, 2021 On 12/31/2020 at 7:21 AM, wulfy1 said: Hi all, I started a new save not along ago and restarted my slave gathering with the latest version of PAHE. I got up to 70 slaves without an issue, but at my 71st slave, I got a double entry on the MCM. The first entry(slave number 71) fills out the slave info properly, but the second(slave number 72) is blank or empty. The number is there (even though it shouldn't be) and the information is empty. I tried to restart the mod in the MCM and it restarted with the same information (erroneous number 72). I tried killing the slave but the blank slot persists. Its like another copy of that number 71 slave was created but got lost before the registration completed. I tried this with a few different NPCs with and without leveled actor spawn turned on, with the same result. Any suggestions, or solutions? Even if I have to manually remove an NPC somewhere through console, I'm game to do that, but not sure where to start. ~Wulf fixed On 11/6/2020 at 2:04 PM, fred200 said: Well as it happens - I am already using the Dwarven Suits patch on SE. My conversion . I also have mcg Dwarven Devious Cuirass SSE, although no idea if that is needed. Note on that score - one of the captives in Pinewood is a Khajiit in a dwarven slave suit. Works great except the body is a Nord. Nice cat head... fixed On 11/8/2019 at 7:28 PM, GuruSR said: Using the UUNP version included with PAHE lives on, though what I'm seeing is human skin for every race, so cats and lizards all have human bodies, any chance for a texture fix to remove them or has it happened here? GuruSR. fixed On 12/24/2020 at 5:26 AM, Durante said: There's something wrong with the morph scripts. Captives inflate like balloons on the breast and buttocks area. LOOK Reveal hidden contents cleaned up On 10/20/2020 at 7:56 PM, fred200 said: Talking about minor bug reports... paradise_halls_SLExtension uses PAHE prefix for almost all Editor IDs. PinewatchKajiitFemale is the very rare exception - and makes her hard to find in the Creation Kit. I was in there fixing dark face bugs and exporting facegen for her and Ingrid. Ingrid was really dark... fixed prefix and sse dark face bugs update 7.4.8 wip: fixes the typo in arrays causing slave 71/72 to mcm bugs fix/added dwarven devious suits now shows the proper nude textures for khaajiits and argonians cleaned morph functions fix/added the pahe prefix to pahe added npc's and fix the darkface bugs for those npc's fix/change reboot from mcm should no longer clear moods instead should fix blank moods fix/added zaz cuffs should now be added to khaajiit merchants as originally intended by blabla some devious devices might also be added to those merchants, but might not show in the vendor list yet, needs testing change/added alternate start addon to choose a slaver start with your choice of which stat is trained and an assortment of restraints (requires arthmoor's alt start) convertible esp's converted to esl lakeview manor addon is now much larger dungeon 1
Guest Posted January 5, 2021 Posted January 5, 2021 I'm encountering something weird with an enslaved bandit where multiple instances of 1-3 OBIS bandits are spawning every minute seemingly forever next to the enslaved bandit. This didn't start happening until I left the original cell where I enslaved the bandit and seems to start happening as soon as you enter a new cell. For reference on how I encountered it. I enslaved a bandit in one of the dungeons, left the dungeon where 1-3 bandits are already standing at the exit (outside), opened haven bag, left haven bag, and began the endless bandit fights. I can only assume that I grabbed a scripted enemy, which I'd imagine OBIS bandits are, and it is just going haywire.
mikesolo1975 Posted January 5, 2021 Posted January 5, 2021 thanks for the great work and amazing mod. i installed the new update and chose the new addon for alternate start. and i chose black reach and i has atacked there from bandits. its normal that ? thanks again
CliftonJD Posted January 5, 2021 Author Posted January 5, 2021 12 hours ago, krimsonxg said: I'm encountering something weird with an enslaved bandit where multiple instances of 1-3 OBIS bandits are spawning every minute seemingly forever next to the enslaved bandit. This didn't start happening until I left the original cell where I enslaved the bandit and seems to start happening as soon as you enter a new cell. For reference on how I encountered it. I enslaved a bandit in one of the dungeons, left the dungeon where 1-3 bandits are already standing at the exit (outside), opened haven bag, left haven bag, and began the endless bandit fights. I can only assume that I grabbed a scripted enemy, which I'd imagine OBIS bandits are, and it is just going haywire. obis adds a keyword to bandits at the base level. if it were a faction, i could look into adding it to the cleaner. but afaik there's no way to clean a keyword. for now the only known fix for this is to adjust your obis settings from mcm. lmk if you need help tracking what settings effect that nature. 2 hours ago, mikesolo1975 said: thanks for the great work and amazing mod. i installed the new update and chose the new addon for alternate start. and i chose black reach and i has atacked there from bandits. its normal that ? thanks again odd, i don't remember bandits in that area. normally falmer there
Guest Posted January 5, 2021 Posted January 5, 2021 3 hours ago, CliftonJD said: obis adds a keyword to bandits at the base level. if it were a faction, i could look into adding it to the cleaner. but afaik there's no way to clean a keyword. for now the only known fix for this is to adjust your obis settings from mcm. lmk if you need help tracking what settings effect that nature. Using the command console information window the bandits this affects are under the 0001BCC0 faction which is what I think is the bandit faction. I have learned that this is entirely just OBIS and is being caused by the "Extra Spawns" portion of the mod that adds more bandits to locations. Without digging into the code, OBIS's "Extra Spawns" starts a scan when the cell changes and looks for valid actors to attach the new spawns to. I'm imagining that it is checking for bandit factions registered to npcs and then placing 1-3 more bandits near them. In this case the enslaved bandits still have the bandit faction it is being detected by the scan. Disabling the OBIS Extra Spawns setting does prevent random bandits from just appearing on cell changes. I'm also not finding a way to test this because I can't actually take the enslaved bandit out of the 0001BCC0 faction, my attempts in game to remove the faction seems to just refresh the enslaved bandit.
mikesolo1975 Posted January 5, 2021 Posted January 5, 2021 5 hours ago, CliftonJD said: 8 hours ago, mikesolo1975 said: thanks for the great work and amazing mod. i installed the new update and chose the new addon for alternate start. and i chose black reach and i has atacked there from bandits. its normal that ? thanks again odd, i don't remember bandits in that area. normally falmer there i tested the other options and all fine. just black reach the slave is in the ground and falmers and forsworns they attack me. after loading my choice in the cell.
CliftonJD Posted January 6, 2021 Author Posted January 6, 2021 5 hours ago, krimsonxg said: Using the command console information window the bandits this affects are under the 0001BCC0 faction which is what I think is the bandit faction. I have learned that this is entirely just OBIS and is being caused by the "Extra Spawns" portion of the mod that adds more bandits to locations. Without digging into the code, OBIS's "Extra Spawns" starts a scan when the cell changes and looks for valid actors to attach the new spawns to. I'm imagining that it is checking for bandit factions registered to npcs and then placing 1-3 more bandits near them. In this case the enslaved bandits still have the bandit faction it is being detected by the scan. Disabling the OBIS Extra Spawns setting does prevent random bandits from just appearing on cell changes. I'm also not finding a way to test this because I can't actually take the enslaved bandit out of the 0001BCC0 faction, my attempts in game to remove the faction seems to just refresh the enslaved bandit. yes, the extra spawns setting handles that, but if it tried to use that faction to detect the bandit, it would fail 99% of the time when scanning any slaves. that's the exact faction i added to the cleaning very long ago, the faction is cleaned from the slave during the enslavement process...the 1% exception to that rule would be if your slave failed enslavement. none object slaves give unpredictable results, often skipping the cleaning. the OBIS [KYWD:0x0177AF] (with 0x based on load order) would succeed every scan. loading pretty bandits mod (or something similar) after obis would change that so most if not all base bandit templates would be cleaned of the obis keyword leaving only the bandits added by obis as obis bandits. pretty bandits was originally female only tho so don't know how many males would be fixed in that manner...or if maybe the updated pretty bandits does indeed fix all vanilla bandits 3 hours ago, mikesolo1975 said: i tested the other options and all fine. just black reach the slave is in the ground and falmers and forsworns they attack me. after loading my choice in the cell. all i can figure is something else effecting the npc's in your game. forsworn shouldn't normally be there. could be the forsworn have moved the falmer close enough to attack the player. by default if you hadn't any forsworn there, the falmer should be behind the player. straight ahead is a clear path to an elevator to a dwarven room. loot the room and keep going up to the next elevator out
mikesolo1975 Posted January 6, 2021 Posted January 6, 2021 OK I go see if I has a mod conflict. Thanks again my friend
Guest Posted January 6, 2021 Posted January 6, 2021 1 hour ago, CliftonJD said: yes, the extra spawns setting handles that, but if it tried to use that faction to detect the bandit, it would fail 99% of the time when scanning any slaves. that's the exact faction i added to the cleaning very long ago, the faction is cleaned from the slave during the enslavement process...the 1% exception to that rule would be if your slave failed enslavement. none object slaves give unpredictable results, often skipping the cleaning. the OBIS [KYWD:0x0177AF] (with 0x based on load order) would succeed every scan. loading pretty bandits mod (or something similar) after obis would change that so most if not all base bandit templates would be cleaned of the obis keyword leaving only the bandits added by obis as obis bandits. pretty bandits was originally female only tho so don't know how many males would be fixed in that manner...or if maybe the updated pretty bandits does indeed fix all vanilla bandits Well, I think I found a solution that might "fix" if not greatly reduce this spawning issue. Apparently from a bug report about 2 years ago on OBIS does it mention extra bandits spawning on friendly converted bandits. The mod creator said that it shouldn't be happening but said to try giving the friendly bandits, enslaved bandits in our case, glowing pearls as the scripts apparently are looking for that specific item. So giving an enslaved bandit a glowing pearl "should" stop it, however it doesn't seem to work 100% of the time. So without going into my theory on what is happening, I would say if you use OBIS to keep 10 glowing pearls on your enslaved bandit and 10 glowing pearls in your inventory.
CliftonJD Posted January 6, 2021 Author Posted January 6, 2021 1 hour ago, krimsonxg said: Well, I think I found a solution that might "fix" if not greatly reduce this spawning issue. Apparently from a bug report about 2 years ago on OBIS does it mention extra bandits spawning on friendly converted bandits. The mod creator said that it shouldn't be happening but said to try giving the friendly bandits, enslaved bandits in our case, glowing pearls as the scripts apparently are looking for that specific item. So giving an enslaved bandit a glowing pearl "should" stop it, however it doesn't seem to work 100% of the time. So without going into my theory on what is happening, I would say if you use OBIS to keep 10 glowing pearls on your enslaved bandit and 10 glowing pearls in your inventory. if you can find those even, gl. i wasn't aware they existed. pearls or glowing mushrooms maybe. might want to recheck that it was skyrim(tes5) they were refering to and not oblivion(tes4)
Guest Posted January 6, 2021 Posted January 6, 2021 2 hours ago, CliftonJD said: if you can find those even, gl. i wasn't aware they existed. pearls or glowing mushrooms maybe. might want to recheck that it was skyrim(tes5) they were refering to and not oblivion(tes4) It is glowing pearls, they are added by OBIS and when you kill an OBIS bandit they will have 1 on them. Using something like the AddItemMenu to get a hold of them is also pretty easy.
BeefyJackal Posted January 6, 2021 Posted January 6, 2021 I'm having a tough time getting this to work. What exactly do I have to download? The game won't load. What's the sse update patch and when would I need it? I'm only using tdf and I downloaded the patch needed for it, assuming that I don't need the All addons installed version. I've been trying with the loose no addons version cause I only use TDF and the all addons one requires me to download all the other mods that I don't want.
CliftonJD Posted January 6, 2021 Author Posted January 6, 2021 41 minutes ago, BeefyJackal said: I'm having a tough time getting this to work. What exactly do I have to download? The game won't load. Requirements: Skyrim SE 1.5.39 SKSE SE v2.0.7 SkyUI SE FNIS SE SexLab Framework SE 1.63 - BETA 2 Zaz animation pack se V7 or 8 the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod
pinky6225 Posted January 6, 2021 Posted January 6, 2021 What voice types are setup and should work? have a ancient vampire slave - femalesultry voice and a thalmor wizard - haughtyelf but the voice they do is often the nord one and regardless of respect value dont always use very respectful dialogue
Alex3009 Posted January 6, 2021 Posted January 6, 2021 Hi. I'll repeat myself. I have a problem after the latest updates, the battle stats are over 100%. Does everyone have this problem or is it just me? Spoiler
CliftonJD Posted January 6, 2021 Author Posted January 6, 2021 10 minutes ago, pinky6225 said: What voice types are setup and should work? have a ancient vampire slave - femalesultry voice and a thalmor wizard - haughtyelf but the voice they do is often the nord one and regardless of respect value dont always use very respectful dialogue if the haughty elf gives respect issues, try the slave reset. those should be using the eventoned voice as the default voice type but the sultry voice was copied over from older paradise halls version. originally sultry voice was the main voice type instead of eventoned, but the respect factions were changed as well in the upgrade to current paradise halls so i'll need to go back and update them at some point. still thinking i'd prefer to figure out what's wrong with the other more current dialogues first to see if its a fixable issue that can be avoided before updating sultry voices nords, condescending, and young friendly voice types were all added in as their own voice types. the above info was all written into skyrim Le as a general law that all seemed to work as intended. getting new voice type problems in Se for silent voice dialogs that shouldn't be silent and were using vanilla voice type in Le. hard to track down which dialogs are silent for which voice types and hard to concentrate on the respect issues with the silent bugs. so at some point i may need to go back to testing from Le to flesh those out before working new issues for Se
pinky6225 Posted January 6, 2021 Posted January 6, 2021 4 minutes ago, Alex3009 said: Hi. I'll repeat myself. I have a problem after the latest updates, the battle stats are over 100%. Does everyone have this problem or is it just me? Reveal hidden contents Yeah its normal from when i asked that awhile ago On 10/31/2020 at 5:28 PM, CliftonJD said: home sweet home has an se port now. slaves moved from pah to hsh can train other hsh slaves yes, on combat only. for the moment it only effects the slave prices when sold at the felglow slave camp. but its eventual intention is to be ready if/when i can fix or rebuild the combat system to improve the combat or mage skills of the slave so they can be more effective in battle 1
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