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


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42 minutes ago, CliftonJD said:

ya, since its the same scripts, i didn't change the mcm or the log yet for these changes. guess i should have called it repost 3 instead of 7.5.4 would have made more sense for the circumstance

if the textures are still having issues with this version, i'll try eliminating the separate texture bsa's and update the version number in the mcm and log file scripts

ok thanks again for the amazing work ?

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2 hours ago, CliftonJD said:
10 hours ago, Nonseen said:

first send message me: "playing leito cumlings" then message say:"playing zaz dogy style 1"

zaz and dd both have sl filters that mean some animations play as intended and other animations get filtered out and can sometimes play animtions that don't make sense to the dialog chosen

okay i dont know about this thank you for the answer i ignore this happenings in the future.

2 hours ago, CliftonJD said:
10 hours ago, Nonseen said:

#2 - if the pc level up the slaves hp incrase ( i dont know this is bug or not!)

yes, that's intentional. if the slave is of an npc that wouldn't normally level up, the combat training will effect it

I think maybe me not understand something bead english :(

i punished a slave nonstop using a one handed wepon and the test character leveled up so match his one handed skill character leveled up.

as my character hit level 2. slaves hp incrased. all slaves some of them not part of any combat.

 

my question:

if a slave not ordered to do combat, player level ncrase this slave hp incrase is okay?

 

if a slave orderd to do combat, combat stat in slave incrase, slave hit point going up?

  if yes combat skill need let say incrase 10 point to incrase the hp lvl 1 bandit? i ask this question becuse i can use a interface mod that shows hit point of the target so i can check.

 

----------

2 hours ago, CliftonJD said:
10 hours ago, Nonseen said:
  Hide contents

SSEdit say:

paradise_halls.exp has 1 identical to master

paradise_halls_SLExtension.esp has 141 identicel to master

 

Expand  

hmm, that's odd. mine says the identical to master records were cleaned in that version

 

i downloaded fallowing file before post this writing and re run the SSEEdit checks:

882641141_pahe_lives_on-7.5.4wipwithalladdonsinstallforsse.zaz

 

SSEdit i use:

https://www.nexusmods.com/skyrimspecialedition/mods/164

 

SSE Edit reports, i found:

paradise_halls.esm errors SSEdit:

Spoiler

Removing: ArmorTorturerHood "Torturer's Hood" [ARMO:000EE5C0]

- name: 'paradise_halls.esm'
    dirty:
      - <<: *quickClean
        crc: 0x53EA75B0
        util: '[SSEEdit v4.0.3](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 1
    clean:
      - crc: 0x2FDF5DAA
        util: 'SSEEdit v4.0.3'

pahe_lakeview_manor_cell.esp erors SSEEdit:

Spoiler


Undeleting: [REFR:0200F3DC] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BF00] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEFF] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEFD] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEFB] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEFA] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF9] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF8] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF7] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200910D] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Skipping: [NAVM:020111A8] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Skipping: [NAVM:0200EF28] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF6] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF5] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF4] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF3] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF2] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF1] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF0] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEEF] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEEE] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEED] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEEC] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEE3] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:02003B15] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])

Skipping: [NAVM:020111A8] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Skipping: [NAVM:0200EF28] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
[Undeleting and Disabling References done]  Processed Records: 500, Undeleted Records: 0, Elapsed Time: 00:00
<Warning: Plugin contains 2 deleted NavMeshes which can not be undeleted>

 

LOOT Masterlist Entries

  - name: 'pahe_lakeview_manor_cell.esp'
    dirty:
      - <<: *reqManualFix
        crc: 0x951C9293
        util: '[SSEEdit v4.0.3](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        udr: 23
        nav: 2
    dirty:
      - <<: *reqManualFix
        crc: 0x8C1C40CE
        util: '[SSEEdit v4.0.3](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        nav: 2

 


Path to the deleted nav mesh:

Spoiler

 [03] pahe_lakeview_manor_cell.esp (8C1C40CE) \ Cell \ Block 5 \ Sub-Block 0 \ 02004849 <BYOHHouse1FalkreathBasement> \ Temporary \ 0200EF28
 [03] pahe_lakeview_manor_cell.esp (8C1C40CE) \ Cell \ Block 5 \ Sub-Block 0 \ 02004849 <BYOHHouse1FalkreathBasement> \ Temporary \ 020111A8

 

 

----------

2 hours ago, CliftonJD said:
11 hours ago, Nonseen said:

#4 - i capture bandit tye A and find another bandit type A, the new bandit type A is naked with wepon. 

i mean: same face, body type, both bandit use same type of wepon basicly identiticeal

 

yes, that's a known bug i haven't been able to fix

okay :(

 

2 hours ago, CliftonJD said:
11 hours ago, Nonseen said:

#6 near beakfall barrow a male slave tryed to escape but not sucsessful i let them run around long as slave wish to run
after going inside slave escaped

letting the slave run outdoors has the risk of escape, going inside while that slave is outside running is letting them escape

11 hours ago, Nonseen said:

#8 inside bleak fall barrow i lett 2 new slave try to escape, they runed around non stop at 5-6 minute then i rested a bed 1 hour
escaping slaves still around. then i waited 6 hours, 1 hour steps, slaves not escaped
the waited 24 hours slaves still trying to escap :)
after that i let slaves run 10 minutes no testsubject escaped
i dont knwo this is a future or bug? feels me future: its give more chance to catch multiple escaping slave inside.

might be some rare exceptions, but mostly slaves can't escape while indoors, like they don't know how to open the exit door

Make sense :) Next time i do slave traning only  indors :) 

 

Thank you for your time and pataince  :)

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1 hour ago, pinky6225 said:

Just upgraded to the new version but loading a save i'm getting

 

 

  Hide contents

 

 


PahWarnings.jpg.b972d44d1e6ba809ab6608df1602027e.jpg
 

 

 

 

Take it this is from stuff being moved to the .BSA so i can ignore?

lakeview manor cell i couldn't rename to esl without issues from mo during sort

my home is your home patch i couldn't decide which to pack with the files, spose i could pack both and let you disable the extra patch

not sure how i forgot the slave camp, i'll re-add the camp and repost it

Link to comment
8 minutes ago, Nonseen said:
Spoiler

Undeleting: [REFR:0200F3DC] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BF00] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEFF] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEFD] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEFB] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEFA] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF9] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF8] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF7] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200910D] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Skipping: [NAVM:020111A8] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Skipping: [NAVM:0200EF28] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF6] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF5] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF4] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF3] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF2] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF1] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEF0] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEEF] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEEE] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEED] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEEC] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:0200BEE3] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Undeleting: [REFR:02003B15] (in GRUP Cell Persistent Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])

Skipping: [NAVM:020111A8] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
Skipping: [NAVM:0200EF28] (in GRUP Cell Temporary Children of BYOHHouse1FalkreathBasement "Lakeview Manor, Cellar" [CELL:02004849])
[Undeleting and Disabling References done]  Processed Records: 500, Undeleted Records: 0, Elapsed Time: 00:00
<Warning: Plugin contains 2 deleted NavMeshes which can not be undeleted>

 

LOOT Masterlist Entries

  - name: 'pahe_lakeview_manor_cell.esp'
    dirty:
      - <<: *reqManualFix
        crc: 0x951C9293
        util: '[SSEEdit v4.0.3](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        udr: 23
        nav: 2
    dirty:
      - <<: *reqManualFix
        crc: 0x8C1C40CE
        util: '[SSEEdit v4.0.3](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        nav: 2

 

i don't know why loot tells you to undelete those, they are conflicting references against the changes of the addon. for example some of those references would allow you to build a weapon rack in the middle of a walkway. choosing to own the falkreath home from alternate start would also enable that weapon rack

Link to comment
25 minutes ago, CliftonJD said:

lakeview manor cell i couldn't rename to esl without issues from mo during sort

my home is your home patch i couldn't decide which to pack with the files, spose i could pack both and let you disable the extra patch

not sure how i forgot the slave camp, i'll re-add the camp and repost it

 

Is there an actual difference between the two? The only one on the download page as a seperate download is My Home Is Your Home (MHiYH 2plus) dialogue patch.esp but the one in 882641141_pahe_lives_on-7.5.4wipwithalladdonsinstallforsse.7z is My Home Is Your Home dialogue patch.esp but if they are the same thing with different names then i'd not have thought it would matter

Link to comment
1 hour ago, CliftonJD said:

don't know why loot tells you to undelete those, they are conflicting references against the changes of the addon. for example some of those references would allow you to build a weapon rack in the middle of a walkway. choosing to own the falkreath home from alternate start would also enable that weapon rack

i read a guide in sse edit user manual wiki page, the manual say: check evry mod before start use. Before i start use a mod i run sse edit auto clean mode see what happen.

if a mod aouthor say in mod description do not run SSEdit i dont run. 

 

Edit:

I slow in understanding you, sorry for that. i use more google translate in the future.  I dont know why SSE Edit say i going to delete this edits.

Link to comment
1 hour ago, pinky6225 said:

 

Is there an actual difference between the two? The only one on the download page as a seperate download is My Home Is Your Home (MHiYH 2plus) dialogue patch.esp but the one in 882641141_pahe_lives_on-7.5.4wipwithalladdonsinstallforsse.7z is My Home Is Your Home dialogue patch.esp but if they are the same thing with different names then i'd not have thought it would matter

for the most part they are the same, but for some reason mhiyh 2plus adds a faction to be friendly to townies and allied to player and player's wife and housecarls, the patch for that version edits that faction to also be allied to slaves

Link to comment

I run a test only mods that need pahe work loaded. new game.

 

textures work as intended :)

 

Started game as slaver in bannered mare i got ingrid as slave with 100 subbmision.

after some respect traning, at 52,7999 respect stopped not respectfull. i dont know this is how inteded to work or not.

 

Thank you for your work and for this great mod! :)

Link to comment
2 hours ago, Nonseen said:

my character hit level 2. slaves hp incrased. all slaves some of them not part of any combat.

 

my question:

if a slave not ordered to do combat, player level ncrase this slave hp incrase is okay?

some npc's are already programmed to level with the player, pahe only increases hp for those that don't and that bonus is based on combat training

Link to comment
21 minutes ago, Nonseen said:

I run a test only mods that need pahe work loaded. new game.

 

textures work as intended :)

 

Started game as slaver in bannered mare i got ingrid as slave with 100 subbmision.

after some respect traning, at 52,7999 respect stopped not respectfull. i dont know this is how inteded to work or not.

 

Thank you for your work and for this great mod! :)

glad to hear all is working :)

welcome :)

 

Link to comment

Downloaded new version called:

1144049224_pahe_lives_on-7.5.2repack3wipwithalladdonsinstallforsse.7z

 

SSE Edit says:

paradise_halls_fellglow_slave_camp.esp

Spoiler

[00:08] Done: Applying Filter, [Pass 1] Processed Records: 2679, [Pass 2] Processed Records: 2648, Remaining unfiltered nodes: 2648, Elapsed Time: 00:01
Undeleting: [REFR:000D3EE4] (places TreePineForestUprooted01 [STAT:00013B33] in GRUP Cell Temporary Children of PAHFellglowSlaveCampExterior02 [CELL:00009159] (in Tamriel "Skyrim" [WRLD:0000003C] at 13,3))
Undeleting: [REFR:00042FB5] (places RockCliff03 [STAT:00025DA8] in GRUP Cell Temporary Children of PAHFellglowSlaveCampExterior02 [CELL:00009159] (in Tamriel "Skyrim" [WRLD:0000003C] at 13,3))
Undeleting: [REFR:0010D615] (places SkyrimCloudDistant03 [STAT:00017521] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]))
[Undeleting and Disabling References done]  Processed Records: 2647, Undeleted Records: 3, Elapsed Time: 00:00
Removing: [NAVM:000FD732] (in GRUP Cell Temporary Children of [CELL:00009179] (in Tamriel "Skyrim" [WRLD:0000003C] at 12,2))
Removing: GRUP Cell Temporary Children of [CELL:00009179] (in Tamriel "Skyrim" [WRLD:0000003C] at 12,2)
Removing: [CELL:00009179] (in Tamriel "Skyrim" [WRLD:0000003C] at 12,2)
[Removing "Identical to Master" records done]  Processed Records: 2647, Removed Records: 3, Elapsed Time: 00:00

 

 

LOOT Masterlist Entries

  - name: 'paradise_halls_fellglow_slave_camp.esp'
    dirty:
      - <<: *quickClean
        crc: 0xF6B21832
        util: '[SSEEdit v4.0.3](https://www.nexusmods.com/skyrimspecialedition/mods/164)'
        itm: 3
        udr: 3
    clean:
      - crc: 0xDDCB6E4E
        util: 'SSEEdit v4.0.3'

 

I dont know this is a problem or not.

 

Running quick test on cleaned version and non cleaned version and update this post the results.

 

Edit #1:

Testrun 1 done using a SSEdit cleaned version of fellglow slave camp results:

1 - outside not find any clipping only tons of bush inside the wood wals.

2 - upon arrival a stormcloack solder, a runer runed out from the slave camp fast travel point... looks like stormcloacks has connection to slave bussnies...

3 - inside trade funcition avible only master jorek not start any dialoge/no dialoge option avible.

 

Edit#2:

Testrun 2 done using downloaded non modified version of fellglow slave camp results:

1 - Outside not noticed any difference looks of things

2 - upon arrival i get attacked by bandits, the bandits come outside of the fort, and slaver guards helped me defeat them. To mee looks like some random event/encounter placed this area

3 - Inside master jorek accepted my ingrid to buy, run full inspection of the slave and offered 599 gold price, after complition of transaction ingrid placed one open holding cage.

 

Conclusion: This case SSEEdit killed the mod.

 

Other observation:

Interior door of the camp lead back hole. other caves in vannila game i see cave or stone works as opening cell entry dor.

 

Suggestion/idea:

if many bandit in the slave busssnies why not give bandit inventory/loot randomly slaver items like cuffs, whip, collars?

This way after many of them defeated and capjured can suffer from own "toys".

 

Edit #3:

Forget to mention: MO2 say: Pahe_Immersive_Creature Special Edition patch.esp (form 43)

 

Edit #4:

Recent discovery: in Fellglow slavecamp near the main hal a corridor lead a dor that looks like a mine entri door. This door leads nowhere, based on everiemnt looks supposed to lead some mine maybe? Its possible something missing?

Link to comment
5 hours ago, DarkMaster13 said:

Hi Slavers! :) This is one of my favorite mods. Thank you very much CliftonJD and Musje for supporting and extending this mod.

I use "Followers Can Loot" mod and would amazing if someone can add support of this mod for PAHE.

 

Yes i know i can set Priority of quest to 97 and it will be work. But I mean itegrate it like dialog and access after slave training. :)

 

i can look into that, but something about slave inventory makes me wonder if that will work. for example, give a follower an axe and ask him to cut trees, the follower will gain/earn lumber. but try the same with a slave, the slave will not get any lumber for it. similar issues with tdf prostitution as well

Link to comment

Thank you for the update.

 

I found an issue when the slaves are renamed which worked before (now it doesn't work). The console said something about an error parsing female.txt or something like that.

 

Note that I have the racial names enabled. Cheers.

Link to comment
9 hours ago, Nonseen said:

Forget to mention: MO2 say: Pahe_Immersive_Creature Special Edition patch.esp (form 43)

 

ok, that i'll need to reinstall that before fixing/updating to 44

9 hours ago, Nonseen said:

Suggestion/idea:

if many bandit in the slave busssnies why not give bandit inventory/loot randomly slaver items like cuffs, whip, collars?

This way after many of them defeated and capjured can suffer from own "toys".

 

only that camp is in the slaver business...but its not a bad idea for other addons that put slavers in. might be able to add that to hydra slavers

 

9 hours ago, Nonseen said:

Conclusion: This case SSEEdit killed the mod.

 

ya, i think i tried to post an update to the camp once that undeleted those, but the bugs even included ctd's for some users

 

9 hours ago, Nonseen said:

Other observation:

Interior door of the camp lead back hole. other caves in vannila game i see cave or stone works as opening cell entry dor.

 

i think layam made the door and Etr updated the interior. after the above mentioned bugs, i won't touch it

Link to comment
41 minutes ago, Kalysto said:

Thank you for the update.

 

I found an issue when the slaves are renamed which worked before (now it doesn't work). The console said something about an error parsing female.txt or something like that.

 

Note that I have the racial names enabled. Cheers.

ok, i'll add that to my list to look into for a fix. for now, disable that feature from the options

Link to comment
1 hour ago, CliftonJD said:

i can look into that, but something about slave inventory makes me wonder if that will work. for example, give a follower an axe and ask him to cut trees, the follower will gain/earn lumber. but try the same with a slave, the slave will not get any lumber for it. similar issues with tdf prostitution as well

 

I Use "Let's talk about looting in general" > "Use your normal inventory to store loot." and slaves have loot in inventory then.

Link to comment
2 hours ago, CliftonJD said:
3 hours ago, Kalysto said:

Thank you for the update.

 

I found an issue when the slaves are renamed which worked before (now it doesn't work). The console said something about an error parsing female.txt or something like that.

 

Note that I have the racial names enabled. Cheers.

ok, i'll add that to my list to look into for a fix. for now, disable that feature from the options

I used to manualy re name my slaves Subject 1...X names manualy one by one. To me its worked i not changed mcm settings i used default.

 

only bug i encountered if a slave become TDF prositute tdf use original names not the updated ones.

 

3 hours ago, CliftonJD said:
12 hours ago, Nonseen said:

Conclusion: This case SSEEdit killed the mod.

 

ya, i think i tried to post an update to the camp once that undeleted those, but the bugs even included ctd's for some users

 

3 hours ago, CliftonJD said:
12 hours ago, Nonseen said:

Other observation:

Interior door of the camp lead back hole. other caves in vannila game i see cave or stone works as opening cell entry dor.

 

i think layam made the door and Etr updated the interior. after the above mentioned bugs, i won't touch it

i see, thank you for the answers. 

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First of all, great mod.

 

tl;dr: Is there a way to *completely* reset NPC's? Remove all flags from mods, relation to the PC etc? Since due to a likely mod conflict, some of mine are frozen in place and don't react to anything (resetAI, recycleactor etc). Full story below:

 

So I'm using this together with TDF Prostitution which lets you pimp out npcs who will then follow you around. Did this to a couple of them while also having 3 slaves at the time. Got into a big fight, things got chaotic and when the dust settled, my hooker followers were attacking my slaves.

 

In response I did what any reasonable person would do; I enslaved them too.

 

However, now they are breaking down. When leaving or exiting buildings they would sometimes despawn (and stop showing up in the slave tab) or be teleported next to me but be completely frozen. T-pose, no movement, not reacting to dialogue. As in i can open dialogue but clicking the options does nothing.

 

The NPCs in Question are:

Saadia (minor quest NPC)

Jolene (Slutty Dibella Follower, with some unique dialogue but no quest associated afaik)

Some tavern wench from Ivarstead (Named but that's about it afaik)

 

Things I've tried so far:

- un-enslaving them, both via dialogue (before the bug happens) and via MCM. They go back home but then freeze there

- resetAI

- disable/enable

- recycleactor

- reset / reclone them via PH MCM

 

The last one so far has had the best results, with Jolene and the Tavern Girl respawning as a 2nd copy next to their frozen self. However, the copy would still exist and probably mess things up, because there are some dialogues and scripts still related to them. Also, it doesn't work on Saadia to begin with.

 

Hence my questions.

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On 4/1/2021 at 9:40 AM, Nonseen said:

Hello!

After creating new character, talked mara statue and tryed out:  "im slaver" -> witherun, bannered mare option.  

What mod are you using to start as a slaver. I tried googling and could only find start as a slave.

 

thanks

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2 hours ago, thesteve812 said:
On 4/1/2021 at 6:40 PM, Nonseen said:

Hello!

After creating new character, talked mara statue and tryed out:  "im slaver" -> witherun, bannered mare option.  

What mod are you using to start as a slaver. I tried googling and could only find start as a slave.

 

thanks

 

Hello!

 

To start as slaver you need the fallowing 2 mod and the requierment for those:

https://www.nexusmods.com/skyrimspecialedition/mods/272

 

 

From here download :

"1144049224_pahe_lives_on-7.5.2repack3wipwithalladdonsinstallforsse.7z"

This one the latest version contain WIP version. Contain tons of esp addon to the base PAHE one of this named:

 

Pahe_AltStartLAL.esp

this one allow as start as slaver.

 

I tested only bannered mare start this one give one trained slave, armor, and some starting mutch needed iron cuffs.

i know nothing about other options.

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Found bugs / anomalys this version of PAHE: 

1144049224_pahe_lives_on-7.5.2repack3wipwithalladdonsinstallforsse

 

mods in use:

Spoiler

XPMSE

SOS

ZAZ

Itortureframework

SKSE engine fixes

Atlas mapmakers

luminosity light overhaul

SL anim loader - Funny buzznes pack

Flora respawn fix


and pahe requierment to work

 

PAHE related mods:

 

alternate start

TDF legendary version

 

Active PAHE plugins(in this order loading, LOT sorted, other mods not included):

paradise_halls

paradise_halls_farengar_studies

paradise_halls_SLExtension

pahe_lakview_manor_cell

paradise_halls_fellglow_slave_camp

pahe-tdf-patch

Pahe_AltStartLAL

 

Test method:

new game started -> marastatue-> patreon of inn -> withreun->farengar tools pick up ->silentmon camp, haltedsteamcamp all slave capture and some slaves inside the whiteriwerwatch

 

Bugs found:

#1

slave tracker quest marker not mark slaves that more 16 th place in the mcm menu. i mean first 16 slaves marked then 17th and other not.

 

#2

slaves that affiliated tdf activity vanish if i move betvean cells.

i mean one slave ordered to fallow me, same time this slave is a tdf prositute. as i move from interior to exterior she vanished.

 

same happened when MOD used, that case if i ordered slave stay the indor vanished, if i cuffed iron cuffs vanished. 

 

EDIT1:

i created a copy of this test profile and changed load order as in mod page suggested, restarted pahe. only change i noticed diferent saves get the slave tracking marker evry time i restart the mod.

Link to comment
On 4/4/2021 at 2:46 AM, Hamakabula said:

First of all, great mod.

 

tl;dr: Is there a way to *completely* reset NPC's? Remove all flags from mods, relation to the PC etc? Since due to a likely mod conflict, some of mine are frozen in place and don't react to anything (resetAI, recycleactor etc). Full story below:

 

So I'm using this together with TDF Prostitution which lets you pimp out npcs who will then follow you around. Did this to a couple of them while also having 3 slaves at the time. Got into a big fight, things got chaotic and when the dust settled, my hooker followers were attacking my slaves.

 

In response I did what any reasonable person would do; I enslaved them too.

 

However, now they are breaking down. When leaving or exiting buildings they would sometimes despawn (and stop showing up in the slave tab) or be teleported next to me but be completely frozen. T-pose, no movement, not reacting to dialogue. As in i can open dialogue but clicking the options does nothing.

 

The NPCs in Question are:

Saadia (minor quest NPC)

Jolene (Slutty Dibella Follower, with some unique dialogue but no quest associated afaik)

Some tavern wench from Ivarstead (Named but that's about it afaik)

 

Things I've tried so far:

- un-enslaving them, both via dialogue (before the bug happens) and via MCM. They go back home but then freeze there

- resetAI

- disable/enable

- recycleactor

- reset / reclone them via PH MCM

 

The last one so far has had the best results, with Jolene and the Tavern Girl respawning as a 2nd copy next to their frozen self. However, the copy would still exist and probably mess things up, because there are some dialogues and scripts still related to them. Also, it doesn't work on Saadia to begin with.

 

Hence my questions.

if recloning produces a second copy that works, release the original bugged copy from the mcm for that slave

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