Fredfish Posted August 29, 2021 Posted August 29, 2021 9 hours ago, James_E_C said: When does the stuff to enslave people spawn on Farengar's desk? I tried right after starting in an alternate start, but nothing was there. Do you have to complete Bleak Falls Burrow, or just the escape from Helgen, or am I just missing the stuff? Â It doesn't spawn on his desk, it spawns in the little library room behind his main room next to his bedroom. 1
James_E_C Posted August 29, 2021 Posted August 29, 2021 13 hours ago, Nonseen said: hmm in this case might wise check out pahe installed and working.  after pahe installation, loading exisiting game or starting new one pahe need load and install self.  i suggest go mcm menu->PAHE-> check in the main pahe menu the status of pahe if not running click the "stoped" writing inside the menu. this one initiate restart of PAHE. Tried that, got a couple of messages, checked pahe and it was still stopped.  13 hours ago, Nonseen said:  pahe fail to install self if your game heavy moded and lot of scripts running behind the scanes. I don't know how heavy the scripting I have is check a few posts ago to see my mod list. Added a few more mods (but just companions, Elsie, Ion, the Twins and Cynthia). Â
TrollAutokill Posted August 31, 2021 Posted August 31, 2021 Hi CliftonJD, Â I hope you will find time to bless us with a new version soon. Â I attach here my last version of pahcore. I tried to reduce the DoM changes to a minimum, but you might be interested by some of the other changes: - Replaced slave array with a fixed array for simplicity (noone needs to save 256*8 bytes of memory nowadays) - Added AddSlaveBase and CaptureBase to avoid repeating the same code over and over - A few other bug fixes. pahcore.psc 1
CliftonJD Posted August 31, 2021 Author Posted August 31, 2021 On 8/24/2021 at 3:36 PM, whatAmIdo1n said: I have a strange bug where anytime I enslaved a npc of certain race (say orc) then all npcs of that race are acting like I've enslaved them before and become mean to my character. For ex. I had a orc slave for a bounty and then after dropping him, I tried to talk to a random named orc npc and she only has the "use me but let me use your service" dialogue and she says the lines when you have bad standing with a npc.  Edit: huh idk what was really causing it but selecting the dialogue letting the scene play and it reset the npc. Strange. ok good to hear it fixed itself, never heard of a pahe bug that would cause that to happen On 8/26/2021 at 12:38 PM, eruwat said: Why do some of my slaves get lost, when they are too far away or in another Worldspace?  I have catched two NPC's in a cave and trained them above 60 submission. Now I tie them or say "stay here". When I go about 250m away (PAHE MCM) or change the worldspace, one of the two slaves gets lost.  This has already happend in the past. I thougt it happend because I catched scripted NPC's (bandits on the road) but this time it's definitely no scripted one.  Any suggestions? Maybe logs? what do you mean lost, are they just invisible like other npc's or armor in game that can fail to load the meshes and become invisible. if they're having pathing issues in your game, you have the option to teleport them from the debug section of the slave info in the mcm On 8/29/2021 at 1:02 AM, James_E_C said: That's just it. I don't get anything, no popup or anything. I guess I might be reducing them too much, so next time I will try to paralyze them.  On 8/29/2021 at 3:42 PM, James_E_C said: Tried that, got a couple of messages, checked pahe and it was still stopped.  I don't know how heavy the scripting I have is check a few posts ago to see my mod list. Added a few more mods (but just companions, Elsie, Ion, the Twins and Cynthia).  not seeing any posts from you about a mod list or load order, your first post i found was related to farengar's study. you may not have that esp enabled. if your mcm lists pahe as stopped, we have to start with fixing that before you can enslave anybody regardless of load order. double check that you have installed at the least the bsa files for paradise halls and sexlab extension or it won't work. if you have all that installed, the next step is to check your papyrus logs for anything stopping it up as that is what we rely on to start the mod and run essential functions. you can post your log here for review if you need help sorting thru the seemingly nonsense data, but in most cases you're best bet is to test on a clean save to see if your save is too old or corrupted 9 hours ago, TrollAutokill said: Hi CliftonJD,  I hope you will find time to bless us with a new version soon.  I attach here my last version of pahcore. I tried to reduce the DoM changes to a minimum, but you might be interested by some of the other changes: - Replaced slave array with a fixed array for simplicity (noone needs to save 256*8 bytes of memory nowadays) - Added AddSlaveBase and CaptureBase to avoid repeating the same code over and over - A few other bug fixes. pahcore.psc 76.84 kB · 0 downloads ok and thank you, i'll take a look at it for any script improvements you've added, but i don't know enough about the arrays to really know which method is better: keeping in mind original paradise halls didn't have those arrays blabla added those to pahe later on and i upgraded his partial arrays to the full 128 blabla's arrays went to 63 with his slave count locked at 50 using your method of defining the arrays, he could have defined it as 50 and saved himself a ton of work so i get confused on the logic behind it i saw your changes to the arrays in dom and sat there dumb-founded so i knit-picked at problems that were actually from testing new content of other mod updates that unknowingly interfered with the basic functions of pahe even without dom so i do apologize for that. part of my delay in the next update is having to step back to find what's slowing the basic slave functions of pahe to a crawl. that aside i even noticed after seeing your method of defining the arrays that layam had some arrays in the slave camp scripts that seem to be giving errors for camp testers that leave me dumb-founded on how to approach it or what needs to be done  maybe you understand enough about arrays to exceed 128, bethesda forums once had a wiki about using multiple arrays to combine in order to exceed 128, but they changed their forum and no longer keep that info. nexus now has a resource file that appears to contain the same data if you'd like to take a look here: https://www.nexusmods.com/skyrim/mods/24776 if we can figure that out, the new method would prove better without hesitation. our slave count was ready to reach 130 years ago and from there i could have made it to an even 150 or 200, but had to be cut back due to the array size limitations
James_E_C Posted September 1, 2021 Posted September 1, 2021  2 hours ago, CliftonJD said: not seeing any posts from you about a mod list or load order, your first post i found was related to farengar's study. you may not have that esp enabled. if your mcm lists pahe as stopped, we have to start with fixing that before you can enslave anybody regardless of load order. double check that you have installed at the least the bsa files for paradise halls and sexlab extension or it won't work. if you have all that installed, the next step is to check your papyrus logs for anything stopping it up as that is what we rely on to start the mod and run essential functions. you can post your log here for review if you need help sorting thru the seemingly nonsense data, but in most cases you're best bet is to test on a clean save to see if your save is too old or corrupted ation. our slave count was ready to reach 130 years ago and from there i could have made it to an even 150 or 200, but had to be cut back due to the array size limitations I guess I forgot to include my LOOT order. Here it is. One thing I did notice, however, is the only version of Ferengar's study is the German one. Is there an English version? Although I guess not having it isn't a total loss (unless that Leash spell is unique to Ferengar's Study).  0 0    Skyrim.esm  1 1    Update.esm  2 2    Dawnguard.esm  3 3    HearthFires.esm  4 4    Dragonborn.esm  5 5    SexLab.esm  6 6    SexLabAroused.esm  7 7    Devious Devices - Assets.esm  8 8    Forgotten DungeonsAll.esp  9 9    ZaZAnimationPack.esm  10 a    Devious Devices - Integration.esm  11 b    BeeingFemale.esm  12 c    Amputator.esm  13 d    Devious Devices - Expansion.esm  14 e    Schlongs of Skyrim - Core.esm           Heretical Resources.esm  15 f    ITortureFramework.esm  16 10    paradise_halls.esm  17 11    PSQ PlayerSuccubusQuest.esm  18 12    HighResTexturePack01.esp  19 13    HighResTexturePack02.esp  20 14    HighResTexturePack03.esp  21 15    Vampire Lord Serana Fixed.esp  22 16    SkyUI.esp           Vampiric_Drain_Fix.esp  23 17    FNIS.esp  24 18    BeeingFemale.esp  25 19    EstrusChaurus.esp  26 1a    SlaveTats.esp  27 1b    SD Cages.esp  28 1c    troublesofheroine.esp  29 1d    BeeingFemaleBasicAddOn.esp  30 1e    paradise_halls_SLExtension.esp  31 1f    AliciaPainSlut.esp  32 20    MilkModNEW.esp  33 21    PAH_HomeSweetHome.esp  34 22    bac.esp  35 23    PAH_AndYouGetASlave.esp  36 24    Public Whore.esp  37 25    troublesofheroineDB.esp  38 26    MilkMod_MilkPumpsBasic.esp  39 27    SimpleSlavery.esp  40 28    Marriable Serana.esp  41 29    troublesofheroineDG.esp  42 2a    dcc-dm2.esp  43 2b    paradise_halls_fellglow_slave_camp.esp  44 2c    Corruption.esp  45 2d    Corruption - DLC Patch.esp  46 2e    submissivelola_est.esp  47 2f    kal_LolaAddon.esp  48 30    SexLab_Hormones.esp  49 31    SlaversHideout.esp  50 32    portal2mod.esp  51 33    SD Cages - Forgotten Dungeons Patch.esp  52 34    RewardYourFollowers.esp  53 35    itgrows.esp  54 36    SlaveTatsEventsBridge.esp  55 37    RaceMenu.esp  56 38    RaceMenuPlugin.esp  57 39    MilkModNEW CF.esp  58 3a    MilkModNEW HF.esp  59 3b    UIExtensions.esp  60 3c    SOS - Hormones UNP Addon.esp  61 3d    Marriable Serana HF.esp  62 3e    CP_Elsie.esp  63 3f    Jugs.esp  64 40    SexLab Aroused Creatures.esp  65 41    Schlongs of Skyrim.esp  66 42    SOS - Smurf Average Addon.esp  67 43    SOS - No Futanari Schlong - Addon.esp  68 44    Modern Brawl Bug Fix.esp  69 45    SexLab TDF Aggressive Prostitution.esp  70 46    SerialStrip.esp  71 47    SerialStripper.esp  72 48    SlaveLighting.esp  73 49    Pahe_Dwarven_Devious_suits.esp  74 4a    DiaryOfMine.esp  75 4b    XPMSE.esp  76 4c    SOSRaceMenu.esp  77 4d    myCynthia.esp  78 4e    myConsensual.esp  79 4f    mySCSFemale.esp  80 50    Ion_follower.esp  81 51    Twins.esp  82 52    paradise_halls_farengars_study-german.esp  83 53    EquipableStockings.esp  84 54    Devious Chastity Piercing.esp  85 55    KS Hairdo's.esp  86 56    NIOVHH.esp  87 57    yps-ImmersivePiercing.esp  88 58    Alternate Start - Live Another Life.esp  89 59    pchsWartimes.esp  90 5a    Pahe_AltStartLAL.esp           Bashed Patch, 0.esp           Bashed Patch, 1.esp
James_E_C Posted September 1, 2021 Posted September 1, 2021 (edited) Here are some screen shots that shows what happens Edited September 1, 2021 by James_E_C
TrollAutokill Posted September 1, 2021 Posted September 1, 2021 (edited) 4 hours ago, CliftonJD said: ok and thank you, i'll take a look at it for any script improvements you've added, but i don't know enough about the arrays to really know which method is better: keeping in mind original paradise halls didn't have those arrays blabla added those to pahe later on and i upgraded his partial arrays to the full 128 blabla's arrays went to 63 with his slave count locked at 50 using your method of defining the arrays, he could have defined it as 50 and saved himself a ton of work so i get confused on the logic behind it i saw your changes to the arrays in dom and sat there dumb-founded so i knit-picked at problems that were actually from testing new content of other mod updates that unknowingly interfered with the basic functions of pahe even without dom so i do apologize for that. part of my delay in the next update is having to step back to find what's slowing the basic slave functions of pahe to a crawl. that aside i even noticed after seeing your method of defining the arrays that layam had some arrays in the slave camp scripts that seem to be giving errors for camp testers that leave me dumb-founded on how to approach it or what needs to be done  maybe you understand enough about arrays to exceed 128, bethesda forums once had a wiki about using multiple arrays to combine in order to exceed 128, but they changed their forum and no longer keep that info. nexus now has a resource file that appears to contain the same data if you'd like to take a look here: https://www.nexusmods.com/skyrim/mods/24776 if we can figure that out, the new method would prove better without hesitation. our slave count was ready to reach 130 years ago and from there i could have made it to an even 150 or 200, but had to be cut back due to the array size limitations This is possible using SKSE, there is a CreateFormArray function according to https://www.creationkit.com/index.php?title=Utility_Script#SKSE_Global_Functions  But I am not sure we need 130+ slaves... Edited September 1, 2021 by TrollAutokill
TrollAutokill Posted September 1, 2021 Posted September 1, 2021 (edited) 10 hours ago, CliftonJD said:  ok and thank you, i'll take a look at it for any script improvements you've added, Another improvement would be to remove all factions from PAHSlave and move them to PAHCore. That way you won't have to set by hand all those properties to the slave aliases in the CK. If you want to add more aliases that could help, plus if you forgot one 7 years ago, it might solve a bug.  10 hours ago, CliftonJD said:  but i don't know enough about the arrays to really know which method is better   - A fixed array is faster if you have the memory. - A dynamic array (changing size) is slower but uses less memory if almost empty.  Since we are limited to 128 in array size with papyrus, we have no reason to worry about the memory (128*8 bytes = 1 KB). Also faster is not valid in our case, but it does drastically reduce the length of the papyrus script.   Edited September 1, 2021 by TrollAutokill
eruwat Posted September 1, 2021 Posted September 1, 2021 14 hours ago, CliftonJD said: what do you mean lost, are they just invisible like other npc's or armor in game that can fail to load the meshes and become invisible. if they're having pathing issues in your game, you have the option to teleport them from the debug section of the slave info in the mcm It's like they flee from enslavement or get killed but even if their submission is above 60. Â When I order a concerned slave* to "stay here, don't move" or to "sandbox" and go far enough / change the worldspace, this slave dissapears. PAHE then displays the active slaves count which is reduced by one. Also this slave does not appear in the list of MCM menu. Â I also have HSH installed. When I use HSH to place a concerned slave* in my home, leave the cell and come back again, HSH prints a message that the slave "died in an unnatural way". It's like the game engine removes the actor from the game. Â So no "simple" invisible or pathfinding issue. Â In the logs I can't find anything helpful but im not a pro. Â *concerned slave means: it doesn't happen to all slaves. but I dont see any pattern... Â
pinky6225 Posted September 1, 2021 Posted September 1, 2021 (edited) 12 hours ago, TrollAutokill said: This is possible using SKSE, there is a CreateFormArray function according to https://www.creationkit.com/index.php?title=Utility_Script#SKSE_Global_Functions  But I am not sure we need 130+ slaves...  From the slow down i got with 106 slaves extending it above 128 will prolly create more issues i'd think, when i was moving slaves from PAH to HSH it appears to count through the full PAH slave list each time you remove a slave (prolly the same with AYGAS) and it was taking quite a while to do that at 106 so i think a more efficent way of removing slaves from PAH to add into another mod would need to be found before looking to increase the slave limit further as i was getting an in issue HSH where the slave i'd tried to move from PAH into HSH would wander out of the cell while it was working through the list so when HSH took control it would register the slave to the wrong place, would show in the house but then clicking on the slave it would show something like registered cell lakeview manor cellar when the HSH token is in lakeview manor  With a higher number of slaves it also takes quite a while to start up on game load (showing slave number then the PAHCore message) but as that's a one time thing you can live with it Edited September 1, 2021 by pinky6225
pinky6225 Posted September 1, 2021 Posted September 1, 2021 14 hours ago, James_E_C said: Here are some screen shots that shows what happens  Which game version (SE or LE) are you using and which PAH version have you installed? The one from this page or the one from  The SE version shows the MCM called Paradise Halls Reborn for me not Extension
pinky6225 Posted September 1, 2021 Posted September 1, 2021 3 hours ago, eruwat said: It's like they flee from enslavement or get killed but even if their submission is above 60. Â When I order a concerned slave* to "stay here, don't move" or to "sandbox" and go far enough / change the worldspace, this slave dissapears. PAHE then displays the active slaves count which is reduced by one. Also this slave does not appear in the list of MCM menu. Â I also have HSH installed. When I use HSH to place a concerned slave* in my home, leave the cell and come back again, HSH prints a message that the slave "died in an unnatural way". It's like the game engine removes the actor from the game. Â So no "simple" invisible or pathfinding issue. Â In the logs I can't find anything helpful but im not a pro. Â *concerned slave means: it doesn't happen to all slaves. but I dont see any pattern... Â Â Only time i've seen "died in an unnatural way" is when i've used the console to remove a slave (had one that lost there name/activator and nothing i tried brought it back so used console to remove) Â In case you have something similar to what i had what you could try is telling the PAH slave to move into HSH and then keep the dialogue box open until the transfer from PAH to HSH is complete, you'll see PAH go down by one and then the slave will gain the "Go where i tell you..." dialogue option when you re-open the dialogue - the transfer can take quite a while though if you have a lot of PAH slaves 1
CliftonJD Posted September 1, 2021 Author Posted September 1, 2021 13 hours ago, James_E_C said:  I guess I forgot to include my LOOT order. Here it is. One thing I did notice, however, is the only version of Ferengar's study is the German one. Is there an English version? Although I guess not having it isn't a total loss (unless that Leash spell is unique to Ferengar's Study).   Hide contents    0 0    Skyrim.esm  1 1    Update.esm  2 2    Dawnguard.esm  3 3    HearthFires.esm  4 4    Dragonborn.esm  5 5    SexLab.esm  6 6    SexLabAroused.esm  7 7    Devious Devices - Assets.esm  8 8    Forgotten DungeonsAll.esp  9 9    ZaZAnimationPack.esm  10 a    Devious Devices - Integration.esm  11 b    BeeingFemale.esm  12 c    Amputator.esm  13 d    Devious Devices - Expansion.esm  14 e    Schlongs of Skyrim - Core.esm           Heretical Resources.esm  15 f    ITortureFramework.esm  16 10    paradise_halls.esm  17 11    PSQ PlayerSuccubusQuest.esm  18 12    HighResTexturePack01.esp  19 13    HighResTexturePack02.esp  20 14    HighResTexturePack03.esp  21 15    Vampire Lord Serana Fixed.esp  22 16    SkyUI.esp           Vampiric_Drain_Fix.esp  23 17    FNIS.esp  24 18    BeeingFemale.esp  25 19    EstrusChaurus.esp  26 1a    SlaveTats.esp  27 1b    SD Cages.esp  28 1c    troublesofheroine.esp  29 1d    BeeingFemaleBasicAddOn.esp  30 1e    paradise_halls_SLExtension.esp  31 1f    AliciaPainSlut.esp  32 20    MilkModNEW.esp  33 21    PAH_HomeSweetHome.esp  34 22    bac.esp  35 23    PAH_AndYouGetASlave.esp  36 24    Public Whore.esp  37 25    troublesofheroineDB.esp  38 26    MilkMod_MilkPumpsBasic.esp  39 27    SimpleSlavery.esp  40 28    Marriable Serana.esp  41 29    troublesofheroineDG.esp  42 2a    dcc-dm2.esp  43 2b    paradise_halls_fellglow_slave_camp.esp  44 2c    Corruption.esp  45 2d    Corruption - DLC Patch.esp  46 2e    submissivelola_est.esp  47 2f    kal_LolaAddon.esp  48 30    SexLab_Hormones.esp  49 31    SlaversHideout.esp  50 32    portal2mod.esp  51 33    SD Cages - Forgotten Dungeons Patch.esp  52 34    RewardYourFollowers.esp  53 35    itgrows.esp  54 36    SlaveTatsEventsBridge.esp  55 37    RaceMenu.esp  56 38    RaceMenuPlugin.esp  57 39    MilkModNEW CF.esp  58 3a    MilkModNEW HF.esp  59 3b    UIExtensions.esp  60 3c    SOS - Hormones UNP Addon.esp  61 3d    Marriable Serana HF.esp  62 3e    CP_Elsie.esp  63 3f    Jugs.esp  64 40    SexLab Aroused Creatures.esp  65 41    Schlongs of Skyrim.esp  66 42    SOS - Smurf Average Addon.esp  67 43    SOS - No Futanari Schlong - Addon.esp  68 44    Modern Brawl Bug Fix.esp  69 45    SexLab TDF Aggressive Prostitution.esp  70 46    SerialStrip.esp  71 47    SerialStripper.esp  72 48    SlaveLighting.esp  73 49    Pahe_Dwarven_Devious_suits.esp  74 4a    DiaryOfMine.esp  75 4b    XPMSE.esp  76 4c    SOSRaceMenu.esp  77 4d    myCynthia.esp  78 4e    myConsensual.esp  79 4f    mySCSFemale.esp  80 50    Ion_follower.esp  81 51    Twins.esp  82 52    paradise_halls_farengars_study-german.esp  83 53    EquipableStockings.esp  84 54    Devious Chastity Piercing.esp  85 55    KS Hairdo's.esp  86 56    NIOVHH.esp  87 57    yps-ImmersivePiercing.esp  88 58    Alternate Start - Live Another Life.esp  89 59    pchsWartimes.esp  90 5a    Pahe_AltStartLAL.esp           Bashed Patch, 0.esp           Bashed Patch, 1.esp   the german version is the only version that's posted separately to the downloads while the english version is included with the download...even double checked the contents. adding to that you're using mods that haven't been ported to se 13 hours ago, James_E_C said: Here are some screen shots that shows what happens but your screen shot shows that's not the only thing you're missing. at first i thought maybe you didn't install the bsa files, but when i add the mcm and script bugs you displayed to the farengar's study problems you're having, i notice that farengar's study is an esl that can't be read from oldrim similar to using a bsa won't back-port to oldrim and oldrim is the only download page that even lists the german version of farengar's study.  it appears to me as if you're using the special edition version of pahe in legendary skyrim. get the download provided here for Le: when that's done you'll need to search the diary thread for the Le version of that as well next problem here: 2 hours ago, pinky6225 said:  Which game version (SE or LE) are you using and which PAH version have you installed? The one from this page or the one from  The SE version shows the MCM called Paradise Halls Reborn for me not Extension thank you for pointing out another mcm bug i overlooked, i had to dig up the old mod from blabla's old thread to find that old mcm name. current versions of Se or even Le both have the name changed in mcm (for many years now). add that to diary scripts listed in the load order its understandable the 2 aren't compatible  the only fix for that is to delete all paradise halls files and reinstall from the above post for Le 5 hours ago, TrollAutokill said: Another improvement would be to remove all factions from PAHSlave and move them to PAHCore. That way you won't have to set by hand all those properties to the slave aliases in the CK. If you want to add more aliases that could help starting to adapt that method for some of the new properties i'm adding now, but it will be a pita to remove it from the properties already assigned to each slave. always remember before you can remove a property from the script it has to be cleaned from the properties in the quest or the ck won't see it to remove it later and you end up with garbage spamming the logs for each faction removed for all 128 slaves  that also has me question if you're assigning the dom factions to the actor reference or to the base or to the alias. "something" in dom changes my results when i try to change how the outfit is applied so i had to disable dom to apply the new changes. for some other reason my changes still only effected obis slaves so i still haven't hit that sweet spot i remember of the old bugged version years ago. think i might need to dig thru the archives to refresh my memory before i go any further with that 4 hours ago, TrollAutokill said:  - A fixed array is faster if you have the memory. - A dynamic array (changing size) is slower but uses less memory if almost empty.  Since we are limited to 128 in array size with papyrus, we have no reason to worry about the memory (128*8 bytes = 1 KB). Also faster is not valid in our case, but it does drastically reduce the length of the papyrus script.   as i'm looking over the function changes involving how it sees the arrays i'm noticing it often looked at the length of the array. appears that might be what determines the slave's position on the list and could be the only reason the array was added  were you able to fix the slave list randomizing after selling the slave. if the only purpose of the array was to check the length and determine the slave place in the roster from that, it would seem more practical for script length to simply eliminate the array, but i always found it a huge annoyance when i couldn't find my slave in the list after they get swapped around thru a sale 11 hours ago, TrollAutokill said: This is possible using SKSE, there is a CreateFormArray function according to https://www.creationkit.com/index.php?title=Utility_Script#SKSE_Global_Functions  But I am not sure we need 130+ slaves... i think for now the most probable use case for this would be what you just demonstrated in dom. when you made some new changes to home sweet home that require pulling the slaves out to pahe and suddenly they had over 100 slaves that had you shocked. i don't know if i'm the exception to the rule as a tester enslaving everything to find any bugs that might happen. i frequently have over 100 slaves when i get a save going that doesn't need to restart for updates to apply. couple times i hit the slave limit even with some slaves in hsh. lol papyrus doesn't like when i exceed the array size limit  i do like how the info you provided appears to use the length of the array so that might also solve the problem listed above with the slaves moving around the list 48 minutes ago, eruwat said: It's like they flee from enslavement or get killed but even if their submission is above 60.  When I order a concerned slave* to "stay here, don't move" or to "sandbox" and go far enough / change the worldspace, this slave dissapears. PAHE then displays the active slaves count which is reduced by one. Also this slave does not appear in the list of MCM menu.  I also have HSH installed. When I use HSH to place a concerned slave* in my home, leave the cell and come back again, HSH prints a message that the slave "died in an unnatural way". It's like the game engine removes the actor from the game.  So no "simple" invisible or pathfinding issue.  In the logs I can't find anything helpful but im not a pro.  *concerned slave means: it doesn't happen to all slaves. but I dont see any pattern...  try what pinky suggested above first. if that's not the case, then what you're describing sounds like you've found a mod that adds npc's that are set by that mod to be removed from the game. hydra slaves is an example of slaves that originally would be removed from the game without anything we could do about it, they're erased by the hydra slave mod. now i think the faction we clean from hydra slaves might be what originally removed them from the game.  if you're using the leveled actorbase toggle, you should always save before enslave. sometimes a failed enslavement can be cleaned from the mod as well. failed enslavement gives unpredictable results, so its best to reload your previous save if you see a message during enslavement that it failed. if its happening frequently as it sounds from your description, it might be best to disable that option from the mcm 1
eruwat Posted September 1, 2021 Posted September 1, 2021 (edited) 1 hour ago, pinky6225 said:  Only time i've seen "died in an unnatural way" is when i've used the console to remove a slave (had one that lost there name/activator and nothing i tried brought it back so used console to remove)  In case you have something similar to what i had what you could try is telling the PAH slave to move into HSH and then keep the dialogue box open until the transfer from PAH to HSH is complete, you'll see PAH go down by one and then the slave will gain the "Go where i tell you..." dialogue option when you re-open the dialogue - the transfer can take quite a while though if you have a lot of PAH slaves Thanks for the suggestion. Unfortunately it does not help in this case. I'll try it anyway with the next weird slave.  36 minutes ago, CliftonJD said: if that's not the case, then what you're describing sounds like you've found a mod that adds npc's that are set by that mod to be removed from the game. hydra slaves is an example of slaves that originally would be removed from the game without anything we could do about it, they're erased by the hydra slave mod. now i think the faction we clean from hydra slaves might be what originally removed them from the game. I don't think I have such a mod but maybe im wrong... (Botox for Skyrim alters the faces of NPC's, Book of UUNP changes the leveled items...!?)  Here is my loadorder if someone want to check this: Spoiler  0 0    Skyrim.esm  1 1    Update.esm  2 2    Dawnguard.esm  3 3    HearthFires.esm  4 4    Dragonborn.esm  5 5    Unofficial Skyrim Special Edition Patch.esp  6 6    SexLab.esm  7 7    Devious Devices - Assets.esm  8 8    SexLabAroused.esm  9 9    Devious Devices - Integration.esm  10 a    Devious Devices - Expansion.esm  11 b    Devious Devices - Contraptions.esm  12 c    ZaZAnimationPack.esm  13 d    FISS.esp  14 e    Schlongs of Skyrim - Core.esm  15 f    paradise_halls.esm 254 FE  0 Expressive Facegen Morphs.esl 254 FE  1 paradise_halls_farengars_study.esl  16 10    SkyUI_SE.esp  17 11    NQS_NamedQuicksaves.esp  18 12    Devious Devices For Him.esp  19 13    paradise_halls_SLExtension.esp  20 14    UIExtensions.esp  21 15    AddItemMenuSE.esp  22 16    dse-display-model.esp  23 17    Book of UUNP Iron And Steel.esp  24 18    PAH_HomeSweetHome.esp  25 19    UFO - Ultimate Follower Overhaul.esp  26 1a    Schlongs of Skyrim.esp  27 1b    pahe_lakeview_manor_cell.esp  28 1c    shc3.esm.esp  29 1d    SOS - Shop.esp 254 FE  2 DibellaStatuesFixes.esp  30 1e    paradise_halls_fellglow_slave_camp.esp  31 1f    Advanced Mining.esp  32 20    AncientDraugr.esp  33 21    Cassandra Frost Witch.esp  34 22    DX Necromancer Robes.esp  35 23    DX Druid Armor.esp  36 24    Gwelda Red Riding Hood.esp  37 25    Stella Mithril Armor.esp  38 26    Gwelda Witch.esp  39 27    12FemaleBrows.esp  40 28    AK_RM_PubicStyles_All_In_One.esp  41 29    EFFStandCosMenu.esp  42 2a    SOS Equipable Schlong.esp  43 2b    VivisCockcage.esp  44 2c    Ursine Armor Pack.esp  45 2d    RaceMenuMorphsBHUNP.esp  46 2e    DisableCinematicKills.esp  47 2f    FNIS.esp  48 30    PAN_NPCs.esp  49 31    RaceMenu.esp  50 32    RaceMenuPlugin.esp  51 33    SGEyebrows.esp  52 34    XPMSE.esp  53 35    Book of UUNP - Textures.esp  54 36    KS Hairdo's.esp 254 FE  3 Devious Devices SE patch.esp 254 FE  4 BHUNP3BBB.esp 254 FE  5 bookofuunpppatch.esp 254 FE  6 Botox SE.esp 254 FE  7 dse-buttplug.esp  55 37    Emfy Cleric Robes.esp  56 38    DX Morenn Outfit.esp  57 39    Alternate Start - Live Another Life.esp  58 3a    Pahe_AltStartLAL.esp  59 3b    Open Cities Skyrim.esp  36 minutes ago, CliftonJD said: if you're using the leveled actorbase toggle, you should always save before enslave. sometimes a failed enslavement can be cleaned from the mod as well. failed enslavement gives unpredictable results, so its best to reload your previous save if you see a message during enslavement that it failed. if its happening frequently as it sounds from your description, it might be best to disable that option from the mcm Yes I've enabled this setting. I will try enslavement like this from now on. Many thanks for your efforts! Edited September 1, 2021 by eruwat 1
James_E_C Posted September 1, 2021 Posted September 1, 2021 (edited) Mod installation question. Since my Nexus Mod Manager is screwing up the installation (keeps saying there is a problem with installing PAHE, but won;t tell me what the problem is), I'm manually installing them. Should I create a new folder for the mod, rather than copying all the files directly into the Skyrim Data folder? I already have all the folders (except for the help and PAHE folder), and it would probably be a bad idea to replace them. Having said that, the .esp files should probably go in the main folder, and not in the sub folder right? Edited September 1, 2021 by James_E_C
James_E_C Posted September 1, 2021 Posted September 1, 2021 (edited) This is one of the worst mods out there. Not only does it not work, after installing Mod Organizer to try to get it to work, most of my other mods have disappeared. I uninstalled Mod Organizer, and am trying to get the working mods back using NMM. This is I guess a misbranded NoSkyrim mod? Edited September 1, 2021 by James_E_C
pinky6225 Posted September 1, 2021 Posted September 1, 2021 1 hour ago, James_E_C said: This is one of the worst mods out there. Not only does it not work, after installing Mod Organizer to try to get it to work, most of my other mods have disappeared. I uninstalled Mod Organizer, and am trying to get the working mods back using NMM. This is I guess a misbranded NoSkyrim mod?  Don't use MO myself so can't really help with that but regardless of what mod manager you use or even if you manually install - if your using the wrong version of PAH (which the screenshots you posted imply) for the skyrim edition you have then installing the wrong version manually or via another mod manager isn't going to help  Which version of skyrim are you using? Special edition or legendary edition   1
James_E_C Posted September 1, 2021 Posted September 1, 2021 28 minutes ago, pinky6225 said:  Don't use MO myself so can't really help with that but regardless of what mod manager you use or even if you manually install - if your using the wrong version of PAH (which the screenshots you posted imply) for the skyrim edition you have then installing the wrong version manually or via another mod manager isn't going to help  Which version of skyrim are you using? Special edition or legendary edition   I had installed the wrong version (SE when I'm using LE), but CliftonJD pointed out I was using the wrong version. So I tried the LE version linked (pahe_lives_on-7.5.9 with all addons install loose files for skyrim Le), and it crashed my game on start up. I've given up trying to make this mod work. Maybe I will try it for the SE version I have, but I doubt it.
eruwat Posted September 2, 2021 Posted September 2, 2021 15 hours ago, James_E_C said: Should I create a new folder for the mod, rather than copying all the files directly into the Skyrim Data folder? When you create a new folder for the mod inside the "Data" folder it will not work! Â 15 hours ago, James_E_C said: Not only does it not work, after installing Mod Organizer to try to get it to work, most of my other mods have disappeared. I uninstalled Mod Organizer, and am trying to get the working mods back using NMM. I'm not sure about this but I think using more than one tool to manage your mods could be the reason for this problem. It's possible that NMM's virtual install feature interferes with MO. The chance that PAHE deleted your other mods is very small (about 0% ). Â 13 hours ago, James_E_C said: So I tried the LE version linked (pahe_lives_on-7.5.9 with all addons install loose files for skyrim Le), and it crashed my game on start up. I've given up trying to make this mod work. Maybe I will try it for the SE version I have, but I doubt it. Maybe I'm wrong but as I read all this I think you should refresh your knowing of how to install a mod in skyrim. After that it would be a good idea to make a clean install of skyrim and use NMM for virtual install and profiles. Through this you can make sure that new mods do not destroy your whole setup.
CliftonJD Posted September 2, 2021 Author Posted September 2, 2021 13 hours ago, James_E_C said: I had installed the wrong version (SE when I'm using LE), but CliftonJD pointed out I was using the wrong version. So I tried the LE version linked (pahe_lives_on-7.5.9 with all addons install loose files for skyrim Le), and it crashed my game on start up. I've given up trying to make this mod work. Maybe I will try it for the SE version I have, but I doubt it. all addons version includes patches for other mods that you do not have. crash on startup is caused by enabling a mod or patch that requires another mod. couple things i can think of off top my head are the immersive creatures patch and my home is your home. easiest solution to that is to untick the esp's you don't meet the requirements for 1
dustbeetwelve Posted September 2, 2021 Posted September 2, 2021 (edited) This worked great on LE for me but i am having some problems with SE.  When i enslave some people with voice other than femaleventoned they do not respond, as in i cannot speak with them at all. when i press E on them nothing happens.  This is particularly noticeable with khajit as 100% of them have different voice than eventoned although it happens with nords as well and probably some others, i havent tested every race or anything  Solutions i tried:  I tried using the mod Proteus to change the voice type to FemaleEvenToned and that seems to work but it is not consistent, sometimes it works fine other times it does nothing - the voice type is showing as having changed in the PAHE MCM menu so i know the voice change is registering but i still cannot interact with them.  I tried resetting the slave in MCM menu  I tried recloning the slave in MCM menu  None of these seem to work consistently, reset and reclone dont seem to do anything at all to fix the problem, although i can tell they are recloning or resetting because of the text prompts etc  I should mention i am running skyrim 1.5.97 and skse ver 2.0.19. the OP says this mod is for older version of skyrim (1.5.39 i think) but i figured it would be forward compatible, i do not know if this is why the problem is happening.  What should I do? Edited September 2, 2021 by dustbeetwelve
CliftonJD Posted September 3, 2021 Author Posted September 3, 2021 17 hours ago, dustbeetwelve said: This worked great on LE for me but i am having some problems with SE.  When i enslave some people with voice other than femaleventoned they do not respond, as in i cannot speak with them at all. when i press E on them nothing happens.  This is particularly noticeable with khajit as 100% of them have different voice than eventoned although it happens with nords as well and probably some others, i havent tested every race or anything  Solutions i tried:  I tried using the mod Proteus to change the voice type to FemaleEvenToned and that seems to work but it is not consistent, sometimes it works fine other times it does nothing - the voice type is showing as having changed in the PAHE MCM menu so i know the voice change is registering but i still cannot interact with them.  I tried resetting the slave in MCM menu  I tried recloning the slave in MCM menu  None of these seem to work consistently, reset and reclone dont seem to do anything at all to fix the problem, although i can tell they are recloning or resetting because of the text prompts etc  I should mention i am running skyrim 1.5.97 and skse ver 2.0.19. the OP says this mod is for older version of skyrim (1.5.39 i think) but i figured it would be forward compatible, i do not know if this is why the problem is happening.  What should I do? as far as i'm aware it should be forward compatible. i'm running it well on 1.5.8 and many others are running on 1.5.97. guess i should specify that next time i update the op, that its minimum known version to work on the listed version, but tested upto current  are you using a dialog overhaul mod, i forget the name, think it was rdo known for blocking voice types under certain settings. i would recommend not using rdo if it doesn't have the mcm to adjust settings. if you're not using rdo, not sure where to start. maybe post your load order and papyrus log
blazernovax Posted September 4, 2021 Posted September 4, 2021 im runig lates paradise halls i have two problems firts when i get second slave dosent show in list asweel some times i cant interact with my slaves wit e menu
CliftonJD Posted September 5, 2021 Author Posted September 5, 2021 18 hours ago, blazernovax said: im runig lates paradise halls i have two problems firts when i get second slave dosent show in list asweel some times i cant interact with my slaves wit e menu default setting uses 15 second rape timer for how long a slave stays in trauma state after rape. you can't talk to slaves while they're in trauma state post-rape
JWPU Posted September 9, 2021 Posted September 9, 2021 I don't suppose you could make it so we can enslave Spriggan Earth Mothers after Defeat-ing them? 1
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