CliftonJD Posted December 11, 2021 Author Posted December 11, 2021 21 minutes ago, Martok73 said: Speaking of voice types, it is currently quiet jarring to have one slave use several different voice types in various conversations not just for females but for males as well. Does this mean that you are gong to be fixing voice types so that a slave will only use one voice type and not jump from one to another during a conversation or use a different voice type if they are fighting, being whipped, fucked, etc...? I've got some slaves that use eventoned, sultry, youngegar, and even sometimes commander all at once, which is very jarirng. that's a different issue altogether requiring the actual fuz files themselves be fixed with matching voices and voicetypes. on my list to look into SKVA Synth when time allows it either when the respect changes are done or when the dialogue trees left to fix start getting shorter...so if its not done by time respect changes are finished, remind me of SKVA Synth<<same thing hsh uses in its latest updates
Martok73 Posted December 11, 2021 Posted December 11, 2021 (edited) 3 hours ago, CliftonJD said: that's a different issue altogether requiring the actual fuz files themselves be fixed with matching voices and voicetypes. on my list to look into SKVA Synth when time allows it either when the respect changes are done or when the dialogue trees left to fix start getting shorter...so if its not done by time respect changes are finished, remind me of SKVA Synth<<same thing hsh uses in its latest updates Will definitely remind you for sure, speaking of HSH when did they update that? I haven't seen any updates since v1.26 awhile back, and that version has it's own voice type mismatch issues as well... Very jarring to say the least having a slave from HSH use a different voice type several times in one conversation. Greeting is one voice type, acknowledgement is another voice type and goodbye is another type. It gets even worse when the slave happens to be male, those are really really bad in HSH. The lip sync doesn't work in HSH either, mouth normally doesn't move at all when they speak. Last update on HSH page was Jan. 20th, so no clue if they're still working on it or not. Edited December 11, 2021 by Martok73
CliftonJD Posted December 11, 2021 Author Posted December 11, 2021 1 hour ago, Martok73 said: Will definitely remind you for sure, speaking of HSH when did they update that? I haven't seen any updates since v1.26 awhile back, and that version has it's own voice type mismatch issues as well... Very jarring to say the least having a slave from HSH use a different voice type several times in one conversation. Greeting is one voice type, acknowledgement is another voice type and goodbye is another type. It gets even worse when the slave happens to be male, those are really really bad in HSH. The lip sync doesn't work in HSH either, mouth normally doesn't move at all when they speak. Last update on HSH page was Jan. 20th, so no clue if they're still working on it or not. ya, that would be it then. before that version hsh had no voices at all, it was all fuz-ro-doh silent topics. so if you don't like how hsh added the voices either, i really don't have any alternatives....tho, you can check that date against the latest skva synth updates and hope they've improved it since then, but i won't be able to tell you if its any better or worse by lookin at it so your guess good as mine
Martok73 Posted December 11, 2021 Posted December 11, 2021 48 minutes ago, CliftonJD said: ya, that would be it then. before that version hsh had no voices at all, it was all fuz-ro-doh silent topics. so if you don't like how hsh added the voices either, i really don't have any alternatives....tho, you can check that date against the latest skva synth updates and hope they've improved it since then, but i won't be able to tell you if its any better or worse by lookin at it so your guess good as mine Oh, SKVA works just fine when using the correct voice type for each individual dialog line. My guess is when they ran it thru they either forgot which voice type they were using for the synthesis or something, cause the program works great and sounds "almost" human like. It's just real sensitive and you have to select the voice type to be used for synthesis every single time you change a line of dialog, so if you have say 100 lines of dialog you want to produce, then you have to select the same voice type every single time otherwise it will be different. So I'm guessing that each time they did it they just forgot which voice type they used previously which resulted in the disparity in the dialog. Does that make sense, it made sense in my head, hope I explained it where it made sense.
CliftonJD Posted December 11, 2021 Author Posted December 11, 2021 55 minutes ago, Martok73 said: Oh, SKVA works just fine when using the correct voice type for each individual dialog line. My guess is when they ran it thru they either forgot which voice type they were using for the synthesis or something, cause the program works great and sounds "almost" human like. It's just real sensitive and you have to select the voice type to be used for synthesis every single time you change a line of dialog, so if you have say 100 lines of dialog you want to produce, then you have to select the same voice type every single time otherwise it will be different. So I'm guessing that each time they did it they just forgot which voice type they used previously which resulted in the disparity in the dialog. Does that make sense, it made sense in my head, hope I explained it where it made sense. ok
CliftonJD Posted December 11, 2021 Author Posted December 11, 2021 (edited) On 12/8/2021 at 11:59 AM, Pfiffy said: But the Scenes look different now. (Hookers no longer take a drink with the client before they get to work) My CK reports, that lead to a faster start of the anims, but for a loss of 'immersion' fixed more of the properties and the missing findbed faction, still need the newest dialog changes, but that's all the time for now: SexLab TDF Aggressive Prostitution.esp this "should" fix the bug with the hookers not drinking with the client Edited December 11, 2021 by CliftonJD
Pfiffy Posted December 11, 2021 Posted December 11, 2021 5 hours ago, CliftonJD said: fixed more of the properties and the missing findbed faction, still need the newest dialog changes, but that's all the time for now: SexLab TDF Aggressive Prostitution.esp 682.43 kB · 0 downloads this "should" fix the bug with the hookers not drinking with the client From wat I saw in the play-thou I'm testing now, There is something going wrong with the dialog changes I made. the two attempts to send Gerdur to work in Riverwood failed in the way, that she did not work in the Inn, but did some sandbox things in the town itself. Uthgerd and Ysolda worked in Whiterun, but didn't make any money (something wrong with changing the scripts or the script itself?) I started a new game and I'm training the same set of NPC's now to see if this works better. I will also check your ESP over the weekend and see if that works better. The map markers don't work as I thought, too.
CliftonJD Posted December 11, 2021 Author Posted December 11, 2021 2 hours ago, Pfiffy said: From wat I saw in the play-thou I'm testing now, There is something going wrong with the dialog changes I made. the two attempts to send Gerdur to work in Riverwood failed in the way, that she did not work in the Inn, but did some sandbox things in the town itself. Uthgerd and Ysolda worked in Whiterun, but didn't make any money (something wrong with changing the scripts or the script itself?) I started a new game and I'm training the same set of NPC's now to see if this works better. I will also check your ESP over the weekend and see if that works better. The map markers don't work as I thought, too. not sure either, maybe try the mcm reset for the old save so you don't need to retrain them...if it still don't work, then ya i guess stick with your newer save until we know more
Wardman92 Posted December 11, 2021 Posted December 11, 2021 (edited) 16 hours ago, CliftonJD said: on the road is a dialogue from home sweet home. i thought she had fixed that bug in current versions or we fixed it together thru pahe and hsh updates. the usual fix for this in the hsh thread when it did happen was fix/worked-around by having sex with the bugged slave after moving them from hsh are you getting this bug while using dom or is this just with pahe and hsh Hey, Thank you for the answer, but I fixed it just yesterday^^ I cant tell for sure what caused the problem, because I activated/deactivated mods and switched around the load order a lot, but I think it was some issue with aggressive prostitution, which I took out for the moment, but I did not try activating it again for now. (If there is no possible connection between the two it was something else, I dont know enough about it to say that for sure ^^) Having sex didnt fix it in this case. Edited December 11, 2021 by Wardman92
Pfiffy Posted December 11, 2021 Posted December 11, 2021 (edited) 1 hour ago, CliftonJD said: not sure either, maybe try the mcm reset for the old save so you don't need to retrain them...if it still don't work, then ya i guess stick with your newer save until we know more I might have to change the numbers in the Hire_fire_mark script again, to make it work. The settings come from the add-on and were much better then the original. but I think I should start with '0' instead of '1'. Does the bb_roaminghookerscontrolquestutil has to be merged with it? (it seems to me like this handles only the crime fees) Edit: I think I found the problem: If all Hookers run on the Hire_fire_mark script we have to combine the register script with the hire_here script... Spoiler this registers the NPC to the ref alias in the old TDF way: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname aibb_TIF__06026DDB Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE if HookerMorthalREF.GetRef() == None HookerMorthalREF.UnregisterForUpdateGameTime() HookerMorthalREF.ForceRefTo(akspeaker) HookerMorthalREF.RegisterForUpdateGameTime(24) elseif HookerMorthalREF2.GetRef() == None HookerMorthalREF2.UnregisterForUpdateGameTime() HookerMorthalREF2.ForceRefTo(akspeaker) HookerMorthalREF2.RegisterForUpdateGameTime(24) elseif HookerMorthalREF3.GetRef() == None HookerMorthalREF3.UnregisterForUpdateGameTime() HookerMorthalREF3.ForceRefTo(akspeaker) HookerMorthalREF3.RegisterForUpdateGameTime(24) else Debug.Notification(FailureMessage) endif ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment ReferenceAlias Property HookerMorthalREF Auto ReferenceAlias Property HookerMorthalREF2 Auto ReferenceAlias Property HookerMorthalREF3 Auto String Property FailureMessage Auto In the add-on it is: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname ANA_Hire_Here_05 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE (GetOwningQuest() as ANA_Hire_Fire_Mark).HireHookers(akSpeaker) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment I think that the underlined part is missing, correct? or is it enough to add the last part as ending fragment to the first part/begin? Edited December 11, 2021 by Pfiffy
Lek_ Posted December 12, 2021 Posted December 12, 2021 Hey guys, i have a problem with this mod and i don't know how to solve it. Im hopping you can help me.
pinky6225 Posted December 12, 2021 Posted December 12, 2021 10 minutes ago, TonyMichael@hotmail.fr said: Hey guys, i have a problem with this mod and i don't know how to solve it. Im hopping you can help me. From the screenshot Is either not installed or enabled
Gukahn Posted December 12, 2021 Posted December 12, 2021 10 minutes ago, TonyMichael@hotmail.fr said: Hey guys, i have a problem with this mod and i don't know how to solve it. Im hopping you can help me. Dunno what you want to hear. The warning tells you what you need to install
Lek_ Posted December 12, 2021 Posted December 12, 2021 53 minutes ago, pinky6225 said: From the screenshot Is either not installed or enabled 53 minutes ago, Gukahn said: Dunno what you want to hear. The warning tells you what you need to install Thanks for the replies guys but its enable
Martok73 Posted December 12, 2021 Posted December 12, 2021 2 hours ago, TonyMichael@hotmail.fr said: Thanks for the replies guys but its enable I see you are on Vortex, I've ran into this issue a time or two with other mods, and what has worked for me personally was just hitting the "Sort Now" button at the top of the plugin page in Vortex. What that does is force deploy your mods and updates the Load Order and Plugin file that the game uses to detect if an esp/esm/esl is enabled or not and whether to load it or not. I'd try that and see if it fixes it before "reinstalling". 1
Will55 Posted December 13, 2021 Posted December 13, 2021 No idea if this is already well-established knowledge: I have been looking at the 100+ slaves whining away in the cellars and have noticed for some time that the faces are limited to roughly 16 variants. NPs there as a different hairstyle can make that seem higher. BUT if you have more than one NPC with the same face and hair, then the first one enslaved SLEN will duplicate on those same ones next enslaved. I kept finding new slaves rotting in the cellar with 100 Sub100 pose with SLENs of +1 to even +4. It was only when I realized that they were game created duplicates of ones already "upstairs" that it was explicable. It provides a real cheat mode if anyone is that desperate as in an early new game you could just pick out one of each type and push their SLEN then each new slave would be +4 SLEN. HOWEVER, I do NOT want this changed and am reporting it here just to make it known as IMHO it DOES make the game more interesting as IFF (If and only if) you do not abuse it, not everyone you enslave hates your guts as the effect is, as if, some realize that you actually kept them alive and as I tend to make follower slaves (and even free them) of those with +SLEN (as I feel then that they can be trusted) it just adds some more NPC interest to the game. I am uncertain whether this is an effect of pure Skyrim or the Prettier Bandits mod, but would expect that it is the former as I remember the mohawked Skyrim LE bandit/forsworn etc NPC clones.
Will55 Posted December 13, 2021 Posted December 13, 2021 (edited) Totally OT and if this peeves anyone then please tell me where is better. While it is not game shattering it still annoys me. as it looks like he should never have eaten that reheated chili curry. Anything that I can do about it? Edited December 13, 2021 by Will55
Antiope_Apollonia Posted December 13, 2021 Posted December 13, 2021 6 hours ago, Will55 said: I have been looking at the 100+ slaves whining away in the cellars and have noticed for some time that the faces are limited to roughly 16 variants. [...] I am uncertain whether this is an effect of pure Skyrim or the Prettier Bandits mod, but would expect that it is the former as I remember the mohawked Skyrim LE bandit/forsworn etc NPC clones. You can use mods like Full Random NPC Pack or, the nuclear option, OBIS to increase diversity of hostile NPCs. 1
Will55 Posted December 13, 2021 Posted December 13, 2021 3 minutes ago, Antiope_Appolonia said: You can use mods like Full Random NPC Pack or, the nuclear option, OBIS to increase diversity of hostile NPCs. Thank you for that. Not certain that this mod choked SSE run could handle more mods but I will certainly look at both for the next run using the improved PAH/TDF files. Not having used slavery/hooker mods before, I have made so many mistakes but I have also put so much into this run through that I am loath to dump it. 1
Antiope_Apollonia Posted December 13, 2021 Posted December 13, 2021 (edited) 3 hours ago, Will55 said: Thank you for that. Not certain that this mod choked SSE run could handle more mods but I will certainly look at both for the next run using the improved PAH/TDF files. Full Random shouldn't have any real impact on performance. OBIS almost certainly does, but I haven't looked into the mechanics of how it does what it does. 3 hours ago, Will55 said: I have also put so much into this run through that I am loath to dump it. I know that feeling. I've just wrapped up a 300ish hour playthrough, and starting a new playthrough, I'm genuinely sad that my favourite slaves from the last run aren't around anymore. It's amazing how attached you can get to them with DoM. Edited December 13, 2021 by Antiope_Appolonia 1
elfdrow Posted December 13, 2021 Posted December 13, 2021 hi, anyone has got the problem where the slaves retain their dialogue and you can't interact with them? in my case. I enslaved Kaie, after double crossing Madanach in the tunnel in "No one scapes cidhna mine". and she keeps saying "it wasn't easy to get all your things. A few guards had to have their throats slit", preventing any other interaction. and she was hostile before enslavement. any clues on how to bypass this?
Will55 Posted December 14, 2021 Posted December 14, 2021 9 hours ago, elfdrow said: hi, anyone has got the problem where the slaves retain their dialogue and you can't interact with them? in my case. I enslaved Kaie, after double crossing Madanach in the tunnel in "No one scapes cidhna mine". and she keeps saying "it wasn't easy to get all your things. A few guards had to have their throats slit", preventing any other interaction. and she was hostile before enslavement. any clues on how to bypass this? I have had exactly the same problem with the enslaving any real unique who has quest value: Vex, Astrid. Vittoria, etc.. The only thing that helps is to force companion them (I use EFF) which adds other speech lines and she will then follow, but she will always have those quest speech lines there. The problem with your case is that she is not supposed to live long as even if she escapes alive, she almost certainly digitally dies as that limited conversation locks her in. With Celeste, my Astrid clone her available speech is a direct function of how the DB questline progresses and I am hoping that when she dies her copy will stay alive but I am not sure about that, just like I am not certain about Vittoria staying alive when I murder her copy. I must compliment you on saving her as I always find the action there so "thick and fast" or intense that my char even when lev 120+ has very few HPs left by the end. I will really try and do the same when I do that quest but I will almost certainly have the same result as you. We perhaps need a mod that whitewashes uniques into less unique follower friendly copies. 1
Will55 Posted December 14, 2021 Posted December 14, 2021 Also posted on the DD page. Posted here as I think that the LVM cellar expansion could have a role here. I have an arch NM slave and in the eastern room she suddenly appeared in iron prisoner chains which I did not supply (I had 2 in my inventory but after some other DD key problems I had not been game to use them and still only have 2) . My standard is the black leather harness which she was wearing and which disappeared visually but when I checked she was still wearing. I removed the leather harness then tried to place it back but was told that this was not possible because of the chain harness????? I additem'd every DD key, including a "restraint" key which supposedly unlocks items and tried to do so but when I looked at her, they were still present. But, when i tried again it then said I lacked the key. I grabbed another "restraint" key and it failed also. I can find NO other keys that will absolutely remove the chains, and I have no idea of what to do here. I have searched EVERY DD file via additem search for said key and I can find NO trace of it and yes, I grabbed every item that said "key". Any help would be appreciated as she is rightly p*ssed about it and I cannot blame her. Do note that this happened in the LVM cellar mod (east room) and I already had a chain problem there when a master vampire somehow found ceiling chains attached to her manacles and hung there like a fly in a web and only by removing the manacles entirely could I free her. Something strange about that room.
Gukahn Posted December 14, 2021 Posted December 14, 2021 (edited) 1 hour ago, Will55 said: Also posted on the DD page. Posted here as I think that the LVM cellar expansion could have a role here. I have an arch NM slave and in the eastern room she suddenly appeared in iron prisoner chains which I did not supply (I had 2 in my inventory but after some other DD key problems I had not been game to use them and still only have 2) . My standard is the black leather harness which she was wearing and which disappeared visually but when I checked she was still wearing. I removed the leather harness then tried to place it back but was told that this was not possible because of the chain harness????? I additem'd every DD key, including a "restraint" key which supposedly unlocks items and tried to do so but when I looked at her, they were still present. But, when i tried again it then said I lacked the key. I grabbed another "restraint" key and it failed also. I can find NO other keys that will absolutely remove the chains, and I have no idea of what to do here. I have searched EVERY DD file via additem search for said key and I can find NO trace of it and yes, I grabbed every item that said "key". Any help would be appreciated as she is rightly p*ssed about it and I cannot blame her. Do note that this happened in the LVM cellar mod (east room) and I already had a chain problem there when a master vampire somehow found ceiling chains attached to her manacles and hung there like a fly in a web and only by removing the manacles entirely could I free her. Something strange about that room. Mh to be fair this particular Item is buggy as fuck. You need a crap load of restrain keys to unequip it. I think something around 70 or higher did the trick for me. (Add as much as you can until it works if 70 is not the magic number.) Edited December 14, 2021 by Gukahn 1
Will55 Posted December 14, 2021 Posted December 14, 2021 4 hours ago, Gukahn said: Mh to be fair this particular Item is buggy as fuck. You need a crap load of restrain keys to unequip it. I think something around 70 or higher did the trick for me. (Add as much as you can until it works if 70 is not the magic number.) Thanks! I will try that. From what I have found, I won't be able to console code any DD item(both codes used esp refID) if I wish it to work so looks like additem 70+ times.
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