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


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Posted

i have this weird issue i just cant seem to figure out.
ok i enslave them. i alway sleave their armor and such on till i get some appropriate clothing. the issue i have is that when i do get it and change their clothing it wont remember their chest piece. everything else gets remember but for the chest. so say i give xx a bathing suit form YY mod. if i reload or  game late if anything makes her take it off she doesn't remember that is what she should wear it. i will telll her to put her clothing back on and she put everything BUT the chest piece.

in mcm ihave the option for  naked  bandit fix off as i want the default old way but should that be enabled for new way? cause no matter what they always have the text to strip and set no matter on or off. ive tried the strip and set and its never realy worked for me unless im doing it wrong.

should it be?
strip and set---> wear this for me
or is it
strip and set---> carry this for me

is it suppose to even show the strip and set even when you have the mcm option off? or is the mcm option suppose to be on for the old way that caused naked bandit bug?

Posted
2 minutes ago, sidfu1 said:

i have this weird issue i just cant seem to figure out.
ok i enslave them. i alway sleave their armor and such on till i get some appropriate clothing. the issue i have is that when i do get it and change their clothing it wont remember their chest piece. everything else gets remember but for the chest. so say i give xx a bathing suit form YY mod. if i reload or  game late if anything makes her take it off she doesn't remember that is what she should wear it. i will telll her to put her clothing back on and she put everything BUT the chest piece.

in mcm ihave the option for  naked  bandit fix off as i want the default old way but should that be enabled for new way? cause no matter what they always have the text to strip and set no matter on or off. ive tried the strip and set and its never realy worked for me unless im doing it wrong.

should it be?
strip and set---> wear this for me
or is it
strip and set---> carry this for me

is it suppose to even show the strip and set even when you have the mcm option off? or is the mcm option suppose to be on for the old way that caused naked bandit bug?

 

What slot is the chest piece using as the collar is considered jewellery so uses that slot so when i've given them stuff from Highheels Dress outfits SE CBBE Bodyslide  https://www.nexusmods.com/skyrimspecialedition/mods/22187

 

They won't wear the dress until i replace there iron slave collar with a DD or ZAZ one

Posted (edited)

hmm let me chheck on other armor then.

ill keep a check and see if it was that. i swore i went thru and fixed some of the armor makers fuck ups for slots thou. maybe i missed some

Edited by sidfu1
Posted
11 hours ago, Pfiffy said:

I'm working on a new version of TDF right now, and as soon as I get it to work  I want to make a new TDF add on for slaves. 

So what's your most recent version that is ready for testing? What issues does it have I should look out for? Please tell me that you and Clifton can figure out a way to make the game use the slaves name that PAHE gives it instead of referring to their base id type for everything which is so immersion breaking and annoying AF. As in right now whether it's PAHE, HSH, or TDF any reference to the slave is done via the npc's base id such as bandit marauder, forsworn warlord, etc.... I really hope you guys can figure out how to make it stop doing this and use the slaves actual name as shown in PAHE instead of it just being cosmetic only.

Posted
On 1/22/2022 at 12:04 AM, CliftonJD said:

according to the log you either didn't install both bsa files or you installed the bsa files, but unpacked 1 and not the other causing the unpacked files to overwrite the packed files so neither can work properly. now you either need to reinstall it and choose to install all the bsa files this time or you need to remove the unpacked files to allow the bsa's to work as intended

Hi Clifton, you where right. Mod works as it should now.

 

One more thing though in regards to respect. Not sure If i'm following the dynamic between fear, anger and respect. The way I read it is that above a certain fear threshold respect will never grow beyond 80.

Posted
On 1/21/2022 at 10:36 PM, Martok73 said:

The SL Filters is downright shity imho, cause I get both consensual and aggressive animations in the popup all the time.

almost forgot about this:

Spoiler

    If _player.IsWeaponDrawn()
        aggressive = true
        _player.SheatheWeapon()
    EndIf

means you should check that you equip your weapons before speaking to a slave soon-to-be fucked if you're looking for consent

thinking about changing that factor since its a hidden function changing the outcome of the animation

 

On 1/22/2022 at 2:14 PM, Antiope_Apollonia said:

You've misunderstood me.  I realise that mood is binary.  Let me present the same exact idea in a different way:

  • If ((mood = "OK") & (Submission + Sex ≥ 95)), then consent.
  • If ((mood = "Angry") & (Submission + Sex ≥ 115)), then consent.
  • If ((mood = "Frightened") & (Submission + Sex ≥ 75)), then consent.

So you can see that what I was proposing is to simply assign numerical values to each mood for the purpose of the consent formula.  Since 95 - 20 = 75, and 95 + 20 = 115, this would be equivalent to assigning the moods values of +/- 20.

ok, but dialogues are not written in formula equations to be able to use math so every possible combination to achieve that math would need to be programmed into the dialogue. in order to achieve what you're asking would require rewriting the dialogues in a way that the aggressive/rape dialogues would sometimes have consenting animations and the consenting dialogues would sometimes give aggressive/rape animations. basically the dialogues would no longer control the given outcome of the animation

On 1/22/2022 at 2:14 PM, Antiope_Apollonia said:

 

I was thinking about how much random variability makes sense for sexual consent

randomness is better achieved with the dialogue system we already have in place as opposed to the set in stone formula you suggest

On 1/22/2022 at 1:38 PM, pinky6225 said:

If the always aggressive MCM toggle could be made (duplicated or amended) to only apply to the punish one that would also work

this is do-able cuz the player knows in advance they've chosen this mcm toggle overriding what would normally happen. started the first phases in the next update, but since its relating to dialogues again this will take some time changing the dialogues to be able to tell the difference between sex versus punishment sex

On 1/22/2022 at 3:35 PM, Antiope_Apollonia said:

Slave is not allowed to cum, leaving her at max arousal after sex.  Ideally, there would be a training-based chance for her to cum anyway and generate a punishment reason.  This category of sex should probably be worth the largest amount of sex training progress.

  • This would replace the current "Ok slave..." → "I'm going to fuck you."  The new dialogue could be, for example, "Ok slave..." → "Come and give your Mistress/Master some pleasure."  

orgasms are predetermined by sexlab, while devious chastity belts prove the orgasms can be denied, this will take some research. remind me after the respect changes are finished and i'll look into this

 

On 1/22/2022 at 6:02 PM, Martok73 said:

I get a dialog I haven't seen before "Face down and spread your cheeks", which I am assuming is supposed to lead to only anal animations being picked and shown in the popup window? I do get some anal animations but due to the fubar'd SL Filter I also get regular animations, aggressive, consensual, bound, and oral ones too, damn I hate that pos filter.

 

ya, that's the consenting anal dialogue for male players

On 1/22/2022 at 6:02 PM, Martok73 said:

Sadly I clicked the arrow and went back like 6 pages and still couldn't figure out what we were talking about :( I am just hoping it had something to do with adding in a dialog option to enslave a npc thru dialog that was in some way "tied up" either via a type of defeat mod, or DD or ZAZ device. I'm also hoping that if the comment you referred to for Hydra Slaves will also apply to any npc that is tied up or wearing a DD/ZAZ device. Really would like to have that dialog enslavement option for all npcs that are "bound" in some way.

first initial phases will be tied into the zaz dialogue tree so anybody wearing the zaz devices will have that option. in the beginning it will be tied to the zaz gags for this to take place, haven't decided yet which additional restraints will be required to be eligible for the dialogue or if the gag alone will work for this.

 

devious mods don't have a dialogue tree to tie into...remind me after the respect dialogue overhauls are completed to look into creating a dialogue tree for non-slaves npc's restrained with devious devices

On 1/22/2022 at 6:02 PM, Martok73 said:

Second question with just that mod can you fuck em' thru their own dialog or do you need another mod to add dialog sex options to them? I've never seen it or used it reason I'm asking.

that mod doesn't add any sexual content to those npc's. they're mostly like art, but many have some backstory added

On 1/22/2022 at 6:02 PM, Martok73 said:

for whatever reason whether it's just a visual display bug or an actual stat bug, anytime I transfer a slave from PAHE to HSH and back that does not have 100 in all three stats, it gets messed up and doesn't show correctly when using the "Slave Info" spell from PAHE, nor when looking at them in the HSH MCM, nor when looking in the PAHE MCM either. No clue as to what's going on with it or why it's showing different numbers to be honest, but yeah any slave that does not have 100 sex in all 3 bugs out when moving em' back and forth.

i wonder if its the sex tracker event that runs on all pahe slaves and possibly also on all slaves who were once owned as pahe slaves. the event is set to add sex training when it detects any non-pahe sex. i tried shutting the event down when switching to hsh hoping to fix those bugs, but ended up breaking the sex event to always off for all slaves once its turned off

On 1/22/2022 at 6:02 PM, Martok73 said:

why if the combat stat is supposed to increase the health stat as it rises, as to why is has no effect when on a npc with higher base health?

the functions handling combat training increasing their combat stats is set to only run if the slave is lower leveled than the player:

Spoiler

        If _slave.getLevel() < PlayerRef.getLevel()
            UpdateStrength2()
        EndIf

 

On 1/22/2022 at 6:02 PM, Martok73 said:

Unfortunately I don't think it's that rare for me at least as I have enslaved the Ebony Warrior twice on two different characters now and both times he went form having 2071 health which is his correct normal health, down to 50 health after enslavement :(. I had to use forceav health 2071 to set his health back to what it's supposed to be and have it stick.

no idea what would cause that then

Posted
15 hours ago, Pfiffy said:

I tested enhanced prostitution myself and got the same results like you. 

 

The only save way now is to use TDF legendary with the pahe patch and/or HSH/AYGAS. They work independently from each other. But you better not use the same slave in both mods.

 

I'm working on a new version of TDF right now, and as soon as I get it to work  I want to make a new TDF add on for slaves.

i wasn't aware there was an enhanced version til it was mentioned just now. have you tried using the enhanced version and replace the slave patch it has with the tdf patch in pahe. just thinking if that works, it might save you some trouble getting the extra hookers to work if the extra hookers in the enhanced version just need an updated tdf patch from pahe

13 hours ago, sidfu1 said:

have this weird issue i just cant seem to figure out.
ok i enslave them. i alway sleave their armor and such on till i get some appropriate clothing. the issue i have is that when i do get it and change their clothing it wont remember their chest piece. everything else gets remember but for the chest. so say i give xx a bathing suit form YY mod. if i reload or  game late if anything makes her take it off she doesn't remember that is what she should wear it. i will telll her to put her clothing back on and she put everything BUT the chest piece.

in mcm ihave the option for  naked  bandit fix off as i want the default old way

with the old naked outfit set, its only a matter of removing the slave's original armor before giving them new armor or they'll get confused with which armor to wear at cell changes.

aside from that, refer to what pinky said

13 hours ago, sidfu1 said:

should that be enabled for new way? cause no matter what they always have the text to strip and set no matter on or off. ive tried the strip and set and its never realy worked for me unless im doing it wrong.

should it be?
strip and set---> wear this for me
or is it
strip and set---> carry this for me

is it suppose to even show the strip and set even when you have the mcm option off? or is the mcm option suppose to be on for the old way that caused naked bandit bug?

the option to strip and set their outfit has no effect if you're using the mcm option to keep the old naked outfit by default as its the same outfit being applied....haven't dug into using global variables yet to be able to remove the dialogue based on your mcm settings

4 hours ago, Martok73 said:

So what's your most recent version that is ready for testing? What issues does it have I should look out for? Please tell me that you and Clifton can figure out a way to make the game use the slaves name that PAHE gives it instead of referring to their base id type for everything which is so immersion breaking and annoying AF. As in right now whether it's PAHE, HSH, or TDF any reference to the slave is done via the npc's base id such as bandit marauder, forsworn warlord, etc.... I really hope you guys can figure out how to make it stop doing this and use the slaves actual name as shown in PAHE instead of it just being cosmetic only.

unfortunately no, blabla had some nice ideas on a work-around for displaying the correct names in dialogue but his fix caused some unforeseen side-effects.

what i would do to wok-around the issue with display names in dialogues would be to add notification messages like what you see in the top left corner for mods loading. the other idea i have would be the messages that come to center screen like the slave stats spell

2 hours ago, Example John said:

One more thing though in regards to respect. Not sure If i'm following the dynamic between fear, anger and respect. The way I read it is that above a certain fear threshold respect will never grow beyond 80.

i think it gets difficult to achieve respect above 70 under normal circumstances. gagging them overcomes this

 

Posted
On 1/22/2022 at 10:43 PM, Pfiffy said:

Now for something completely different...

I digged myself into the Daedra of Cold Harbor and the Deadric Museum of Artifacts. I changed the all NPC's into females and replaced the guards with female Daedras... Some from Cold Harbor, some vanilla and 2 Golden Saints and 2 Dark Seducers from the new AE content. Did anyone ever thought about enslaving Dremoras?

The last time I tried it, I wasn't able to equip the DD or ZAZ devices on them... I think I have to write a little esp with modified armor add on lists. 

 

(Someone has to make Bodyslide files for the new Armors coming with the CC content... They look pretty cool)

 

The new version of TDF is getting forward. The dancing option seems to work.

Training seems to work for the first time, too. but it seems like it doesn't work afterwards. I will do a bit more testing to see if it is just the new Hookers or if I messed them all up. 

 

The new hookers 5 and 6 can do jobs now. I have to find out why Hooker 4 is not working correctly. I went throu the settings several times, checked the scripts and their properties and don't find the problem.  

 

The SLEN interface is working for me, too, even if I still don't know how it works and why it sometimes doesn't. I still stumble over a new script here and there....

 

I found out how the fragment stuff is working and managed to rename nearly all scripts to AIBB_xxxx or BB_xxxx. The only script I didn't found so far was the myth script. 

 

This is the recent version:

 

TDF2022.7z 37.81 MB · 3 downloads

 

 

15 hours ago, Pfiffy said:

 

I'm working on a new version of TDF right now, and as soon as I get it to work  I want to make a new TDF add on for slaves. 

 

 

did you still need my help

Posted
3 minutes ago, CliftonJD said:

ya, that's the consenting anal dialogue for male players

ahh, sadly because of said shitty SL Filters I get all kinds of animations popping up in the little choice window ugh.

 

5 minutes ago, CliftonJD said:

first initial phases will be tied into the zaz dialogue tree so anybody wearing the zaz devices will have that option. in the beginning it will be tied to the zaz gags for this to take place, haven't decided yet which additional restraints will be required to be eligible for the dialogue or if the gag alone will work for this.

 

devious mods don't have a dialogue tree to tie into...remind me after the respect dialogue overhauls are completed to look into creating a dialogue tree for non-slaves npc's restrained with devious devices

gags, cuffs makes sense imho, one or both or either of the two, and I'll try my best to remember to remind you, lol Oh and may want to take a look at SL Defeat to see how that mod "ties up" a npc to see if the new dialog can be triggered by that "tied" state.

 

8 minutes ago, CliftonJD said:

that mod doesn't add any sexual content to those npc's. they're mostly like art, but many have some backstory added

ahh ok, so you're adding enslavement dialog to them at the same time you're adding in the dialog options for the zaz/dd/tied stuff too right?

 

10 minutes ago, CliftonJD said:

i wonder if its the sex tracker event that runs on all pahe slaves and possibly also on all slaves who were once owned as pahe slaves. the event is set to add sex training when it detects any non-pahe sex. i tried shutting the event down when switching to hsh hoping to fix those bugs, but ended up breaking the sex event to always off for all slaves once its turned off

no clue, it may be just a script lag issue because sometimes the spell info "catches up" to the info in the MCM or rather it syncs up with it if checked in the MCM then the spell. It's abit weird tbh, no clue what's causing it, but most of the time it does eventually "correct" itself.

 

12 minutes ago, CliftonJD said:

the functions handling combat training increasing their combat stats is set to only run if the slave is lower leveled than the player:

Ahh, ok that explains that then.

 

13 minutes ago, CliftonJD said:

no idea what would cause that then

Yeah me either which is why I now check the health of any npc I want to enslave that is not a unique named one to check what health they have before enslaving them (totally breaks any immersion I may have up to that point) :( . Unique ones I can just look up to find their base health value if it ends up getting dropped down to 50 for whatever reason after they are enslaved.

Posted
3 hours ago, Martok73 said:

So what's your most recent version that is ready for testing? What issues does it have I should look out for? Please tell me that you and Clifton can figure out a way to make the game use the slaves name that PAHE gives it instead of referring to their base id type for everything which is so immersion breaking and annoying AF. As in right now whether it's PAHE, HSH, or TDF any reference to the slave is done via the npc's base id such as bandit marauder, forsworn warlord, etc.... I really hope you guys can figure out how to make it stop doing this and use the slaves actual name as shown in PAHE instead of it just being cosmetic only.

Right now it is too much broken stuff. I'm able to recruit 6 Hookers, I have to check if I can recruit 6 Hookers that are not followers. The training is misbehaving, I have to fix that first or the Hookers are broken after the training. Hooker 4 refuses to do jobs. Some of the script properties are not set correctly and a lot of scripts still don't know the new Hookers.

 

 

Posted
1 hour ago, Martok73 said:

ahh ok, so you're adding enslavement dialog to them at the same time you're adding in the dialog options for the zaz/dd/tied stuff too right?

hydra slaves uses zaz so it will inherit the dialogue from there

33 minutes ago, espguy said:

are there plans for a slave market for sse since the main pos says that the slaver camp isnt available in this version?

 

felglow slave camp is included in the all addons package now, just haven't updated the op yet

Posted
1 hour ago, Pfiffy said:

Some of the script properties are not set correctly and a lot of scripts still don't know the new Hookers.

that i think will be the key to making the other issues fall inline

Posted
2 hours ago, Pfiffy said:

Right now it is too much broken stuff. I'm able to recruit 6 Hookers, I have to check if I can recruit 6 Hookers that are not followers. The training is misbehaving, I have to fix that first or the Hookers are broken after the training. Hooker 4 refuses to do jobs. Some of the script properties are not set correctly and a lot of scripts still don't know the new Hookers.

Ok, well I'm anxious to started playing with it, so as soon as you have it in a state for testing let me know ok :)

 

52 minutes ago, CliftonJD said:

hydra slaves uses zaz so it will inherit the dialogue from there

Ok, so what about the ones that are wearing DD devices, or however SL Defeat ties up npcs, I honestly am not sure if they use ZAZ or DD, but I do know when you use the option in defeat to permanently tie a npc it looks like those are zbf iron cuffs black, at least that's what it look like to me, so from that I think they might use zaz stuff, but without me checking one in the console I can't be 100% sure.

 

On a side note how is 8.08 coming? Making good progress I hope, not rushing you or anything genuinely interested in the process :)

Posted
5 hours ago, CliftonJD said:

almost forgot about this:

Spoiler

  If _player.IsWeaponDrawn()
        aggressive = true
        _player.SheatheWeapon()
    EndIf

means you should check that you equip your weapons before speaking to a slave soon-to-be fucked if you're looking for consent

I'm not sure I understand.  What does that script have to do with consent?  Did you misspeak and mean "... if you're looking for aggressive"?  At any rate, seems like a pretty byzantine way to govern either one; reworking it would seem like a wise choice.  If I'm guessing correctly that you meant "aggressive", then I stand by my proposal that punishment sex be always aggressive, and we get a clearer path to consensual sex that's non-aggressive.  

 

5 hours ago, CliftonJD said:

ok, but dialogues are not written in formula equations to be able to use math so every possible combination to achieve that math would need to be programmed into the dialogue. in order to achieve what you're asking would require rewriting the dialogues in a way that the aggressive/rape dialogues would sometimes have consenting animations and the consenting dialogues would sometimes give aggressive/rape animations. basically the dialogues would no longer control the given outcome of the animation

I'm not sure if I'm not understanding what you've written or if you didn't understand my idea.  The math I proposed is in reference only to the basic "Ok slave..." → "I'm going to fuck you" dialogue path.  It wouldn't have any bearing on punishment sex, including the dialogue that follows a slave refusing consent to "I'm going to fuck you".  It would simply determine whether you get consensual sex or the dialogue continues to that punishment option.  

 

5 hours ago, CliftonJD said:

randomness is better achieved with the dialogue system we already have in place as opposed to the set in stone formula you suggest

Right, but as I explained right after the bit you quoted, I think the lack of randomness of a formula like I suggested would actually be a virtue rather than a fault.  If you think about realistic consent situations—setting aside the mood variations and focusing on the basic "I'm okay" mood—once you resign yourself to having sex with someone, you don't typically then revert to refusing (unless the context changes, which it doesn't here).  Once you get to the point that you consent to sex with someone once, you've sort of "normalised" sex with that person.  Right now, you sometimes get situations where a slave consents three or four times, and then you go through "Ok slave..." → "I'm going to fuck you" like fifty more times before they consent again.  That's just strange behaviour. 

 

With a formula, you'd have a range of training where a slave would always consent when scared, but never otherwise; a range where she'd always consent unless she's angry; etc.  That makes more realistic sense.  It's also better in terms of the core design principle of clear signifiers—this would be a mechanic that players can actually see and understand on their own, whereas the current mechanic is so opaque that even while I'm looking at it on the screen, I don't really understand it well enough to incorporate it into my conceptual model of how to play with the mod.  

 

5 hours ago, CliftonJD said:

orgasms are predetermined by sexlab, while devious chastity belts prove the orgasms can be denied, this will take some research. remind me after the respect changes are finished and i'll look into this

DoM uses its own system outside of SexLab for slaves' orgasms.  As I mentioned, many parts of that idea are DoM-specific, and the orgasm stuff is one of them.  There's no need for you to try to reinvent the wheel here.  But maybe another example of why Skyrim modding would be better if we could buy an office for you and Troll to work together. ? 

 

3 hours ago, CliftonJD said:

hydra slaves uses zaz so it will inherit the dialogue from there

Just be aware of @Corsec's popular patches that replace zaz with DD (or even deviously non-devious DD).  Probably a lot of people are already using those patches, and then you'll be implementing a mechanic that'll be broken for them.  

 

Posted (edited)
10 hours ago, CliftonJD said:

did you still need my help

I need every help I can get.....

The most important help I need need now is a 2nd pair of eyes, that looks over my edits and stops me from moving in the wrong direction and messing every thing up.

 

I don't want to stumble into the same problems, that I have with Yinkle's SLEN interface: I still don't know exactly what he did and where. Not that I'm thankful for his help, but he should have taught me a lesson in fishing instead of giving me a fish.

I don't think that I will ever be good script writer, but I want to get better in reading and modifying scripts. And I want to get better at using the ck.

 

So first some basics:

 

I still don't understand how the fragments are handled. I often get the message, that the fragment failed validation... What does that mean and how do I solve this?

 

Then sometimes I stumble over fragments that say code not loaded. Does that mean that I'm missing the .psc file?

 

For TDF:

 

There are two ways of recruiting Hookers: One is to make them a follower first and then ask them if the want to make some money. This is working for all six Hookers.

The other way is to ask a NPC if the want to make money with their body. If they agree you can choose between having sex with them or recruit them. But that option is not available for all NPC's I have tested so far. I have to check the conditions and test if this works for all Hookers. For some NPC's this Dialog doesn't appear and I don't understand why. 

The difference between these options is that non following Hookers will not engage in battle as long as they are not attacked. (I have to add the dressing dialogue from the add-on for them...)

 

What I have done so far:

 

I set up the quests and scenes and added the missing Hookers to the scripts where ever I found they are missing. But I didn't get through the whole mod by now. 

The biggest part will be the Pimping quests. I have to go through them line by line for each hooker and check them. 

 

Edit:

The actual version: TDF20220125.7z

 

I still have the problem, that Hooker 4 refuses to do jobs. The othe new Hookers seem to work. I have some crashes here....

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Edited by Pfiffy
Posted (edited)

My first hooker in a new game run managed to snare M'Aiq the Liar as client number 4. Naturally they walked off and it was all done out of sight, but I checked her experience when she returned, and it was up by one client and she had cat fur all over her.  ?

 

I have not dumped the previous run.

I just wanted a break from endless hooker & slave work.

I am using all of the Immersive wenches addons and the combat is so much harder.

 

Edited by Will55
Posted (edited)

@Martok73 I installed the latency tester and it jumps pretty high when fast travelling or moving from location to location but on average its between 100-200 I reinstalled PAHE after eliminating all my camps and started the quest again so far so good but I haven't gotten to the auction part yet so I will let you know how that goes when I get to it but is there anything I should do to reduce this number?  I mean even if it has a high latency it shouldn't stop the auctions from happening all together right especially since when I left my character there for 10 - 20 minutes when I first tried it...  it should just take a longer time to initiate but that doesn't seem to be the case...  

I have seen it jump around 9000-70000 though

 

EDIT:  I don't know how to tag people ffs 

After installing the latency tester the game runs alot smoother is that weird?

Edited by narbzhikaru
Posted
21 hours ago, narbzhikaru said:

@Martok73 I installed the latency tester and it jumps pretty high when fast travelling or moving from location to location but on average its between 100-200 I reinstalled PAHE after eliminating all my camps and started the quest again so far so good but I haven't gotten to the auction part yet so I will let you know how that goes when I get to it but is there anything I should do to reduce this number?  I mean even if it has a high latency it shouldn't stop the auctions from happening all together right especially since when I left my character there for 10 - 20 minutes when I first tried it...  it should just take a longer time to initiate but that doesn't seem to be the case...  

I have seen it jump around 9000-70000 though

 

EDIT:  I don't know how to tag people ffs 

After installing the latency tester the game runs alot smoother is that weird?

Yeah if you're getting between 100-200ms script lag with the tester then there is definitely a problem somewhere. You've got a very script heavy mod somewhere bogging down your papyrus. Since you are already doing the whole uninstall/test process, what I would do then is disable everything except for bug fixes and patches ie USSEP, Engine Fixes, Bugfixes, graphics, replacers, stuff like that. Then I would go one by one and enable the mods you know have scripts in them and check your latency with the tester mod, see where it's at. Do this until you hit the script heavy mod that is causing you to hit 200ms. If it's jumping up that high then there is a mod causing it and the only way to find out which one is to just enable them one at a time until you find the culprit. Which if you are using AYGAS I would almost bet a sack of septims that would be the cause, but that's just a guess. Anyway try that and let me know which one you find is causing the lag numbers to jump and if it's one that I have I can compare it to mine.

 

Yes it's weird that the game runs smoother with a simple script lag tester/monitor installed, I've never had that happen to be honest.

Posted
On 1/24/2022 at 8:17 PM, Martok73 said:

Ok, so what about the ones that are wearing DD devices

already stated above:

On 1/24/2022 at 5:22 PM, CliftonJD said:

devious mods don't have a dialogue tree to tie into...remind me after the respect dialogue overhauls are completed to look into creating a dialogue tree for non-slaves npc's restrained with devious devices

 

On 1/24/2022 at 8:17 PM, Martok73 said:

On a side note how is 8.08 coming? Making good progress I hope, not rushing you or anything genuinely interested in the process

if you get too eager to wait, 8.08 was a quick bug fix in Le, but at the time i was still shootin in the dark at the combat training bugs. the real fixes and features are coming in 8.09. enough changes in 8.09 that i had to back-step a week to find where i broke the sex training

On 1/24/2022 at 11:00 PM, Antiope_Apollonia said:

I'm not sure I understand.  What does that script have to do with consent? 

that function is in the sex and rape script governing all sex and punishment sex as a hidden "feature" preventing anybody looking for consent from achieving it while their weapon is drawn

On 1/24/2022 at 11:00 PM, Antiope_Apollonia said:

At any rate, seems like a pretty byzantine way to govern either one; reworking it would seem like a wise choice.  If I'm guessing correctly that you meant "aggressive", then I stand by my proposal that punishment sex be always aggressive, and we get a clearer path to consensual sex that's non-aggressive.  

your proposal starts out suggesting that we change the random variable to a concrete formula:

On 1/22/2022 at 2:14 PM, Antiope_Apollonia said:
  • Set "Angry" mood = -20
  • Set "Fearful" mood = +20
  • Set "Broken", "Terrified", and "Loyal" moods = +40
  • Set "In Love" and "Shocked" moods = +60
  • If Submission + Sex + Mood ≥ 135, then consent.  

then later suggests we stick with a random variable:

On 1/22/2022 at 2:14 PM, Antiope_Apollonia said:

I was thinking about how much random variability makes sense for sexual consent, and I think this "threshold" model probably makes a lot more sense than the sort of "scaling percent chance" model I had in mind before I started thinking through the details here.  And for certain, I think an approach like this using a function—it doesn't have to be exactly my function, although I think it's a good one—would have to be a better development approach than a bunch of piecemeal criteria being stitched together. 

you seem to be missing the point here, this piecemeal operation as you call it is a random chance sex variable. splain it again in a bit more detail and you can compare it to your notes this time:

  • if mood == afraid, then any submission 60 or above has a random chance at being consenting
  • if mood != angry, then submission 60 or above + sex training 40 or below has a random chance at being aggressive rape
  • if mood == afraid, then any submission 50 or above has another random chance at being consenting
  • if mood != angry and the slave is respectful, then submission 90 or above has another chance at being consenting
  • if mood == angry, then any submission 60 or above has another random chance at being aggressive rape
  • if mood == afraid, then submission 70 or above + sex training 40 or below has another random chance at being aggressive rape
  • if mood != angry, then submission 60 or above + sex training 40 or below has an additional random chance at being aggressive rape
  • if mood != angry or afraid then any submission 70 or above has another random chance at being aggressive rape
  • if mood == afraid, then any submission 60 or above has an additional random chance at being consenting
  • if mood == afraid, then submission 60 or above + sex training 40 or above has another random chance at being consenting
  • if mood == afraid, then any submission 70 or above has another random chance at being consenting
  • if mood == angry, then submission 60 or less + anger training 60 or less has a random chance at being aggressive rape
  • if mood == angry, then submission 60 or above + sex training 60 or less has another random chance at being aggressive rape
  • if mood == angry, then any submission 60 or above has an additional random chance at being aggressive rape
  • if mood != angry, then submission 80 or above + sex training 50 or above has another random chance at being consenting
  • if mood != angry, then submission 90 or above + sex training 60 or above has another random chance at being consenting
  • if mood != angry, then submission 70 or above + sex training 30 or less has another random chance at being consenting
  • if mood == angry, then submission 60 or above + sex training 50 or more has another random chance at being aggressive rape
  • if mood != angry, then submission 70 or less + sex training 50 or below has another random chance at being aggressive rape
  • if mood != angry, then submission 60 or less + sex training 30 or below has 2 random chances at being aggressive rape
  • final chance added without emotional attachment with submission 60 or less + sex training 30 or below has another random chances at being aggressive rape

with random chance dialogue variables you need to think of falling under more than 1 rule set above as like the old d&d games that used multiple dice rolls against your opponent to determine the outcome. each consenting dialogue rule set your slave falls under could be considered a die or additional dice roll in favor of consent while each rape dialogue rule set your slave meets the conditions for could be considered a die or additional dice roll against consent. under these laws both emotion and how the emotion effects their decision our based on random chance same as rl.

 

On 1/24/2022 at 11:00 PM, Antiope_Apollonia said:

Right, but as I explained right after the bit you quoted, I think the lack of randomness of a formula like I suggested would actually be a virtue rather than a fault.  If you think about realistic consent situations—setting aside the mood variations and focusing on the basic "I'm okay" mood—once you resign yourself to having sex with someone, you don't typically then revert to refusing (unless the context changes, which it doesn't here).  Once you get to the point that you consent to sex with someone once, you've sort of "normalised" sex with that person.  Right now, you sometimes get situations where a slave consents three or four times, and then you go through "Ok slave..." → "I'm going to fuck you" like fifty more times before they consent again.

actually that makes perfect sense unless the slave has turned nympho, they would tire of it and prefer to do something else. nympho ties into arousal as always horny or only not horny for short periods. at some point i think i'll do a rewrite adding arousal into the equation for those who have sl aroused

 

for now what's going to happen in the very near future after this coming update will be a combination of 2 other suggestion requests that still allows the happy medium for the person disagreed with the changes:

  • first off all the above chances for non-consenting rape are going to change to the dot dot line of punishments with rape options changed to a tie+rape option. with this new method the consenting dialogues still remain as they are for those in favor of consent, but the rape dialogues show more immersion with tying the slave up before raping them
  • next up the punishment dialogues are already being rewritten to handle punishments with an always rape toggle based on this here:
On 1/22/2022 at 1:38 PM, pinky6225 said:

What would be good (if its possible) is if the "you need to be punished" dialogue always leads to aggressive option and then the consensual "okay slave" --> "I'm going to fuck you" leads to a consensual unless they refuse

 

If the always aggressive MCM toggle could be made (duplicated or amended) to only apply to the punish one that would also work

 

On 1/24/2022 at 11:00 PM, Antiope_Apollonia said:

Just be aware of @Corsec's popular patches that replace zaz with DD (or even deviously non-devious DD).  Probably a lot of people are already using those patches, and then you'll be implementing a mechanic that'll be broken for them.  

i could understand replacing zaz with dd items or replacing dd items with non-devious items, but to replace zaz with non-devious devices just makes no sense. fortunately hydra slavegirls also has its own slave faction we can tap into. zaz would just be easier to tap into multiple mods at once and without needing a special patch for each mod

 

On 1/25/2022 at 3:26 AM, Pfiffy said:

I still don't understand how the fragments are handled. I often get the message, that the fragment failed validation... What does that mean and how do I solve this?

that's another case i think you might be better off back-porting what you've got so far to work with in Le. i think this validation thing is new to se. it could be some kind of bug checker finding your typos in the script, but without further info of what made it fail, might as well be speaking latin...once you get the validation errors out the way, a fragment isn't much different from other function names. you could rename a fragment and use it as a command if you chose to.

 

On 1/25/2022 at 3:26 AM, Pfiffy said:

But that option is not available for all NPC's I have tested so far. I have to check the conditions and test if this works for all Hookers. For some NPC's this Dialog doesn't appear and I don't understand why. 

iirc from when i wrote the tdf patch, i think 1 of the conditions on the dialogues to be able to recruit them as your prostitutes, is that they must be unique. if that's not limiting enough already, there also many job factions disallowed by the dialogue

On 1/25/2022 at 3:26 AM, Pfiffy said:

I have some crashes here....

if you're getting crashes, you need to step back from what ever part of the code you're looking at to fill in the script properties. start with the scripts that are sending errors to the log first. those are your top priority when you run into crashes and bonus it gives the biggest learning experience going thru the log for what's broken to find where its broken down to the line number of the script. once you've finished with the log errors, every script you've added hookers to will also need hooker references in the quest and properties in the dialogues, aside from main quest scripts that never see a dialogue

On 1/25/2022 at 3:26 AM, Pfiffy said:

I still have the problem, that Hooker 4 refuses to do jobs. The othe new Hookers seem to work.

funny she would be the test subject when i tried to see your progress in game, never thought to try the others when she wouldn't work. i'll take a look at her compared to the other hookers to see what pops out first, then start scanning thru the script for any bugs there. oh ya, that reminds me, found a few places where the dialogue properties hadn't been updated to the new hooker the dialogue pertains to...don't remember which dialogue it was tho

 

 

Posted
1 hour ago, CliftonJD said:

if you get too eager to wait, 8.08 was a quick bug fix in Le, but at the time i was still shootin in the dark at the combat training bugs. the real fixes and features are coming in 8.09. enough changes in 8.09 that i had to back-step a week to find where i broke the sex training

Oh wow, ok, well I will then eagerly await 8.09 and look forward to new features :). I assume one of those features is the dialog enslavement option for "tied up"/DD/ZaZ npcs right? I hope? :)

 

1 hour ago, CliftonJD said:

you seem to be missing the point here, this piecemeal operation as you call it is a random chance sex variable. splain it again in a bit more detail and you can compare it to your notes this time:

  • if mood == afraid, then any submission 60 or above has a random chance at being consenting
  • if mood != angry, then submission 60 or above + sex training 40 or below has a random chance at being aggressive rape
  • if mood == afraid, then any submission 50 or above has another random chance at being consenting
  • if mood != angry and the slave is respectful, then submission 90 or above has another chance at being consenting
  • if mood == angry, then any submission 60 or above has another random chance at being aggressive rape
  • if mood == afraid, then submission 70 or above + sex training 40 or below has another random chance at being aggressive rape
  • if mood != angry, then submission 60 or above + sex training 40 or below has an additional random chance at being aggressive rape
  • if mood != angry or afraid then any submission 70 or above has another random chance at being aggressive rape
  • if mood == afraid, then any submission 60 or above has an additional random chance at being consenting
  • if mood == afraid, then submission 60 or above + sex training 40 or above has another random chance at being consenting
  • if mood == afraid, then any submission 70 or above has another random chance at being consenting
  • if mood == angry, then submission 60 or less + anger training 60 or less has a random chance at being aggressive rape
  • if mood == angry, then submission 60 or above + sex training 60 or less has another random chance at being aggressive rape
  • if mood == angry, then any submission 60 or above has an additional random chance at being aggressive rape
  • if mood != angry, then submission 80 or above + sex training 50 or above has another random chance at being consenting
  • if mood != angry, then submission 90 or above + sex training 60 or above has another random chance at being consenting
  • if mood != angry, then submission 70 or above + sex training 30 or less has another random chance at being consenting
  • if mood == angry, then submission 60 or above + sex training 50 or more has another random chance at being aggressive rape
  • if mood != angry, then submission 70 or less + sex training 50 or below has another random chance at being aggressive rape
  • if mood != angry, then submission 60 or less + sex training 30 or below has 2 random chances at being aggressive rape
  • final chance added without emotional attachment with submission 60 or less + sex training 30 or below has another random chances at being aggressive rape

with random chance dialogue variables you need to think of falling under more than 1 rule set above as like the old d&d games that used multiple dice rolls against your opponent to determine the outcome. each consenting dialogue rule set your slave falls under could be considered a die or additional dice roll in favor of consent while each rape dialogue rule set your slave meets the conditions for could be considered a die or additional dice roll against consent. under these laws both emotion and how the emotion effects their decision our based on random chance same as rl.

I'm finally starting to see all the different dialog options with my slaves I'd be totally lost if you changed how it works now, so yeah I'm happy the way it is TBH :).

 

1 hour ago, CliftonJD said:

but the rape dialogues show more immersion with tying the slave up before raping them

Please don't make us tie up a slave before raping them that will totally kill my animations thanks to the fucked up shitty ass filter in SL :(, I think I explained that in a previous post and we discussed it then, can't remember tbh. But anyway please make it "optional" and not a requirement, I really don't want to have to look at the same animation every time I rape a slave to punish them instead of whipping them.

 

1 hour ago, CliftonJD said:

next up the punishment dialogues are already being rewritten to handle punishments with an always rape toggle based on this here:

Are you referring to changing the current MCM toggle to always use aggressive animations?

 

 

Posted
On 1/25/2022 at 3:26 AM, Pfiffy said:

I still have the problem, that Hooker 4 refuses to do jobs.

"I think I just might." uses a duplicate script for each hooker that can all share the same script so with this in mind i changed hooker 4 to share the same script with hooker 1, then found 2 quest reference properties which don't match up between them: SceneQuestClient and SceneQuestHooker should be pointing to clientfollowshookerquest4

Posted
8 minutes ago, Martok73 said:

dialog enslavement option for "tied up"/DD/ZaZ npcs right? I hope?

started on that, but not far enough along for it to be usable, can't remember why i didn't go further with it yet...

10 minutes ago, Martok73 said:

I'm finally starting to see all the different dialog options with my slaves I'd be totally lost if you changed how it works now, so yeah I'm happy the way it is TBH :).

16 minutes ago, Martok73 said:

Please don't make us tie up a slave before raping them that will totally kill my animations thanks to the fucked up shitty ass filter in SL :(, I think I explained that in a previous post and we discussed it then, can't remember tbh. But anyway please make it "optional" and not a requirement, I really don't want to have to look at the same animation every time I rape a slave to punish them instead of whipping them.

 

the rape dialogues you see while the slave is tied, also have a chance to appear in the sex dialogue branch - those rape dialogues in the sex branch are the dialogues that have been requested to be changed to require tying the slave before raping them to give a better immersion to it. remember the last time you spoke of the tied slaves, you said that was the most definitive animations there were...don't remember if that was the animation you said only played the same animation every time--looks like it might play a zapwripose every time

26 minutes ago, Martok73 said:

Are you referring to changing the current MCM toggle to always use aggressive animations?

new toggle with similar function, but the new toggle should be more intuitive. to know the difference between sex and punishment sex, then apply the aggressive toggle to the punishment sex

Posted
9 minutes ago, CliftonJD said:

the rape dialogues you see while the slave is tied, also have a chance to appear in the sex dialogue branch - those rape dialogues in the sex branch are the dialogues that have been requested to be changed to require tying the slave before raping them to give a better immersion to it. remember the last time you spoke of the tied slaves, you said that was the most definitive animations there were...don't remember if that was the animation you said only played the same animation every time--looks like it might play a zapwripose every time

If you change it so that in order to get any rape dialog to require tieing the slave, then the only animation I will have play no matter what I do is FunnyBiznessProneRapeRedone, which is not even a bound animation. It's the only animation that shows up in the "choice" popup window, no other animations show up, even tho I have about 100 or so "bound" animations that either use DD or ZaZ items so I know they are compatible with a slave being tied, SexLab's shitty filter just plain sucks monkey balls and it's worth a damn so I'm stuck if I tie up a slave. I get the dialog just fine, "Open your mouth and if you bite down I'll rip your teeth out", "Your cunt is gonna hurt for a week after this", and "Let's see how rebelious you are after I ream your ass".  I can get those dialogs options to show up under both the "Punishment" tree, and the "Ok slave" tree. But if a slave is tied using PAHE's tie up dialog, or HSH's tie up dialog, then no matter which dialog option I choose for the rape be it oral, vaginal, or anal, it always plays the exact same none bound stupid lame animation. I even tried disabling that animation from the list, and that resulted in it failing completely and not even playing at all. So yeah, I absolutely hate the POS filters in SexLab, and the ones that are added in by SLU+ ain't much better either tbh.

 

So if you make it so the only way the rape dialog options show up is by tieing a slave then I'll never get those dialogs again because I'm not shooting myself in the foot and having a single shitty animation play no matter what I do or choose and it looks really really stupid having a vaginal animation play when you choose the "Oral" rape option and breaks any immersion I had up to that point :(.

Posted (edited)
3 hours ago, CliftonJD said:

"I think I just might." uses a duplicate script for each hooker that can all share the same script so with this in mind i changed hooker 4 to share the same script with hooker 1, then found 2 quest reference properties which don't match up between them: SceneQuestClient and SceneQuestHooker should be pointing to clientfollowshookerquest4

I think, I have already corrected this, but...

 

Yesterday I found out that all scripts with the 'failed validation' error have not been changed so I edited them again and compiled them again... This time the error didn't show up. But I didn't check the results, because it was 2 in the morning....

 

The last things I noticed were that even if Hooker 4 doesn't do Jobs She still makes money and sometimes Hooker 2 quits, if I recruit Hooker 5 and the same sometimes happens with Hooker 1 if I recruit Hooker 6. This is related to the way that I copied the pimping quests. (3 to 4, 2 to 5, 1 to 6)

So I think that I messed thinks up by copying the dialogues. 

 

The recruiting stuff is the first construction site. If something goes wrong there the error will be carried on to all other quest. I will concentrate on Branch01 and Branch05 for now until this is fixed. Maybe it is the best to rebuild this part from scratch...

 

I have a Char that can't fail a persuade check (speech 100) and with EFF I can force every NPC into a follower.

Since most of the Hookers I recruited in Riverwood don't have a Follower option, I'm checking the bribery option first.

It works for the Hooker 1 to 4 now but it doesn't for 5 and 6.  

Edited by Pfiffy

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