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Posted (edited)
4 hours ago, CliftonJD said:

which atronach

ALL OF THEM (aka fire, frost and storm)

 

edit: huh, interesting. i think that enslave hotkey also allows enslavement of non pahe supported creatures! i just enslaved a werewolf afterall.

Edited by terrorofmorrowind
Posted
4 hours ago, terrorofmorrowind said:

edit: huh, interesting. i think that enslave hotkey also allows enslavement of non pahe supported creatures! i just enslaved a werewolf afterall.

be careful. Last time i enslaved something outside Pahes range it got aggro later and was put down by the entire companions. But that's long ago with an older version

Posted
4 hours ago, terrorofmorrowind said:

ALL OF THEM (aka fire, frost and storm)

 

edit: huh, interesting. i think that enslave hotkey also allows enslavement of non pahe supported creatures! i just enslaved a werewolf afterall.

only enslave supportd creatures. you can perm break the slave system in your game by enslaving those not supported.

 

Posted
14 hours ago, terrorofmorrowind said:

ALL OF THEM (aka fire, frost and storm)

 

edit: huh, interesting. i think that enslave hotkey also allows enslavement of non pahe supported creatures! i just enslaved a werewolf afterall.

hmm, are those available thru untamed. would you have a link

10 hours ago, Gukahn said:

be careful. Last time i enslaved something outside Pahes range it got aggro later and was put down by the entire companions. But that's long ago with an older version

yes, each of the supported creatures gets added to the faction clearing process during testing

10 hours ago, sidfu1 said:

only enslave supportd creatures. you can perm break the slave system in your game by enslaving those not supported.

 

yes, each of the supported creatures went thru rigorous testing before release to ensure they don't end up like the giants....giants are very game breaking

Posted (edited)
14 minutes ago, CliftonJD said:

hmm, are those available thru untamed. would you have a link

yes, each of the supported creatures gets added to the faction clearing process during testing

yes, each of the supported creatures went thru rigorous testing before release to ensure they don't end up like the giants....giants are very game breaking

Doh.
Here's link. https://www.loverslab.com/files/file/1672-untamed/ Mod is totally not supported for SE btw. But most of the stuff still works. except for some shouts and creatures actually following you.
Will you consider adding more creatures or are you going to keep it with just the current ones?

Edited by terrorofmorrowind
Posted
24 minutes ago, terrorofmorrowind said:

Doh.
Here's link. https://www.loverslab.com/files/file/1672-untamed/ Mod is totally not supported for SE btw. But most of the stuff still works. except for some shouts and creatures actually following you.
Will you consider adding more creatures or are you going to keep it with just the current ones?

ya, i can look into adding more per request as long as its reasonably obtained for testing purposes. last request was for a spriggan matron, too rare to come by

Posted
13 minutes ago, CliftonJD said:

ya, i can look into adding more per request as long as its reasonably obtained for testing purposes. last request was for a spriggan matron, too rare to come by

Wouldn't just removing all factions which are enemy to the player faction be enough? I do that as minimum cleaning in the last version of DoM. I didn't get the chance to try it on creatures though.

Posted
55 minutes ago, TrollAutokill said:

Wouldn't just removing all factions which are enemy to the player faction be enough? I do that as minimum cleaning in the last version of DoM. I didn't get the chance to try it on creatures though.

too many factions to sort thru to determine which are enemy factions and eliminate each 1 until you come across it. we do get a number of known factions, but most if not all creature factions need it as well as every bandit faction. some factions are hostile based on quest progression and some factions can be allied or friendly to player, yet still agro guards and hunters and most companions

Posted (edited)
1 hour ago, CliftonJD said:

too many factions to sort thru to determine which are enemy factions and eliminate each 1 until you come across it. we do get a number of known factions, but most if not all creature factions need it as well as every bandit faction. some factions are hostile based on quest progression and some factions can be allied or friendly to player, yet still agro guards and hunters and most companions

Looping on all actor factions is rather fast, most actors have around 10. It's a SKSE function, that might explain why it was not used in the beginning of pah,

 

https://www.creationkit.com/index.php?title=GetFactions_-_Actor

 

Then you can just remove player enemy factions, there is a function to test for that, and those never change.

 

https://www.creationkit.com/index.php?title=GetReaction_-_Faction

 

Other temporarily aggressive factions would still have to be removed manually, but that would be much easier to maintain.

Edited by TrollAutokill
Posted
5 hours ago, terrorofmorrowind said:

Doh.
Here's link. https://www.loverslab.com/files/file/1672-untamed/ Mod is totally not supported for SE btw. But most of the stuff still works. except for some shouts and creatures actually following you.
Will you consider adding more creatures or are you going to keep it with just the current ones?

try this: https://github.com/darkconsole/dse-untamed-2/archive/refs/heads/master.zip

dunno if it still has the same features or not, but its se

1 hour ago, TrollAutokill said:

Looping on all actor factions is rather fast, most actors have around 10. It's a SKSE function, that might explain why it was not used in the beginning of pah,

 

https://www.creationkit.com/index.php?title=GetFactions_-_Actor

 

Then you can just remove player enemy factions, there is a function to test for that, and those never change.

 

https://www.creationkit.com/index.php?title=GetReaction_-_Faction

 

Other temporarily aggressive factions would still have to be removed manually, but that would be much easier to maintain.

thanks, i'll have a look

Posted
On 2/25/2022 at 6:29 PM, CliftonJD said:

ya, i can look into adding more per request as long as its reasonably obtained for testing purposes. last request was for a spriggan matron, too rare to come by

Atronachs, like fire, frost and maybe storm one would be nice too but storm is a bit more rare than fire and frost. Heck even frost probably is. You probably only want to humanoids right? What about draugrs? It probably has a bit too many varieties but they are still humanoid enough to be made a slave imo.

Posted

So does this mean that I could enslave a couple of trolls and then turn them into Thugs to do some training and guarding? I've avoided non-human slaves,  but that appeals somehow...

Posted
2 hours ago, DocClox said:

So does this mean that I could enslave a couple of trolls and then turn them into Thugs to do some training and guarding? I've avoided non-human slaves,  but that appeals somehow...

Could work. Tell us how it worked. With pics ?

Posted (edited)

Just wondering, can iron cuffs be escaped out of or do they function kind of like a collar of leashing? They seem to be near impossible to break free from to me. Also is the chance of fleeing no longer fully tied to submission rate? Like terrified if higher chance than just "ok" ones for example?

Edited by terrorofmorrowind
Posted
23 hours ago, terrorofmorrowind said:

Yeah, already had a look at it but it didn't seem like it had much stuff in it that was useable yet. Maybe I just don't know how to work with github lol. xD

how to work the github would only effect how you get the file from it. the info about it is under the files list here: https://github.com/darkconsole/dse-untamed-2

once you've read the info from that, this is the download:

On 2/25/2022 at 3:46 PM, CliftonJD said:

installing over an active save it only seems to have 1 effect listed incorrectly as 3 effects in the list:

Quote
✔️ Tame actors
 Tame ActorTypeAnimal
 Tame ActorTypeCreature

this seems to be the only thing the mod seems to do. tame actors means all actors. if its a creature or an animal, its already tame thru the first rule. if he wanted to separate the 3 to tame each using a different rule that could then be toggled, that first rule would need to be changed to tame npc and it could then use the npc keyword on the actor.

think i'll try cross-breeding the se version with the Le version and hope for better results

 

when its working, what all does the Le version normally do in Se

On 2/27/2022 at 11:56 AM, terrorofmorrowind said:

Atronachs, like fire, frost and maybe storm one would be nice too but storm is a bit more rare than fire and frost. Heck even frost probably is. You probably only want to humanoids right? What about draugrs? It probably has a bit too many varieties but they are still humanoid enough to be made a slave imo.

ok, atronachs sound do-able. there's a conjuring spell for the flame atronach, think there might be a spell for the others as well, but those are for more advanced conjurers. think there's even a permanent spell version for elite conjurers. i'll start testing on the first i come across and give them the traditional enslavement method. if they pass the test, i'll look into additionally adding a spell variant based on the permanent spells

draugrs are common enough should be easy to find some for testing

contemplating a new raise dead spell as well, will have to see if there's already a permanent version before i try it tho

 

 

Posted
1 hour ago, terrorofmorrowind said:

Just wondering, can iron cuffs be escaped out of or do they function kind of like a collar of leashing? They seem to be near impossible to break free from to me. Also is the chance of fleeing no longer fully tied to submission rate? Like terrified if higher chance than just "ok" ones for example?

dom uses different escape rules so even the iron cuffs can be broken free and resignation replaces submission for chance of escape

Posted (edited)
1 hour ago, terrorofmorrowind said:

Just wondering, can iron cuffs be escaped out of or do they function kind of like a collar of leashing? They seem to be near impossible to break free from to me. Also is the chance of fleeing no longer fully tied to submission rate? Like terrified if higher chance than just "ok" ones for example?

As Clifton said, there are differences between PAHE and PAHE+DoM.

 

The chance of fleeing also depends on the mood. Angry being highest and terrified almost 0.

Edited by TrollAutokill
Posted (edited)

@TrollAutokill @CliftonJD

 

I'm presently using

 

PAHE 8.1

DOM 2.6.2 (as a reversion from 2.7.2 and 2.7.1, which were giving me, as earler reported in the threads, duplicate slaves in the PAHE MCM)

 

But can either of you tell me, please, what the scripts that you have in your mods affecting HSH do when they overwrite it as shown, and the effect on each other, ie DOM on PAHE?

 

Dom 2.6.2 overwrites PAH HSH

Dom 2.7.1 overwrites PAH HSH and PAH AYGAS

 

I have spent hours trying to rescue a game in which I realised that the HSH MCM point blank refused to appear (I know that HSH's MCM is iffy at the best of times, but I think I saw @TrollAutokill say somewhere upthread he'd have a look at the issue.  The same problems arose even when I even went back to start a new game- same errors, no MCM

 

AYGAS says the mod is there, and you can find it and add to your inventory from it using AddItemMenu, but HSH willm full stop, not provide an MCM

 

I attach logs for both existing and newe games which show similar problems in each

 

You guys got any ideas?

 

TIA for any advice

Papyrus.0 - HSH errors in existing game with DOM scripts.log Papyrus.2 - HSH errors in new game with DOM scripts.log

Edited by DonQuiWho
Posted
5 hours ago, DonQuiWho said:

@TrollAutokill @CliftonJD

 

I'm presently using

 

PAHE 8.1

DOM 2.6.2 (as a reversion from 2.7.2 and 2.7.1, which were giving me, as earler reported in the threads, duplicate slaves in the PAHE MCM)

 

But can either of you tell me, please, what the scripts that you have in your mods affecting HSH do when they overwrite it as shown, and the effect on each other, ie DOM on PAHE?

 

Dom 2.6.2 overwrites PAH HSH

Dom 2.7.1 overwrites PAH HSH and PAH AYGAS

 

I have spent hours trying to rescue a game in which I realised that the HSH MCM point blank refused to appear (I know that HSH's MCM is iffy at the best of times, but I think I saw @TrollAutokill say somewhere upthread he'd have a look at the issue.  The same problems arose even when I even went back to start a new game- same errors, no MCM

 

AYGAS says the mod is there, and you can find it and add to your inventory from it using AddItemMenu, but HSH willm full stop, not provide an MCM

 

I attach logs for both existing and newe games which show similar problems in each

 

You guys got any ideas?

 

TIA for any advice

Papyrus.0 - HSH errors in existing game with DOM scripts.log 575.01 kB · 0 downloads Papyrus.2 - HSH errors in new game with DOM scripts.log 1.23 MB · 0 downloads

i hope you don't have any slaves stored in hsh for that save.

  • first idea would be to try reinstall both hsh, then dom(let dom overwrite hsh)
  • if it still doesn't work, you may need to completely uninstall hsh, then clean the save, then reinstall hsh and dom so that dom still overwrites
Posted
3 hours ago, CliftonJD said:

i hope you don't have any slaves stored in hsh for that save.

  • first idea would be to try reinstall both hsh, then dom(let dom overwrite hsh)
  • if it still doesn't work, you may need to completely uninstall hsh, then clean the save, then reinstall hsh and dom so that dom still overwrites

 

Thanks, but I had done all that, incl reinstalling AYGAS too, cleaning the relevant saves first etc, before I wrote my post ?  The post was a last resort, and based on what's appearing in the log

 

And there is/never has been anyone in HSH.  In fact, the game only contains 7 PAHE slaves, some that I had collected in a couple of the game's initia l quests and had meantime 'parked'.  I only really discovered the HSH problem when I went to Ivarstead to get HSH house/camp tokens etc and couldn't get into The Restless Hunter.  Thought I'd not set the MCM properly. and 'Bingo!', it wasn't there.  And everything I tried, the usual fixes etc, didn't work

 

Only thing that I haven't tried is putting DOM above HSH to see if letting the game use the original HSH scripts changes anything.  Particularly as the log is showing that the script errors arising are referring to those scripts which are the ingame DOM replacements.  So I'll try to give that a go later today

 

But thanks anyway for the reply ?

Posted
3 minutes ago, DonQuiWho said:

 

Thanks, but I had done all that, incl reinstalling AYGAS too, cleaning the relevant saves first etc, before I wrote my post ?  The post was a last resort, and based on what's appearing in the log

 

And there is/never has been anyone in HSH.  In fact, the game only contains 7 PAHE slaves, some that I had collected in a couple of the game's initia l quests and had meantime 'parked'.  I only really discovered the HSH problem when I went to Ivarstead to get HSH house/camp tokens etc and couldn't get into The Restless Hunter.  Thought I'd not set the MCM properly. and 'Bingo!', it wasn't there.  And everything I tried, the usual fixes etc, didn't work

 

Only thing that I haven't tried is putting DOM above HSH to see if letting the game use the original HSH scripts changes anything.  Particularly as the log is showing that the script errors arising are referring to those scripts which are the ingame DOM replacements.  So I'll try to give that a go later today

 

But thanks anyway for the reply ?

Well your second log file has

 

ERROR: File "DiaryOfMine.esp" does not exist or is not currently loaded.

 

Which is bad to start with and is the cause of all your following errors.

 

You're first log doesn't have this error, but has the PlayerHouse error, which was discussed in this same thread earlier, plus,

 

ERROR: File "FlowerGirls SE - BDSM.esp" does not exist or is not currently loaded.

 

I would say your installation is corrupted. Which mod manager are you using?

 

 

 

Posted
1 minute ago, TrollAutokill said:

Well your second log file has

 

ERROR: File "DiaryOfMine.esp" does not exist or is not currently loaded.

 

Which is bad to start with and is the cause of all your following errors.

 

You're first log doesn't have this error, but has the PlayerHouse error, which was discussed in this same thread earlier, plus,

 

ERROR: File "FlowerGirls SE - BDSM.esp" does not exist or is not currently loaded.

 

I would say your installation is corrupted. Which mod manager are you using?

 

 

 

 

Using MO2.  When only the best is good enough ... ?

 

A missing "DiaryOfMine.esp" would certainly explain a lot!  But I did also take out DOM at one point, cleaned that save, and reinstalled it, so it's more likely that I posted the wrong log file, ie when starting the game on the then, as yet, 'uncleaned' save

 

But, I shall go back and try again  ...

 

Thanks for the reply!

Posted
19 hours ago, CliftonJD said:

how to work the github would only effect how you get the file from it. the info about it is under the files list here: https://github.com/darkconsole/dse-untamed-2

once you've read the info from that, this is the download:

installing over an active save it only seems to have 1 effect listed incorrectly as 3 effects in the list:

this seems to be the only thing the mod seems to do. tame actors means all actors. if its a creature or an animal, its already tame thru the first rule. if he wanted to separate the 3 to tame each using a different rule that could then be toggled, that first rule would need to be changed to tame npc and it could then use the npc keyword on the actor.

think i'll try cross-breeding the se version with the Le version and hope for better results

 

when its working, what all does the Le version normally do in Se

ok, atronachs sound do-able. there's a conjuring spell for the flame atronach, think there might be a spell for the others as well, but those are for more advanced conjurers. think there's even a permanent spell version for elite conjurers. i'll start testing on the first i come across and give them the traditional enslavement method. if they pass the test, i'll look into additionally adding a spell variant based on the permanent spells

draugrs are common enough should be easy to find some for testing

contemplating a new raise dead spell as well, will have to see if there's already a permanent version before i try it tho

 

 

Yeah, ok. The actor part is the thing that I didn't quite understood at the time because I thought it was only for humans. Thanks for clearing that up! Also about enslaveable creatures. Werewolves could be included as well althought they already seem to somewhat work already though.

Posted
18 hours ago, TrollAutokill said:

As Clifton said, there are differences between PAHE and PAHE+DoM.

 

The chance of fleeing also depends on the mood. Angry being highest and terrified almost 0.

Oh, I thought terrified was most chance of fleeing. I usually beat the anger out of them anyway. Didn't know that resignation stopped fleeing as well instead of submission. I did know that it seems to have the most effect on slaves falling in love with you though.

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