terrorofmorrowind Posted February 25, 2022 Posted February 25, 2022 (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 February 25, 2022 by terrorofmorrowind
Gukahn Posted February 25, 2022 Posted February 25, 2022 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
sidfu1 Posted February 25, 2022 Posted February 25, 2022 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. 1
CliftonJD Posted February 25, 2022 Posted February 25, 2022 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 1
terrorofmorrowind Posted February 25, 2022 Posted February 25, 2022 (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 February 25, 2022 by terrorofmorrowind 1
CliftonJD Posted February 25, 2022 Posted February 25, 2022 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
TrollAutokill Posted February 25, 2022 Author Posted February 25, 2022 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.
CliftonJD Posted February 25, 2022 Posted February 25, 2022 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
TrollAutokill Posted February 25, 2022 Author Posted February 25, 2022 (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 February 25, 2022 by TrollAutokill 1
CliftonJD Posted February 25, 2022 Posted February 25, 2022 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
terrorofmorrowind Posted February 27, 2022 Posted February 27, 2022 On 2/25/2022 at 10:46 PM, CliftonJD said: 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 thanks, i'll have a look 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
terrorofmorrowind Posted February 27, 2022 Posted February 27, 2022 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. 1
DocClox Posted February 28, 2022 Posted February 28, 2022 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... 3
TrollAutokill Posted February 28, 2022 Author Posted February 28, 2022 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 ? 2
terrorofmorrowind Posted February 28, 2022 Posted February 28, 2022 (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 February 28, 2022 by terrorofmorrowind
CliftonJD Posted February 28, 2022 Posted February 28, 2022 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: this: https://github.com/darkconsole/dse-untamed-2/archive/refs/heads/master.zip 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 1
CliftonJD Posted February 28, 2022 Posted February 28, 2022 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
TrollAutokill Posted February 28, 2022 Author Posted February 28, 2022 (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 February 28, 2022 by TrollAutokill
DonQuiWho Posted February 28, 2022 Posted February 28, 2022 (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 February 28, 2022 by DonQuiWho
CliftonJD Posted March 1, 2022 Posted March 1, 2022 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
DonQuiWho Posted March 1, 2022 Posted March 1, 2022 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 ?
TrollAutokill Posted March 1, 2022 Author Posted March 1, 2022 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?
DonQuiWho Posted March 1, 2022 Posted March 1, 2022 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! 2
terrorofmorrowind Posted March 1, 2022 Posted March 1, 2022 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.
terrorofmorrowind Posted March 1, 2022 Posted March 1, 2022 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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