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Posted (edited)
1 hour ago, サマエル said:

 

That sounds like your game must be heavily scripted and your PC may not be able to handle it. And the PAH Mods series are a bit heavy, to be honest.

Possibly. But I have ran multiple tests with mods like "Elephant's Script Latency Tester" and it always showed the average. Even during high script moments with multiple sexlab scenes involved. 

 

From reading the HSH support pages, others have brought up a possible incompatibility with "Jaxonz Positioner". Which I also use. And have used for a long long time. Last time I played with PAHE mods, I also used Jaxonz Positioner with very little issue (talking 1-2 years ago). 

 

But ever since "fixing" (no guarantee) the pop ups by talking to the HSH npc in Restless Hunter. The pop ups from the chests apart of HSH cells has been showing up consistently as they should be. As if nothing was wrong.

 

 

Edit: On an off-topic subject, do you know how I could set a custom personality/stats for a unique NPC? I'd like them to behave differently than what the mod has set them as, to better reflect their actual personality. I remember there being a process with editing .json files or something to change specific NPCs. I tried it a few years ago with Nazeem, and it didn't end up working, and I gave up. So I am hesitant on trying myself without guidance.

Edited by Nohrin
Posted
1 hour ago, Nohrin said:

Possibly. But I have ran multiple tests with mods like "Elephant's Script Latency Tester" and it always showed the average. Even during high script moments with multiple sexlab scenes involved. 

 

From reading the HSH support pages, others have brought up a possible incompatibility with "Jaxonz Positioner". Which I also use. And have used for a long long time. Last time I played with PAHE mods, I also used Jaxonz Positioner with very little issue (talking 1-2 years ago). 

 

But ever since "fixing" (no guarantee) the pop ups by talking to the HSH npc in Restless Hunter. The pop ups from the chests apart of HSH cells has been showing up consistently as they should be. As if nothing was wrong.

 

 

Edit: On an off-topic subject, do you know how I could set a custom personality/stats for a unique NPC? I'd like them to behave differently than what the mod has set them as, to better reflect their actual personality. I remember there being a process with editing .json files or something to change specific NPCs. I tried it a few years ago with Nazeem, and it didn't end up working, and I gave up. So I am hesitant on trying myself without guidance.

is your HSH mcm there? last i saw someoen with that issue their mcm was broken and was spaming their game with errors.

Posted
41 minutes ago, sidfu1 said:

is your HSH mcm there? last i saw someoen with that issue their mcm was broken and was spaming their game with errors.

Yeah, the MCM is all there and seems to be working fine. I even tried most the features of HSH slaves and didn't notice anything weird happening. Still not sure if HSH training is better/worse than Diary of Mine (NPC train NPC, that is). But Diary of Mine slavers have been doing great so I havent bothered trying HSH training yet.

Posted
1 hour ago, Nohrin said:

how I could set a custom personality/stats for a unique NPC? I'd like them to behave differently than what the mod has set them as, to better reflect their actual personality. I remember there being a process with editing .json files or something to change specific NPCs. I tried it a few years ago with Nazeem, and it didn't end up working, and I gave up. So I am hesitant on trying myself without guidance.

 

I had made a somewhat mediocre mini guide here on how to edit json to create and seed custom personalities on NPCs, it even had videos but it seems that LL no longer supports videos, you can still find some of those explanations in those previous messages I left, it's not difficult at all and even more so if you try it on unique characters, I'm still struggling with non-unique actors that usually use templates, so I'm limiting myself to using unique actors for now. Just follow the personality guide that the good @TrollAutokill has left on the mod download page, very useful for creating born trainers.

Posted
1 hour ago, Nohrin said:

others have brought up a possible incompatibility with "Jaxonz Positioner"

 

Then it's worth looking into it further, I don't use that mod so I can't help with that, but there is one thing I do know and that is that I don't have any problems with the HSH-DoM combo. Maybe that's the direction you should go in. Try to test HSM without any Jaxons' manipulation

Posted (edited)
56 minutes ago, サマエル said:

I had made a somewhat mediocre mini guide here on how to edit json to create and seed custom personalities on NPCs, it even had videos but it seems that LL no longer supports videos, you can still find some of those explanations in those previous messages I left, it's not difficult at all and even more so if you try it on unique characters, I'm still struggling with non-unique actors that usually use templates, so I'm limiting myself to using unique actors for now. Just follow the personality guide that the good @TrollAutokill has left on the mod download page, very useful for creating born trainers.

Oh wonderful. I was unaware there were any guides on that topic. I'll give it a read, and will hopefully figure it out. Do you have a link to that post? Or where would I find the guide? Just not sure what to type in search bar to find it.

 

53 minutes ago, サマエル said:

 

Then it's worth looking into it further, I don't use that mod so I can't help with that, but there is one thing I do know and that is that I don't have any problems with the HSH-DoM combo. Maybe that's the direction you should go in. Try to test HSM without any Jaxons' manipulation

HSH seems to be working fine now. It might not be, behind the scenes. But as I said, I havent noticed anything wrong since I "fixed" it earlier. I would expect some jankiness if the mod was shitting the bed behind the scenes. But everything that I have tried with it seem to 

 

"Just work"

 

But I greatly appreciate all the support both you and @TrollAutokill have given! I might have a few more questions down the road. But for now, really enjoying my time with everything seemingly working.

Edited by Nohrin
Posted

I'm having issues with stripping with the new version, which is a system I've never had issues with before. It is not responding when I order to strip or to rip clothes off, although it is still responding to access inventory.

Posted
13 minutes ago, Ricardo-Evans said:

this definitely should be included in the mod readme. it can be hard to find a random post

Done, it's at the end of requirements.

Posted
4 hours ago, The Man in Black said:

I'm having issues with stripping with the new version, which is a system I've never had issues with before. It is not responding when I order to strip or to rip clothes off, although it is still responding to access inventory.

What is it you're getting? No animation, no equipment being removed, no corresponding message?

Posted
On 10/2/2024 at 5:49 AM, Cannaisseur said:

The new update is great, and makes it easier to relocate NPCs without turning them to DOM slaves.

 

However this seems to have introduced a new, weird issue.  The wheel menu seems to be causing NPCs to share inventory now? And its not just slaves either.  Specifically whats happening, is i'm seeing Kimli's equipment on other slaves and NPCs.

NPCs should share inventory if:

  • They are a player slave (PAH, HSH or DOM).
  • If they are a follower.
  • If their relationship level to the player is 4 or above.
  • If they are unconscious (knocked down, not sleeping)

Last point will be effective at next update.

Posted

Version 6.0.5 is out. Bug fixes and additions from 6.0.4 are highlighted.

  • MCM menu boxes are working again

  • Open inventory should not work on potential followers anymore and it should work on unconscious NPCs.

  • Bludgeon weapon is available hidden at the Riverwood's Trader in front of Lucan's feet or through the MCM Debug tab and click "Get slaver equipment". Any hit with the bludgeon from behind or while sneaking will knockout NPCs. Once an NPC is unconscious you can choose to bag, enslave or wake them. This is the only way to bag an NPC before enslavement. You can even knockout your slaves so you have time to think in peace. Interaction works whatever the way the NPCs was set to unconscious, so it is compatible with blackjack mods and with the default knockout perk. You need to run FNIS one more time for the new animations to show.

  • Foursomes are available for Player with slaves, for NPC with slaves and with or without the Player, and for trainers. Trainers can choose between threesome (60%) and foursome (40%) if they have 3 or more trainees. Still untested and undocumented. Foursomes are only accessible through the wheel/flat menu for the moment. Wheel menu is highly recommended as flat menu doesn't check on reused actors.

  • Skills for player and trainers. There is one skill per personality trait, so six skills in total. Player's skills can be seen in the MCM under the "Player" tab. Skills are explained on the LL mod description page. Since skills affect training efficiency, the early game will be more challenging for the player. But the rate at which skills grow can be adjusted from the MCM.

  • Three more moods for the slaves: defiant, proud and crushed. Defiant is the long term version of angry, when the slaves start to think of means of escape instead of rushing for it. While proud and crushed join the immediate moods, slaves choose from at capture. Proud is the opposite of ashamed (or rather tries to as the actor is in denial) and crushed is an exaggerated version of sad. All moods are documented on the LL mod description page.

  • More personal information at the beginning of the slave's diary about where they used to live and what kind of occupation they had. Diary entries for scold and slave's pricing.

  • Sandbox radius can be set through the wheel menu. Select the waiting option. Available radius values are 4, 8, 16, 32, 64 and 128 meters. Same for follow mode where distance can be set to 2, 4, 8 and 16 meters.

  • Added bonus/malus for Daedra and Succubus races. They need to have the word "Daedra" and "Succubus" in their race name to be recognized.

  • Relationship changes: Added family and friendship check to isWillingTohaveSexWith for NPC. Courting relationship with rank lower than 4 means only the "parent" actor is in love.

Posted
6 hours ago, TrollAutokill said:

What is it you're getting? No animation, no equipment being removed, no corresponding message?

 

Nothing. No animation, no message, nothing being removed. It's as if I didn't select it. And it's the same for both dialogue and wheel.

Posted (edited)
3 minutes ago, The Man in Black said:

 

Nothing. No animation, no message, nothing being removed. It's as if I didn't select it. And it's the same for both dialogue and wheel.

I am guessing this is with an old save. You'll need to check the logfile then.

Edited by TrollAutokill
Posted
5 hours ago, TrollAutokill said:

Version 6.0.5 is out. Bug fixes and additions from 6.0.4 are highlighted.

  • MCM menu boxes are working again

  • Open inventory should not work on potential followers anymore and it should work on unconscious NPCs.

  • Bludgeon weapon is available hidden at the Riverwood's Trader in front of Lucan's feet or through the MCM Debug tab and click "Get slaver equipment". Any hit with the bludgeon from behind or while sneaking will knockout NPCs. Once an NPC is unconscious you can choose to bag, enslave or wake them. This is the only way to bag an NPC before enslavement. You can even knockout your slaves so you have time to think in peace. Interaction works whatever the way the NPCs was set to unconscious, so it is compatible with blackjack mods and with the default knockout perk. You need to run FNIS one more time for the new animations to show.

  • Foursomes are available for Player with slaves, for NPC with slaves and with or without the Player, and for trainers. Trainers can choose between threesome (60%) and foursome (40%) if they have 3 or more trainees. Still untested and undocumented. Foursomes are only accessible through the wheel/flat menu for the moment. Wheel menu is highly recommended as flat menu doesn't check on reused actors.

  • Skills for player and trainers. There is one skill per personality trait, so six skills in total. Player's skills can be seen in the MCM under the "Player" tab. Skills are explained on the LL mod description page. Since skills affect training efficiency, the early game will be more challenging for the player. But the rate at which skills grow can be adjusted from the MCM.

  • Three more moods for the slaves: defiant, proud and crushed. Defiant is the long term version of angry, when the slaves start to think of means of escape instead of rushing for it. While proud and crushed join the immediate moods, slaves choose from at capture. Proud is the opposite of ashamed (or rather tries to as the actor is in denial) and crushed is an exaggerated version of sad. All moods are documented on the LL mod description page.

  • More personal information at the beginning of the slave's diary about where they used to live and what kind of occupation they had. Diary entries for scold and slave's pricing.

  • Sandbox radius can be set through the wheel menu. Select the waiting option. Available radius values are 4, 8, 16, 32, 64 and 128 meters. Same for follow mode where distance can be set to 2, 4, 8 and 16 meters.

  • Added bonus/malus for Daedra and Succubus races. They need to have the word "Daedra" and "Succubus" in their race name to be recognized.

  • Relationship changes: Added family and friendship check to isWillingTohaveSexWith for NPC. Courting relationship with rank lower than 4 means only the "parent" actor is in love.

 

Thanks for all that!  I may now risk this on my current 100+ hours game 😉

 

One thing that I should have asked for before, and I apologise for the omission, is related to the Diary Weights. 

 

Almost 25% of my available inventory total weight is now made up of the DOM Classic Book Collection, with its multiple hardback volumes, all sporting reinforced spines with lovingly embossed names, gold leaf edging on each page, forming, indeed, a range of books with the capacity to contain almost all of Tolstoy's combined works, or, at the very least, War & Peace, Anna Karenina, The Death of Ivan Ilyich, Sevastopol Sketches and The Cossacks

 

My PC has a range of encumbrances which limit her total inventory carry weight.  Is there any way, please, of reducing the 'books' weight from 1.0 to, say. maybe 0.1?

 

I really can't see my Slave Notes, scribbled on a couple of pages per slave on thin parchment flogged off cheap by Belethor, weighing an amount which, when aggregated, would be sufficiently heavy to collapse Dragon Bridge as me and my tame Troll canter across it

 

Even if only as an option designed for wimps, any help on this front would be very much appreciated 🙂

 

DQW

 

Posted
12 minutes ago, DonQuiWho said:

related to the Diary Weights. 

 

I'm using this, you might want to take a look at it

 

Weightless NG at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

 

6 hours ago, TrollAutokill said:

Version 6.0.5 is out. Bug fixes and additions from 6.0.4 are highlighted.

  • MCM menu boxes are working again

  • Open inventory should not work on potential followers anymore and it should work on unconscious NPCs.

  • Bludgeon weapon is available hidden at the Riverwood's Trader in front of Lucan's feet or through the MCM Debug tab and click "Get slaver equipment". Any hit with the bludgeon from behind or while sneaking will knockout NPCs. Once an NPC is unconscious you can choose to bag, enslave or wake them. This is the only way to bag an NPC before enslavement. You can even knockout your slaves so you have time to think in peace. Interaction works whatever the way the NPCs was set to unconscious, so it is compatible with blackjack mods and with the default knockout perk. You need to run FNIS one more time for the new animations to show.

  • Foursomes are available for Player with slaves, for NPC with slaves and with or without the Player, and for trainers. Trainers can choose between threesome (60%) and foursome (40%) if they have 3 or more trainees. Still untested and undocumented. Foursomes are only accessible through the wheel/flat menu for the moment. Wheel menu is highly recommended as flat menu doesn't check on reused actors.

  • Skills for player and trainers. There is one skill per personality trait, so six skills in total. Player's skills can be seen in the MCM under the "Player" tab. Skills are explained on the LL mod description page. Since skills affect training efficiency, the early game will be more challenging for the player. But the rate at which skills grow can be adjusted from the MCM.

  • Three more moods for the slaves: defiant, proud and crushed. Defiant is the long term version of angry, when the slaves start to think of means of escape instead of rushing for it. While proud and crushed join the immediate moods, slaves choose from at capture. Proud is the opposite of ashamed (or rather tries to as the actor is in denial) and crushed is an exaggerated version of sad. All moods are documented on the LL mod description page.

  • More personal information at the beginning of the slave's diary about where they used to live and what kind of occupation they had. Diary entries for scold and slave's pricing.

  • Sandbox radius can be set through the wheel menu. Select the waiting option. Available radius values are 4, 8, 16, 32, 64 and 128 meters. Same for follow mode where distance can be set to 2, 4, 8 and 16 meters.

  • Added bonus/malus for Daedra and Succubus races. They need to have the word "Daedra" and "Succubus" in their race name to be recognized.

  • Relationship changes: Added family and friendship check to isWillingTohaveSexWith for NPC. Courting relationship with rank lower than 4 means only the "parent" actor is in love.

 

Thank you very much @TrollAutokill the menus are responding correctly again 🫶

Posted (edited)
22 minutes ago, DonQuiWho said:

 

Thanks for all that!  I may now risk this on my current 100+ hours game 😉

 

One thing that I should have asked for before, and I apologise for the omission, is related to the Diary Weights. 

 

Almost 25% of my available inventory total weight is now made up of the DOM Classic Book Collection, with its multiple hardback volumes, all sporting reinforced spines with lovingly embossed names, gold leaf edging on each page, forming, indeed, a range of books with the capacity to contain almost all of Tolstoy's combined works, or, at the very least, War & Peace, Anna Karenina, The Death of Ivan Ilyich, Sevastopol Sketches and The Cossacks

 

My PC has a range of encumbrances which limit her total inventory carry weight.  Is there any way, please, of reducing the 'books' weight from 1.0 to, say. maybe 0.1?

 

I really can't see my Slave Notes, scribbled on a couple of pages per slave on thin parchment flogged off cheap by Belethor, weighing an amount which, when aggregated, would be sufficiently heavy to collapse Dragon Bridge as me and my tame Troll canter across it

 

Even if only as an option designed for wimps, any help on this front would be very much appreciated 🙂

 

DQW

 

I understand your disappointment with the weight, we could lower it but know that the quality of the manuscripts will suffer. Our Skyrim customers are usually praising the thick mammoth leather cover and the lead enriched ink sold with the volumes.

 

The first idea was to read the diaries from the slave inventory (shift-E does the trick for me), I also love to store them on my self-organizing shelves (though it's not possible to read them directly from the shelf).

 

I could change the weight, thought they are 128 of them volumes... Ok, I'll try.

Edited by TrollAutokill
Posted
4 minutes ago, サマエル said:

 

I'm using this, you might want to take a look at it

 

Weightless NG at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

 

 

Thank you very much @TrollAutokill the menus are responding correctly again 🫶

 

Thanks for the heads up. 

 

I'll have a look at that mod, but I must confess to being wary of anything tagged with 'NG' as past experience has seen one or two of those make my game unworkable, and one of them even actually required me to restart from absolute scratch to fix the problem, despite the author stating that it was a fully functional update on its 'NG' predecessor 🙄

 

I also don't want to kill the weight on everything either, as that just makes it all to easy.  The author says that you can change what is included by adjusting his config file, so I'll have a look at that

 

But the overall issue might be a 'real one' for more than just me, so hopefully @TrollAutokill will add a cross reference on his mod page to this, should he not be able to change/vary the diary weight in his mod itself

 

DQW

 

Posted
9 minutes ago, TrollAutokill said:

I understand your disappointment with the weight, we could lower it but know that the quality of the manuscripts will suffer. Our Skyrim customers are usually praising the thick mammoth leather cover and the lead enriched ink sold with the volumes.

 

The first idea was to read the diaries from the slave inventory (shift-E does the trick for me), I also love to store them on my self-organizing shelves (though it's not possible to read them directly from the shelf).

 

I could change the weight, thought they are 128 of them volumes... Ok, I'll try.

 

Thanks! 

 

My librarian would be so very grateful not to have to carry a hod full of books to the top shelf!

 

Anyway, she would much rather the top shelf material were on the bottom shelf in the first place, as she has almost forgotten what was exciting her by the time she makes it to the top of the ladder to retrieve it

 

👍

 

DQW

Posted
12 hours ago, TrollAutokill said:

I am guessing this is with an old save. You'll need to check the logfile then.


Nope. Actually a brand-new one. I've been starting over regularly for ToMB testing. So DOM was loaded in the Alternate Start cell with a save that only had basic configuration done beforehand (SexLab, PAH, etc).

Posted
2 hours ago, The Man in Black said:


Nope. Actually a brand-new one. I've been starting over regularly for ToMB testing. So DOM was loaded in the Alternate Start cell with a save that only had basic configuration done beforehand (SexLab, PAH, etc).

I can't reproduce, so you'll need either to check the logfile or try with an even cleaner save.

Posted (edited)

hello i have a question i enslaved a npc from the mod damsel in distress Breeding Slaves. and margret from markath as a exemple. evertime i fasttravel or change cells she gets disabled is there a way to prevent that?

Edited by avelor89
Posted
13 minutes ago, avelor89 said:

hello i have a question i enslaved a npc from the mod damsel in distress Breeding Slaves. and margret from markath as a exemple. evertime i fasttravel or change cells she gets disabled is there a way to prevent that?

I am guessing she is spawned and you need to clone her. Or she would need a patch to untie her from her quest.

Posted

The wheel menu option for wearing clothes is still wrong and makes slaves undress instead. The dialogue option still works, so I assume the wheel menu is just pointing to the wrong code. 

 

The backported extended esl support mod linked a few pages ago is needed for DoM to work on older skyrim versions; at least I had to use it for anything to work on 1.5.97. You might want to add that to the front page somewhere. 

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