Kalysto Posted December 14, 2021 Posted December 14, 2021 Thank you for the non-kill version of it. That feature is something I wanted from PAHE for some time. If there's a quest that requires killing what you want to enslave, you can resurrect and enslave the zombie is pretty much the same thing. 1
Kalysto Posted December 14, 2021 Posted December 14, 2021 4 hours ago, TrollAutokill said: I believe this problem arise from a conflict between two dialogue intensive mods. If you have any dialogue overhaul mod you can try disabling them to see if it changes. If not, try to start with just the basic mods and texture mods (see No seen post above for a short list). Then add the extension mods one by one (miaslair, sl extensions, ...) Also sometimes the E key doesn't function when an NPC is already in a dialogue. This can happen with DoM slaves and their random dialogues. Just wait 4 seconds for them to finish their talking. This happens to me from time to time, the NPC becomes invisible (but the quest target arrow is still visible) I'm using "Relationship Dialogue Overhaul" (RDO) so maybe that's the reason for it. I'll pay attention. 1
Antiope_Apollonia Posted December 14, 2021 Posted December 14, 2021 (edited) 44 minutes ago, TrollAutokill said: There will an MCM toggle for that, until I find a more immersive way to register their death. Why not just have two dialogue options on the initial enslavement interaction, one that kills and one that doesn't? Maybe not perfect from an immersion standpoint, but not particularly immersion-breaking, and probably the most elegant practical solution. You can just append a brief parenthetical note to each option to clarify when to use it if necessary. Maybe write the kill dialogue something like, "Someone has ordered your death, but I'm sparing you. I've got something else in mind for you. You're a slave now—my slave." 44 minutes ago, TrollAutokill said: The cloning was needed for spawned NPC, it's not pretty solution and it actually never solved the most important problems like naked bandits. It was extended to unique for the reasons you mentioned. Other than that, cloning is slow, clumsy and it's breaking immersion. That sounds ambitious, but if you can manage to fix that stuff, that'd be fantastic and well worth the downsides! 28 minutes ago, Kalysto said: This happens to me from time to time, the NPC becomes invisible (but the quest target arrow is still visible) I'm using "Relationship Dialogue Overhaul" (RDO) so maybe that's the reason for it. I'll pay attention. I get that once in a while, too. Usually (always?) just quitting to the menu and reloading will fix it. I don't think this is the issue he was describing, though—I think Pinky hit that nail on the head. Edited December 14, 2021 by Antiope_Appolonia 1
Antiope_Apollonia Posted December 14, 2021 Posted December 14, 2021 Since upgrading to 2.2.x, and continuing with 2.3.0, I'm getting a really problematic bug where slaves sold into AYGAS keep following the PC and won't follow their new owners. In 2.3.0, the SlaveTats patch isn't detecting installation and auto-ticking like other patches do on the FOMOD. "Covering herself" punishment reason gets overwritten by stronger reasons, which is good. But unlike other persistent states (anger, crying, etc.), it doesn't recur after clearing the other reason with a scold, even though the animation persists—you just lose the opportunity to punish for this when it gets overwritten. Typo: "Please don't touch me. I^'ve never done it with a girl!" I've noticed that slaves often relax from their good slave posture idle after you praise them, which is disappointing. I still dream of slaves at max posture training basically always being in this excellent idle unless they're actively performing another animation. 1
TrollAutokill Posted December 14, 2021 Author Posted December 14, 2021 1 hour ago, Kalysto said: Thank you for the non-kill version of it. That feature is something I wanted from PAHE for some time. If there's a quest that requires killing what you want to enslave, you can resurrect and enslave the zombie is pretty much the same thing. That's what I usually do. I kill them and then use the spellbound echanted weapons from DoM to resurrect them into a slave. You can even do it several times.... But I would rather have a dialogue for unique enslaved npc to tell them to write a goodbye letter to their family, with a testament in favour of the player. 1
TrollAutokill Posted December 14, 2021 Author Posted December 14, 2021 (edited) 19 minutes ago, Antiope_Appolonia said: Since upgrading to 2.2.x, and continuing with 2.3.0, I'm getting a really problematic bug where slaves sold into AYGAS keep following the PC and won't follow their new owners. Noted. I will check that. 19 minutes ago, Antiope_Appolonia said: In 2.3.0, the SlaveTats patch isn't detecting installation and auto-ticking like other patches do on the FOMOD. No because Nonseen had problems with it. Maybe slavetats was updated snf I am still using an old version? So now you have to be willing to test it. It should just reduce the amount of debugging messages from slavetats in the logfile. 19 minutes ago, Antiope_Appolonia said: "Covering herself" punishment reason gets overwritten by stronger reasons, which is good. But unlike other persistent states (anger, crying, etc.), it doesn't recur after clearing the other reason with a scold, even though the animation persists—you just lose the opportunity to punish for this when it gets overwritten. Yes we have no way to know which animation is playing... Will put that in the to-do list in case I find a work around. 19 minutes ago, Antiope_Appolonia said: Typo: "Please don't touch me. I^'ve never done it with a girl!" I've noticed that slaves often relax from their good slave posture idle after you praise them, which is disappointing. I still dream of slaves at max posture training basically always being in this excellent idle unless they're actively performing another animation. You're right, they shouldn't. Will look into that. Edited December 14, 2021 by TrollAutokill 1
TrollAutokill Posted December 14, 2021 Author Posted December 14, 2021 1 hour ago, Antiope_Appolonia said: Why not just have two dialogue options on the initial enslavement interaction, one that kills and one that doesn't? Maybe not perfect from an immersion standpoint, but not particularly immersion-breaking, and probably the most elegant practical solution. You can just append a brief parenthetical note to each option to clarify when to use it if necessary. Maybe write the kill dialogue something like, "Someone has ordered your death, but I'm sparing you. I've got something else in mind for you. You're a slave now—my slave." That's actually a good idea. I think I would not change the enslavement but put that line in the "just captured" dialogue as a third option. Of course only for uniques. 1
Antiope_Apollonia Posted December 15, 2021 Posted December 15, 2021 (edited) 40 minutes ago, TrollAutokill said: Yes we have no way to know which animation is playing... Will put that in the to-do list in case I find a work around. Why not use the mood system? It seems like it could work the same way that crying or being angry do, but maybe I'm overlooking something. 37 minutes ago, TrollAutokill said: Of course only for uniques. Yeah, if it's possible to present different dialogue options depending on whether the NPC is unique or not, that'd be an even better solution than my writing. Edited December 15, 2021 by Antiope_Appolonia
sidfu1 Posted December 15, 2021 Posted December 15, 2021 (edited) if your enslaving unique you need to always save before you enslave them and make sure they enslave right. never enslave someone who might have a quest. the game doesn't tell you if a quest person died. so its best to check up on a wiki before you enslave a unique to find out if they any part of a base game quest. once you do their quest they fair game to ensalve. i only ever enslave uniques that i did their quest for. Edited December 15, 2021 by sidfu1 1
Antiope_Apollonia Posted December 15, 2021 Posted December 15, 2021 8 minutes ago, sidfu1 said: if your enslaving unique you need to always save before you enslave them and make sure they enslave right. That helps, but in my limited experience, the problems don't always manifest right away. Off the top of my head, the only uniques I routinely enslave are Vex, Sapphire, and Tonila—in the course of Destroy the Thieves Guild. In my last playthrough, I replayed wiping out the Thieves Guild HQ a few times to get them to enslave properly, but after I finished training Vex and sold her as a tavern whore in the Bee and Barb—Karma's a bitch, eh?—the next time I was in Riften, she was bugging out. I was going to try to dig into what's going on with that, but I hadn't started when it came up here. My first thought was that maybe Destroy the Thieves Guild wasn't stripping their quest roles properly when you commit to enmity of the guild.
sidfu1 Posted December 15, 2021 Posted December 15, 2021 1 hour ago, Antiope_Appolonia said: That helps, but in my limited experience, the problems don't always manifest right away. Off the top of my head, the only uniques I routinely enslave are Vex, Sapphire, and Tonila—in the course of Destroy the Thieves Guild. In my last playthrough, I replayed wiping out the Thieves Guild HQ a few times to get them to enslave properly, but after I finished training Vex and sold her as a tavern whore in the Bee and Barb—Karma's a bitch, eh?—the next time I was in Riften, she was bugging out. I was going to try to dig into what's going on with that, but I hadn't started when it came up here. My first thought was that maybe Destroy the Thieves Guild wasn't stripping their quest roles properly when you commit to enmity of the guild. ive been enslaving unqiues only for years now. they are fine to enslave long as you watch for anything that looks weird when the game is clloning them. and a bit of info that can help is that you can enslave their corps and the clone enslaving makes will be alive. just make sure when you hit the button to enslave you only hit int once
Martok73 Posted December 15, 2021 Posted December 15, 2021 6 hours ago, TrollAutokill said: There will an MCM toggle for that, until I find a more immersive way to register their death. The cloning was needed for spawned NPC, it's not pretty solution and it actually never solved the most important problems like naked bandits. It was extended to unique for the reasons you mentioned. Other than that, cloning is slow, clumsy and it's breaking immersion. Abit confused about cloning breaks immersion here... from my experience cloning a few named unique's and a boat load of (insert random bandit here) types of npcs the only way I have known that the npc was cloned as a random bandit was their name change. For uniques the only way I found out they had been cloned was by opening the console and clicking on them to see their brand new ref id that was given to them by PAHE cloning the original. It's always been really smooth and fairly quick for me when enslaving uniques. Random bandits etc take a bit longer due to the name change, but hasn't really broken my immersion with the name change, kinda like it actually cause who would want to run around having 50 slaved all named bandit marauder? My biggest question is how are you enslaving anything with this mod? I thought all the enslavement process was done via PAHE and that one clones npcs and doesn't use the original. So I'm really confused here with this one and on a side note imho the two instant enslave things listed on the main page is pretty immersion breaking, but that's just my humble opinion. Beating a npc to inches of their life then enslaving them when they surrender, or sneaking up on them from behind and ambushing them makes sense, or capping them while they sleep, or using a paralyze spell first then cap them, that all makes sense, but just a one hit instant slave, yeah that don't make sense to me, but again just my opinion. Seriously tho how are you able to enslave, modify, and keep the original npcs ref id and all their scripts and ai package intact and still have that npc be controlled and used by this mod or PAHE? I honestly didn't think that was possible without completely fubaring a npc and bricking them and their ai and any quests they are attached to which was the main reason I understood as to why PAHE clones the npc and enslaves the clone. So yeah, how??? AFAIK ATM when you enslave a npc in PAHE or at least in my current game anway running version 8.04, enslaving a npc marks them as "dead" to the game engine, (got a inheritance letter when I enslaved Lydia), just not sure what happens to the original body tho. Ironically tho Lydia still had the housecarl dialog after being enslaved(cloned), so not sure if using the original would be necessary or not or if my Lydia still having the dialog is intended or a bug, no clue. Using the original npc with the original ref id intact and not cloning them is an intriguing idea for sure, however as mentioned earlier I am concerned about those npcs that are scripted to die during quests as to how this would affect them and their affiliated quest and such like in the examples given with Vex, or Astrid, especially with Astrid because she is scripted to die no matter what choices are made whether to destroy the dark brotherhood early, or at the end of the db questline, so with her death literally unavoidable how does using her original ref id npc form affect the scripts and quests and does she or will she magically disappear or die when it comes that point in time in the game even after being enslaved? I have found that with PAHE 8.04 if you enslave Astrid while inside the abandoned shack while she is not flagged as essential that when PAHE clones her the game will see it as killing her and starting the quest to Destroy the Darkbrotherhood, and the rest will play out just fine. She does keep her name and her voice type works fine from what I can tell, and after completely wiping out the DB in this playthrough she is still alive as a clone and her dialog works just fine. This is all with her being cloned, how will it work if she's not a clone? How will it work if you come to the end of the DB questline and are standing over her burnt body before killing her with the Blade of Woe and enslave her then? What about if you complete the quest and kill her will the dead option to enslave her then still show up? Lots of unanswered questions here. Bold idea and great if it works without breaking anything. Just really curious about how it will work is all.... Sorry I get long winded just wanting to learn a few things and give a few opinions, not trying to offend just curious is all, and one last question, how does this all work if DoM is installed in a running save with slaves that already have 100 stat in everything in PAHE/HSH ? What kind of personality/emotional feelings/traits whatever do they get? Can it be installed in an ongoing existing save file? Is it better to install it and make a new character just for DoM use? Ok I'll stop askign questions now
Antiope_Apollonia Posted December 15, 2021 Posted December 15, 2021 8 minutes ago, Martok73 said: Abit confused about cloning breaks immersion here... I think you're reading a bit too much into that part of the comment. I mean, visually seeing the NPC die, then disappear, then reappear is unimmersive, but I don't think anyone would argue that it's a huge deal. But if reworking this mechanic allows for avoiding side-effects like the naked bandits bug, then that is a huge deal.
TrollAutokill Posted December 15, 2021 Author Posted December 15, 2021 1 hour ago, Martok73 said: Abit confused about cloning breaks immersion here... from my experience cloning a few named unique's and a boat load of (insert random bandit here) types of npcs the only way I have known that the npc was cloned as a random bandit was their name change. For uniques the only way I found out they had been cloned was by opening the console and clicking on them to see their brand new ref id that was given to them by PAHE cloning the original. It's always been really smooth and fairly quick for me when enslaving uniques. Random bandits etc take a bit longer due to the name change, but hasn't really broken my immersion with the name change, kinda like it actually cause who would want to run around having 50 slaved all named bandit marauder? My biggest question is how are you enslaving anything with this mod? I thought all the enslavement process was done via PAHE and that one clones npcs and doesn't use the original. So I'm really confused here with this one and on a side note imho the two instant enslave things listed on the main page is pretty immersion breaking, but that's just my humble opinion. Beating a npc to inches of their life then enslaving them when they surrender, or sneaking up on them from behind and ambushing them makes sense, or capping them while they sleep, or using a paralyze spell first then cap them, that all makes sense, but just a one hit instant slave, yeah that don't make sense to me, but again just my opinion. Seriously tho how are you able to enslave, modify, and keep the original npcs ref id and all their scripts and ai package intact and still have that npc be controlled and used by this mod or PAHE? I honestly didn't think that was possible without completely fubaring a npc and bricking them and their ai and any quests they are attached to which was the main reason I understood as to why PAHE clones the npc and enslaves the clone. So yeah, how??? AFAIK ATM when you enslave a npc in PAHE or at least in my current game anway running version 8.04, enslaving a npc marks them as "dead" to the game engine, (got a inheritance letter when I enslaved Lydia), just not sure what happens to the original body tho. Ironically tho Lydia still had the housecarl dialog after being enslaved(cloned), so not sure if using the original would be necessary or not or if my Lydia still having the dialog is intended or a bug, no clue. Using the original npc with the original ref id intact and not cloning them is an intriguing idea for sure, however as mentioned earlier I am concerned about those npcs that are scripted to die during quests as to how this would affect them and their affiliated quest and such like in the examples given with Vex, or Astrid, especially with Astrid because she is scripted to die no matter what choices are made whether to destroy the dark brotherhood early, or at the end of the db questline, so with her death literally unavoidable how does using her original ref id npc form affect the scripts and quests and does she or will she magically disappear or die when it comes that point in time in the game even after being enslaved? I have found that with PAHE 8.04 if you enslave Astrid while inside the abandoned shack while she is not flagged as essential that when PAHE clones her the game will see it as killing her and starting the quest to Destroy the Darkbrotherhood, and the rest will play out just fine. She does keep her name and her voice type works fine from what I can tell, and after completely wiping out the DB in this playthrough she is still alive as a clone and her dialog works just fine. This is all with her being cloned, how will it work if she's not a clone? How will it work if you come to the end of the DB questline and are standing over her burnt body before killing her with the Blade of Woe and enslave her then? What about if you complete the quest and kill her will the dead option to enslave her then still show up? Lots of unanswered questions here. Bold idea and great if it works without breaking anything. Just really curious about how it will work is all.... Sorry I get long winded just wanting to learn a few things and give a few opinions, not trying to offend just curious is all, and one last question, how does this all work if DoM is installed in a running save with slaves that already have 100 stat in everything in PAHE/HSH ? What kind of personality/emotional feelings/traits whatever do they get? Can it be installed in an ongoing existing save file? Is it better to install it and make a new character just for DoM use? Ok I'll stop askign questions now As said this is WIP and there will be a toggle in the MCM for you to completely disable it.
TrollAutokill Posted December 15, 2021 Author Posted December 15, 2021 (edited) 2 hours ago, Antiope_Appolonia said: I think you're reading a bit too much into that part of the comment. I mean, visually seeing the NPC die, then disappear, then reappear is unimmersive, but I don't think anyone would argue that it's a huge deal. But if reworking this mechanic allows for avoiding side-effects like the naked bandits bug, then that is a huge deal. Exactly, I don't like this disappearing and reappearing and the misplaced comments from other NPCs. I would rather strip them of their packages and factions. We would still be left with refid conditions creating a few oddities. That's why I think I will opt for a new dialogue to clean and clone unique slaves on demand (and of course the MCM toggle). That way you can change your mind, once having enslaved the real deal proves too much. If that means actually killing the NPC and revive the clone, well that doesn't sound so far from realistic (beating the slave almost to death to simulate the killing). Also, keeping the true unique can be useful for story reasons. Like faction and family interactions (rescue, buy back, ...) or completing a quest linked to that NPC, freeing the slave to his/her usual behaviour, ... Edited December 15, 2021 by TrollAutokill 2
Kalysto Posted December 15, 2021 Posted December 15, 2021 I'm excited about all ideas mentioned, PAH enslavement has always been a bit unimmersive. In fact you can justify enslaving a zombie if the victim doesn't agree to be enslaved in life. Like in Molag Bal's quest, when the priest refuses to submit you need to kill it and revive him until he submits.
pinky6225 Posted December 15, 2021 Posted December 15, 2021 On 12/13/2021 at 10:07 PM, TrollAutokill said: Make sure the slave was comforted more than insulted, had more orgasms than been raped and was more often praised than scolded plus punished. This should negate the effect of seeing the master flirt with other slaves. If those criteria are too hard to meet, we will adjust them. How does seeing you with other slaves affect that? I had one slave in the same room as 10 i was training and have ended up with It appears to be counting each interaction rather than number of slaves as i've not flirted with 381 seperate slaves or had sex with 58 different slaves I've also noticed if you use a non-PAH/DoM sex dialogue/trigger (like from another mod such as Sexlab eager NPC's) to get them back to in love the punish for crying is still available and if you do that (i.e. scold) while they are in love they immediately go back to feeling down instead of staying in love and accepting being told off With this slave they'll stay in love for like 2-3 minutes after sex but then go to feeling down again whether i interact with another PAH slave or not
TrollAutokill Posted December 15, 2021 Author Posted December 15, 2021 Version 2.3.1 has the MCM option with cloning enabled. Disable cloning for unique if you want to test.
TrollAutokill Posted December 15, 2021 Author Posted December 15, 2021 12 minutes ago, pinky6225 said: How does seeing you with other slaves affect that? I had one slave in the same room as 10 i was training and have ended up with Reveal hidden contents It appears to be counting each interaction rather than number of slaves as i've not flirted with 381 seperate slaves or had sex with 58 different slaves I've also noticed if you use a non-PAH/DoM sex dialogue/trigger (like from another mod such as Sexlab eager NPC's) to get them back to in love the punish for crying is still available and if you do that (i.e. scold) while they are in love they immediately go back to feeling down instead of staying in love and accepting being told off With this slave they'll stay in love for like 2-3 minutes after sex but then go to feeling down again whether i interact with another PAH slave or not "intimate" should count the number of times you had sex with other slaves and this slave was close enough to know it. "flirting" counts praise, comfort, forcing to masturbate and inspecting intimate parts.
pinky6225 Posted December 15, 2021 Posted December 15, 2021 (edited) 31 minutes ago, TrollAutokill said: "intimate" should count the number of times you had sex with other slaves and this slave was close enough to know it. "flirting" counts praise, comfort, forcing to masturbate and inspecting intimate parts. Okay but what numbers (at an estimate) would i need to counter that, since if a in love slave see's you at work (which being they went through the process is going to happen unless your giving up slaving) trying to counter 381 flirts with a dialogue option might be unviable The first slave that i got to inlove out of the batch of 10 i was training (found a lot of female vampires in a dungeon) is around 700 for seeing flirt First to inlove shows Last slave i brought into the lake view basement for training shows As it kinda incentives you to not keep slaves together if you are going to train Unrelated - It seems a lot of skyrim girls do anal as i've got prolly a dozen who i took there vaginal virginity and initiated to oral sex but i've only come across one "true" virgin Edited December 15, 2021 by pinky6225
TrollAutokill Posted December 15, 2021 Author Posted December 15, 2021 36 minutes ago, pinky6225 said: Okay but what numbers (at an estimate) would i need to counter that, since if a in love slave see's you at work (which being they went through the process is going to happen unless your giving up slaving) trying to counter 381 flirts with a dialogue option might be unviable Yes this is what we need to tune, we will adjust the weight factorSounds . Do you have the line from ypur logfile were we can see the chancebto he depressed? Also how many slaves do you have at the same place? One way toake your slage not care about others is giving them more than you take. That is more praise than scold plus pain, more orgasms than rape and more comfort than insult plus shame. Another way is to put your inlove slaves in separate rooms... 36 minutes ago, pinky6225 said: The first slave that i got to inlove out of the batch of 10 i was training (found a lot of female vampires in a dungeon) is around 700 for seeing flirt First to inlove shows Hide contents Did you play through 111 sexlab scenes? 36 minutes ago, pinky6225 said: Last slave i brought into the lake view basement for training shows Reveal hidden contents As it kinda incentives you to not keep slaves together if you are going to train Unrelated - It seems a lot of skyrim girls do anal as i've got prolly a dozen who i took there vaginal virginity and initiated to oral sex but i've only come across one "true" virgin Sounds like they just don't want to get pregnant to me... I will check that too.
pinky6225 Posted December 15, 2021 Posted December 15, 2021 (edited) 35 minutes ago, TrollAutokill said: Yes this is what we need to tune, we will adjust the weight factorSounds . Do you have the line from ypur logfile were we can see the chancebto he depressed? Also how many slaves do you have at the same place? One way toake your slage not care about others is giving them more than you take. That is more praise than scold plus pain, more orgasms than rape and more comfort than insult plus shame. Another way is to put your inlove slaves in separate rooms... Did you play through 111 sexlab scenes? Sounds like they just don't want to get pregnant to me... I will check that too. No will need to enable logging as i dont play with it on unless there is a problem Originally had a bunch of 10 vampires which i sold most of (kept 2 - khajitt and imperial) and then caught 2 dark elf bandits which i sold one of and then i decided it might be a good idea to make a soul gem oven milk farm in the basement so i captured/moved from HSH the remaining races so i've got 1 nord, breton, imperial, khajitt, argonion, orc, bosmer, altmer, dark elf and redguard (forgot that one) in the basement now so 9 plus my combat vampire so 10 in total I don't recall doing 111 sexlab scenes tbh but i did use sexlab eager NPC's to trigger group sex a few times Edited December 15, 2021 by pinky6225
TrollAutokill Posted December 15, 2021 Author Posted December 15, 2021 (edited) 31 minutes ago, pinky6225 said: No will need to enable logging as i dont play with it on unless there is a problem Originally had a bunch of 10 vampires which i sold most of (kept 2 - khajitt and imperial) and then caught 2 dark elf bandits which i sold one of and then i decided it might be a good idea to make a soul gem oven milk farm in the basement so i captured/moved from HSH the remaining races so i've got 1 nord, breton, imperial, khajitt, argonion, orc, bosmer, altmer, dark elf and redguard (forgot that one) in the basement now so 9 plus my combat vampire so 10 in total I don't recall doing 111 sexlab scenes tbh but i did use sexlab eager NPC's to trigger group sex a few times Group sex can be a problem as all participants will increase the jealousy counter for the loving slave, as long as the player is part of the group. But if the player is not part of the orgy, it should not be counted. I don't see any way around, unless there is a way to know the number of participants in the orgy to weight it down. In the meantime I will put a toggle to disable jealousy counters. Edited December 15, 2021 by TrollAutokill
Martok73 Posted December 15, 2021 Posted December 15, 2021 14 hours ago, Antiope_Appolonia said: I think you're reading a bit too much into that part of the comment. I mean, visually seeing the NPC die, then disappear, then reappear is unimmersive, but I don't think anyone would argue that it's a huge deal. But if reworking this mechanic allows for avoiding side-effects like the naked bandits bug, then that is a huge deal. Hmm, odd, I don't see the npc die or disappear, on my end for me, they go down to one knee, I talk to them and use the enslave health option, then about 5 seconds later if they are generic their name changes and they immediately have the force greet dialog giving me the "here put this on" or "listen you're a slave now".... the uniques that I've enslaved take about 2-3 seconds after going to one knee and me clicking the "enslave health" option in the little popup dialog window that gives all the different options, list enslave, talk, feed, tie up etc... yeah have never seen em die or disappear, I think maybe once I thought I saw one "blink" really really really fast like 1/2 a sec but that was only once. Interesting. As for the "naked bandit bug" Clifton has pretty much got that one fixed as far as I know, in v8.04 there is an option in the MCM to "disable automatic outfit" which the automatic outfit is what has been believed to be the cause of the "naked bandit bug", which btw wasn't just bandits it was also necromancers, forswron, and afflicted from what I saw in previous versions in my own game. But so far using v8.04 with the "disable auto outfit" checked and active in the MCM I have yet to see any naked npcs other than the ones I strip myself. I think most people on the PAHE support page has said that seems to have fixed it for them to from what I can remember anyway.
InsanityFactor Posted December 15, 2021 Posted December 15, 2021 1 minute ago, Martok73 said: Hmm, odd, I don't see the npc die or disappear, on my end for me, they go down to one knee, I talk to them and use the enslave health option, then about 5 seconds later if they are generic their name changes and they immediately have the force greet dialog giving me the "here put this on" or "listen you're a slave now".... the uniques that I've enslaved take about 2-3 seconds after going to one knee and me clicking the "enslave health" option in the little popup dialog window that gives all the different options, list enslave, talk, feed, tie up etc... yeah have never seen em die or disappear, I think maybe once I thought I saw one "blink" really really really fast like 1/2 a sec but that was only once. Interesting Yes this can happen if you don't have very many scripts running at once. I think it's what's "supposed" to happen. They're supposed to die and get cloned at the exact same second, but it usually doesn't work that fast. Most people see the NPC die because it takes like 5-10 seconds. Looks like yours does it instantly, which I've only seen a couple of times so that's actually unusual but pretty impressive.
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