MilsPils Posted August 24, 2021 Posted August 24, 2021 Pretty sure this is a new bug, hopefully its not just me. Place Furniture doesn't place the furniture for anything after Wall Multi in BDSM furniture 6. So wheels, wooden ponies, x-crosses, and punishment items. Tested on a new game save for Skyrim LE using a fresh install of ZAZ 8.0+. The original ZAP helper places all furniture fine on the same save. Otherwise everything works perfectly and you are awesome for finally making this. 1
moderthx88361 Posted August 29, 2021 Posted August 29, 2021 Great,! It is expected to npc limit break. there is many wonderful zaz furniture and zaz animation. If it can be show every zaz furniture at the same time, and If It can be collect more NPC It will be more perfect
Cycorix Posted August 30, 2021 Author Posted August 30, 2021 (edited) On 8/25/2021 at 12:50 AM, MilsPils said: Pretty sure this is a new bug, hopefully its not just me. Place Furniture doesn't place the furniture for anything after Wall Multi in BDSM furniture 6. So wheels, wooden ponies, x-crosses, and punishment items. Tested on a new game save for Skyrim LE using a fresh install of ZAZ 8.0+. The original ZAP helper places all furniture fine on the same save. Otherwise everything works perfectly and you are awesome for finally making this. Edit: this bug is now fixed! Redownload any archive and copy files, will work on your existing save game. 18 hours ago, moderthx88361 said: Great,! It is expected to npc limit break. there is many wonderful zaz furniture and zaz animation. If it can be show every zaz furniture at the same time, and If It can be collect more NPC It will be more perfect I have no current plans to add more furniture, sorry. I might be adding another set of 50 spaces though at some point ^ Edited August 30, 2021 by Cycorix
moderthx88361 Posted August 31, 2021 Posted August 31, 2021 thx for reply I'm looking forward to the update!
anita1973ass Posted September 3, 2021 Posted September 3, 2021 my milk machine does not want to be milked, but the other one is working, why could there be a problem?
Cycorix Posted September 3, 2021 Author Posted September 3, 2021 (edited) 2 hours ago, lipchanin1973 said: my milk machine does not want to be milked, but the other one is working, why could there be a problem? Sorry I don't understand. What do you mean? If I remember right there is mk1 machine and mk2 machine? does one of them not select? Edit: just did quick test in zbftestzone cell. Seems to work? No pump animation because that isn't supported with CBBE HDT bodies afaik, but there is actor animation. Spoiler Edited September 3, 2021 by Cycorix
greenmango12 Posted September 8, 2021 Posted September 8, 2021 Hi I really think this mod is great (did not notice before, I did not expect I can control zaz items with follower so easy) thank you all efforts. at same time can I request , if you make dialogue as trigger, and start sex lab animation ? I now currently use sexlab utiity plus, it offer way to filter animation with those furniture. but I feel difficulity is start animation smooth, when follower in those zaz furniture. so if you can add trigger for each dialogue (with fit current situaiton), I believe this mod play becom more interesting. 1
greenmango12 Posted September 8, 2021 Posted September 8, 2021 Just now, greenmango12 said: Hi I really think this mod is great (did not notice before, I did not expect I can control zaz items with follower so easy) thank you all efforts. at same time can I request , if you make dialogue as trigger, and start sex lab animation ? I now currently use sexlab utiity plus, it offer way to filter animation with those furniture. but I feel difficulity is start animation smooth, when follower in those zaz furniture. so if you can add trigger for each dialogue (with fit current situaiton), I believe this mod play becom more interesting. And if there are more dialogues , (for each BDSM roll) it becom more interesting I believe...
Cycorix Posted September 9, 2021 Author Posted September 9, 2021 (edited) 14 hours ago, greenmango12 said: Hi I really think this mod is great (did not notice before, I did not expect I can control zaz items with follower so easy) thank you all efforts. at same time can I request , if you make dialogue as trigger, and start sex lab animation ? I now currently use sexlab utiity plus, it offer way to filter animation with those furniture. but I feel difficulity is start animation smooth, when follower in those zaz furniture. so if you can add trigger for each dialogue (with fit current situaiton), I believe this mod play becom more interesting. Thanks! Sorry, I don't entirely understand what you mean. You want a dialogue to trigger interaction/sex scene with an npc locked in furniture, is that right? "sexlab utiity plus, it offer way to filter animation with those furniture. but I feel difficulity is start animation smooth, when follower in those zaz furniture." not sure what you mean by this, sorry. I don't currently have SUP in my build, but may consider looking into it at some point. 14 hours ago, greenmango12 said: And if there are more dialogues , (for each BDSM roll) it becom more interesting I believe... if by more dialogues, you mean for the 50 "locked" NPC slots, it's not really going to happen I'm afraid. Every dialogue option added another 2-3 scripts to the mod, and the number of scripts in my update is already more than 3x that of the original mod. Keeping the dialogue-based 10 slots for npcs in addition to the 50 locked slots ending up needing over 30,000 lines of papyrus script. ? I'm afraid I won't be extending the script to such an extent again, most likely. HOWEVER!!!! I absolutely have considered the possibility of including some sort of furniture interaction/scenes at some point. It may be part of this mod as an update, or it may be released as a new mod plugin. (that will require this mod as a masterfile) I make no promises whatsoever as to what that will be, or how it will work yet. It also won't necessarily be soon. Edited September 9, 2021 by Cycorix
greenmango12 Posted September 9, 2021 Posted September 9, 2021 9 hours ago, Cycorix said: Thanks! Sorry, I don't entirely understand what you mean. You want a dialogue to trigger interaction/sex scene with an npc locked in furniture, is that right? Yes. I hope to start some sexlab animation with dialogue, for An NPC. Maybe my usage is not main purpose of your add on, but I like one vs one situation. After set NPCs in zaz furniture with dialogue or magic. I still not test with many slave or followers but, after set some slaves in ZAZ furnitures. I may simply hope to play One VS One(Locked in furniture) you already offer some interesting dialogue, then I hope if you could enhance them.. But I see if you need to manage all dialogue set for all currently Locked NPC, it seems cause issue for coding. ^^; (I did not consider it) Then now I may hope (my request may not good for this mod) so you will plan and make new mod (which not need to manage many slave or (BDSM partner) , but play with dialogues (and make it trigger for sexlab animation) ,for one VS one situation..
Cycorix Posted September 12, 2021 Author Posted September 12, 2021 (edited) On 9/9/2021 at 5:49 PM, greenmango12 said: Yes. I hope to start some sexlab animation with dialogue, for An NPC. Maybe my usage is not main purpose of your add on, but I like one vs one situation. After set NPCs in zaz furniture with dialogue or magic. I still not test with many slave or followers but, after set some slaves in ZAZ furnitures. I may simply hope to play One VS One(Locked in furniture) you already offer some interesting dialogue, then I hope if you could enhance them.. But I see if you need to manage all dialogue set for all currently Locked NPC, it seems cause issue for coding. ^^; (I did not consider it) Then now I may hope (my request may not good for this mod) so you will plan and make new mod (which not need to manage many slave or (BDSM partner) , but play with dialogues (and make it trigger for sexlab animation) ,for one VS one situation.. This mod was originally made by Tyrant99 as a utility for ZAZ to place bdsm furniture. The original only had support for 1 NPC, and Tyrant no longer works on Skyrim mods (to the best of my knowledge). However they did provide an annotated copy of their source scripts, and encouraged someone else to extend the multi npc support for the mod. Thus, I made this version which now supports 60 NPCs ^^ I think that this therefore completes the original scope of this mod, more or less. The main next logical expansion of *this* mod is to add more furniture from zaz 8.0+. I have no immediate plans to do this, as I did not work on the original menuscript for this mod so I would need to find out how it works in order to not break stuff I think I understand what you want, and I have considered some possibilities but I do not yet know what I am capable of putting in that would work within the game engine. If what you describe appears, it will almost certainly not be in this mod but made as a separate file if I ever decide to make it, and get it working enough for release. It will probably require this mod as a master file though, so it can use the same npc aliases. I currently have one possible update planned for this mod, which is a compatibility patch for Paradise Halls Extended with SlaveCart addon. It will be released separately, as with my other compatibility patches, but it will be designed to be used with Zap Helper Extended (this mod). edit: while looking through scripts I have found the function which prevents PAHE slaves escaping. if I have the necessary sources to compile this function, I will try to add it to the patch to prevent PAH slaves from leaving their locked furniture. This should provide full-ish compatibility between Paradise Halls and Zap Helper Extended Spoiler The plan is to make it possible to use the Slavecart from PAHE to round up NPCs without having to enslave them through PAHE (this will provide more consistent behavior from npcs you don't intend to interact with as much - sometimes PAH slaves let themselves out of furniture temporarily to come and interact with the player - I don't know how to correct this yet and it isn't totally broken as often they go lock themselves back up afterward, so it's not high priority to fix. I just suggest keeping PAH slaves and Locked npcs separate for now, same as with follower extensions conflicting with PAH sometimes). Either way, the compatibility patch will provide a fun and immersive way (the PAHE slavecart) to gather up and hold a group of npcs while you transport them to the furniture, that is the plan. PAHE, its Slavecart addon, and all associated requirements of those, AND Zap Helper Extended (this mod), will all obviously be required to use the compatibility patch. Edited September 12, 2021 by Cycorix 1
greenmango12 Posted September 12, 2021 Posted September 12, 2021 6 hours ago, Cycorix said: This mod was originally made by Tyrant99 as a utility for ZAZ to place bdsm furniture. The original only had support for 1 NPC, and Tyrant no longer works on Skyrim mods (to the best of my knowledge). However they did provide an annotated copy of their source scripts, and encouraged someone else to extend the multi npc support for the mod. Thus, I made this version which now supports 60 NPCs ^^ I think that this therefore completes the original scope of this mod, more or less. The main next logical expansion of *this* mod is to add more furniture from zaz 8.0+. I have no immediate plans to do this, as I did not work on the original menuscript for this mod so I would need to find out how it works in order to not break stuff I think I understand what you want, and I have considered some possibilities but I do not yet know what I am capable of putting in that would work within the game engine. If what you describe appears, it will almost certainly not be in this mod but made as a separate file if I ever decide to make it, and get it working enough for release. It will probably require this mod as a master file though, so it can use the same npc aliases. I currently have one possible update planned for this mod, which is a compatibility patch for Paradise Halls Extended with SlaveCart addon. It will be released separately, as with my other compatibility patches, but it will be designed to be used with Zap Helper Extended (this mod). edit: while looking through scripts I have found the function which prevents PAHE slaves escaping. if I have the necessary sources to compile this function, I will try to add it to the patch to prevent PAH slaves from leaving their locked furniture. This should provide full-ish compatibility between Paradise Halls and Zap Helper Extended Reveal hidden contents The plan is to make it possible to use the Slavecart from PAHE to round up NPCs without having to enslave them through PAHE (this will provide more consistent behavior from npcs you don't intend to interact with as much - sometimes PAH slaves let themselves out of furniture temporarily to come and interact with the player - I don't know how to correct this yet and it isn't totally broken as often they go lock themselves back up afterward, so it's not high priority to fix. I just suggest keeping PAH slaves and Locked npcs separate for now, same as with follower extensions conflicting with PAH sometimes). Either way, the compatibility patch will provide a fun and immersive way (the PAHE slavecart) to gather up and hold a group of npcs while you transport them to the furniture, that is the plan. PAHE, its Slavecart addon, and all associated requirements of those, AND Zap Helper Extended (this mod), will all obviously be required to use the compatibility patch. You really thanks give me kind words.. I now planning to make request topic seriously ask all loverslab modder, if there will be more mods, which can play as PC agressor with NPC (incude all followers which I choose) more and more interesting options (and sometimes I hope deep story) which fit as dark fantasy. Hope to enjoy kind of BDSM + agressive plyaing. But when I ask about it, it usually make modder somehow embarass , I feel maybe most of mod author and player like to enjoy sexlab agressive animation as PC victim ( I can only imagine the reason, but after all I hope to be as male PC agressor / or normal play as dovakin) so I often feel, I still have not many choice to play skyrim as my favor.... What I hope is actually simple . 1 (PC agressor (roll play ) with enemy NPCs in battle what I hope about these mod,, option which can easy knock down, in dungeon battle (PC, and multi follower (2 or 3 usually I limit so) vs many male/female/creture, NPC About NPC vs NPC, they can be set with parameters (but I know defeat original not work well about it and sometimes cause strange issue), so I may try your mod too. for NPC vs NPC (as my purpose, NPC (agressor) vs follower (victim) ) At same time I often hope to easy capture/ knock down my select target as my favor, when there are many actors.. Because when many actor start animation here or there in dungeon or map >> skyrim becom un-stable often. then we often see lag.. and sometimes when PC need to keep fight with enemy or killed, , it effect NPC vs NPC animation too.. (eg enemy A knock down my follower B, but enemy A happend to find player and atack etc,, ) Then I hope if there is one simple magic, (only for PC agressor play), to knock out targets by one click or one shout. Then I play 1 vs 1 as agressor. (so I need to kill un-necessary actor often. to clean up situation) but rest of them may fight with my follower >> konck down follower>> start agressive animation.. about this situation, to knock down enemy, I only need one magic, which should knock down target NPC. temporally. (but keep them as essential) then I can concentrate NPC vs NPC or can start BDSM play with the my knock down target. it is battle scenario for me. 2. PC agressor roll play with one folowes/slave in your base. I hope to keep usual relation with my followers, but sometimes I hope to play as If I turned as realy evil master for follower. (they need to fight me to stop) then use the mod >> start kind of PC evil roll play with followers (about this case, they roll as victim ^^;) Then after I content with one night roll play, release follower, I hope follower return as same as before (usuall relation, master and follower or lover) but many salve mod often effect follower AI (I do not know detail thoguh), then usually it cause issue. eg I often test paradise hall and I like it too. but only one problem is, if I use it for follower, it perfectly change (it once kill follower and generate new clone I remember). followr AI. Then I can not use it.. only defeat happend to keep my follower AI or behavor. I feel.. (so I can test atack follower suddenly, after relealse them temporally), but they do not change their AI when I release them.. it is important, when I play as agressor with follower. .. though I like deefat dialogue, after tie up, or untill tie up,, but I have seen same dialogue almost 100 times, so I hope to see different scenario.. for BDSM roll play with follower. what I really like is Pc evil vs follower heroine play. eg plase think roll as reverse.. you play as dungeon BOSS , then follower play as female wor maiden.. you notice, beautiful maiden come to your dungeon to kill you. (my self), and finally the maiden reach to you. and fight . but you (evil dungeon boss) beat her. then capture. >>> start roll play as PC agressor, follower (victim) ^^; of course there have been no mod which offer such dialogue (and ovice), so I usually change dialogue for my purpose temporally, but I hope if there will be BDSM mod which concentrate 1 VS 1 BDSM roll play,, I can request such scenario (as voice or dialogue only), then I can play with my fovorite follower. as one night roll. or if there is such story mod, (PC play as dungeon boss.) I really hope to see it.. (so Skyrim already offer many dungeon,, do not you hope to play as dungeon boss? then if you find good looking (female/male) come in dungeon, and try to kill you,, how you play with them? it is my dellusion and erquest about skyrim BDSM 1 VS 1 mod....
greenmango12 Posted September 12, 2021 Posted September 12, 2021 (edited) 1 hour ago, greenmango12 said: duplicated sorry ? btw above are not related with this mod function (just relate as vs BDSM scenario and play style), anyway I often use zaz items for followers (main) so hope it will be enhanced with more options and thanks it work as you designed. ^^ Edited September 12, 2021 by greenmango12
Cycorix Posted September 12, 2021 Author Posted September 12, 2021 (edited) 6 hours ago, greenmango12 said: btw above are not related with this mod function (just relate as vs BDSM scenario and play style), anyway I often use zaz items for followers (main) so hope it will be enhanced with more options and thanks it work as you designed. ^^ I don't think anyone has managed to make NPC vs NPC work very well. I read something about it recently on the Paradise Halls thread I think... Mods that handle some stuff like this....: Spoiler -defeat (I use this one, I managed to get npc vs npc working, more or less, which made civil war battles a bit more interesting... to the winners went the spoils ?) -if you use defeat you may need other mods like Devious Captures to give it DD support -Deviously Cursed Loot has another fairly complex combat surrender/sex system. DCL as it is, is a huge mod that does loads so make sure you either want all those features or set it up carefully in MCM to only get the bits you want. (I prefer a modular approach where you only install the features you want, which is why I make separate releases generally rather than 1 big mod). I also had dcl in my recent civil war ^ -ITF 0.3 makes npcs do some interaction when other npcs are locked in furniture. My testing showed it worked, kinda, but again doesn't do much, has little control over what it does yet, and can break other heavily scripted mods/scenes by having npcs be in the wrong place. -ZaZ resources can give you some punishment items to use -Paradise Halls sounds similar to some of what you want. It allows you to take prisoners in battle and keep them in a cage at your house. It also now has of course the prisoner cart to use. Might be the closest thing to what you want. I'm currently trying it right now ^^ My current playthrough is a roleplay where I'm King Toryggs daughter, sold into slavery after Ulfric kills him, but I escape from slavers (bound in Skyrim questline - DCL), end up getting enslaved as a soldier maiden for the Empire (Devious Regulations + Open Civil War), during the war get captured and sold (simple slavery, slaves of tamriel) but after the war get captured by a vampire (treasure hunter whore), end up becoming a Vampire Queen (Better Vampires etc mods) and coming back to take my revenge on Skyrim (Paradise Halls, Slavecart, ZAZ helper, Tara's Lost Castle, etc). it's basically Skyrim does Queen of the Damned ? It's honestly been an incredible journey so far ahaa. My load order is about 210 mods long now, but amazingly it is stable takes a lot of effort to make everything work together but absolutely worth it. I've finally just got to the 'vampire queen' stage of my own playthrough so in effect, my character is now similar to the 'dungeon boss' that you describe so as I find that interaction mods are needed for my own captives, if I am capable I will try and write them and if they work, they will be released here Don't expect too much of me though, the script extension for this mod was my first ever Skyrim mod so I can't say I totally know what I'm doing yet but I have a fairly good idea My current modding plans: PAHE/ZFPE Compatibility Patch: Spoiler -I managed to compile an updated AliasControlScript with the PAHE boolean lock function. Debug notifications showed the function runs in the script. Need more testing to verify that it actually works, I didn't have time earlier. *(Note for reference: compiling PAH scripts requires SkyUiLib source scripts.) Edit: seems to work as expected. -DONE - ZFP script can now call the PAHE CanChangeState boolean to prevent slaves escaping while in furniture Currently works on the 10 selected slots. just need to expand script for locked slots -I looked around the script for the Slavecart and found that possibly those in Followerfaction can be put in the cart as well as slaves (both under OR conditions)? I need to investigate this because it might mean they don't have to be PAHE slaves to be in the cart. Followers can be put in the PAHE slavecart, so using a follower force recruit from a framework such as EFF allows non-PAHE slaves to be transported via cart. No further action needed. Other: -Don't know what mod this will be included in but possibly thinking of adding 2 spells, a "stun" spell of some kind, and possibly a 'magic leash' spell (like Vampires Grip), this would be funny cuz you could stun enemies with the 1st spell then pull them out of battle with the 2nd so you can capture them. Should be relatively simple to create, just haven't looked into the implementation yet. -Possibly some form of scenes for NPCs in furniture. This one would maybe be complicated to make, I don't know what form it might take yet. Also Greenmango, or anyone else, are you having problems with selection #6? Please test the following: -fill selections 1-5 with Npcs/furniture -select furniture 6 -try and put an npc in furniture 6 For some reason it's not working in mine right now. I am investigating in case something in the esp is broken, but maybe it is a recent change. Please tell me if it works or not and what file version you have, thanks ^ EDIT: okay slot 6 works again now without me changing anything. Must have been a glitch in that test run somehow, if the glitch reoccurs I will investigate but I don't know exactly what caused it. PAHE compatbility patch seems to work, will be released soon Edited September 12, 2021 by Cycorix
greenmango12 Posted September 12, 2021 Posted September 12, 2021 (edited) 1 hour ago, Cycorix said: IAlso Greenmango, or anyone else, are you having problems with selection #6? Please test the following: -fill selections 1-5 with Npcs/furniture -select furniture 6 -try and put an npc in furniture 6 For some reason it's not working in mine right now. I am investigating in case something in the esp is broken, but maybe it is a recent change. Please tell me if it works or not and what file version you have, thanks I hope to test and report, because you took time to show how you play etc ^^ (it is really interesting to know how others play skyrim with their story) then now trying to call 6 my followers . As my test, (though I some times miss use spell ,,) after all 1 , I generate 6 furniture ( I use different group as your offer list for all 6 furniture) 2. I attach follower 1 to 5 with the ordeer (I mistake sometimes but select furniture, then use dialogue for each follower) 3 finally call another follower, then select NO 6 furniture by magic (it worked) 4 then I use dialogue for follower,, yes she put in to the NO 6 furniture as you designed.. so if it is matter which furniture, or how generate furniture and select them (eg dialogue or magic, or use (select furniture and NPC by one magic)? if you tell me (when you could), precise step by step, which cause problem I may test again ^^ And I now find one problem? (or bug or I miss up-date this mod,,) when I use "releasing all locked NPC" I see message, Relasing ALL locked NPCS but no one seems release self ^^; (do not know if they choose to be locked or they like it ) Edited September 12, 2021 by greenmango12 1
Cycorix Posted September 12, 2021 Author Posted September 12, 2021 Thanks for testing it! Yes, 6 is working for me as well. It may have been a glitch in that save file. My script is currently different because it is set up to call a function from Paradise Halls. I reloaded my test save and it works again, I am just running a test with the PAHE function on all 10 slots. As for the release all locked npc spell - are you using the right spell? there are two spells: Release Selected NPCs - this frees npcs 1-10 (the ones with dialogue) Release Locked NPCs -this frees npcs 11-60 (slots 1-50 from the instant lock spell) Perhaps I didn't word it very well ingame hard to make it descriptive enough, while not being too many words
greenmango12 Posted September 13, 2021 Posted September 13, 2021 19 hours ago, Cycorix said: As for the release all locked npc spell - are you using the right spell? there are two spells: Release Selected NPCs - this frees npcs 1-10 (the ones with dialogue) Release Locked NPCs -this frees npcs 11-60 (slots 1-50 from the instant lock spell) Perhaps I didn't word it very well ingame hard to make it descriptive enough, while not being too many words OK thanks I may try them. actually as 1 vs 1 or 2 or 3 main player, my slaves walk free in jain mods as they like, then seldom try to use this tool for many actors at same time^^; So still not undersand all tool usage,, I like it can auto align, and I can generate or use already used zaz faurniture in mods. (easy set follower/slave on to them) thanks ^^ 1
Cycorix Posted September 13, 2021 Author Posted September 13, 2021 (edited) Posting the loose files for PAHE-ZFPE patch. Will put them in an archive later along with the script sources. Only install the files below if you have Zap Furniture Placer Extended AND Paradise Halls Reborn installed! Edit: this file also requires my Zap-Chesko Compatbility Patch Spoiler -PAHE's Whip (weapon) can cause slaves to enter submission/bleedout state as part of the scripts for that mod. This briefly overrides the furniture. Causes no issues but looks un-immersive briefly. I'm not going to mess around with the PAHE stuff, so the fix is either accept it, or use one of the other whips either from ZFP Menu list 6 (punishment items), or one of the craftable punishment weapons from Zaz Resources (whips). -PAHE "....(Tie Slave)" Dialogue option sends a PlayIdle command to the slave to bind their hands. (coming on DD idlescripts, I imagine) This overrides the furniture. In a few cases this works (like in the hanging outdoor cages, where the actor has no IdleAnimation related to the furniture), but in most cases it will mess with the furniture lock. In general, do not use the Tie Slave dialogue option while they are in furniture - there is no need to, as the furniture now calls the same PAHLockSlave true/false function to prevent escape. -Basically, it is not recommended to make PAHE interactions while the slave is in furniture. ZAPFurniturePlacer.esp ZFPLockControlScript.pex ZFPAliasControlScript.pex ZFPSelectLockNPCScript.pex Edited September 19, 2021 by Cycorix
DonQuiWho Posted September 18, 2021 Posted September 18, 2021 (edited) On 9/14/2021 at 12:40 AM, Cycorix said: Posting the loose files for PAHE-ZFPE patch. Will put them in an archive later along with the script sources. Only install the files below if you have Zap Furniture Placer Extended AND Paradise Halls Reborn installed! (Requires Paradise Halls masterfile to call script functions. Requires ZFPe 2.02b FEMALE - other versions will be compiled and released soon) -Save game compatible -No change in load order (if you have PAHE installed correctly, its masterfile will already be above ZFP) Install: -backup the files with the same names (recommended) -copy and overwrite the files. the .esp goes in Skyrim/Data, the .pex go in Skyrim/Data/Scripts. Uninstall: -Overwrite the new files with your backed up files This patch prevents Paradise Halls slaves escaping while placed in furniture using this mod, even if they are not collared. However... If they are not collared and sufficiently rebellious, they may try and run for freedom as soon as you let them out! So be careful freeing multiple un-collared slaves from furniture, unless you're ready for a big game of tag! ? Known issues: Reveal hidden contents -PAHE's Whip (weapon) can cause slaves to enter submission/bleedout state as part of the scripts for that mod. This briefly overrides the furniture. Causes no issues but looks un-immersive briefly. I'm not going to mess around with the PAHE stuff, so the fix is either accept it, or use one of the other whips either from ZFP Menu list 6 (punishment items), or one of the craftable punishment weapons from Zaz Resources (whips). -PAHE "....(Tie Slave)" Dialogue option sends a PlayIdle command to the slave to bind their hands. (coming on DD idlescripts, I imagine) This overrides the furniture. In a few cases this works (like in the hanging outdoor cages, where the actor has no IdleAnimation related to the furniture), but in most cases it will mess with the furniture lock. In general, do not use the Tie Slave dialogue option while they are in furniture - there is no need to, as the furniture now calls the same PAHLockSlave true/false function to prevent escape. -Basically, it is not recommended to make PAHE interactions while the slave is in furniture. ZAPFurniturePlacer.esp 157.1 kB · 2 downloads ZFPLockControlScript.pex 363.84 kB · 2 downloads ZFPAliasControlScript.pex 33.33 kB · 1 download ZFPSelectLockNPCScript.pex 42.67 kB · 1 download 1 - Those files FWIW The esp in that post is showing Chesko_WearableLantern.esm as a missing master. I guess that's maybe unintentional? ? I'll try that when it's fixed, but I really came here to see if you have any idea why there are no spells appear in my SE game. 2 - Startup Issue EDIT: If you don't get the Main spell to show up by itself like I did, - see deleted text below - the simple fix most probably is: enter the console, type 'help furniture', use 'player.addspell xxxxxxxx (where xxxxxxxx is the main Furniture Placer spell), close the console Then, in game, equip the Bondage Furniture Placement Spelkl, which should now be accessible in your Spells Listing, cast it, and then all the other relevant spells should be added to your player spell list. After all that, you can make your followers not just wait, but wait in comfort ... well, sort of ... ? EDIT 2. Thanks A big Thank You to @Cycorix for all the hard work in providing this bundle of fun for our amusement ============================================================================= I used the original in LE, and I have a current game that I added 2.02bFemale to. but there are no spells appear that are furniture related at all. I tried, 2.0Female on its own, and with it + 2.02bFemale overwriting it, but the main spell isn't there. I also tried to load up Tyrant's original 8.0 to see if that would install and be overwritten by your 2.x files, but I get a straight startup CTD with it replacing your esp(s) I also tried putting your esp down my load order, but the game didn't too much like me doing that either So, I seem to be stuck, unlike my NPCs who are still wandering around no matter what I do to try to do Any idea what might be wrong, please? Edited September 18, 2021 by donkeywho 1
Cycorix Posted September 19, 2021 Author Posted September 19, 2021 (edited) 8 hours ago, donkeywho said: 1 - Those files FWIW The esp in that post is showing Chesko_WearableLantern.esm as a missing master. I guess that's maybe unintentional? ? I'll try that when it's fixed, but I really came here to see if you have any idea why there are no spells appear in my SE game. 2 - Startup Issue EDIT: If you don't get the Main spell to show up by itself like I did, - see deleted text below - the simple fix most probably is: enter the console, type 'help furniture', use 'player.addspell xxxxxxxx (where xxxxxxxx is the main Furniture Placer spell), close the console Then, in game, equip the Bondage Furniture Placement Spelkl, which should now be accessible in your Spells Listing, cast it, and then all the other relevant spells should be added to your player spell list. After all that, you can make your followers not just wait, but wait in comfort ... well, sort of ... ? EDIT 2. Thanks A big Thank You to @Cycorix for all the hard work in providing this bundle of fun for our amusement ============================================================================= I used the original in LE, and I have a current game that I added 2.02bFemale to. but there are no spells appear that are furniture related at all. I tried, 2.0Female on its own, and with it + 2.02bFemale overwriting it, but the main spell isn't there. I also tried to load up Tyrant's original 8.0 to see if that would install and be overwritten by your 2.x files, but I get a straight startup CTD with it replacing your esp(s) I also tried putting your esp down my load order, but the game didn't too much like me doing that either So, I seem to be stuck, unlike my NPCs who are still wandering around no matter what I do to try to do Any idea what might be wrong, please? Nope, it is actually intended that this file needs Chesko's Lanterns as a master ? It's because those are the files from my current actual game, which includes my Chesko-Zaz compatbility patch as well. So technically, this is the PAHE-ZFPE patch for the Chesko-ZAZ-ZFPE patched version.... yeah probably unnecessarily complicated, but hey ho. That's why it's in here rather than on the downloads page. At some point I just need to put each version in my data folder, load it in CK, add the new script properties, and then resave each .esp file. Then I'll put them up in the downloads page as actual updates. EDIT: so yeah if you wanna use those files with your game, just use Tes5edit, Wryebash or Creationkit and just remove the missing master from the list. Shouldn't cause any issue because it's my patched version of ZAP 8+ that needs Chesko as master, not ZFPe. To find any missing spells: -open Creation Kit, load the ZapFurniturePlacer.esp (make sure to allow multiple master loads in creation kit .ini file) -under "spells", filter by "zfp". All the spells have this prefix so easy to find them -first 2 digits of the ID get replaced by the position in your load order. E.g. 03002F9A becomes CD002F9A if the plugin is in slot CD (index 206 lol, yours will probably be much lower). Find the load order slot in mod manager or Loot. -or you could probably find the spell ids in tesedit, or whatever else that can inspect esp files -I think there's 11 spells in total? so yeah just count them to make sure you have them all. Just write down the id of any you think you are missing and player.addspell spellid -or yeah console, this is just the foolproof way Also, if you're not getting spells added properly it's probably worth redownloading the archive just in case. I was careless with a few script fragments in early builds, there were a lot of files and a few got lost because reasons?those files got added to all versions a while back but some people might be missing them. I think that was the cause of stuff not initiating properly on fresh installs - everything was fine on an update because chances were those files were still floating around your data folder somewhere. Edited September 19, 2021 by Cycorix
DonQuiWho Posted September 19, 2021 Posted September 19, 2021 9 hours ago, Cycorix said: Nope, it is actually intended that this file needs Chesko's Lanterns as a master ? It's because those are the files from my current actual game, which includes my Chesko-Zaz compatbility patch as well. So technically, this is the PAHE-ZFPE patch for the Chesko-ZAZ-ZFPE patched version.... yeah probably unnecessarily complicated, but hey ho. That's why it's in here rather than on the downloads page. At some point I just need to put each version in my data folder, load it in CK, add the new script properties, and then resave each .esp file. Then I'll put them up in the downloads page as actual updates. EDIT: so yeah if you wanna use those files with your game, just use Tes5edit, Wryebash or Creationkit and just remove the missing master from the list. Shouldn't cause any issue because it's my patched version of ZAP 8+ that needs Chesko as master, not ZFPe. To find any missing spells: -open Creation Kit, load the ZapFurniturePlacer.esp (make sure to allow multiple master loads in creation kit .ini file) -under "spells", filter by "zfp". All the spells have this prefix so easy to find them -first 2 digits of the ID get replaced by the position in your load order. E.g. 03002F9A becomes CD002F9A if the plugin is in slot CD (index 206 lol, yours will probably be much lower). Find the load order slot in mod manager or Loot. -or you could probably find the spell ids in tesedit, or whatever else that can inspect esp files -I think there's 11 spells in total? so yeah just count them to make sure you have them all. Just write down the id of any you think you are missing and player.addspell spellid -or yeah console, this is just the foolproof way Also, if you're not getting spells added properly it's probably worth redownloading the archive just in case. I was careless with a few script fragments in early builds, there were a lot of files and a few got lost because reasons?those files got added to all versions a while back but some people might be missing them. I think that was the cause of stuff not initiating properly on fresh installs - everything was fine on an update because chances were those files were still floating around your data folder somewhere. Thanks for shedding light on the lanterns issue .... LOL As for there being 11 spells in total, I'll check my number of spells in both console and game again, but I'm assuming at this point that my starting point of 2.0b should be complete Thanks for the quick reply, too ....
Cycorix Posted September 19, 2021 Author Posted September 19, 2021 1 hour ago, donkeywho said: Thanks for shedding light on the lanterns issue .... LOL As for there being 11 spells in total, I'll check my number of spells in both console and game again, but I'm assuming at this point that my starting point of 2.0b should be complete Thanks for the quick reply, too .... yeah, all versions should be complete and have been for a while. The most previous glitch to be fixed was items from list 6 not deploying correctly, the "not adding properly on fresh install" was a while before that. Are you still having the issue of it not running? if yes... -how did you install the mod? (manager or manual) -LE or SSE (I use LE, so can't test any SSE specific issues) -Version of 2.02b F you said? (same one as I use so that's easy)
DonQuiWho Posted September 19, 2021 Posted September 19, 2021 1 hour ago, Cycorix said: yeah, all versions should be complete and have been for a while. The most previous glitch to be fixed was items from list 6 not deploying correctly, the "not adding properly on fresh install" was a while before that. Are you still having the issue of it not running? if yes... -how did you install the mod? (manager or manual) -LE or SSE (I use LE, so can't test any SSE specific issues) -Version of 2.02b F you said? (same one as I use so that's easy) Installed using MO2 SSE 2.02b F I hope to get a chance to check it out further in the next day or two. I'll let you know if all looks ok
Cycorix Posted September 19, 2021 Author Posted September 19, 2021 (edited) 1 hour ago, donkeywho said: Installed using MO2 SSE 2.02b F I hope to get a chance to check it out further in the next day or two. I'll let you know if all looks ok First thing I would check is that the files have all made it to the right places. NMM doesn't recognize .rar if I remember rightly (lol, I realized this long after uploading) so I think I did a manual install... well obviously since I built it into my game I had to reinstall Skyrim halfway through compiling which was one reason things went missing originally, but on my current build I installed it (manually) as if I had just downloaded it, so in theory I should get the same glitches as any other user. The first thing that comes to mind is the SEQ file. Is it present in the correct folder? Do SEQ files function the same way in SSE as LE? That may be your issue. If that were the issue, I would guess that the fix would be to set up your (SSE) Creation Kit to generate a new SEQ file, and see if that fixes the issue. In terms of troubleshooting.... -if everything else works, just the spells don't get added, then luckily we can ignore 99% of the mods files. -ZFPExtInitScript is a residual file and not used -ZFPInitScript is the file which controls the startup quest, which adds the spells. I didn't modify this or use the ExtInit, because 1. I was too lazy to generate a new SEQ and 2. the Init quest is set to only fire once, so it wouldn't have updated existing installs. -QF_ZFPstartup...etc and QF_(numbers) are the associated Papyrus fragment both ZFPInitScript and QF_ZFPStartup_(numbers) should be in the data/scripts folder -a Quest which fires on startup requires an SEQ file. ZAPFurniturePlacer.seq should be in the data/SEQ folder I think there should be 42 script files, an esp, and an seq. Edit: tested on new game LAL start on my big build (~215 active plugins), version 2.02F, LE, installs straight away: Spoiler I really think if you're getting the 'fresh install - no spells' glitch, then it's because you probably have a file missing somewhere.... Edited September 19, 2021 by Cycorix
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