Arthurj650 Posted January 10, 2023 Posted January 10, 2023 2 hours ago, Nonseen said: Thank you for reporting issue! /cdn-cgi/mirage/3ad1310cc862bab9cbc77e668c52d9c50edee058a1717d040541de958eab785d/1280/https://static.loverslab.com/resources/emoticons/smile.png Without this reports i not find the bugs i missed. /cdn-cgi/mirage/3ad1310cc862bab9cbc77e668c52d9c50edee058a1717d040541de958eab785d/1280/https://static.loverslab.com/resources/emoticons/frown.png As i started answer your question i re checked the code and spoted a minior bug. So i going to make a new realise, but first let see what can be done with your problem. If you can give me papyrus log its helps a lot to figure out what went wrong. or check your self! WS Belehor Scrols: setup started WS Belehor Scrols: Beelthor dead, stoping quest if any of this line can be seen on papyrus log the quest started, if belethor dead, well the quest stops self. This lines only shown as the quest "setup" self. The setup procces only run as quest get started. ( this tru all of the quest i added this mod, so if you have concern any of my quest not working you can check the logs for it) if you have no papyrus log enabled pls do the fallowing steps to help me find the source of problem and fix it: go any work place you cleared, and find the production chest in it. Very close to the entrance point from entry on your right. Take tha falloing note from the chast: "WS QUIT- Set ALL default" Read the note once. this note upon readin stop all active quest and prepare all quest to reseted. Wait until the message cunami ends and all started quest complited. Change location( fast travel other place) OR read the note i added last update named: "WS Force Start" This steps in this order shuld restart all your quest belethor quest included. After this if you start spek with him the first option or wery first shuld me something like this: "You have something intresting to sell ?" if you can chose this line the quest started and workin! This quest is a mins quest not a normal one, so easy to miss. I made this way becuse basicly the player "just" talking with belethor( 30+response from belethor ) and few possible way how things play out. (if you use toys the ending can be very special /cdn-cgi/mirage/3ad1310cc862bab9cbc77e668c52d9c50edee058a1717d040541de958eab785d/1280/https://static.loverslab.com/resources/emoticons/smiley.png , but need installed few anim packs, in my test the stock version not worked becuse no animation found /cdn-cgi/mirage/3ad1310cc862bab9cbc77e668c52d9c50edee058a1717d040541de958eab785d/1280/https://static.loverslab.com/resources/emoticons/frown.png ) So do you mean I need to talk to Belethor before I can populate and of the caves? I have cleared 2 of them. Embershard and Kolskeggr. I have quests active for both. ? I don’t have Toys active on this play through, so I won’t see the special. 1
Nonseen Posted January 10, 2023 Author Posted January 10, 2023 31 minutes ago, Arthurj650 said: So do you mean I need to talk to Belethor before I can populate and of the caves? I have cleared 2 of them. Embershard and Kolskeggr. I have quests active for both. ? I don’t have Toys active on this play through, so I won’t see the special. Hmm my bead, i need write down more clear how things work. You help me a lot this way to fix things! Belethor mini quest is independent to other part of my work (mostly ). You can do any order, not effect the quest it self. After the quest to populate any cave/place become active and you get new spells like this: "WS Work slave here" "WS RemoveSlave from place" you can start use any work place. if you cast the spell in wrong place the spell expected to do nothing. i wish to mention i added a very sepcial spell: "SendSlaveToPAHE" this one can be used slaves that bugged a bit or if you restarted the "cave" quests. This case "WS RemoveSlave from place" spell not going to work slaves that before the restart sent to work that work place. but using "SendSlaveToPAHE" on them fix this issue. hmm i think i add a how things work step by step guide to next version add put on the discription as attachment. after any of the fill the "cave" quest started you got some very special spell to: "Start Orgie in Workplace" -this one used on pahe slaves if the pahe slaves and you inside a working place location let say Embershard mine. Just cast it and enjoy the orige "Here Make New Workplace" this spell used to make your own work place, this can be casted any location that not on the possible work place list. if you not see any of this spells pls let me know. that case is sign of a critical error.
Arthurj650 Posted January 11, 2023 Posted January 11, 2023 (edited) 4 hours ago, Nonseen said: Hmm my bead, i need write down more clear how things work. You help me a lot this way to fix things! Belethor mini quest is independent to other part of my work (mostly /cdn-cgi/mirage/3ad1310cc862bab9cbc77e668c52d9c50edee058a1717d040541de958eab785d/1280/https://static.loverslab.com/resources/emoticons/smiley.png ). You can do any order, not effect the quest it self. After the quest to populate any cave/place become active and you get new spells like this: "WS Work slave here" "WS RemoveSlave from place" you can start use any work place. if you cast the spell in wrong place the spell expected to do nothing. i wish to mention i added a very sepcial spell: "SendSlaveToPAHE" this one can be used slaves that bugged a bit or if you restarted the "cave" quests. This case "WS RemoveSlave from place" spell not going to work slaves that before the restart sent to work that work place. but using "SendSlaveToPAHE" on them fix this issue. hmm i think i add a how things work step by step guide to next version add put on the discription as attachment. after any of the fill the "cave" quest started you got some very special spell to: "Start Orgie in Workplace" -this one used on pahe slaves if the pahe slaves and you inside a working place location let say Embershard mine. Just cast it and enjoy the orige /cdn-cgi/mirage/3ad1310cc862bab9cbc77e668c52d9c50edee058a1717d040541de958eab785d/1280/https://static.loverslab.com/resources/emoticons/smile.png "Here Make New Workplace" this spell used to make your own work place, this can be casted any location that not on the possible work place list. if you not see any of this spells pls let me know. that case is sign of a critical error. Thanks, that would be my fault for not seeing the spells. 1-does the time reset every time I visit the mine to add more workers to it? The amount of time for the production. 2-also I cleared Kolskeggr mine. Under the quest to populate it, it says to populate embershard mine. When I try to use the spell it says no workplace. The chest is inside and the note in the chest resets the mine, but I can’t add workers to it. Can you please help? ****EDIT-i went to embershard where I already had 12 workers to add the ones I was going to use at Kolskeggr and it told me no workplace there. The quest to populate completed after my ninth worker was placed. With all this being said, I have enjoyed the work you have put into this. Thanks for the hard work. ??? Edited January 11, 2023 by Arthurj650
Nonseen Posted January 11, 2023 Author Posted January 11, 2023 2 hours ago, Arthurj650 said: Thanks, that would be my fault for not seeing the spells. You Welcome 2 hours ago, Arthurj650 said: 1-does the time reset every time I visit the mine to add more workers to it? The amount of time for the production. the timer for production start the time point the linked quest starts. let say you start embersahard mine quest day 1 10th hour. Then with curent settings the system count 168hours this means somewhere day 8 10th hour the frst production cycle finishes. then starts agin. You can add any work place 30 slaves. Adding more slaves until fill the full capacity means more stuff produced. If the quest says you fileld up mine and objective complited you reached the 100% production rate with slaves. Hmm maybe i need change this in the next versions. So if you add 12 workers and this message pops up this means mine reached 100% productuin rate. Adding more save well slaves going to over produce. 2 hours ago, Arthurj650 said: 2-also I cleared Kolskeggr mine. Under the quest to populate it, it says to populate embershard mine. You found another bug thank you! During making this quests i not checked evry detail, going to fixed next version 2 hours ago, Arthurj650 said: When I try to use the spell it says no workplace. The chest is inside and the note in the chest resets the mine, but I can’t add workers to it. Can you please help? Hmm intresting. You say same time in embersahrd mine evrything works. i checked the scripts and found no faulty. if chest present means quest working, and shuld the spell add salves to work place need to work. All script same as embersahard mine case. hmm thinking more of it i think i kow what is the problem. i going uplod a new version, this best of my knowlage fix your problem. maybe you rember i mentioned if restarting quests haf of the quest got only restarted. Well this bug that root cause of your problems here. i need change my scripts the way that shout down all quests no matter what. The current state: as you call for quest shut down klogers mine not get shut down. This means canot be restarted fully this one preverent to use. To fix it i need change existing scripts and recompile evrything to upload. This take some time i write here soon as i finished the upload. 3 hours ago, Arthurj650 said: With all this being said, I have enjoyed the work you have put into this. Thanks for the hard work. ??? i happy to know my mod get used and made others heappy. Thisis what fuel me to make this mods! ( and probably all other modmakers )
DocClox Posted January 11, 2023 Posted January 11, 2023 I just got back from clearing Rielle. Between Mythic Dawn and Vigilants, I must have come away with half a dozen new slaves and nowhere to put them. Happily Embershard Mine seems to be accepting new workers. (Might as well make sure they're all knocked up before they start. They can be cooking soul gems while they work). 1
Nonseen Posted January 11, 2023 Author Posted January 11, 2023 (edited) 6 hours ago, DocClox said: (Might as well make sure they're all knocked up before they start. They can be cooking soul gems while they work). what mod make possible npcs cook soul gems? i happy to add this one the pahe mod list. Very i very mutch like the ida use female slaves as soul gem burthing machine. if not exist maybe i make a sub quest for this one so slaves can really worked Quote Happily Embershard Mine seems to be accepting new workers. happy to hear that! Thx for the info and image. i like this image if you give me premission i add the mod images ( and put a note one side of the image, you amde this one, i just use it becuse i liek it ) Edited January 11, 2023 by Nonseen
DocClox Posted January 11, 2023 Posted January 11, 2023 1 hour ago, Nonseen said: what mod make possible npcs cook soul gems? i happy to add this one the pahe mod list. Very i very mutch like the ida use female slaves as soul gem burthing machine. I use Hentai Pregnancy. Soul Gem Oven should work as well, but it's more of a heavyweight solution and does a lot of things I don't need. 1 hour ago, Nonseen said: i like this image if you give me premission i add the mod images ( and put a note one side of the image, you amde this one, i just use it becuse i liek it ) Permission granted 1
Ultima1990 Posted January 11, 2023 Posted January 11, 2023 How does it work with Kolskeggr and the vanilla quest? There is a vanilla quest to clear that mine for the people at Left Hand Mine. https://en.uesp.net/wiki/Skyrim:Kolskeggr_Mine_(quest). Once you complete that quest a bunch of people from Left Hand go and work there. Bit weird to use it as a slave base while normal people are also working the mine? 1
Nonseen Posted January 11, 2023 Author Posted January 11, 2023 New version realised Thank you all who added input, found out bugs! This version fixes all known bugs. More force full restart function make sure no quest remain un stopped. ( at least i hope ) The plan is continue unerthed bug hunt and fixing as found PLUS i plan make a detailed guide to help new users to use the mod. Maybe adding a new sub function with a spell: soul gem marker: this spell start sex with slave and you can make new soul gem or make a grand soulgem to black soulgem. The spell need to be used on working slave. The spell initate sex with them then player need to wait. i probably can do this but probably other mods do far better the same so maybe get deleted. ( this one has quick get deleted ) 1 hour ago, DocClox said: I use Hentai Pregnancy. Soul Gem Oven should work as well, but it's more of a heavyweight solution and does a lot of things I don't need. sounds good i check it out might add to list. 1 hour ago, DocClox said: 3 hours ago, Nonseen said: i like this image if you give me premission i add the mod images ( and put a note one side of the image, you amde this one, i just use it becuse i liek it ) Permission granted thank you i added the image. 1 hour ago, Ultima1990 said: How does it work with Kolskeggr and the vanilla quest? There is a vanilla quest to clear that mine for the people at Left Hand Mine. https://en.uesp.net/wiki/Skyrim:Kolskeggr_Mine_(quest). Once you complete that quest a bunch of people from Left Hand go and work there. Bit weird to use it as a slave base while normal people are also working the mine? omg you right. this case in the next update i add a new workplace location and remove kolskeggr mine as possible location. I try realise the new fixed version tomorow i just need find a good mine/bandit camp.
jolly2206 Posted January 12, 2023 Posted January 12, 2023 On 1/10/2023 at 7:06 PM, Nonseen said: Thank you for reporting issue! Without this reports i not find the bugs i missed. As i started answer your question i re checked the code and spoted a minior bug. So i going to make a new realise, but first let see what can be done with your problem. If you can give me papyrus log its helps a lot to figure out what went wrong. or check your self! WS Belehor Scrols: setup started WS Belehor Scrols: Beelthor dead, stoping quest if any of this line can be seen on papyrus log the quest started, if belethor dead, well the quest stops self. This lines only shown as the quest "setup" self. The setup procces only run as quest get started. ( this tru all of the quest i added this mod, so if you have concern any of my quest not working you can check the logs for it) if you have no papyrus log enabled pls do the fallowing steps to help me find the source of problem and fix it: go any work place you cleared, and find the production chest in it. Very close to the entrance point from entry on your right. Take tha falloing note from the chast: "WS QUIT- Set ALL default" Read the note once. this note upon readin stop all active quest and prepare all quest to reseted. Wait until the message cunami ends and all started quest complited. Change location( fast travel other place) OR read the note i added last update named: "WS Force Start" This steps in this order shuld restart all your quest belethor quest included. After this if you start spek with him the first option or wery first shuld me something like this: "You have something intresting to sell ?" if you can chose this line the quest started and workin! This quest is a mins quest not a normal one, so easy to miss. I made this way becuse basicly the player "just" talking with belethor( 30+response from belethor ) and few possible way how things play out. (if you use toys the ending can be very special , but need installed few anim packs, in my test the stock version not worked becuse no animation found ) Thank you for reporting the issue. Lett see what can go wrong. This mod require paradise halls ehanced( i hope i spell corret) i tested with 8.1.6 witout this mod my mod not going to work Also my mod require sexlab framework 1.63 pls conform all of this mods working, so if you start the game with this mod enabled in MO2 not get CTD. In my tests i used the fallowing mods: skyrim se 1.5.97 mfg fix console utils addres libary ( for skse 2.0.20 version) skse 2.0.20 JCcontainers USSEP Sky ui Racemenu XP32MSSE FNIS -7.6 +creature, spell addons CBBE SLOS pahe 8.1.6 SexlabFramework 1.63 zaz animation pack 8.0 rev 2-CBBE version alternate start live another life later added to test: ( but i started new test game) Toys framework 2.6 during installation i not unpacked the BSA files. Before my tests i run Fniss to make sure all animation done properly. After installed toys i installed body slide outfit studio to run Toys items trought it and run fnis to! i written here my test setup maybe help you sopt something you missing. To me the strange one you written : V1-R5 NO CTD. With V1.1 - R6 you have CTD. i suggest if you have spare 3 minute to the fallowing test: start the game in start menu open the command console using the '0' key (above tab) type the fallowing line console: coc riverwood this order the game make you a default test nord character and place you near riverwood. if this not cause ctd and you can free to walk around riverwod and no ctd. maybe save file has problems? It was the save file. After manually delete of the R5 mod download & meta-file. I could start up the game again. Now installed R7 I can load old save before first install of R5. Quest starts after clearing the mine, but get no dialog for working on the slaves. I'm running older version of PAH 8.0.4 and SL v163. I dread updating PAH (this made me lose a lot saves in the past) but I wil keep your mod in the list for a future play-trough. :) Thanks for you replay
Pfiffy Posted January 12, 2023 Posted January 12, 2023 (edited) If you can make a soft dependency to Amorous Adventures you can add Broken Oar Grotto. The Pirates don't respawn and it has a lot of space. You just have to make sure that you run into Problems with the AA Quest A widow reborn. And I'm pretty sure, that you can also add every Draugr ruin, if you can stop the Draugrs from respawning. You might simlpy keep Slaves in there or let them pick up some ancient loot... Then there are the Vampire locations: Why not add them for Vampire Slaves.... Make them collect some Vampire stuff .... 23 hours ago, Ultima1990 said: How does it work with Kolskeggr and the vanilla quest? There is a vanilla quest to clear that mine for the people at Left Hand Mine. https://en.uesp.net/wiki/Skyrim:Kolskeggr_Mine_(quest). Once you complete that quest a bunch of people from Left Hand go and work there. Bit weird to use it as a slave base while normal people are also working the mine? I don't think that this is a problem as long as there are not as many miners as there are slaves. Did someone test what happens? Edited January 12, 2023 by Pfiffy 1
Nonseen Posted January 12, 2023 Author Posted January 12, 2023 5 hours ago, jolly2206 said: It was the save file. After manually delete of the R5 mod download & meta-file. I could start up the game again. Now installed R7 I can load old save before first install of R5. Quest starts after clearing the mine, but get no dialog for working on the slaves. I'm running older version of PAH 8.0.4 and SL v163. I dread updating PAH (this made me lose a lot saves in the past) but I wil keep your mod in the list for a future play-trough. :) Thanks for you replay Thank you for saharing me this informations! My bead i not changed the mod discription. The early test versions has option to talk slaves and order them work the mine. The curent version use only spells to make slaves work in the mines. If the quest started this means you got spells to! Probably you can use my mod with your current pahe version witout problem. sorry for mis innforamtion its my bad i forget check the mod discriptions. To avoid futurer misunderstanding i added a new user manual to. This may help clerifile any missunderstanding. 1
Nonseen Posted January 12, 2023 Author Posted January 12, 2023 On 1/11/2023 at 5:49 PM, Ultima1990 said: How does it work with Kolskeggr and the vanilla quest? There is a vanilla quest to clear that mine for the people at Left Hand Mine. https://en.uesp.net/wiki/Skyrim:Kolskeggr_Mine_(quest). Once you complete that quest a bunch of people from Left Hand go and work there. Bit weird to use it as a slave base while normal people are also working the mine? Fixed in the version 1.3 Kolsger mine moved to Fort Fellhammer 43 minutes ago, Pfiffy said: If you can make a soft dependency to Amorous Adventures you can add Broken Oar Grotto. The Pirates don't respawn and it has a lot of space. You just have to make sure that you run into Problems with the AA Quest A widow reborn. Wow very nice idea thank you! i add my to do list check out this soft dependency thing. I think i can work out something. 44 minutes ago, Pfiffy said: A widow reborn. And I'm pretty sure, that you can also add every Draugr ruin, if you can stop the Draugrs from respawning. True it can be done. The moment player can chose 3 location that player wishes to use as work place. maybe i can add checks see what type of location player chosen so this way slaves produces different stuff on different places. Adding all draguir ruin by hand is possible to. My only fear is this: The moment all quest that running makes a 30 alias large array to store slaves. This need to be stored in memory and if filled i sure need stored in save files. I have no idea how mutch data can be stored in save files in same time. If okay let say store 30 000 alias in save files and lot of space left to other mods sure why not Any one who know better the limits of skyrim save files or any detaild information about it pls let me know. Changing location spawn i dont know how to do it maybe i can find. 53 minutes ago, Pfiffy said: Then there are the Vampire locations: Why not add them for Vampire Slaves.... Make them collect some Vampire stuff .... i like this idea I can imeplement this idea very easy and quick. Maybe in the week end add some vampire lair as work place for salves where vampire themaed things can be produced. 55 minutes ago, Pfiffy said: I don't think that this is a problem as long as there are not as many miners as there are slaves. Did someone test what happens? Propbably they can be co exist. The slave workers set to be paceful if the miners not aggresive towards ex pahe slaves nothing going to happen.
kohlteth Posted January 13, 2023 Posted January 13, 2023 (edited) Heya, mod looking good !! I'm liking it, thank you for making it. I have noticed the spells have one name in Editor but in game come up as MREF instead, is it possible for spells to be added to player auto? (never mind ignore this I RTFM ) Also on main mod page it says Vers 1.2 but we on 1.3 now. Edited January 13, 2023 by kohlteth 1
Ultima1990 Posted January 13, 2023 Posted January 13, 2023 10 hours ago, Nonseen said: Changing location spawn i dont know how to do it maybe i can find. Wait what? This mod doesn't disable respawns in any of those mines? All of the current worker locations have enemies that eventually respawn. Embershard Mine, bandits respawn in 10-30 days. Bilegulch Mine, bandits respawn in 10-30 days. Fort Fellhammer, bandits respawn in 10-30 days. Northwind Mine, skeletons respawn in 10 days. Silent Moons Camp, bandits respawn in 10-30 days. Halted Stream Camp, bandits respawn in 10-30 days. If you come back to Embershard Mine after a long trip and suddenly there's bandits killing your slaves, that'd be kind of annoying. Probably don't want that. BUT, if you do disable respawns, there's also the factor of radiant quests for these locations. If you get a radiant quest to kill the bandit leader of Halted Stream Camp, but that bandit leader won't respawn anymore, then you're stuck. Probably don't want that either.
kohlteth Posted January 13, 2023 Posted January 13, 2023 47 minutes ago, Ultima1990 said: Wait what? This mod doesn't disable respawns in any of those mines? All of the current worker locations have enemies that eventually respawn. Embershard Mine, bandits respawn in 10-30 days. Bilegulch Mine, bandits respawn in 10-30 days. Fort Fellhammer, bandits respawn in 10-30 days. Northwind Mine, skeletons respawn in 10 days. Silent Moons Camp, bandits respawn in 10-30 days. Halted Stream Camp, bandits respawn in 10-30 days. If you come back to Embershard Mine after a long trip and suddenly there's bandits killing your slaves, that'd be kind of annoying. Probably don't want that. BUT, if you do disable respawns, there's also the factor of radiant quests for these locations. If you get a radiant quest to kill the bandit leader of Halted Stream Camp, but that bandit leader won't respawn anymore, then you're stuck. Probably don't want that either. Good news, the workers are "protected" and only you can kill them, my silent Moons camp, the workers and bandits seem to like one another when I remembered it was a camp and went there, they were getting along just fine . (Oddly though they also did not attack me, a side-effect maybe)
Nonseen Posted January 13, 2023 Author Posted January 13, 2023 11 hours ago, kohlteth said: Heya, mod looking good !! I'm liking it, thank you for making it. 10 hours ago, Ultima1990 said: Wait what? This mod doesn't disable respawns in any of those mines? All of the current worker locations have enemies that eventually respawn. 10 hours ago, Ultima1990 said: BUT, if you do disable respawns, there's also the factor of radiant quests for these locations. If you get a radiant quest to kill the bandit leader of Halted Stream Camp, but that bandit leader won't respawn anymore, then you're stuck. Probably don't want that either. yep. You see the problem, and no real solution for this if i only use existing locations. ithink maybe i can disable the the respawning npcs on a location but not sure its good or bead and what do this with other mods. This may cause lot of compatibility issues and other unforseen problems. This is why i chose to not disable them. Best solution for this type of situations if i make my own interior cells for this specific porpuse and only for this. By default make location not respawning. The moment i working on a mod that do exactli this with lot of other stuff. Some of this things made for pahe users some the users who like being slave. if you intrested check out here what is in the working: Slaver Of Skyrim my grand plan is the fallowing with this mod and the enslawing weapons framework i made: implement both to this mod plus add option to become part of full fleged 100% percent working slaver guild as slaver. +quest line for pahe slavers. and other goodies. This all in planning/making state, i estiamte somwhere 2024 i can say the most part done (best case scenario). I hoped as i realised this mod version 1.0 i finished most of the mod devlopment and bug free... now i working this mod 1.4 version. Implementing some new great ideas. So things not go according the plan XD 10 hours ago, Ultima1990 said: If you come back to Embershard Mine after a long trip and suddenly there's bandits killing your slaves, that'd be kind of annoying. Probably don't want that. 10 hours ago, kohlteth said: Good news, the workers are "protected" and only you can kill them, my silent Moons camp, the workers and bandits seem to like one another when I remembered it was a camp and went there, they were getting along just fine . as expected, but intresting bandits not attack working slaves. i not rember adding working slaves to bandit friend faction, to preverent problems. 10 hours ago, kohlteth said: (Oddly though they also did not attack me, a side-effect maybe) What? are you sure? this is very strange bug looking thing. ----------------------------------------------------------------------- Future plans for this weekend: ----------------------------------------------------------------------- ading at elast 2 new location (vampire lair/hidiout) with new production list of corse. increse location limit from 10 to 15 attempt to make user made locations everiment avare and chose the production list and production value based on where is the player made location. i have a theory how i can make this happen if all work well it can be realsied in tomorow if not well... from few day to a week time needed.
Pfiffy Posted January 13, 2023 Posted January 13, 2023 (edited) 14 hours ago, Ultima1990 said: Wait what? This mod doesn't disable respawns in any of those mines? All of the current worker locations have enemies that eventually respawn. Embershard Mine, bandits respawn in 10-30 days. Bilegulch Mine, bandits respawn in 10-30 days. Fort Fellhammer, bandits respawn in 10-30 days. Northwind Mine, skeletons respawn in 10 days. Silent Moons Camp, bandits respawn in 10-30 days. Halted Stream Camp, bandits respawn in 10-30 days. If you come back to Embershard Mine after a long trip and suddenly there's bandits killing your slaves, that'd be kind of annoying. Probably don't want that. BUT, if you do disable respawns, there's also the factor of radiant quests for these locations. If you get a radiant quest to kill the bandit leader of Halted Stream Camp, but that bandit leader won't respawn anymore, then you're stuck. Probably don't want that either. Well, it will take a bit of testing: If you use the protected slaves version of Pahe, the bandits will not be able to defeat the slaves, which means the Slaves will keep the place free from the respawns. It might be a hell of a fight, if you come there just in time for the respawn....at least you should give some daggers to the slaves so they can defend themselves...There was always a lack of reason for all that daggers in the game... If you use the unprotected version it might be a good Idea to make the slaves protected as long as they work there. Instead of making every damn rotten dungeon a possible work place we might do a little poll: 1. Question : Which locations make sense? 2. Question : What should the slaves produce there? 3. Question : What can be done with custom locations? And then check them for Problems that they might bring. I would like to populate the unused area at skyhaven temple after cleaning it up from all the forsworn. The elder gleam cave also needs some attention. Edited January 13, 2023 by Pfiffy
kohlteth Posted January 14, 2023 Posted January 14, 2023 5 hours ago, Pfiffy said: Well, it will take a bit of testing: If you use the protected slaves version of Pahe, the bandits will not be able to defeat the slaves, which means the Slaves will keep the place free from the respawns. It might be a hell of a fight, if you come there just in time for the respawn....at least you should give some daggers to the slaves so they can defend themselves...There was always a lack of reason for all that daggers in the game... If you use the unprotected version it might be a good Idea to make the slaves protected as long as they work there. Instead of making every damn rotten dungeon a possible work place we might do a little poll: 1. Question : Which locations make sense? 2. Question : What should the slaves produce there? 3. Question : What can be done with custom locations? And then check them for Problems that they might bring. I would like to populate the unused area at skyhaven temple after cleaning it up from all the forsworn. The elder gleam cave also needs some attention. I like your thinking, there are quite a few places that once cleared out are kinda unused, like PInewatch and Other places, then again I have more than most as I also have Forgotten Dungeons installed and are trying to privately redo Prison of Despair on SSE as an experiment to see if I can do it
InsanityFactor Posted January 14, 2023 Posted January 14, 2023 Maybe you could see how this mod does it: https://www.nexusmods.com/skyrimspecialedition/mods/29882 It lets you take over some of the bandit camps, and replaces their spawns with Stormcloaks or Imperials instead of bandits. They must have found a way to do it without breaking radiant quests, and they also must have figured out how to change respawns. Check it out, maybe there is some useful info in here. 1
Pfiffy Posted January 14, 2023 Posted January 14, 2023 5 hours ago, kohlteth said: I like your thinking, there are quite a few places that once cleared out are kinda unused, like PInewatch and Other places, then again I have more than most as I also have Forgotten Dungeons installed and are trying to privately redo Prison of Despair on SSE as an experiment to see if I can do it It is not my mod and the author has to decide how he handles things. From my point of view, this mod is a good idea. I offers a nice way to do useful things with the non-uniques. I have plenty options to deal with the uniques via HSH or AYGAS and even with TDF, but non uniques sooner or later cause problems. 1
Nonseen Posted January 14, 2023 Author Posted January 14, 2023 13 hours ago, Pfiffy said: I would like to populate the unused area at skyhaven temple after cleaning it up from all the forsworn. The elder gleam cave also needs some attention. 8 hours ago, kohlteth said: I like your thinking, there are quite a few places that once cleared out are kinda unused, like PInewatch and Other places, then again I have more than most as I also have Forgotten Dungeons installed and are trying to privately redo Prison of Despair on SSE as an experiment to see if I can do it Thank you all the ideas. There is so many good places to add The moment of writing i think best if i make all exisiting pre difined location to optional. Same time making the location type aware system so player can use basicly any location to populate whatever wish. Let say 20 location ts probably safe and i haven no idea who need 600 slave storage space. Same time i not know what is the safe max number, this requiere my part some experiementation. i start cheking the linked mod that insanaty factor propsed for checking. IF and it is a very big IF i find a way to safely disable spawns i think adding a new spell that disable the curent location spawns. this way the player can chose disable the spawn in the are or not. i plan chose this disign becuse this way player can dicide what is best for them. All the working slaves removed from pahe and flaged protected so if respawn happen and fight broke out, best case scenario player has 30 working slave on his side + other escort aginst grup of bandits. well bandits has lost before started the battle, no question about it. i dont know my plans can be made to reality or not at the moment of writing i just trying. i wish ehar your oponions my ideas. maybe i mised something or you have better ones my planed cuse of action: 1-check posibility the spawn disable in location 2-make a location aware script that chose the "corect" production paramters for locations 3-make a location respawn disabler spell (if possible) 4-change the curent mod the falowing way if all above requierment meet: -all work location become optional so no pre definied work places( or only very few ) -this means palyer can chose where want to set up work place, this need to done becuse 10-20 is wokrplace same time probably the safe limit -to get option to start work place need use a scrol or other item. i figure out how to seed into the game, curently only one way exist: belethor sell to you. i think i need find other way to give the player. (this case figure out how to add is hard part adding it is easy) this oging to take maybe weeks or more, maybe can be done very quick we will see.
DocClox Posted January 14, 2023 Posted January 14, 2023 If it helps any, I'm having problems getting Halted Stream Camp to register as a work place. The problem, I think is that I cleared it before loading NSWS. Which wouldn't be a problem, except that I enslaved almost everyone. Now when I enslave a bandit using PAHE, that bandit doesn't generally respawn. I can probably change that with APHE MCM settings, but I'm generally happy with it this way). Anyway, I think the bandit boss must have been female and been enslaved, because the camp has reset, but there are no new bandits inside, presumably on account of them all being enslaved already. So I can't clear it again, so I can't get the workplace. One way of doing it, incidentally, would be to catch the change location event when the player enters, and if the location is cleared, you could start the quest then. Of course, "cleared" on the map just means that the boss is dead, so it doesn't necessarily mean there are no hostiles in the location.
Nonseen Posted January 14, 2023 Author Posted January 14, 2023 Okay. so good news is: 9 hours ago, InsanityFactor said: Maybe you could see how this mod does it: https://www.nexusmods.com/skyrimspecialedition/mods/29882 This helped me tons of things how can be done. The important part of it from all of it right now is this: if a object reference like a bandit disabled not going to respawn, if no bandit living who has location type keywork like bandit boss, story manager canot send player to kill the bandit leader becuse bandit leader not exist. Disableing multiple bandits has 2 way now i know: first simple add all of them a form list, and on call load one by one and disable them as object reference. Secund is more tricky: its requieres uniqe location reference type, and a xmarker or other invisible object. This case all bandit need to linked as child to the invisble object. this case upon disabling the the invisible marker all its childs get disabled. I dont know witch methood is better. Probably the secund one more perforamnce frendly becuse the script only need disable one objectreference instead of running thougth large number of references. downside is need lot more leg work than writing a script. pluss need to be done cell by cell. this can be problematic if need to be done in multiple cells. i think i can do a 3 variant, this one let say not performance frendly and most complex of all. But in theory work with any mod that adds new creatures/npcs to locations. This one uses a quest that has lot of alliases(50+ probably do the trick), the quest run as long as a special spell run. if you cast the spell the quest start run and load all npc around you. if the npc not fallower or slave faction and get killed get added to a disable npc list. all npc who in the list get disabled. ida is this spell started as player start clean a location. if player cast the spell agin the quest stop run, maybe pop up a message to conform all npc who killed need to be disabled. This quest only going to work the curently loaded cell probably. all disabled npc get enabled if quest restart called. This means all npc can re spawn and original state of the game mostly restored. if i can make this thing working i hope i can make my mod to allow player chose what location the player wishes to use and how, if player choses not make all resident in location to disabled they can do that too. (so npc spawn same spawn point can be enslaved multiple times ) i plan check out how feseble is this. 43 minutes ago, DocClox said: f it helps any, I'm having problems getting Halted Stream Camp to register as a work place. intresting. you tryed force the registriation? In theroy my scripts check the location status only. if cleared before and the time of my scripts check during/after location change shuld detect the location cleared and kick in the quest. If this not happen has fallowing possible reason: 1-location not cleared upon checking 2-i made some mistake writing/seting up my checks around location (totaly possible) 3-the starter quest has bugged or fail to initate, ( i made some mistakes somewhere) checking...
Nonseen Posted January 14, 2023 Author Posted January 14, 2023 1 hour ago, DocClox said: If it helps any, I'm having problems getting Halted Stream Camp to register as a work place. The problem, I think is that I cleared it before loading NSWS. Which wouldn't be a problem, except that I enslaved almost everyone. Now when I enslave a bandit using PAHE, that bandit doesn't generally respawn. I can probably change that with APHE MCM settings, but I'm generally happy with it this way). Anyway, I think the bandit boss must have been female and been enslaved, because the camp has reset, but there are no new bandits inside, presumably on account of them all being enslaved already. So I can't clear it again, so I can't get the workplace. One way of doing it, incidentally, would be to catch the change location event when the player enters, and if the location is cleared, you could start the quest then. Of course, "cleared" on the map just means that the boss is dead, so it doesn't necessarily mean there are no hostiles in the location. i ade a test run: starting witout any version of working slaves. then after cleared moved to riverwood. the quest tiggered as usual. You right about boss dead == location cleared. if you moved far away from halted stream camp and you sure no bandits inside , as last resolt: use set all default paper from any production chest. then change location. if its not helps pls send my papyrus logs. i wish figure out what went wrong and how.
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