Pfiffy Posted February 6, 2023 Posted February 6, 2023 21 minutes ago, Imbab said: I justo downloaded it and entered on Solitude, the first ghost attacked me but then the only other thing I found was the shape of a woman on a carpet but it was solid red and I couldn't interact with it . I guess something didn't load properly but I'm not sure what it could be because everything else in my game is working properly, any idea what may have caused this? Sounds like a converted marker. I had a fine time with them while I did the conversion of ZAZ. Until I found out that thes stay invisible if I don't convert them. If you use that carpet, do you lay there in that pose?
Imbab Posted February 6, 2023 Posted February 6, 2023 1 hour ago, Pfiffy said: Sounds like a converted marker. I had a fine time with them while I did the conversion of ZAZ. Until I found out that thes stay invisible if I don't convert them. If you use that carpet, do you lay there in that pose? I took a screenshot bc I can't interact with the carpet, it's just a carpet next to a bed. Also I don't know itf it makes any difference but the version I'm using is ZAZ 8.0 UNP SE Rev2.7
Pfiffy Posted February 6, 2023 Posted February 6, 2023 Spoiler 57 minutes ago, Imbab said: I took a screenshot bc I can't interact with the carpet, it's just a carpet next to a bed. Also I don't know itf it makes any difference but the version I'm using is ZAZ 8.0 UNP SE Rev2.7   Yes, that is one of the furniture markes. The conversion makes them visible. SE can only hide the first part (in this case the feet) This is fixed in 8+ along with some other issues, but I didn't have the nerv to fix this for 8, too.  1
kadsend Posted February 8, 2023 Author Posted February 8, 2023 On 2/5/2023 at 6:17 AM, Pfiffy said: So I found the old key in the Winterhold location but that one didn't open the main gate(?)Â Going to check it soon... The very old key opens other door
Pfiffy Posted February 9, 2023 Posted February 9, 2023 I finally managed to get to Ravenrock. This place is easy to handle. I wonder if you can make HSH slaves sleep in the Beds of surrender....  Can you make the doors stay open? Is there a way to make Keys for the different Cages, so that you can lock up slaves in them?
Pfiffy Posted February 14, 2023 Posted February 14, 2023 On 2/9/2023 at 4:24 PM, Pfiffy said: I finally managed to get to Ravenrock. This place is easy to handle. I wonder if you can make HSH slaves sleep in the Beds of surrender....  Can you make the doors stay open? Is there a way to make Keys for the different Cages, so that you can lock up slaves in them?  Ok... I have seen all locations and had a little discussion about HSH and Filthy Heritage with @Martok73: In fact we talked about what I would need to make the locations really work with HSH besides from just putting a house cell token in there.... The first thing that can be done without that Musje has to edit HSH, is to enable the ZAZ furnitures for Sandboxing, so that the all stuff will be used by off-duty slaves or NPC that are placed there. This is nothing FH or HSH related by now, but it will at least add some action to the place.   FilthyHeritageHSHaddon.esp  As a little side effect all other ZAZ 8+ furniture can be used for sandboxing, where ever it is in Tamriel. The new location where you find the courier is much better now.  Can you move the Dance Poles onto the Catwalk in Whiteun? I know that there are also markers, but I think that I would enjoy the show much more if I don't have tu turn my head while eating.... 1
kadsend Posted February 15, 2023 Author Posted February 15, 2023 On 2/9/2023 at 12:24 PM, Pfiffy said: wonder if you can make HSH slaves sleep in the Beds of surrender.... If you place your cell marker near it, should be possible  On 2/9/2023 at 12:24 PM, Pfiffy said: Can you make the doors stay open? Is there a way to make Keys for the different Cages, so that you can lock up slaves in them? Yes I can, but the auto close door feature will be missing, There is a way, but slaves will keep popping out of them, since their navmesh will tell them that there's a way. There's no way to dynamically modify navmeshing
kadsend Posted February 15, 2023 Author Posted February 15, 2023 (edited) 7 hours ago, Pfiffy said:  Ok... I have seen all locations and had a little discussion about HSH and Filthy Heritage with @Martok73: In fact we talked about what I would need to make the locations really work with HSH besides from just putting a house cell token in there.... The first thing that can be done without that Musje has to edit HSH, is to enable the ZAZ furnitures for Sandboxing, so that the all stuff will be used by off-duty slaves or NPC that are placed there. This is nothing FH or HSH related by now, but it will at least add some action to the place.   FilthyHeritageHSHaddon.esp 427.14 kB · 1 download  As a little side effect all other ZAZ 8+ furniture can be used for sandboxing, where ever it is in Tamriel. The new location where you find the courier is much better now.  Can you move the Dance Poles onto the Catwalk in Whiteun? I know that there are also markers, but I think that I would enjoy the show much more if I don't have tu turn my head while eating.... I removed the "ignored by sandbox" flag in some furniture (usually beds), but I'm really glad you had the time to do this for every one and will add this addon to the main download page as soon as I can test (that may cause for normally placed zaz furniture in the world to be randomly interacted). I'm not having much time nowadays due to RL stuff, but I'll test it ASAP... Edited February 15, 2023 by kadsend
Pfiffy Posted February 15, 2023 Posted February 15, 2023 3 hours ago, kadsend said: If you place your cell marker near it, should be possible No, for sleeping you need a sleep marker in the model. It is one thing that I discussed with Martok73. Disabling the 'disable Sandbox' flag actually makes the furniture usable for the usual sandbox, but to make them usable for 'sleeping' it takes a bit more. The 'sleeping' package is looking for 'Beds' only and we have to make it look for Beds and other resting devices, or you have to take the slaves there and lock them up in the 'beds' for 8 hours... 3 hours ago, kadsend said:  Yes I can, but the auto close door feature will be missing, There is a way, but slaves will keep popping out of them, since their navmesh will tell them that there's a way. There's no way to dynamically modify navmeshing Well, It makes sense that some of the doors close automatically, but for other doors it is rather bothering.   3 hours ago, kadsend said: I removed the "ignored by sandbox" flag in some furniture (usually beds), but I'm really glad you had the time to do this for every one and will add this addon to the main download page as soon as I can test (that may cause for normally placed zaz furniture in the world to be randomly interacted). I'm not having much time nowadays due to RL stuff, but I'll test it ASAP... In some of the locations there is not much to use for Sandboxing and to get the slaves going, they need options... I asked for a training marker in HSH, so that training actions will take place in designated areas: You integrated torture chambers in all locations, that should be used for that instead of the throne rooms and all the other areas. Making the slaves use the prison cell and/or cages will be another thing. But at first it will be a task to place the house cell token and the housemarkers, so that the whole place gets used. To get a good set up, I will go throu all locations one by on and check, what has to be placed where and then I need Musje's and your help to integrate it into the add on.  I don't think, that there is way get Rifton or Falkreth really 'working'. You can place a house cell token in the Throne room and make some slaves doing their Stuff there, but to fill the whole place with life it takes more than HSH.  Â
kadsend Posted February 15, 2023 Author Posted February 15, 2023 (edited) 10 hours ago, Pfiffy said: No, for sleeping you need a sleep marker in the model. It is one thing that I discussed with Martok73. Disabling the 'disable Sandbox' flag actually makes the furniture usable for the usual sandbox, but to make them usable for 'sleeping' it takes a bit more. The 'sleeping' package is looking for 'Beds' only and we have to make it look for Beds and other resting devices, or you have to take the slaves there and lock them up in the 'beds' for 8 hours... Slaves near cell markers automatically use the furniture closer to them... Well, it worked like that before  10 hours ago, Pfiffy said: Well, It makes sense that some of the doors close automatically, but for other doors it is rather bothering. If you could made a list of which will or will not have the script, be my guest, for me it's fine the way it is Edited February 15, 2023 by kadsend
Pfiffy Posted February 15, 2023 Posted February 15, 2023 (edited) 4 hours ago, kadsend said: Slaves near cell markers automatically use the furniture closer to them... Well, it worked like that before  They will use it, but not as bed, or have you seen slaves staying in them for some in-game hours?  4 hours ago, kadsend said:  If you could made a list of which will or will not have the script, be my guest, for me it's fine the way it is This is someting for later on... I'm in Windhelm: I placed the token near the Throne. (Which was a bit of a hassle because of the stairs.) then I placed housemarkers nearly everywhere, Cell markers in the cells and the torture rooms and Bedmarkers at all bed and ZAZ beds I could find outside of the master rooms... My observation so far:  Followers like the Xcrosses and the dance rugs for sandboxing, sometimes they also use the poles and the bondage beds, but usually ignore all the other stuff. The slaves I put in there stay in the throne room most of the time only a few of them walk into the hall behind the throne and even less move to the Cells or the torture room.  Edit: It seems like they 'move further with time. Some of the doors, keep them from visiting other rooms, The move to the door, but then stop and don't go thou it. The prisoncell doors seem to be easier for them than the massive wooden doors. Especially the door to the right tortoure room seems to be problematic. Since they use this room very rarely, I never saw them going into the 3 Smaller torture chambers that are attached to this one.   I saw them use the furnitures from time to time, It might be that they already have too much pose experience. Interesting thing: the dancing poles and pose markers around the pool are also used for torture sessions. Until now i didn't get a follower to use the Waterwheel and the Slaves made no attempt to use it, too. I have to pick up some untrained slaves and move them there. Edit: The XCrosses in the 2nd big hall are also ignored until now. Some places are prefered, others are only used rarely (like the pillories in front of the throne)  Screenies: Spoiler  Edited February 15, 2023 by Pfiffy 1
kadsend Posted February 15, 2023 Author Posted February 15, 2023 5 hours ago, Pfiffy said: They will use it, but not as bed, or have you seen slaves staying in them for some in-game hours? They use more as a furniture indeed
DonQuiWho Posted February 15, 2023 Posted February 15, 2023 @kadsend  I like the idea of this mod. It sounds like it might add a bit of variety, over ands above the Hearthfire homes, and make a change from the other Slave House mods that there are out there. And the content gets good reviews  I can also see what others are doing to make it even better, in conjunction with HSH  But as I use mods as adjuncts to the main game, and don't cheat, even though Steam shows that I have spent 6000+hrs playing LE and SE, I still haven't yet found out how to actually get into any of your creations  And, trying to follow up on eg, your Dawnstar hint, after a couple of hours trying to extricate some useful textual info from the Jarls of Morthal and Dawnstar, and wandering round the ponds in Hjaalmarch, looking for the odd Dark Brotherhood murder victim's body, or whatever, I'm not sure that I even understand your hints  As others here have said, getting into some of these places required their use of 'additemmenu' etc to get the books/messages/keys/whatever, but if you don't do that sort of thing, with no quests and not even the most basic of clues that matches the (somewhat set) ways that long time players 'see' the game, this aimless unproductive trekking about might just lose its appeal quite quickly  I'm not trying to be 'negative', as I can't see/haven't seen the mod content yet(!), and it gets pretty good write ups and the pics look great, but when you do update it, my suggestion would be that your mod might 'go further' if you can address these points in some way?  With my Best Wishes for your success  DQW 1
Pfiffy Posted February 16, 2023 Posted February 16, 2023 (edited) 15 hours ago, kadsend said: They use more as a furniture indeed You placed them as sleeping place for the slaves, But if they ever search for a sleeping place they will go for a real 'bed'. So if the slaves are supposed to 'sleep' where you placed these 'beds' you have to replace the beds with some that have a sleeping option, or edit the sleeping package in HSH to use beds and other furniture. I'm going to edit the package...  edit:  general suggestions:  For the HSH MME bridge we need one or two Milkpumps in every location. They can be places with HSH, but it would be a good Idea to place them with the add-on, if you don't want to have them in the main mod. What I'm also missing here and there is the ZAZ spitroast...  Suggestions for Windhelm:  For the Door from the 2nd Hall to the touture chamber on the left, we could try to move the door from one end of the walkway to the other and/or replace it with the Prison cell doors that you used for the other rooms there. Maybe this will make it easier for slaves to enter the room and use it. If this doesn't help, it is also an option to remove the door there completly. I wouldn't miss it...  But with the door as it is:  Following Martok73's philosophy this part is destinated to be a separate cell, what would solve some of the problems I see with HSH as lang as we don't have a marker to move the training into a specified area. It would allow to have 2 House cell tokens there and use the big area as playground and the small one just for training. (just some thinking....)  I'm going back to the point where I placed the token in Windhelm and see if it makes any difference, if the position where I tell Slaves to stay has an impact of their behaviour today and if placing the house markers in other positions is more effective.    Edited February 16, 2023 by Pfiffy
Pfiffy Posted February 16, 2023 Posted February 16, 2023 15 hours ago, DonQuiWho said: @kadsend  I like the idea of this mod. It sounds like it might add a bit of variety, over ands above the Hearthfire homes, and make a change from the other Slave House mods that there are out there. And the content gets good reviews  I can also see what others are doing to make it even better, in conjunction with HSH  But as I use mods as adjuncts to the main game, and don't cheat, even though Steam shows that I have spent 6000+hrs playing LE and SE, I still haven't yet found out how to actually get into any of your creations  And, trying to follow up on eg, your Dawnstar hint, after a couple of hours trying to extricate some useful textual info from the Jarls of Morthal and Dawnstar, and wandering round the ponds in Hjaalmarch, looking for the odd Dark Brotherhood murder victim's body, or whatever, I'm not sure that I even understand your hints  As others here have said, getting into some of these places required their use of 'additemmenu' etc to get the books/messages/keys/whatever, but if you don't do that sort of thing, with no quests and not even the most basic of clues that matches the (somewhat set) ways that long time players 'see' the game, this aimless unproductive trekking about might just lose its appeal quite quickly  I'm not trying to be 'negative', as I can't see/haven't seen the mod content yet(!), and it gets pretty good write ups and the pics look great, but when you do update it, my suggestion would be that your mod might 'go further' if you can address these points in some way?  With my Best Wishes for your success  DQW Hm.... I think that the Solitude is the easies to find and to get the key for it is also very easy. Since I found 3 entries to rifton and the spoiler is very clear, that should be an easy one, too. For Winterhold, You have to become Archmage, you will find the entry if you explore the Archmage quarter and it's exteriour...If you fast travel, you can't miss it. Windhelm is nearly as easy as Solitude if you find the note... 1
Underlorb Posted February 16, 2023 Posted February 16, 2023 Hello. Not sure which mod is causing this issue. I use PAH and sometimes slaves just straight up disappear. Some go to the PAHE Clone Cell and other vanish into the void. Has this happened to anyone else before?
kadsend Posted February 17, 2023 Author Posted February 17, 2023 On 2/15/2023 at 8:26 PM, DonQuiWho said: @kadsend  I like the idea of this mod. It sounds like it might add a bit of variety, over ands above the Hearthfire homes, and make a change from the other Slave House mods that there are out there. And the content gets good reviews  I can also see what others are doing to make it even better, in conjunction with HSH  But as I use mods as adjuncts to the main game, and don't cheat, even though Steam shows that I have spent 6000+hrs playing LE and SE, I still haven't yet found out how to actually get into any of your creations  And, trying to follow up on eg, your Dawnstar hint, after a couple of hours trying to extricate some useful textual info from the Jarls of Morthal and Dawnstar, and wandering round the ponds in Hjaalmarch, looking for the odd Dark Brotherhood murder victim's body, or whatever, I'm not sure that I even understand your hints  As others here have said, getting into some of these places required their use of 'additemmenu' etc to get the books/messages/keys/whatever, but if you don't do that sort of thing, with no quests and not even the most basic of clues that matches the (somewhat set) ways that long time players 'see' the game, this aimless unproductive trekking about might just lose its appeal quite quickly  I'm not trying to be 'negative', as I can't see/haven't seen the mod content yet(!), and it gets pretty good write ups and the pics look great, but when you do update it, my suggestion would be that your mod might 'go further' if you can address these points in some way?  With my Best Wishes for your success  DQW Sure, I'll see what I can do... It's pretty hard from my standpoint on how to balance the hints. Some people found them, others not... What I can do to help then can be the disappointment of someone... But I'll look again on that. 1
kadsend Posted February 17, 2023 Author Posted February 17, 2023 7 hours ago, Underlorb said: Hello. Not sure which mod is causing this issue. I use PAH and sometimes slaves just straight up disappear. Some go to the PAHE Clone Cell and other vanish into the void. Has this happened to anyone else before? I'm having the same issue which is wearing down on my testing patience. Is nothing related to my mod, you should go ask on the PAHE get support forum. The author may know whats happening, but I think is something related to PAHE for sure.
DonQuiWho Posted February 17, 2023 Posted February 17, 2023 6 hours ago, kadsend said: Sure, I'll see what I can do... It's pretty hard from my standpoint on how to balance the hints. Some people found them, others not... What I can do to help then can be the disappointment of someone... But I'll look again on that.  That would be good.  Don't want easy quests. Just something that stops players bumbling around almost totally in the dark, when words that may mean something obvious to the writer can have tens of meanings to others and even thousands of possibilities to some of the rest of us 1
Pfiffy Posted February 17, 2023 Posted February 17, 2023 (edited) New observations: It matters where you give the 'You stay here for a while' command to your slaves. I removed most of the House markers, except the one in the torture chamber and one at the throne, and placed some well trained slaves in the torture chamber, and guess what happens? They startet the training there and they used nearly all of the eqipment around the place, even the stuff that other slaves ignored before. The trainers also didn't attempt to move into the bigger Hall so far, but used the 3 smaller torture rooms. These are good news. Bad news: the 'go to your Cell' command will make them move to the nearest cell they can find, if you don't assign one to the slaves manually. Even if all the Cells all have cell markers it might be that only one cell will be used.  Edit: More Screenies:  Spoiler and 2 little texture bugs in one of the small torture chambers:  Spoiler  I still haven't seen the Slaves use the circus table or the torture rack, but everything else seems to e accepted. @kadsend what do you think about the idea of adding the Milk machines with the add-on? You are much better than me at positioning of furniture and I don't want to mess up your work.  Edited February 17, 2023 by Pfiffy 1
oOMr.FarrellOo Posted February 20, 2023 Posted February 20, 2023 On 1/22/2023 at 2:56 AM, darksong said: So, I saw this listing, and I got really excited. Totally in my wheelhouse for games.  Started looking around based on the hints in the post, and got rapidly annoyed. used an additem mod to get the "books" and keys and went looking for the entryways to the locations. Finally I  COC'd to each after being frustrated finding some entrances and even more frustrated finding keys. My comments on the locations:  Windhelm - inaccessible due to my use of mod  "Capital Windhelm Expansion"   I feel this one has the  best design, and it is my fave of the bunch. I'd live there, despire not liking Windhelm itself.  Riften - my second fave. More of a place for fallen nobles turned to criminal bosses running a Slave Trade Empire IMNSHO. Love the outdoors area  Morthal - feels like a place for an underboss to be, but the main entry facing Morthal and being so close would make it unfeasible to move slaves by land - torches would be seen.  Whiterun - good entry location except it's obviously a "pocket dimension" - no way it would fit into the rest of Dragonsreach. Layout is good except for the "magic water" (no evident source for it" - not a fan of that sort of water area.  Dawnstar - not a bad design, but most boring. Seems like a facility an underboss of the slaver group would be running. Good location for entrance, though  Falkreath - entrance hard to find due to me using "Great city of Falkreath" mod. An AMAZING piece of level design. Feels like it could be a location for multiple slaver groups to display and sell their wares  Winterhold - entry partially blocked by ice, may be caused by "The Great city of Winterhold" mod. Entry is far away, but makes sense, might need a better "bread crumb" trail to find it. Really good design, just not my cuppa.  Markarth - hated it, I agree with others there should be dry walkways. What noble wants to be splashing through thigh-deep water to get to his toys  Solitude - nice work, but not a fan. Too twisted and too easy to get lost. Fits the image of Potema, I guess  Frankly, any of these could be broken out separately and fleshed into a mod of it's own, populated. would be great for an "destroy or take over" style questline. If I have the time IRL I'd working on something to that idea myself. But this is some hellaciously good work Would you plz list the entry of each? English isn't my main language. 1
randy1990 Posted February 25, 2023 Posted February 25, 2023 Would it be possible to make a connection to HSH so that it would be recognized as a slaverhome, or is that not possible? Â
kadsend Posted February 26, 2023 Author Posted February 26, 2023 (edited) On 2/25/2023 at 11:41 AM, randy1990 said: Would it be possible to make a connection to HSH so that it would be recognized as a slaverhome, or is that not possible? Â Just buy a slave token, it sets up the cell for you. Edited February 26, 2023 by kadsend Grammar
AnimeHuntress Posted February 26, 2023 Posted February 26, 2023 Thanks for the add on! It means not having to lug around a 50 pound camp version, lol! To answer the question of the Diary of Mine alchemy table. No I have not found it anywhere but that house you find the girl. So if you can get ahold of the mod author and see about a patch that would be awesome! Thanks again for the MME patch!
kadsend Posted February 26, 2023 Author Posted February 26, 2023 2 hours ago, AnimeHuntress said: Thanks for the add on! It means not having to lug around a 50 pound camp version, lol! To answer the question of the Diary of Mine alchemy table. No I have not found it anywhere but that house you find the girl. So if you can get ahold of the mod author and see about a patch that would be awesome! Thanks again for the MME patch! I'm sorry, I did not add a Diary of Mine alchemy table yet, I just added the MME machines due to some requests Next patch, I'll se what I can do about the DoM tables. Probably add as an addon, since I want to keep this mod as accessible as possible. Thank you for your request! 2
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