DonQuiWho Posted May 10, 2023 Posted May 10, 2023 16 hours ago, Void Stack said: Not sure if this has already been mentioned or not, but would it be possible to make this compatible with Sexlab Survival, either directly or via a patch. When Survival is on, entering a lair that is part of the city, like those in Markarth and Solitude, counts as leaving the city, which triggers consequences for the character not paying the toll.  FWIW, You can fix that sort of problem in Survival's MCM by adding any 'unlocated' cell to a city location.  For example, I did that to fix the same problem with Harald's Bathhouse in Windhelm, and it works fine. The gate enforcers no longer think you've escaped without paying the toll, etc  Hope that helps  DQW 2
Miss Corruption Posted May 27, 2023 Posted May 27, 2023 On 2/14/2023 at 6:46 PM, 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 · 47 downloads  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.... Hi! I edited this patch to only include ZAZ furniture that was placed in the house as well as use copied furniture so only those are ignored by sandboxing and not every ZAZ furniture in the world. Where would I be able to upload this for sharing? I can't seem to attach the file here (probably since this is my first post and security measures). 1
kadsend Posted June 6, 2023 Author Posted June 6, 2023 On 5/1/2023 at 1:13 PM, Ricardo-Evans said: I found a glitch in the whiterun property: the wall seems to be missing.  Hide contents   I'm back from vacations, will see it asap...
kadsend Posted June 6, 2023 Author Posted June 6, 2023 On 5/27/2023 at 7:54 AM, Miss Corruption said: Hi! I edited this patch to only include ZAZ furniture that was placed in the house as well as use copied furniture so only those are ignored by sandboxing and not every ZAZ furniture in the world. Where would I be able to upload this for sharing? I can't seem to attach the file here (probably since this is my first post and security measures). You can try sending as a DM, but please, first archive the mod and try to remove anything related to my mod (only the furniture edits), let's make it as modular as possible. Thank you!
Miss Corruption Posted June 8, 2023 Posted June 8, 2023 (edited) On 6/6/2023 at 1:27 AM, kadsend said: You can try sending as a DM, but please, first archive the mod and try to remove anything related to my mod (only the furniture edits), let's make it as modular as possible. Thank you! So you just want the copied ZAZ furniture? Without the copied REFR records so the cells in your mod use the copies instead of the original furniture? Just checking if I'm understanding you correctly Edit: I attached the file for you to look at it. It's as modular as it gets I think FilthyHeritage - HSH Addon.esp Edited June 8, 2023 by Miss Corruption Attached the file 1
kadsend Posted June 9, 2023 Author Posted June 9, 2023 17 hours ago, Miss Corruption said: So you just want the copied ZAZ furniture? Without the copied REFR records so the cells in your mod use the copies instead of the original furniture? Just checking if I'm understanding you correctly Edit: I attached the file for you to look at it. It's as modular as it gets I think FilthyHeritage - HSH Addon.esp 149.99 kB · 0 downloads Perfect, just like that! Thank you for your work, i know that editing that much can be pretty boring
IceWarmHotCold Posted June 12, 2023 Posted June 12, 2023 Is this mod a replacer or dimensional player home. cheersÂ
kadsend Posted June 12, 2023 Author Posted June 12, 2023 1 hour ago, killerzone1999 said: Is this mod a replacer or dimensional player home. cheers Dimensional? What do you mean by that?
IceWarmHotCold Posted June 13, 2023 Posted June 13, 2023 8 hours ago, kadsend said: Dimensional? What do you mean by that? Ah different world map. Bec i have mods for some areas ( replacers for towns and cities etc). So i wanted to know if this replaces the interior or something else.
Ricardo-Evans Posted June 13, 2023 Posted June 13, 2023 Maybe we can have a how-to-use guide for this mod? Especially for the HSH parts. I have read posts but still confused.
kadsend Posted June 13, 2023 Author Posted June 13, 2023 19 hours ago, killerzone1999 said: Ah different world map. Bec i have mods for some areas ( replacers for towns and cities etc). So i wanted to know if this replaces the interior or something else. In the overworld, it only adds some itens like doors and stuff, it may conflict with city replacers and specially open cities 2
kadsend Posted June 13, 2023 Author Posted June 13, 2023 15 hours ago, Ricardo-Evans said: Maybe we can have a how-to-use guide for this mod? Especially for the HSH parts. I have read posts but still confused. It's pretty simple. I doesn't add any HSH thing per-se, It just adds places for you to use the HSH cell tokens.
Miss Corruption Posted June 16, 2023 Posted June 16, 2023 On 6/13/2023 at 2:51 AM, killerzone1999 said: Ah different world map. Bec i have mods for some areas ( replacers for towns and cities etc). So i wanted to know if this replaces the interior or something else. The only "conflicts" I have noticed are JK's Skyrim and JK's Skyrim Milk Mod Patch. JK's Skyrim causes a rock to be in front of Whiterun's Slavehouse and the Milk Mod Patch causes a milk machine to be in front of Windhelm's House. All others should be accessible just fine iirc. 1
Ricardo-Evans Posted July 6, 2023 Posted July 6, 2023 On 6/9/2023 at 8:53 PM, kadsend said: Perfect, just like that! Thank you for your work, i know that editing that much can be pretty boring so should I install this patch?
DonQuiWho Posted July 6, 2023 Posted July 6, 2023 Hi  I appreciate other ppl making patches to enhance mods, etc, and am very grateful for them, but I'm totally confused about the ones posted above  Can someone please explain, for each patch posted above, in really simple terms, as if to a child, what they actually do. where they do it, what with, and what do NPCs then do differently?  That would be a great help ... ?  TIA for any help you can give  DQW
Stepho456 Posted July 6, 2023 Posted July 6, 2023 So i have this installed however the fruniture doesnt seem to keep slaves restrained? NPC's sometime randomly just get out of the restrianing poles or the tables, or just open up the cages themselves and walk right out? Is there a way i can fix this?
DonQuiWho Posted July 6, 2023 Posted July 6, 2023 18 minutes ago, Stepho456 said: So i have this installed however the fruniture doesnt seem to keep slaves restrained? NPC's sometime randomly just get out of the restrianing poles or the tables, or just open up the cages themselves and walk right out? Is there a way i can fix this?  There's a file called ,,,,  KLBZAZFixerBeta.zip  ,,, that was posted quite recently on one of the PAHE/DOM threads that might do the trick. It stops ZAZ animations 'breaking' (by checking NPCs and reinstating them if broken - bit like the similar DD fixer file))  Works quite well for restraints and (IIRC) also fixes NPCs in furniture  Certainly was working on NPCs in the locations from this mod  It has a hard dependency on ParadiseHalls.esm, so I'd start looking in the PAHE thread  (I'd rather not post it here as it's someone else's and there were suggestions for updating it that may be in hand)  Hope that helps  DQW 1
Mimolette27 Posted July 6, 2023 Posted July 6, 2023 (edited) Looks like my slaves don't roam around (Raven Rock Pen), i placed every marker for HSH, the token itself is placed in the cells, whan i say to my slave that they can roam around they just stay in there cell never coming out, sometimes they get ou of the cell to get to the next one. Is this happening to anyone else or do i need more than one cell token to make them roam the entire house ? Edited July 6, 2023 by mathys27
kadsend Posted July 8, 2023 Author Posted July 8, 2023 (edited) On 7/6/2023 at 1:39 AM, Ricardo-Evans said: so should I install this patch? I really think you should, it mostly adresses the issue that you wont see slaves randomly restraining themselves when you allow them to stay, but it's just a hunch, I'm now finally coming back to play Skyrim again so I didn't test it fully. Â On 7/6/2023 at 2:34 PM, mathys27 said: Looks like my slaves don't roam around (Raven Rock Pen), i placed every marker for HSH, the token itself is placed in the cells, whan i say to my slave that they can roam around they just stay in there cell never coming out, sometimes they get ou of the cell to get to the next one. Is this happening to anyone else or do i need more than one cell token to make them roam the entire house ? There are cell markers, house markers (the rug), wall markers (they shouldn't be needed since you have so many torture devices) and bedroom markers (i really think it should only be placed one)... By my former testing I found out that they only roam around house markers, so you may need to place more of them in places you want them to roam... also assigning to a cell and them saying that they can roam around is the best way... I may be wrong, but that's how it worked when i used to play Edited July 9, 2023 by kadsend
kadsend Posted July 8, 2023 Author Posted July 8, 2023 On 7/6/2023 at 12:16 PM, DonQuiWho said:  There's a file called ,,,,  KLBZAZFixerBeta.zip  ,,, that was posted quite recently on one of the PAHE/DOM threads that might do the trick. It stops ZAZ animations 'breaking' (by checking NPCs and reinstating them if broken - bit like the similar DD fixer file))  Works quite well for restraints and (IIRC) also fixes NPCs in furniture  Certainly was working on NPCs in the locations from this mod  It has a hard dependency on ParadiseHalls.esm, so I'd start looking in the PAHE thread  (I'd rather not post it here as it's someone else's and there were suggestions for updating it that may be in hand)  Hope that helps  DQW I think you could annex the link to the page of the thread, that would be the most helpful ?
kadsend Posted July 8, 2023 Author Posted July 8, 2023 On 7/6/2023 at 6:05 AM, DonQuiWho said: Hi  I appreciate other ppl making patches to enhance mods, etc, and am very grateful for them, but I'm totally confused about the ones posted above  Can someone please explain, for each patch posted above, in really simple terms, as if to a child, what they actually do. where they do it, what with, and what do NPCs then do differently?  That would be a great help ... ?  TIA for any help you can give  DQW Sure, the patch shown above (I'm working to add it as an option to the next update) is related to make NPCs actually use the torture furniture randomly, instead of manually assigning to them... Any questions, feel free to ask 2
DonQuiWho Posted July 8, 2023 Posted July 8, 2023 10 hours ago, kadsend said: Sure, the patch shown above (I'm working to add it as an option to the next update) is related to make NPCs actually use the torture furniture randomly, instead of manually assigning to them... Any questions, feel free to ask  That sounds good  Thanks
DonQuiWho Posted July 8, 2023 Posted July 8, 2023 10 hours ago, kadsend said: I think you could annex the link to the page of the thread, that would be the most helpful ?  This is what you want    1
Mimolette27 Posted July 8, 2023 Posted July 8, 2023 17 hours ago, kadsend said: I really think you should, it mostly adresses the issue that you wont see slaves randomly restraining themselves when you allow them to stay, but it's just a hunch, I'm now finally coming back to play Skyrim again so I didn't test it fully. Â There are cell tokens, house tokens (the rug), wall tokens (they shouldn't be needed since you have so many torture devices) and bedroom tokens (i really think it should only be placed one)... By my former testing I found out that they only roam around house tokens, so you may need to place more of them in places you want them to roam... also assigning to a cell and them saying that they can roam around is the best way... I may be wrong, but that's how it worked when i used to play Are you talking about the markers or the actual Token ? I don't remember other tokens other than the one you need to place to be able to store slave in a House/Camp (and i don't see any other tokens in AIM)
kadsend Posted July 9, 2023 Author Posted July 9, 2023 (edited) 9 hours ago, mathys27 said: Are you talking about the markers or the actual Token ? I don't remember other tokens other than the one you need to place to be able to store slave in a House/Camp (and i don't see any other tokens in AIM) Markers are the torture/cell/house things. Tokens are the only one you need to use for each cell. Sorry for the mishap Edited July 9, 2023 by kadsend
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