TheGawdfather Posted June 13, 2025 Posted June 13, 2025 So, This time, the quest where the courier has to bring you a note, fired off without a hitch. Everything is running smoothly. I'm really enjoying this mod.  1
a_random_user Posted June 14, 2025 Author Posted June 14, 2025 2 hours ago, Velessir said: I could do it for you if you can provide some simple instructions on how to convert it from PAHE to DOM7. It’s probably more of a routine task than something truly complicated - I just don’t want to start researching everything from scratch if you’re able to help. Thanks! Up until two hours ago, I thought it would require changing the scripts, which would be doing it properly, but would also be a lot of work. Then I thought of a faster, if bruter method: In xEdit, remove all references to pah from the main esp, both from the dialogue options and from the script properties and remove Pah as master. I expected this to fail horribly, but it actually works as far as I can tell. There were only a few tweaks that I needed to do.  I've included that file, let it overwrite the download. The jail system, repeatable quest system, Bette, and Fjora did all work as expected in a quick test. I don't consider this version fully tested, and I expect that a problem with it exist somewhere. This can be considered a beta, don't use it on a save file you care about. If you want to help me test this, let me know what you find.  Enthralled Main DOM7 only test file.7z  The DOM7 patch is not needed with this version. If you want to use the other patches, their masters need to be cleaned in xEdit. If that doesn't work, ask on this forum and I'll clean them myself. 1
tonitrulupus Posted June 14, 2025 Posted June 14, 2025 9 hours ago, a_random_user said: Version 1.5.1 is out Safe to update *Compatibility with Real Names Extended: added a check in both the generic names generated and the unique names generated that were used in the prison and rescue quests They are now automatically disabled if Real Names Extended is included in the load order. No patch needed. *Assigned replacers in case the original information brokers for the repeatable quests die. Belethor will be replaced with Ysolda, Vekel with Keerava, Garvey with Kleppr. Bug fix: placed a maintenance script on the Sell custom repeatable quests. The note will not lose the conditions when Skyrim is started from desktop anymore. It's safe to update, but the fix won't affect quests that are already running. Quit the quest and pick up a new note, it will apply. If you don't want to wait and want to forcefully spawn a quest note for the information broker/missive board, you can use the console: setstage PqRaSellCustomWR01 0 setstage PqRaSellCustomRF01 0 setstage PqRaSellCustomMK01 0 for Whiterun, Riften, or Markarth. These commands will only work if the quest isn't already running. Â Quicker and smaller than I had originally planned, but I wanted that bugfix out as soon as possible. I haven't had the time to change the captive list yet. I did do some test on it though, and the results are weird. Even though there theoretically is enough variety that repeats should be rare, you can feel that there is a pattern there. It almost looks like Skyrim has favorite picks that it will choose more often than others. Or I'm losing my mind and seeing patterns that aren't there. I am planning with expanding the list of options though, as well as include mixed gender lists. That will also help for people who have leveled list expansion mods, as those mods often do the main, mixed list only. Â I have also taken a look at the script that should activate Esmee's quest after buying Bette. But that seems to be in order, so I don't know why it failed to fire. ok so you only set up 3 cities with your missives?
a_random_user Posted June 14, 2025 Author Posted June 14, 2025 8 hours ago, tonitrulupus said: ok so you only set up 3 cities with your missives? I only have 3 information brokers, the missives patch moves the quest start from the brokers to the missives boards. As such, I can't make more starting points than the original mod had. I'm planning to expand the system in the future to also include a Solitude and Windhelm start, so that all major cities have an information broker, or a set up board with Missives.
SexyWhore13 Posted June 14, 2025 Posted June 14, 2025 11 hours ago, a_random_user said: Up until two hours ago, I thought it would require changing the scripts, which would be doing it properly, but would also be a lot of work. Then I thought of a faster, if bruter method: In xEdit, remove all references to pah from the main esp, both from the dialogue options and from the script properties and remove Pah as master. I expected this to fail horribly, but it actually works as far as I can tell. There were only a few tweaks that I needed to do.  I've included that file, let it overwrite the download. The jail system, repeatable quest system, Bette, and Fjora did all work as expected in a quick test. I don't consider this version fully tested, and I expect that a problem with it exist somewhere. This can be considered a beta, don't use it on a save file you care about. If you want to help me test this, let me know what you find.  Enthralled Main DOM7 only test file.7z 108 kB · 1 download  The DOM7 patch is not needed with this version. If you want to use the other patches, their masters need to be cleaned in xEdit. If that doesn't work, ask on this forum and I'll clean them myself. Hi! It looks good so far, but I have black faces for all mod's npcs. (even if i install KS hairdos additional mod (from file list) upon a main mod) 1
tonitrulupus Posted June 14, 2025 Posted June 14, 2025 2 hours ago, a_random_user said: I only have 3 information brokers, the missives patch moves the quest start from the brokers to the missives boards. As such, I can't make more starting points than the original mod had. I'm planning to expand the system in the future to also include a Solitude and Windhelm start, so that all major cities have an information broker, or a set up board with Missives. OK then I will stop checking SOL for missives, just wanted to be sure which cities have them for now 1
a_random_user Posted June 14, 2025 Author Posted June 14, 2025 1 hour ago, Velessir said: Hi! It looks good so far, but I have black faces for all mod's npcs. (even if i install KS hairdos additional mod (from file list) upon a main mod) This might be a load order issue, I have included the cleaned version of the KS hairdos/High Poly head in this post.  Enthralled High Poly Head and KShairdos patch.7z  The load order should be: *Main mod download: Enthralled v1.5.1 (needed because it contains all scripts and textures) *Experimental DOMv7 only version from my previous comment. This only has a new esp. Let it overwrite *KsHairdos and High Poly Head (optional) (cleaned version from this comment): let it overwrite the mesh files, the esp should be loaded below the PAH_CustomNPCQuests.esp.  Â
threp Posted June 14, 2025 Posted June 14, 2025 19 hours ago, a_random_user said: It's something that I'm considering. I started this mod before DOM7 was a thing, so supporting both seemed logical. Moving to DOM7 only would be a large thing to do, but it's certainly possible. Â What I'm not certain about however, is that everybody has moved over by now. The PAHE support thread is still active, but I don't know if any of the people that play Enthralled are among those. I do, for one. DoM doesn't play nice with my load order, PAHE does. 1
Wolfen09 Posted June 15, 2025 Posted June 15, 2025 I'm still on pahe, dom has too much with the personality mechanic and all that for my brain to dig into, pahe and the hsh and aygas addons work just fine for me 2
SexyWhore13 Posted June 17, 2025 Posted June 17, 2025 (edited) Hi, my friend. a_random_user I generated a voicepack for this mod. https://disk.yandex.ru/d/qDpx7OX3a73ZEQ  Feel free to use it as you like. Edited June 17, 2025 by Velessir 3
crazymango54 Posted June 18, 2025 Posted June 18, 2025 On 6/8/2025 at 5:47 PM, crazymango54 said: I noticed something weird with Bette too one time where the voicepack was not having her lines play audio, only subtitles. Eventually they would play sometimes, but probably more than half of the time the lines were muted. I even swapped out her voice type in SSE Edit and the same thing persisted, other NPCs with both voicetypes worked fine. I didn't think it could be Enthralled for the reasons you are saying, but since someone else mentioned a Bette bug I thought I would mention this one too, I haven't tested other Enthralled quest NPCs yet. Jail NPCs are fine. So I tested around a little more, and there are some other odd bugs with at least two of the quest slaves. Silvia and Bette both have an issue where they get stuck in animations, like if you tell them to pose and then follow, they are stuck posing, same with sitting in a chair, etc. There are a few other oddities like this too. Once again, jail-bought slaves are fine, as are slaves acquired by any other means, it is only these named quest NPCs.  I think this might be because of how they are added to DoM (add actor function rather than the abduct function). As far as I know, Enthralled is the only mod that makes use of adding actors directly into the framework, all others I have ever seen just call the abduct function which uses the cloning process and everything else. I think Add Actor might be a little buggy.  If it's at all possible, I think the standard abduction sequence might be beneficial to use for the quest NPCs. I know you can do it that way and still preserve their training stats & personality traits using .json files. I'm not sure if that would cause any other issues for you, but I thought I should mention the idea. Curious what you think. 1
a_random_user Posted June 20, 2025 Author Posted June 20, 2025 On 6/17/2025 at 11:55 PM, Velessir said: I generated a voicepack for this mod. https://disk.yandex.ru/d/qDpx7OX3a73ZEQ Thanks, I'm really excited to try this out.  On 6/18/2025 at 5:26 AM, crazymango54 said: So I tested around a little more, and there are some other odd bugs with at least two of the quest slaves. Silvia and Bette both have an issue where they get stuck in animations, like if you tell them to pose and then follow, they are stuck posing, same with sitting in a chair, etc. There are a few other oddities like this too. Once again, jail-bought slaves are fine, as are slaves acquired by any other means, it is only these named quest NPCs.  I think this might be because of how they are added to DoM (add actor function rather than the abduct function). As far as I know, Enthralled is the only mod that makes use of adding actors directly into the framework, all others I have ever seen just call the abduct function which uses the cloning process and everything else. I think Add Actor might be a little buggy.  If it's at all possible, I think the standard abduction sequence might be beneficial to use for the quest NPCs. I know you can do it that way and still preserve their training stats & personality traits using .json files. I'm not sure if that would cause any other issues for you, but I thought I should mention the idea. Curious what you think. Thank you for the testing. Switching to the abduct function is something that I could try. It won't be a problem for the personalities and such. The main reason why I've used addActor instead of capture is that the latter adds a single dialogue sequence that didn't work with the story.  Odd that the jail slaves don't have this issue, I wonder if it's a problem with unique actors only. 2
tonitrulupus Posted June 20, 2025 Posted June 20, 2025 3 hours ago, a_random_user said: On 6/17/2025 at 4:55 PM, Velessir said: I generated a voicepack for this mod. https://disk.yandex.ru/d/qDpx7OX3a73ZEQ Thanks, I'm really excited to try this out. So, I would love to try this out as well, do you have to do anything special to the mod for it to work, I.E. link the NPC to the voice pack within the mod, or can we just add this to the correct location and you mod will pick it up and connect its self to the voice pack without you making an update? 1
a_random_user Posted June 20, 2025 Author Posted June 20, 2025 47 minutes ago, tonitrulupus said: So, I would love to try this out as well, do you have to do anything special to the mod for it to work, I.E. link the NPC to the voice pack within the mod, or can we just add this to the correct location and you mod will pick it up and connect its self to the voice pack without you making an update? It's a BSA, so it's enough to put it in the right spot. I did a quick test with a few npc's, and they just worked. Â You can make a separate folder, or you can paste it into Enthralled's folder directly. You'd have to be careful not to delete it when updating, so I would advice to make it a separate mod. The easiest way to do this depends a bit on your mod manager of choice. Load order doesn't matter. Â In MO2: right click a mod, select All mods -> create empty mod select the mod, open mod in explorer, and paste the bsa file there. Â I don't know vortex well enough anymore, but I think the idea is similar. Â You could also just find the place that your mod manager stores the mods, make a folder in windows explorer, and paste it in there.
SexyWhore13 Posted June 20, 2025 Posted June 20, 2025 1 hour ago, tonitrulupus said: So, I would love to try this out as well, do you have to do anything special to the mod for it to work, I.E. link the NPC to the voice pack within the mod, or can we just add this to the correct location and you mod will pick it up and connect its self to the voice pack without you making an update? Hey! My bad! I repacked this BSA file in Zip and now you can simply install it as a separate mod in you MO2. Download ^ Just like so ^ 4
tonitrulupus Posted June 20, 2025 Posted June 20, 2025 20 minutes ago, Velessir said: Hey! My bad! I repacked this BSA file in Zip and now you can simply install it as a separate mod in you MO2. Download ^ Just like so ^ Its all good, thanks! when I seen you had done this I was overjoyed,Â
crazymango54 Posted June 20, 2025 Posted June 20, 2025 11 hours ago, a_random_user said: The main reason why I've used addActor instead of capture is that the latter adds a single dialogue sequence that didn't work with the story. Â Odd that the jail slaves don't have this issue, I wonder if it's a problem with unique actors only. Ah, that's a good point, that would be a little odd wouldn't it? I wonder if there is any way around that... Â As for the jail slaves, they do seem to work perfectly fine, so I am not sure where the disconnect might be. I suppose it could be something with my setup since I haven't seen anyone else report these issues, but I'm not really sure what it could be. I wouldn't want you to change anything based off of my report alone, so if you don't see these issues in your own tests then I'll keep messing with it and seeing if anything changes. 1
tonitrulupus Posted June 24, 2025 Posted June 24, 2025 @a_random_user, I seen an issue with one of them missives, I delivered her to a local tavern/inn, but she never left me, she kept following me, I tried to sell her and she was sold, when I went back to where I was training her, she was standing there.Â
a_random_user Posted June 24, 2025 Author Posted June 24, 2025 3 hours ago, tonitrulupus said: @a_random_user, I seen an issue with one of them missives, I delivered her to a local tavern/inn, but she never left me, she kept following me, I tried to sell her and she was sold, when I went back to where I was training her, she was standing there. I'll take a look at it. It sounds like the delete command didn't fire properly. In case this happens again, it's safe to select the npc in the console and type delete. That will get rid of them.  On 6/21/2025 at 9:35 AM, newbest said: I hope that in the future, only DOM is needed I'm looking into ways to remove PAH as a hard requirement, while still supporting it. One way that I'm considering is putting all quests and npc's in the main mod, and putting the framework support in a patch similar to the DOM7 patch. Players can then choose which option they prefer. I still have to check if this will work, so no promises yet. 1
a_random_user Posted June 24, 2025 Author Posted June 24, 2025 19 minutes ago, tonitrulupus said: the "markfordelete" command? Yes, it should work. Make sure that the quest has fully ended though, with the note removed from the inventory. The npc also should not be a DOM or Pahe slave on deletion. If you're uncomfortable with using markfordelete, disable will work as well. 1
arahabaki058 Posted June 27, 2025 Posted June 27, 2025 On 5/13/2025 at 5:31 PM, a_random_user said: It might be that there is something that is regenerating the facegen files, like Face Discoloration Fix. This might be because you're missing a master, or they're out of date. If you try updating, you should also reinstall the main file. The textures are stored there, and if they are regenerated, they will no longer be correct. Â Does this happen to a specific NPC or for all NPCs? Do you have Fuz Roh D-oh installed? It's possible that the (silent) dialogues play, but that they appear so fast that it's invisible. Fuz Roh D-oh should normally fix this. Apologies for the late response, I have reinstalled both the base mod and the patch and the problem solved itself, but reverted after I loaded my save. Not sure what's going on or if you have any idea how to sort it.
a_random_user Posted June 27, 2025 Author Posted June 27, 2025 17 minutes ago, arahabaki058 said: Apologies for the late response, I have reinstalled both the base mod and the patch and the problem solved itself, but reverted after I loaded my save. Not sure what's going on or if you have any idea how to sort it. Face Discoloration Fix is the only thing I know that can cause this. Do you have that installed? For some reason, your facegens get regenerated.  Just to check, but the markings look similar to the ones this user reported earlier, or do they look different?   Does the hair of the npc's look vanilla or KSHairdo? Does it affect all npc's or a few specific npc's?  There are a couple of things you could try to figure out what's happening. Every time the warpaints come back, the files need to be reinstalled from the zipped file, no need to redownload.  *check for conflicts: are any of the texture or mesh files being overwritten? Are the files from the patch overwriting the files from the main mod? If you are on MO2, check the overwrite folder. I don't know if Vortex has anything similar.  *Is there some automatic patcher that overwrites the Actor records in the file? You can check this with xEdit, open your complete load order in it and see if any of the actors are overwritten by another patch. You can also check that the HPH+KSHairdo patch correctly overwrites the main esp.  *check the dependencies, in particular High Poly Head and KSHairdos, are they up to date?  *check the date on the texture (.dds) and mesh (.nif) files. If their last modified date is after you had installed it, something on your system has edited the original file.  *If you don't have any appearance patch installed, will you also get the smudged faces, or only if you have the HPH+KSHairdo patch installed?  *Is this a problem with the save? Try starting a new save and see if the problems start again. If they do, try a new save without Face Discoloration Fix or similar mods activated.  *If all this fails, you could try to make a minimal profile. Make a separate mod profile with your preferred mod manager, this profile will only contain the requirements for Enthralled. If it doesn't work with this profile, you know there is a problem with a requirement. If it does, you can activate additional mods and see when it breaks. Activating/deactivating/reordering mods on a separate profile won't affect your main save or profile, so it's very useful for finding problems. You can delete this profile after you're done.  Â
Coom Nation Posted June 28, 2025 Posted June 28, 2025 Hello, in the description of the "collect bonds" quest you mention that you use Zaz crafting 2.0 mod, but I only found LE version of it. Do you know where I can get the SE version?
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