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[Discontinued] Paradise Halls - SexLab Extension v0.1g (15/05/06) (RC 0.6 fixed 16/03/18)


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Dunno if that is what he ment but once i enslaved two Severin females from Dragonborn DLC. I couldn't get them out of Solstheim in any way. I could travel to Skyrim myself as always and no matter what i did they were staying behind in Ravens Rock.

Ah, I wasn't aware of that... Can you test for me if the slave transfer TO Solstheim works (and do the Skyrim slaves transfer back or do they get stuck as well)?

 

Also can anyone tell me if the (vanilla) player keeps their follower when travelling to Solstheim? I have an idea why it might not work, I just need to figure out if I'm on the right track ;)

 

 

 

I haven't tried this yet, but what if you used that boat mod, something Northern Cardinal?

If you can confirm that that mod does transfer the slaves properly, can you provide me with a link, please?

 

 

Ok sorry that took so long, but buggy game led to a new restart, and well got side tracked a couple times.

now I tested taking slaves from skyrim to Solstheim, and back again. It worked, but then again it worked without them on the boat too. So that Solved nothing, but rereading this, I guess I need to go find some slaves in Solstheim and bring them back to skyrim.

 

Note the Northren Cardinal is here http://www.nexusmods.com/skyrim/mods/54956/?

 

 

 

Slaves from Solstheim to skyrim, in boat and outside transfer fine for me.

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ok so i've retested on multiple slaves from the vanilla game and 1 modded and they all get the same bugs, except this time they don't even move

so far it seems the only slaves that worked right completely were the slaves already sold to fellglow keep

i'll try release 2 next and see how it works

It seems I have some spare hours tomorrow morning, I'll just drop the bugged line and check the factions... So the dialogue itself needs no further testing (for now)

But I would appreciate it if you could also test the walking away with rev2.

 

If my spare time actually occurs, I will also adjust the speed at which the slaves move away.

If not, I would also appreciate you (and aqqh and anyone else running g-test) to tell me a better speed for the slaves to walk away at compared to current speed (percent or "half" or whatever. Something I can understand without actually knowing the current speed ;) )

 

ya, i'm on revisision 2, but so far only difference between rev 1 and 2 is that now the free slave hostiled me after being released so i had to enslave her again and this time there is ctd when i give her a new collar

i'll retest again later, it may have been just memory on my end

edit:

oh ya and for some reason, the command "i want you to do this" is the only thing that affects anger training now, which is also odd that the slaves don't seem to follow this order at all, its just a new method of anger training

so as for speed of movement of slaves it looks like we have no movement, but same as revision 1 it needs a retest to confirm

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Haven't tried this mod out yet but I've been using Paradise Halls permanently for almost a year now, I just noticed this mod/extension and I love the ideas. The one thing that I feel like Skyrim's Sexlab doesn't have on Oblivion's Lover's PK is the Slave Trading / Training options. Anything continuing or fixing things related to Paradise Halls or the slavery theme in general is a big +10 imo. Will be using this mod on my next (new) save game.

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Haven't tried this mod out yet but I've been using Paradise Halls permanently for almost a year now, I just noticed this mod/extension and I love the ideas. The one thing that I feel like Skyrim's Sexlab doesn't have on Oblivion's Lover's PK is the Slave Trading / Training options. Anything continuing or fixing things related to Paradise Halls or the slavery theme in general is a big +10 imo. Will be using this mod on my next (new) save game.

doesn't require a new save and only known conflict is daymoyl

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ok so i've retested on multiple slaves from the vanilla game and 1 modded and they all get the same bugs, except this time they don't even move

so far it seems the only slaves that worked right completely were the slaves already sold to fellglow keep

i'll try release 2 next and see how it works

It seems I have some spare hours tomorrow morning, I'll just drop the bugged line and check the factions... So the dialogue itself needs no further testing (for now)

But I would appreciate it if you could also test the walking away with rev2.

 

If my spare time actually occurs, I will also adjust the speed at which the slaves move away.

If not, I would also appreciate you (and aqqh and anyone else running g-test) to tell me a better speed for the slaves to walk away at compared to current speed (percent or "half" or whatever. Something I can understand without actually knowing the current speed ;) )

 

ya, i'm on revisision 2, but so far only difference between rev 1 and 2 is that now the free slave hostiled me after being released so i had to enslave her again and this time there is ctd when i give her a new collar

i'll retest again later, it may have been just memory on my end

edit:

oh ya and for some reason, the command "i want you to do this" is the only thing that affects anger training now, which is also odd that the slaves don't seem to follow this order at all, its just a new method of anger training

so as for speed of movement of slaves it looks like we have no movement, but same as revision 1 it needs a retest to confirm

 

retested it, bandits and imperial soldiers and enslaved traveler and boethiah cultist released slaves walk all away as friends or just hang around, but certain other slaves such as apprentice conjuror or imperial named legates tend to return to their old hostile pre-slave lives to be killed again, and seems the bug of the game ctd happed from the apprentice conjuror that regained her ability to be enslaved (haven't been able to retest her enslavement ctd, she escapes and gets killed by followers quick) while the imperial legate gained protected mode status that even ph won't crack which gets to be lame as he knels down then recovers to full helth so we can blast him some more

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Haven't tried this mod out yet but I've been using Paradise Halls permanently for almost a year now, I just noticed this mod/extension and I love the ideas. The one thing that I feel like Skyrim's Sexlab doesn't have on Oblivion's Lover's PK is the Slave Trading / Training options. Anything continuing or fixing things related to Paradise Halls or the slavery theme in general is a big +10 imo. Will be using this mod on my next (new) save game.

doesn't require a new save and only known conflict is daymoyl

 

 

Is it a big conflict? Game-breaking or mod-breaking, or just annoying?

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Is it a big conflict? Game-breaking or mod-breaking, or just annoying?

Daymoyl kicks in when you take damage - it does nothing for NPCs

This mod kicks in when NPC takes damage - it does nothing for player.

 

So tbh i have no idea what kind of conflict would that be.

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Haven't tried this mod out yet but I've been using Paradise Halls permanently for almost a year now, I just noticed this mod/extension and I love the ideas. The one thing that I feel like Skyrim's Sexlab doesn't have on Oblivion's Lover's PK is the Slave Trading / Training options. Anything continuing or fixing things related to Paradise Halls or the slavery theme in general is a big +10 imo. Will be using this mod on my next (new) save game.

doesn't require a new save and only known conflict is daymoyl

 

 

Is it a big conflict? Game-breaking or mod-breaking, or just annoying?

 

you could flips back a couple pages to read up on the massive report i gave for those issues, both mod authors looked at it and couldn't understand the conflict i fought with it for a few different playthru's, but the issues can vary depending on load order and no matter what load order the issues always tend to be faction issues (both mods alter factions)

for best daymoyl usage you need paradise halls load after daymoyl or you can get friendly bandit issues

with the sexlab extension loaded last i seemed to get the best results, but eventually you can start to run into certain npc's that can cause issues with the crime faction scanner and ctd

biggest issues that i noted after that seemed to come from enslaving boethiah cultist : everything went well, but nearby guards attack your new slave and possible cause ctd or make it thru combat, was hit-or-miss for a while until the slave was trained enough for it not to trigger the crime facion, but keep the slave long enough and npc's added by sd+ will trigger the ctd's upon entering a spriggan grove

if you're a brave soul wanting to retest these for us, it may partly be that i didn't know that the sexlab addon needed to be loaded last until well into that last playthru and just gave up trying those 2 mods together

haven't had any of the above issues since i disabled daymoyl from load order

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The test version works great for me (basic functionality, I didn't test that much yet). The good news is that it seems to work perfectly with Knockout Overhaul (unlike Defeat, booo). This basically fills the gap between Submit and Defeat and it's so much more realistic, yey! It would be great to link this mods in some way. Anyway, enough of that, here's a weird scenario I just ran into:

 

- while testing, naked, with just a flame spell, I managed to run into a bandit camp. The guys were low level, and by luck, I managed to get one guy under 10% HP (my threshold for enslavement). What was awesome was that even though the flames should've killed him, he got saved by me pressing E. I didn't have any collar in my inventory so I just said "now you're my slave" and 2 seconds later he started attacking his former mates. This mod desperately needs a threshold for when they are willing to fight for their master. 

- so together we beat the rest of them, and I manage to enslave a girl too. So now I have this 2 slaves in full armor, with big weapons, and here I am with my boobs out and low HP. And they keep squirming like two frightened girls, running away until I tap their shoulder and say "tz tz, naughy naughty". I think that there should be a chance for them to not just run away, but attack you outright (ok, not in the first minute of being enslaved, duh) if you are unarmed (and they are), on low health (and they are not), with no armor (which they have), same or lower level, etc. etc. etc. And in that case, they might even run to get some weapon to hit you properly. Heck, you might get enslaved by your own slaves, that would be fun :D

- now, since I was using submit and my poor gal was horny as hell, I tried having sex with a salve using the normal dialogue of Submit. It worked and it seemed to improve my relation a little (so that seems to work nicely), but not by the normal "Sex" training and also gave me a proper orgasm to help me get rid of my horny debuff. HOWEVER, whenever I punish them, I get zero comfort from it, because all animations are rough, so me being a female and my slaves being male doesn't seem to work nicely. With women it seems ok, but with males we need an option like face sitting or something (cause I'm not counting on their scared little flacid-boy)

- and last but not least, I'm using the "display model" mod which should go hand in hand with this mod. Maybe you can convince the author to help you with the posing training.  Oh wait, that's you! :) wink wink ;)

- oh and is it possible to give them a dialogue command to dress back up with their best gear? I tend to get them naked a lot.

 

Good luck mate, great job so far, already made my play a hell of a lot more fun. 

 

EDIT: Actually one more thing. No matter how much I mod my Skyrim to be as devious as it can, I simply can't sleep well with the idea of screwing a slave into submission. I believe that the rape punishment should only go towards the fear factor and the sex should be something more consensual (as a reward for good behavior). Having two loyalty bars (one for frightened slaves and one for eager ones) would be asking too much. A simple solution would be for the slaves to stop running once they achieve either a particular fear value, OR a slightly higher loyalty value. Beating them, raping them, keeping them in bondage gear and pillories should make them fear you but not particularly like you. Keeping them with you without punishing them, rewarding them with nice gear, entrusting them with long waits and fights, healing them, giving them a nice oral as a reward after that, would make any bandit fall in love with a Dovakin that basically saved them from certain death, right? Sure it would be harder and take longer, but maybe it would be possible to release them as unique characters with names and have them as proper followers. Ok, I'm daydreaming now ;)

 

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This mod desperately needs a threshold for when they are willing to fight for their master. 

- so together we beat the rest of them, and I manage to enslave a girl too.

 

 

the bandit wasn't officially helping you yet, only inadvertantly helping you by saving his own ass when his faction changed, you could look at his submission levels after that fight, will be high submission with either zero combat or possibly some, the variables on combat experience seem to vary, but that's also first i've heard of them fighting their own kind after first captured

 

 entrusting them with nice gear, ...and fights, healing them

this is already in the submission level by default, for an example of this in action you can: enslave a bandit and immediately escort it to the nearest guard then when the guard attacks your new bandit just stand there healing the bandit while he fights the guard and look at the bandit's submission levels after the fight is over, no further training necessary to prevent escape, like you've earned his trust

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but that's also first i've heard of them fighting their own kind after first captured

That's perfectly "normal".

You got an NPC with bandit faction on and NPC which no longer has an bandit faction standing next to each other. Result? One with bandit faction on will attack the one without.

Doesn't happen every time as even while having new target around that bandit might still be more interested in killing you than changing to new target.

 

It wont happen in all cases - for example you wont make thalmor soldiers to fight each other this way - but it do should work for bandits, necromancers, rogue mages, vampires, forsworn etc. Basically to every NPC group that is scripted to attack everything on sight except their own.

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I think that there should be a chance for them to not just run away, but attack you outright (ok, not in the first minute of being enslaved, duh) if you are unarmed (and they are), on low health (and they are not), with no armor (which they have), same or lower level, etc. etc. etc.

That's actually a good idea, I'll put it on my list.

 

 

- now, since I was using submit and my poor gal was horny as hell, I tried having sex with a salve using the normal dialogue of Submit. It worked and it seemed to improve my relation a little (so that seems to work nicely), but not by the normal "Sex" training and also gave me a proper orgasm to help me get rid of my horny debuff. HOWEVER, whenever I punish them, I get zero comfort from it, because all animations are rough, so me being a female and my slaves being male doesn't seem to work nicely. With women it seems ok, but with males we need an option like face sitting or something (cause I'm not counting on their scared little flacid-boy)

Yeah, I tried to make the sex as generic as possible and by doing so screwed female players over... It's already on the list, although dominant female animations are very rare

 

 

- and last but not least, I'm using the "display model" mod which should go hand in hand with this mod. Maybe you can convince the author to help you with the posing training.  Oh wait, that's you! :) wink wink ;)

Display model isn't mine ;)

I've had contacted the author of "let's tie you up" and he/she helped me a lot, but for some reason (I can't remember) I broke almost everything in my mod, so I put that on the backburner

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Yeah, I tried to make the sex as generic as possible and by doing so screwed female players over... It's already on the list, although dominant female animations are very rare

Best what you can do for now is to use zyn licking for oral

and AnimationsByTags("Cowboy") for vaginal / anal

Both with player as actor[0] i guess.

 

I even tried to request female aggressor anims in some animator threads but i don't think this caused much effect.

 

Well unless there would be some feature of rewarding your slave with sex but that's a different story. Might be a cool thing to do. Say if slave followed your orders obediently several times / for some time an option for reward would appear.

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Yeah, I tried to make the sex as generic as possible and by doing so screwed female players over... It's already on the list, although dominant female animations are very rare

Best what you can do for now is to use zyn licking for oral

and AnimationsByTags("Cowboy") for vaginal / anal

Both with player as actor[0] i guess.

 

I even tried to request female aggressor anims in some animator threads but i don't think this cased much effect.

 

Well unless there would be some feature of rewarding your slave with sex but that's a different story. Might be a cool thing to do. Say if slave followed your orders obediently several times / for some time an option for reward would appear.

 

I'd like to refactor the sex function to make it neater, but I want to do that properly, with a plan, so I need a couple of days to collect myself and my thoughts. So it'll happen eventually, just not quite yet ;)

But that's when I'll make the distinction between male and female player. I COULD do a hackjob, but that would probably lead to more bugs :-/

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I made a new save but I cant train submission up at all and my slaves tray and runaway every 10 seconds and I did start a new game

sounds like a load order issue, something in your game is altering same values

try moving paradise halls to the end of the load order and then fellglow keep (if you use it) and then lastly load the sexlab extension after those

and unfortunately load order may require you to start a new game again for this to take effect

hope it helps, goodluck

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getting this:

 

warning: Property PAHTrainAnal on script PAHSlave attached to alias slave_stub on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property
[11/16/2014 - 08:57:45PM] warning: Property PAHTrainSex on script PAHSlave attached to alias slave_stub on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property
[11/16/2014 - 08:57:45PM] warning: Property PAHTrainVaginal on script PAHSlave attached to alias slave_stub on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property
[11/16/2014 - 08:57:45PM] warning: Property PAHTrainOral on script PAHSlave attached to alias slave_stub on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property
[11/16/2014 - 08:57:45PM] warning: Property NewProperty on script PAHSlave attached to alias slave on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property
[11/16/2014 - 08:57:45PM] warning: Property RelaseMarker on script PAHSlave attached to alias slave on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property

in papyrus

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getting this:

 

warning: Property PAHTrainAnal on script PAHSlave attached to alias slave_stub on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property

[11/16/2014 - 08:57:45PM] warning: Property PAHTrainSex on script PAHSlave attached to alias slave_stub on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property

[11/16/2014 - 08:57:45PM] warning: Property PAHTrainVaginal on script PAHSlave attached to alias slave_stub on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property

[11/16/2014 - 08:57:45PM] warning: Property PAHTrainOral on script PAHSlave attached to alias slave_stub on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property

[11/16/2014 - 08:57:45PM] warning: Property NewProperty on script PAHSlave attached to alias slave on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property

[11/16/2014 - 08:57:45PM] warning: Property RelaseMarker on script PAHSlave attached to alias slave on quest PAH (1301FAEF) cannot be initialized because the script no longer contains that property

in papyrus

Yeah, zombie properties... first 4 were moved to central script, last two were removed... so it's only CK not recognizing that when I compiled it

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Alright, I am back again. I have encountered a strange issue on attempting to enslave any npc while my slave count is 15.

 

After activating enslave on my target, they disappear and reappear, no longer hostile like they should. But none of the dialogue for enslavement is present, and my slave count will not go up. Not only that, but the game will alter the appearance of the npc, and change the stats and lvl while the npc is gone. I have attempted numerous times at enslaving, this is always the end result. 

 

I thought I may have misread the implemented 50 slave limit, so just wondering if anyone else has an issue like this with the slave limit. Also attaching Papyrus log and load order if anyone is interested.

post-281567-0-14122000-1416385393_thumb.jpg

post-281567-0-84357200-1416385406_thumb.jpg

Load Order 11.19.14.txt

Papyrus.0.log

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Imo - there is 49 aliases slots for slaves (from 00 to 48), and once you gt a slave that is assigned to alias slave000 no further enslavement is allowed.

But for some reason counter goes from 14 to 0 not from 48 to 0.

At least every single slave i ever caught had been assigned to aliases 000-014. Never to 015+.

Tho i never had more than 10 of them. Still when i have like 5 slaves they are assigned to alias slave014 13 12 etc not 048 47...

 

 

Btw what mod do you use to change npc appearance?

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i think i've got about 13 slaves currently, but i just got done selling a few at fellglow

i think my most total slaves at 1 time was 16 according to the counter 16/50, but 1 of mine is a glitched extra read by the mod as 2 slaves with the extra marker stcuk where he was originally caprured so with that in mind the most slaves i've had is 15

not enough inredients to make the leash collars with so i sell some off to free up the collars, but i've got a lot of my slaves trained above 90 submision if you need testing past 15 slaves it shouldn't be too hard to get 17 or 18

 

Edit: ok apparenlty i remember my slave count wrong, lol, just came home from work when i wrote the reply...

update:just captured slave 19 officially slave 18 so the slave count of 15 isn't an issue here

 

@killinjoy is this a playthru that originally had paradise halls running and you added the extension after some time: this sounds like an issue the dialogs not wanting to start properly on games that already had the original 15 slave limit and might only be fixed with a new game (uninstal/reinstal might also fix it, but you will lose the 15 slaves you already have so maybe could try either selling them all or sell some and park others in your home while you re-install the mods)

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