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


blabla11

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Bit of advice, don't use Immersive Wenches / Deadly Wenches with PAHE, in fact don't use it at all.  Tried it out and spent some time looking under the hood and well... its got issues.  Some of which have the potential to screw up your game if you are using PAHE, and to be honest, it looks like that was deliberate. 

 

I'll work on making Smexy Bandits a good alternative when I have time.  For now I want to get back working on the Fellglow Slaver Camp rebuild and get that out.  An while I can't promise anything, I'm hoping I can do an alpha release including the new merchant, bartender and some other new NPCs at the camp maybe in 3-4 weeks.  There's some script issues with selling slaves I was hoping to have fixed but its something beyond my abilities; so that will have to wait til Blabla can get back to it.

 

Once I get a working release of Fellglow out I intend to put my energy into Smexy Bandits so we have a workable source of sexy bandits to enslave (packaged in a mod that want break your game).

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Bit of advice, don't use Immersive Wenches / Deadly Wenches with PAHE, in fact don't use it at all.  Tried it out and spent some time looking under the hood and well... its got issues.  Some of which have the potential to screw up your game if you are using PAHE, and to be honest, it looks like that was deliberate. 

 

I'll work on making Smexy Bandits a good alternative when I have time.  For now I want to get back working on the Fellglow Slaver Camp rebuild and get that out.  An while I can't promise anything, I'm hoping I can do an alpha release including the new merchant, bartender and some other new NPCs at the camp maybe in 3-4 weeks.  There's some script issues with selling slaves I was hoping to have fixed but its something beyond my abilities; so that will have to wait til Blabla can get back to it.

 

Once I get a working release of Fellglow out I intend to put my energy into Smexy Bandits so we have a workable source of sexy bandits to enslave (packaged in a mod that want break your game).

 

What about Immersive wenches and deadly wenches I have several slaves that are from deadly wenches, I don't Immersive wenches, because once you recruit one of them they attack guards if you are fighting them and fight in in the civil war battles on your side

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Fellglow Slaver Camp Update

 

Just wanted to update everyone on where things are at and what I'm working on.

 

Today I've been working on adding the khajiit merchant to the camp interior.

  • His name is Dhanesh
  • He has his own stall in the main room of the new camp interior
  • His inventory is based on the caravan traders
  • He can buy anything
  • He has around 25k gold to buy with (this goes up to 30k+ if you have the Master Trader perk)
  • He sells the various slave collars (exactly how many is variable)
  • He will have 1-3 whips for sale
  • He sells the various zbf iron cuffs, rope and leather bindings (exactly how many is variable)

Things I'm still working on are a "slaver's bow & arrows" that doesn't do damage but can have the paralysis enchantment and/or paralysis and slow poisons applied.

Dhanesh sells some poisons, I may add some more paralysis and slow poisons in the future.

I'm still tweaking his appearance and outfit

 

I'm open to suggestions for other things you guys might want him to sell you (no he won't sell you slaves  LOL)

 

I'm also working today on Jerrek's behavior package so that he moves around in the new space more, hangs out in the tavern during the day (yeah, we got a slaver tavern now) so he's easier to find.  I do have his markers for selling slaves set up and that works properly.  Also, the glitch that prevented guards from unlocking and opening the slave pen door has been fixed, they now open it and the slaves go in and the guard closes the door behind them.

 

Guards now patrol, sleep and hang out in the tavern in shifts.  When on duty, the guards won't greet you or engage in random dialog (they will answer if you directly try to talk to them), but they do greet and say random convo when off duty.  There are actually more guards now, but because the place is much larger, they work in shifts and their patrol paths are better laid out you shouldn't have problems with them getting in your way.

 

I still have a lot to do, there's an orc bartender who I have a place holder for but he doesn't do anything yet.  His name is Shaguk Duma, and he's a BIG orc.  I've got some special options planned for him, more about that later.

 

I'm also adding more camp slaves that will work around the interior of the camp doing various jobs such as chopping wood, hauling firewood to the fires, cooking, getting buckets of water and taking them various places, sweeping, and serving food and drinks in the tavern.  There may also be a few other surprises with them, more about that later :P

 

I'm planning on adding a new bard to the interior in the tavern area.  I'm open to suggestions on him, including name, race, and so forth.

 

There will be some new "customer" NPCs added who hang out in the tavern area, go look over the slaves and so forth.  For now they'll mainly just be for decor but they may be developed further later on.  I'm thinking maybe a creepy necromancer, a thalmor agent, a couple of nobles and maybe even a falmer slaver as ideas.  Have an idea, post it.  Note that I will NOT move or clone existing game NPCs, so you won't see Maven Blackbriar or Olfrid Battleborn there, but I WOULD be open to making a new unique NPC that are members of those families (or other factions).  The reason I won't move existing ones is it can cause conflicts with the game quests and story line and/or break your game.  I don't want to screw up anyone's game.  New NPCs are no problem though.

 

 

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Like I said, don't use IW / DW at ALL... uninstall those mods; they've got serious issues and a lot of broken shit.

 

explain what you are talking about I do not have issues with those mods as a matter of fact my best combat slaves all come from DW, and we all know how to keep slaves from IW from causing problems not that I enslave them anyway

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Like I said, don't use IW / DW at ALL... uninstall those mods; they've got serious issues and a lot of broken shit.

 

explain what you are talking about I do not have issues with those mods as a matter of fact my best combat slaves all come from DW, and we all know how to keep slaves from IW from causing problems not that I enslave them anyway

 

a lot of dirty edits and it's not lore friendly, nothing pah related....so far only real pah problem those npc's might not let you rename

pretty much the wenches invented their own game of spells and combat styles

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LOL, I actually thought about that.  EMTA :cool:

 

I'll add it on to the list of ideas.  There might be a few issues with doing something like that which I'd have to figure out how to resolve first.  Currently the top of the pit is sealed off with a grate so nothing can fall in because if you did, there's no way out.

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You have got to love your work.  The ideas below are probably beyond what you are asking for. 

 

Simple ideas include the simple such as area with racks, crosses, etc. that you have probably already included,

 

Maybe a hard core room to further set PAH apart from other mods including  the device of doom, a place similar to vigilant of stendar with a place to break arms, remove hands and perhaps beyond for castration, or even ultimate slave disposal where they are dropped into a bottomless pit or burned.  It would be cool to have an area where slaves are available like a brothel.

 

Haven't read through all the previous threads so hope this is not too redundant. 

 

Pleasure centers where slaves may be rented.

 

A hunt club where a slaves are released and hunted--slaves are chased like hunting animals..  Or the player chooses to submit to be hunted, similar to bounty hunters.

 

Love PAH and the photos you added, particularly the pit.  To just a small extent I realize how hard these things are to make happen.  So don't expect anything, but am pleased over time that you all continue to improve the mod.  The idea of castration and a hunt club for slaves is out there a bit but from reading posts I think a lot of players would really enjoy it.  Thanks so much for your effort and asking for ideas. 

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Thanks for the feedback

 

You have got to love your work.  The ideas below are probably beyond what you are asking for. 

 

Simple ideas include the simple such as area with racks, crosses, etc. that you have probably already included,

 

Maybe a hard core room to further set PAH apart from other mods including  the device of doom, a place similar to vigilant of stendar with a place to break arms, remove hands and perhaps beyond for castration, or even ultimate slave disposal where they are dropped into a bottomless pit or burned.  It would be cool to have an area where slaves are available like a brothel.

 

Haven't read through all the previous threads so hope this is not too redundant. 

 

Pleasure centers where slaves may be rented.

 

A hunt club where a slaves are released and hunted--slaves are chased like hunting animals..  Or the player chooses to submit to be hunted, similar to bounty hunters.

 

Love PAH and the photos you added, particularly the pit.  To just a small extent I realize how hard these things are to make happen.  So don't expect anything, but am pleased over time that you all continue to improve the mod.  The idea of castration and a hunt club for slaves is out there a bit but from reading posts I think a lot of players would really enjoy it.  Thanks so much for your effort and asking for ideas. 

 

As you might have noticed from the screenshots of the new camp interior I posted above, the rack, cross, pillories, etc are indeed already there.  Right now they're just there and you can tell a slave to "use" them and they'll get in them and you can do whatever.  Whether there will be any special options in the future is something being discussed and that's all I can say for now.

 

Hmmm, a brothel... you mean like maybe a tavern in a big room where there are camp slaves who do chores and serve drinks and maybe at some point there would be options to pay her for "special services"?  Nah, never crossed my mind. ;)

 

The pit included isn't bottomless but I am considering whether it would be practical to add an option to chuck a slave in there and what happens to them if you do.  So I take it your vote would be, you chuck the slave in and the slave dies?  At some point I want to add on another cell that has a fight pit in it but that's way down the road.

 

So far as adding more hard core stuff like castration and such, that's not something I think is within the scope of the camp rebuild.  If someone wants to build something like that in its own cell and link it to the new Fellglow camp I could work with them to provide a place for it to link to.  But that would be an optional add on and someone else would have to make it.

 

A hunt club, its an interesting idea and maybe something I might tackle as a separate location one day but I don't see it being part of Fellglow.  I'm getting quite the to do list for other locations, small areas where you can temporarily lock up slaves, a new farm, other slaver camps, slave mines.  You guys are gonna keep me busy building shit!  :lol:

 

Fortunately I enjoy building locations, but to be honest I'll actually be glad to finish up the Fellglow and move on to some new original locations.  Fellglow has been a fun project and one that needed to be done, the problem is it also has a lot of scripts in it that can't be decompiled for some reason and the way the original mod author did some things makes fixing or changing some parts a real headache.  That's partly why its not already finished, the build itself I could have already had done if it weren't for delays trying fit fix or replace scripts.

 

So when I sound really excited because the guards now correctly escort a slave to the new slave pen and actually open the door, the slave goes inside and the guard closes the door after... its cause fixing that damn thing was a pain in the arse! :lol:
 

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You have got to love your work.  The ideas below are probably beyond what you are asking for. 

 

Simple ideas include the simple such as area with racks, crosses, etc. that you have probably already included,

 

Maybe a hard core room to further set PAH apart from other mods including  the device of doom, a place similar to vigilant of stendar with a place to break arms, remove hands and perhaps beyond for castration, or even ultimate slave disposal where they are dropped into a bottomless pit or burned.  It would be cool to have an area where slaves are available like a brothel.

 

Haven't read through all the previous threads so hope this is not too redundant. 

 

Pleasure centers where slaves may be rented.

 

A hunt club where a slaves are released and hunted--slaves are chased like hunting animals..  Or the player chooses to submit to be hunted, similar to bounty hunters.

 

Love PAH and the photos you added, particularly the pit.  To just a small extent I realize how hard these things are to make happen.  So don't expect anything, but am pleased over time that you all continue to improve the mod.  The idea of castration and a hunt club for slaves is out there a bit but from reading posts I think a lot of players would really enjoy it.  Thanks so much for your effort and asking for ideas. 

the hunt club, the pleasure centers and the brothel all sound like nice implementations for future version of felglow if einar can keep track of the suggestions

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1. Whether there is a conflict between Fellglow Slaver Camp Update and Paradise Halls - Home Sweet Home?

 

 

what mod are you asking about, is it this - http://www.nexusmods.com/skyrim/mods/33462/?

if not that, then link it here, I haven't heard of "Paradise Halls - Home Sweet Home" and it don't come up in search

 

Completely over my head...but I will take your word for it.

 

peanut-o.gif

i'm telling you that you have 2 different ddi mods installed and only 1 is needed, the other is the conflicting mod

dd integration isn't the same as dd interactions

dd integration is required for dd mods like petcollar to work, dd interactions is not

 

so far I know having pet collar installed doesn't cause problems, the collar wasn't where the modder said it would be, so i'll need to try the "apply effects button" from the mcm for further testing

 

 

love peanut tho

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so far I know having pet collar installed doesn't cause problems, the collar wasn't where the modder said it would be, so i'll need to try the "apply effects button" from the mcm for further testing

 

 

love peanut tho

 

 

Uninstalled all DDI, and Pet Collar.  Removed a LOT of mods.  Still having the problem.  I just uninstalled PAHE for now.  Going to resinstall it shortly.  Current load order.

 

Checking out mods for Oblivion.  I just bought it today.  Will come back to Skyrim.  Having CtD issues now that are quite frustrating me.  The Papyrus logs are a total alien language to me. :(

loadorder1-17-16.txt

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so far I know having pet collar installed doesn't cause problems, the collar wasn't where the modder said it would be, so i'll need to try the "apply effects button" from the mcm for further testing

 

 

love peanut tho

 

 

Uninstalled all DDI, and Pet Collar.  Removed a LOT of mods.  Still having the problem.  I just uninstalled PAHE for now.  Going to resinstall it shortly.  Current load order.

 

Checking out mods for Oblivion.  I just bought it today.  Will come back to Skyrim.  Having CtD issues now that are quite frustrating me.  The Papyrus logs are a total alien language to me. :(

 

did you clean the save with papyrus data transfer after uninstalling those mods

http://www.nexusmods.com/skyrim/mods/31675/?

choose remove loose scripts after you uninstall any mod

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so far I know having pet collar installed doesn't cause problems, the collar wasn't where the modder said it would be, so i'll need to try the "apply effects button" from the mcm for further testing

 

 

love peanut tho

 

 

Uninstalled all DDI, and Pet Collar.  Removed a LOT of mods.  Still having the problem.  I just uninstalled PAHE for now.  Going to resinstall it shortly.  Current load order.

 

Checking out mods for Oblivion.  I just bought it today.  Will come back to Skyrim.  Having CtD issues now that are quite frustrating me.  The Papyrus logs are a total alien language to me. :(

 

did you clean the save with papyrus data transfer after uninstalling those mods

http://www.nexusmods.com/skyrim/mods/31675/?

choose remove loose scripts after you uninstall any mod

 

 

First I've heard of that one...

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PH - Home Sweet Home should be compatible with any changes to the Fellglow slaver camp as long as that master slaver guy is still there (Jerrod?)  In the next update I will drop the dependency on Fellglow and let you buy home upgrades from dedicated vendors. 

 

By the way, the changes to Fell glow look awesome :) I'm not sure about the vendor having 25k in gold though, compared to the rest of the game vendors it seems a little unbalanced

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