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Paradise Halls - Home Sweet Home (SE/LE)


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Posted
1 hour ago, Musje said:

Yes, the next version will have this.

please see if there is a way to fix the transfer issue so all finished slaves are transferred before you release a new version for SE.  It actually dosent matter if they aree not registeret in the new cell as long as they go there physically.  It would be a good idea if you could say to a slave she has to stay in the first place so you not have to take slaves back again as trainer but could keep some always stay. 

Posted

got a problem . i left a auction , now i cant get it to work anyhow ... talking to the barkeep go uout wait , even updated the mod  , teleportrt the stuck slave to a cell , killt  the slave  nothing works , guard is stuck to the slave (or her body) .. is there any command i can use in the console to reset the animation ... or reset the whole tavern as long as my homes keep theys cells intact ?

 

Posted

I absolutely love this mod, can't live without it....

 

But the slaves frustrate me to hell and back sometimes.  Run through a dungeon with three of them, no problems...  until one just decides to stand there for no reason.  No fighting, no following, no nothing...  just stands there.

 

Solution?  Fuck her...  and about 80% of the time, she'll pop back up and "Oh, OK...  I'll follow you now."

 

It's like a real woman:  Let you figure out what's wrong and do whatever it is to fix it.  Don't tell you, just let you sort it out yourself.

 

ROFL

Posted

that isnt a bug with the mod per say but in pathing and scripting. i dont recommend running around iwth lots of slaves as they will and can randomly bug. also u on wrong mod home sweet home does nothing when a slave is followin gu under pahe.

Posted
8 hours ago, sidfu said:

that isnt a bug with the mod per say but in pathing and scripting. i dont recommend running around iwth lots of slaves as they will and can randomly bug. also u on wrong mod home sweet home does nothing when a slave is followin gu under pahe.

Not complaining, really.  Just venting...  I worked in QA testing and application development for my entire career, ending as a software architect for major banks and industries.  I retired a few years ago and miss the pace.  So, this takes me back and keeps me alive -- I love it, even the bugs.

Posted
11 minutes ago, jacecar said:

Not complaining, really.  Just venting...  I worked in QA testing and application development for my entire career, ending as a software architect for major banks and industries.  I retired a few years ago and miss the pace.  So, this takes me back and keeps me alive -- I love it, even the bugs.

Well if you ever get bored, you could have a stab at the bugs in the Skyrim engine.  Talk about a "job for life"

Posted
1 hour ago, Musje said:

Well if you ever get bored, you could have a stab at the bugs in the Skyrim engine.  Talk about a "job for life"

No doubt...  Skyrim isn't going anywhere.

  • 2 weeks later...
Posted

Thanks for the great mod, @Musje! I am using the SSE version but anyway, I would like to ask if when placing the cell token the cell itself is just  cosmetic so one can do without it? E.g. when using a bedroom as a cell or something I would not really want to place an actual cage into it.

Posted
2 minutes ago, elekszid said:

Thanks for the great mod, @Musje! I am using the SSE version but anyway, I would like to ask if when placing the cell token the cell itself is just  cosmetic so one can do without it? E.g. when using a bedroom as a cell or something I would not really want to place an actual cage into it.

It's cosmetic. Just place the cage whereever, then remove the cage through the menu. Only the little box will remain.

Posted
19 minutes ago, elekszid said:

Thanks for the great mod, @Musje! I am using the SSE version but anyway, I would like to ask if when placing the cell token the cell itself is just  cosmetic so one can do without it? E.g. when using a bedroom as a cell or something I would not really want to place an actual cage into it.

 

17 minutes ago, Musje said:

It's cosmetic. Just place the cage whereever, then remove the cage through the menu. Only the little box will remain.

And bear in mind, if you are not keeping the cage there is no foul in placing it THROUGH a wall. Then, when you remove it, the small box can sit snugly against an outside wall.

Posted

Thanks, @musje BTW I am starting over, moving back to Oldrim because some things didn't work well on SSE. May I ask you which armor and weapon mods you would find aesthetically compatible with all this for a dominant male character?

Posted

Well, it took me four days to get fed up with the crashiness of Oldrim. Four different anticrash mods and still I got the point - probably due to having like 16 slaves - that I cannot fast travel or save without crashing at all.  I will rather try to test things out properly in SSE when I get back to the gaming rig in January. For example, in HSH in SSE after a while "I'll tie you up in the bedroom!" did not move the slave to the bedroom market but initated the animation right there. But originally this worked. However what never worked was in AYGAS tying a slave to a tree to be used. Well, maybe I should have spawned a bondage tree with the console...

 

I know it is not entirely ontopic here, but since people are saying SexLab works on VR, any chance PAHEHSHSAYGAS would? That would make it the ultimate GIMP simulator (GIMP in the sense of http://ralphus.net/thegimpforum/ )

Posted

SSE should work fine as long as you don't update to the latest version.

 

LE shouldn't be that bad though, I got mine to run fairly stable, but after a LOT of tweaks, like increasing the Papyrus run budget and such. Also, installing ENB and running it in performance mode helps (it doesn't touch the graphics that way, but it will improve memory management); this reduced crashing a lot for me.

 

But with that said I am strictly on SSE these days. I do develop mods in LE because it's easier to convert LE to SSE than the other way around.

Posted

My captured NPCs wont use placed ZAP furniture, even those addedby the spell from this mod. Telling them "Lets use some of these toys" does nothing. They only stand around. I'm using SE Version of HSH and Zap 8. Zap 8 works on its own, and I can order them by follower command, but it would be cool if I could get it somehow to work that I can place them in Devices using the dialogue from this mod. Please help, thanks in advance.

Posted
1 hour ago, Wulfheart1820 said:

My captured NPCs wont use placed ZAP furniture, even those addedby the spell from this mod. Telling them "Lets use some of these toys" does nothing. They only stand around. I'm using SE Version of HSH and Zap 8. Zap 8 works on its own, and I can order them by follower command, but it would be cool if I could get it somehow to work that I can place them in Devices using the dialogue from this mod. Please help, thanks in advance.

The main trick is to make certain that the slave (not you) is as physically close to the furniture as they can possibly be when you give them that command. I'm not Musje but I can see where you would need to be close. Otherwise, it would be difficult if there were two or more furniture items in the game cell there would be no end of confusion as to which item you meant. If you have difficulty getting them close enough I have found that switching them back to PAHE and moving until they are just where I want them to be and then returning to HSH and giving the command works quite well.

Posted
1 hour ago, Psalam said:

The main trick is to make certain that the slave (not you) is as physically close to the furniture as they can possibly be when you give them that command. I'm not Musje but I can see where you would need to be close. Otherwise, it would be difficult if there were two or more furniture items in the game cell there would be no end of confusion as to which item you meant. If you have difficulty getting them close enough I have found that switching them back to PAHE and moving until they are just where I want them to be and then returning to HSH and giving the command works quite well.

They don't have to be that close, the command will find a random furniture in the same cell and use that.

 

It has to recognize the furniture though. Can you try the "reset dependencies" option in the MCM menu?

Posted
13 hours ago, greenmango12 said:

if it will not work recent skyrim SE runtime 1.5.97 ,and SKSE 2.0.17   ?  ?? 

 

 

i would recommend checking the skse archive for the most recent previous version to it (along with the sse runtime used by that skse version)

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