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Paradise Halls - Home Sweet Home (SE/LE)


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Posted (edited)
2 hours ago, pinky6225 said:

 

This has stopped them training combat for me

 

New question though - i put a task master in the thieves guild where i have a load of AYGAS slaves working as whores, should the task master have a new dialogue option for collecting gold?

 

If the slaves are working as brothel girls ("You'll make a good working girl for my brothel here"), then eventually the taskmaster will tell you he has some gold for you.

If they are working as street walkers ("You'll stay here and turn tricks for me"), then the taskmaster will not collect money

 

You can see in the MCM menu what they are.  Courtesan = Brothel girl.

Edited by Musje
Posted
1 hour ago, Musje said:

 

If the slaves are working as brothel girls ("You'll make a good working girl for my brothel here"), then eventually the taskmaster will tell you he has some gold for you.

If they are working as street walkers ("You'll stay here and turn tricks for me"), then the taskmaster will not collect money

 

You can see in the MCM menu what they are.  Courtesan = Brothel girl.

 

Yeah its courtesans i have, will check back on them later and see if they have some gold for me

Spoiler

Girls.jpg.2f039430bc4aa3bbad0fe8a9c249517d.jpg

 

What actually controls there level of expertise? (adept, expert etc) as i set up the slaves at about the same time as i recall but seems there is quite a bit of varience in there ability, PAH stat wise would all have been 100

Posted
6 minutes ago, pinky6225 said:

 

Yeah its courtesans i have, will check back on them later and see if they have some gold for me

  Reveal hidden contents

 

What actually controls there level of expertise? (adept, expert etc) as i set up the slaves at about the same time as i recall but seems there is quite a bit of varience in there ability, PAH stat wise would all have been 100

 

It's their experience on the actual job, so they all start out low and gain experience over time.  Though the skill level of a prostitute will carry over if you make them a courtesan.

Posted
On 12/13/2022 at 1:59 PM, Musje said:

What's wrong with those meshes though?

On 12/14/2022 at 10:03 AM, Musje said:

As for the crashing, is it only the cell marker that causes this?

What I have found is, that my frame rate drops quite dramatically when I walk over, or directly stand on a HSH cell marker. But since they are so tiny, it's not a real problem and I just thought "That's how it is", but maybe that's a hint to the problem? (collisions/havoc)

 

 

On 12/13/2022 at 1:22 PM, Musje said:

I have made some changes to that, there were many small problems (like transfered slaves running back to their old house)

 

If you haven't assigned them to a specific cell, they should find the nearest one and go there, but the search range is not unlimited.  If you assigned them to a specific cell, they will go there regardless of distance.

Another oddity I have since ages ago (and through multiple different installs) is that when I place a cell marker and activate it to acknowledge it, the menu won't show up. I then have to leave the cell through a loading door. On the other site of the door the menu pops up right after loading is finished. After that, I can go back to the cell and use the cell marker normally. Quite odd, but that's how it has been forever for me. (Now that I'm typing these lines, maybe it's a incompatibility with Animated Clutter or Immersive Interaction and it's animation hooks?!)

 

 

20 hours ago, Honorarymold said:

It has occured to me that you cant tell the slaves to dance/ entertain you like they do with "guests", unless im missing something

They should, if you tell them to "attend me slave". Then they will follow you around the cell (and be quite clingy) and start dancing when you sit down. They even come back running at you when you return to the cell after leaving it.

Posted
46 minutes ago, Jasmine92 said:

What I have found is, that my frame rate drops quite dramatically when I walk over, or directly stand on a HSH cell marker. But since they are so tiny, it's not a real problem and I just thought "That's how it is", but maybe that's a hint to the problem? (collisions/havoc)

 

Hms I noticed that lag but had no idea what caused it.  It looks like the cell and bedroom markers cause issues like that, but not the house marker.  If it causes an effect like that, maybe it will also cause a crash in some cases.

I'll poke around in NIFSkope a little to see if this can be improved.

 

 

46 minutes ago, Jasmine92 said:

 

Another oddity I have since ages ago (and through multiple different installs) is that when I place a cell marker and activate it to acknowledge it, the menu won't show up. I then have to leave the cell through a loading door. On the other site of the door the menu pops up right after loading is finished. After that, I can go back to the cell and use the cell marker normally. Quite odd, but that's how it has been forever for me. (Now that I'm typing these lines, maybe it's a incompatibility with Animated Clutter or Immersive Interaction and it's animation hooks?!)

 

I've never seen that happen.  And given the way the code works, I'm not sure how I could prevent this.  I'll add those mods and see if it can be fixed

Posted
1 hour ago, Jasmine92 said:

What I have found is, that my frame rate drops quite dramatically when I walk over, or directly stand on a HSH cell marker. But since they are so tiny, it's not a real problem and I just thought "That's how it is", but maybe that's a hint to the problem? (collisions/havoc)

 

 

Another oddity I have since ages ago (and through multiple different installs) is that when I place a cell marker and activate it to acknowledge it, the menu won't show up. I then have to leave the cell through a loading door. On the other site of the door the menu pops up right after loading is finished. After that, I can go back to the cell and use the cell marker normally. Quite odd, but that's how it has been forever for me. (Now that I'm typing these lines, maybe it's a incompatibility with Animated Clutter or Immersive Interaction and it's animation hooks?!)

 

 

They should, if you tell them to "attend me slave". Then they will follow you around the cell (and be quite clingy) and start dancing when you sit down. They even come back running at you when you return to the cell after leaving it.

they do get quite clingy lol, but thats not a bad thing. no dancing though.

Posted
34 minutes ago, Musje said:

I've never seen that happen.  And given the way the code works, I'm not sure how I could prevent this.  I'll add those mods and see if it can be fixed

Well, since there is a reliable workaround, don't put too much time into it, just for my sake. I just wondered if I was the only one.

Posted (edited)
15 minutes ago, Jasmine92 said:

Well, since there is a reliable workaround, don't put too much time into it, just for my sake. I just wondered if I was the only one.

 

Think i've also seen that, there is one position in the lakeview player built home in the side bedroom you can make that if i face a certain way while standing in a certain place the FPS drops like mad from its usual 60 FPS but never connected it with HSH markers tbh as i have placed some through out the house to try and get the slaves to use the bedrooms

 

Edit

 

Tried and yeah have it drop to like 30 FPS when standing on the marker, removing it and standing in the same space no FPS drop

Spoiler

FPSdrop.jpg.73afe9cfbdcfb7555c11cf74d4131bb4.jpg

 

Edited by pinky6225
Posted

I created a new Voicepack for HSH, since the old one is missing a lot of lines and some voices got an updated AI model within SKVA. I also implemented all quality fixes that I learned by creating the DoM voicepacks. Like adding punctuation to all lines, which greatly increases the flow of the sentence or changing the spelling of some words to help the AI with the correct pronunciation.

@Musje while creating the voicefiles, I realized that quite some lines are duplicates even within one voice (like "It shall be done", or "yes sir") but I don't now if that is for technical reasons or just happened because of some other circumstances and can be fixed. And I created the voice files based on the 1.26 version but it didn't look like you changed any dialogues? So the version should be fully 1.27 ready.

 

HSH 1.27 Voicepack

PAH - Home Sweet Home v1.27 - Voicepack SE.7z

- The pack includes all unique and non unique voices generated with the current AI models from SKVA.

- It's just a BSA with audio files, so installing/uninstalling mid-game is no problem

- for LE the BSA needs to be repacked

Posted

Nice yay.  I don't think I added any dialogue, not much anyways.  The duplicates are just because of how the dialogue was made (not with reuse in mind)

 

Posted (edited)

since I updated to the new HSH v1.27 and it overwrites DoM 3.3.2, every time I am in a HSH cell, I get the following errors that get logged roughly every second:

Spoiler
[12/15/2022 - 11:31:10PM] Error: Cannot add a None spell to the actor
stack:
	[ (FF001AAB)].Actor.AddSpell() - "<native>" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.ReapplyZbfSpell() - "phhshhouseslave.psc" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.BehaviourOnUpdate() - "phhshhouseslave.psc" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.OnUpdate() - "phhshhouseslave.psc" Line ?
[12/15/2022 - 11:31:13PM] Error: Cannot add a None spell to the actor
stack:
	[ (FF001AFB)].Actor.AddSpell() - "<native>" Line ?
	[alias Slave09 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.ReapplyZbfSpell() - "phhshhouseslave.psc" Line ?
	[alias Slave09 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.BehaviourOnUpdate() - "phhshhouseslave.psc" Line ?
	[alias Slave09 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.OnUpdate() - "phhshhouseslave.psc" Line ?
[12/15/2022 - 11:31:13PM] Error: Cannot add a None spell to the actor
stack:
	[ (FF001AAB)].Actor.AddSpell() - "<native>" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.ReapplyZbfSpell() - "phhshhouseslave.psc" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.BehaviourOnUpdate() - "phhshhouseslave.psc" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.OnUpdate() - "phhshhouseslave.psc" Line ?

 

I have tried to rebuild the slave list and take both slaves out of the cell and back in (Hit the road / Stay here for a while) but that didn't change anything. I can't even talk to one of the two slaves anymore after putting here back into the cell (no activation possible, she just roams around minding her own business), but that might be a completely different bug, had that a long time ago that some NPCs just suddenly lost there activation marker.

Edited by Jasmine92
Posted
3 minutes ago, Jasmine92 said:

since I updated to the new HSH v1.27, every time I am in a HSH cell I get the following errors that get logged roughly every second:

  Hide contents
[12/15/2022 - 11:31:10PM] Error: Cannot add a None spell to the actor
stack:
	[ (FF001AAB)].Actor.AddSpell() - "<native>" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.ReapplyZbfSpell() - "phhshhouseslave.psc" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.BehaviourOnUpdate() - "phhshhouseslave.psc" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.OnUpdate() - "phhshhouseslave.psc" Line ?
[12/15/2022 - 11:31:13PM] Error: Cannot add a None spell to the actor
stack:
	[ (FF001AFB)].Actor.AddSpell() - "<native>" Line ?
	[alias Slave09 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.ReapplyZbfSpell() - "phhshhouseslave.psc" Line ?
	[alias Slave09 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.BehaviourOnUpdate() - "phhshhouseslave.psc" Line ?
	[alias Slave09 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.OnUpdate() - "phhshhouseslave.psc" Line ?
[12/15/2022 - 11:31:13PM] Error: Cannot add a None spell to the actor
stack:
	[ (FF001AAB)].Actor.AddSpell() - "<native>" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.ReapplyZbfSpell() - "phhshhouseslave.psc" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.BehaviourOnUpdate() - "phhshhouseslave.psc" Line ?
	[alias Slave10 on quest PHHSHFlexibleStorage (5D059A2A)].phhshhouseslave.OnUpdate() - "phhshhouseslave.psc" Line ?

 

I haven't tried to restart HSH though or repair the slave list jet.

 

That shouldn't happen.  Which version of Zaz Animation Pack are you using?

Posted

i thought about a way to fix the traning bug where slaves fight each other to death. why not have a traning dummy or something similar spawn and  they attack it for combat.

Posted

@Musje Heya mate, first off welcome back, been a long time user/follower of this wonderful mod and absolutely love it. Got a questions tho, how do I designate a trainer when I have a taskmaster assigned for a location with one physical house cell, but multiple "cell" markers made by the little box next to the cage. Second question is for multi-level homes that have loading screens separating the areas, can I use one single permanent house cell with many little "cell markers" in each area across loading screens, or do I have to use separate house cells and move slaves from on cell location to another for them to move across the loading screen? Example: My house cell is in the Lakeview Manor cellar dungeon, I want to place "markers" from that cell upstairs in the main house denoting "bedroom", "idle" and "cell". Is this possible or do I have to place a second house cell upstairs, remove the cage, then move the slaves I want upstairs from the cellar house cell location, to the upstairs house cell location?

Posted
37 minutes ago, Martok73 said:

@Musje Heya mate, first off welcome back, been a long time user/follower of this wonderful mod and absolutely love it. Got a questions tho, how do I designate a trainer when I have a taskmaster assigned for a location with one physical house cell, but multiple "cell" markers made by the little box next to the cage. Second question is for multi-level homes that have loading screens separating the areas, can I use one single permanent house cell with many little "cell markers" in each area across loading screens, or do I have to use separate house cells and move slaves from on cell location to another for them to move across the loading screen? Example: My house cell is in the Lakeview Manor cellar dungeon, I want to place "markers" from that cell upstairs in the main house denoting "bedroom", "idle" and "cell". Is this possible or do I have to place a second house cell upstairs, remove the cage, then move the slaves I want upstairs from the cellar house cell location, to the upstairs house cell location?

 

Hiya Martok, I believe if they have a loading door you have to do a separate "house marker" as I use the rather excellent Slaver's Guild mod off Schaken mod, made for HSH and have to have new house tokens in each floor, but other than that rather good as far as spacing for Bedroom markers and such 

 

Posted
1 hour ago, kohlteth said:

 

Hiya Martok, I believe if they have a loading door you have to do a separate "house marker" as I use the rather excellent Slaver's Guild mod off Schaken mod, made for HSH and have to have new house tokens in each floor, but other than that rather good as far as spacing for Bedroom markers and such 

 

Ugh, that kinda hurts, as I'd like to "promote" a few slaves to "house slave" and move them to the main areas of Lakeview, Windstad, and a couple custom homes. Have them, "entertain" guests, clean, cook, etc... making use of the idle markers and such.

 

Happen to have a link to that mod you're talking about, I'd like to take a look at it, please and thank you. ?

Posted
2 hours ago, kohlteth said:

Hiya Martok, I believe if they have a loading door you have to do a separate "house marker" as I use the rather excellent Slaver's Guild mod off Schaken mod, made for HSH and have to have new house tokens in each floor, but other than that rather good as far as spacing for Bedroom markers and such


i recommend not promoting that you get mods from there as its a mod theif site. they well known for removing checks on mods stealing mods then putting them behind their "club" i think it was.

as for the slaes you can tell them to send slaves from one camp to another onvce they finish traning. the only issue i had is that they send fully trained slaves taged as trainers also

Posted
1 hour ago, sidfu1 said:


i recommend not promoting that you get mods from there as its a mod theif site. they well known for removing checks on mods stealing mods then putting them behind their "club" i think it was.

as for the slaes you can tell them to send slaves from one camp to another onvce they finish traning. the only issue i had is that they send fully trained slaves taged as trainers also

 

Oh I quite agree, but this particular one has @CliftonJD's blessing to use . I avoid the other places. 

 

2 hours ago, Martok73 said:

Ugh, that kinda hurts, as I'd like to "promote" a few slaves to "house slave" and move them to the main areas of Lakeview, Windstad, and a couple custom homes. Have them, "entertain" guests, clean, cook, etc... making use of the idle markers and such.

 

Happen to have a link to that mod you're talking about, I'd like to take a look at it, please and thank you. ?

 

I will have to DM it to you as that site must have upset people and any link to there gets marked as "Moderated" 

 

 

Posted
2 hours ago, sidfu1 said:


as for the slaes you can tell them to send slaves from one camp to another onvce they finish traning. the only issue i had is that they send fully trained slaves taged as trainers also

 

The next version (posting it this weekend) will fix this: you can mark slaves as designated trainers, and they will stay in the house.

Posted
4 hours ago, Martok73 said:

Ugh, that kinda hurts, as I'd like to "promote" a few slaves to "house slave" and move them to the main areas of Lakeview, Windstad, and a couple custom homes. Have them, "entertain" guests, clean, cook, etc... making use of the idle markers and such.

 

 

You'll need a house token for each area reached by a loading screen.  Within one continuous area, you can place multiple markers (cell, house, bedroom) and assign a slave to a specific marker.

Posted
17 hours ago, Musje said:

You'll need a house token for each area reached by a loading screen.  Within one continuous area, you can place multiple markers (cell, house, bedroom) and assign a slave to a specific marker.

ok, welp now to figure out where to put the token in the main area of lakeview manor so that the little box won't be in the middle of the room when I remove the cage. So I know how to assign slaves to bedroom markers and cell markers, but the house idle markers I'm not sure I understand or know how to assign a slave to those. I also have yet to figure out how to make a slave "clean" the house, like sweep and such. They sometimes use cooking pots if it's in their range, and they use other workstations, but have not figured out how to get them to "clean".

Posted
2 hours ago, Martok73 said:

ok, welp now to figure out where to put the token in the main area of lakeview manor so that the little box won't be in the middle of the room when I remove the cage. So I know how to assign slaves to bedroom markers and cell markers, but the house idle markers I'm not sure I understand or know how to assign a slave to those. I also have yet to figure out how to make a slave "clean" the house, like sweep and such. They sometimes use cooking pots if it's in their range, and they use other workstations, but have not figured out how to get them to "clean".

the box is in same spot so just spawn a extra token then see where box is and use that to palce the cage then remove cage

musje how far does the cell token allow sandboxing? if you see in this

Spoiler

SS774.thumb.png.9f461cfb0e58a04b4fc437502377e356.png

(sorry its a bit dark) but they use the ones on the right for beds but the ones a bit farther north are ignored.
also i fixed my issue with them wandering.  your changes made it so that when i put a slave into HSH  i have to tell them their cell/bed area or they will wander around from  cell to cell marker and also sandbox.
so now for me its
1. put slave in HSH
2. tell them this is their pen and bed
3. tell them to go to cell.

if i dont do the abovre they will wander around.

Posted
6 hours ago, Martok73 said:

ok, welp now to figure out where to put the token in the main area of lakeview manor so that the little box won't be in the middle of the room when I remove the cage. So I know how to assign slaves to bedroom markers and cell markers, but the house idle markers I'm not sure I understand or know how to assign a slave to those. I also have yet to figure out how to make a slave "clean" the house, like sweep and such. They sometimes use cooking pots if it's in their range, and they use other workstations, but have not figured out how to get them to "clean".

If you are getting rid of the cage anyway, shove it through the wall so that the box is just up against it (the wall). Then, when you remove the cage, all you have is a box next to the wall. This is the only way I've ever managed to get one in Breezehome although I don't usually use it that way in Lakeview Manor.

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