EinarrTheRed Posted October 8, 2016 Posted October 8, 2016 Nightmaster Vampires, may or may not be DLC1 content. That is, they were in the game before DLC1 and that DLC introduced a modified version of them, so technically there's two types but if you have the DLC content you should only see that version. The Nightmaster actorbases are built pretty much the same as Vampire Fledglings, Nightstalkers, Mistwalkers, Ancient Vampires, etc. They're just in a different level group. They all use the breton, nord, imperial, high elf or dark elf vampire races. Nightmasters are a "boss" encounter, always level 65 and are located in the DLC1SubCharVampireBoss07 table which in turn forms the top level of the LCharVampireBoss table / encounter marker. In short, if Vampire Fledglings aren't bugging there's no reason I can see that the Nightmasters should be, they're built essentially the same, just the latter is higher level and has additional skills and perks. If the encounter tables haven't been modded you will not encounter them unless you are level 60+ or its a special encounter. Both also use the same physical appearance (DLC and non DLC vamps); they're all ugly, typically have glowing eyes, bestial greyish faces that don't match their body skin properly and of course fangs visible when they smile or talk. But that's also unmodded. Various mods may make changes to any of the above and a lot of them do, so do some magic mods. Some mods make fairly extreme changes. And of course, all vampires suck (especially vampire "lords"). If the dremora happen to be from Dagon's shrine, I've not had issues with those in the past the one time I tried it just to see what would happen. If the dremora come from something else, no idea. There are a couple simple mods that make female dremora that simply flip the gender flag (in other words they're exactly the same, they just had a sex change), those should be okay.
CliftonJD Posted October 8, 2016 Posted October 8, 2016 Nightmaster Vampires, may or may not be DLC1 content. That is, they were in the game before DLC1 and that DLC introduced a modified version of them, so technically there's two types but if you have the DLC content you should only see that version. The Nightmaster actorbases are built pretty much the same as Vampire Fledglings, Nightstalkers, Mistwalkers, Ancient Vampires, etc. They're just in a different level group. They all use the breton, nord, imperial, high elf or dark elf vampire races. Nightmasters are a "boss" encounter, always level 65 and are located in the DLC1SubCharVampireBoss07 table which in turn forms the top level of the LCharVampireBoss table / encounter marker. In short, if Vampire Fledglings aren't bugging there's no reason I can see that the Nightmasters should be, they're built essentially the same, just the latter is higher level and has additional skills and perks. If the encounter tables haven't been modded you will not encounter them unless you are level 60+ or its a special encounter. Both also use the same physical appearance (DLC and non DLC vamps); they're all ugly, typically have glowing eyes, bestial greyish faces that don't match their body skin properly and of course fangs visible when they smile or talk. But that's also unmodded. Various mods may make changes to any of the above and a lot of them do, so do some magic mods. Some mods make fairly extreme changes. And of course, all vampires suck (especially vampire "lords"). If the dremora happen to be from Dagon's shrine, I've not had issues with those in the past the one time I tried it just to see what would happen. If the dremora come from something else, no idea. There are a couple simple mods that make female dremora that simply flip the gender flag (in other words they're exactly the same, they just had a sex change), those should be okay. ok so to sum it up we have a dlc boss who can appear earlier as a special encounter modded bosses tend to be accident prone - pahe would consider a dlc anything the same as a modded anything, because we don't have the dlc as a requirement nor that mod so all those aliases that are filled are done to the vanilla game, not the dlc and the factions within those aliases will not include any factions added by the dlc or other mods. explain that better over skype, its not a actorbase issue like naked bandits. its either a faction issue due to factions added or the enable marker was used if its the latter i can bet fred won't have any issues this game
fred200 Posted October 8, 2016 Posted October 8, 2016 After a good 20 hours running HSH after my save game disaster, my save file is up to 14MB, which is quite reasonable considering I finished up the Dark Brotherhood, Dawnguard, and Thieves Guild. Note: It always bothered me killing Vitoria Vici. It works just as well to enslave her. She is so happy as my slave she gave me her house key. Karlia also makes a dandy slave. She still has all her custom dialogue and makes me her poison. Safe to say I have not done whatever is required to trigger the collapse. I suspect "Snap out of it" to the wrong slave at the wrong time. Additional note: Papyrus Script Scalpel shows a total of 7 active scripts in my latest save. 5 Skyrim, 2 Home Sweet Home. I thing I have two trainers working, so that looks great.
frear Posted October 9, 2016 Posted October 9, 2016 How do you actually continue the questline after bringing your first three slaves to the work camps? The 'Dispensing Justice' quest is still open in my diary but there are no new objectives and I haven't noticed any new dialogue options with the bartender or the jarls. I'm not sure if this is a bug or if I'm missing something obvious. I am running version 1.00
fred200 Posted October 9, 2016 Posted October 9, 2016 One TES5Edit error I would like to see cleaned up is: [00:00] Checking for Errors in [29] PAH_HomeSweetHome.esp [00:02] PHHSHStorageGoToCell [DLBR:2900944C] [00:02] DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL NULL references always imply eventual CTD to me. But I am just cautious.
fred200 Posted October 10, 2016 Posted October 10, 2016 Musje: I have a feature request On Home and Camp slave displays please don't scroll the right pane. If I select a slave on the left pane, it would be really nice to see the results on the right side, and not have to scroll all the way back up to the top. With a lot of slaves I spend all my time scrolling...
fred200 Posted October 10, 2016 Posted October 10, 2016 Musje I had occasion to review your code, looking for bouncing sex training values. No luck there. Some people read tea lives to learn about others; I read code. Any creative endeavor tends to reflect who we are as people; so I will hazard the following observations: You either currently work as a commercial programmer or you have in the past. You are a native English speaker. You have a high attention to detail. Possibly ex military. Not much evidence on that. Very good use of logic. Only possible change I would suggest to your code is replacing the remaining OnEvents with OnSingleEvents. There are not many. Observations are based on program structure, degree of documentation, spelling and syntax (even in comments) and logical presentation. I will be hanging onto this source to use as a personal reference. Good job!
Musje Posted October 10, 2016 Author Posted October 10, 2016 You either currently work as a commercial programmer or you have in the past. You are a native English speaker. You have a high attention to detail. Possibly ex military. Not much evidence on that. Very good use of logic. Used to do programming for a living in my days Not a native speaker but I pretty much only speak English on the job. And I did do some work for the military. So not a bad guess My code is a bit messy I think. I am used to code on tight deadlines with little regard for neatness
fred200 Posted October 10, 2016 Posted October 10, 2016 You either currently work as a commercial programmer or you have in the past. You are a native English speaker. You have a high attention to detail. Possibly ex military. Not much evidence on that. Very good use of logic. Used to do programming for a living in my days Not a native speaker but I pretty much only speak English on the job. And I did do some work for the military. So not a bad guess My code is a bit messy I think. I am used to code on tight deadlines with little regard for neatness You are about the only programmer I have seen to have no typos in your very clear comments. That is more rare than you might think. Shows an unusual appreciation for your own work - and the need to maintain it. Military was a reach - you used "AWOL", which everyone knows, but only military seem to use. Non-native English speakers almost always let a difference in wording or phrasing slip in - especially in comments. I saw none of that.
Hambam9871 Posted October 12, 2016 Posted October 12, 2016 Is it possible to purchase a slave at the auction?
Musje Posted October 13, 2016 Author Posted October 13, 2016 Yes. Not the auction that is part of the quest, but after that you can bid on any lot you haven't brought in yourself. There will always be 3 slaves in stock for auction if there is room in the cells (these slaves are marked with an * in the roster, and cannot be commanded). When such a slave is brought up on the block, there should be a message "Press Enter to bid". When you press Enter you agree to bid the amount last called ouit by the auction master. If that bid is the winning one, the slave is brought back to the cell and is now yours.
sidfu Posted October 14, 2016 Posted October 14, 2016 if the patched version includes the hunter patch can u remove the hunter patcch confuseing if should use it or not. also have u thought about a option for random greetting pose? u could have it like finis sexy move where u chose which one u dont want and when they greeet u it choses randomly. that way u could add a bunch of poses or even have poses based on certain slave stats.
Musje Posted October 14, 2016 Author Posted October 14, 2016 Not a bad idea, I will take a look at it when I expand the Poses stuff
Lukas1234 Posted October 18, 2016 Posted October 18, 2016 I have an Issue. My slaves doesn't strip or dress lighter if I tell them well there do but only if I leaf the house and come back. the ''I will tie you up'' option ''let's try one of these toys'' also don't work. And it looks like there generelly animations missing. If I order them to go in the cell on the cross for example there just standing there before the cross. Does someone know how I can solve that?
Iiago Samael Posted October 18, 2016 Posted October 18, 2016 Hi there! I really like your mod and everything worked pretty good, concerning the quests and the stability. But when it comes to setting up those camps I have run into a problem. I am able to set up the first cage, but the markers I placed afterwards never turn into solid structures, not even when a slave is present. They just remain markers. Setting up torture tools however, works just fine, I wish the camp setup worked that way too. Did I missanderstand something or am I just doing it wrong, since I have not read that anybody has had this problem before, so I am guessing it has to be me who is stupid. Could you please write a short guide on how to set up those camps, so that those markers actually turn into working objects? In any case, thank you for a great mod!
Musje Posted October 18, 2016 Author Posted October 18, 2016 Hi there! I really like your mod and everything worked pretty good, concerning the quests and the stability. But when it comes to setting up those camps I have run into a problem. I am able to set up the first cage, but the markers I placed afterwards never turn into solid structures, not even when a slave is present. They just remain markers. Setting up torture tools however, works just fine, I wish the camp setup worked that way too. Did I missanderstand something or am I just doing it wrong, since I have not read that anybody has had this problem before, so I am guessing it has to be me who is stupid. Could you please write a short guide on how to set up those camps, so that those markers actually turn into working objects? In any case, thank you for a great mod! The markers are not supposed to turn into solid structures, and will always disappear when you exit placement mode. They are just to tell slaves where the cell, bedroom and living rooms are. The torture devices are meant to be permanent. Maybe a little guide is in order
Musje Posted October 18, 2016 Author Posted October 18, 2016 I have an Issue. My slaves doesn't strip or dress lighter if I tell them well there do but only if I leaf the house and come back. the ''I will tie you up'' option ''let's try one of these toys'' also don't work. And it looks like there generelly animations missing. If I order them to go in the cell on the cross for example there just standing there before the cross. Does someone know how I can solve that? If you get the "dress lighter" option, you have the SerialStrip mod installed as well, right? Try placing that mod above HSH in the load order. If that doesn;t help, turn off the Animated Stripping option in the MCM menu for HSH Not sure about the missing animations. The Tie Up actions come in 3 varieties: - In place: like the rope bondage ones. They are executed whereever the slave happens to be. - On a cell, wall or bedroom marker. This relies on those markers having been placed and being accessible to the slave, and the slave being close enough to the marker to find it (within the same room should generally be close enough). Keep in mind that building a house cage or camp will give you only a house and cell marker, but no bedroom or wall markers. - On a Zaz Bondage device: this is the "one of these toys" option. If no Zaz furniture exists in the house, the slave will just stand there.
fred200 Posted October 18, 2016 Posted October 18, 2016 Quick question I have not been able to figure out. What is the intent of "Dress lighter"? What should I expect? I have never been able to see any change, so I don't know if it is working or not...
Musje Posted October 18, 2016 Author Posted October 18, 2016 Dress Lighter uses SerialStrip to have the slave strip one item of clothing. It respects the SL Do Not Strip filter. Try the function after fully dressing a slave.
Derp McDerp Posted October 19, 2016 Posted October 19, 2016 I think I might be stuck.... On the quest, Dispensing Justice, I've given three bandits to the labor camps. The new objective seems to be unending, just turn in more if I want more money. I've turned in two to all three camps hoping to see if that would trigger something, but I didn't notice a change. The bartender at the inn has nothing new to say. I know *something* is supposed to happen but I'm not sure what or where to go. I haven't spoken to any Jarls in this playthrough and do not own property...is that possibly the issue? Any help would be much appreciated!
Musje Posted October 19, 2016 Author Posted October 19, 2016 I think I might be stuck.... On the quest, Dispensing Justice, I've given three bandits to the labor camps. The new objective seems to be unending, just turn in more if I want more money. I've turned in two to all three camps hoping to see if that would trigger something, but I didn't notice a change. The bartender at the inn has nothing new to say. I know *something* is supposed to happen but I'm not sure what or where to go. I haven't spoken to any Jarls in this playthrough and do not own property...is that possibly the issue? Any help would be much appreciated! Wait a day in the open (not inside a major city) and someone should appear to help the quest along. They need some time to find you and if you move around a lot (teleporting), it can take even longer.
Derp McDerp Posted October 19, 2016 Posted October 19, 2016 I think I might be stuck.... On the quest, Dispensing Justice, I've given three bandits to the labor camps. The new objective seems to be unending, just turn in more if I want more money. I've turned in two to all three camps hoping to see if that would trigger something, but I didn't notice a change. The bartender at the inn has nothing new to say. I know *something* is supposed to happen but I'm not sure what or where to go. I haven't spoken to any Jarls in this playthrough and do not own property...is that possibly the issue? Any help would be much appreciated! Wait a day in the open (not inside a major city) and someone should appear to help the quest along. They need some time to find you and if you move around a lot (teleporting), it can take even longer. That did the trick, thanks! Also, the incident happened as I was talking to the jarl of Whiterun...awkward
Lukas1234 Posted October 20, 2016 Posted October 20, 2016 I have an Issue. My slaves doesn't strip or dress lighter if I tell them well there do but only if I leaf the house and come back. the ''I will tie you up'' option ''let's try one of these toys'' also don't work. And it looks like there generelly animations missing. If I order them to go in the cell on the cross for example there just standing there before the cross. Does someone know how I can solve that? If you get the "dress lighter" option, you have the SerialStrip mod installed as well, right? Try placing that mod above HSH in the load order. If that doesn;t help, turn off the Animated Stripping option in the MCM menu for HSH Not sure about the missing animations. The Tie Up actions come in 3 varieties: - In place: like the rope bondage ones. They are executed whereever the slave happens to be. - On a cell, wall or bedroom marker. This relies on those markers having been placed and being accessible to the slave, and the slave being close enough to the marker to find it (within the same room should generally be close enough). Keep in mind that building a house cage or camp will give you only a house and cell marker, but no bedroom or wall markers. - On a Zaz Bondage device: this is the "one of these toys" option. If no Zaz furniture exists in the house, the slave will just stand there. thats the problem the In place animations work perfectly but the On a cell,wall or betroom marker don't there move to the markers the funiture appears but the animation is missing. the "one of these toys" option doesn't work at all (and I placed funiture). and the dance option doesn't work ether. but the stip option works if I disabble the animations for it in the MCM If I enter the MCM the Paradise Halls extender says status unknown click to restart. could that have something to do with it? And if how can I solve that. Thank you in advance and the answer your have already given
CliftonJD Posted October 20, 2016 Posted October 20, 2016 I have an Issue. My slaves doesn't strip or dress lighter if I tell them well there do but only if I leaf the house and come back. the ''I will tie you up'' option ''let's try one of these toys'' also don't work. And it looks like there generelly animations missing. If I order them to go in the cell on the cross for example there just standing there before the cross. Does someone know how I can solve that? If you get the "dress lighter" option, you have the SerialStrip mod installed as well, right? Try placing that mod above HSH in the load order. If that doesn;t help, turn off the Animated Stripping option in the MCM menu for HSH Not sure about the missing animations. The Tie Up actions come in 3 varieties: - In place: like the rope bondage ones. They are executed whereever the slave happens to be. - On a cell, wall or bedroom marker. This relies on those markers having been placed and being accessible to the slave, and the slave being close enough to the marker to find it (within the same room should generally be close enough). Keep in mind that building a house cage or camp will give you only a house and cell marker, but no bedroom or wall markers. - On a Zaz Bondage device: this is the "one of these toys" option. If no Zaz furniture exists in the house, the slave will just stand there. thats the problem the In place animations work perfectly but the On a cell,wall or betroom marker don't there move to the markers the funiture appears but the animation is missing. the "one of these toys" option doesn't work at all (and I placed funiture). and the dance option doesn't work ether. but the stip option works if I disabble the animations for it in the MCM If I enter the MCM the Paradise Halls extender says status unknown click to restart. could that have something to do with it? And if how can I solve that. Thank you in advance and the answer your have already given send me the log here: http://www.loverslab.com/topic/61324-paradise-halls-enhanced-pahe-repacked-with-the-customary-addons/page-65?do=findComment&comment=1711614
Lukas1234 Posted October 20, 2016 Posted October 20, 2016 Thaks but I solved it even if I don't know how it does work now
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