Pfiffy Posted February 11, 2023 Posted February 11, 2023 (edited) 1 hour ago, kohlteth said: I was thinking about this inability to lock them into place last night and the 50 max limit of Zaz Helper plus. Has anyone concidered using DM3 instead? that furniture has (in my mind) better animations, doesn't have the alignment issues of Zaz and they STAY IN PLACE in DM3.. I just feel that for some reason this alternative is forgotten too easily One Problem is that you have different versions for SE and LE. The SE version is still in BETA and it was breaking at a certain point. I didn't follow that for awhile,so might be already solved, but it was a papyrusutil issue... It is pretty good, but it has not much material and it works with its own 'engine' that makes it a bit complicated to integrate it in the way we are discussing it. I usually put some Non-Uniques into the Lemon or Hot Cider stands, and let them produce milk and Soulgems...My HSH Slaves like that, I often see them taking a short break for having a drink...and I can collect the tips. If the Task master is still able to do the Job if she is bound I found a solution that will at least work for my planned Whitrun Brothel. I took some Screen shots to show my troubles.... Spoiler This is the perfect place.... This will be the entertainment area, on the left you can see a bit of the cage, this is not the HSH Cage, but I placed it there and then removed it. Colst ot the point from which i took this picture we have the Training area: and the part I would like to use as area for slaves that need a rest: Home, sweet home..... And another Cell for fresh meat, what you can't see here, is that the room is full of sit an lay down markers, so that slaves will not simply stay around and wait there... Edited February 11, 2023 by Pfiffy
kohlteth Posted February 11, 2023 Posted February 11, 2023 47 minutes ago, Pfiffy said: One Problem is that you have different versions for SE and LE. The SE version is still in BETA and it was breaking at a certain point. I didn't follow that for awhile,so might be already solved, but it was a papyrusutil issue... It is pretty good, but it has not much material and it works with its own 'engine' that makes it a bit complicated to integrate it in the way we are discussing it. I usually put some Non-Uniques into the Lemon or Hot Cider stands, and let them produce milk and Soulgems...My HSH Slaves like that, I often see them taking a short break for having a drink...and I can collect the tips. If the Task master is still able to do the Job if she is bound I found a solution that will at least work for my planned Whitrun Brothel. I took some Screen shots to show my troubles.... A shame, I have been playing with the DM3 Gamma version and it seems to work pretty well, plus there is also another pack for it now :- PRJ Furniture pack. Anyways, I have been testing it in my personal convert of Prison of Despair, and the prisoners / slaves have been discovering a new meaning of serving "hard time" and they seem to earn training too. 1
Pfiffy Posted February 11, 2023 Posted February 11, 2023 (edited) Spoiler 1 hour ago, kohlteth said: A shame, I have been playing with the DM3 Gamma version and it seems to work pretty well, plus there is also another pack for it now :- PRJ Furniture pack. Anyways, I have been testing it in my personal convert of Prison of Despair, and the prisoners / slaves have been discovering a new meaning of serving "hard time" and they seem to earn training too. Looks cool... If they really get pose training it is an alternative for keeping Pahe slaves in place and prepare them for the final over-all-training. But it will not solve my marker problems in HSH, because that is not only about what you do with the slaves but also about what slaves do on their own. It doesn't mater how much much furniture you have, if the Slaves don't use it, or don't use it in the way you want it. Take the bondage beds: Because they don't have a sleep marker, they will be used as torturing devices, even if the slaves just lay on them... ok, they are somehow bound... but after a really hard day it will not matter if you get bound or not as long as you can lay down for a while. Did you place them in the 'furniture with the HSH/PAHE dialogues or with the DM3 Dialogues? Edited February 11, 2023 by Pfiffy
kohlteth Posted February 11, 2023 Posted February 11, 2023 (edited) 13 minutes ago, Pfiffy said: ooks cool... If they really get pose training it is an alternative for keeping Pahe slaves in place and prepare them for the final over all training. But it will not solve my marker problems in HSH. Did you place them in the 'furniture with the HSH/PAHE dialogues or with the DM3 Dialogues? DM3 but I am sure there must be a way to bridge the gap, someone must know a way since DM series offers just as much as zaz and has , possibilities as far as alignment and stay in place . No actually I used PAHE "slave I need you to do something" dialogue Edited February 11, 2023 by kohlteth
Pfiffy Posted February 11, 2023 Posted February 11, 2023 20 minutes ago, kohlteth said: DM3 but I am sure there must be a way to bridge the gap, someone must know a way since DM series offers just as much as zaz and has , possibilities as far as alignment and stay in place . No actually I used PAHE "slave I need you to do something" dialogue And they stay there after cell change and get pose xp....do you have a link for the add on?
kohlteth Posted February 11, 2023 Posted February 11, 2023 (edited) 21 minutes ago, Pfiffy said: And they stay there after cell change and get pose xp....do you have a link for the add on? https://www.loverslab.com/files/file/21348-sse-prj-furniture-pack-a-dm3-furniture-pack/ They stay there until I let them out Edited February 11, 2023 by kohlteth
Jasmine92 Posted February 11, 2023 Posted February 11, 2023 4 hours ago, Pianocat said: On 1/13/2023 at 10:28 PM, fred200 said: Thanks! Last time you told us to overwrite DOM... HSH 1.31 SE bug report: Melina has darkface bug. Easy fix: exporting facegen in CK. Everyone else - so far - looks fine. I have the exact same bug. Any other way to get ride of it? Perhaps should it be fixed in the next version? There is a mod for that https://www.nexusmods.com/skyrimspecialedition/mods/42441 2
Pianocat Posted February 11, 2023 Posted February 11, 2023 1 hour ago, Jasmine92 said: There is a mod for that https://www.nexusmods.com/skyrimspecialedition/mods/42441 Thank you very much !
Martok73 Posted February 12, 2023 Posted February 12, 2023 16 hours ago, Pfiffy said: After further reading I think that you can agree with me, if I say it is a good Idea to have seperate markers for training and sandboxing. Never said it wouldn't be, it's just not an option as of the current way the markers work. 16 hours ago, Pfiffy said: but it make sense to have an option to keep the Taskmaster in a good position. It does, but it's just not available currently. 16 hours ago, Pfiffy said: And if it would be possible to define a Sleeping area, the Slaves might use the availible beds there, but also use all near by furniture to 'take a rest' The important thing here is that the slaves don't look for the next bed they can find, but go to a predefined area and use what ever there is. With abit of setup and finagling something like this technically is possible but requires the area in question to be almost perfectly setup prior to adding any markers for slaves, such as beds need to be close, normal furniture needs to be in the same area along with other npc idle markers placed via the CK. I have a "similar" area setup in the Lakeview Manor dungeon cellar extension. It has a room with 3 beds and a couple chairs and wall lean idle markers. I placed a cell marker, a bedroom marker, and a house idle marker in the room, and my slaves will use the beds, lean against the wall, and sit in the chairs, and even "eat" like normal npc's as well. The cell marker designates the area as their "holding" where they go when told to return to their cell. While the bedroom marker enables them to use the beds when set to idle without being told to return to their cell, and the house idle marker enables them to use the normal chairs and other npc idle markers in the room just like any normal npc would. Now if you did not want the area to be used as a "cell" then only place the bedroom marker and the house idle marker. I know it is still not exactly what you want, but it gives you a starting point to kinda get close to what you're looking for with what we have available currently. 16 hours ago, Pfiffy said: About the Filthy Heritage locations: They don't have any load doors, but some of them are big enough that you can use even more than 1 House cell token in them.... Without loading screens separating the areas only one single permanent house cell token can be placed at a time. So that would kill the idea of being able to only have training in the cellar and entertainment in the main hall because all slaves would use all available markers all the time. 16 hours ago, Pfiffy said: You should take a look at them, so we can share Ideas for setting them up. Since these places are made as Slaver homes, they show what we don't have... I wonder what you would say about Rifton and Falkreath. I have them downloaded just have not installed them to test yet as I've got some other testing going on atm, but will take a look at them hopefully in the near future. 16 hours ago, DonQuiWho said: Hi Just wanted to say 'Thank You VM' for the really comprehensive set of notes/advice as to how to use HSH and its features I've been playing with PAH/HSH/AYGAS for years and have never seen as complete a guide So can I please make a suggestion? At the moment. the notes and the overall discussion you've had with @Pfiffy are a bit fraagmented. Is there any way you could pull the whole thing together as one single, basic, guide - maybe even in some sort of Q&A format - that could be left here for the rest of us who are still merely muddling along/guessing a lot of the time I'd hope @Musje might welcome such, something that could be put into a single text file to include in the mod downloads, as it could be a great help both old and new users alike Just my tuppenceworth. And thanks again for both your, and @Pfiffy 's, time and trouble! DQW You're welcome, and maybe if I can find the time to consolidate everything into one post/document possibly, as it is now, it's just a collection of posts and replies with some advice and explanations of how things work gleaned from my own experience using HSH over several hundred hours of in game play in multiple save files, locations and scenarios. It would be just a matter of having enough time to go back thru everything and piece it together, or worst case scenario having enough time to sit down and write something up from scratch, which I'm not very good at anymore as my poor brain doesn't work like it used to in my youth. Two strokes and a neurological disorder kinda hampers my ability to focus and concentrate for very long now. ☹️ 1
jouda1212 Posted February 12, 2023 Posted February 12, 2023 (edited) Hello, can you please help me what i'm doing wrong? I trying to make to work HDT Chains from Heretical resources. So according to doc, i create chain (via spell), then "I'm going to tie you up", ..., select "this chain will look pretty on you" - then slave should be kicked off, but nothing happens (i tried waiting minute+). - now in menu appear new line "You have been punsihed enought", but nothing happens. What i'm doing wrong? (i tried to give slave collar and shackless, tried in Breezehome and in Hunter, nothing changed) Oldrim, PAHE 8.1.9, HSH1.31, Paradise halls MiasLair patch, PAHE_DwarvenDeviousSuit1.1_SJ_fix, and ofc. DD5, ZAP9 CBBE-HDT patch 9.2, DD LE5.1, HDT elsewhere working good. Solved: when i enabled "Use BDSM furnitures in designated locations", everything starts to work ? except very strange poses, but it's not problem of mod anyway. Thanks for any help P.S. end, can you please tell me, how to use "Wall ring for slaves"? I can only attach followers or myself and it apear there is not release Edited February 12, 2023 by jouda1212 solved
Pfiffy Posted February 12, 2023 Posted February 12, 2023 3 hours ago, Martok73 said: With abit of setup and finagling something like this technically is possible but requires the area in question to be almost perfectly setup prior to adding any markers for slaves, such as beds need to be close, normal furniture needs to be in the same area along with other npc idle markers placed via the CK. I have a "similar" area setup in the Lakeview Manor dungeon cellar extension. It has a room with 3 beds and a couple chairs and wall lean idle markers. I placed a cell marker, a bedroom marker, and a house idle marker in the room, and my slaves will use the beds, lean against the wall, and sit in the chairs, and even "eat" like normal npc's as well. The cell marker designates the area as their "holding" where they go when told to return to their cell. While the bedroom marker enables them to use the beds when set to idle without being told to return to their cell, and the house idle marker enables them to use the normal chairs and other npc idle markers in the room just like any normal npc would. Now if you did not want the area to be used as a "cell" then only place the bedroom marker and the house idle marker. I know it is still not exactly what you want, but it gives you a starting point to kinda get close to what you're looking for with what we have available currently. So removing the Bed marker will stop them from using the wrong beds and do at least some ideling with the right ones. 3 hours ago, Martok73 said: Without loading screens separating the areas only one single permanent house cell token can be placed at a time. So that would kill the idea of being able to only have training in the cellar and entertainment in the main hall because all slaves would use all available markers all the time. YES.... A weak point of the housemarker as it is. And If I remove the house marker and just place cell markers I loose control over where a slave will go and they will just stand around and do nothing, I suppose... 3 hours ago, Martok73 said: I have them downloaded just have not installed them to test yet as I've got some other testing going on atm, but will take a look at them hopefully in the near future. Same here.... I'm at finalizing my version of TDF prostitution and found out that one of the main scripts is bugged. I'm not good at writing scripts and doing it with fever is no fun... I think I said it before: I have never seen a location that couldn't be handled by HSH. But the Heritage homes will always make you think that HSH is missing this and that and also that... Right now I'm thinking about making an HSH add-on for Filthy heritage, with modified markers/sandbox packages that are already set. Maybe something like buying it at the Restless Hunter to activate it, so Musje does not have to change anything in HSH itself. The Outcome could also be used as a HSH House expansion add on for Freaks like me...
t.ara Posted February 12, 2023 Posted February 12, 2023 (edited) 11 hours ago, kohlteth said: DM3 but I am sure there must be a way to bridge the gap, someone must know a way since DM series offers just as much as zaz and has , possibilities as far as alignment and stay in place . No actually I used PAHE "slave I need you to do something" dialogue Only before some nonsence is been spreaded: ZAP is not using any sort of furniture-related framework, it only contains skyrim-compatible furnitures which have all the features of serious and game-compatible furnitures. All their issures depend on FNIS, not on ZAP. To surround this, you simply need to stop using FNIS !!! (okay, I added also two furnitures, which are made with activators, but in an own new way-seems to be hard to be discovered-LOL) DM3 is using code like DD for getting a pose together with a statical element. This is no furniture. It has no support to handle individual scripts like a serious furniture of skyrim is offering. I do not see any sort of features, which offer variations of those creations for the quest-mod/creators. To create such a stuff you take an activator and write some few lines of code and you get your suiting "furniture" with 100% alignment for the NPC and player-it´s very easy, because the static element is simply respawned and exchanged onto the animation and then it is 100% in alignment. For this sort of stuff you need not even to trim the animation, it ´s always working very easy, as long you have a suiting body-scale...but race-to-scale can also be used inside of a script, I guess. As it is an old tight and wise rule: a script is only used if NO other sort of technical way is possible. If you look for the best working stuff actually then play DD. It has a failsafe code and it is using a replacer-method. No alignment issures and working for everybody. It can be very easy filled up with new "furniture-elements" without ending. KIMY will always be open-minded for such an action and welcome such integration between this and a next update. DM3´s content amount seems to me quite countable in compare with ZAP. The structure of stuff is visualizing, that this assets simply have nothing to do with a furniture: (a next problem to me personally is the way of their collision in some few cases-but that´s marginal) This DM3 mod for SSE should be also possible to start it inside of SLE after some simple changes. The add-on-pack for DM3 offers some additional DAZ-furnitures (JFurnitures) which all are sadly on a very modern route. Edited February 12, 2023 by t.ara
kohlteth Posted February 12, 2023 Posted February 12, 2023 36 minutes ago, t.ara said: ZAP is not using any sort of furniture-related framework, it only contains skyrim-compatible furnitures which have all the features of serious and game-compatible furnitures. All their issures depend on FNIS, not on ZAP. To surround this, you simply need to stop using FNIS !!! (okay, I added also two furnitures, which are made with activators, but in an own new way-seems to be hard to be discovered-LOL) DM3 is using code like DD for getting a pose together with a statical element. This is no furniture. It has no support to handle individual scripts like a serious furniture of skyrim is offering. I do not see any sort of features, which offer variations of those creations for the quest-mod/creators. To create such a stuff you take an activator and write some few lines of code and you get your suiting "furniture" with 100% alignment for the NPC and player-it´s very easy, because the static element is simply respawned and exchanged onto the animation and then it is 100% in alignment. For this sort of stuff you need not even to trim the animation, it ´s always working very easy, as long you have a suiting body-scale...but race-to-scale can also be used inside of a script, I guess. As it is an old tight and wise rule: a script is only used if NO other sort of technical way is possible. If you look for the best working stuff actually then play DD. It has a failsafe code and it is using a replacer-method. No alignment issures and working for everybody. It can be very easy filled up with new "furniture-elements" without ending. KIMY will always be open-minded for such an action and welcome such integration between this and a next update. @t.ara Hi, I wasn't saying Zaz is bad, I love zaz myself, I was just suggesting a solution for @Pfiffy to his "lock in place" issue . We all love Zaz/ Zap, wish Zap 9 was on SE though, but we can dream I would stop using FNIS if Nemesis worked right. 1
Pfiffy Posted February 12, 2023 Posted February 12, 2023 8 minutes ago, kohlteth said: @t.ara Hi, I wasn't saying Zaz is bad, I love zaz myself, I was just suggesting a solution for @Pfiffy to his "lock in place" issue . We all love Zaz/ Zap, wish Zap 9 was on SE though, but we can dream I would stop using FNIS if Nemesis worked right. The lock in place issue is only one point: The tools are there, but they are not just not integrated enough or are lacking the capacity for my needs. Sooner or later we will all have to switch over to Nemesis since this is in development, while FNIS is at the End-OF-Lifetime. Fore has retiered...By now FNIS is still my choice, because it is working out of the box. But sooner or later Nemesis will reach that point of development, too.
t.ara Posted February 12, 2023 Posted February 12, 2023 36 minutes ago, kohlteth said: @t.ara Hi, I wasn't saying Zaz is bad, I love zaz myself, I was just suggesting a solution for @Pfiffy to his "lock in place" issue . We all love Zaz/ Zap, wish Zap 9 was on SE though, but we can dream I would stop using FNIS if Nemesis worked right. The problem is not to decide for or against omething: the problem I see is that the terms of the game are used incorrectly, often this starts by using the term "furniture" for assets, which are based on statical elements, mostly used inside of DD and DM as activators or as animated objects. A furniture is defined by the game and can be located by opening the Creation-Kit. You won´t be able to find there stuff made by DM, nor is there available stuff made by DD. The lock in place issure is only possible with the DD or DM services. Or you look for the code made in the very past inside of the undergound bathing-mod-it allows to put NPCs off the street and lock them into shackle-restraints into jail. This can be made of course for endless more NPCs. A "furniture-lock" is offered by DD which seems to work for NPCs. ZAP offers btw. also a nice lock-mechanic, which depends on weared rope-restraints or other ZAP-sensitive restraints against jumping. No jump is in that case a keyword of ZAP, which is hindering the actor to leave the activators and this is I think the best way to simulate a real mechanic of such a type: as long the rope or other stuff is weared, the character is simply inside of the asset. For NPCs there are OTHER rules. Bethesda has NPCs inside of shackle wall markers, which can become released by the player. I would build my mod on that code of bethesda-it is working! NPCs do not use a dialogue and as long they do have AI sandboxing, they will glitch thru walls and go their way. They follw to their daily route. You can instead create new NPCs and spend new AI-sandboxing onto them. They use restraint furnitures in a same way like standard furnitures and you won´t be able to make them feel a difference. Aside of all this I have very very less issures with the NPC alignment, which is increasing, if you use some special mods, which make this all screw up more. I still am on FNIS and maybe I can solve the problem of the furniture-integration in future. (Am still busy on the way how FNIS is spreading new furniture-behaviors into the game, slowly slowly...I´m sadly no educated programmer)
t.ara Posted February 12, 2023 Posted February 12, 2023 17 minutes ago, Pfiffy said: The lock in place issue is only one point: The tools are there, but they are not just not integrated enough or are lacking the capacity for my needs. Sooner or later we will all have to switch over to Nemesis since this is in development, while FNIS is at the End-OF-Lifetime. Fore has retiered...By now FNIS is still my choice, because it is working out of the box. But sooner or later Nemesis will reach that point of development, too. Nemesis is not anymore in development as I am with participants and supporters of the latest creators in session, sometimes. It is as it is. FNIS fails on the furniture integration and NEMESIS fails on the creature-support AND on the integration of AA-animation-sets-which means that you can not use all the mods, which have AA-sets inside of them. You can only get RID of those AA sets and create those directly for NEMESIS. Some are mixing and use both-but it´s little confusing and no good idea for most users. Anyway does this profit only the real NEMESIS mods and deny to use AA-stuff.
Pfiffy Posted February 12, 2023 Posted February 12, 2023 43 minutes ago, t.ara said: Nemesis is not anymore in development as I am with participants and supporters of the latest creators in session, sometimes. It is as it is. FNIS fails on the furniture integration and NEMESIS fails on the creature-support AND on the integration of AA-animation-sets-which means that you can not use all the mods, which have AA-sets inside of them. You can only get RID of those AA sets and create those directly for NEMESIS. Some are mixing and use both-but it´s little confusing and no good idea for most users. Anyway does this profit only the real NEMESIS mods and deny to use AA-stuff. So as long as Nemesis fails on the creatures it will not become a replacement for FNIS. For me this means, that it needs further devlopment: No matter what the developers say. Even if the development just means to make mixing easier and less confusing. 1
t.ara Posted February 12, 2023 Posted February 12, 2023 5 hours ago, Pfiffy said: So as long as Nemesis fails on the creatures it will not become a replacement for FNIS. For me this means, that it needs further devlopment: No matter what the developers say. Even if the development just means to make mixing easier and less confusing. Yes, for our LL stuff there´s no alternative offer. It allows to additionally integrate tenthousands of new idles nearly without any issures by having a curious and easy interface. But it ´s important to me that people know about the problems coming up by using those tools, compromise in any case is necessary to avoid endless new solutions in this or in another direction (by scripts). SKYRIM ´s modding normally would exist ONLY without adding new animations. In this case I doubt that SKYRIMx/FOx would be focussed that way.
Strec2 Posted February 12, 2023 Posted February 12, 2023 I'm surely the only onethinking like that but what I say is that we only speak of animations, poses, and more generally only things concerning the visual aspect of mods. Combined with the fact that I did read that nothing will happen while "DOM4 is not stabilized" this make me think that we will a long, long time before seeing anything modified concerning the gameplay, if we see that someday... Sad.
t.ara Posted February 12, 2023 Posted February 12, 2023 1 hour ago, Strec2 said: I'm surely the only onethinking like that but what I say is that we only speak of animations, poses, and more generally only things concerning the visual aspect of mods. Combined with the fact that I did read that nothing will happen while "DOM4 is not stabilized" this make me think that we will a long, long time before seeing anything modified concerning the gameplay, if we see that someday... Sad. Nooo, SKYRIM is a sophistical game to play with, same for FO3/4 if it is in focus. The modders can do crazy new stuff-and lot of things are more cooler, compared with the original game´s ones. I have tons of pics with 100% NPC zap-furniture-use. And if I want an NPC use furnitures, I spend them a sandbox-AI or I create a daily patroling. I did not take a more exactly view onto the AI-options-it´s maybe also possible to lock them for longer time into a furniture. Some lean-markers are strongly frequented by NPCs. If using soft-damage weapons(whipping assets like the cane), you can attack NPCs inside of furnitures without interrupting their stay. Maybe it´s possible to edit follower-packs to get a real devious follower behavior. If then you have maybe 4-6 NPC in such way, it´s maybe fine...idk. About DOM4 I can not tell something-that ´s absolutly not my game.
randy1990 Posted February 12, 2023 Posted February 12, 2023 my trainers don't train my slaves their stats don't change
Strec2 Posted February 12, 2023 Posted February 12, 2023 1 hour ago, t.ara said: About DOM4 I can not tell something-that ´s absolutly not my game. Same here, in a world of hard slavery the only tool I use is the whip and, for me, the performances of slaves can only increase with fear, not love ? For now I use DOM3 to accelerate the training waiting for Musje to permit to change the training in HsH with some settings.
Martok73 Posted February 12, 2023 Posted February 12, 2023 15 hours ago, Pfiffy said: So removing the Bed marker will stop them from using the wrong beds and do at least some ideling with the right ones. Yea, kinda, as long as you only have bedroom markers in the places that you want a slave to use as a bed and actually sleep, then it should work ok. To have normal idles you will need the house marker as well tho. 15 hours ago, Pfiffy said: YES.... A weak point of the housemarker as it is. And If I remove the house marker and just place cell markers I loose control over where a slave will go and they will just stand around and do nothing, I suppose... Yeah, but we do what we can with what we have for now, so it is what it is ☹️ 15 hours ago, Pfiffy said: Same here.... I'm at finalizing my version of TDF prostitution and found out that one of the main scripts is bugged. I'm not good at writing scripts and doing it with fever is no fun... I think I said it before: I have never seen a location that couldn't be handled by HSH. But the Heritage homes will always make you think that HSH is missing this and that and also that... Right now I'm thinking about making an HSH add-on for Filthy heritage, with modified markers/sandbox packages that are already set. Maybe something like buying it at the Restless Hunter to activate it, so Musje does not have to change anything in HSH itself. The Outcome could also be used as a HSH House expansion add on for Freaks like me... HUH? ok what is left with TDF? the version I'm currently using is working pretty well as far as I can tell. All the hookers slots work, all the town/city/roaming ones show up in the menu, and with the last script fix I can collect the money and fire the hookers without any issues. I'm pretty sure that I only have to talk to one hooker in a location to get all the money from all the hookers in that location and I'm pretty sure you guys said that was the way it's supposed to work? Anyway, all the city slots work, all the independent/roaming slots work, and all the small town/inn slots work and so far I have not ran into anymore bugs with not being able to fire a hooker after collecting the money. I hope to Whiterun and collect from one, then hope to Riverwood and collect, then Solitude, etc... it's nice only having to collect the money from one hooker in each location instead of having to talk to 50 million hookers separately to collect gold. If the heritage homes are really that big, and with no loading screens then it will be very difficult to setup all the markers and have them work they way you want them to if at all, which I don't think it will be possible since there are no loading screens. The only reason I know that house markers work as training markers and normal idle markers is cause I've tested only using cell markers to designate slave cells and with the setting to "only use existing furniture" they can't "find" any existing furniture in Lakeview Manor dungeon cellar and it's not really that big when you think about it, so the cell markers only work to designate where a slave will stay when you order them to their cell, or use the dialog to have some fun in the cell. From testing with only the bedroom markers they only work to show where a slave can sleep, will wait if told to go to "your" bedroom, or the have fun in the bedroom dialog options. Once I placed down those yellow rug house markers in the area where all my BDSM furniture was located, the slaves were able to find and use all of it during the training process. So yeah, until the markers are separated with separate functions we're kinda limited on how we can setup locations in HSH. If you wanted slaves to "sandbox" using BDSM furniture like the do normal furniture then you would have to modify the slaves idle sandbox AI package, cause as of right now with their current AI package they don't, and won't. 14 hours ago, t.ara said: All their issures depend on FNIS, not on ZAP. To surround this, you simply need to stop using FNIS !!! @kohlteth@Pfiffy @t.ara FNIS is not the problem, ZAP is not the problem, DD and DM are not the problems either that are causing issues. The problem is the AI Package of the npc in question, in this case specifically the Slave AI Idle Package. As it stands right now without using a mod that has a script to override the Slave NPC's core AI Idle Package it is not possible to permanently "lock" a slave into any BDSM Device/Furniture because at some point, mostly occurring with a "game cell reload", the AI package will cause the npc to simply walk away from whatever device/furniture you had "locked" them into. The reason DM3 works to stop this is because it has that small script to override the AI forcing a slave npc to never move and stay still in place where they are put, stopping the AI from causing them to simply walk away. ZPFE Helper, has almost this exact same small script that overrides ANY NPC's core AI Idle package forcing them to stay in place and never move, thus effectively "locking" them into whatever BDSM Device/Furniture piece you choose. The only way to fix the issues that people are reporting about keeping a slave or normal npc "in" any piece of BDSM furniture regardless of how it is coded in the CK, is by forcably overriding the core AI Idle Package for that npc, or all npcs that use that specific package. Which means either intergrating the script code into a mod the way that DM3 has, triggered by dialog, or using a completely stand alone mod such as ZPFE Helper which uses a spell to select the device/furniture first, then uses dialog to trigger the script to fire and override the AI Idle Package thus "locking" a npc in place forevver, or until you go thru the dialog and release them anyway. So that's basically it, without stopping the AI from executing it's Idle package, any npc slave or otherwise will always, after a set amount of time programmed into their AI, move out of and away from any and all interactable items whether its normal furniture or not. It's the nature of the AI and the way it's programmed. Combat animations are another good example of the AI doing what it is programmed to do causing "bound" or "cuffed" npcs to draw a weapon or raise their fists upon entering combat. DD has items such as armbinders, steel cuffs, yokes, etc, that have scripts attached to them to override the AI, stopping the AI from playing the combat ready animations, thus keeping a npcs arms bound in whichever device they are wearing at that time. However, ZBF Cuffs, either don't have this script or fail to stop the AI form executing the combat animation causing the "bound" npc to raise their fists or draw their weapon on entering combat. FNIS nor Nemesis has nothing at all to do with this action, they only create the hky files that are called/used by the AI when scripts are triggered that call for specific animations to play. The AI controls everything, and unless a mod uses a script to override it's function, it will always win the battle of what animation to play as it is hard coded into the game engine, which is why external scripts are required to stop it. None of the ZBF cuffs will retain nor return to the correct bound animation when an npc either enters combat or is following a player that enters combat, as the AI takes over and forces the "combat ready" animations to play, overriding the current "bound" animation the cuffs are using. Once this occurs the zbf cuffs have to be removed and re-equipped in order to replay the bound animation that they are associated with. DD devices don't have this issue because when they are equipped onto a npc or player they trigger a script that stops the AI from executing the combat ready animation, and keeps the "bound" animation playing that the device calls. DD devices also include scripts that effectively "lock" that device onto a npc or the player, making it unable to be removed without the "key" that triggers another script to release it. Which also aids in preventing the AI from executing any animations that would stop or override whatever animation the equipped device is set to play. So basically in a nutshell, stop the AI or at least suspend it from functioning for a time or it will always find a way to "break free" and do what it was programmed to do. Resulting in frustrated people with slaves/npcs that literally have a mind of their own, because technically they do, LOL. FNIS nor Nemesis have nothing to do with it and only provide the files the AI uses, gotta stop the AI. FNIS and Nemesis both are no longer in developement, and for the users of LL , because Nemesis refuses to support creatures ever, FNIS will always be required, so the people of LL are effectively fucked until someone else decides to write an animation program that does everything FNIS and Nemesis both do together only better and without the bugs/glitches/issues and up to date with modern coding.
DonQuiWho Posted February 13, 2023 Posted February 13, 2023 On 2/11/2023 at 8:24 PM, kohlteth said: A shame, I have been playing with the DM3 Gamma version and it seems to work pretty well, plus there is also another pack for it now :- PRJ Furniture pack. Anyways, I have been testing it in my personal convert of Prison of Despair, and the prisoners / slaves have been discovering a new meaning of serving "hard time" and they seem to earn training too. Hi again Can I ask which versions of ... Skyrim SE Display Model 3 Console Util PRJ Furniture Pack .... you are using to get the DM3 Gamma/PRJ pack working? I had PRJ running some time ago in another game with (DM3 + beta6 hotfix + ConsoleUtil 1.3.2) I had (DM3 + beta6 hotfix + ConsoleUtil 1.3.2) running Ok in the present game too, but I liked your setup so I upgraded a bit and .. - after upgrading to DM3 gamma (an overwrite in MO2), and - adding the PRJ furniture, ... although FNIS runs through everything apparently OK with no errors and putting them in the basic DM3 furniture works OK. any PAHE slave, follower or the player placed in the PRJ furniture has one, constant, bent over backwards pose, as per the pics. I'd like to know, if possible, how you got yours working properly, as in your pics, thanks! ? Any help/advice would be welcome DQW
DonQuiWho Posted February 13, 2023 Posted February 13, 2023 1 hour ago, Martok73 said: Combat animations are another good example of the AI doing what it is programmed to do causing "bound" or "cuffed" npcs to draw a weapon or raise their fists upon entering combat. DD has items such as armbinders, steel cuffs, yokes, etc, that have scripts attached to them to override the AI, stopping the AI from playing the combat ready animations, thus keeping a npcs arms bound in whichever device they are wearing at that time. However, ZBF Cuffs, either don't have this script or fail to stop the AI form executing the combat animation causing the "bound" npc to raise their fists or draw their weapon on entering combat. FNIS nor Nemesis has nothing at all to do with this action, they only create the hky files that are called/used by the AI when scripts are triggered that call for specific animations to play. The AI controls everything, and unless a mod uses a script to override it's function, it will always win the battle of what animation to play as it is hard coded into the game engine, which is why external scripts are required to stop it. None of the ZBF cuffs will retain nor return to the correct bound animation when an npc either enters combat or is following a player that enters combat, as the AI takes over and forces the "combat ready" animations to play, overriding the current "bound" animation the cuffs are using. Once this occurs the zbf cuffs have to be removed and re-equipped in order to replay the bound animation that they are associated with. DD devices don't have this issue because when they are equipped onto a npc or player they trigger a script that stops the AI from executing the combat ready animation, and keeps the "bound" animation playing that the device calls. DD devices also include scripts that effectively "lock" that device onto a npc or the player, making it unable to be removed without the "key" that triggers another script to release it. Which also aids in preventing the AI from executing any animations that would stop or override whatever animation the equipped device is set to play. So basically in a nutshell, stop the AI or at least suspend it from functioning for a time or it will always find a way to "break free" and do what it was programmed to do. Resulting in frustrated people with slaves/npcs that literally have a mind of their own, because technically they do, LOL. FNIS nor Nemesis have nothing to do with it and only provide the files the AI uses, gotta stop the AI. FWIW, for those who haven't come across it, Kharos has a fairly decent mod that addresses and supports the DD combat etc issues quite well.
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