Martok73 Posted February 13, 2023 Posted February 13, 2023 22 minutes ago, DonQuiWho said: 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. DD works just fine as I stated in the post you quoted, it's not DD that is having animation issues with npcs drawing weapons or raising fists when either entering combat or getting in the combat ready state. I know it was alot of info in one post, so please read over it again to see what I am addressing, no offense, it's just this suggestion makes me think you did not read thru carefully what I wrote and just saw the DD references and put that up, whereas if read carefully you would have seen I specifically stated DD was not an issue at all and this has nothing to do with what was actually addressed. No offense intended just getting annoyed when it looks like people just "skim" thru a post and then reply without reading a couple times to make sure they understand it as it seems to be happening more and more in this thread.
Pandoriux Posted February 13, 2023 Posted February 13, 2023 One question, does slave not idle in their cell when i use the go back to your cell dialog? I put several sitting idle marker as well as sitting activator near their cell marker but they didnt use it
Pfiffy Posted February 13, 2023 Posted February 13, 2023 (edited) 11 hours ago, Martok73 said: 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. Yeah, but we do what we can with what we have for now, so it is what it is ☹️ 11 hours ago, Martok73 said: 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. You would like the feature: Right now I get ALL the money from ALL locations except from the free Hookers by asking only one Hooker..... Since my actul game is for testing and I still have to do the thieves guild questline to have all possible locations ready to use, I don't wont to start a new game to see if the bug vanishes magically. 11 hours ago, Martok73 said: 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. Hm.. Whiterun, Solitude and Windhelm are at least as big as the palaces there. Markarth, Morthal, Ravenrock and Dawnstar seem to a bit smaller, but still big enough to handle 30 to 40 Slaves without the feeling that they are overcrowded. Falkreath and Rifton, well... they are not big, they are BIG! You really have to explore them.... Winterhold is a bit different, a lot of tunnels and stairways that connect different rooms, you need at least 2 or 3 house markers to make slaves use whole location. You really have to look at them to understand, what I mean. I took a short look on the HSH packages yesterday and found it a bit confusing... I need to figure out, what is doing what... What I found out(if I understood it right) is that the packages are looking for keywords and while looking in zaz for the keywords that i would have to add, I found out that I might have to add some keywords to the different ZAZ furnitures so that they can be grouped for the 'task'... At this point, I wasn't sure if I was thinking in the right direction. I have to find out how the internals of HSH work. Another problem will be to keep this simple. The changes for the Heritage locations should not make the usage of other homes more complicated. I think most of the problems I have can be solved by: A: Adding a training marker, so that all sorts of training can be moved to specified areas. B: Adding the ZAZ beds and chairs to the package that handles the sleeping/resting sandbox of slaves C : Adding other ZAZ furniture to the general Sandbox thing (for the fun of it) If the Taskmaster is able to fulfill her tasks while being bound, I have a place for her in all the locations. Edit: A is a thing that makes sense for HSH in general. I hope it will not be too complicated to separate training from the usual sandboxing. B is a thing that could be solved by defining a sleeping/resting area simmilar to the the training area or by adding additional furnitures to the furnitures that Slaves already use for 'sleeping' I can't say what is easier without knowing how HSH keeps the compatibility to the different ZAZ versions. for C I just need to know what I have to put where and I make a little add-on for FH out of it. Well, I'm repeating myself... HSH is definitivly the most important add-on for Paradise Halls. I always have it in my load order and I really enjoyed it. When I visited the FH locations(I don't say homes because that would make them small) for the first time I wondered what HSH could make out of them, but now its more a 'what HSH can't make out of them'. @MusjeExcuse me, but that's way I feel... Edited February 13, 2023 by Pfiffy
DonQuiWho Posted February 13, 2023 Posted February 13, 2023 7 hours ago, Martok73 said: DD works just fine as I stated in the post you quoted, it's not DD that is having animation issues with npcs drawing weapons or raising fists when either entering combat or getting in the combat ready state. I know it was alot of info in one post, so please read over it again to see what I am addressing, no offense, it's just this suggestion makes me think you did not read thru carefully what I wrote and just saw the DD references and put that up, whereas if read carefully you would have seen I specifically stated DD was not an issue at all and this has nothing to do with what was actually addressed. No offense intended just getting annoyed when it looks like people just "skim" thru a post and then reply without reading a couple times to make sure they understand it as it seems to be happening more and more in this thread. Actually I did read it and I thought that I did understand what you said. The issue is that I now more about my doubting that I understand what I thought Kharos had been adding to the game with his mod No offence taken, nor intended DQW 1
t.ara Posted February 13, 2023 Posted February 13, 2023 14 hours ago, Martok73 said: @kohlteth@Pfiffy @t.ara FNIS is not the problem, .... No?...LOL
kohlteth Posted February 13, 2023 Posted February 13, 2023 17 hours ago, DonQuiWho said: 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 I hope this helps, though I DID manage to replicate your issue, I had changed the DM furniture in CK from one of the Fuck Racks to the other and forgot there were NPC in them in the save game and it gave the issue you have, but after going back to before they were put in them, then changing the furniture in CK to the correct ones and putting NPC back, they worked as usual. Same as manually "dropping" the furniture using Inventory and Additem to get them, they work as usual. Skyrim 1.5.97
DonQuiWho Posted February 13, 2023 Posted February 13, 2023 (edited) 4 hours ago, kohlteth said: I hope this helps, though I DID manage to replicate your issue, I had changed the DM furniture in CK from one of the Fuck Racks to the other and forgot there were NPC in them in the save game and it gave the issue you have, but after going back to before they were put in them, then changing the furniture in CK to the correct ones and putting NPC back, they worked as usual. Same as manually "dropping" the furniture using Inventory and Additem to get them, they work as usual. Skyrim 1.5.97 Thanks very much! I'll give that a go. EDIT: Just a quick check. You have TWO esps for the furniture packs? ie one RZAA and one for PRJ? Think the answer is YES But: I have installed the RZAA file which wasn't in my game I have installed the PRJ pack I have rerun FNIS I have DM3 vgamma1 active RZAA furniture works perfectly PRJ furniture is as before, the static furniture frames are OK, but the active frames have incorrect poses, with the follower in a single bent over backward pose Did you mean from your post that you have CHANGED the PRJ file in the CK to fix these incorrect poses? And if so, how can I get a copy of the changed file? I can't see any files on your profile. I'm not sure where to find the fixed one TIA for your help DQW DQW I have now also gone back to before I installed the PRJ pack and this is what happens the first time you use items from it Edited February 13, 2023 by DonQuiWho
DonQuiWho Posted February 13, 2023 Posted February 13, 2023 @Musje Apologies for cluttering up your thread, but it seems apposite to the previous posts. If this is likely to go on much further, I'll suggest we move to the Furniture Pack dedicated thread DQW
Martok73 Posted February 14, 2023 Posted February 14, 2023 15 hours ago, Pfiffy said: You would like the feature: Right now I get ALL the money from ALL locations except from the free Hookers by asking only one Hooker..... Since my actul game is for testing and I still have to do the thieves guild questline to have all possible locations ready to use, I don't wont to start a new game to see if the bug vanishes magically. That would be..."interesting", I kinda like going to each location and collecting the gold, it's more "immersive", like they all pool the gold together waiting for my char to come collect. If I could just talk to one and collect gold from the whole map, that would be convenient yes, but not immersive. 15 hours ago, Pfiffy said: Hm.. Whiterun, Solitude and Windhelm are at least as big as the palaces there. Markarth, Morthal, Ravenrock and Dawnstar seem to a bit smaller, but still big enough to handle 30 to 40 Slaves without the feeling that they are overcrowded. Falkreath and Rifton, well... they are not big, they are BIG! You really have to explore them.... Winterhold is a bit different, a lot of tunnels and stairways that connect different rooms, you need at least 2 or 3 house markers to make slaves use whole location. You really have to look at them to understand, what I mean. If they are that big then you will need more than just a few house markers, as their radius isn't that big, and you'll need another mod entirely to get any npcs to use the entire space. Most likely the mod on Nexus that increase the area that a npc can sandbox all around including increasing the height for multiple floors. Vanilla npcs sandbox in the vanilla palaces that are huge because of how their AI is coded in their specific package. If you took a location of that size and just dropped a normal npc in there they wouldn't be able to use the whole space or rather wouldn't be able to "reach" the whole space as alot of the idle markers would be out of range. 15 hours ago, Pfiffy said: I took a short look on the HSH packages yesterday and found it a bit confusing... I need to figure out, what is doing what... What I found out(if I understood it right) is that the packages are looking for keywords and while looking in zaz for the keywords that i would have to add, I found out that I might have to add some keywords to the different ZAZ furnitures so that they can be grouped for the 'task'... At this point, I wasn't sure if I was thinking in the right direction. I have to find out how the internals of HSH work. Another problem will be to keep this simple. The changes for the Heritage locations should not make the usage of other homes more complicated. I haven't looked at the AI packages in HSH I've only looked at the markers and script triggers so I can't answer that one. 15 hours ago, Pfiffy said: I think most of the problems I have can be solved by: A: Adding a training marker, so that all sorts of training can be moved to specified areas. B: Adding the ZAZ beds and chairs to the package that handles the sleeping/resting sandbox of slaves C : Adding other ZAZ furniture to the general Sandbox thing (for the fun of it) If the Taskmaster is able to fulfill her tasks while being bound, I have a place for her in all the locations. Edit: A is a thing that makes sense for HSH in general. I hope it will not be too complicated to separate training from the usual sandboxing. B is a thing that could be solved by defining a sleeping/resting area simmilar to the the training area or by adding additional furnitures to the furnitures that Slaves already use for 'sleeping' I can't say what is easier without knowing how HSH keeps the compatibility to the different ZAZ versions. for C I just need to know what I have to put where and I make a little add-on for FH out of it. Well, I'm repeating myself... HSH is definitivly the most important add-on for Paradise Halls. I always have it in my load order and I really enjoyed it. When I visited the FH locations(I don't say homes because that would make them small) for the first time I wondered what HSH could make out of them, but now its more a 'what HSH can't make out of them'. So A should be easy enough, you'd just have to add a separate marker that is only used for the training scripts, and then remove all the training triggers from the house marker. B is only possible if you go into the CK for every single piece you want a npc to sleep in and add the "bed" flag, otherwise they will just "use" them like any other BDSM device. C would be abit more tricky as you'd not only have to add marker triggers, but also further customize the AI package to include those specific items you want them to use. Might be abit more than you want to try as it would be quite abit of coding and scripting. The taskmaster/mistress can not be bound and function, they have to be free to move and utilize the "Go make yourself useful" dialog command, which is what triggers the scripts to fire to allow them to do all the things you told them to do in the dialog in the first place, such as handle training schedules, so nope that won't work if you bind them to one spot, sorry, already have tried that. As for what HSH can't make out of the FH locations, honestly it's not HSH's fault that they don't have loadscreens to separate each area, and with places that are that big, then they really should because it makes it almost impossible on the AI to function normally when a single interior game cell area is that big. That's why if you look, all of the "large" interior locations in the base game have areas separated by loading screens so that the AI can function normally. It's also why for many custom homes another mod is required to increase the AI's search range. IF FH had simply separated certain areas with a load screen, then HSH could do almost everything you want it to do with the way it is now, almost. I will check out each location and see if I have any ideas on how to setup things tho if nothing more than to satisfy my own curiousity. I've got them downloaded, just not installed as I'm still working on a few other test projects first. So they are next on my agenda of new mods to check out. 9 hours ago, t.ara said: No?...LOL It's not and never has been, I thought I did a decent job of explaining exactly what the issues were in detail, I'm sorry if I failed in that. The problem has always been the hard coding of the base game npc AI Package in how it handles specific functions and tasks. I've looked at that code, and trust me it's a royal cluster fuck of a damn mess. So until someone takes the time (years?) to re-write the entire base npc AI Package code, then modders will have to use creative means to work around it's limitations and "stubbornness". I have had no issues with FNIS, and never have, many many many users have had no issues with FNIS. When there is a problem with the base npc AI package, that causes something wonky, someone somewhere comes up with a mod to "fix" the issue, like what DD has done with all of their bindings, it works flawlessly, or at least it has for me and many others. ZPFE Helper works fantastic, albeit somewhat limited (50npcs at a time), but it works and does exactly what is advertised on the box. Overrides the base npc AI Packages and stops it dead in it's tracks preventing it from moving any npc. The AI makes a npc move, not animations, they just make the movement look nice instead of having a npc slide around in a t-pose. Remove every animation in the game, and npcs will still move as that is controlled by the AI, they will just all be "static" with no animations "t-pose or a-pose", but they will "move" none the less. So yeah, FNIS, Nemesis, they're not the problem and never have been, it's always been the AI causing the issues. Just to re-itirate the issues, I've had several npcs move around sliding all over the place in a 100% vanilla game with 0 mods, t-posing all over the damn place, and with 0 mods, it definitely was not a FNIS issue. It was a single corrupt file in the AI Package that caused the issue, that I only found when I re-verified the game files. Steam shows you what files it is replacing or reinstalling when it finds one that is corrupt when you verify, and after I looked at the file it replaced, I knew what it was and what it did, so yeah, the AI is a fucking disaster just waiting to happen. Honestly it's a miracle it works at all. "It just works"...Todd Howard... LOL 1 hour ago, DonQuiWho said: @Musje Apologies for cluttering up your thread, but it seems apposite to the previous posts. If this is likely to go on much further, I'll suggest we move to the Furniture Pack dedicated thread DQW After looking at those screenshots, I can 100% say without a doubt that HSH is NOT causing that convoluted mess. I could take a guess that it's something in the script that controls or "tells" the npc to use the device and is triggering the wrong animation to be played thus resulting in the weird pose. It's probably a simple fix, would just have to look at the code and see what animations are being called when the script is firing and compare that to what it is actually supposed to be calling. Or it could simply be a load order issue and that function call is being overwritten by another mod causing the wrong animation to be played. You could always try completely uninstalling the mod giving you issues, and then reinstalling it from scratch, and moving it down farther in your load order than anything else that "might" possibly interfere with it's functionality. Then of course once that's done naturally re-run FNIS/Nemesis from inside your mod manager to create the hky files. If that doesn't fix it, then it's most likely an issue with either the script itself triggering the wrong animation, or a line in the esp calling the wrong script or the wrong animation. Hope that helps. 1
Pfiffy Posted February 14, 2023 Posted February 14, 2023 4 hours ago, Martok73 said: That would be..."interesting", I kinda like going to each location and collecting the gold, it's more "immersive", like they all pool the gold together waiting for my char to come collect. If I could just talk to one and collect gold from the whole map, that would be convenient yes, but not immersive. Yeah, I think so.... And since I didn't visit some of them for a long time I collected over 500000 Coins what made me wonder if there is a limit.... I'm not good... no, I'm bad at scripting: CliftonJD usually edits my edits and then rewrites the scripts because that is easier than cleaning up behind me. The CK for SE as a problem with Scripts that are in fact Script fragments, if the Script fragment is not present. If you are lucky, it overwrites the scrip with an empty one and you get a notice in the fragment saying code not loaded. In my case they just refused to work. The fireing was already included as a function in one of the main scripts so I just added a fragment that calls that function and it worked. (this function also includes the collecting money thing but that didn't work either) So I separated this part and made a function out of it and edited it until it worked.... But now it is working too good.... At least it streamlined the the main script, the fragments and the whole .esp and it will no longer break as soon as the .esp got saved again. But: I don't understand what is going wrong, because for the free hooker it works somehow correctly: You still get the money from all locations, but only from this free hooker. 4 hours ago, Martok73 said: If they are that big then you will need more than just a few house markers, as their radius isn't that big, and you'll need another mod entirely to get any npcs to use the entire space. Most likely the mod on Nexus that increase the area that a npc can sandbox all around including increasing the height for multiple floors. Vanilla npcs sandbox in the vanilla palaces that are huge because of how their AI is coded in their specific package. If you took a location of that size and just dropped a normal npc in there they wouldn't be able to use the whole space or rather wouldn't be able to "reach" the whole space as alot of the idle markers would be out of range. Hm.... I'm open for suggestions to handle this place: Spoiler 4 hours ago, Martok73 said: I haven't looked at the AI packages in HSH I've only looked at the markers and script triggers so I can't answer that one. So A should be easy enough, you'd just have to add a separate marker that is only used for the training scripts, and then remove all the training triggers from the house marker. B is only possible if you go into the CK for every single piece you want a npc to sleep in and add the "bed" flag, otherwise they will just "use" them like any other BDSM device. C would be abit more tricky as you'd not only have to add marker triggers, but also further customize the AI package to include those specific items you want them to use. Might be abit more than you want to try as it would be quite abit of coding and scripting. So B seems to be the easiest thing to do with a little add-on if you can tell me where to find the 'bed' flag. The only flag I found was 'ignored by sandbox' (Makes me think: Is it that easy???? Removing that flag will offer a lot of opportunities if it works like I expect....) Let's see if this is a point to start with: I made a little esp with the all the ZAZ beds activated for sandboxing, activated the auto idle funktion in EFF, went to winterhold and moved my followers into the Salves sleeping chamber. After e few seconds of standing around and looking pretty they started to move around and used the beds. If the sandboxing of HSH works in the same way, I can easily get all Slaves to use the furnitures by simply removing this flag and C is solved.....Ok, the price will be that all NPC's can make use of the modified ZAZ furnitures, wherever it is placed in tamriel. It will sometimes give a new meaning to 'hanging around'. I can live with that. Might that cause other problems, If i remove this flag from all furnitures in ZAZ? I have to talk with Pama, because the followers didn't line up correctly in the beds.... Rome wasn't build in a day. Going throu all the furnitures in the CK will take some time and the I will do a bit of testing with a bunch of slaves in each location. Hm... The House/Training Marker thing seems to be more complcated to me, because I don't have any clue where I have to do the edits and how to integrate the new marker. And it leaves me with the question to @MusjeHow can I place an activated House cell token in the different locations? 4 hours ago, Martok73 said: The taskmaster/mistress can not be bound and function, they have to be free to move and utilize the "Go make yourself useful" dialog command, which is what triggers the scripts to fire to allow them to do all the things you told them to do in the dialog in the first place, such as handle training schedules, so nope that won't work if you bind them to one spot, sorry, already have tried that. That's a pity. I thought that this could be a solution: Spoiler 4 hours ago, Martok73 said: As for what HSH can't make out of the FH locations, honestly it's not HSH's fault that they don't have loadscreens to separate each area, and with places that are that big, then they really should because it makes it almost impossible on the AI to function normally when a single interior game cell area is that big. Loading doors would not solve the problem, they would just open the option to make a work around by placing more house tokens, but leaving you with the question 'How to transfer the slaves from one place to another?' It will also stop the slaves from wandering around the whole place. Or did I miss something here? 4 hours ago, Martok73 said: That's why if you look, all of the "large" interior locations in the base game have areas separated by loading screens so that the AI can function normally. It's also why for many custom homes another mod is required to increase the AI's search range. IF FH had simply separated certain areas with a load screen, then HSH could do almost everything you want it to do with the way it is now, almost. I will check out each location and see if I have any ideas on how to setup things tho if nothing more than to satisfy my own curiousity. I've got them downloaded, just not installed as I'm still working on a few other test projects first. So they are next on my agenda of new mods to check out. Don't get lost in Riften....
t.ara Posted February 14, 2023 Posted February 14, 2023 14 hours ago, Martok73 said: It's not and never has been... ?OK, this means, I am ready with my work here-thank you!-FInally I understood how it all works.... And have a nice time!
Strec2 Posted February 14, 2023 Posted February 14, 2023 (edited) The taskmistress is said to manage the slaves The taskmistress is said to train the new slaves here I waited 24h to see The taskmistress don't launch the training for the non-trained slave and when I call assembly it says there are no untrained slaves See image (sorry to use spoilers...) Edited February 14, 2023 by Strec2
Jasmine92 Posted February 14, 2023 Posted February 14, 2023 19 hours ago, DonQuiWho said: @Musje Apologies for cluttering up your thread, but it seems apposite to the previous posts. If this is likely to go on much further, I'll suggest we move to the Furniture Pack dedicated thread DQW If you still have problems, you can also try darkconsoles discord, he is quite active there and tries to help. 1
kohlteth Posted February 15, 2023 Posted February 15, 2023 On 2/13/2023 at 4:58 PM, DonQuiWho said: Thanks very much! I'll give that a go. EDIT: Just a quick check. You have TWO esps for the furniture packs? ie one RZAA and one for PRJ? Think the answer is YES But: I have installed the RZAA file which wasn't in my game I have installed the PRJ pack I have rerun FNIS I have DM3 vgamma1 active RZAA furniture works perfectly PRJ furniture is as before, the static furniture frames are OK, but the active frames have incorrect poses, with the follower in a single bent over backward pose Did you mean from your post that you have CHANGED the PRJ file in the CK to fix these incorrect poses? And if so, how can I get a copy of the changed file? I can't see any files on your profile. I'm not sure where to find the fixed one TIA for your help DQW DQW I have now also gone back to before I installed the PRJ pack and this is what happens the first time you use items from it Um I have no clue what happened to your's, mine just worked, I tell them to use it, they do. Yours seems to be stuck in one animation. This would be a question for @darkconsole
DonQuiWho Posted February 15, 2023 Posted February 15, 2023 8 minutes ago, kohlteth said: Um I have no clue what happened to your's, mine just worked, I tell them to use it, they do. Yours seems to be stuck in one animation. This would be a question for @darkconsole 6 hours ago, Jasmine92 said: If you still have problems, you can also try darkconsoles discord, he is quite active there and tries to help. Thanks both I'll head on over there when I can DQW
Martok73 Posted February 15, 2023 Posted February 15, 2023 14 hours ago, Pfiffy said: Yeah, I think so.... And since I didn't visit some of them for a long time I collected over 500000 Coins what made me wonder if there is a limit.... I'm not good... no, I'm bad at scripting: CliftonJD usually edits my edits and then rewrites the scripts because that is easier than cleaning up behind me. The CK for SE as a problem with Scripts that are in fact Script fragments, if the Script fragment is not present. If you are lucky, it overwrites the scrip with an empty one and you get a notice in the fragment saying code not loaded. In my case they just refused to work. The fireing was already included as a function in one of the main scripts so I just added a fragment that calls that function and it worked. (this function also includes the collecting money thing but that didn't work either) So I separated this part and made a function out of it and edited it until it worked.... But now it is working too good.... At least it streamlined the the main script, the fragments and the whole .esp and it will no longer break as soon as the .esp got saved again. But: I don't understand what is going wrong, because for the free hooker it works somehow correctly: You still get the money from all locations, but only from this free hooker. Yeah, it sounds like a scripting thing for sure, I'd reach out to Clifton and have them take a look at it. Speaking of which I haven't seen them on in awhile, I hope everything is ok. Although collecting everything from just one single hooker would be "convenient" it would be very immersion breaking, so I'm hoping you guys can get it worked out and resolved. 14 hours ago, Pfiffy said: Hm.... I'm open for suggestions to handle this place: Gimme a couple days to get "caught up" here and have a look at these locations and I'll see what I can come up with as to how to set them up with what we currently have. 14 hours ago, Pfiffy said: So B seems to be the easiest thing to do with a little add-on if you can tell me where to find the 'bed' flag. The only flag I found was 'ignored by sandbox' (Makes me think: Is it that easy???? Removing that flag will offer a lot of opportunities if it works like I expect....) Let's see if this is a point to start with: I made a little esp with the all the ZAZ beds activated for sandboxing, activated the auto idle funktion in EFF, went to winterhold and moved my followers into the Salves sleeping chamber. After e few seconds of standing around and looking pretty they started to move around and used the beds. If the sandboxing of HSH works in the same way, I can easily get all Slaves to use the furnitures by simply removing this flag and C is solved.....Ok, the price will be that all NPC's can make use of the modified ZAZ furnitures, wherever it is placed in tamriel. It will sometimes give a new meaning to 'hanging around'. I can live with that. Might that cause other problems, If i remove this flag from all furnitures in ZAZ? I have to talk with Pama, because the followers didn't line up correctly in the beds.... Rome wasn't build in a day. Going throu all the furnitures in the CK will take some time and the I will do a bit of testing with a bunch of slaves in each location. Well, technically removing that flag just allows that item to be used in their idle sandbox ai package, and not actually "sleep" in the bed, but "use" it the same way a player would use it as a torture device. I'd have to look again to find exactly where it is but I do know there is a setting in the CK to "mark" a bed as "sleepable" for the ai package to use to "sleep", I just don't remember exactly where I found it, I'll have to look again. So yeah, while this would get any and all npcs "using" the items, they still won't actually sleep in them until they have been marked as "beds". 14 hours ago, Pfiffy said: How can I place an activated House cell token in the different locations? Well, you can't actually, as you can only have one single Permanent House Cell Token active in a single in game cell location at one time, as in one per loading screen. Thus you have to use the markers to designate various areas in the location for slaves to use for the various tasks. 14 hours ago, Pfiffy said: That's a pity. I thought that this could be a solution: Yeah sorry nope, they have to be able to wander around and "do their thing". 14 hours ago, Pfiffy said: Loading doors would not solve the problem, they would just open the option to make a work around by placing more house tokens, but leaving you with the question 'How to transfer the slaves from one place to another?' It will also stop the slaves from wandering around the whole place. Or did I miss something here? Yeah, it would just be a work around to kinda do what you're wanting, but not a complete solution. As to how to transfer slaves from one place to another, the Taskmaster/mistress has a dialog option that would take care of moving trained slaves from their training location another location and if you have multiple cell tokens setup in other places there are dialog options showing where they are for you to choose which one you want the taskmaster/mistress to send slaves to. Slaves technically shouldn't be able to wander between loading screens, however I have seen some cross loading screens when I've placed house markers upstairs the Lakeview Manor using the strongbox menu in the cellar. So even tho it's not supposed to happen, sometimes it does, whether a bug or byproduct of placing markers beyond load screen doors I have no clue, I just know I've only got one cell token in Lakeview and it's in the cellar, and I've placed a couple of markers upstairs, and a couple of my slaves do wander between the two loading screens, no clue why because not all of them do that, only a couple out of the 50 I have in Lakeview. 14 hours ago, Pfiffy said: Don't get lost in Riften.... LOL I'll keep that in mind, once I get some time to install the mod and fully test it I'll see if I have any ideas on how to set them up as HSH locations since they were supposedly designed for that use, and will let ya know what I come up with.
Pfiffy Posted February 15, 2023 Posted February 15, 2023 (edited) 6 hours ago, Martok73 said: Yeah, it sounds like a scripting thing for sure, I'd reach out to Clifton and have them take a look at it. Speaking of which I haven't seen them on in awhile, I hope everything is ok. Although collecting everything from just one single hooker would be "convenient" it would be very immersion breaking, so I'm hoping you guys can get it worked out and resolved. I hear the users complain about the missing feature, when it gets solved.... 6 hours ago, Martok73 said: Gimme a couple days to get "caught up" here and have a look at these locations and I'll see what I can come up with as to how to set them up with what we currently have. Well, technically removing that flag just allows that item to be used in their idle sandbox ai package, and not actually "sleep" in the bed, but "use" it the same way a player would use it as a torture device. I'd have to look again to find exactly where it is but I do know there is a setting in the CK to "mark" a bed as "sleepable" for the ai package to use to "sleep", I just don't remember exactly where I found it, I'll have to look again. So yeah, while this would get any and all npcs "using" the items, they still won't actually sleep in them until they have been marked as "beds". Well, it solves C.... Sinse you still haven't seen the locations: This will at least reduce the usage of furnitures that are not placed there to be used by slaves and lead to some more action. For the 'bed-thing': turning the sleeping package into a sleeping/resting package(which only affects HSH) is the better way, since you have to add the sleep marker to the Nif, to make the CK accept it (That's what it looks like in the CK) and this marker will trigger the sleeping animation, which is not intended. I'm always getting back to the packages... There is an object list... If I find a way to edit that one... I have to find it, before I can edit it... The Packages search for 'furniture: beds' changing that to furniture might do the Job, even if this is very improvised... But it would allow the Slaves to use the bondage chairs in the prison cells and the different bondage beds for 'sleeping' How was that with the 'Bed marker'? 6 hours ago, Martok73 said: Well, you can't actually, as you can only have one single Permanent House Cell Token active in a single in game cell location at one time, as in one per loading screen. Thus you have to use the markers to designate various areas in the location for slaves to use for the various tasks. Here you get me wrong... I'm thinking of making an Add-on for FH with already placed tokens and markers in each location. The immersive way would be to discover the location and then go to Padro and buy the Addition for it (like the House add-ons for the vanilla Houses) to activate it....When you get back, everything is ready to use. With some help from Musje it might be possible to get the most out of FH without actually making any changes to HSH itself. Before I can start on that, I have to find out where the markers have to be placed at best. EDIT: We need more slots for slaves.... 6 hours ago, Martok73 said: Yeah sorry nope, they have to be able to wander around and "do their thing". So I have to find some other decoration to put my fruits on.... 6 hours ago, Martok73 said: Yeah, it would just be a work around to kinda do what you're wanting, but not a complete solution. As to how to transfer slaves from one place to another, the Taskmaster/mistress has a dialog option that would take care of moving trained slaves from their training location another location and if you have multiple cell tokens setup in other places there are dialog options showing where they are for you to choose which one you want the taskmaster/mistress to send slaves to. Slaves technically shouldn't be able to wander between loading screens, however I have seen some cross loading screens when I've placed house markers upstairs the Lakeview Manor using the strongbox menu in the cellar. So even tho it's not supposed to happen, sometimes it does, whether a bug or byproduct of placing markers beyond load screen doors I have no clue, I just know I've only got one cell token in Lakeview and it's in the cellar, and I've placed a couple of markers upstairs, and a couple of my slaves do wander between the two loading screens, no clue why because not all of them do that, only a couple out of the 50 I have in Lakeview. I have to look at each location again, but from what I can recall the 'Training area' (a torturing room) is usually placed between the throne room to the the cells/cages. Even with load doors it would be problematic, if not somewhat game breaking... 6 hours ago, Martok73 said: LOL I'll keep that in mind, once I get some time to install the mod and fully test it I'll see if I have any ideas on how to set them up as HSH locations since they were supposedly designed for that use, and will let ya know what I come up with. I hope you can start on this soon... I need some advice here and there... Edited February 15, 2023 by Pfiffy
Strec2 Posted February 15, 2023 Posted February 15, 2023 I'm thinking of making an Add-on for FH with already placed tokens and markers in each location. The immersive way would be to discover the location and then go to Padro and buy the Addition for it (like the House add-ons for the vanilla Houses) to activate it....When you get back, everything is ready to use. With some help from Musje it might be possible to get the most out of FH without actually making any changes to HSH itself. Before I can start on that, I have to find out where the markers have to be placed at best. Yes. For 2 reasons : 1/ Some prefers to play in locations not overcrownded with objects (and some have no choice due to their computer) 2/ Some like to construct themself by additions and like to see the advancements Very good!
LewdStuffplz Posted February 16, 2023 Posted February 16, 2023 Hey is anyone getting the issue where using slave info spell on a slave results in 0 in all stats? It only seems to work when the slave is in Paradise halls instead of HSH
Jasmine92 Posted February 16, 2023 Posted February 16, 2023 2 hours ago, 2xpeter said: Hey is anyone getting the issue where using slave info spell on a slave results in 0 in all stats? It only seems to work when the slave is in Paradise halls instead of HSH The info spell is a bit iffy atm, depending on which version of the PAHE, and HSH you are using and if you have DoM installed or not. It's still on the fix list if i remember correctly. If you have DoM, just use the slave info from there.
LewdStuffplz Posted February 16, 2023 Posted February 16, 2023 3 hours ago, Jasmine92 said: The info spell is a bit iffy atm, depending on which version of the PAHE, and HSH you are using and if you have DoM installed or not. It's still on the fix list if i remember correctly. If you have DoM, just use the slave info from there. Ah I see. I could have thought it used to work before. No problem, I'll wait for the next version
Strec2 Posted February 17, 2023 Posted February 17, 2023 Anyway the info spell is from PAH so you may have better answers in the adequate thread. Here you are in the HSH thread asking for information on a PAH feature and receiving an answer saying you may use a DOM feature ?
6ft3btw Posted February 17, 2023 Posted February 17, 2023 I just installed HSH and it's causing an issue with my regular PAHE slaves. They work fine to begin with but as soon as I reload the save for whatever reason (death, quicksave, etc.) the dialogue options to open their inventory, strip, and such stop working - either I just can't select them or they play the regular "yes, my thane" or "huh?" responses and then nothing happens. Any ideas what's causing this or how to fix? 1
kohlteth Posted February 18, 2023 Posted February 18, 2023 1 hour ago, Sims4Amateur said: I just installed HSH and it's causing an issue with my regular PAHE slaves. They work fine to begin with but as soon as I reload the save for whatever reason (death, quicksave, etc.) the dialogue options to open their inventory, strip, and such stop working - either I just can't select them or they play the regular "yes, my thane" or "huh?" responses and then nothing happens. Any ideas what's causing this or how to fix? First question do you have Diary of Mine installed? If you do, make sure it's only vers 3.+ as HSH and PAHE have not been updated fully for DoM 4, also make sure you install the DoM patches if you do, if you don't make sure you do not install those patches
grosaprap Posted February 18, 2023 Posted February 18, 2023 5 hours ago, kohlteth said: First question do you have Diary of Mine installed? If you do, make sure it's only vers 3.+ as HSH and PAHE have not been updated fully for DoM 4, also make sure you install the DoM patches if you do, if you don't make sure you do not install those patches So I'm not saying there might be troubles... but this is actually what TrollAutoKill is saying in their own thread.
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