Will55 Posted April 11, 2023 Posted April 11, 2023 (edited) 13 hours ago, grosaprap said: I found that using the new(ish) merge mapper SKSE plugin from the Nexus and manually merging the two works better than using the pre-merged file. Thank you for that as I DL'd it immediately. IF the 2 merged files are merely the two files on the SL_Shrines DL page, then as one overwrites the other there is no need for a merge. So, my question is: is the addon file on the SL_Shrines DL page the "other" mod in the merger? If not when what is it? Edited April 11, 2023 by Will55
grosaprap Posted April 11, 2023 Posted April 11, 2023 3 hours ago, Will55 said: Thank you for that as I DL'd it immediately. IF the 2 merged files are merely the two files on the SL_Shrines DL page, then as one overwrites the other there is no need for a merge. So, my question is: is the addon file on the SL_Shrines DL page the "other" mod in the merger? If not when what is it? I may have lost the thread of conversation here, but assuming you meant to refer to Serial Stripper and not Sexlab Shrines, the four files listed in the download are are Serial Strip (the plugin that actually handles the work), Serial Stripper (the plugin that adds an MCM and allows you to activate SerialStrip manually), the two merged into a 'regular' ESP file, and the two merged into an ESL flagged ESP file, respectively. If you are going to manually merge and rely on Merge Mapper, you just need the first two files. If you don't care about manually stripping, you can just get by with the first file. If you don't care about compatibility with mods looking for Serial Strip, you can use the last two files with the obvious caveat that one takes up an ESP slot and one doesn't. I generally have an "Sexlab Misc Addons" merge that I dump all the 'small' mods like Serial Strip. So I'll have one merge taking up an ESP slot that replaces stuff like Serial Strip, Sexlab Transparent Sex, Sexlab LightMeUp, etc. 1
Will55 Posted April 11, 2023 Posted April 11, 2023 1 hour ago, grosaprap said: I may have lost the thread of conversation here, but assuming you meant to refer to Serial Stripper and not Sexlab Shrines, the four files listed in the download are are Serial Strip (the plugin that actually handles the work), Serial Stripper (the plugin that adds an MCM and allows you to activate SerialStrip manually), the two merged into a 'regular' ESP file, and the two merged into an ESL flagged ESP file, respectively. If you are going to manually merge and rely on Merge Mapper, you just need the first two files. If you don't care about manually stripping, you can just get by with the first file. If you don't care about compatibility with mods looking for Serial Strip, you can use the last two files with the obvious caveat that one takes up an ESP slot and one doesn't. I generally have an "Sexlab Misc Addons" merge that I dump all the 'small' mods like Serial Strip. So I'll have one merge taking up an ESP slot that replaces stuff like Serial Strip, Sexlab Transparent Sex, Sexlab LightMeUp, etc. Well, I Have to be honest here: I was having problems with both SL_Shrines and Serial Stripper and I am the one who made it confused here and NOT you. So, my apologies here and thank you for the polite way by which you pointed this out. You are quite correct: SL_Shrines is a simple overlay and not a merger and it was Serial Strip merged that began this post sequence as I wondered if just renaming it to SerialStrip would work. I still have yet to find a moment to test it. BUT sure as hell SL_Shrines does not work base file or overlaid file and I cannot explain it as I do not use survival. The only factor which I can use to decrease the embarrassment is the fact that I am running into problems with 3 other mods currently. None are catastrophic but all are needing far too much attention
Martok73 Posted April 13, 2023 Posted April 13, 2023 On 4/10/2023 at 1:00 PM, Will55 said: I sold 4 slaves at Fellglow and received 22500 for just one although the other three only gave 25k total. However my char is a bard with high speech and that helps overmuch. TBH the buyer there is a tightwad usually and I almost fell from my chair when i saw that price The only reason you got that much was 3 reasons, their level (higher the level higher the price), their sub level (100 sub is best for max price), and their respect level (as close to 100 that you can get, easy way is keep them in PAHE and gag them then tell them to address you properly and whip them when they dont.) A 100 sub 100 respect level lvl 50 female nord bandit chief fetched me almost 30k, I was offered 50k for the Ebony Warrior fully trained with 100 in all stats and he's level 82. To get the best price at the Restless Hunter train all stats except combat, so 100 sub, respect, pose, sex and make sure they are female level 45 or higher. Felglow is the same, the higher the level and the more the training the better the price, but it's focused more on sub/respect and npc level and race. A nord female will get more than a breton female, and a redguard female will fetch more than a dunmer female. They will buy lizards and cats but they don't go for near as much even with high level and stats. As to where slaves go when they are sold, if you sell to Felglow, the don't go anywhere except that big cage in the area where you sell them. There is also a limit of either 20 or 30 I think, can't remember exactly but at some point he just won't buy anymore. As for the Restless Hunter, the npc is moved to the dead body storage cell, which is pretty much oblivion as nothing in that cell has any effect on the game engine. If not dead they t-pose because their AI is shut off same as if they were dead. I pretend or RP that when I sell them they go off to another land to live out their life with their new master/mistress. Hope this helps. 1
Will55 Posted April 13, 2023 Posted April 13, 2023 (edited) 5 hours ago, Martok73 said: The only reason you got that much was 3 reasons, their level (higher the level higher the price), their sub level (100 sub is best for max price), and their respect level (as close to 100 that you can get, easy way is keep them in PAHE and gag them then tell them to address you properly and whip them when they dont.) Hope this helps. It certainly does: the gag advice was the clue for which I have been searching for so long. The fact that it was so obvious should make me feel embarrassed, as how can they show the desired respect if they are gagged? Doh! All of this agony for 4 hours gameplay per night. I spend more time on LL than I do playing it seems. Can they stay gagged if not now restrained? I guess i will find that out soon enough. Just integrated the 6 child bed Proudspire mod with the Crypt mod ( needs some twiddling if anyone tries it but if I can do it it should be easy for most) as well as the adventurer's basement. The crypt is handy if you are a vampire or can be used to "store" vampire slaves. AFAIAC, it needs better illumination, so I had better harvest some horny goats.. I do not really need it but integrating it was a minor challenge to my limited skills. The basement mod can have trapdoors on every home, mod or not, and they all open into the same space, so any NPCs kept there are accessible in every such home which, now I have discovered it, is excellent for slaves, as it has the same space almost as LVM cellar. Its designed function: automated storage of everything collectable, I have not tested but it too seems interesting. However NPCs kept there cannot move or even idle and have to be TP'd in or out but then, they cannot escape So again, a hearty "Thank you" for the one thing hindering all of this run as well as many before it. Time to test Nonseen and dump my Bandit/Forsworn slaves into his mines as well as the HSH basement.. Edited April 13, 2023 by Will55
kohlteth Posted April 13, 2023 Posted April 13, 2023 8 hours ago, Will55 said: It certainly does: the gag advice was the clue for which I have been searching for so long. The fact that it was so obvious should make me feel embarrassed, as how can they show the desired respect if they are gagged? Doh! All of this agony for 4 hours gameplay per night. I spend more time on LL than I do playing it seems. Can they stay gagged if not now restrained? I guess i will find that out soon enough. Just integrated the 6 child bed Proudspire mod with the Crypt mod ( needs some twiddling if anyone tries it but if I can do it it should be easy for most) as well as the adventurer's basement. The crypt is handy if you are a vampire or can be used to "store" vampire slaves. AFAIAC, it needs better illumination, so I had better harvest some horny goats.. I do not really need it but integrating it was a minor challenge to my limited skills. The basement mod can have trapdoors on every home, mod or not, and they all open into the same space, so any NPCs kept there are accessible in every such home which, now I have discovered it, is excellent for slaves, as it has the same space almost as LVM cellar. Its designed function: automated storage of everything collectable, I have not tested but it too seems interesting. However NPCs kept there cannot move or even idle and have to be TP'd in or out but then, they cannot escape So again, a hearty "Thank you" for the one thing hindering all of this run as well as many before it. Time to test Nonseen and dump my Bandit/Forsworn slaves into his mines as well as the HSH basement.. Instead of Adventurers basement, may want to check this out out instead :- https://www.nexusmods.com/skyrimspecialedition/mods/9367
Will55 Posted April 13, 2023 Posted April 13, 2023 2 hours ago, kohlteth said: Instead of Adventurers basement, may want to check this out out instead :- https://www.nexusmods.com/skyrimspecialedition/mods/9367 Thank You! I had already but the sheer number of files put me off and I already had 3 homes and a basement 25% filled with slaves. I DL'd the base mod and its prequisite but decided to keep the basement mod. The newer one has a good concept (TPs and cloud storage) but it was too late for this run. Perhaps next time although I am not convinced as I hate mannequins and the thought of typing "markfordelete" 56 times was the final straw.
kohlteth Posted April 13, 2023 Posted April 13, 2023 1 hour ago, Will55 said: Thank You! I had already but the sheer number of files put me off and I already had 3 homes and a basement 25% filled with slaves. I DL'd the base mod and its prequisite but decided to keep the basement mod. The newer one has a good concept (TPs and cloud storage) but it was too late for this run. Perhaps next time although I am not convinced as I hate mannequins and the thought of typing "markfordelete" 56 times was the final straw. You could try this for better looking mannequins maybe https://www.nexusmods.com/skyrimspecialedition/mods/66300 1
Will55 Posted April 14, 2023 Posted April 14, 2023 (edited) 23 hours ago, kohlteth said: You could try this for better looking mannequins maybe https://www.nexusmods.com/skyrimspecialedition/mods/66300 Thank you! But it is not how they look but the fact that I never use them for anything while my hookers have found uses for them (yes, I did boggle somewhat..thank the gods that they paid as I could see my char fronting up and demanding that they do so...yeah!) and they never stay in their designated spot over time and block NPC traffic lanes. I did look at the mod and yes, they are far preferable to the vanilla, but as they are are still mannequins ( a real pity in one or two) the above still applies . I did hit a big problem at Proudspire as the TNF mod screws up traffic lanes for the NPCs totally. I have just unticked the crypt mod to see if it is the cause but the manor may need an overhaul....*loads of muffled extremely bad language*. This has led to me reconsidering the Xroads cellar mod . I will wait and see. Your help with these mods is appreciated. *groans* now my "better half" has suggested that I actually use the mannequins for all of the scanty Tabola armors that I have collected as I tend to stick with the dwarven and ebony and have not looked at/crafted the others for ages( although, I DO look at those wearing them ) The horrible thing is that she is right....again. It is all your fault as she was looking over my shoulder at the mannequin mod (facetious) As a footnote: I kept seeing a follower ^ under the floor of Winstadt Hall. So I went to check and Niranye, aggressive hooker 3 followed me. I have the extended cellar there and I had not checked it since the mod was installed and there were still 6 mannequins there to whom Niranye went , most if not all, asking if they wanted "any fun". It show what hookers really think of males or else a complete lack of discernment on their behalf. Over a year ago in Vuoksi I had stacked a near a dozen slaves there whose average arousal was ~100 and the mannequin there was in the middle of 6 of them when I next visited the place. I do not recall a smile on his face but then I never looked. Edited April 14, 2023 by Will55 1
kohlteth Posted April 14, 2023 Posted April 14, 2023 5 hours ago, Will55 said: Thank you! But it is not how they look but the fact that I never use them for anything while my hookers have found uses for them (yes, I did boggle somewhat..thank the gods that they paid as I could see my char fronting up and demanding that they do so...yeah!) and they never stay in their designated spot over time and block NPC traffic lanes. I did look at the mod and yes, they are far preferable to the vanilla, but as they are are still mannequins ( a real pity in one or two) the above still applies . I did hit a big problem at Proudspire as the TNF mod screws up traffic lanes for the NPCs totally. I have just unticked the crypt mod to see if it is the cause but the manor may need an overhaul....*loads of muffled extremely bad language*. This has led to me reconsidering the Xroads cellar mod . I will wait and see. Your help with these mods is appreciated. *groans* now my "better half" has suggested that I actually use the mannequins for all of the scanty Tabola armors that I have collected as I tend to stick with the dwarven and ebony and have not looked at/crafted the others for ages( although, I DO look at those wearing them ) The horrible thing is that she is right....again. It is all your fault as she was looking over my shoulder at the mannequin mod (facetious) As a footnote: I kept seeing a follower ^ under the floor of Winstadt Hall. So I went to check and Niranye, aggressive hooker 3 followed me. I have the extended cellar there and I had not checked it since the mod was installed and there were still 6 mannequins there to whom Niranye went , most if not all, asking if they wanted "any fun". It show what hookers really think of males or else a complete lack of discernment on their behalf. Over a year ago in Vuoksi I had stacked a near a dozen slaves there whose average arousal was ~100 and the mannequin there was in the middle of 6 of them when I next visited the place. I do not recall a smile on his face bu then I never looked. https://www.nexusmods.com/skyrimspecialedition/mods/53468 for better hallway access and no more roaming mannequins 1
Martok73 Posted April 14, 2023 Posted April 14, 2023 On 4/13/2023 at 5:00 AM, Will55 said: Can they stay gagged if not now restrained? Yep, gags are independent and will stay in place/effect regardless of what they're doing restrained or not. Do keep in mind that sometimes the "open mouth" animation will occasionally "close" even with the gag still equipped and working, and sometimes they will speak normally instead of "gag" speak. But the effect of the gag is still present and working and will fairly rapidly increase respect training. Just remember that once you gag them and tell them to address you properly that you need to "punish" them via whipping every single time you have the dialog option of "I thought I told you to address me properly" when that slave is below 100 respect. This will raise that stat pretty quick, and once you have 1 slave with 100 respect, then you can use that slave to train another, and another and so forth. 1
Will55 Posted April 14, 2023 Posted April 14, 2023 Between kohlteth's fountain of Mod knowledge and Martok73's SSE practical wisdom, I think that I have solved about 2/3 of my PAH /house related problems. Many thanks to both of you. 1
Will55 Posted April 16, 2023 Posted April 16, 2023 (edited) Martok73. Exactly what gag do you use? I ask as I have gagged 25 slaves with a black leather ball gag and they still speak,, even after 8 were moved back to PAH Am I just impatient? OOC I made a BDSM gag and Maid gag to see if that makes a difference but as I am moving "house" (see "basement" or "cellar") I am yet to follow it up. kohlteth Not happy with the crossroads inn cellar mod as it demands too much attention and while it has a lot of space it is far too much for 85 slaves and they would have to mix with the inn NPCs as the whole place is open to the latter. In addition the doors are already a problem WRT positioning and the need to find a key to enter my 8 owned homes ( I cannot find key or door in the Tundra Homestead) has placed it on the edge of removal. It is a typical good mod with simple ideals ruined by the need to keep adding complexity. perhaps in a survival run to bypass the no fast travel, it mighty be of value. But a thank you, nonetheless. Mind you those females mannequins are wasted *sighs* (then cops an elbow in the ribs from guess whom). Edited April 16, 2023 by Will55
kohlteth Posted April 16, 2023 Posted April 16, 2023 4 hours ago, Will55 said: Martok73. Exactly what gag do you use? I ask as I have gagged 25 slaves with a black leather ball gag and they still speak,, even after 8 were moved back to PAH Am I just impatient? OOC I made a BDSM gag and Maid gag to see if that makes a difference but as I am moving "house" (see "basement" or "cellar") I am yet to follow it up. kohlteth Not happy with the crossroads inn cellar mod as it demands too much attention and while it has a lot of space it is far too much for 85 slaves and they would have to mix with the inn NPCs as the whole place is open to the latter. In addition the doors are already a problem WRT positioning and the need to find a key to enter my 8 owned homes ( I cannot find key or door in the Tundra Homestead) has placed it on the edge of removal. It is a typical good mod with simple ideals ruined by the need to keep adding complexity. perhaps in a survival run to bypass the no fast travel, it mighty be of value. But a thank you, nonetheless. Mind you those females mannequins are wasted *sighs* (then cops an elbow in the ribs from guess whom). The keys btw are all in lockboxes next to the bed in the houses, apart from 1 which is the giant elevator down to Blackreach which is a lil more complicated (or of course you could just add the keys with Additemmenu or Skyrim cheat engine, 2 very must have mods)
Will55 Posted April 17, 2023 Posted April 17, 2023 9 hours ago, kohlteth said: The keys btw are all in lockboxes next to the bed in the houses, apart from 1 which is the giant elevator down to Blackreach which is a lil more complicated (or of course you could just add the keys with Additemmenu or Skyrim cheat engine, 2 very must have mods) Thank you! I did know that as it was how I opened the Windstadt door once I had moved it to the right to NOT obstruct the extended cellar opening. I also knew that I could use Additemmenu but, while I do use it in desperation mostly, I try to avoid it unless all else kosher fails. What does concern me is whether the removal of the mod (if not done very early) will wound the save games due to the modder's need to make the inn a public place which IIRC makes a script heavy mod. After my experiences with BBL and a friend's with Helgen Revisited I don't want to lose this game once I am so far into it with PAH/TDF behaving mostly and 8 totally refurbished homes(a LOT of work there) and a working game plan. All almost too good to be true as since Sexlab's intrusion I have never once even approached the endings in main or DLC games. In fact, I have am yet to visit Solstheim since SL came as so many runs have collapsed. I would like to keep XroadsInn OOC but it is not essential while Adventurer's basement does what I need without complexity. I currently have both but the Xroads Inn will go I am afraid. To Martok73 Despite being gagged they still give the polite reply and even if they are silent (relatively or absolutely) there is NO "I told you to speak to me properly" line to justify punishment.
Will55 Posted April 19, 2023 Posted April 19, 2023 To Martok73 I am using ZBF gags on 3 Thalmor slaves (transferred from HSH to PAH) with 65 respect and these gags (unlike the black leather ball gags) seem to stop speech some of the time. But when they do NOT stop speech my char reads/hears every insult in the slaves lexicon including some new ones (for me). Yet, there is NO possible PC response to this. No speech line saying:" I thought etc...." Hence , NO excuse to punish them and no way to increase respect. I punished them any way and they just hate my char more and respect remains at 65 regardless. What can I do here? I have learnt my lesson about allowing mouthy slaves into the homes(had to kill one ages ago to stop her) and so cannot use any as such. It is making slavery seem pointless again.
TrollAutokill Posted April 20, 2023 Posted April 20, 2023 (edited) Hi @Musje, I am working on the DoM 4 interface to HSH and stumble on what looks like a bug in the script. Lines 21 to 23 of PHHSHPortableCellScript.psc if (ResidentSlaves == None) ; this is not allowed as an array can not be compared to a None ResidentSlaves == new ReferenceAlias[101] ; "==" instead of "=" endif Should be, if (ResidentSlaves.length < 101) ResidentSlaves = new ReferenceAlias[101] endif Edited April 20, 2023 by TrollAutokill
Will55 Posted April 21, 2023 Posted April 21, 2023 This is from a post on the PAH page: "In addition, the HSH MCM refuses to see occupants in Tundra Homestead cellar despite it being A HSH cell. They are not in PAH so they are still HSH but just not listed.
terrorofmorrowind Posted April 23, 2023 Posted April 23, 2023 (edited) Has the option "give PAH aditional dialogue" been fixed now btw? I remember it causing a lot of issues in the old version. I'm gonna keep it turned off until I get more info on it for now. Also do followers ignore tied up npc's too when they wanna fuck a slave? Edited April 23, 2023 by terrorofmorrowind
beetlebug123 Posted April 30, 2023 Posted April 30, 2023 (edited) When I order an NPC to use furniture or tie them up at a marker then leave and re-enter the cell they are no longer restrained. Slaves restrained with the Heretical Devices hanging chains (in past saves they worked well in SSE) will be lying on the floor and you have to kick them to reset them. Does anyone know how to fix this problem? I use the most up to date versions of PAHE, DOM, HSH, and AYGAS. Edited April 30, 2023 by beetlebug123
Kurohoshi Posted April 30, 2023 Posted April 30, 2023 any idea on where i can get the HSH Cart file? So i can move my slaves in a cart?
grosaprap Posted May 1, 2023 Posted May 1, 2023 13 minutes ago, Kurohoshi said: any idea on where i can get the HSH Cart file? So i can move my slaves in a cart? https://www.loverslab.com/topic/156026-pah-slave-cart/
Kurohoshi Posted May 1, 2023 Posted May 1, 2023 3 hours ago, grosaprap said: https://www.loverslab.com/topic/156026-pah-slave-cart/ You, my friend, are fuckin awesome. I have been trying to find this file for months lol
DonQuiWho Posted May 1, 2023 Posted May 1, 2023 14 hours ago, Kurohoshi said: any idea on where i can get the HSH Cart file? So i can move my slaves in a cart? Just FWIW, the cart's behaviour can be a bit flaky I have games in which I have seen it work almost flawlessly and if driven carefully at modest speed it will go down the road, round even tight corners, with no problems In other games, it tries to be the launch vehicle for the first horse into space. In those games, I just load up the slaves, leave it wherever it is, go to the place I want to transport them to, and then teleport the cart with the Summons Horn found in the Misc Section of the Inventory, and the cart and slaves will appear. WRT to that sort of summons, (or even parking more generally), make sure you are facing the heading in which that you want the cart to appear, And stand away from buildings/structures which will be to the cart's right as the slaves try to exit that direction and it looks weird if they bang into walls etc Hope that's useful DQW 1
grosaprap Posted May 1, 2023 Posted May 1, 2023 5 hours ago, DonQuiWho said: Just FWIW, the cart's behaviour can be a bit flaky I have games in which I have seen it work almost flawlessly and if driven carefully at modest speed it will go down the road, round even tight corners, with no problems In other games, it tries to be the launch vehicle for the first horse into space. In those games, I just load up the slaves, leave it wherever it is, go to the place I want to transport them to, and then teleport the cart with the Summons Horn found in the Misc Section of the Inventory, and the cart and slaves will appear. WRT to that sort of summons, (or even parking more generally), make sure you are facing the heading in which that you want the cart to appear, And stand away from buildings/structures which will be to the cart's right as the slaves try to exit that direction and it looks weird if they bang into walls etc Hope that's useful DQW To be fair, this is a 'Skyrim' problem. Not a 'slave cart' problem. The implementation of Havok in Skyrim makes any sort of 'cart based' mod a mix of Kerbal Space program and intent. Whenever the mesh of the cart intersects with another object (which can happen quite easily and more easily the faster you move and the more complex the landscape around the cart is) the system attempts to 'push' the cart out of the object... often launching it. SLUT had the same issues with the carts attached to the players with it's pony play.
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