TrollAutokill Posted May 20 Posted May 20 14 minutes ago, Killrathi said: Cyclic interaction detected: PAH_HomeSweetHome.esp --[Master]-> PAH_HomeSweetAdditions.esl --[Master Flag]-> PAH_HomeSweetHome.esp Says who?
sidfu1 Posted May 20 Posted May 20 3 hours ago, Killrathi said: Cyclic interaction detected: PAH_HomeSweetHome.esp --[Master]-> PAH_HomeSweetAdditions.esl --[Master Flag]-> PAH_HomeSweetHome.esp I think either PAH_HomeSweetHome.esp must be esm or PAH_HomeSweetAdditions.esl must be esp (or probably esl flagged esp) I changed PAH_HomeSweetHome.esp and testing (added esm flag with ssedit, loot and ingame dont show any related errors atm except old bug with disappearing names of slaves) Reveal hidden contents screenshot this mod can not be a .esl. .esl files are forced to be at the top of the mod list. it needs to be a esp flaged as a esl
TrollAutokill Posted May 20 Posted May 20 43 minutes ago, sidfu1 said: this mod can not be a .esl. .esl files are forced to be at the top of the mod list. it needs to be a esp flaged as a esl Only esm are forced to be at the top. Not esl.
Killrathi Posted May 21 Posted May 21 15 hours ago, TrollAutokill said: Says who? It was loot report in MO2 And MO2 shows both plugins with bold font like other esm/esl but cant place them with other - only with classic esp. After adding esm flag to main esp loot stop show error and plugins windows in MO2 begun to allow place plugins correctly Spoiler sreenshot mo2 plugins after "esm fix"
TrollAutokill Posted May 21 Posted May 21 1 hour ago, Killrathi said: It was loot report in MO2 And MO2 shows both plugins with bold font like other esm/esl but cant place them with other - only with classic esp. After adding esm flag to main esp loot stop show error and plugins windows in MO2 begun to allow place plugins correctly Reveal hidden contents sreenshot mo2 plugins after "esm fix" 12 hours ago, TrollAutokill said: Only esm are forced to be at the top. Not esl. Ok, try this version, the HomeSweetAddition is now an esl flagged esp file. That should let MO2 move it freely in its load order. PAH_HomeSweetHome_1.41c_SSE.7z
Killrathi Posted May 21 Posted May 21 36 minutes ago, TrollAutokill said: Ok, try this version, the HomeSweetAddition is now an esl flagged esp file. That should let MO2 move it freely in its load order. PAH_HomeSweetHome_1.41c_SSE.7z 18.98 MB · 1 download Also sorting with MO2 and loot without errors like main esm-flagged variant esl-flagged esp variant differ only load location. Because pahe, zaz etc use esm - i think there is no diffs for base requirements. But for opts reqs I think esl-fugged variant must be more correct.
CliftonJD Posted May 21 Posted May 21 On 5/20/2026 at 9:38 AM, Killrathi said: Cyclic interaction detected: PAH_HomeSweetHome.esp --[Master]-> PAH_HomeSweetAdditions.esl --[Master Flag]-> PAH_HomeSweetHome.esp I think either PAH_HomeSweetHome.esp must be esm or PAH_HomeSweetAdditions.esl must be esp (or probably esl flagged esp) I changed PAH_HomeSweetHome.esp and testing (added esm flag with ssedit, loot and ingame dont show any related errors atm except old bug with disappearing names of slaves) Reveal hidden contents screenshot yes, ive run into that problem before with esl files requiring an esp. esl files are expected to load before esp files, but loot expects to load dependencies after the esp
CliftonJD Posted May 21 Posted May 21 On 5/20/2026 at 9:53 AM, TrollAutokill said: Says who? On 5/20/2026 at 1:53 PM, TrollAutokill said: Only esm are forced to be at the top. Not esl. i ran into that problem when i tried converting some of the pahe files to esl. can only use the esl flag as esp 2
TrollAutokill Posted May 21 Posted May 21 26 minutes ago, CliftonJD said: i ran into that problem when i tried converting some of the pahe files to esl. can only use the esl flag as esp Ok only esp files flagged as esp from now on. Lesson learned. 3
fred200 Posted May 21 Posted May 21 I am extremely happy when mod authors work together! We all benefit. (And the mods in question happen to be great) 2
Killrathi Posted May 22 Posted May 22 6 hours ago, CliftonJD said: i ran into that problem when i tried converting some of the pahe files to esl. can only use the esl flag as esp I think the problem caused by choosing incorrect source esp for that. I convert some old small esp without problems (It is also important to note that after conversion it is advisable to start a new game for some complex modifications and check scripts to avoid links pointing to the old mod name. As an example change links mycustommod.esp:1 to mycustommod.esl:801, need checking scripts, compacted ids in configs etc) 6 hours ago, TrollAutokill said: Ok only esp files flagged as esp from now on. Lesson learned. ESL where it possible - is good solution to avoid restrictions of max plugins count for big users sets. Most of CC content use esl-format. Master-files usually necessary for large amount of objects CELL, FACT, PACK, PERK, RACE, SCEN, WRLD. Also esm/esp must be choosing for objects with direct formid (index+id) links. Esl mostly uses for overrides to other master-files data: small temporary cells additions, armor, weapon, independent light followers and small patches for other master files. Old esl was restricted with 2048 objects in it, new (AE) storage system of esl has increased to 4096 objects max per esl. As an example Pahe_Dragonborn_fixes.esl changes small amount of dialogs but unofficial skyrim creation club content patch esl patches much for objects Your PAH_HomeSweetAdditions.esp contains small quantity temporary CELL additions only to PAH_HomeSweetHome.esp so it fully meets the requirements of esl-format. The only problem was with load order (for clear esl-format master must be esm). Thus for current structure of your mods: esp-master with esl-flagged esp secondary (as current your 1.41c version) or esm-master with esl secondary (this way I already successfully tested marking master esp as esm as I wrote before) - both variants will be faithful adherence to the Skyrim mods rules because PAHE (master mod for HSH) use ESM-format
natybs Posted May 24 Posted May 24 Hi I just want to ask, my slaves in home sweet home 1.42c don't seem to ever be able to complete training. I have a dedicated trainer and a task mistress but the slaves will shut get to the last stat and partly increase it and then decrease that same skill? Does anyone know of a fix? I am wondering if it is because I have some 8.0 but Dom loaded before home sweet home and it never had the patches for home sweet home triggered in fomod
TrollAutokill Posted May 26 Posted May 26 (edited) In order to avoid clogging the original thread, I propose for the discussions concerning versions 1.33d+ and 1.4+ to continue on the HSH SE Update page. All further updates will be posted on the very same update page. Edited May 27 by TrollAutokill
xyzxyz Posted June 14 Posted June 14 How do I use the "Dress lighter, dear" dialogue with slaves? What is it doing?
Fraying9981 Posted August 13 Posted August 13 (edited) On 5/27/2019 at 4:27 PM, DarkMaster13 said: Slaves as Ponygirls idea for HSH. Maybe @Musje integrate it ? Really immersive travel for slaver. ponygirlENG.7z REQUIRE: ZaZAnimationPack.esm Spell Tome located in Riverwood near Riverwood Trader in cart. Have fun! Reveal hidden contents Dear Sir, I came across your mod somewhere 2 years ago and had a great laugh. I built a Prisma plugin on top of it to use it as a uber app. Thank you so much for sharing this in this thread! 🙏🏻 Edited August 13 by Fraying9981
natybs Posted August 13 Posted August 13 Hey I'm having an issue where any slaves I sent to the restless Hunter inn basement with the auction amulet equipped on them are not sold at the auction. The game treats them like they are not there. I completed all the home sweet home quests. I am on the most recent version of home sweet home with diary of mine, not using paradise halls at all.
TrollAutokill Posted August 13 Posted August 13 On 6/14/2026 at 8:15 PM, xyzxyz said: How do I use the "Dress lighter, dear" dialogue with slaves? What is it doing? This means she slave should use clothes instead of armor. I have no idea what it does behind the scenes though.
sidfu1 Posted August 14 Posted August 14 the outfit system in HSH is pretty much broken right now. devious devices will not be equiped. random slots will not equip. they will randomly unequipo slots. for example gave a slave a collar and a full set o fsext wear. put in hsh exit cell come back in and she naked. do same with anther slave she unquipes half of it rest she wont re equip. its all over the place. iliteraly had a guy i put from dom to HSH with full set of steel plate armor and zone come back and he naked but fo rhelmet. and as per usual he would only requip some slots then strip them when i would leave
Fraying9981 Posted August 14 Posted August 14 33 minutes ago, sidfu1 said: the outfit system in HSH is pretty much broken right now. devious devices will not be equiped. random slots will not equip. they will randomly unequipo slots. for example gave a slave a collar and a full set o fsext wear. put in hsh exit cell come back in and she naked. do same with anther slave she unquipes half of it rest she wont re equip. its all over the place. iliteraly had a guy i put from dom to HSH with full set of steel plate armor and zone come back and he naked but fo rhelmet. and as per usual he would only requip some slots then strip them when i would leave yes.
GuruSR Posted Wednesday at 09:22 PM Posted Wednesday at 09:22 PM Quick question, what scripts edit the name of the slave? So I can debug it to see if there is a reason why the name gets wiped when moving cells (non-loading and loading). GuruSR.
TrollAutokill Posted Wednesday at 09:44 PM Posted Wednesday at 09:44 PM 19 minutes ago, GuruSR said: Quick question, what scripts edit the name of the slave? So I can debug it to see if there is a reason why the name gets wiped when moving cells (non-loading and loading). GuruSR. There is no script to edit the names in HSH. Except maybe the config menu (MCM) script. Spawned NPC lsvget their name changed at capture. See PAH or DOM.
GuruSR Posted Thursday at 12:01 AM Posted Thursday at 12:01 AM 2 hours ago, TrollAutokill said: There is no script to edit the names in HSH. Except maybe the config menu (MCM) script. Spawned NPC lsvget their name changed at capture. See PAH or DOM. Ah, okay, was asking, trying to track down the blank name that happens, was wanting to make sure I'm not going after the wrong mod. Thanks. GuruSR.
TrollAutokill Posted Thursday at 07:13 AM Posted Thursday at 07:13 AM 7 hours ago, GuruSR said: Ah, okay, was asking, trying to track down the blank name that happens, was wanting to make sure I'm not going after the wrong mod. Thanks. GuruSR. That's an old bug, I had it with PAH some years ago, but it somehow solved itself. I can't remember any mod being identified as the culprit.
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