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Paradise Halls - Home Sweet Home (SE/LE)


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Posted

You can remove the camp safely without getting the markers.

 

I can set the temp camp to be usable indoors, I'll give it some testing. makes sense to be able to use it in a cave or ruin

 

Thanks Musje!
 
If you are interested I also found and tested the following generic voice types that work well as a voiced replacement for the whip hit effect for training.  All of these include all voice type except for children so they should work on everything but custom voiced actors.  For custom actors I still got a subtitle in most cases. I put them in the DNAM field in TES5Edit (simple copy paste from spoiler).
 
They work well for FormID: xx0605f0a2 (3-8) (PHHSHSlaveIsHitExclaim) if you are ever bored and want to try it out.
 

xx0605f0a2 (3-8)
[iNFO:00017708] ('Mercy!' in GRUP Topic Children of [DIAL:00013F30])
[iNFO:00017703] ('Aaaiiee!' in GRUP Topic Children of [DIAL:00013F30])
[iNFO:000DBA38] ('Ah! It burns!' in GRUP Topic Children of [DIAL:00013F30])
[iNFO:000DBA3A] ('Ahh!' in GRUP Topic Children of [DIAL:00013F30])
[iNFO:0002E357] ('Agh...' in GRUP Topic Children of [DIAL:00013EE4])
[iNFO:0002E358] ('Ugh...' in GRUP Topic Children of [DIAL:00013EE4])
[iNFO:00013EF7] ('Yeagh!' in GRUP Topic Children of [DIAL:00013EBB])
[iNFO:00042ED2] ('Oof!' in GRUP Topic Children of [DIAL:00013EBB])
[iNFO:00042ED3] ('Nargh!' in GRUP Topic Children of [DIAL:00013EBB])
[iNFO:00042ED4] ('Argh!' in GRUP Topic Children of [DIAL:00013EBB])
[iNFO:00042ED5] ('Weergh!' in GRUP Topic Children of [DIAL:00013EBB])
[iNFO:0006F41E] ('Agh!' in GRUP Topic Children of [DIAL:00013EBB])

Posted

You can wait a while (2 days I think) and then sell the rest at the same mine. Or go to another mine, there's one east of Mortal, one in Dawnstar, and one in that town north of Markath.

I've sold slave at Dawnstar but still no progress on quest.

Record in journal for "Dispensing Justice":

* Bring more criminals to forced-labour camps... [incomplete]

* Catch criminals ... (3/3) [Complete]

 

How to complete the quest?

How to get access to Restless Hunter? Right now nobody there wants to speak with me. So I can't buy tokens and etc...

 

Is that OK that first 3 pages on HSH configuration menu are empty?

4th page says that installed version is 1.06 (actual version is 1.06c) and PAHE version is OK.

Posted

 

You can wait a while (2 days I think) and then sell the rest at the same mine. Or go to another mine, there's one east of Mortal, one in Dawnstar, and one in that town north of Markath.

I've sold slave at Dawnstar but still no progress on quest.

Record in journal for "Dispensing Justice":

* Bring more criminals to forced-labour camps... [incomplete]

* Catch criminals ... (3/3) [Complete]

 

How to complete the quest?

How to get access to Restless Hunter? Right now nobody there wants to speak with me. So I can't buy tokens and etc...

 

Is that OK that first 3 pages on HSH configuration menu are empty?

4th page says that installed version is 1.06 (actual version is 1.06c) and PAHE version is OK.

 

You need to sell 2 more slaves to one of the Prison Guards. Wait in game for 48 hours game time, then try to sell another slave to one of the prison guards.

 

The first 3 pages in the MCM will list slaves after you finish the quests and get some slaves of your own.

It's normal for it to be currently blank for you.

 

I forget at which point this is supposed to happen exactly, but a female npc named Merian will eventually find you wherever you are and want to fight you. When you win, you can enslave her and then go find her sister.

Posted

Had a odd one yesterday, i took two new slaves to my player house in the pale (hjarchal hall or something) and left them there for the task mistress to assign a trainer and one of the slaves was assigned a trainer from a different house (player house near morthal) so kept running out the door, eventually noticed on the MCM that the trainer was in a different house so i moved that trainer to the same house and then all was good

 

Should HSH have noticed that the slave/trainer were in different locations? or if i move a slave do i need to do something with the task master to make them pick up the change?

 

 

Posted

Had a odd one yesterday, i took two new slaves to my player house in the pale (hjarchal hall or something) and left them there for the task mistress to assign a trainer and one of the slaves was assigned a trainer from a different house (player house near morthal) so kept running out the door, eventually noticed on the MCM that the trainer was in a different house so i moved that trainer to the same house and then all was good

 

Should HSH have noticed that the slave/trainer were in different locations? or if i move a slave do i need to do something with the task master to make them pick up the change?

 

I've noticed there's always some residual memory from time to time.  For example, when you assign a slave to a cell.. and then delete that cell, the slave will still remember that cell location and consider it their cell unless you either assign them a new cell or have them travel with you and then reassign them to the house.   This goes for bedrooms and wall markers as well.

 

Perhaps this is similar.  You could try telling the taskmaster(mistress) to stop their role before moving a slave between locations, and then reassigning them as the head of the house after you have told the slave to travel with you.   Also, give the scripts a bit of time to process everything maybe take a bio break or grab a drink between major re allocations.

 

Also try asking the mistress/master the status of the slaves in the house to see who they register as their wards.

Posted

Had a odd one yesterday, i took two new slaves to my player house in the pale (hjarchal hall or something) and left them there for the task mistress to assign a trainer and one of the slaves was assigned a trainer from a different house (player house near morthal) so kept running out the door, eventually noticed on the MCM that the trainer was in a different house so i moved that trainer to the same house and then all was good

 

Should HSH have noticed that the slave/trainer were in different locations? or if i move a slave do i need to do something with the task master to make them pick up the change?

 

HSH should only pair up slaves from the same house for training, maybe there's a bug. Did you move that trainer from one house to the other before the trainee was assigned?

 

If you move a slave to a different house, you should not have to do anything.

 

I've noticed there's always some residual memory from time to time.  For example, when you assign a slave to a cell.. and then delete that cell, the slave will still remember that cell location and consider it their cell unless you either assign them a new cell or have them travel with you and then reassign them to the house.   This goes for bedrooms and wall markers as well.

 

Perhaps this is similar.  You could try telling the taskmaster(mistress) to stop their role before moving a slave between locations, and then reassigning them as the head of the house after you have told the slave to travel with you.   Also, give the scripts a bit of time to process everything maybe take a bio break or grab a drink between major re allocations.

 

Also try asking the mistress/master the status of the slaves in the house to see who they register as their wards.

 

 

It shoudn't be necessary to have the taskmaster stop and start assigning trainers. But it's good you bring up slaves remembering deleted markers, that smells like a bug and perhaps it's a potentially nasty one.

 

Posted

 

Had a odd one yesterday, i took two new slaves to my player house in the pale (hjarchal hall or something) and left them there for the task mistress to assign a trainer and one of the slaves was assigned a trainer from a different house (player house near morthal) so kept running out the door, eventually noticed on the MCM that the trainer was in a different house so i moved that trainer to the same house and then all was good

 

Should HSH have noticed that the slave/trainer were in different locations? or if i move a slave do i need to do something with the task master to make them pick up the change?

 

I've noticed there's always some residual memory from time to time.  For example, when you assign a slave to a cell.. and then delete that cell, the slave will still remember that cell location and consider it their cell unless you either assign them a new cell or have them travel with you and then reassign them to the house.   This goes for bedrooms and wall markers as well.

 

Perhaps this is similar.  You could try telling the taskmaster(mistress) to stop their role before moving a slave between locations, and then reassigning them as the head of the house after you have told the slave to travel with you.   Also, give the scripts a bit of time to process everything maybe take a bio break or grab a drink between major re allocations.

 

Also try asking the mistress/master the status of the slaves in the house to see who they register as their wards.

 

 

That could be it, i was using hjarchal hall as my main training site with a couple of slaves at lakeview and a couple at the one in morthal so the slave that was being assigned as the trainer (that was in morthal player house) would have been in hjarchal under that task master to start with although as i recall i did pick them up with PAH and then move them to the new house and used the HSH dialogue to drop them off - the task master would have been responsible for training but as all the slaves in my homes are now at stats 100/98/100/100 for sub/combat/pose/sex there wouldn't have been any training going on at the time i moved them

 

I tried stopping and starting training with the task master but it kept doing the same so i ended up teleporting the trainer from morthal to hjachal hall and then picking up with PAH dialogue and then dropping back into that house with HSH dialogue and then training went normally

 

On the MCM itself everybody did show in the correct place for where i'd put them (i.e. trainer in morthal showed in the morthal house)

 

Posted

Moving them with PAH should work, but I'll check the code, maybe something is not correctly deregistering the slave. Teleporting them is not recommended except for moving slaves back to their proper house.

Posted

Moving them with PAH should work, but I'll check the code, maybe something is not correctly deregistering the slave. Teleporting them is not recommended except for moving slaves back to their proper house.

 

Well in my case, you should know that my script usage is ridiculous.  It could very well be a misfire.. in fact i expect stuff to break more often than it does.  Frankly I'm surprised I managed to shoehorn HSH in.  For the most part it is working quite well for me considering that I have..

 

Frostfall, legacy of dragonborn, mias lair, pah and hsh, wetfunction, ineed, defeat.. well i could go on.. but you get the idea.

 

Considering this load.. and the complexity of HSH moving npcs in and out of systems..  I am amazed your scripts are working as cleanly as they do.

Posted

I think i found the reason, when i was on the task master dialogue using the dialogue to have them report slave status the slave i'd moved to windstad manor and made a task master their showed in there list so it doesn't seem to always be noticing and updating the task masters list  when you use the time to hit the road slave dialogue on the slave to pick them up with PAH and then move them elsewhere

 

How is it checking for a task master since i tried the dialogue options to have the task master no longer manage slaves at windstad manor and then i selected the slave and said to be task master and the slave list they had showed correctly for the slaves in windstad manor but then when i went back to the heljarchen hall and tried to make a task master there i couldnt as it was saying there was already a task master for that house

Posted

I think i found the reason, when i was on the task master dialogue using the dialogue to have them report slave status the slave i'd moved to windstad manor and made a task master their showed in there list so it doesn't seem to always be noticing and updating the task masters list  when you use the time to hit the road slave dialogue on the slave to pick them up with PAH and then move them elsewhere

 

How is it checking for a task master since i tried the dialogue options to have the task master no longer manage slaves at windstad manor and then i selected the slave and said to be task master and the slave list they had showed correctly for the slaves in windstad manor but then when i went back to the heljarchen hall and tried to make a task master there i couldnt as it was saying there was already a task master for that house

 

All information on slaves and taskmasters is determined dynamically as needed (based on the slave cell*/location), with 1 exception: each camp or slave token keeps a list of slaves, for performance reasons. To find the taskmaster in a home, the game takes the current cell, finds the correct camp / house token in that cell (if any), then pulls the list of slaves from the token and checks if any of them are taskmaster. When you ask the task master for a list of slaves, it should match the list reported in the MCM menu, since they both pull the stored list from the cell token. 

 

The stored lists of slaves are updated when you add or remove a slave from the house.  Also, when you take a taskmaster out of a house, they should be dismissed as taskmaster. Maybe if the script crashes it fails to correctly update the lists.  When you get a message that there is already a taskmaster in a certain house, or you suspect a slave thinks it is in the wrong house, please check the MCM menu and see which slaves are reported in that house. 

 

Lastly don't use teleport to move slaves between houses, since that doesn;t update the lists

 

* cell refers to the Creation Kit notion of a "cell", which is either a continuous indoor location or an outdoor editor grid.

Posted

Would it be possible (and simple) to flag the temporary outdoor camps to work indoors?   The intent being to set up a temporary camp in a mine.

I spend some time in some of the conquered indoor areas clearing out stray loot and setting up a portable forge to melt down scrap metal for outfits.

 

It would be ideal for immersion to set the captured to task in this effort to ransack these mines and fortifications while being trained at the same time.

 

ETA:   Also quick question...  Should I destroy all the markers before removing a camp?  or will the system handle removing all the markers when i remove the cell and lockbox.

 

 

You can remove the camp safely without getting the markers.

 

I can set the temp camp to be usable indoors, I'll give it some testing. makes sense to be able to use it in a cave or ruin

be careful if you decide to make that possible in those locations, when they respawn issues might arrise in those camps

Posted

 

be careful if you decide to make that possible in those locations, when they respawn issues might arrise in those camps

 

 

Good warning =)  I have my respawns set at 6 months and these are only temporary camps till I clear em out and figure out which slaves I will keep. And finish off melting and sorting the loot. That's actually the main reason I would prefer them to be temporary.

Posted

Musje, how can I manually delete a permanent camp cell? I'm trying to remove camp at Dragonborn Estate (just too many glitches) but I can't delete the camp cell through the command box options. I get the message that I need to remove all of the slaves but I've done that before attempting to delete the cell. I tried "Round up slaves" option and got "Bella (who was in a different cell) out of the camp. Attempting to teleport" message. As an experiment I've killed Bella and got the message about her death but it didn't help. Still couldn't delete this damn cell and I don't have an earlier save without the camp. 

 

Any help would be appreciated!

Posted

Try taking Bella into PAHE instead of killing her.

I'll have a look at the code in the mean time. A dead slave should be removed from the camp eventually; try zoning out and back in, it might help

Posted

I did that first. Used PAHE to move her to another house. But I will try keeping her in PAHE while attempting to delete camp cell.

 

EDIT: nope, that didn't work either. I'm still getting the message that I have to remove all of the slaves. Using "Round up slaves" command comes up blank. No slaves to round up...

Posted

Weird. In the next version I'll allow you to click through the warning and allow you to remove the camp. I'll probably relelase it tonight

Posted

Version 1.07 posted!

 

- Compatibility with Zaz Animation Pack 6.22 and up: Extra furniture made available in the Add Torture Devcie spell. Includes furniture in Zaz Expansion Pack
- Can command individual slaves to entertain guests
- Only one slave will accompany each guest at a time (if so ordered)
- Slaves can be excluded from the Taskmaster's training roster. Tell your taskmaster to set or clear this condition on all slaves assembled in lineup
- You can also instruct the taskmaster whether or not to include any new slaves you bring to the house in the training roster.
- Temporary camp tokens now work indoors, so you can use it in caves as well.
- Permanent slave camps (indoors / outdoors) can now be removed while there are still slaves present. Slaves will be transferred to PAHE
- Fixed issue: trainers on pause (with trainees in cells) no longer resume training when you re-enter the house
- Fixed issue: slaves ordered to cells now actually go there. New inexperienced slaves will also be escorted to a cell once again

 

@zahratustra, try deleting your camp now :)

 

Note: this version only recognizes the new ZAP 6.22 furniture included in the Place Torture Device spell, not the rest. A future version will have ZAP 6.22 as a hard requirement, and will recognize all furniture.

Posted

it maybe my fault, I'm not good at modding (even playing it for 3 years...) but my taskmaster can't do her job, the only different after giving the taskmaster title is changed name (no taskmaster dialogue)

and i got no pose dialogue even I install FNIS and FNIS spell(all to the latest V6_3) however the dancing is working so I'm so confuse.

I got all the Requirements and 

Posted

Which version of PAH should I be using?

 

7.2.1 from here or 0.7.4 from nexusmods?

 

If I load the 0.7.4 version I can (for example) skip the quest line and tell slaves how to greet me.

 

If I load the 7.2.1 version, neither option is available, but I do have the additional "sex" stats.

 

To make matters worse, 0.7.4 was updated April 25th 2017, and 7.2.1 was last updated May 1 2016

 

I'm not 100% sure which I should use....

 

My guess is 7.2.1 because it's on loverslab, but I'd love clarification. :)

Posted

Which version of PAH should I be using?

 

7.2.1 from here or 0.7.4 from nexusmods?

 

If I load the 0.7.4 version I can (for example) skip the quest line and tell slaves how to greet me.

 

If I load the 7.2.1 version, neither option is available, but I do have the additional "sex" stats.

 

To make matters worse, 0.7.4 was updated April 25th 2017, and 7.2.1 was last updated May 1 2016

 

I'm not 100% sure which I should use....

 

My guess is 7.2.1 because it's on loverslab, but I'd love clarification. :)

 

Not to be snippy, but should probably ask on the PAHE topic. Clifton's mod, his advice.

Although he drops in here often enough he will probably see your question.

Posted

 

it maybe my fault, I'm not good at modding (even playing it for 3 years...) but my taskmaster can't do her job, the only different after giving the taskmaster title is changed name (no taskmaster dialogue)

and i got no pose dialogue even I install FNIS and FNIS spell(all to the latest V6_3) however the dancing is working so I'm so confuse.

I got all the Requirements and 

 

 

I believe you need to get the FNIS SPELLS package for the poses to work.  

It is in the optional section  http://www.nexusmods.com/skyrim/mods/11811/?

Version 1.07 posted!

 

- Compatibility with Zaz Animation Pack 6.22 and up: Extra furniture made available in the Add Torture Devcie spell. Includes furniture in Zaz Expansion Pack

- Can command individual slaves to entertain guests

- Only one slave will accompany each guest at a time (if so ordered)

- Slaves can be excluded from the Taskmaster's training roster. Tell your taskmaster to set or clear this condition on all slaves assembled in lineup

- You can also instruct the taskmaster whether or not to include any new slaves you bring to the house in the training roster.

- Temporary camp tokens now work indoors, so you can use it in caves as well.

- Permanent slave camps (indoors / outdoors) can now be removed while there are still slaves present. Slaves will be transferred to PAHE

- Fixed issue: trainers on pause (with trainees in cells) no longer resume training when you re-enter the house

- Fixed issue: slaves ordered to cells now actually go there. New inexperienced slaves will also be escorted to a cell once again

 

@zahratustra, try deleting your camp now :)

 

Note: this version only recognizes the new ZAP 6.22 furniture included in the Place Torture Device spell, not the rest. A future version will have ZAP 6.22 as a hard requirement, and will recognize all furniture.

 

Wow!! that was a LOT faster than I expected!!!  =D   Very cool Musje!  Gonna throw this in right away!

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