Psalam Posted April 26, 2018 Posted April 26, 2018 10 hours ago, typoking1107 said: I've got this annoying problem where I can't use the house or permanent camp tokens. Whenever I click on them it just says "you cannot equip this item" and nothing else happens. (The temporary camp token works fine btw.) You may just not be giving them enough time. Often, it takes a few seconds (even after the warning) for the tokens to work. The other "common" issue occurs when you are carrying more than one token of the same kind (see Musje's warning about this at the beginning of this thread).
????? Posted April 28, 2018 Posted April 28, 2018 >>Warning: \character\behaviors\FNIS_TaraFurniturePack_Behavior.hkx not Skyrim SE compatible<< Did I something wrong or is it normal?
Psalam Posted April 28, 2018 Posted April 28, 2018 2 hours ago, iN7xus said: >>Warning: \character\behaviors\FNIS_TaraFurniturePack_Behavior.hkx not Skyrim SE compatible<< Did I something wrong or is it normal? Yes. TUFP can not be used with Special edition. One or the other. I know T.ara was trying to make ZAP8+ SE compatible (ZAP8+ includes TUFP). As of a minute ago his site still says it is not SE compatible. I do not know the status of HSH but the last I know it is also not SE compatible (see above in the thread for attempts by others to work around). 1
????? Posted April 28, 2018 Posted April 28, 2018 1 hour ago, Psalam said: Yes. TUFP can not be used with Special edition. One or the other. I know T.ara was trying to make ZAP8+ SE compatible (ZAP8+ includes TUFP). As of a minute ago his site still says it is not SE compatible. I do not know the status of HSH but the last I know it is also not SE compatible (see above in the thread for attempts by others to work around). ok , thanks !
fred200 Posted April 28, 2018 Posted April 28, 2018 1 hour ago, iN7xus said: ok , thanks ! Converted PAHE and HSH work fine for me on SE. I use ZAP 7.0-se-[2017-05-16]. I avoid zap 8.0 and 8.0+ for now.
????? Posted April 29, 2018 Posted April 29, 2018 15 hours ago, fred200 said: Converted PAHE and HSH work fine for me on SE. I use ZAP 7.0-se-[2017-05-16]. I avoid zap 8.0 and 8.0+ for now. For me not but I use zap 8.0+ , maybe a fix is coming...
Psalam Posted April 29, 2018 Posted April 29, 2018 13 minutes ago, iN7xus said: For me not but I use zap 8.0+ , maybe a fix is coming... Nothing wrong with ZAP7 but Musje added some of T.ara's best toys from ZAP8+. I would miss them if I switched back.
????? Posted April 30, 2018 Posted April 30, 2018 I fixed it. I just deleted the bsa file and added it than.
Pfiffy Posted April 30, 2018 Posted April 30, 2018 All Zaz packs and Pahe and HSH are working in SE if you do the conversion right. There are just a few (I think unused) textures that are not compatible. And one Mesh that is not working. Since there is no official version of HDT, it can not be tested fully. And there are still some missing tools. @Musje : I have a little issue here: I have build up two House Cells and sometimes if I tie them up, I get ported to the location where i did my last save. When I return to the cell, the slave stand there in the pose it told her to take, but in a position close to the strong box. What could that be?
????? Posted May 1, 2018 Posted May 1, 2018 19 hours ago, iN7xus said: I fixed it. I just deleted the bsa file and added it than. Yeah but now I have a other problem , all npc and me are in the T pose ...
Psalam Posted May 1, 2018 Posted May 1, 2018 31 minutes ago, iN7xus said: Yeah but now I have a other problem , all npc and me are in the T pose ... As always, did you run FNIS since making the changes?
????? Posted May 1, 2018 Posted May 1, 2018 5 hours ago, Psalam said: As always, did you run FNIS since making the changes? Ofc...
Psalam Posted May 1, 2018 Posted May 1, 2018 8 minutes ago, iN7xus said: Ofc... Do you have the newest version of FNIS (7.4.4). If you do you will have seen this on Fore's site: ("Animation Problems") After installing FNIS I suddenly have animations problems (stiff half-T pose, or other glitches). Why?Principally, FNIS Behaviors correctly installed and generated (without patches) adds additional animations, and DOES NOT INFLUENCE OTHER ANIMATIONS IN ANY FORM! There are a numer of possible causes, which can make FNIS look like it is breaking animations: You have ignored ERRORS or WARNINGS in your last generator run. Don't do this. They are there for some reason. You are running a cracked Skyrim. In the past apparant cracks have shown symptoms I have not seen in Steam versions. Your game cache is corrupted. Run Steam Verify Cache (The Elder Scrolls V: Skyrim -> RMB -> Properties -> Local Files -> Verify Integrity Game Cache ...). Another reason not to use cracks. You are running a custom skeleton which comes with a skeleton.nif only, and not a corresponding skeleton.hkx. Installing XP32 Maximum Skeleton Extended - XPMSE first usually should fix the problem.
????? Posted May 1, 2018 Posted May 1, 2018 1 hour ago, Psalam said: Do you have the newest version of FNIS (7.4.4). If you do you will have seen this on Fore's site: ("Animation Problems") After installing FNIS I suddenly have animations problems (stiff half-T pose, or other glitches). Why?Principally, FNIS Behaviors correctly installed and generated (without patches) adds additional animations, and DOES NOT INFLUENCE OTHER ANIMATIONS IN ANY FORM! There are a numer of possible causes, which can make FNIS look like it is breaking animations: You have ignored ERRORS or WARNINGS in your last generator run. Don't do this. They are there for some reason. You are running a cracked Skyrim. In the past apparant cracks have shown symptoms I have not seen in Steam versions. Your game cache is corrupted. Run Steam Verify Cache (The Elder Scrolls V: Skyrim -> RMB -> Properties -> Local Files -> Verify Integrity Game Cache ...). Another reason not to use cracks. You are running a custom skeleton which comes with a skeleton.nif only, and not a corresponding skeleton.hkx. Installing XP32 Maximum Skeleton Extended - XPMSE first usually should fix the problem. "Your game cache is corrupted..." I will try this later atm I dont have good internet to do it , thanks ! ^^
Psalam Posted May 1, 2018 Posted May 1, 2018 12 minutes ago, iN7xus said: "Your game cache is corrupted..." I will try this later atm I dont have good internet to do it , thanks ! ^^ Hope it helps.
xyzxyz Posted May 1, 2018 Posted May 1, 2018 What happens when you order a slave to play with the other slaves or entertain the guests? I see them only standing or walking around but nothing special.
xyzxyz Posted May 1, 2018 Posted May 1, 2018 Some dialogues like the "carry my gear" command on non house slaves (1/50 slaves) are gone and they don't follow or fight anymore after I updated this mod so the slaves are useless. How can I stop the taskmistress from following me in the house. She says nothing and is just annoying.
Nohrin Posted May 3, 2018 Posted May 3, 2018 What submission level do you need to add a slave to your home? I currently have a slave at 92 submission, 63 respect, 69 (giggity) sex training, and 28 fear. I do not have dialogue options for adding her to my house, or to train other slaves. Am I missing something?
Psalam Posted May 3, 2018 Posted May 3, 2018 22 minutes ago, visoth said: What submission level do you need to add a slave to your home? I currently have a slave at 92 submission, 63 respect, 69 (giggity) sex training, and 28 fear. I do not have dialogue options for adding her to my house, or to train other slaves. Am I missing something? In my game it has always been the last dialogue option and usually requires scrolling down the list to find it. It says something like "you're going to stay here from now on." To which the slave should reply, "like I have a choice."
Nohrin Posted May 3, 2018 Posted May 3, 2018 35 minutes ago, Psalam said: In my game it has always been the last dialogue option and usually requires scrolling down the list to find it. It says something like "you're going to stay here from now on." To which the slave should reply, "like I have a choice." I see an option for "I'm going to make sure you stay here." But its the first option. I also believe it ties them up. There are no other options at the bottom. Weird thing is, some random slave that I don't remember capturing but apparently left at the shop, has all the correct dialogue. The main slaves I have been trying to get to work are named NPCs. Could this be why? I'm trying to make Mjoll my slave. Does the dialogue for HSH only work on non-unique npcs? It also feels like some options are repeating themselves. I have two or more options to tie up my slave, about two different options to rape. Do any of the Paradise Halls commands overlap with the HSH commands? Edit: I think the main trouble I'm facing is just getting the HSH dialogue options. That unnamed NPC that has full HSH dialogue has completely different dialogue than my other slaves. There just isn't any option to send over control to HSH for them. I figured it out! The problem I was having was I still had them following me. Once I told them to wait, the option to tell them to "you're going to be staying here" showed up, allowing me to transfer them over to the HSH dialogue. I kinda wish this was stated somewhere on the mod page, because it had me confused for awhile. Maybe even a readme (I did read all through the readme that came with the mod). Either way, alls good now. I got them in the HSH dialogue. I guess I will make a new post if I run into anymore trouble. Thanks for pointing me in the right direction with telling me about that dialogue option that was supposed to be there.
Nohrin Posted May 3, 2018 Posted May 3, 2018 So I'm a bit curious. What happens exactly when you add a NPC as a slave? Do you kill the npc, and then duplicate them? Do you disable them and then duplicate? Or are you simply duplicating (leaving the original behind somewhere)? I ask because I'm a bit hesitant on enslaving followers. I wouldn't want to break follower scripts (most of my followers are scripted followers). Would you say that enslaving custom followers is a bad idea, but enslaving followers that are apart of the vanilla AI would be safe? Perhaps I could just duplicate a follower myself (leaving the real one safe) and then enslave that duplicate. Would kind of break immersion, but I suppose I wouldn't mind too much.
fred200 Posted May 3, 2018 Posted May 3, 2018 in my experience - cloned slaves retain their original scripted dialog, even to completing Quests. One of my favorite slaves I use as a trainer is Jarl Elisf. No observed problems at all. Your mileage may vary - try enslaving a Quest NPC and see what happens. Just keep that rollback save handy. Note: if the game registers that NPC as dead - that may perturb other things.
Psalam Posted May 3, 2018 Posted May 3, 2018 1 hour ago, visoth said: So I'm a bit curious. What happens exactly when you add a NPC as a slave? Do you kill the npc, and then duplicate them? Do you disable them and then duplicate? Or are you simply duplicating (leaving the original behind somewhere)? I ask because I'm a bit hesitant on enslaving followers. I wouldn't want to break follower scripts (most of my followers are scripted followers). Would you say that enslaving custom followers is a bad idea, but enslaving followers that are apart of the vanilla AI would be safe? Perhaps I could just duplicate a follower myself (leaving the real one safe) and then enslave that duplicate. Would kind of break immersion, but I suppose I wouldn't mind too much. 1 hour ago, fred200 said: in my experience - cloned slaves retain their original scripted dialog, even to completing Quests. One of my favorite slaves I use as a trainer is Jarl Elisf. No observed problems at all. Your mileage may vary - try enslaving a Quest NPC and see what happens. Just keep that rollback save handy. Note: if the game registers that NPC as dead - that may perturb other things. What Fred200 said is entirely correct on the on end HOWEVER the game views the original NPC as dead. I am glad that Fred200 has had good success with quest completion. The dialogue will stay but not all slaves, even if they retain the dialogue, will allow you to complete a quest (although you can always do so with the console if you want someone badly enough). My advice is to NOT enslave anyone that you might need to complete a quest until AFTER you complete the quest.
Psalam Posted May 3, 2018 Posted May 3, 2018 2 hours ago, visoth said: So I'm a bit curious. What happens exactly when you add a NPC as a slave? Do you kill the npc, and then duplicate them? Do you disable them and then duplicate? Or are you simply duplicating (leaving the original behind somewhere)? I ask because I'm a bit hesitant on enslaving followers. I wouldn't want to break follower scripts (most of my followers are scripted followers). Would you say that enslaving custom followers is a bad idea, but enslaving followers that are apart of the vanilla AI would be safe? Perhaps I could just duplicate a follower myself (leaving the real one safe) and then enslave that duplicate. Would kind of break immersion, but I suppose I wouldn't mind too much. It occurred to me that I may not have answered your question (and, if so, I apologize). Followers made slaves work every bit as well as vanilla followers. I usually enslave Annekke Crag-Jumper in my game (after I do her favor). She has followed me a lot over the years. (I also frequently enslave her daughter Sylgja-I know, I'm sick. But this is LoversLab!) 1
Nohrin Posted May 3, 2018 Posted May 3, 2018 Thanks for the responses. I will try to keep follower enslaving down to the most basic of followers. I have a few new issues/questions, hopefully someone can help me: 1. After adding some slaves to my home, I am unable to increase their submission levels or sex levels. Weird thing is, before I figured out how to add slaves to your HSH, I had gotten my slaves fairly advanced in their submission (level 90s) with the standard Paradise Halls submission system. After adding them to my HSM, all their submission levels/sexlevels/fear etc were set to 0, and I am now unable to increase that value. Any idea why? I assumed the Paradise Halls submission system carried over to HSH. Maybe not? 2. Is it possible to have a slave effectively live between two separate cells (not jail cells, actual cells)? I use Underground Bathhouse mod, and I thought it would be perfect player house for "breeding" slaves, due to its large size and multiple beds/jail cells. Well the Dark Room (with all the jail cells) is a separate cell than the main house with all the beds etc. I would like my slaves be able to free-roam between the main cell with the bed, and the Dark Room with the jail cells. I attempted to put only Cell Markers, Wall Markers & Home Markers in the Dark Room, and kept Bedroom Markers, Home Markers and Wall Markers in the main building. Is there some trick to getting your slaves to travel between cells? The default NPC's that come with the Underground Bathhouse seem to travel between all three cells (upper yard, Main Hall & Dark Room) with no trouble, but perhaps the mod author designed them that way specifically. Oh just typing this reminded me of something. Maybe I could incorporate My Home is Your Home, to add a "daily routine" of leaving the Dark Room & going to bed/outside? Unless of course there is an easy way. I'd prefer avoiding adding two separate AI controls to a single follower. Sorry for such a huge post of questions. If anyone can help me tackle these issues, its greatly appreciated.
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