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Paradise Halls - Home Sweet Home (SE/LE)


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Posted

hmm options seem good. like i stated i didnt have this problem in 1.17. it started in 1.19

btw the dialgue bug where they get HSH line for sex is still there if i didnt mention it. they get the line after u put them in HSH then put them back in PAH
and u realy need to put in futa support :P
 

 

Motoko - Dead Man's Drink 2018-09-10 20.45.52.jpg

Posted

@Musje

 

Hi.  I'm having great fun, as ever, with your mods for which I can only say a big 'Thank You', but, if I may, I'd like to make one suggestion for HSH?

 

For those of us who are also trying to play the main game, and who maybe also don't do the 'fast travel' thing - eg whose PCs may even be presently prevented from that in game by, say DCL etc - our getting enslaved NPCs to your bases can be a bit of a problem, especially if the PC is hijacked by the main game, or any other mod. 

 

As a simple example, of that sort of 'hijack',  if you are trying to get a group of the enslaved to a HSH base, Inte's POP bounty hunters might arrest your PC, leave your followers behind in 'Wait' mode' if you have spec'd that, but drag along the PC and its PAH slaves into jail, and then not release them when sentence has been served.  The PC has to break into jail to get them out again!  You'd really rather that the slaves hadn't been there when you got arrested!

 

OK, you mightl say, what's that got to do with HSH?

 

I was wondering if you could possibly fix it so that an HSH fully trained slave, one who will fight for you, on t/f back to PAH to accompany the PC on their travels, could have a line of dialogue and a little bit of code so that, when asked, they would 'escort' any new slaves you have accumulated back to a HSH base?   Or maybe just a function that could be added to a PAH slave with 100% obedience and fighting for you

 

Appreciate that there might be some crossover there with PAH, but as PAH slaves are already recognisable by HSH, and can be sold at mines etc, when picked up as part of the HSH quests, would this maybe be practicable?

 

There doesn't need to have full travel/mapping or follower capability etc, but just be a 'fiction' that allows the slaves and their guard to be moved to the HSH base when the PC is out of sight  :P

 

It would cut down on what can come quickly to be a fairly boring trek back and forward to your HSH homes

 

Just my tuppence worth for your consideration

 

?

 

EDIT: 

 

There would need to be a marker set up somewhere as a 'reception zone' to which the new arrivals could be transported.  Ideally just a bigger cage in which slaves could 'wait' in

 

The quick way of doing this, of course, is to use some sort of spell like the arrest spell in Dread Prison ............. 

 

https://www.nexusmods.com/skyrim/mods/54535?

 

.............. but just zapping people off into the ether always tends to be a little less immersive than a nice handover would be

 

 

 

Posted
On 9/11/2018 at 2:50 AM, sidfu said:

btw the dialgue bug where they get HSH line for sex is still there if i didnt mention it.

 

That's not a bug, it's a feature! Unless you have it turned off like in your screenshot :)

Posted
3 hours ago, fantasybookman said:

I HAVE USE  TARA'S FURNITURE OF LOST CASTLE , WHERE HAVE LOTS OF FURNITURE THERE

CAN I SIMPLY COMMAND MY SLAVE TO USE THEM INSTEAD OF PROVITE ONE ? 

 

Yes. Slaves can be commanded into any furniture. And if you use ZAP 8.0+, the game will recognize all of T.Ara's furniture and have trainers make use of it.

Posted
3 hours ago, fantasybookman said:

I HAVE USE  TARA'S FURNITURE OF LOST CASTLE , WHERE HAVE LOTS OF FURNITURE THERE

CAN I SIMPLY COMMAND MY SLAVE TO USE THEM INSTEAD OF PROVITE ONE ? 

 

Danger! Danger, Will Robinson!

 

This is from the HSH modpage:

 

-ZAP8(+) + TUFP is NOT WORKING, combining these is not necessary and causes serious issues (ZAP8+ has everythong from TUFP and them some)

 

Do not use ZAP8+ with TUFP. If you must use TUFP then you must use ZAP7.

Posted
6 hours ago, donkeywho said:

I was wondering if you could possibly fix it so that an HSH fully trained slave, one who will fight for you, on t/f back to PAH to accompany the PC on their travels, could have a line of dialogue and a little bit of code so that, when asked, they would 'escort' any new slaves you have accumulated back to a HSH base?   Or maybe just a function that could be added to a PAH slave with 100% obedience and fighting for you

That's not a bad idea. I would prefer to use a PAH slave for that since you can take them along with you. HSH slaves are housebound.

 

6 hours ago, donkeywho said:

Appreciate that there might be some crossover there with PAH, but as PAH slaves are already recognisable by HSH, and can be sold at mines etc, when picked up as part of the HSH quests, would this maybe be practicable?

 

Crossover with PAH is not an issue, this mod requires PAH and relies on it greatly. It is capable of adding the necessary extra dialogue to PAH slaves/

 

6 hours ago, donkeywho said:

EDIT: 

 

There would need to be a marker set up somewhere as a 'reception zone' to which the new arrivals could be transported.  Ideally just a bigger cage in which slaves could 'wait' in

 

The quick way of doing this, of course, is to use some sort of spell like the arrest spell in Dread Prison ............. 

 

https://www.nexusmods.com/skyrim/mods/54535?

 

.............. but just zapping people off into the ether always tends to be a little less immersive than a nice handover would be

 

 

The marker could perhaps just be any HSH cell you have set up. Like an extra option in the House menu: "Designate this house as drop off point".

 

I will give this sore more thought. Maybe a good excuse to add my (unpublished) mod  that lets you transport a slave tied up and slung over the back of a horse.

Posted
6 hours ago, Musje said:

That's not a bad idea. I would prefer to use a PAH slave for that since you can take them along with you. HSH slaves are housebound.

 

 

Crossover with PAH is not an issue, this mod requires PAH and relies on it greatly. It is capable of adding the necessary extra dialogue to PAH slaves/

 

 

The marker could perhaps just be any HSH cell you have set up. Like an extra option in the House menu: "Designate this house as drop off point".

 

I will give this sore more thought. Maybe a good excuse to add my (unpublished) mod  that lets you transport a slave tied up and slung over the back of a horse.

Thanks for the reply.  More complete than I had hoped for/expected

 

If you can find a way of doing something like that, it would be great, as trundling back to base can get a bit of a chore / breaks up the game a lot

 

FWIW, and it may have been lost in amongst all the other previous comments, I did wonder if it would be possible for one of the house markers to be able to 'seed' a cage, like the main one does. 

 

That would do just nicely and I'd certainly have a nice row of them in the foyer at the Hearthfire homes....    Of course, it might be simpler just to have that initially spawned cage set as a fixed 'landing point' anyway!.....   ?

 

Appreciate your efforts, and understand time is precious so, if you did manage to do anything on this, simplest solution with least work would be fine ?

 

Thanks again

 

EDIT:  If we can put slaves on the back of horse, slap their flanks and send them off on slave delivery, will we first have to buy the horses? 

 

Skyrim is a laugh a minute... LOL 

 

 

 

 

 

Posted

found something u need to patch next update. its for both ygas and for HSH. u need to patch that they wait if a event is happening. for ygas they need if actor is involed in a event it stops anything. was doing the burning of kin olaf and the event wanted to not finish cause he wanted to whip hsi slave. for hsh its on when u return to camp/house and a slave finish traning. ihad a house event happen from another mod and it caused me to get stuck in dialogue with the slave since both nods where fighting for control of scene

 

Posted
11 hours ago, terrorofmorrowind said:

I can do everything with my slave BUT having sex. Well atleast when they are added to my HSH household.Is it possibly because i already had these slaves before installing HSH?

It shouldn't matter that you had the slaves before installing HSH. What do you mean you can't have sex, is the dialog option not there ("You, strip...")?

Posted
4 hours ago, sidfu said:

found something u need to patch next update. its for both ygas and for HSH. u need to patch that they wait if a event is happening. for ygas they need if actor is involed in a event it stops anything. was doing the burning of kin olaf and the event wanted to not finish cause he wanted to whip hsi slave. for hsh its on when u return to camp/house and a slave finish traning. ihad a house event happen from another mod and it caused me to get stuck in dialogue with the slave since both nods where fighting for control of scene

 

Lol whipping comes first, sorry...

 

I'll have a look, the Aygas thing was already on my list and hopefully it's a simple fix. HSH is harder though. I might change the dialogue so it isn't forced anymore. But in general there is always a small chance of this happening

Posted

for HSH u can just have them come to u and kneel down should be fine till u talk to them.  far as i know it shouldnt be hard to have to prvent whiping when a actor is involved in another event. u can probaly check scent of sex for how it does its code for charcters in events.

 

Posted
11 hours ago, Musje said:

It shouldn't matter that you had the slaves before installing HSH. What do you mean you can't have sex, is the dialog option not there ("You, strip...")?

Yeah, i just found it lol! I thought it would have been more like "you, sex, now!" Or something i dunno. XD

Posted

Hello all!

 

I have this issue where i have a mod called "Breeze home fully upgraded" it has stairs leading to the basement.. where the alchemy table would normally be...

I purched the cell upgrade from the worker camp guard..

 

Now there is a cell right on top of the stairs leading down....
it there.. a way?   to get the cell removed?   

 

i treid selecting it and disabling it. but it doenst respond to the disable command.

I set the scale to 0... but the hitbox still interferes with me trying to get into the basement..

 

Is there a console command i could use to remove this cell ?

 

i treid goingback to the guard to get the upgrade removed but there is no option for it.. :(

 

please help me!

 

Posted

This cell comes in place of the alchemy workshop. Go to the guy who sells the normal house upgrades and see if he has the option to build the alchemy place

Posted
On 9/13/2018 at 12:34 AM, Psalam said:

Danger! Danger, Will Robinson!

 

This is from the HSH modpage:

 

-ZAP8(+) + TUFP is NOT WORKING, combining these is not necessary and causes serious issues (ZAP8+ has everythong from TUFP and them some)

 

Do not use ZAP8+ with TUFP. If you must use TUFP then you must use ZAP7.

REALLY?!?!?!?!? THX a LOT BRO!!

Posted

Hey Musje

 

I am starting to port PAH-HSH over to Skyrim SE (for personal use)  and I have the animations, esp, and the meshes all converted.

The MCM is functional and is detects PAHE and FNIS spells.

 

I have a ported copy of ZAP 7, and DDI that it is not recognizing.  Is there a hook somewhere that the mod is looking for to register that the esp exists?  

Everything else seems to be functioning well.   The rested hunter scenes will probably not work since it isn't detecting zap though.

 

Also, if you want a copy of any (or all) of the assets I converted to save yourself some headache later on.. just let me know.  I can also send you a copy of any debug logs to see if it is actually playing nice with SE or not.   It's all on mod organizer so it would be really simple to isolate the mod and test it in a separate game.

 

Posted
On 9/15/2018 at 9:15 AM, joshsecret said:

Hello all!

 

I have this issue where i have a mod called "Breeze home fully upgraded" it has stairs leading to the basement.. where the alchemy table would normally be...

I purched the cell upgrade from the worker camp guard..

 

Now there is a cell right on top of the stairs leading down....
it there.. a way?   to get the cell removed?   

 

i treid selecting it and disabling it. but it doenst respond to the disable command.

I set the scale to 0... but the hitbox still interferes with me trying to get into the basement..

 

Is there a console command i could use to remove this cell ?

 

i treid goingback to the guard to get the upgrade removed but there is no option for it.. :(

 

please help me!

 

They are incompatible with that purchase.   The cell is located directly where Breezehome mod adds a staircase.  

 

There are a few ways to remove it.   You can open the console with tilde and target the cell... then type disable.  You do not need it, it is cosmetic.

 

If you want to keep the cell, you can use jaxons positioner or cobb positioner to clone the mesh and place it somewhere else.

Posted
50 minutes ago, Lodakai said:

Hey Musje

 

I am starting to port PAH-HSH over to Skyrim SE (for personal use)  and I have the animations, esp, and the meshes all converted.

The MCM is functional and is detects PAHE and FNIS spells.

 

I have a ported copy of ZAP 7, and DDI that it is not recognizing.  Is there a hook somewhere that the mod is looking for to register that the esp exists?  

Everything else seems to be functioning well.   The rested hunter scenes will probably not work since it isn't detecting zap though.

 

Also, if you want a copy of any (or all) of the assets I converted to save yourself some headache later on.. just let me know.  I can also send you a copy of any debug logs to see if it is actually playing nice with SE or not.   It's all on mod organizer so it would be really simple to isolate the mod and test it in a separate game.

 

I am been running my SE conversion of PAHE, HSH, and AYGAS for a good six months now. Very happy with it. I use ZAZ 8.0+ CBBE HDT SE Rev2 and Zaz_craft_2.0.  DDa-3.0eSE, DDHOTFIX (Vital for Slaverun), DDi4.)SE, and DDX 4.1 SE BETA 2. I am going to claim Hunter works well. In game, Serial Strip, FINIS Spells, Heretical Resources, I will take the Display Model, ZAz 8.0+, Torture Framework, and AYGAS are all found. Devious Devices is not; I can't see that it matters. Enjoy your conversion!

Posted
5 hours ago, fred200 said:

I am been running my SE conversion of PAHE, HSH, and AYGAS for a good six months now. Very happy with it. I use ZAZ 8.0+ CBBE HDT SE Rev2 and Zaz_craft_2.0.  DDa-3.0eSE, DDHOTFIX (Vital for Slaverun), DDi4.)SE, and DDX 4.1 SE BETA 2. I am going to claim Hunter works well. In game, Serial Strip, FINIS Spells, Heretical Resources, I will take the Display Model, ZAz 8.0+, Torture Framework, and AYGAS are all found. Devious Devices is not; I can't see that it matters. Enjoy your conversion!

 

Thanks for the heads up fred200.  It's pretty useful information for me ?     

Did you use this port?  

and did you self port the others?   I was gonna hit up ITF next.    I'm actually pretty excited that I could possibly get PAH HSH working in SE.

It was the only thing I really wanted to be working to make the move.    I don't play skyrim anymore.   I play Musjemods.  And I really like how dang stable SE is comparatively.

Posted
40 minutes ago, Lodakai said:

 

Thanks for the heads up fred200.  It's pretty useful information for me ?     

Did you use this port?  

and did you self port the others?   I was gonna hit up ITF next.    I'm actually pretty excited that I could possibly get PAH HSH working in SE.

It was the only thing I really wanted to be working to make the move.    I don't play skyrim anymore.   I play Musjemods.  And I really like how dang stable SE is comparatively.

All of the Muje Mods behave quite good in SE. I really hope Musje will release a SE Version officially. PAHE is already out. 

Posted
7 hours ago, Lodakai said:

 

Thanks for the heads up fred200.  It's pretty useful information for me ?     

Did you use this port?  

and did you self port the others?   I was gonna hit up ITF next.    I'm actually pretty excited that I could possibly get PAH HSH working in SE.

It was the only thing I really wanted to be working to make the move.    I don't play skyrim anymore.   I play Musjemods.  And I really like how dang stable SE is comparatively.

I did not use Pfiffy's port. I tried to be exact in the mod names I listed. I started with self porting all, then replace them with official versions as one for SE gets released.

Not hard ports; just watch out for head parts in NIFs. CTDs as you approach a mod NPC - you missed one. ITF was easy. I have AIYGAS prostitutes working in every hold.

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