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Paradise Halls - Home Sweet Home (SE/LE)


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I'm getting a constant CTD while saving after a slave complete their training. well to be more precise seems it's when his sex training reaches 90-100

 

tried changing their camp, using a temporary camp, rebuilding the list from the mcm menu to no avail...

anyone has a clue what might be causing it?

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On 11/1/2019 at 1:01 PM, Fetterbr said:

Hi.

Can you update so it can read the new Display Model SSE ?

 

On 11/2/2019 at 7:19 PM, Musje said:

I'll look into this.

Sorry for asking this again (i know this can be annoying) but did you had a chance to have a look into this? if not i will see if i can spent some time with the scripts.

 

 

//Edit: ok i was playing around a lot:

 

-> iwas able to load the Activators in by creating a Formlistpatch

-> Config was setting Found Display

-> Got everything compiled

-> Sadly the how to work with the Display was changed completly so the NPC arent moving to the device and activating it

if someone is interested i can share the current status

 

@Musje i found one thing in another place:

in the code for Interactive Bondage (phhshITF) you are calling the function CheckFurnitureIsEligible from the core but this function doesn't exist anymore. I replaced it with CheckFurniture to get it compiling. not sure if this has any impact. This was stoping me from compiling.

 

If someone is interested i can share the work so far but it's fully broken and not functional!

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3 hours ago, anotherone123 said:

Can I have multiple cages in one House Cell?

 

28 minutes ago, sidfu said:

yes but i dont ercommend it tbh the cages dotn work to well and best to remove them and set a room for prison

 

Its a question how big the interior cell is. normal houses I would not recommend but if you use my Slavers retreat for example you can have up to 4 cages in the great underground cave with 4 taskmistress and many slaves. I had one in the cage area, one in the Human cow area, one in the torture area  and one in the norhern parts without problems. In Slavemarket it is also no problem to have 4 outdoor slave camps. (Perhaps both can make a performance problem)

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Couple of issues with 1.22:

 

I put slaves into cells for starting a new auction, gave them one of the medallions I had, they're in there, but Pardo says there are only 2 slaves there (the ones the Inn had to begin with), it doesn't see the ones I put in.  I have a bunch of slaves in there to sell, but, I can't get them to register as such nor can I keep them *IN* the cells without binding them, any chance for a "Go into a this cell and await your turn." option, where we would point at the cell and unlock it, then the slave would walk in and the door would close behind them and they'd do the presentation of their body for walkers by, like the Inn ones do.  Either that or "register" the slave with Pardo and then the guard will escort the slave to a cell that has room.

 

Put in Slavers Retreat (0.92) and notice that the name for "Slaver's Hall" is empty in HSH, not sure how you're acquiring the location name, I can check the code I have for obtaining a location's name and if it works different, I'll pass it along.

 

So I guess for now, I'll have to make all the slaves I have standing in the Inn to stand there because I can't get him to start an auction.  Though I'll tried taking away and re-adding the medallion to the slave now they are in the cages, but Pardo still says only 2 slaves...

 

GuruSR.

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On 5/7/2020 at 2:26 PM, GuruSR said:

Couple of issues with 1.22:

 

I put slaves into cells for starting a new auction, gave them one of the medallions I had, they're in there, but Pardo says there are only 2 slaves there (the ones the Inn had to begin with), it doesn't see the ones I put in.  I have a bunch of slaves in there to sell, but, I can't get them to register as such nor can I keep them *IN* the cells without binding them, any chance for a "Go into a this cell and await your turn." option, where we would point at the cell and unlock it, then the slave would walk in and the door would close behind them and they'd do the presentation of their body for walkers by, like the Inn ones do.  Either that or "register" the slave with Pardo and then the guard will escort the slave to a cell that has room.

 

Put in Slavers Retreat (0.92) and notice that the name for "Slaver's Hall" is empty in HSH, not sure how you're acquiring the location name, I can check the code I have for obtaining a location's name and if it works different, I'll pass it along.

 

So I guess for now, I'll have to make all the slaves I have standing in the Inn to stand there because I can't get him to start an auction.  Though I'll tried taking away and re-adding the medallion to the slave now they are in the cages, but Pardo still says only 2 slaves...

 

GuruSR.

I no longer sell slaves at Pardo's auction, but if I recall, after giving a slave the medallion, tell Pardo you have a slave for the auction.  He'll say something like, "which slave" and you then tell the slave something on the order of, "you're going to be auctioned off".  A guard will then escort the slave to a cell and the slave will be registered for auction.

 

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I'm having a small problem this skyrim run-through with paradise halls (PAHE, home sweet home (HSH), and And You Get A Slave (AYGAS).

 

A few slaves which I moved to HSH are sort of half there and half not there, i.e., they have some of the HSH dialogue, but not others, including "Time to hit the road" and "You will train a slave".  So I can't move them back to PAHE and I can't sell them or have them train other slaves.  One of these problematic slaves was resurrected after dying for an unknown reason.  But others haven't died and have this problem.  These problematic slaves also don't seem to used by a taskmaster to train other slaves.  PAHE has a reset slave function, but HSH does not.

I suspect that the factions are somehow screwed up but I've never seen a list of what factions are used so I can attempt to repair them.  Is there such a list or another way to reset slaves in HSH?  I've tried the MCM option in HSH to rebuild the slave list to no avail.

 

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12 minutes ago, tinkerbelle said:

I'm having a small problem this skyrim run-through with paradise halls (PAHE, home sweet home (HSH), and And You Get A Slave (AYGAS).

 

A few slaves which I moved to HSH are sort of half there and half not there, i.e., they have some of the HSH dialogue, but not others, including "Time to hit the road" and "You will train a slave".  So I can't move them back to PAHE and I can't sell them or have them train other slaves.  One of these problematic slaves was resurrected after dying for an unknown reason.  But others haven't died and have this problem.  These problematic slaves also don't seem to used by a taskmaster to train other slaves.  PAHE has a reset slave function, but HSH does not.

I suspect that the factions are somehow screwed up but I've never seen a list of what factions are used so I can attempt to repair them.  Is there such a list or another way to reset slaves in HSH?  I've tried the MCM option in HSH to rebuild the slave list to no avail.

 

sounds like what happned is a slave bugged but u kept them and the whole system buged.  this si why i say always save before if u can any enslave. when u enslave to a quick check to make sure they have everything. for now u can attemp to fix by resetting the pahe quest. its common for it to get stuck if u using  a heavy  script game

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On 5/9/2020 at 2:06 PM, tinkerbelle said:

I no longer sell slaves at Pardo's auction, but if I recall, after giving a slave the medallion, tell Pardo you have a slave for the auction.  He'll say something like, "which slave" and you then tell the slave something on the order of, "you're going to be auctioned off".  A guard will then escort the slave to a cell and the slave will be registered for auction.

There sadly is no such topic.  You have to tell them "you're going to stay here", but that dialogue didn't show up until 3 regular slaves were in the cages, then I could.

 

Bugs:

 

1.  Never add a slave to the cages for auction DURING an auction, it causes it to stop dead.

2.  Slaves should be woken up during the auction and the beds shouldn't work, causes them to be sold while not on stage or they *pop* in and out.

3.  Slaves shouldn't be able to "play with each other" during an auction, see #2 for the effect.

4.  Include the participants of the auction (Pardo, patrons,  GUARDS) in the scene, so stuff like below doesn't happen:

Spoiler

388985475_May12202011_12_39.jpg.55e32f39095d71a374f5524a852b1a17.jpg

5.  Lighting, most people use some sort of enb or lighting mod or a combo of both, so while this does look very good at this lighting, the stage doesn't:

Spoiler

1050758535_May12202011_01_11.jpg.0070a76e66f0c35503a344ac1045c934.jpg

It's a toaster, right?  Wait, maybe the next one will be something better:

777027234_May12202011_02_25.jpg.691b3fb5b70b26cc3b1fec0de3af247e.jpg

Wow, fierce alright, back in the cages torturing another slave, couldn't be bothered to show up...  (needs more training)

1764137783_May12202011_11_02.jpg.62a4a0ccbcc37573adc6d6178325bbcf.jpg

6.  Yoda says, "English, not it is."

Spoiler

1972818252_May12202011_13_47.jpg.ea94ba8dbb0f0768860ba82ddccff69f.jpg

7.  Guards who are not in the scene will with the help of SLEN, will run off and probably rape one of the items up for sale, stopping everything in it's tracks.  If they're included in the scene, SLEN shouldn't touch them.

8.  Not a bug, think you could possibly "mute" the guards, that "HMMM??" each time you walk near them is somewhat un-immersive.  If they said nothing, that would be great.

9  Saw Pardo ask for 10000 6 times in a row, then it sold for it.  Umm, that made little sense, auctions are supposed to not jump up to a number and get stuck there, perhaps using debug.notification and listing people and their bids so it doesn't look so bizarre?

10.  Slaver's Retreat, added cells to the "camp" in the slave garden, only to have them not vanish when I was done, the bedroom marker worked fine.  I also couldn't tell the slaves to wander to any of those extra cells.

 

I've not tested the Slaver's Retreat with respect to the "" names, but one thought would be to offer the option to "name a location" (or require it when it is blank), so when it is seen by the mod, it won't be blank.

 

GuruSR.

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Hello. I'm sorry for my bad english. But I would like to ask you if additional updates are available

 

This is about a topic that a user named 'AxarT' asked you in march. When I order my slaves(male) to entertain my guests(female), slaves use female position. I mean, male slaves getting fucked by the female guest.

 

Looking at the posts, I can see some reasons that caused the problem. I think your answers, that the problem occurs because slaves have victim categories is right. But even if I know the reason, I don't have enough ability to solve it. Could you add an option that force male slaves to use a male position?

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Could you work on the slave sextraining a bit? At the moment the trainer always takes the male position and the slave in training the female position. That works decent on male trainer-female slave or female-female. But it is horrible when the trainer is female and the slave male. Usually the sex animations are mostly rough or bound but for a female trainer maybe you could choose more soft and consensual animations. Animations that focus on the woman and not just the male partner.
 

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BUG:  Unsure where though, but I teleported a slave from The Restless Hunter, one of my slaves, to train someone in another location, needed a trainer slave, but when I arrived next at the RH, I noticed I could talk to the 3 (Redguard, Imperial and Breton) slaves that were "put there by others".  I can even get them trained by one of my slaves, I can also ask them to do things and even tell them it's time to travel.  The list of slaves in RH no longer show * beside those 3 slaves, which I apparently now own.

 

GuruSR.

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On 3/27/2020 at 7:39 PM, Musje said:

I'll check if HSH is missing a couple of scripts there. And if so I hope I still have those scripts.

@bobbjorn

 

I can't see any update on this and I have exactly the same problem you described on some, but strangely not all, games.  I've been trying to find a solution to this for what seems to be over a year now. 

 

Did you, or anyone else, ever find a solution, please?  I'd really like to get this working properly

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On 5/12/2020 at 8:32 PM, GuruSR said:

There sadly is no such topic.  You have to tell them "you're going to stay here", but that dialogue didn't show up until 3 regular slaves were in the cages, then I could.

 

Bugs:

 

1.  Never add a slave to the cages for auction DURING an auction, it causes it to stop dead.

2.  Slaves should be woken up during the auction and the beds shouldn't work, causes them to be sold while not on stage or they *pop* in and out.

3.  Slaves shouldn't be able to "play with each other" during an auction, see #2 for the effect.

4.  Include the participants of the auction (Pardo, patrons,  GUARDS) in the scene, so stuff like below doesn't happen:

  Hide contents

388985475_May12202011_12_39.jpg.55e32f39095d71a374f5524a852b1a17.jpg

5.  Lighting, most people use some sort of enb or lighting mod or a combo of both, so while this does look very good at this lighting, the stage doesn't:

  Hide contents

1050758535_May12202011_01_11.jpg.0070a76e66f0c35503a344ac1045c934.jpg

It's a toaster, right?  Wait, maybe the next one will be something better:

777027234_May12202011_02_25.jpg.691b3fb5b70b26cc3b1fec0de3af247e.jpg

Wow, fierce alright, back in the cages torturing another slave, couldn't be bothered to show up...  (needs more training)

1764137783_May12202011_11_02.jpg.62a4a0ccbcc37573adc6d6178325bbcf.jpg

6.  Yoda says, "English, not it is."

  Hide contents

1972818252_May12202011_13_47.jpg.ea94ba8dbb0f0768860ba82ddccff69f.jpg

7.  Guards who are not in the scene will with the help of SLEN, will run off and probably rape one of the items up for sale, stopping everything in it's tracks.  If they're included in the scene, SLEN shouldn't touch them.

8.  Not a bug, think you could possibly "mute" the guards, that "HMMM??" each time you walk near them is somewhat un-immersive.  If they said nothing, that would be great.

9  Saw Pardo ask for 10000 6 times in a row, then it sold for it.  Umm, that made little sense, auctions are supposed to not jump up to a number and get stuck there, perhaps using debug.notification and listing people and their bids so it doesn't look so bizarre?

10.  Slaver's Retreat, added cells to the "camp" in the slave garden, only to have them not vanish when I was done, the bedroom marker worked fine.  I also couldn't tell the slaves to wander to any of those extra cells.

 

I've not tested the Slaver's Retreat with respect to the "" names, but one thought would be to offer the option to "name a location" (or require it when it is blank), so when it is seen by the mod, it won't be blank.

 

GuruSR.

 

Haha, nice list. BTW. #6 is correct English, and common language for auctioneers. Look up "what am I bid?".

 

Sorry about #8 and the general lack of sound design, I am somewhat deaf and usually play with the sound off :)

 

The lighting I can fix perhaps. The other bugs... the Hunter auction code is a nasty mess and fixes there might break other things. I might port over the auction code from Aygas, since that seems to work fairly well, plus it is more of an actual auction.

 

 

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On 5/20/2020 at 11:04 PM, donkeywho said:

@bobbjorn

 

I can't see any update on this and I have exactly the same problem you described on some, but strangely not all, games.  I've been trying to find a solution to this for what seems to be over a year now. 

 

Did you, or anyone else, ever find a solution, please?  I'd really like to get this working properly

I lost the scripts ?  I think they are on another laptop but that one is sitting in an office that is off-limits at the moment. 

If the scripts are gone, I will probably not recreate them. The havok chains never really worked that well anyway.

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On 5/20/2020 at 10:16 PM, GuruSR said:

BUG:  Unsure where though, but I teleported a slave from The Restless Hunter, one of my slaves, to train someone in another location, needed a trainer slave, but when I arrived next at the RH, I noticed I could talk to the 3 (Redguard, Imperial and Breton) slaves that were "put there by others".  I can even get them trained by one of my slaves, I can also ask them to do things and even tell them it's time to travel.  The list of slaves in RH no longer show * beside those 3 slaves, which I apparently now own.

 

GuruSR.

They probably somehow lost their auction medallion.

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2 hours ago, Musje said:

They probably somehow lost their auction medallion.

game might have tried ot refresh their inventory and it unequipped the necklace.

ive had it happen here and there even on pahe and when they in hsh. the game will attempt to fresh their inventory but it just unequipped the item. u see it more often if u have mods beyond base game trying to add items to npc

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5 hours ago, Musje said:

I lost the scripts ?  I think they are on another laptop but that one is sitting in an office that is off-limits at the moment. 

If the scripts are gone, I will probably not recreate them. The havok chains never really worked that well anyway.

I want to cry ..... or laugh ... or both

 

I'll settle for ? ?

 

More seriously, I hate to think how many hours I have actually spent trying to make those work properly ..... :flushed:

 

The chains actually did work, rather well too, at one point when this mod was in its early incarnations, and I have no certain idea why that changed.  I still think that there is probably something in my usual load order, and inherent in some follower mods, that screws them up - the Heretic's Havok test cell seems to be bugged too, even with his ersatz test subjects.  

 

There is something deep in the bowels of the game that can prevent the target being properly 'paralysed' on, or before. the Heretical scripts kick in, often creating the same sort of weird effects NPCs demonstrate when alchemical effects are used on them - you can find examples all over the web, floating dead bodies, 'mid air comatose moonwalking'  etc - something which no one has ever really sussed out properly, and fixed

 

If I ever do work out what it is, I'll let you know :)

 

EDIT.  Nearly forgot my manners.  Thank you very much for looking. and replying!

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Hello,

 

I think I have issues with this mod.

 

At the moment I have 2 slaves in this house, but all they do is taking turns at staying at the cell marker and cooking. For me it looks, that they are not really sandboxing. Also I have no dialogue option to tell Lydia to train them.

 

I would be happy if someone can help me.

 

Thanks in advantage.

 

 

I use the "Eastern Holding Cells" House

 

I added a screenshot of my marker set up.

 

72850_20200524010428_1.thumb.png.72a383a8eed8088bfafde5239963c3dc.png

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16 minutes ago, fliflaflo said:

Hello,

 

I think I have issues with this mod.

 

At the moment I have 2 slaves in this house, but all they do is taking turns at staying at the cell marker and cooking. For me it looks, that they are not really sandboxing. Also I have no dialogue option to tell Lydia to train them.

 

I would be happy if someone can help me.

 

Thanks in advantage.

 

 

I use the "Eastern Holding Cells" House

 

I added a screenshot of my marker set up.

only slaves over 60ish obedience will sandbox outside the   prion  cell marker.

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On 5/23/2020 at 12:53 PM, Musje said:

They probably somehow lost their auction medallion.

Actually, they still had it on them (inventory), didn't lose it, but possibly during sex scenes with other slaves being, well, told they could beforehand, caused them to unequip them.  Is there some sort of flag being used to denote they're "someone else's slave"?  The way you see who owns the slave, wouldn't that be a better means of securing that situation?

On 5/23/2020 at 12:42 PM, Musje said:

 

Haha, nice list. BTW. #6 is correct English, and common language for auctioneers. Look up "what am I bid?".

 

Sorry about #8 and the general lack of sound design, I am somewhat deaf and usually play with the sound off :)

 

The lighting I can fix perhaps. The other bugs... the Hunter auction code is a nasty mess and fixes there might break other things. I might port over the auction code from Aygas, since that seems to work fairly well, plus it is more of an actual auction.

Yes, been to auctions before, I know the phrase, but saying it more than once isn't right per auction, it is used to "start" an auction, not ask again and again for it, perhaps check into why he repeats so much.

 

Any chance of getting a total slave count/max slaves allowed, so we can know when we're reaching our "limit of slaves"., sometimes I go to add a slave and it says there is no room for more.  With my Friendly Vampires mod, it checks a slot ID using GetVMQuestVariable and the actual adding of a vampire follower vanishes if there are no slots available.  (Basically the mod checks the slots to make sure none have died, if so, empties it, if it is empty and no "open" slot is available, that variable being used by GetVMQuestVariable is set to a valid slot ID, when used, that variable is set to -1 and a routine then goes afterwards to find a new slot.  This reduces the chance to 0% of causing two imports of followers at once.)

 

EDIT:  With respect to bidding, not sure if the RH has the same issue, but AYGAS in Whiterun, every time I placed a bid, as soon as the animation ended, I was teleported to the front gates, so had to run back each time to bid again and again, not sure if that happens on HSH.

 

EDIT 2:  With respect to the auction, what I would recommend, since both have an auctioneer, both have 1 guard (slaver/guard) that gets the next item up for bidding and one guard (slaver/guard) that just "stands around as security?", you could try to make the AYGAS code "modular" so that the code could be plopped into HSH without having to do much changes to it (aside from adding the factions and animations), then if you make changes to one auction, it would be easier to port it into the other (aka, less work, better functionality).

 

GuruSR.

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51 minutes ago, GuruSR said:

Actually, they still had it on them (inventory), didn't lose it, but possibly during sex scenes with other slaves being, well, told they could beforehand, caused them to unequip them.  Is there some sort of flag being used to denote they're "someone else's slave"?  The way you see who owns the slave, wouldn't that be a better means of securing that situation?

Yes, been to auctions before, I know the phrase, but saying it more than once isn't right per auction, it is used to "start" an auction, not ask again and again for it, perhaps check into why he repeats so much.

 

Any chance of getting a total slave count/max slaves allowed, so we can know when we're reaching our "limit of slaves"., sometimes I go to add a slave and it says there is no room for more.  With my Friendly Vampires mod, it checks a slot ID using GetVMQuestVariable and the actual adding of a vampire follower vanishes if there are no slots available.  (Basically the mod checks the slots to make sure none have died, if so, empties it, if it is empty and no "open" slot is available, that variable being used by GetVMQuestVariable is set to a valid slot ID, when used, that variable is set to -1 and a routine then goes afterwards to find a new slot.  This reduces the chance to 0% of causing two imports of followers at once.)

 

EDIT:  With respect to bidding, not sure if the RH has the same issue, but AYGAS in Whiterun, every time I placed a bid, as soon as the animation ended, I was teleported to the front gates, so had to run back each time to bid again and again, not sure if that happens on HSH.

 

GuruSR.

The "slave count" vs "total slaves allowed" idea would be a nice addition even if I had to occasionally look in the MCM for the numbers.  I'm always surprised when I hit the limit.

 

I've never seen my character teleported to the Whiterun gates after bidding and I play a lot of Skyrim.  I suspect something else is happening there, perhaps multi-use of the enter key or the general thing of one mod interfering with another.

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