Popular Post CliftonJD Posted May 2, 2016 Popular Post Posted May 2, 2016 Paradise Halls Enhanced (pahe) repacked with the customary addons View File This mod is for oldrim classic skyrim, see here for sse version: this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod (paradise halls version 7.4 included): http://www.nexusmods.com/skyrim/mods/29886/? based on the work of blabla from paradise halls sexlab extension - original thread here: http://www.loverslab.com/topic/37048-wip-paradise-halls-sexlab-extension-v01g-150506-rc-06-fixed-160318/ 8.0.8 includes the required paradise halls files needed to run(do not mix with another paradise halls!!!) clean save no longer required to upgrade old saves (aside from "friendly bandits bug") slave camps and addons are now separate - choose those from the download page 7.0 new users will not need to restart to fix those dialog issues - only need clean start from 7 to 7.1.1 to fix the friendly bandits bugs 7.1.1 upgrading to 7.1.2 should be instant for dialog, but behavioral changes might require a reboot from the mcm (or unknown if requires new game for behavior changes) Requirements: SexLab V1.61+ and its requirements: SKSE (V1.7.3) SkyUI Zaz animation pack V6.11(version 7 will also work and version 8 should work) basic install pack only has the above mod requirements and the requirements of those mods and fnis must be run after install the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod alt start addon requires arthmoor's alt start devious devices addon removed(further info below) Pahe_Dwarven_Devious_suits requires Devious Devices expansion4.3 or DD5 Run FNIS after installation! ALL requirements for the above mods must also be installed full install requires all above requirements and the included Pahe_Dwarven_Devious_suits requires Devious Devices expansion 4.3 creature framework conflict appears to be removed from 7.x versions some saves seem to have the scripts burned in too deep to update proper: Spoiler Loading game... [10/22/2022 - 08:11:47AM] warning: Type of variable ::AnkleLeather_var on script pahcore, which is Form, doesn't match the type loaded in the actual object. This variable will be skipped. [10/22/2022 - 08:11:47AM] warning: Variable ::SexLabGenderFaction_var on script pahcore loaded from save not found within the actual object. This variable will be skipped. [10/22/2022 - 08:11:47AM] VM is thawing... if you see the above info in your log, you need a new or clean save....unless its already a new save, then you forgot to update the esp Mods based on Paradise Halls Paradise halls has been built to be a platform for other modders to build their own content for. Be careful : some mods developped as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod. Currently Compatible with version7.4.1: home sweet home aygas(and you get a slave) these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely to be fixed anytime soon): Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462 Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865 These mods are not yet compatible with version 0.7. Using them will result in extreme weirdness (not the good sort). Paradise Halls Merchant add-on by lucen15: http://skyrim.nexusmods.com/mods/31907 Dres Trade by RET45: http://skyrim.nexusmods.com/mods/30297 These mods are obsolete, won't be updated and should not be used in current or future releases: Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex: http://skyrim.nexusmods.com/mods/31307 Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex: http://skyrim.nexusmods.com/mods/31160 chinese translation seems a bit old, but recent french translation is available What you can do now: * Enslave people * Train them as slaves * Train them to be respectful * Train them to fight for you fuck your slaves as punishment or for your own pleasure adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod * Slaves can be given equipment to wear * Slaves can be leashed up to stop them running off (which they'll try to) also advanced leash options available in mcm to allow the slave to continue following the player for training similar to the old leash, the slaves can now also be restrained ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint restrained slaves also receive pose training * Slaves have a separate backpack for carrying stuff you don't want them to wear * All slave dialogue Most slave dialogues re-use existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk unique follower voices and dlc content can be silent as well as the added sex dialogues, recommend fuz-ro-doh many newer voice types added to the list of voices for the slave so its not always even toned * You have a whip (it even leaves whip-marks) Sell slaves to Master Jerrek in the Fellglow Slave Camp camp differences info of the update versus the original version from layam: Spoiler Quote Short history is this... first there was the camp Layam built, but it was kind of difficult to get in and out of. One day this crazy Irishman shows up and offers to fix that. And so the Altered camp was created which was Layam's camp but with the entrance moved to make it easier to get in and out of but no other changes. After that there were many requests for further improvements to the camp such as adding a merchant and other features and various ideas for more expansion later. So the crazy Irishman went to work and using Layam's original file, created a "rebuilt" camp that was larger, had a merchant, and was intended to have still more features to be added plus some collapsed tunnels that could be used for future expansions. Not all of that happened due to unforseen events, but there you go. That's how the three camps came to be. Which should you use. I'd suggest the altered camp if you just want a point to sell slaves and nothing else. The rebuilt camp adds a merchant named Dhanesh who has leveled gold amounts, sells collars and whips and a variety of other things and can also buy almost anything. only reason the update is kept separate is we were unable to determine why it wouldn't update everytime on current saves and its not an easy fix aside from a new game alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner devious devices patch functions have been integrated into the scripts adding more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves 128 slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM Simple jail expansion for HF Falkreath enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users) teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm release dialogs added as well as additional release option from mcm What you can't do * Enslave anything which isn't a playable race some creature exclusions are now available and further will be added at my discretion * Enslave any 'important' npcs. well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc * Enslave any 'scripted' npcs. easiest or most common example for this is scripted follower addon mods, but sometimes even the follower framework used is enough to interfere enslaving scripted npc's often leads to breaking something and i can't guarantee what will happen afterwords escape rules and prevention: first if they're above submission setting, wearables won't matter next if they're below the setting, but wearing a leash collar, submision won't matter devious collar will also behave as leash collars and dwarven devious suits will also act as devious collars "with benefits" and most devious devices that prevent running will also prevent a slave from running and thus also prevent them from escape if they're below the setting with a basic collar, but wearing zbf shackles, additional rules apply for escape chances based on the shackle type if it activates the tied state or if the update gametime event activates the tied state using the dialog "I'm going to make sure you stay here." will use the zbf cuffs or shackles from inventory to activate the "tied state" ropes are the easiest to escape from and either color iron cuffs are the hardest with everything else in between iron cuffs are either impossible to escape from or nearly so, haven't had an escape from those since they were added to the system ropes are given freely using the dialog options, but have an escape chance high enough you can reach about 100 yards or so on average before the slave is running or standing there ready to run leather cuffs craftable at the tanning rack. iron cuffs craftable at the forge Instructions to avoid the famous naked bandit bug, check mcm first and choose to disable the naked outfit - if you later see a dialogue to add the outfit to a slave, choose carefully - if its, not a unique npc, the outfit will be seen later as naked bandit bug(when next npc twin spawns like it) Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby. To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk. Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you. hmm, not so sure if that's true or not Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc. cuffs can also be made to restrain your slaves, iron being the most difficult to escape To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. additional options for selling slaves thru these outside mods: home sweet home aygas(and you get a slave) Installation This mod requires SKSE Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it. paradise_halls.esm AND paradise_halls_SLExtension.esp .....MUST be added to the game at the same time Use NMM or unpack into data folder. (mod organizer and vortex seem to work better than nmm) Your load order should be as follows: Skyrim.esm Update.esm Dawnguard.esm ... other Bethesda DLCs zaz sexlab paradise_halls.esm ... other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_SLExtension.esp Important for U.F.O Users (not aft users or eff users)(thanks etaineleanor): >correct loadorder: paradise_halls.esm Other stuff paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp paradise_halls_xxxxx.esp finally U.F.O. You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this: [General] ClearInvalidRegistrations=1 Longer lasting whip-marks Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line: fDecalLifetime=9999.0000 That will increase the lifetime for ALL decals in the game which you may or may not want. final trouble shooting methods when all else fails: Spoiler Install Let's Tie You Up Bind every slave you have into position Save your game Remove everything PAH-related Load game, wait 5 minutes, save game Clean save with Papyrus Data Transfer Load cleaned game, wait 5 minutes, save it Enable all PAH stuff again Enslave your slaves again Compatibility This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though. * There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here. * It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit. For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml <weapon_exclusion_string>Whip</weapon_exclusion_string> then run the patcher. This way the whip will keep its damage as 1. Recommended mods(useful, but not required): PAH Home Sweet Home by Musje Prettier Bandits by EinarrTheRed Slave Way Manor 1.0 by drlove33 Eastern Holding Cells 1.0 by drlove33 Slave Den 1.0,1.1 by drlove33 Slave Holding Cells 1.1 by drlove33 The Bondage House 0.5 by Vykroft addition thanks to: AVS for the dwarven suits ground objects devious dwarven suits patch based on the work of MaikCG for Dwarven Devious Cuirass 1.1a Hambam9871 for the miaslair patch EinarrTheRed for the felglow slave camp updated npc's and navmeshes a1b2c3d4e5f6h7i8 for the female player oral animations fix julzor for compiling my script while i'm away from my pc Vykroft for fixing the lakeview manor cell addon Pfiffy for translation updates Xorgroth for more slaves patch2 allowing upto 100 slaves WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors) BlackShades for finding the faction check bugs in condescending dialogs ragnam for his help with the behaviors PERMISSIONS - You can NOT post any derived works of this mod (= mods that contain portions of my code) outsides of LL without my explicit permission. - You can NOT repost or reupload this mod without my explicit permission. - You can NOT bundle/re-distribute any parts of this mod with your own (e.g. include patched versions of DCL's scripts or ESP in your mod) as future updates might break mine, yours and other mods if you do. - You can NOT post or share any patches against this mod without my express permission, unless their sole purpose is fixing bugs. - You can NOT publish a full or partial fork of pahe (as in using it as a base for a project offering similar functionality) without my permission. Submitter CliftonJD Submitted 05/02/2016 Category Quest Requires Skyrim, Sexlab, SkyUI, skse, ZazAnimationPack!, FNIS, as well as all requirements for the above mods Special Edition Compatible No 40
CliftonJD Posted May 2, 2016 Author Posted May 2, 2016 (edited) known issues: any users adding pahe to an old save already containing paradise halls will often still experience the original bugs of the mod next known issue: Is having the slave address you as thane/dragonborn etc a requirement for them to fight for you? (i.e they have been a slave quite a while so have high submission so you allow them to address you as they like but you still want them to fight for you) my response: chances are the slave will rebel when asked to fight for you, unless the slave is afraid Or has a submission of 70 - at very low submission slave will sometimes also act as tho accepting the orders, but check again in the orders list, if the dialog to fight isn't replaced with the dialog to stay back then it wasn't accepted......also on the mcm the guard is combat slave who's told to wait here, other forms are mage or fighter - these will follow and fight (if they don't fight you should get the proper punishment dialogs) almost the same thing with respect, but you'll always get a punishment dialog if the slave's not ready to address you as thane, also same submission value as "fight for me", unless they're afraid those are all listed known behaviors the user name in regard to the problem i've omitted as it doesn't matter here and this question has actually come up a number of times - at some point maybe blabla could look into why the "fight for me" dialog doesn't always trigger as a combat slave: as in if the slave's not ready to fight then there should be punishment response dialog, but an "oh" response should be triggered as a combat slave blabla was never able to figure this out, but that's now covered in my combat patches- old name, now also covered in the more complete patch included in the current versions - next update combines this patch back into the core where it belongs this should never happen again...(this was the known behavior, if this recurs, report immediately) Edited May 3, 2016 by CliftonJD
CliftonJD Posted May 2, 2016 Author Posted May 2, 2016 (edited) renamer issues are jcontainer related: known incompatibilities with jcontainer: radiant prostitution 1.08b is incompatible with current jcontainer my home is your home also will make slaves lose names if used on slaves posting the 2 versions of jcontainers known to work they seem to have varied results per user based on other mods, sometimes switching to the other version works better JContainers-49743-3-2-3.zip JContainers-49743-3-2-5.zip adding mia's lair to the known incompatibility list of the renamer Edited August 31, 2016 by CliftonJD
CliftonJD Posted May 2, 2016 Author Posted May 2, 2016 final trouble shooting methods if that's still not fixing it: Install Let's Tie You Up Bind every slave you have into position Save your game Remove everything PAH-related Load game, wait 5 minutes, save game Clean save with Papyrus Data Transfer Load cleaned game, wait 5 minutes, save it Enable all PAH stuff again Enslave your slaves again
Arthacs Posted May 2, 2016 Posted May 2, 2016 Is this the continuation of Paradise Halls - SexLab Extension? -So, use this instead of Paradise Halls - SexLab Extension?
CliftonJD Posted May 2, 2016 Author Posted May 2, 2016 Is this the continuation of Paradise Halls - SexLab Extension? -So, use this instead of Paradise Halls - SexLab Extension? yes, 5.0.1 and 6.0.1 were made to better acclimate to previous users, while 5.5 might better suit a clean save or new game
Arthacs Posted May 2, 2016 Posted May 2, 2016 Is this the continuation of Paradise Halls - SexLab Extension? -So, use this instead of Paradise Halls - SexLab Extension? yes, 5.0.1 and 6.0.1 were made to better acclimate to previous users, while 5.5 might better suit a clean save or new game So, whats the difference between 5.0.1 5.5 and 6.02? Should I use 6.02 for a new game or 5.5 as suggested?
CliftonJD Posted May 2, 2016 Author Posted May 2, 2016 Is this the continuation of Paradise Halls - SexLab Extension? -So, use this instead of Paradise Halls - SexLab Extension? yes, 5.0.1 and 6.0.1 were made to better acclimate to previous users, while 5.5 might better suit a clean save or new game So, whats the difference between 5.0.1 5.5 and 6.02? Should I use 6.02 for a new game or 5.5 as suggested? some users had some issues concerning the new 6.0 so i brought back 5.0 and upgraded them both as follows: version 5.0.1 beta and 6.0.1 beta no longer add slaves to the player follower faction---fixes issues with home sweet home both 5.0.1 and 6.0.1 betas also add new slaves to the zaz slave faction both 5.0.1 and 6.0.1 betas also increase the value for having tied your slaves when selling them at fellglow keep version 5.5.0 beta is made to bridge the gap between versions 5 and 6 taking as many features as possible from version 6 and the latest pah updates from nexus without the extra menus of version 6 if you're already using a previous version of paradise halls you won't need a new game to upgarde to version 5.0.1 or 6.0.2, only for 5.5
D_ManXX2 Posted May 2, 2016 Posted May 2, 2016 Clifton with this version of yours i no longer need PAHE from bla bla ?? so all i need is either PAH from laym 5.01 / 6.01 or PAH from strec 5.5 ?? btw is there a reason why 5.5 is very small comparred to 5.01 and 6.01 ??
Arthacs Posted May 2, 2016 Posted May 2, 2016 Is this the continuation of Paradise Halls - SexLab Extension? -So, use this instead of Paradise Halls - SexLab Extension? yes, 5.0.1 and 6.0.1 were made to better acclimate to previous users, while 5.5 might better suit a clean save or new game So, whats the difference between 5.0.1 5.5 and 6.02? Should I use 6.02 for a new game or 5.5 as suggested? some users had some issues concerning the new 6.0 so i brought back 5.0 and upgraded them both as follows: version 5.0.1 beta and 6.0.1 beta no longer add slaves to the player follower faction---fixes issues with home sweet home both 5.0.1 and 6.0.1 betas also add new slaves to the zaz slave faction both 5.0.1 and 6.0.1 betas also increase the value for having tied your slaves when selling them at fellglow keep version 5.5.0 beta is made to bridge the gap between versions 5 and 6 taking as many features as possible from version 6 and the latest pah updates from nexus without the extra menus of version 6 Thnx Sounds interesting, will try out the 5.5 for the character I'm gonna use this time and maybe 6.xx later then
CliftonJD Posted May 2, 2016 Author Posted May 2, 2016 Clifton with this version of yours i no longer need PAHE from bla bla ?? so all i need is either PAH from laym 5.01 / 6.01 or PAH from strec 5.5 ?? yes, that's correct, if you choose 5.0.1 or 6.0.2 all pah files needed are contained if youn choose 5.5 you need the update from nexus
CliftonJD Posted May 2, 2016 Author Posted May 2, 2016 Is this the continuation of Paradise Halls - SexLab Extension? -So, use this instead of Paradise Halls - SexLab Extension? yes, 5.0.1 and 6.0.1 were made to better acclimate to previous users, while 5.5 might better suit a clean save or new game So, whats the difference between 5.0.1 5.5 and 6.02? Should I use 6.02 for a new game or 5.5 as suggested? some users had some issues concerning the new 6.0 so i brought back 5.0 and upgraded them both as follows: version 5.0.1 beta and 6.0.1 beta no longer add slaves to the player follower faction---fixes issues with home sweet home both 5.0.1 and 6.0.1 betas also add new slaves to the zaz slave faction both 5.0.1 and 6.0.1 betas also increase the value for having tied your slaves when selling them at fellglow keep version 5.5.0 beta is made to bridge the gap between versions 5 and 6 taking as many features as possible from version 6 and the latest pah updates from nexus without the extra menus of version 6 Thnx Sounds interesting, will try out the 5.5 for the character I'm gonna use this time and maybe 6.xx later then eventually if 5.5 and 6.0.2 don't show any new bugs, 5.0.1 will be phased out first, as i learn to fix 6.0., eventually 5.x will be phased out completely btw, is this still compatible with defeat ? should be not just compatible, but supported by it edit: missed your comment on is it "still" compatible, in theory it should be, but that's why i'm listing these 3 as beta - been so busy scripting it i haven't had time to test my own goods
Arthacs Posted May 2, 2016 Posted May 2, 2016 I dunno if its only for my downloads or.. But: -pahe_lives_on-5_0_1_beta.part1.rar CRC error and "..contains invalid hashes" when extracting. -pahe_lives_on-5_0_1_beta.part2.rar data error "the mod was not installed correctly" -pahe_lives_on-6_0_2-beta.part1.rar "..contains invalid hashes" when extracting. -pahe_lives_on-6_0_2-beta.part2.rar data error "the mod was not installed correctly" -pahe_lives_on-5_5_0_beta.rar looks fine. Tried to download several times I'm using mod Organizer and have bsa extraction active, only the "..contains invalid hashes" should have something to do with bsa extraction I guess..
CliftonJD Posted May 2, 2016 Author Posted May 2, 2016 I dunno if its only for my downloads or.. But: -pahe_lives_on-5_0_1_beta.part1.rar CRC error and "..contains invalid hashes" when extracting. -pahe_lives_on-5_0_1_beta.part2.rar data error "the mod was not installed correctly" -pahe_lives_on-6_0_2-beta.part1.rar "..contains invalid hashes" when extracting. -pahe_lives_on-6_0_2-beta.part2.rar data error "the mod was not installed correctly" -pahe_lives_on-5_5_0_beta.rar looks fine. Tried to download several times I'm using mod Organizer and have bsa extraction active, only the "..contains invalid hashes" should have something to do with bsa extraction I guess.. ok, thanks i'll need to look into better file compresion
aqqh Posted May 2, 2016 Posted May 2, 2016 ok, thanks i'll need to look into better file compresion IF you use 7zip you wont have to split archives.
Vykroft Posted May 2, 2016 Posted May 2, 2016 Finally a download page. Ok reporting (couldn't resist) This two items are having problems on the string line. And once you slave someone you can't remove his/her original clothes. Using 6.0.1 version.
Roachboy Posted May 2, 2016 Posted May 2, 2016 I'm about to install Paradise Halls for the first time, so sorry if my questions are dumb ... As far as I understood, I should go with Paradise Hall lives on version 5.5.0? It says this version needs the latest update/version from the Nexus ... that would be Paradise Halls 0-7-31? Do I need/want anything else? ... Like Farengar's study or the Fellglow camp?
EinarrTheRed Posted May 2, 2016 Posted May 2, 2016 I'm about to install Paradise Halls for the first time, so sorry if my questions are dumb ... As far as I understood, I should go with Paradise Hall lives on version 5.5.0? It says this version needs the latest update/version from the Nexus ... that would be Paradise Halls 0-7-31? Do I need/want anything else? ... Like Farengar's study or the Fellglow camp? Install PAH 7.31 (which includes the study and the slave camp) then install 5.5 after that and make sure the SL Extension comes after them in your load order.
Dave0000 Posted May 2, 2016 Posted May 2, 2016 I'm about to install Paradise Halls for the first time, so sorry if my questions are dumb ... As far as I understood, I should go with Paradise Hall lives on version 5.5.0? It says this version needs the latest update/version from the Nexus ... that would be Paradise Halls 0-7-31? Do I need/want anything else? ... Like Farengar's study or the Fellglow camp? Install PAH 7.31 (which includes the study and the slave camp) then install 5.5 after that and make sure the SL Extension comes after them in your load order. what what sl extension so is it still needed? where to get now the latest i thought this is all i need only 5.5 ???
EinarrTheRed Posted May 2, 2016 Posted May 2, 2016 paradisehalls SLExtension.esp is one of the files 5.5 installs. It basically contains the stuff that updates the rest of PAH and adds the new features. That's why in needs to be last in the load order. So in other words in your load order it should be paradisehalls.esm farengars study.esp fellglowslavercamp.esp paradisehalls SLExtension.esp Also best if those are close to the bottom of your load order.
Roachboy Posted May 2, 2016 Posted May 2, 2016 I think I'm having a moment of total noobishness ... Paradise Halls (from the nexus) 7.31 does not contain Ferengar's Study nor the slave camp ... only the 7.30 download has those two esps ...? But they are listed as optional downloads, too ...
Dave0000 Posted May 2, 2016 Posted May 2, 2016 paradisehalls SLExtension.esp is one of the files 5.5 installs. It basically contains the stuff that updates the rest of PAH and adds the new features. That's why in needs to be last in the load order. So in other words in your load order it should be paradisehalls.esm farengars study.esp fellglowslavercamp.esp paradisehalls SLExtension.esp Also best if those are close to the bottom of your load order. have you looked inside of the pahe lives 5.5 ? there is no sl extension inside! should it be installed after 502 ?
EinarrTheRed Posted May 2, 2016 Posted May 2, 2016 Hmm, wasn't aware of that, then yes you might want to download them. Farengar's study isn't hugely important, you get some free collars and things from his study. The camp is a little more important as it is where you'll sell your slaves. However, if you have not tried Musje's Home Sweet Home, I'd very much recommend it. It has its own options for selling slaves and more locations to do so. It almost makes the slaver camp obsolete. have you looked inside of the pahe lives 5.5 ? there is no sl extension inside! should it be installed after 502 ? My bad, he renamed it pahe lives on.esp Same thing though, that should be last after the other PAH files.
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