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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted

Well you don't necessarily need to update,  but I think just new furniture are being added.. functionality will be the same more or less so theoretically nothing will break.

Posted (edited)

With an SKSE64 Alpha out now, and a Sexlab Lite, what are the chances of PAHE  just running on Skyrim SE?

pretty much the mod is hardcoded to what we have in original skyrim legendary wedition.....hopefully i've toned some of that down for the vanilla users not to be hardcoded but i saw Alot of my predecessor's work hardcoded in for legendary skyrim....its going to be harder to uncode the other dependencies ...or switch them over and likewise that's also why i never looked into that newer animation framework said to replace sexlab on home sweet home

 

Well Skyui and MCM are both working, so that just leaves Zaz animation pack. With the 800 animations included in Sexlab lite I am not even sure it is needed.

 

 

Oh ye of little faith but a quick tongue:

 

Further testing:

 

Convert PAHE 7.2.4 full install to Skyrim SE and everything I have tried so far - just works.

 

PAHE Initialization messages are displayed - correctly. No errors.

MCM Menu looks complete with correct data and formatting.

 

Enslaving with Paralysis works. (Poor Mirai - she is always a test case.)

 

Sex with said slave works - and the animation looks good.

 

MCM slave status for Mirai looks good - and complete.

 

Process:

Make a local copy of PAHE Livves On full install 7.2.4

Unzip it

Unpack the BSA

Zip it back up, minus the BSA

Install it under Skyrim SE

Change  paradise_halls.esm to esp using Tes5Edit

Open paradise_halls.esp in the SE Creation Kit and set it as active

Make a minor change and undo it . Save the file.

Change paradise_halls.esp back to esm

Use Creation Kit to open and save both Paradise_halls_farengars_study.esp and paradise_halls_SLExtension.esp

 

Done - run it under Skyrim SE and look for things that don't work.

 

Next up: HSH.

 

Skyrim SE is getting a LOT closer to being useful...

 

More testing:

 

Some sex animations seem to be missing. Not surprising. Oral all seems to work.

 

Slave Info spell does not display. Info shown correctly in MCM.

 

Visual artifact on Slave Collar of Leashing. Red lines of light.

 

Training works correctly and shows in MCM.

 

Slave transfers correctly to and from HSH (Did I mention converted HSH also works correctly?)

 

Clifford: the problems are minor enough that you might want to take a look at SE...

well your report looks alot more promising than what i'd heard before going to florida, s'posedly somebody was poriing over paradise halls from nexus and the version i posted wasn't working for him on sse while the older version from strec worked for him....not a matter of not looking into sse, when i had plans to test it i discovered my laptop couldn't do it and came back to over vacation lat christmas then discovered other more pressing issues on the current release here and set it aside until i heard from the user looking to convert paradise halls to sse, from there i've directed my efforts towards downgrading to a "paradise halls lite" downgrade better than what was previously posted on nexus, but still lighter than what we have here so he might be able to convert o sse...Alot of upgrades between now and layam's work even excluding my additions to the voices and adaptations to the core scripts....

 

i think if you've got skse running and sexlab runs with the same file names it had that may be the key...pahe was designed to be run as a whole, like re-inventing the wheel to even attempt to split paradise halls from it now

 

...

mind you i came up with possible script fixes for the outfit bugs for the naked bandits that eventually hit with my prior fixes or more likely to hit with my more recent fixes to the bug in the vanilla quest...hadn't had time to test it yet so early in development i hadn't compiled it when windows did something quirky and had to be restored so it wiped my work there even know "your documents should be fine"...butt load of other faction fixes i had planned for that release to, boy was i pissed

Edited by CliftonJD
Posted

Oh man.. =(    I'm sorry that happened CliftonJD

It really sucks to have so much work washed away like that.

 

At any rate, you have my thanks for putting in that effort in the first place.

Posted

Is there a way for bandits and other generic characters enslaved with this mod to get pregnant with Beeing female?

 

BF only works on female unique characters...  while a male bandit can still impregnate you, you cannot impregnate a female bandit.

This is done by design by BF's author to prevent massive data overload and a breach in the space time continuum.

Posted

im having issues with the slider to slave below health, everytime i change it comes back to 0. Its a fresh install of skyrim and mods, using MO(if u need this info).
What can i do?

Posted

Ever since moving from the original Paradise halls to this one, my magic menu does't load anymore. I've made sure to have everything required, yet  can't figure out what's going on... 

Posted

 

Is there a way for bandits and other generic characters enslaved with this mod to get pregnant with Beeing female?

 

BF only works on female unique characters...  while a male bandit can still impregnate you, you cannot impregnate a female bandit.

This is done by design by BF's author to prevent massive data overload and a breach in the space time continuum.

 

Thats a shame I'd really like to get my slaves pregnant.

 

Since the actors are being cloned couldn't the get tagged as unique?

Posted

 

 

Is there a way for bandits and other generic characters enslaved with this mod to get pregnant with Beeing female?

 

BF only works on female unique characters...  while a male bandit can still impregnate you, you cannot impregnate a female bandit.

This is done by design by BF's author to prevent massive data overload and a breach in the space time continuum.

 

Thats a shame I'd really like to get my slaves pregnant.

 

Since the actors are being cloned couldn't the get tagged as unique?

 

 

Well the unique flag makes it so that only one reference of a character is allowed in the game.  When you clone lydia, you are essentially removing one lydia and replacing it with a new one.. thus maintaining only 1 reference.   Sort of like star trek teleportation =p

 

Now if you do that with a bandit.. they pull from a list of templates, and if you make one of those templates unique... it may cause all kinds of chaos with spawning issues.   Then again it may not, but there is a reason bandits are not unique to begin with.   

 

Anything is possible..  but that would probably be a logistical nightmare.  At least it seems so with my very limited knowledge of internal skyrim code.  It doesn't sound like it would make for good practice.  You would have to manually place unique bandits at various camps, or find a mod that already does this (there are a few I think)  then go and capture those bandits and you can have it all come true.

 

Then again... mod authors always find a way around things.. so who knows.  But this is my understanding of how it works.

 

For more information on the unique flagged characters you can check here:  https://www.creationkit.com/index.php?title=Category:Actor

Posted

im having issues with the slider to slave below health, everytime i change it comes back to 0. Its a fresh install of skyrim and mods, using MO(if u need this info).

What can i do?

hmm, thought for sure i'd removed that slider already from the last i'd heard it had issues.

wonder if that's a change i made in the update that somehow got missed from the full install

...oops

about all i could suggest would be to try the update patch and see if the bug still exists...already discovered that somehow the mcm in the full install version doesn't match the version it was intended for, guess i should have checked for other bugs in the mcm when we discovered it wasn't the right version. hadn't even heard it was the wrong mcm until i got to florida

 

Any chance of adding a "Wooden Pony" to punish our lady Dragonborn and friends?  Bonus points if weights, binding ropes, and clamps can be added. =3

you'll need to ask for that at the zaz framework or find it someplace else first before it can be looked into

this is just the slavery frame work here, any bondage furniture would need to be done by an animator

 

Ever since moving from the original Paradise halls to this one, my magic menu does't load anymore. I've made sure to have everything required, yet  can't figure out what's going on... 

never experienced that and we don't mess with your magic menu for there to be any reason for it to be effected by pahe.

my best guess would be something stopping up the papyrus engine, if you need help with that post your papyrus log

Posted

Ever since moving from the original Paradise halls to this one, my magic menu does't load anymore. I've made sure to have everything required, yet  can't figure out what's going on... 

never experienced that and we don't mess with your magic menu for there to be any reason for it to be effected by pahe.

my best guess would be something stopping up the papyrus engine, if you need help with that post your papyrus log

 

 

 

I'd post that if it would actually log anything, but I've gone through it five times, and it still won't. 

The only thing I can think of is the 'leash to' spell messing something up? Besides, there's nothing to log because it doesn't crash.It just...sits there untll I get fed up and shut it down.

 

Edit: Actually, maybe it's the 'bootup' spell. I found someone else had this problem. This is LITERALLY the sameproblem. 

 

c6afe49d8127f6112fc8b961ff1ce0fb.png

Posted (edited)

 

 

 

Ever since moving from the original Paradise halls to this one, my magic menu does't load anymore. I've made sure to have everything required, yet  can't figure out what's going on... 

never experienced that and we don't mess with your magic menu for there to be any reason for it to be effected by pahe.

my best guess would be something stopping up the papyrus engine, if you need help with that post your papyrus log

 

 

 

I'd post that if it would actually log anything, but I've gone through it five times, and it still won't. 

The only thing I can think of is the 'leash to' spell messing something up? Besides, there's nothing to log because it doesn't crash.It just...sits there untll I get fed up and shut it down.

 

Edit: Actually, maybe it's the 'bootup' spell. I found someone else had this problem. This is LITERALLY the sameproblem. 

 

c6afe49d8127f6112fc8b961ff1ce0fb.png

 

 

 

 

 

hmm well if you're upgrading directly from old paradise halls to pahe on the same save then your save is having issues removing the spell

 

as far as logging goes... its a papyrus log, not a crash log so there's always a papyrus log whether you crash or not as long as its turned on in your papyrus settings in the skyrim.ini file so if its not logging anything then you need to adjust your settings file to enable it

 

if you're having issues with that spell till in the master file i might just remove it from the master file next update

 

for now you can remove it from the master file the same as this user did or uninstall all paradise halls, and clean the save, then reinstall

Edited by CliftonJD
Posted

Any chance of adding a "Wooden Pony" to punish our lady Dragonborn and friends?  Bonus points if weights, binding ropes, and clamps can be added. =3

 

These are already in with paradise halls home sweet home.   You can also add Tara furniture pack as well as I'll take the display model for even more furniture.  Although Paradise halls is not intended for dragonborn punishment,  it is intended for dragonborn to punish their own slaves.  However, you can use the wooden pony yourself, it's just that PAHE does not really support DB punishment activities.

Posted

So I constantly have this issue where slaves disappear. I have the tied up and inside an instanced building, but they disappear. With unique NPCs like Carletta from Riverwood, the game treats them as dead after they disappear. Am I doing something wrong, or is this a bug?
 

Posted

So I constantly have this issue where slaves disappear. I have the tied up and inside an instanced building, but they disappear. With unique NPCs like Carletta from Riverwood, the game treats them as dead after they disappear. Am I doing something wrong, or is this a bug?

 

 

They will run away if not watched closely, the only way to prevent this is to train them above the escape threshold (you can change this threshold in the mcm)

 

Or you can craft and make them wear an advanced leash collar.   If you use ropes they break out and escape quickly..  using iron shackles will delay this and leather to a smaller extent.

Posted

ahhh, thought binding them in leather would be sufficient. Very well then! I shall simply have to be firmer I suppose...and start a new game again, since the game thinks Carlotta died since she ran away...

Posted (edited)

i hope no one asked before, but is this compatible with NPC Knockout Overhaul and/or Death Alternative? does anyone use those mods and paradise halls with no problems?

 

 

Is this compatible with NPC Knockout Overhaul? It had overwritten a few files from PAHE

since you're now the second person to ask in this thread i decided to do some digging in the old thread...

 

the first person to try it couldn't get knockout overhaul to work well with defeat, but was able to get pahe (the current version for that time) to work well with the knockout overhaul here: http://www.loverslab.com/topic/37048-discontinued-paradise-halls-sexlab-extension-v01g-150506-rc-06-fixed-160318/?view=findpost&p=987215

 

the second person tried using (a more current version) pahe with defeat and the knock out overhaul had some issues with it:  http://www.loverslab.com/topic/37048-discontinued-paradise-halls-sexlab-extension-v01g-150506-rc-06-fixed-160318/?view=findpost&p=1126569

 

note the first person who tried it was using a very early version of pahe so we have no idea if the changes that came along since then effected the issues

Edited by CliftonJD
Posted

 

since you're now the second person to ask in this thread i decided to do some digging in the old thread...

 

the first person to try it couldn't get knockout overhaul to work well with defeat, but was able to get pahe (the current version for that time) to work well with the knockout overhaul here: http://www.loverslab.com/topic/37048-discontinued-paradise-halls-sexlab-extension-v01g-150506-rc-06-fixed-160318/?view=findpost&p=987215

 

the second person tried using (a more current version) pahe with defeat and the knock out overhaul had some issues with it:  http://www.loverslab.com/topic/37048-discontinued-paradise-halls-sexlab-extension-v01g-150506-rc-06-fixed-160318/?view=findpost&p=1126569

 

note the first person who tried it was using a very early version of pahe so we have no idea if the changes that came along since then effected the issues

 

 

Thanks for the headsup. I've tried it out, and defeat is not compatible with knockout overhaul,  although pahe seemed to have worked smooth as ever. :cool:

Posted

 

 

since you're now the second person to ask in this thread i decided to do some digging in the old thread...

 

the first person to try it couldn't get knockout overhaul to work well with defeat, but was able to get pahe (the current version for that time) to work well with the knockout overhaul here: http://www.loverslab.com/topic/37048-discontinued-paradise-halls-sexlab-extension-v01g-150506-rc-06-fixed-160318/?view=findpost&p=987215

 

the second person tried using (a more current version) pahe with defeat and the knock out overhaul had some issues with it:  http://www.loverslab.com/topic/37048-discontinued-paradise-halls-sexlab-extension-v01g-150506-rc-06-fixed-160318/?view=findpost&p=1126569

 

note the first person who tried it was using a very early version of pahe so we have no idea if the changes that came along since then effected the issues

 

 

Thanks for the headsup. I've tried it out, and defeat is not compatible with knockout overhaul,  although pahe seemed to have worked smooth as ever. :cool:

 

 

excellent!! :D

Posted

So to my understanding the new version doesn't work for anyone. Anyone have a link to a previous version?

 

Where in the world did you get that understanding from??

I consider the current release extremely stable, and use it in all my playthroughs - along with HSH.

Care to quote some facts to back up your "Understanding"?

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