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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted

CliftonJD, maybe i have a suggestion to fix the naked bandits bug. I'm not a modder so i don't know if it's realistic :

 

You could create in the mod a set of NPCs copied from bandits/forsworn/vampires/guards/necromancers with theirs faces, weight, levels, attributes and perks (there are some hundreds of them) but not place them in the game.

 

Then, the enslaving-process could just, seeing which bandit is involved, kill the bandit and make appear a clone from theirs unplaced alter egos and add on it the same inventory which was on the bandit.

 

Could it work ?

Posted
5 hours ago, boubini said:

CliftonJD, maybe i have a suggestion to fix the naked bandits bug. I'm not a modder so i don't know if it's realistic :

 

You could create in the mod a set of NPCs copied from bandits/forsworn/vampires/guards/necromancers with theirs faces, weight, levels, attributes and perks (there are some hundreds of them) but not place them in the game.

 

Then, the enslaving-process could just, seeing which bandit is involved, kill the bandit and make appear a clone from theirs unplaced alter egos and add on it the same inventory which was on the bandit.

 

Could it work ?

This would not really work for many people...   many people have mods that edit bandits and vampires and so copying them to a different NPC base with a different set of facegendata would not work for them.   

Posted

 

7 hours ago, boubini said:

CliftonJD, maybe i have a suggestion to fix the naked bandits bug. I'm not a modder so i don't know if it's realistic :

 

You could create in the mod a set of NPCs copied from bandits/forsworn/vampires/guards/necromancers with theirs faces, weight, levels, attributes and perks (there are some hundreds of them) but not place them in the game.

 

Then, the enslaving-process could just, seeing which bandit is involved, kill the bandit and make appear a clone from theirs unplaced alter egos and add on it the same inventory which was on the bandit.

 

Could it work ?

you're misunderstanding the code or the part of the code that causes that issue..it sounds like you're asking for it to do what it already does...its how the cloning process has to do what you're describing that causes the bug you're looking to prevent

1 hour ago, Lodakai said:

This would not really work for many people...   many people have mods that edit bandits and vampires and so copying them to a different NPC base with a different set of facegendata would not work for them.   

as i explained it to another modder, the issue we have here is there aren't enough npc's in the list to completely avoid grabbing the same npc...we need modders who do what you're describing to add more npc's to every list

 

Posted

If that is the case, then a possible way to alleviate the issue for anyone experiencing this problem is to add the following mods...

 

https://www.nexusmods.com/skyrim/mods/31264/  Obis

https://www.nexusmods.com/skyrim/mods/51189/  Immersive wenches

https://www.nexusmods.com/skyrim/mods/60625 Deadly wenches

https://www.nexusmods.com/skyrim/mods/68090 Hateful Wenches

https://www.nexusmods.com/skyrim/mods/72104 Forgotten Wenches

https://www.nexusmods.com/skyrim/mods/76289 Judgement Wenches

https://www.loverslab.com/topic/61801-prettier-bandits/ Prettier Bandits

 

- Update the leveled list entries by using Wrye Bash to create a bashed patch

- Manually fix missing leveled entries on the conflicted bandit spawns.

 

You will run into naked bandits less frequently, and you can consider them simply to be escaped slaves looking for a fresh kill to get some clothing.

You can also use various world populating mods to differentiate the people you hijack from the leveled lists.

 

And this last part I am not sure about... maybe Clifton would understand this better.

Would selling a slave off using something like HSH... or simply killing or releasing them kind of throw them back into availability for the leveled lists to correct the naked issue on identically based slaves?  If so,  recycling your slaves using such a method could potentially alleviate the issue as well.

 

Posted

A little question: is there a way to remove the "Protected" status from slaves, without using other mods?

(the console has a command for "essential" status, but nothing for "protected")

Posted
15 hours ago, Lodakai said:

If that is the case, then a possible way to alleviate the issue for anyone experiencing this problem is to add the following mods...

 

https://www.nexusmods.com/skyrim/mods/31264/  Obis

https://www.nexusmods.com/skyrim/mods/51189/  Immersive wenches

https://www.nexusmods.com/skyrim/mods/60625 Deadly wenches

https://www.nexusmods.com/skyrim/mods/68090 Hateful Wenches

https://www.nexusmods.com/skyrim/mods/72104 Forgotten Wenches

https://www.nexusmods.com/skyrim/mods/76289 Judgement Wenches

https://www.loverslab.com/topic/61801-prettier-bandits/ Prettier Bandits

 

- Update the leveled list entries by using Wrye Bash to create a bashed patch

- Manually fix missing leveled entries on the conflicted bandit spawns.

 

You will run into naked bandits less frequently, and you can consider them simply to be escaped slaves looking for a fresh kill to get some clothing.

You can also use various world populating mods to differentiate the people you hijack from the leveled lists.

 

And this last part I am not sure about... maybe Clifton would understand this better.

Would selling a slave off using something like HSH... or simply killing or releasing them kind of throw them back into availability for the leveled lists to correct the naked issue on identically based slaves?  If so,  recycling your slaves using such a method could potentially alleviate the issue as well.

 

currently it would still leave them open to the naked bandit bug. the update i'm planning to poke at that is to remove the naked outfit from any slaves leaving the slave list for any reason, whether it be transfer to hsh or that other mod that allows selling slaves, or even just releasing them - if successful this should in theory fix the naked bug for those slaves and any addon mods would become responsible for those outfits instead

9 hours ago, Warlock3000 said:

A little question: is there a way to remove the "Protected" status from slaves, without using other mods?

(the console has a command for "essential" status, but nothing for "protected")

none that i'm aware of

Posted
3 hours ago, CliftonJD said:

currently it would still leave them open to the naked bandit bug. the update i'm planning to poke at that is to remove the naked outfit from any slaves leaving the slave list for any reason, whether it be transfer to hsh or that other mod that allows selling slaves, or even just releasing them - if successful this should in theory fix the naked bug for those slaves and any addon mods would become responsible for those outfits instead

none that i'm aware of

 

When do you think you will try this ? Just to know if it worth it to begin another game now.

Posted
14 hours ago, Warlock3000 said:

A little question: is there a way to remove the "Protected" status from slaves, without using other mods?

(the console has a command for "essential" status, but nothing for "protected")

You can use the Manipulator to toggle protected and/or essential status (among many other things like sex gender preference etc). Goes great with PAHE and HSH.

Posted

Does anyone know where the slave stats (sex, respect, etc.) are housed for rediting is TES5? I have looked through the actors and all the master files and can't find where I can edit those stats. They have to be somewhere, I just can't find them! Thanks!

Posted
2 hours ago, armymdic00 said:

Does anyone know where the slave stats (sex, respect, etc.) are housed for rediting is TES5? I have looked through the actors and all the master files and can't find where I can edit those stats. They have to be somewhere, I just can't find them! Thanks!

the stats are factions in tesedit and editing those factions will cause you more harm than good....what is it you're trying to accomplish by editing stats from tesedit.

if you're looking for a way to cheat the stats you won't get very far with tesedit. you'll need some decent scripting knowledge to break the surface

Posted
3 hours ago, CliftonJD said:

the stats are factions in tesedit and editing those factions will cause you more harm than good....what is it you're trying to accomplish by editing stats from tesedit.

if you're looking for a way to cheat the stats you won't get very far with tesedit. you'll need some decent scripting knowledge to break the surface

Yeah, I am trying to expedite training of the task mistress so wanted to max the stats. I started to use Cheat Engine to try and see if I could find the value, but alt tabbing kept crashing my game.

Posted

On 1/15/2018 at 6:04 PM, Reesewow said:

The Estrus Addon optional .esp is fun to play with however - it spawns Agents of Sanguine randomly that use Estrus shouts on nearby NPCs.

lol, these agents might be interesting to enslave

Posted
35 minutes ago, CliftonJD said:

 

lol, these agents might be interesting to enslave

You could try, but the "randomly" part was for them spawning in a cell.  They find a nearby npc, shout once and then leave so they probably wouldn't be good enslavement candidates (very scripted).

Posted
2 hours ago, MIG_Pappy said:

Is it possible for me to reward a slave?

Not sure if it has any effect other than a dialogue line, but the slaves sound grateful if you give them an item to use (armor or weapon).

 

Some unrelated testing:

Captured a bandit. After a while, chose "I decided to let you go". She attacked me after becoming free again.

Which I actually find GOOD, because it means released slaves get their faction info back, which means you can still use Sexlab Defeat to hand bandits over to guards (one thing Defeat lacks is making captured enemies follow you in an immersive way, which Paradise Halls makes up for).

Not sure, haven't actually tested the handover yet, to see if the fact the slaves become a different type of NPC than the original one would interfere with it.

 

Would love to have some kind of patch for Death Alternative to use with this mod (to make slaves following the player either escape or die if the player gets defeated and blacks out.)

 

On 1/16/2018 at 2:03 AM, BlackShades said:

You can use the Manipulator to toggle protected and/or essential status

I tried using Grimy Utilities to do that.

Strangely, it didn't work for PAHE slaves. Worked fine for any other NPCs, but PAHE slaves still read "isProtected >> 1.00" in the console. Toggling their essential status also worked, but not protected.

Will give Manipulator a try, perhaps.

Actually having an MCM toggle to make slaves expendable in Paradise Halls would also be nice. :smile:

Posted
1 hour ago, Warlock3000 said:

Not sure if it has any effect other than a dialogue line, but the slaves sound grateful if you give them an item to use (armor or weapon).

 

Some unrelated testing:

Captured a bandit. After a while, chose "I decided to let you go". She attacked me after becoming free again.

Which I actually find GOOD, because it means released slaves get their faction info back, which means you can still use Sexlab Defeat to hand bandits over to guards (one thing Defeat lacks is making captured enemies follow you in an immersive way, which Paradise Halls makes up for).

 

Would love to have some kind of patch for Death Alternative to use with this mod (to make slaves following the player either escape or die if the player gets defeated and blacks out.)

 

I tried using Grimy Utilities to do that.

Strangely, it didn't work for PAHE slaves. Worked fine for any other NPCs, but PAHE slaves still read "isProtected >> 1.00" in the console. Toggling their essential status also worked, but not protected.

Will give Manipulator a try, perhaps.

Actually having an MCM toggle to make slaves expendable in Paradise Halls would also be nice. :smile:

Another good mod for adding protected status is scent of sex... it has alot of functionality that you might use to have your slaves interact with each other or even for others to interact with your slaves.  The best part is it can be completely toggled with a hotkey, thus preventing needless scripts running while you are off fighting or whatever.

 

https://www.loverslab.com/files/file/3037-scent-of-sex/

 

It has an actor editor that will do all the things you want to any actor... and the rules you can set up are mind boggling in their absolute versatility.   

 

Posted
3 hours ago, Lodakai said:

Another good mod for adding protected status is scent of sex... it has alot of functionality that you might use to have your slaves interact with each other or even for others to interact with your slaves.  The best part is it can be completely toggled with a hotkey, thus preventing needless scripts running while you are off fighting or whatever.

 

https://www.loverslab.com/files/file/3037-scent-of-sex/

 

It has an actor editor that will do all the things you want to any actor... and the rules you can set up are mind boggling in their absolute versatility.   

 

Warlock actually wants to be able to remove the protected status that PAHE adds to slaves. I just tested and while Manipulator can toggle the essential status, it cannot remove the protected one (can toggle but remains in effect). Highly doubt any mod other than PAHE itself can remove that.

Posted
19 hours ago, BlackShades said:

I just tested and while Manipulator can toggle the essential status, it cannot remove the protected one (can toggle but remains in effect).

Yeah, exactly the same thing with Grimy Utilities.

 

Still haven't tested Sexlab Defeat handover after releasing from PAHE. The "I decided to let you go" option didn't work for a bandit leader I captured for some reason. He still counted as a slave, with all the dialogue.

Posted
1 hour ago, Warlock3000 said:

Yeah, exactly the same thing with Grimy Utilities.

 

Still haven't tested Sexlab Defeat handover after releasing from PAHE. The "I decided to let you go" option didn't work for a bandit leader I captured for some reason. He still counted as a slave, with all the dialogue.

Way i figure, it's faction related. Probably some script assigns the protected status to every single npc that enters the PAHE faction. I don't sell or let slaves die, (more of a collector myself), so never noticed the "protected stuck" thing b4, reason i suggested Manipulator. Still, a very good "Swiss army knife" mod to have. Not sure about the "I decided to let you go" option as the npc's i usually deal with is friendly unique ones and not based on leveled actors (prefer not to have to deal with naked bandits and stuff).

Posted

Can someone tell me how do I find the slaver camp on the map?  

 

I know its by the fellgrow keep however I've been running around for a hour and couldn't located it.

 

Even use the cheat to open all map markers with no aval :frown: 

Posted

I just noticed something I never seen before.
first topic:
I collected a few immersive wenches and deadly wenches. all submissive level above 80,
I was in a building and did the whistle command for them all to stay while I leave for a small quest.
Odd that when I exit the building one deadly wench disappears on the count from 7/130 to 6/130 
Looking closer all the other slaves have just "WAIT" on each of their action. but the 2 dead wenches have "Sand boxing"?

Q. by them only sand boxing could that allow them to walk off or escape?

second topic:
The slave reset count instead of rebuilding slaves 10% 20% 30%, the counter is 100% 200% 300% etc etc...

that is on the newest build of pahe.

I am running PAHE, separate orgasms, fertility and HSH, seems once in a while separate orgasms loses its status bar, or fertility does not registrar your last activity and with which NPC. dont even know if they can even play nice together or if they should.
depends which was last installed. so seems there is a few shared things ?? I know PAHE and HSH are good but not sure about the other two

I still like my clubbing wooden sword made to knock them out, and a working stun bow :smile: I never leave home with out it, but think its too powerful atm.

mainly testing purposes ;)

update: never mind seems all slaves go in and out from "wait" to "wait sandbox" and it was only that one slave that one "deadly wench clone" that would disappear after leaving them to wait as a group. did not see anything outstanding in papyrus either.
 

 

Posted

Ok...So this is supposed to work with Skyrim, SE, right?  Then I am missing something.  I thought I met the requirements for it...

I have Sexlab (the new 1.63 Beta 1) ZAZ Animations7, SkyUI and FNIS (of course)...however I can't even get Skyrim to load.  It doesn't even try.  It's not like a missing master crash.  It just doesn't even start.  LOOT reports no errors/missing masters either.  Once I uninstall PAHE, SSE starts with no issue.  I am paging thru to see if I missed something, but unless someone has an idea before I find anything...please let me know 

Posted
4 hours ago, Sural Argonus said:

Ok...So this is supposed to work with Skyrim, SE, right?  Then I am missing something.  I thought I met the requirements for it...

I have Sexlab (the new 1.63 Beta 1) ZAZ Animations7, SkyUI and FNIS (of course)...however I can't even get Skyrim to load.  It doesn't even try.  It's not like a missing master crash.  It just doesn't even start.  LOOT reports no errors/missing masters either.  Once I uninstall PAHE, SSE starts with no issue.  I am paging thru to see if I missed something, but unless someone has an idea before I find anything...please let me know 

Neither PAHE or Home Sweet Home will work work with Skyrim SE until the authors post a conversion.

That has not happened yet.

Posted
On 1/17/2018 at 1:33 PM, Lodakai said:

Another good mod for adding protected status is scent of sex...

Thanks for the suggestion - with appropriate rules loaded, this mod seems like a good universal replacement for a multitude of other mods, actually!

 

While testing it, I stumbled upon the "Toggle Protected" feature and tested it on a nearby protected NPC added by "Interesting NPCs" mod.

...it didn't work.

Could it be that disabling "protected" status in general doesn't work for any NPCs who have it by default?

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