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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted
4 hours ago, Nintendude1236 said:

One last question: the Lakeview cell patch. Is that a patch for a cell as in that specific worldspace, or does this mod (or another one) add in a little prison cell to keep slaves in?

The patch adds a little cell for slaves to the lakeview manor cellar.

Posted

It will be a bit before I can pass over my PAHE and HSH conversions.

My Skyrim SE installation got eaten by Vortex...

Note to self: Don't participate in Closed Betas that put your Skyrim SE directory at risk...

I would recommend holding off anyway until JContainer SE is ready. It is being worked on and sounds close...

Posted
11 hours ago, fred200 said:

It will be a bit before I can pass over my PAHE and HSH conversions.

My Skyrim SE installation got eaten by Vortex...

Note to self: Don't participate in Closed Betas that put your Skyrim SE directory at risk...

I would recommend holding off anyway until JContainer SE is ready. It is being worked on and sounds close...

someone IS working on Jcontainers? Can I sign up for testing?

Posted

Hi! So i am using bodygen (a racemenu feature that essentially assigns bodyslider parameters to npcs thereby allowing you to create a large variety of bodyshapes - breast and butt included) and i notice that when enslaving an npc, the cloned npc those not copy the bodygen data but instead assigns the clone new bodygen data.

I was wondering if there way anyway to ensure the clone uses the same bodygen data as the original npc?

https://www.loverslab.com/topic/53531-unofficial-bodygen-docs/

more about bodygen

https://www.nexusmods.com/skyrim/mods/88707

Posted
20 hours ago, luffyboy said:

i notice that when enslaving an npc, the cloned npc those not copy the bodygen data but instead assigns the clone new bodygen data.

I was wondering if there way anyway to ensure the clone uses the same bodygen data as the original npc?

i could make that happen, but it would be removing a piece of code blabla put in specifically for randomizing the new slave...this was done to add flavor so every random npc wouldn't look the same

...remind me next update to make that optional

Posted
15 hours ago, CliftonJD said:

i could make that happen, but it would be removing a piece of code blabla put in specifically for randomizing the new slave...this was done to add flavor so every random npc wouldn't look the same

...remind me next update to make that optional

Thank you! please do as my npcs already go through randomizing through a combination of ebd and bodygen and the additional randomizing makes it somewhat immersion breaking. (I wanna catch what i see :3)

May i politely ask when we might see an update (a vague estimation)? Planning to start my playthrough next month so wanted to see if I should wait.

Posted
1 hour ago, luffyboy said:

Thank you! please do as my npcs already go through randomizing through a combination of ebd and bodygen and the additional randomizing makes it somewhat immersion breaking. (I wanna catch what i see :3)

May i politely ask when we might see an update (a vague estimation)? Planning to start my playthrough next month so wanted to see if I should wait.

go ahead and start, right now the next update is far enough away the beta testers don't even have it yet. can't give any better idea then that right now

Posted
17 hours ago, Nintendude1236 said:

I've got all slaves in all households bound using DM2, so if it did remove them they would hopefully still be bound. However,I just tried the method I described, and this too also revived the issue. Additionally, I notice the MCM menu doesn't update properly in the save after installing the new PAHE. Rather than being called "Paradise Halls Reborn", it remains "Paradise Halls Extension". The menu is empty aside from one function, where beside Status, it says "UNKNOWN, CLICK TO REBOOT", yet doing so does not seem to yield any noticeable results. Very curious...

so you're telling us you went and did it your way then messed it up worse:

On ‎5‎/‎2‎/‎2016 at 1:16 AM, CliftonJD said:

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

 

 

 

Posted
29 minutes ago, CliftonJD said:

go ahead and start, right now the next update is far enough away the beta testers don't even have it yet. can't give any better idea then that right now

Sorry to bother again. I was trying to see if I could do a quick bandaid fix for myself. Would altering the RPnodes script allow me to stop the breast randomization?

This is the script based on the source-

 

Scriptname RPNodes Hidden

import NiOverride

bool Function transferNode(Actor source, Actor target) Global
    float mag = GetNodeTransformScale(source, false, true, "NPC L Breast", "RandomPatches")
    
    If mag != 0
            AddNodeTransformScale(target, false, true, "NPC L Breast", "RandomPatches", mag)
        AddNodeTransformScale(target, false, true, "NPC R Breast", "RandomPatches", mag)

        UpdateNodeTransform(target, false, true, "NPC L Breast")
        UpdateNodeTransform(target, false, true, "NPC R Breast")
        return true
    Else
        return false
    EndIf
EndFunction

I would be really grateful if you could point me in the direction of which line of code you were talking about. so sorry for the inconvenience

Posted
1 hour ago, CliftonJD said:

so you're telling us you went and did it your way then messed it up worse:

 

Point taken... I thought DM2 and Hadoram's Save Cleaner tool would suffice as alternatives being functionally equivalent (or at least similar), and Musje originally stated I wouldn't need to uninstall PAH Home Sweet Home...but you know your own mod. Thank you for being patient with me thus far, I'll see how it goes with the method you described 

Posted
On ‎2‎/‎4‎/‎2018 at 10:21 AM, luffyboy said:

Sorry to bother again. I was trying to see if I could do a quick bandaid fix for myself. Would altering the RPnodes script allow me to stop the breast randomization?

This is the script based on the source-

Spoiler


 

Scriptname RPNodes Hidden

import NiOverride

bool Function transferNode(Actor source, Actor target) Global
    float mag = GetNodeTransformScale(source, false, true, "NPC L Breast", "RandomPatches")
    
    If mag != 0
            AddNodeTransformScale(target, false, true, "NPC L Breast", "RandomPatches", mag)
        AddNodeTransformScale(target, false, true, "NPC R Breast", "RandomPatches", mag)

        UpdateNodeTransform(target, false, true, "NPC L Breast")
        UpdateNodeTransform(target, false, true, "NPC R Breast")
        return true
    Else
        return false
    EndIf
EndFunction


I would be really grateful if you could point me in the direction of which line of code you were talking about. so sorry for the inconvenience

I don't remember offhand but it sounds familiar ya, that's the right script...

if you have all the relevant source codes to run the compiler, do it from the core by commenting out the line that calls that script:

Spoiler

Function switchActors(Actor original, Actor clone)
; RPNodes.transferNode(original, clone)

On ‎2‎/‎4‎/‎2018 at 11:11 AM, Nintendude1236 said:

Point taken... I thought DM2 and Hadoram's Save Cleaner tool would suffice as alternatives being functionally equivalent (or at least similar), and Musje originally stated I wouldn't need to uninstall PAH Home Sweet Home...but you know your own mod. Thank you for being patient with me thus far, I'll see how it goes with the method you described 

you don't need to uninstall hsh IF you don't uninstall paradise halls...

functionally the 2 mods were made to be compatible straight out the box, but if you want the mcm updated and you want the updated slave count...additional bug fixes would even depend on what version of pahe you were using from the old thread.

Posted
2 hours ago, CliftonJD said:

I don't remember offhand but it sounds familiar ya, that's the right script...

if you have all the relevant source codes to run the compiler, do it from the core by commenting out the line that calls that script:

  Hide contents

Function switchActors(Actor original, Actor clone)
; RPNodes.transferNode(original, clone)

you don't need to uninstall hsh IF you don't uninstall paradise halls...

functionally the 2 mods were made to be compatible straight out the box, but if you want the mcm updated and you want the updated slave count...additional bug fixes would even depend on what version of pahe you were using from the old thread.

Much appreciated. thanks boss!

Posted

Sorry for the double post. So i tested my new script (pahcore) and it still doesnt work. I think bodygen might be reapplying nioverride data to the clone npc.

Is there anyway to tweak the RPNODE script instead to have it copy the nioverride data from the source npc and apply it to the clone npc instead?

Posted
On 2/6/2018 at 2:18 AM, luffyboy said:

Sorry for the double post. So i tested my new script (pahcore) and it still doesnt work. I think bodygen might be reapplying nioverride data to the clone npc.
 

the problem i foresee with what you're looking for if disabling the rpnodes from the core didn't give the intended result is this here:

On 2/4/2018 at 8:11 AM, luffyboy said:

Thank you! please do as my npcs already go through randomizing through a combination of ebd and bodygen and the additional randomizing makes it somewhat immersion breaking. (I wanna catch what i see :3)

May i politely ask when we might see an update (a vague estimation)? Planning to start my playthrough next month so wanted to see if I should wait.

you're randomizing the clone with those other mods

Quote


Is there anyway to tweak the RPNODE script instead to have it copy the nioverride data from the source npc and apply it to the clone npc instead?

that might be a solution if you re-enable it from the core, the core does the node transfer of what ever is in that script so you just need to decipher it enough so that the script keeps the clone identical....i've never needed to mess with that script so i can't give further insight there, it wa blabla's

On 2/7/2018 at 5:46 AM, ManuelMoreno said:

If i using DDa DDi i need DD patch. But if i also have DDx i need also DDx patch v2.

 

And does this mod works with DDi-DDx v4?

you need 1 patch or the other based on which mods you have. you won't need both so if you have ddx then use the ddx patch as dd is included with it. yes the mod itself should work fine with either version of dd, the dd patches are there as a resource to make the dd collars usable as pah slave collars. as such i don't believe the changes made in the latest dd updates will hurt anything, but don't know if the label changes they made are going to cause issues with dd by using my patches made for the older dd versions

Posted
On 2/4/2018 at 10:21 AM, luffyboy said:

Would altering the RPnodes script allow me to stop the breast randomization?

This is the script based on the source-

 

Spoiler

Scriptname RPNodes Hidden

import NiOverride

bool Function transferNode(Actor source, Actor target) Global
    float mag = GetNodeTransformScale(source, false, true, "NPC L Breast", "RandomPatches")
    
    If mag != 0
            AddNodeTransformScale(target, false, true, "NPC L Breast", "RandomPatches", mag)
        AddNodeTransformScale(target, false, true, "NPC R Breast", "RandomPatches", mag)

        UpdateNodeTransform(target, false, true, "NPC L Breast")
        UpdateNodeTransform(target, false, true, "NPC R Breast")
        return true
    Else
        return false
    EndIf
EndFunction


I would be really grateful if you could point me in the direction of which line of code you were talking about. so sorry for the inconvenience

to understand that script better i had to look at nilO, but it still gave no indication of "RandomPatches" aside from a key name:

Spoiler

; Returns a scale value override for the particular key, 0.0 if did not exist or failed
float Function GetNodeTransformScale(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global

 

; Adds a scale override for the particular key, pos[0-2] correspond to x,y,z
Function AddNodeTransformScale(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key, float scale) native global

 

; Updates and computes a particular node's transformation override
; Use this after changing a particular override
Function UpdateNodeTransform(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName) native global

 

what i'm seeing there is the script is told to get the breast data from the original source npc and randomize it to the intended target cloned slave. it looks like to change that you would need a new key name as everything else aside from the key name there is just copying the breast size of the original to the clone

Posted
6 hours ago, CliftonJD said:

to understand that script better i had to look at nilO, but it still gave no indication of "RandomPatches" aside from a key name:

  Reveal hidden contents

; Returns a scale value override for the particular key, 0.0 if did not exist or failed
float Function GetNodeTransformScale(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global

 

; Adds a scale override for the particular key, pos[0-2] correspond to x,y,z
Function AddNodeTransformScale(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key, float scale) native global

 

; Updates and computes a particular node's transformation override
; Use this after changing a particular override
Function UpdateNodeTransform(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName) native global

 

what i'm seeing there is the script is told to get the breast data from the original source npc and randomize it to the intended target cloned slave. it looks like to change that you would need a new key name as everything else aside from the key name there is just copying the breast size of the original to the clone

Yea, it would seem that "random patches" just gives the x,y,z coordinates for where the node should scale to.

I'm still trying to see if I can instead of using getnodetransformscale use getbodymorphs and getfullbodymorphs which are scripts from racemenuUUNP bodygen 

RaceMenuMorphsUUNP.psc

Posted

I have a question:
What exactly is the name (or ID) of the faction assigned to PAHE slaves?

I might be mistaken, but testing the "Slave Faction" (added by PAHE) rank on slaves using console returned "0"...

 

I'm trying to single them out in the "Scent of Sex" rules...

Posted
5 hours ago, Warlock3000 said:

I have a question:
What exactly is the name (or ID) of the faction assigned to PAHE slaves?

PAHPlayerSlaveFaction [FACT:0x0047DB]

0x is load order number

Quote

I might be mistaken, but testing the "Slave Faction" (added by PAHE) rank on slaves using console returned "0"...

 

I'm trying to single them out in the "Scent of Sex" rules...

try a GetInFaction instead for better results, if it returns 0 it would have no slave dialog and likely wouldn't be on the slave list

Posted
5 hours ago, Warlock3000 said:

I have a question:
What exactly is the name (or ID) of the faction assigned to PAHE slaves?

I might be mistaken, but testing the "Slave Faction" (added by PAHE) rank on slaves using console returned "0"...

 

I'm trying to single them out in the "Scent of Sex" rules...

You can check the factions of every actor in the MCM Menu of SSX.  

Posted
7 hours ago, Pfiffy said:

You can check the factions of every actor in the MCM Menu of SSX.  

Yeah, but from what I saw there, I'm pretty sure it doesn't display every valid faction... possibly related to SSX depending on faction names...

7 hours ago, CliftonJD said:

PAHPlayerSlaveFaction [FACT:0x0047DB]

0x is load order number

Thanks!

I've checked this faction in TES5Edit and assigned a name for it. Will see if it works with SSX now.

Posted
1 hour ago, Warlock3000 said:

Yeah, but from what I saw there, I'm pretty sure it doesn't display every valid faction... possibly related to SSX depending on faction names...

Thanks!

I've checked this faction in TES5Edit and assigned a name for it. Will see if it works with SSX now.

Hm.. I never worked with the faction of the PAHE slaves in SSX, I usually make Rules for Deadly Drain Slaves and their faction can be detected by SSX. I think I remember that the slave faction is also listed as soon as gets detected, but you might not find it at once. The scanner can get a bit overloaded in crowded areas and in the widerness. I usually work with the cloak scan.

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