Orlando53 Posted May 19, 2018 Posted May 19, 2018 I have now tried to change different things, load order, go back to zaz 61, but I have always the problem after making someone to a slave, when I leave the cell in the next cell I can't contact the slave anymore. very strange. Sometimes it comes back if I create a new slave by chance. Someone an idea what the reason could be. Any known mod which is not comparable or something else I could have missed. I have started a complete new game. Thanks
Psalam Posted May 19, 2018 Posted May 19, 2018 44 minutes ago, Orlando53 said: I have now tried to change different things, load order, go back to zaz 61, but I have always the problem after making someone to a slave, when I leave the cell in the next cell I can't contact the slave anymore. very strange. Sometimes it comes back if I create a new slave by chance. Someone an idea what the reason could be. Any known mod which is not comparable or something else I could have missed. I have started a complete new game. Thanks Sensual Nautilus has been running into a similar problem. His first post was yesterday (about the middle of the last page (118)). If you read the thread from that point on you will find excellent advice and ideas about things that might be causing your issues. If your problems persist after checking what is listed there you might want to post your load order and a log from a time when this has happened.
fred200 Posted May 19, 2018 Posted May 19, 2018 10 hours ago, Psalam said: Can't you just console command addfaction E0CD9 -1 on yourself? Or, the harder way, addfaction 5A1A4 -1 on every bandit that appears? I did check that the faction E0CD9 on my PC is -2 (undefined). So it has to be something on roughly half the bandits I encounter. Probably a faction that was applied during the enslaving process, and copied to the base ID. Next time that bandit was spawned - he likes me...
Psalam Posted May 20, 2018 Posted May 20, 2018 9 hours ago, fred200 said: I did check that the faction E0CD9 on my PC is -2 (undefined). So it has to be something on roughly half the bandits I encounter. Probably a faction that was applied during the enslaving process, and copied to the base ID. Next time that bandit was spawned - he likes me... See, when I do it that bandit you describe would be standing there naked and in a T-pose (as I described above). There is a toggle (with a warning attached) in the MCM menu that CliftonJD identifies as possibly fixing the problem (or causing the game to crash). Have you tried that? I haven't because working around the problem has been relatively easy for me.
fred200 Posted May 20, 2018 Posted May 20, 2018 5 hours ago, Psalam said: See, when I do it that bandit you describe would be standing there naked and in a T-pose (as I described above). There is a toggle (with a warning attached) in the MCM menu that CliftonJD identifies as possibly fixing the problem (or causing the game to crash). Have you tried that? I haven't because working around the problem has been relatively easy for me. Interestingly enough, most of my headless / naked NPCs are guards - And I never enslave them. I attribute those to Moar Deadly Wenches, or similar. When I see an NPC in that state - I open the console and kill them. Next time they spawn they are OK. Mostly a problem in Morthal. In Pinewood, my bandits look normal. Usually. They just like me... I have never tried the MCM toggle.
DonQuiWho Posted May 21, 2018 Posted May 21, 2018 On 9/19/2017 at 6:40 PM, CliftonJD said: On 9/19/2017 at 8:26 AM, Stiffon said: Wondering if anyone may have some insight to an issue I have just encountered. Recently upgraded all my mods. Everything appears to be running ok. Started a new game with 7.2.4 full. Remember seeing the install scripts in the LAL cell, but never thought any more. Tried to enslave a couple of NPC's and couldn't! When I open the MCM it says "options for 7.2.3" at the top and the only entry says "mod: stopped" Nothing can be clicked on, and I have no idea what went wrong. Any thoughts appreciated. Thanks. confirmed the mcm display bug on the full install file...for now you should be able to fix it using the update file posted directly below it for that same version and i'll have to fix the full install later from 7zip when that's done you should be able to click the word stopped from mcm to start it Updated as per instruction - now reads correctly, however, cannot click on the stopped - the comment at bottom reads as per the leash collar? Attached a screenie., Have not had time to try on a new game, so will do that tonight. Hoping I can recover in this save tho. ================================================ @CliftonJD Hi there I was searching the thread, looking to try to find out about something else, when I found the above posts. It at least explains in part why none of what I was reading seemed to make much sense when compared to what I have in game I installed the full 7.2.4 file from 5/2017 in MO, but on starting a new game with it running, my PAHE MCM still shows the 7.2.3 headers and the 7.2.3 options page On seeing this, I downloaded the whole file again today to see if this was now, as implied, different, but it is identical to the one I have, form, content and filedates I cannot see the the update patch file for 7.2.4, as described in the earlier post, on the file list. Might it possibly have got lost on site update? Whatever, if it is missing, can I please have a copy so as to be able to update my version? TIA for any help!
fred200 Posted May 21, 2018 Posted May 21, 2018 7.24 Full does identify itself as 7.23 in the MCM. Only the text is wrong - you have the correct version.
Lothar123 Posted May 21, 2018 Posted May 21, 2018 On 5/18/2018 at 6:59 PM, Azurahawk said: Has anybody been having trouble converting PAHE by any chance? I haven't gotten it to work but I'm a brainlet. I wish someone would be super cool and badass and upload a working SE version. I can't play without this mod Cliff! And Oldrim sucks!
DonQuiWho Posted May 21, 2018 Posted May 21, 2018 2 hours ago, fred200 said: 7.24 Full does identify itself as 7.23 in the MCM. Only the text is wrong - you have the correct version. So why, in that post I copied, has someone uploaded a screenshot of their updated MCM showing quite clearly, after apparently applying the patch file referred to, titles and content for '7.2.4'? Were they updating from 7.2.1? And why, if past posts seem to be saying that the health slider was deleted, and the screenshots posted around about the same time for beta 7.2.4 show that on the second menu it was, am I still getting this? I'm not really trying to be 'picky' but, as yet, something doesn't quite make sense, I'm afraid
fred200 Posted May 21, 2018 Posted May 21, 2018 Is there any functional problem you are having? The health slider is non-functional. You can't change the value. You have reported the display issues to Clifton. Lets see where it goes from there. But to reiterate - you have the right version. Go enslave someone.
DonQuiWho Posted May 21, 2018 Posted May 21, 2018 27 minutes ago, fred200 said: Is there any functional problem you are having? The health slider is non-functional. You can't change the value. You have reported the display issues to Clifton. Lets see where it goes from there. But to reiterate - you have the right version. Go enslave someone. Oh, I've checked alright, and I can! Just don't want to start a new game on a bad foundation BTW, thanks for responding. It's late here, and I actually really just came back to edit my original follow up and apologise to you for possibly sounding a bit churlish! Certainly wasn't intended to be, but on reflection, could easily have been taken as such Thanks very much 1
LaughingMan008 Posted May 23, 2018 Posted May 23, 2018 So, I have a n00b question for you all.... How does this work exactly? I installed it, and am messing around with it, but I'm not sure its working right. I captured a couple argonians and locked them in jail cells in a player home called East Reach House that I really liked, but they managed to escape easily. Despite the fact that the cell doors were locked and sealed and they couldn't reach the chains to open the doors, they still managed to get away. I went away, and after a while I looked at my slave list and they were just gone. And despite having slave tracker activated, I couldn't find them anywhere on the map. Do you absolutely have to bind them with leather or rope even once they are locked in a cell? To keep them from escaping? Do you need to use the leash spell to keep them in place? Do you have to use the leash collar? I couldn't figure out how to really work it right myself. Is there an option in the MCM menu I'm missing? I believe I enabled some option that said it would keep them leashed to a location, but it didn't seem to do anything. Could it purely be the location I chose to keep them in? Would one of the player homes linked too in the mod description work better, do you think? Sorry for all the questions, just wondering if anybody could tell me anything.
Psalam Posted May 23, 2018 Posted May 23, 2018 8 hours ago, LaughingMan008 said: So, I have a n00b question for you all.... How does this work exactly? I installed it, and am messing around with it, but I'm not sure its working right. I captured a couple argonians and locked them in jail cells in a player home called East Reach House that I really liked, but they managed to escape easily. Despite the fact that the cell doors were locked and sealed and they couldn't reach the chains to open the doors, they still managed to get away. I went away, and after a while I looked at my slave list and they were just gone. And despite having slave tracker activated, I couldn't find them anywhere on the map. Do you absolutely have to bind them with leather or rope even once they are locked in a cell? To keep them from escaping? Do you need to use the leash spell to keep them in place? Do you have to use the leash collar? I couldn't figure out how to really work it right myself. Is there an option in the MCM menu I'm missing? I believe I enabled some option that said it would keep them leashed to a location, but it didn't seem to do anything. Could it purely be the location I chose to keep them in? Would one of the player homes linked too in the mod description work better, do you think? Sorry for all the questions, just wondering if anybody could tell me anything. The simplest solution is to get their submission level above the bar set in the MCM menu. So, go to the MCM menu and find something that says (something like) level at which slaves run away (no, I know that's not it but I am not on my computer with the game and can't remember the exact wording). The default is set to 60. Turn it to the minimum (20). Now, whenever you enslave someone train them until their submission is above 20 and then they won't run away anymore no matter what you do. (And the opposite of that is that they will run away no matter what you do if their submission is not at that level.) My experience shows that it takes about 3-4 whippings to achieve a submission of 20 (with a few seconds between beatings). Since you are a self-described Noob let me say that you have 2 methods of checking their submission. First, you have a spell that you can cast on them (which can also be toggled in the MCM menu). Second you can go to the MCM and look under the salves category. All your slaves and their "slave statistics" will be listed there. Good hunting!
Harry Smackmeat Posted May 23, 2018 Posted May 23, 2018 I enslaved an Argonian and in the MCM he's labeled a khajiit, and for some reason he has the wood elf voice with an occasional khajiit voice response.
Psalam Posted May 24, 2018 Posted May 24, 2018 8 hours ago, Harry Smackmeat said: I enslaved an Argonian and in the MCM he's labeled a khajiit, and for some reason he has the wood elf voice with an occasional khajiit voice response. I can't speak to the first part but when modding authors who attempt to use the Vanilla Skyrim voices (as opposed to voice actors or FusRoDah printed responses) are stuck with being able to use only the voices and lines in the vanilla game. This means that they often have to use the voices of one race for another so as only a Khajiit might say "how can this one help you?" So if you want your Nord to say that line you are forced to give him a Khajiit voice. I know most authors, including CliftonJD try very hard to stick to the appropriate race but sometimes the dialogue just requires a certain line forcing a different voice. Hopefully, someone else can address the first part of your question. I have never seen (or heard) of that happening. You might want to look at the rest of your mods to see if you have something loaded that might "confuse" other mods (such as this one).
CliftonJD Posted May 24, 2018 Author Posted May 24, 2018 On 5/10/2018 at 3:35 AM, luffyboy said: Can confirm that untoggling leveled actor doesnt help. Body still morphs move the file RPNodes from your script folder to desktop (before loading the game to test this) to see if anything changes, if that helps it atleast i know where to look for a fix for your requests On 5/10/2018 at 5:17 AM, Pfiffy said: Pahe and HSH are working fine in SE. I did not found any problems, that are really related to SE so far. the only strange thing is, that the MCM tells me a wrong Version. what version displayed On 5/12/2018 at 1:13 AM, greenmango12 said: Thanks pfiffy. I still have some questions with defeat compatiblity, but anyway start playing. what compatibility questions are you looking for, as far as i'm aware it should be working with it as well as providing support features for it On 5/13/2018 at 10:43 AM, xyzxyz said: Is it possible to enslave ghost enemies? I tried it with the dragon cultist ghosts but they still get attacked by everyone. And they are often invisible so I can find them only with the marker. yes, its possible but i've heard as well as seen different variations of ghosts in skyrim that don't all use the same ghost effects any slaves attacked by an npc that is not hostile to the player i would need to see the papyrus log of enslaving them to see what went wrong On 5/13/2018 at 12:24 PM, xyzxyz said: I did it once too with another save. The ghost stayed blue. Now the are completly gone like not even spawned, only a flying marker in the dungeon. I'm more worried why the ghost-slave is seen as enemy, not as follower (slave). if that's enemy to player, that would explain why they're being attacked but still need to see the log of enslavement to see what went wrong On 5/14/2018 at 6:40 PM, Orlando53 said: First this is really a great mod. I have from time to time the problem that I loose the possibility to talk to the slave, the menue can't be found. I can't find special reasons for it, out of the blue. No further interaction with the slave possible. Any idea? I have started a complete new game and now I have to train my slaves from scratch again. Would it be not a good idea to have follower with existing trainer values, so that I dont have to train all from the scratch. Or does there exist a possibility via creation kit? Or would you say this an issue for home sweet home? Thanks rename the slave to regain conversation/interaction with it then post your papyrus log to determine why the slave is losing their name there's also a mod listed here repeatedly for that issue, but i can't think of it atm On 5/15/2018 at 11:17 AM, 3feetDonger said: Hey, I have an issue when using pahe 7.2.4 togheter with Manipulator 6.3, some of the functions of the Manipulator (like racemenu and harem) suddenly stop working. I have pinpointed it to the pahe+manipulator combination, but I am at my wit's end as to why this is happening. When I uninstall pahe everything seems to be working properly. I consider both of these mods essential to my gameplay so any help would be appreciated. Thanks (Not sure if this is a pahe or manipulator issue (or something else entirely), so I posted this question in the manipulator thread aswell.) papyrus log might help here, but i'm guessing by the lengthy description on the page that he's saving info based on the original npc(or 1 of many clone variants pahe scraps) that can't be obtained or he's trying to save info based on your slave that's unable to be acquired...only a guess for now until i see the log for more info On 5/15/2018 at 1:18 PM, xyzxyz said: Hi, I have a big problem with PAHE and HSH. i use Version 0.7.4 from nexus for years. Suddenly after i installed the newest HSH version i lost all commands except the "OK Slave ...". So no "wait here" or "carry this" . Unistalling HSH and reinstalling PAHE didn't help and I have no idea what I can do anymore. paradise halls 0.7.4 hasn't been out for years yet, version 0.7.31 by strec had some script differences that left some bugs in the save during upgrades, and version 0.7.3 from layam used to upgrade almost flawlessly aside from some discrepencies in the maximum slave count...but i was informed that 1 of my updates made that a bit difficult since then for now the current fix to completely clean the save with papyrus data transfer from nexus as described on the first page of the thread On 5/17/2018 at 3:49 PM, xyzxyz said: Hi, I have a slave that always disappears when i go away from her. She is bound and everything but still gone, as soon as i'm out of the door. Another slave with much lower stats stays home bound the same way as the other. if this were a disappearing slave bug you could use the tp slave option from the mcm, but for a stats bug refer to above comment. if for some reason you have trouble finding those instructions to clean the save, we can help with that On 5/18/2018 at 3:14 AM, Sensual Nautilus said: For anyone with the patience to advise me, I can appreciate your time. I recently moved back to PAH with hopes that it is a little bit more user friendly than the last, but honestly, how do you keep a slave from just evaporating to nothingness in this mod? even with high submission sometimes even when travelling with me, they just dissapear on cell travel. If I just want to leave them at home tied up almost guarantee that 1 - all of the slaves I have gathered so far also dissapears. It's getting more frustrating, am I missing something? - cheers ps. I think the worst behaviour out of this mod is that slaves can dissapear extremely often on cell travel. every bloody door, passage way or whatever makes me load a new area with slaves in tow instills so much fear. goodness all the odds are against me as a slaver. that's not normal behavior for trained slaves On 5/18/2018 at 8:12 AM, Sensual Nautilus said: I read from a post giving a hint it might have something to do with sexlab defeat, but I can't figure it out as there are others saying the two work together as well. Are the slaves for example supposed to be at the lowest relationship rank (vanilla game rank) after enslaving? update ----------------------------------- tried disabling defeat and increasing my relationship rank with my slaves. I have some thoughts: since the slaves are clone, changing my relationship with my slaves should theoretically not change my relationship with other bandits.... supposedly... after tuning my relationship, it has slightly gotten better, but one of my slaves still dissapeared for no rhyme or reason on travel load through doors. I need clarification on how relationships is actually managed by this mod vs what is going wrong with mine if it is the source of my problem. turning defeat off have done nothing Load Order: Reveal hidden contents 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 HearthFires.esm 04 Dragonborn.esm 05 Unofficial Skyrim Legendary Edition Patch.esp [Version 3.0.12] 06 ApachiiHair.esm 07 ApachiiHairFemales.esm 08 ApachiiHairMales.esm 09 Unofficial Skyrim Modders Patch.esp 0A EFFCore.esm 0B hdtHighHeel.esm 0C PubicMeshColorRE.esm 0D RaceCompatibility.esm 0E Campfire.esm 0F SexLab.esm [Version 1.62] 10 SexLabAroused.esm [Version 2.8] 11 Devious Devices - Assets.esm [Version 2.8.3] 12 Devious Devices - Integration.esm 13 ScocLB.esm 14 OblivionHairPackAIO.esm 15 dcc-soulgem-oven-000.esm 16 CreatureFramework.esm [Version 1.1.0] 17 Schlongs of Skyrim - Core.esm 18 Skykids.esm 19 SK Children of the Sky.esm 1A SK TheEyesOfBeauty.esm [Version 8] 1B ZaZAnimationPack.esm 1C paradise_halls.esm 1D Devious Devices - Expansion.esm 1E Cutting Room Floor.esp [Version 2.0.8] 1F flanseyesforskrim.esp [Version 2.0] 20 KS Hairdo's.esp 21 TNF Home Improvement MERGE.esp 22 Hothtrooper44_Armor_Ecksstra.esp 23 tpos_ultimate_esm.esp 24 Immersive Citizens - AI Overhaul.esp 25 JKs Skyrim LR.esp 26 Immersive Jewelry.esp [Version 1.04] 27 tpos_ultimate_jks_skyrim_full_patch.esp 28 paradise_halls_SLExtension.esp 29 Skyrim Immersive Creatures.esp [Version v6.5.2b] 2A tpos_ultimate_cutting_room_floor_patch.esp 2B RealisticNeedsandDiseases.esp 2C Northern Bathhouses.esp 2D HDT Havok Object.esp 2E Guard Dialogue Overhaul.esp 2F FCO - Follower Commentary Overhaul.esp 30 Remodeled Armor - Vanilla Replacer.esp 31 HearthfireMultiKid.esp 32 HF_HearthfireMerge_EX.esp 33 hydra_slavegirls.esp 34 Skyrim Immersive Creatures - DLC2.esp [Version v6.5.2a] 35 Hothtrooper44_ArmorCompilation.esp 36 BFT Ships and Carriages.esp 37 SexLabDefeat.esp 38 Inconsequential NPCs.esp 39 SK Vanilla&Hostile Replacer.esp 3A Cloaks.esp 3B Run For Your Lives.esp [Version 3.0] 3C MoreNastyCritters.esp 3D UIExtensions.esp 3E AddItemMenu2.esp 3F DSerArcheryGameplayOverhaul.esp 40 Auto Unequip Ammo.esp 41 Bathing in Skyrim - Main.esp 42 Hair Physics Project.esp 43 BrighterTorchesBiggerMagelight.esp 44 Cloaks - Dawnguard.esp 45 Crossbows_Basic_Collection_EN_LL.esp 46 SkyUI.esp 47 Customizable Camera.esp 48 Dual Sheath Redux.esp 49 Facelight.esp 4A HDT Female Hairstyles.esp 4B Missing in Action - Dialog Condition Removed.esp 4C FNIS.esp 4D FNISSexyMove.esp 4E GreenWaterFix_v2withDawnguard.esp 4F honedmetal.esp 50 iHUD.esp 51 Improved Dragon Shouts - Dawnguard.esp 52 Improved Dragon Shouts.esp 53 Improved Dragon Shouts - Dragonborn.esp 54 KS Hairdos - HDT.esp 55 MeridaHair.esp 56 NeutralHjerim.esp 57 dD - Easy Lift Bodies and Objects.esp 58 NoMoreGlowArmor.esp 59 No More Glowing Edges.esp 5A NotSoFast-MainQuest.esp 5B PC Head Tracking - MCM.esp 5C PC Head Tracking - Patch.esp 5D Pureweather.esp 5E RaceCompatibilityUSKPOverride.esp 5F RaceMenu.esp 60 dD - Realistic Ragdoll Force - Realistic.esp 61 Remodeled Armor - Vanilla Replacer - Dawnguard.esp 62 Remodeled Armor - Vanilla Replacer - Dragonborn.esp 63 SameWalkRunSpeedsLite.esp 64 SexLab Sound FX Replacer.esp 65 SexLab Vanilla Voices.esp 66 SLAnimLoader.esp 67 TrXArmor - Stand Alone.esp 68 imp_helm_legend.esp 69 SexLab Aroused Creatures.esp 6A SexLab Cumshot.esp [Version 1.7.2] 6B ScoclbQuestSexlab.esp 6C SexLabWerewolves.esp 6D SexTremeLoadScreen.esp 6E ShowRaceMenuAlternative.esp 6F AzarHairPonyTail 03 - Havok.esp 70 Skyrim_Strap_Ons.esp 71 BarenziahQuestMarkers.esp 72 TERAArmors_CBBE.esp 73 The Eyes Of Beauty - Elves Edition.esp 74 TheEyesOfBeauty.esp [Version 9] 75 UnreadBooksGlow.esp [Version 2.2.0] 76 1nivWICCloaks.esp [Version 2.3] 77 1nivWICSkyCloaksPatch.esp [Version 2.3] 78 XPMSE.esp 79 Supreme Storms.esp 7A Supreme Fog.esp 7B FISS.esp 7C SexLab Extra Voices.esp 7D ATF_SkyKids_LoadingScreens-UD.esp 7E 360WalkandRunPlus-RunBackwardSpeedAdjust.esp 7F BDIC.esp 80 WetFunction.esp 81 Blush When Aroused.esp 82 SOS - ERF Horse Penis CBBE - Addon.esp 83 SOS - B3lisario UNP Addon.esp 84 SOS - Smurf Average Addon.esp 85 SOS - VectorPlexus Muscular Addon.esp 86 SOS - VectorPlexus Regular Addon.esp 87 SimplyKnock.esp 88 SexLabTools.esp 89 UltimateCombat.esp 8A TKDodge.esp 8B DW.esp 8C Botox.esp 8D SLALAnimObj.esp 8E SLAL_AnimationsByLeito.esp 8F SLAL_K4Anims.esp 90 AnubAnimObj.esp 91 SLATE.esp 92 WetandCold.esp 93 WetandCold - Ashes.esp 94 MilkSomeCows.esp 95 more plants all.esp 96 blessarmors.esp 97 beinz_plugin.esp 98 Size Does Matter.esp 99 SOS - skykids Addon.esp 9A FloppySOS.esp 9B SexLabUtil1.esp 9C towConversation.esp 9D The Paarthurnax Ultimatum.esp 9E SexLab Strapon.esp 9F Skin Universalizer.esp A0 Makeup & Tattoo MERGE.esp A1 EFFDialogue.esp A2 ChaosDragons.esp A3 Immersive Patrols II.esp A4 PAH_HomeSweetHome.esp A5 dcc-dm2.esp A6 Immersive Wenches.esp A7 Immersive Wenches -Immersive Citizens AI Overhaul Patch-.esp A8 LeafRest OnePiece.esp A9 Frostfall.esp AA SexLab-AmorousAdventures.esp AB Farmers Sell Produce - Skyrim.esp AC Hateful Wenches.esp AD ShowersInInns.esp AE LADX.esp AF TheAmazingWorldOfBikiniArmor.esp B0 Immersive Weapons.esp B1 Unique Uniques.esp [Version 1.8] B2 MatandPat.esp B3 Follower Merge Human.esp B4 Follower Merge Inhuman.esp B5 Schlongs of Skyrim.esp B6 Bijin Wives.esp B7 Bijin Warmaidens.esp B8 quest_pitfighter.esp B9 tumbamounts.esp BA Convenient Horses.esp BB Convenient Horses - Unique Frost.esp BC The Paarthurnax Dilemma.esp [Version 1.2.9] BD Immersive Music Temples.esp BE Immersive Music.esp BF dc-untamed-000.esp C0 Edhilhil.esp C1 SexLab Eager NPCs.esp C2 Tongueswcript.esp C3 MF_RadiantProstitution.esp C4 portal2mod.esp C5 Namira'sGoat.esp C6 NK Followers.esp C7 HDT Piercingsets.esp C8 My Home Is Your Home.esp C9 The Manipulator.esp CA quest_pitfighter_dlc01.esp CB pahe-DeviousDevices-addon-DDx-patch.esp CC pahe-DeviousDevices-addon-patch.esp CD Immersive Wenches -Apachii hairs- Patch.esp CE Deadly Wenches.esp CF The Ordinary Women.esp D0 BijinAIO-2016_3.1.1.esp D1 Seductress Serana.esp D2 REP_Tattoos.esp D3 paradise_halls_farengars_study.esp D4 SPTDiverseGuardsSkyrim.esp [Version 4.9b] D5 Forgotten Wenches.esp D6 Judgment Wenches.esp D7 HearthfireMultiKid_LastName.esp D8 RaceMenuMorphsCBBE.esp D9 Giants.esp DA Relationship Dialogue Overhaul.esp DB RDO - Cutting Room Floor Patch.esp DC RDO - EFF v4.0.2 Patch.esp DD RaceMenuPlugin.esp DE HentaiCreatures.esp DF Ish's Souls to Perks.esp E0 Real Clouds.esp E1 Alternate Start - Live Another Life.esp [Version 3.1.7] E2 Dual Sheath Redux Patch.esp E3 Smashed Patch.esp Closest stack I could find regarding my problem: stack: [PAH (1C01FAEF)].pahcore.updateSlaveArray() - "pahcore.psc" Line 513 [PAH (1C01FAEF)].pahcore.RemoveSlave() - "pahcore.psc" Line 387 [alias slave001 on quest PAH (1C01FAEF)].pahactoralias.RemoveFromGame() - "pahactoralias.psc" Line 202 [alias slave001 on quest PAH (1C01FAEF)].pahslave.OnUpdateGameTime() - "pahslave.psc" Line ? Papyrus.0.log here is the complete log your log snippet only shows enough info to tell us the slave was removed intentionally by the framework, since this didn't show signs of escape that leads to other mods for the cause On 5/18/2018 at 10:46 AM, Sensual Nautilus said: One is a storm cloak soldier from immersive patrols who I saved before getting the killing blow from an imperial One is a bandit from deadly wenches One is a Fire adept mage that's model is changed by Botox The Slave count does indeed go down and more odd traits slave count sometimes also display with slots occupied but with empty text after cellt ravelling and a slave has dissapeared. Also my log was uploaded in my prior post. And that's all three of them. everything appears to be working fine except the fact they are so prone to dissapearing at every cell transition. If i can't find what's going wrong, this one error eliminates dramatically affects 95% of what this mod is all about . I also don't mind btw, I'm glad somebody has taken some kind of interest in my situation, thanks for that. I really just want to play this, I think its concept is far superior to that of the other options available. some mods "cleanup" or delete unused actors when its done with them so pahe can't hold them captive once the original mod removes them from the game. good news is you've narrowed it down to certain npc's from those certain mods. On 5/18/2018 at 12:09 PM, Sensual Nautilus said: Kind of amusing, I have been staying away from named npc's because I have been deathly afraid of all the breaking warnings hehe. I'm just... surprised this is even a problem, prior this I was using defeated slaves using Slave trainer, after playing through it I thought it worked very well for what it offered, but I decided to go back a save again and try PAHE since the 2 years I tuned out to see if it would go anywhere. I will admit the main reason I moved over is because how I heard this handled captured npc's by cloning them to avoid faction relationship issues. You must be really lucky, that or I simply havent been succesful at finding the problem. By what sidfu is saying though, it seems like it is at least not exclusive to me, but it doesnt make the situation any better if you were encountering faction issues with your pahe slaves, then i'd consider other methods for debugging your problems but a limited specific group of slaves disappearing from other mods only points to those other mods as removing them i would steer away from quest npc's (or atleast try to avoid them), but aside from that unique named npc's should be ok until you find some better mod choices for your radiant npc's On 5/18/2018 at 12:10 PM, Pfiffy said: Hm.. I have enslaved a lot of Vampires... What are this faction issues? vampire issues are likely set in the race transformation as hostile and since pahe couldn't choose a side in the war against the vampires i'd guess that's a dawnguard vampire On 5/18/2018 at 12:28 PM, Psalam said: I have had no problems with named NPC's. In fact, before I "discovered" Prettier Bandits most of what I enslaved were named NPCs. Annekke Crag-Jumper remains one of my favorites. The faction relationship "issue" goes like this (it has been discussed many times on this thread so feel free to go back and read what others have to say). If you enslave, say, a Stormcloak soldier while passing through Fort Kastav you will discover two things. First, future Stormcloaks that you encounter will likely be naked (assuming that you changed the clothing on the one you enslaved-if not, you won't have this problem). Additionally, when you go back to Fort Kastav you will find a single Stormcloak standing where the one you captured was that is stuck in T-pose and although you can attack her she won't fight and won't die (or be captured again). This is one of the best reasons to sticking to enslaving named NPCs. With some experience you can deal with this too but when you're just starting it can be disconcerting. I understand this is one of the fixes that CliftonJD plans for the next release. naked bandit bug comes from the naked outfit given to the slaves on capture so the player has full control of the slave's outfit, t-pose on any npc is an fnis bug indicating a problem with the animations. usually means you didn't run fnis after installing the animation but could also relate to a missing animation such as a default xpmse animation replacer On 5/18/2018 at 7:52 PM, fred200 said: Does that work on the player too? I am getting tired of Bandits being my friend with PAHE... friendly bandit bug "shouldn't" be encountered with pahe in the current version, unless you've upgraded a really old save from the 6.x series... version 6.x saved the quest data onto the base of the npc so that every repeat encounter with that variant treated the npc as tho its the same npc and original paradise halls made that same mistake On 5/19/2018 at 6:05 AM, sidfu said: @Sensual Nautilus its probaly their factions also. i was trying to enslave gerdur but she keep disapearing so i used scent of sex to remove some factions till i found whichone was causeing issue. for her for me it was the amorius romance mod faction removing a faction added by another mod would definitely help even more so for unique npc's with issues that shouldn't otherwise exist as pahe has no way to detect those factions and expects that unique actors not be contaminated by troublesome factions On 5/19/2018 at 4:34 PM, Orlando53 said: I have now tried to change different things, load order, go back to zaz 61, but I have always the problem after making someone to a slave, when I leave the cell in the next cell I can't contact the slave anymore. very strange. Sometimes it comes back if I create a new slave by chance. Someone an idea what the reason could be. Any known mod which is not comparable or something else I could have missed. I have started a complete new game. Thanks search this thread for fishburger or losing names, my memory isn't too good right now, but i think it was something called sl sexslaves or maria eden On 5/19/2018 at 6:27 PM, fred200 said: I did check that the faction E0CD9 on my PC is -2 (undefined). So it has to be something on roughly half the bandits I encounter. Probably a faction that was applied during the enslaving process, and copied to the base ID. Next time that bandit was spawned - he likes me... see my above reply, if you're looking to check for factions on the friendly bandit check the pahplayerslave faction On 5/20/2018 at 4:16 AM, Psalam said: See, when I do it that bandit you describe would be standing there naked and in a T-pose (as I described above). There is a toggle (with a warning attached) in the MCM menu that CliftonJD identifies as possibly fixing the problem (or causing the game to crash). Have you tried that? I haven't because working around the problem has been relatively easy for me. the toggle i told you to test to see if changing the toggle effects the outcome as i've never heard of anybody getting that bug before, but i don't relate the actions of the toggle to be the actual cause for your bug...see my above reply On 5/21/2018 at 2:38 PM, donkeywho said: Updated as per instruction - now reads correctly, however, cannot click on the stopped - the comment at bottom reads as per the leash collar? Attached a screenie., Have not had time to try on a new game, so will do that tonight. Hoping I can recover in this save tho. ================================================ @CliftonJD Hi there I was searching the thread, looking to try to find out about something else, when I found the above posts. It at least explains in part why none of what I was reading seemed to make much sense when compared to what I have in game I installed the full 7.2.4 file from 5/2017 in MO, but on starting a new game with it running, my PAHE MCM still shows the 7.2.3 headers and the 7.2.3 options page On seeing this, I downloaded the whole file again today to see if this was now, as implied, different, but it is identical to the one I have, form, content and filedates I cannot see the the update patch file for 7.2.4, as described in the earlier post, on the file list. Might it possibly have got lost on site update? Whatever, if it is missing, can I please have a copy so as to be able to update my version? TIA for any help! the update file is still there on my screen, here's a screenshot of it showing the full install file at the bottom of the list with the update posted directly above it as described in the quote: the bug of not being able to click the stopped button is new to me, but i have replicated it now so it is at my attention to look into for a fix with the next update....in the mean time the only known fix is to clean save and reinstall as mentioned on the first page of the support thread under the topic "when all else fails" if you have alot of slaves in this save you'd rather not retrain, set this save aside for now and hopefully should have something soon but this particular bug is my highest priority as there's no other way to start the mod so you can expect a fix for that 15 hours ago, Harry Smackmeat said: I enslaved an Argonian and in the MCM he's labeled a khajiit, and for some reason he has the wood elf voice with an occasional khajiit voice response. That's the warning behind the leveled actor base toggle when used random weird things have been discovered to happen to the slaves, i've seen ghosts transformed to ordinary bandits with that toggled and i've seen vampires get other voice types with that toggled
Orlando53 Posted May 24, 2018 Posted May 24, 2018 On 5/20/2018 at 12:23 AM, Psalam said: Sensual Nautilus has been running into a similar problem. His first post was yesterday (about the middle of the last page (118)). If you read the thread from that point on you will find excellent advice and ideas about things that might be causing your issues. If your problems persist after checking what is listed there you might want to post your load order and a log from a time when this has happened. Hi Psalam, enclosed my load order. It is now stable that slaves follow me and fight, but I can't communicate with them, the game doesn't recognice them under the cross, not recognized ie from manipulator. Sometimes it comes back but only in one cell, after leaving the contact is broken, very strange. Nothing is overwritting pahe, so I cant see the problem, use fnis and internal loot from mod organizer. With the wenches mods I had problems as well, as the slaves got stuck partly, but I can kick these mods out. In the last years I had never problems with your mod. What kind of log you need? Papayrus? How I get it? Thanks for your help. loadorder.txt
DonQuiWho Posted May 24, 2018 Posted May 24, 2018 @CliftonJD Thanks for the response As the original psot said 'confirmed the mcm display bug on the full install file...for now you should be able to fix it using the update file posted directly below it for that same version and i'll have to fix the full install later from 7zip)', I had assumed the patch appearing 'above' the full install was only to update 7.2.1 to 7.2.4 If that's the only 7.2.4 'update patch' around, I'll try that! Sorry for the confusion on my part Thanks again And I trust you're doing OK. That's all that REALLY matters right now. Everything else is truly incidental
CliftonJD Posted May 24, 2018 Author Posted May 24, 2018 15 minutes ago, Orlando53 said: Hi Psalam, enclosed my load order. It is now stable that slaves follow me and fight, but I can't communicate with them, the game doesn't recognice them under the cross, not recognized ie from manipulator. Sometimes it comes back but only in one cell, after leaving the contact is broken, very strange. Nothing is overwritting pahe, so I cant see the problem, use fnis and internal loot from mod organizer. With the wenches mods I had problems as well, as the slaves got stuck partly, but I can kick these mods out. In the last years I had never problems with your mod. What kind of log you need? Papayrus? How I get it? Thanks for your help. loadorder.txt DLC1FLL.esp DLC2FLL.esp FeminizedLevelLists.esp is or was a great mod when i tried it but i can't remember why i had to quit using it, i think i had random issues at radiant encounters i had to deal with ctd's and such farengar's study you need to choose english or german hydra slave girls is known for deleting slaves at random the lower the load order of the mod, the higher priority it is in skyrim so when dealing with a mod conflict move the mod lower. in your case you have paradise halls loseing functions so move it lower in your load order....i have mine at the bottom of the load order papyrus logs can be obtained : The debug log is disabled by default, in order to enable it, open your Skyrim.ini file, located in /My Documents/My Games/Skyrim/ (MOD ORGANIZER USERS: When using MO, you should use the built in INI Editor option instead of manually editing this file directly.) Add/edit the following to this file: [Papyrus] bEnableLogging=1 bLoadDebugInformation=1 If the any of the above lines do not exist, add it. If it already exists, modify the matching line to reflect the above settings. All of the settings should be under the [Papyrus] header, and below no other. Save your changes to Skyrim.ini and load your your game, quickly attempt to replicate the issue. Your papyrus log files will now be located in the folder My Documents/My Games/Skyrim/Logs/Script/, the file Papyrus.0.log will always contain the log for the LAST time you opened Skyrim. 13 minutes ago, donkeywho said: @CliftonJD Thanks for the response As the original psot said 'confirmed the mcm display bug on the full install file...for now you should be able to fix it using the update file posted directly below it for that same version and i'll have to fix the full install later from 7zip)', I had assumed the patch appearing 'above' the full install was only to update 7.2.1 to 7.2.4 If that's the only 7.2.4 'update patch' around, I'll try that! Sorry for the confusion on my part Thanks again And I trust you're doing OK. That's all that REALLY matters right now. Everything else is truly incidental the update patch updates any version from 7.2.1 (and in between) to 7.2.4 attempting to update an older version than 7.2.1 can have unexpected results and the same can be said for attempting to downgrade a newer version
DonQuiWho Posted May 24, 2018 Posted May 24, 2018 35 minutes ago, donkeywho said: @CliftonJD Thanks for the response As the original psot said 'confirmed the mcm display bug on the full install file...for now you should be able to fix it using the update file posted directly below it for that same version and i'll have to fix the full install later from 7zip)', I had assumed the patch appearing 'above' the full install was only to update 7.2.1 to 7.2.4 If that's the only 7.2.4 'update patch' around, I'll try that! Sorry for the confusion on my part Thanks again And I trust you're doing OK. That's all that REALLY matters right now. Everything else is truly incidental @CliftonJD Thanks Just to confirm, that patch did change the MCM to show the mod version as 7.2.4 and it also deleted the non working slider on the second page Given that ppl were piling in to tell me that the MCM SHOULD say '7.2.3', there must be quite a lot of folk out there with 'outdated' 7.2.3 MCM versions, and that might also be a cause of recurrent questions raised about the 'non working health slider' , if people are still seeing that on p2 Would it maybe be worth while just adding that patch again to the download list, identical, but renamed as 'MCM update for 7.2.4 full' - use only if your MCM still shows 7.2.3' or something similar? At least it would be clearer that it may still need added on top of the present 'full' version, and all those following the file would be prompted that there had been an 'update', so you get it fixed by the masses? LOL Hope that helps
luffyboy Posted May 25, 2018 Posted May 25, 2018 1 hour ago, CliftonJD said: move the file RPNodes from your script folder to desktop (before loading the game to test this) to see if anything changes, if that helps it atleast i know where to look for a fix f Yea i did that previously. tried writing a script and all but somehow nothing work.
CliftonJD Posted May 25, 2018 Author Posted May 25, 2018 1 hour ago, donkeywho said: @CliftonJD Thanks Just to confirm, that patch did change the MCM to show the mod version as 7.2.4 and it also deleted the non working slider on the second page Given that ppl were piling in to tell me that the MCM SHOULD say '7.2.3', there must be quite a lot of folk out there with 'outdated' 7.2.3 MCM versions, and that might also be a cause of recurrent questions raised about the 'non working health slider' , if people are still seeing that on p2 Would it maybe be worth while just adding that patch again to the download list, identical, but renamed as 'MCM update for 7.2.4 full' - use only if your MCM still shows 7.2.3' or something similar? At least it would be clearer that it may still need added on top of the present 'full' version, and all those following the file would be prompted that there had been an 'update', so you get it fixed by the masses? LOL Hope that helps ya i might try that, depending how much trouble i have with the bug of getting the mod to start with the button...would prefer to post an actual update to fix things than to repost or rename an old update 19 minutes ago, luffyboy said: Yea i did that previously. tried writing a script and all but somehow nothing work. ok, unfortunately i'm out of ideas for that situation then. since that page is about randomizing the body of new npc's and its accomplishing its task so well. i think the problem here is that those templates aren't seen within skyrim scripts and i don't know if there's a way to gather the image...i think i saw a mod on nexus that could convert the player's body to json files to be read from any save, what this request needs is a similar method to transfer an npc to json file and read that
xyzxyz Posted May 25, 2018 Posted May 25, 2018 8 hours ago, CliftonJD said: f this were a disappearing slave bug you could use the tp slave option from the mcm, but for a stats bug refer to above comment. if for some reason you have trouble finding those instructions to clean the save, we can help with that It was a complete new char with the new pahe version. It looks like she run away, because she isn't counted anymore. But I'm pretty sure they can't run away if you bind them.
KoolHndLuke Posted May 25, 2018 Posted May 25, 2018 Okay, first gotta say I love the work you've done on this. It works great! Now, the questions or suggestions. A) How would I make it where I can see a slave's skill-sets like light armor or heavy armor, archer or one handed and shield? You know, like the way you get info from AFT- which is what I use for regular followers. B) How can I keep the skill-set of an npc when I turn them into a slave? For instance, Deadly Wenches uses very specific classes for enemies. But, once I enslave them, their skills change and I don't know what they are good at. C) Is there a way to make it where you can edit their skills? Like changing them from a mage to an archer for example. D) How can I edit things so that the custom voices of npcs from other mods works with this? Are these things that I can edit in x-edit or through the CK? Thanks for any help and for everything you have done so far. Sorry if you've already answered all this before.
CliftonJD Posted May 25, 2018 Author Posted May 25, 2018 8 hours ago, xyzxyz said: It was a complete new char with the new pahe version. It looks like she run away, because she isn't counted anymore. But I'm pretty sure they can't run away if you bind them. what restraints did you use to bind them with, only the iron cuffs are inescapable. all other cuffs have some varying chance of escape and the free rope cuffs have the highest escape possibilities. all cuff options "should" be craftable with the right materials, some made at the tanning rack and others made at the forge 1 hour ago, KoolHndLuke said: Okay, first gotta say I love the work you've done on this. It works great! Now, the questions or suggestions. A) How would I make it where I can see a slave's skill-sets like light armor or heavy armor, archer or one handed and shield? You know, like the way you get info from AFT- which is what I use for regular followers. B) How can I keep the skill-set of an npc when I turn them into a slave? For instance, Deadly Wenches uses very specific classes for enemies. But, once I enslave them, their skills change and I don't know what they are good at. C) Is there a way to make it where you can edit their skills? Like changing them from a mage to an archer for example. D) How can I edit things so that the custom voices of npcs from other mods works with this? Are these things that I can edit in x-edit or through the CK? Thanks for any help and for everything you have done so far. Sorry if you've already answered all this before. if you're looking to make your own code or update for that it might be do-able from the mcm or even a similar spell to the slave info spell. maybe rename the slave info to slave training info and add a new spell like it for slave skill info. if you're looking to suggest it as an idea here, it atleast sounds feasible as i get time between repairs here and rl obligations. if you're a skilled modder and manage to accomplish that message it to me and i'll check it over for a public release i don't entirely agree with blabla's methods for determining who's a mage or who's a fighter, but they are in the mcm stats for each slave if it has more magic than life, not based on skill. deadly wenches as the example has a habit of making fighters with magic or mages with life. keeping the skill-sets of the slave is a nice idea for a future update as well, but currently not possible as its going to draw random stats based on that npc base type. if you choose the leveled actor-base toggle you have the highest chance of getting better skills based on your level, but don't expect the oddities created in wenches. now on the other hand if you were to enslave a named npc who's skilled in lightning, an electromancer from live alternate life as an example would still keep her lightning abilities And still use them regardless of what weapons you give her as she's not a random radiant npc she retains those skills after enslavement currently that's not an option either custom voices from other mods are even more difficult to work with than the dlc content as those are custom voices of which you'd need to find a program on the internet some place that can take a voice imprint file and alter it to say what you want unless you can reach the author of the mod and ask them to make the necessary voice files to give those dialogs. we already have similar issues with the dlc content if you were to enslave dawnguard vampires or some of the solsteim npc's. i looked into it once to fix the dawnguard vampires, but they don't have much dialogue content to convert to slave dialogue without hiring somebody to speak for them in a vampire tone of voice. if you can find ways of obtaining the voices for it, i can send you an add-on patch with the quest needed to reference to run those voices and from there it will be a matter of duplicating every dialogue in the other voice types already written. it took my entire vacation time for a month to complete the most recent voice types i added and that was based on voice types already in vanilla skyrim, i would think much more to add a new voice type from another mod 1
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