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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted

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

Posted
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.

Posted
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...

Posted
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. :frown:

Posted
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. :frown:

 

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.

Posted
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.

 

post-733534-0-83500600-1505843913_thumb.jpg

 

================================================

 

@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 :smile:

 

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!

 

Posted
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!

Posted
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

 

:smile:

 

 

 

TESV 2018-05-21 20-18-26-08.jpg

TESV 2018-05-21 20-18-30-48.jpg

TESV 2018-05-21 20-18-35-75.jpg

Posted

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.

Posted
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! :blush:

 

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

Posted

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.

Posted
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!

Posted
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).

Posted
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. :frown:

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

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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 :bawling:.

 

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 :frown:

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. :frown:

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.

 

post-733534-0-83500600-1505843913_thumb.jpg

 

================================================

 

@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 :smile:

 

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:

1034837751_downloadspage.thumb.JPG.f0fca6da207c99187e642f76924a6864.JPG

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

Posted
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

Posted

@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 

Posted
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

Posted
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

 

 

Posted
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. 

Posted
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

Posted
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.

Posted

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.:D

Posted
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.:D

  1. 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
  2. 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
  3. currently that's not an option either
  4. 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

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