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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted
8 minutes ago, Psalam said:
  Reveal hidden contents

 

Hate to go off topic but are you still doing well? (Your enquiring fans want to know!)

mostly getting better finally down to occasional slight pains where they made the incision along with some occasional phantom pains but the budget has run dry so its time to force myself back to work and hope that goes well

Posted
Spoiler
21 minutes ago, CliftonJD said:

mostly getting better finally down to occasional slight pains where they made the incision along with some occasional phantom pains but the budget has run dry so its time to force myself back to work and hope that goes well

 

As always, lots of luck. 

So as not to offend anyone:

Spoiler

My thoughts and prayers go with you.

 

Posted
4 hours ago, Psalam said:
  Reveal hidden contents

 

As always, lots of luck. 

So as not to offend anyone:

  Reveal hidden contents

My thoughts and prayers go with you.

 

I second that emotion. Wellness all around.

Posted
6 hours ago, CliftonJD said:

welcome ?

right now it appears you're both challenging each other and disputing technique more than help, i've already answered the question on the collars as needed and agree with his decision that adjusting the escape chances from the mcm is more like a cheat so don't be surprised if that slider goes away some day

 

seems that people are abusing that slider enough to forget these are slaves and start causing bugs on the slaves with mods that were intended for followers. interesting to note that

iaft is causing bugs with the slaves in combat for some users, i've already downloaded it from something else i was looking into so i'll have to bump that further into testing priority. for now i would ask if you've tried adjusting your load order to accommodate for this issue as it is recommended that paradise halls be loaded after all other mods except for ufo. i have used original aft for years without it interfering with the slaves in combat

yes, thanks for clearing That up. whew ?

No yelling, I am very sensitive. Seriously though I have always set that slider at 33% it just works better for my play in my opinion. I have only noticed issue after I added iAFT for a new play through this last run.I have used it before with few problems. This play attempt I had placed PAHE after iAFT but LOOT moved it before on this sort ( I am tweaking a new play through with way too many mods trying to smooth out the engine). I will place it as you suggest and continue tweaking to see what happens. I believe it was placed after on the last round but that does not help, I am no longer sure. I am now trying to use many mods that may effect this as well. I will try to ensure which mods are involved. Thank you for your help. Feel better.

Edit: I am also using RDO v2, I have a few hours playing/tweaking and poking with XEdit, it is working, I just do not know how well yet. Stay safe.

Posted

I have a couple of questions about the mod.

 

First, are the clonifier scripts (pahclonifierbasescript & pahclonenodescript) actually used? I noticed that their Clone() functions are duplicated in pahcore.psc, and it seemed like the clonifier scripts and activators might be remnants of an old system. Does all the cloning take place in the quest script now?

 

Second, where is the topic that calls PAH.Capture()? I can't find the "I'm taking you with me" dialogue anywhere. Although I did find the perks which call Capture() for sleeping and incapacitated npcs.

 

EDIT:

Further modding has answered my own question. I've successfully copied the cloning function from pahcore, so I guess the clonifier scripts are unused.

Still haven't found that dialogue, but at this point I can probably make my own.

Posted
On ‎8‎/‎19‎/‎2018 at 3:53 AM, netruss1964 said:

I second that emotion. Wellness all around.

Same. Good to see you are doing better. I haven't been doing anything with skyrim modding for 4 months. Maybe even longer since last time i was here yu just announced you had cancer. So did i miss anything?

Posted
On 8/20/2018 at 12:58 AM, jimmywon34 said:

if I remember correctly there was a patch made for EFF(the follower framework) correct? or am I mistaken?

If there is, I don't know of it.

BUT if your issue is the "disappearing name" thing then you can make the fix yourself.

The problem is caused by the quest aliases which store the followers, which I learned from: https://www.nexusmods.com/skyrim/mods/57335/?tab=forum&topic_id=2516699

The solution is to find the "follower quest" your mod uses to track your followers. (Which should be easy, it'll have a ton of quest aliases... one for each follower slot.)

Then you have to edit each of the follower aliases and uncheck the "Stores Text" box. Backup & save the esp, and the PAHE names should stick from now on.

 

I don't use EFF, but I've successfully patched IAFT this way.

(Side note: I haven't tested enough to know if unchecking "Stores Text" breaks anything. So, edit at your own risk.)

Posted
29 minutes ago, Hyperglyph said:

If there is, I don't know of it.

BUT if your issue is the "disappearing name" thing then you can make the fix yourself.

The problem is caused by the quest aliases which store the followers, which I learned from: https://www.nexusmods.com/skyrim/mods/57335/?tab=forum&topic_id=2516699 

The solution is to find the "follower quest" your mod uses to track your followers. (Which should be easy, it'll have a ton of quest aliases... one for each follower slot.)

Then you have to edit each of the follower aliases and uncheck the "Stores Text" box. Backup & save the esp, and the PAHE names should stick from now on.

 

I don't use EFF, but I've successfully patched IAFT this way.

(Side note: I haven't tested enough to know if unchecking "Stores Text" breaks anything. So, edit at your own risk.)

i'm actually trying to patch this mod

 https://www.nexusmods.com/skyrim/mods/87020

to work with EFF and thought Clifton had experience with patching for EFF because I could've sworn he made a patch for it awhile ago.

i'm not sure how to do it I thought that maybe it was as simple as changing the follower faction of that esp to recognize EFF's follower faction but I don't think that's it because I already tried adding EFF as a master and changing the follower factions to EFF's faction in the esp.

Posted
5 hours ago, jimmywon34 said:

i'm actually trying to patch this mod

 https://www.nexusmods.com/skyrim/mods/87020

to work with EFF and thought Clifton had experience with patching for EFF because I could've sworn he made a patch for it awhile ago.

i'm not sure how to do it I thought that maybe it was as simple as changing the follower faction of that esp to recognize EFF's follower faction but I don't think that's it because I already tried adding EFF as a master and changing the follower factions to EFF's faction in the esp.

- I use EFF myself and tested many times for Clifton in the past.
- My experience with disappearing names are only if you try to enslave a NPC twice before the first script gets a chance to clone it, then you get an empty slot. (heavy battles the clone may take up to 30-40 secs to show up, do not enslave it a second time thinking the first did not show up)
- I have had up to 25 to 30 cloned NPCs travel behind me and none of them ever lost their name.
- However its when I try sticking them in a HSH house or camp and leave, when I return and an NPC died from unnatural causes , (I think their is a count issue, not sure) I then add a few more new slaves to get trained and before leaving I notice one slave has been duplicated? like a previous NPC now takes up two slots? 
NEXT
- After finding that I tell all 16-20 slave time to hit the road, that is where I find I have slaves missing names.

I was not sure where or how, Both HSH and PAHE have had at least 1-2 version changes since I was working on another project so I am just getting back into the swing of things.
My missing names might be how fast I tel them to stay here or hit the road, but I can atleast say, if an NPC dieds in HSH when I am gone and upon returnting is when I find my names or counts messed up. 
- could be HSH does not handle like 20 slaves in one household, might be taxing on the PC with script creating lag?
- could be the types of NPCs I am enslaving , not sure yet?
- Or could just be a bad install sequence that i did or upgraded without a clean save?
I have to narrow my findings (duplicating it over and over)  before bugging Musje about it. it could even be another mod indirectly causing it, crap I never have less then 250 plugins and 300+ mods running at one time.? 

Q. --- Lately now with all the latest versions and the patches for all the mods, starting a whole new game, when I raise my PHAE slave over 80 I start getting HSH commands to make the slave POSE for me which only use to be a HSH command, was this changed? or are the mods bleeding into each other? 

But missing names I have only had when cloning or hsh had an NPC die on me while gone .

BUT, if your looking to fix a missing name issue, that would be cool. Once I am hit with that or the issue comes up, I usually am force to just start a new game for testing purposes. I lost count how many new games I have started each week :P ?

 

However with EFF not sure of AFT, MHIYH or MYIYH2 if you try to use that command line to tell your slave this is your new home will break your slaves dialog.

Posted
16 hours ago, Hyperglyph said:

If there is, I don't know of it.

BUT if your issue is the "disappearing name" thing then you can make the fix yourself.

The problem is caused by the quest aliases which store the followers, which I learned from: https://www.nexusmods.com/skyrim/mods/57335/?tab=forum&topic_id=2516699

The solution is to find the "follower quest" your mod uses to track your followers. (Which should be easy, it'll have a ton of quest aliases... one for each follower slot.)

Then you have to edit each of the follower aliases and uncheck the "Stores Text" box. Backup & save the esp, and the PAHE names should stick from now on.

 

I don't use EFF, but I've successfully patched IAFT this way.

(Side note: I haven't tested enough to know if unchecking "Stores Text" breaks anything. So, edit at your own risk.)

Oh, Nice. Thank you for this.

Posted

I think the link to Home sweet home should be changed to the download page. As it is now it is a link to a link to the download discussion thread.

Posted
On 8/19/2018 at 10:58 PM, Hyperglyph said:

I have a couple of questions about the mod.

 

First, are the clonifier scripts (pahclonifierbasescript & pahclonenodescript) actually used? I noticed that their Clone() functions are duplicated in pahcore.psc, and it seemed like the clonifier scripts and activators might be remnants of an old system. Does all the cloning take place in the quest script now?

 

Second, where is the topic that calls PAH.Capture()? I can't find the "I'm taking you with me" dialogue anywhere. Although I did find the perks which call Capture() for sleeping and incapacitated npcs.

 

EDIT:

Further modding has answered my own question. I've successfully copied the cloning function from pahcore, so I guess the clonifier scripts are unused.

Still haven't found that dialogue, but at this point I can probably make my own.

Hey hyperglyph since you have been delving into the cloning script i was wondering if you might know if its possible to make sure that the clone also saves nioveridde node changes. Im using bodygen (a racemenu function that assigns random ni nodes changes to npc to give different body shapes) and npcs that are captured dont have their nioveride data transferred to the clone which ended up with the slave version of the npc having a different body shape to its original counterpart.

Would be very appreciative if you could have a look at that. I fiddle around with the scripts months ago to no success.

Posted

LOOT said this mod was okay, I ran FNIS and no issues with animations, but somehow, the human actors locked in the "T-pose" after I installed this. It's just like the narffle-screw that happened when I tried to add new jump animations. Only now my catch programs don't even know there's an error or where it is......

 

The pahe_lives_on mod, FORCES us to add the prostitution mod, DD (even though I'm not into BDSM that much) and the brawl mod.

 

(something I really hate when installing one mod I thought was just going to be a ONE mod installation)

 

In that prostitution mod there's a player dance animation, do I need to DL it from somewhere else, or was it added in with his mod?

 

What the fuck is this, and why the fuck don't I have if installed already if all my PAH mods were working before, and where the fuck can I get the thing if I need it?

 

This is totally killing my hobby time ATM....

 


FNIS Readout:

Spoiler

 

All Anim Lists scanned. Generating Behavior Files ...
 18 GENDER modifications for Animations\male
 19 GENDER modifications for Animations\female
mt_behavior usage: 45.6 %   ( 43 furniture, 33 offset, 0 chair, 99 alternate animations)
0_master usage: 14.8 %   ( 4 paired, 1 kill, 166 alternate animations)
Alternate Animation mods: 5 sets: 66 total groups: 174 added file slots: 1730 alternate files: 1121

Create Creature Behaviors ...
Reading SexLabCreature V1.62 ...

 5373 animations for 25 mods successfully included (character)
 322 animations for 1 mods and 18 creatures successfully included.

 0 possible consistence issues

 

 

Posted

PS:

 

Yeah, it's not the PAHELO mod. It's the hooker mod. All I can think is it's the dance animations. Nor do I know where to find um.

 

I uninstalled the PAHELO mod and the T-Pose persisted. I uninstalled the Aggressive Prostitution and 15 quest add on, and the stationary, jump, run/walk, and equip idles are back.

 

It was the integrated mod. See why I hate those things!

 

Anyway, gave it the old collage try and wanted to see the new variant in action but until I can figure out what the glitch was, I won't be using this mod.

Posted
On 8/18/2018 at 4:38 PM, Psalam said:
  Reveal hidden contents

 

As always, lots of luck. 

So as not to offend anyone:

  Reveal hidden contents

My thoughts and prayers go with you.

 

 

On 8/18/2018 at 8:53 PM, netruss1964 said:

I second that emotion. Wellness all around.

thanks, both of you

On 8/18/2018 at 9:12 PM, netruss1964 said:

No yelling, I am very sensitive. Seriously though I have always set that slider at 33% it just works better for my play in my opinion. I have only noticed issue after I added iAFT for a new play through this last run.I have used it before with few problems. This play attempt I had placed PAHE after iAFT but LOOT moved it before on this sort ( I am tweaking a new play through with way too many mods trying to smooth out the engine). I will place it as you suggest and continue tweaking to see what happens. I believe it was placed after on the last round but that does not help, I am no longer sure. I am now trying to use many mods that may effect this as well. I will try to ensure which mods are involved. Thank you for your help. Feel better.

Edit: I am also using RDO v2, I have a few hours playing/tweaking and poking with XEdit, it is working, I just do not know how well yet. Stay safe.

trying to test to many mods as well in my game, but i've poked around in the logs enough thru the years they've become like a second language and loot still annoys the piss outta me how it refuses to let me put my mods how i choose, that's 1 thing i liked about the older versions of loot, it was more user friendly so i could put pahe at the bottom with out needing to disable it first from the load order and re-enable it after loot is done mucking around

On 8/19/2018 at 4:58 PM, Hyperglyph said:

I have a couple of questions about the mod.

 

First, are the clonifier scripts (pahclonifierbasescript & pahclonenodescript) actually used? I noticed that their Clone() functions are duplicated in pahcore.psc, and it seemed like the clonifier scripts and activators might be remnants of an old system. Does all the cloning take place in the quest script now?

 

Second, where is the topic that calls PAH.Capture()? I can't find the "I'm taking you with me" dialogue anywhere. Although I did find the perks which call Capture() for sleeping and incapacitated npcs.

 

EDIT:

Further modding has answered my own question. I've successfully copied the cloning function from pahcore, so I guess the clonifier scripts are unused.

Still haven't found that dialogue, but at this point I can probably make my own.

i've never seen that dialogue in pahe at all so i'm confused why you're asking about that dialogue. sounds as tho its from another mod

ya, i think the clonifier is ancient history that somebody antiquated without removing

 

On 8/20/2018 at 5:54 PM, terrorofmorrowind said:

Same. Good to see you are doing better. I haven't been doing anything with skyrim modding for 4 months. Maybe even longer since last time i was here yu just announced you had cancer. So did i miss anything?

same old

 

On 8/21/2018 at 3:00 AM, Hyperglyph said:

If there is, I don't know of it.

BUT if your issue is the "disappearing name" thing then you can make the fix yourself.

The problem is caused by the quest aliases which store the followers, which I learned from: https://www.nexusmods.com/skyrim/mods/57335/?tab=forum&topic_id=2516699

The solution is to find the "follower quest" your mod uses to track your followers. (Which should be easy, it'll have a ton of quest aliases... one for each follower slot.)

Then you have to edit each of the follower aliases and uncheck the "Stores Text" box. Backup & save the esp, and the PAHE names should stick from now on.

 

I don't use EFF, but I've successfully patched IAFT this way.

(Side note: I haven't tested enough to know if unchecking "Stores Text" breaks anything. So, edit at your own risk.)

since pahe has only had the name loss due to bugs from other mods, like "my home is your home", i'd guess that only works on follower mods....pahe has gone both ways with regards to "stores text" on slave aliases, original paradise halls did it and original pah extension undid it to fix certain bugs caused by it then returned to using it again in later versions in search of adding new features, apparently blabla forgot why he disabled that in the first place so it was left to me to undo it in pahe when bugs came back from it. names in pahe seemed to be the same with or with out that with exception of a few users who discovered they had names better before the "stores text" option was added back in

 

On 8/19/2018 at 11:58 PM, jimmywon34 said:

if I remember correctly there was a patch made for EFF(the follower framework) correct? or am I mistaken?

ages ago, but no longer needed since adding the cancel button and/or the ability to disable the sleeping perk from the enslavement options menu in mcm

On 8/21/2018 at 3:29 AM, jimmywon34 said:

i'm actually trying to patch this mod

 https://www.nexusmods.com/skyrim/mods/87020

to work with EFF and thought Clifton had experience with patching for EFF because I could've sworn he made a patch for it awhile ago.

i'm not sure how to do it I thought that maybe it was as simple as changing the follower faction of that esp to recognize EFF's follower faction but I don't think that's it because I already tried adding EFF as a master and changing the follower factions to EFF's faction in the esp.

special version that was made for eff users that made it so eff users didn't have the ability to enslave sleeping followers that other users had

On 8/21/2018 at 7:37 AM, ragnam said:

- I use EFF myself and tested many times for Clifton in the past.
- My experience with disappearing names are only if you try to enslave a NPC twice before the first script gets a chance to clone it, then you get an empty slot. (heavy battles the clone may take up to 30-40 secs to show up, do not enslave it a second time thinking the first did not show up)
- I have had up to 25 to 30 cloned NPCs travel behind me and none of them ever lost their name.
- However its when I try sticking them in a HSH house or camp and leave, when I return and an NPC died from unnatural causes , (I think their is a count issue, not sure) I then add a few more new slaves to get trained and before leaving I notice one slave has been duplicated? like a previous NPC now takes up two slots? 
NEXT
- After finding that I tell all 16-20 slave time to hit the road, that is where I find I have slaves missing names.

I was not sure where or how, Both HSH and PAHE have had at least 1-2 version changes since I was working on another project so I am just getting back into the swing of things.
My missing names might be how fast I tel them to stay here or hit the road, but I can atleast say, if an NPC dieds in HSH when I am gone and upon returnting is when I find my names or counts messed up. 
- could be HSH does not handle like 20 slaves in one household, might be taxing on the PC with script creating lag?
- could be the types of NPCs I am enslaving , not sure yet?
- Or could just be a bad install sequence that i did or upgraded without a clean save?
I have to narrow my findings (duplicating it over and over)  before bugging Musje about it. it could even be another mod indirectly causing it, crap I never have less then 250 plugins and 300+ mods running at one time.? 

Q. --- Lately now with all the latest versions and the patches for all the mods, starting a whole new game, when I raise my PHAE slave over 80 I start getting HSH commands to make the slave POSE for me which only use to be a HSH command, was this changed? or are the mods bleeding into each other? 

But missing names I have only had when cloning or hsh had an NPC die on me while gone .

BUT, if your looking to fix a missing name issue, that would be cool. Once I am hit with that or the issue comes up, I usually am force to just start a new game for testing purposes. I lost count how many new games I have started each week :P ?

 

However with EFF not sure of AFT, MHIYH or MYIYH2 if you try to use that command line to tell your slave this is your new home will break your slaves dialog.

the new slave dialogs are coming from the home sweet home updates, check your mcm for the appropriate setting...it caught me by surprise as well but i always check my mcm settings before gameplay so it only caught me as a "...oh that's what she meant with that toggle" type deal

useful dialog additions, but i think that might be where the new reports are coming from of people saying there tied slaves went missing and they fail to respond when i ask what cuffs they used cuz home sweet home doesn't inform the player what cuffs were used when a slave is tied up thru its dialogs so only the modders know what's going on and what results to expect...still haven't decided if i should poke her about that, it was left requiring the cuffs in order to return some sort of difficulty level back to the mod

on slaves dieing in home sweet home you'll need to see if that's still something that can happen in the current versions as i believe she tried to fix that ages ago, but it does sound as if she's not running anything to clear the missing alias when the slave is killed

On 8/21/2018 at 10:22 PM, blue35e said:

I think the link to Home sweet home should be changed to the download page. As it is now it is a link to a link to the download discussion thread.

ok, i'll look into it

On 8/22/2018 at 9:27 PM, tpdo123 said:

when I have this mod installed the game crashes when i open the magic menu, any way to fix it?

i'm guessing you're trying to upgrade a save over a previous version so if i'm right, i'll look into fixing this better for the future but for now you'll need to clean the save

6 hours ago, Balsarius said:

LOOT said this mod was okay, I ran FNIS and no issues with animations, but somehow, the human actors locked in the "T-pose" after I installed this. It's just like the narffle-screw that happened when I tried to add new jump animations. Only now my catch programs don't even know there's an error or where it is......

 

The pahe_lives_on mod, FORCES us to add the prostitution mod, DD (even though I'm not into BDSM that much) and the brawl mod.

 

(something I really hate when installing one mod I thought was just going to be a ONE mod installation)

 

In that prostitution mod there's a player dance animation, do I need to DL it from somewhere else, or was it added in with his mod?

 

What the fuck is this, and why the fuck don't I have if installed already if all my PAH mods were working before, and where the fuck can I get the thing if I need it?

 

This is totally killing my hobby time ATM....

 


FNIS Readout:

  Reveal hidden contents

 

All Anim Lists scanned. Generating Behavior Files ...
 18 GENDER modifications for Animations\male
 19 GENDER modifications for Animations\female
mt_behavior usage: 45.6 %   ( 43 furniture, 33 offset, 0 chair, 99 alternate animations)
0_master usage: 14.8 %   ( 4 paired, 1 kill, 166 alternate animations)
Alternate Animation mods: 5 sets: 66 total groups: 174 added file slots: 1730 alternate files: 1121

Create Creature Behaviors ...
Reading SexLabCreature V1.62 ...

 5373 animations for 25 mods successfully included (character)
 322 animations for 1 mods and 18 creatures successfully included.

 0 possible consistence issues

 

 

pahe does not force you to install any of those mods, your failure to read before downloading forced you into it. if you want to play the mod without those addons go back to the basic install from the download page and if you want help fixing your bugs post a papyrus log as stated on the main page of the thread....Not an fnis log. without a log all we can do is guess what's wrong, but skyrim logs will almost always tell you what's going on...the few times it doesn't is when we have a mesh or skeleton or animation issue that's unscripted

4 hours ago, Balsarius said:

PS:

 

Yeah, it's not the PAHELO mod. It's the hooker mod. All I can think is it's the dance animations. Nor do I know where to find um.

 

I uninstalled the PAHELO mod and the T-Pose persisted. I uninstalled the Aggressive Prostitution and 15 quest add on, and the stationary, jump, run/walk, and equip idles are back.

 

It was the integrated mod. See why I hate those things!

 

Anyway, gave it the old collage try and wanted to see the new variant in action but until I can figure out what the glitch was, I won't be using this mod.

i have no clue what pahelo mod is

 

Posted

Kind of new to this, love the mod, but I have a question. I've been messing around with this mod quite a bit, and I cannot seem to release basically any slave. Most of the dialogue works just as intended, but the "I've decided to let you go" dialogue doesn't seem to do anything. Heck, it didn't even show up on Toccata (though that's probably because she's a bit more advanced than the average bandit).

 

Are there any kind of console commands or something to force this mod to release a slave? One big issue I'm having is with followers I can enslave the follower, but I can't release them. Even using recycleactor puts them back to their initial spot, but when I talk to them it's just the slave dialogue. killing and resurrecting same deal. I can find no way to release not just a follower, but ANYONE. Has this happened to anyone else?

 

Broader question, how does this mod work with the cloning feature exactly? When you release them are they supposed to return to normal?

Posted
36 minutes ago, pachex said:

Broader question, how does this mod work with the cloning feature exactly? When you release them are they supposed to return to normal?

No, even when the dialogue was created for the few voice types it works on it was only intended to release them into the wild to be removed from the game...this is not a button to "return them to normal" nor anything like it

36 minutes ago, pachex said:

how does this mod work with the cloning feature exactly?

the original npc is gone, wiped out completely

Posted
4 hours ago, CliftonJD said:

 

...

i have no clue what pahelo mod is

 

My interpretation of what he meant was PAHE Lives On. Just his own unique acronym. No harder to follow than the rest of his post.

Posted

Thanks Clifton. Just knowing that gives me a much better understanding of how to proceed with things. Appreciate the response. I'm sure you get dumb questions like this a lot.

Posted
14 hours ago, fred200 said:

My interpretation of what he meant was PAHE Lives On. Just his own unique acronym. No harder to follow than the rest of his post.

odd

13 hours ago, pachex said:

Thanks Clifton. Just knowing that gives me a much better understanding of how to proceed with things. Appreciate the response. I'm sure you get dumb questions like this a lot.

?

Posted

First off, sorry if this isn't the ideal place to ask this question. My interest derives from wanting to use what follows with PAHE, so I hope that I'll be kindly received.

 

I use Immersive Wenches and Deadly Wenches to pretty up my Skyrim and make enslaving bandits, guards, etc. a bit more aesthetically pleasing. Unfortunately, these wenches come with a ton of "extras" that I endure as necessary evils in my playthrough. So...to my question: If anyone here is familiar with the above, is it possible to just apply the cosmetic portions of Immersive Wenches and Deadly Wenches to the guards, bandits, etc.? Thanks for reading. ?

Posted
Spoiler
38 minutes ago, The Evil Council said:

First off, sorry if this isn't the ideal place to ask this question. My interest derives from wanting to use what follows with PAHE, so I hope that I'll be kindly received.

 

I use Immersive Wenches and Deadly Wenches to pretty up my Skyrim and make enslaving bandits, guards, etc. a bit more aesthetically pleasing. Unfortunately, these wenches come with a ton of "extras" that I endure as necessary evils in my playthrough. So...to my question: If anyone here is familiar with the above, is it possible to just apply the cosmetic portions of Immersive Wenches and Deadly Wenches to the guards, bandits, etc.? Thanks for reading. ?

 

 

 

 

You might want to look at Prettier Bandits instead. Despite the name it beautifies most unnamed NPCs and was specifically designed to be used with PAHE.

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