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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted
Quote
12 hours ago, dewayne3478 said:

i only tried it carlotta and ulgerth the unbrokenif they are my active follower can i dismiss them. and keep the clone. ok i think i fixed my issue by accident i saved quit the game came back and only had the clone. do have other im running the latest pahe and saw don't mixs with others. so i cannt usee home sweet home?

 

Both AYGAS (And You Get A Slave) and HSH (Home Sweet Home) are designed to work with PAHE and do so every time in my game.

Posted
19 hours ago, Psalam said:

Both AYGAS (And You Get A Slave) and HSH (Home Sweet Home) are designed to work with PAHE and do so every time in my game.

just one another question i accidently enslaved someone i mean and i saved after i did. can i release her?

Posted
Quote
4 hours ago, dewayne3478 said:

just one another question i accidently enslaved someone i mean and i saved after i did. can i release her?

 

You know, I don't normally do that myself but it occurs to me that you do have that option.

Posted
On 3/13/2019 at 4:04 PM, DocClox said:

 

I had this crop up recently.

What happened was that I was eqipping Pet Collars on the slaves to get them naked, and then I was taking the clothes out of their inventory. The theory was that since I wasn't giving them a new outfit, I should get fewer naked bandit instances.

 

The trouble is, I left a bunch of them alone for too long and they all got reset. So the game engine redisplayed their outfit, but without creating new clothes. So I couldn't remove the outfits and nothing I did to make them naked stuck past a cell change.

 

How I fixed it, is a I wrote a spell for the Slaver's Spellbook called "Mandate Nudity" which sets the target slave's outfit to the no-clothes one used by PAHE. It doesn't strip them of itself, but if you get them naked, they tend to stay that way, and revert to naked on cell changes.

 

I don't think it's in the current release, but I could get something out in the next day or two if you're still having problems

 

It really seems to be related to AFT, because the workaround i found is kinda simple: do not enslave them while they are followers. If they are enslaved like every other NPC the issue is not present.

Posted
On 3/21/2019 at 6:16 PM, J4nek said:

 

It really seems to be related to AFT, because the workaround i found is kinda simple: do not enslave them while they are followers. If they are enslaved like every other NPC the issue is not present.

There should be an option in their dialogue somewhere to RESET them. This makes them lose a slot and reverts them to their old armor selection and more. Just reset them and then enslave them and you should be fine.

Posted
On 12/1/2018 at 5:27 PM, AVS said:

 

That's a shot of my character looking at an enslaved Lowlife's inventory, with the original MCG version on my character and the DD-enabled version from PAHE on the Lowlife, to demonstrate that one was working while the other isn't. 

 

 

Using the console for DD stuff is really only bad because of that weird-ass doubled-up 'inventory/script instance' method it uses, and how grabbing the wrong one can bork the game. (Not understanding that was probably what was screwing up the simple 'slaver starter kit' mod I was messing around with last year, come to think of it. I should try working on that again.)

 

AIM works differently, in that it opens up each mod like a container and allows you to transfer items from them with the regular inventory window. I've been grabbing DD stuff with it for ages and have never had a problem. 

 

 

I don't believe there's been any updates from MCG since the August 6, 2017 release, which appears to be the same as the version packed in with PAHE. There's been some community tweaks since then; the one I've personally been using is the the one I made to add an open-fronted version of the UUNP release, but that just adds the variants and doesn't mess with the original model or armor entry at all. Since the UUNP and CBBE versions write to the same filename and have the same slot assignments, it really shouldn't have an effect which one is used as far as this issue goes. But just to check I went ahead and swapped in the meshes packaged with PAHE, and still got the same malfunction. Even went to visit the NPCs in Pinewatch to make sure it wasn't some inexplicable AIM issue, but their suits were also missing.

 

I also wasn't aware that the 'Dwarven Devious' .esp completely supplanted the DD patch, but turning that off didn't help, either. Nor did re-installing PAHE and DD, just in case there was a script gone astray. 

 

I was about to give up on it when I decided to take another look at the .esp in the CK, and noticed that I missed something last time.

 

705919603_ScreenShot12-01-18at10_58AM.jpg.5efebcb36b704c06cac6653e3807e07b.jpg

 

The armor add-on entries for the body, hands, and feet don't have the 'Additional Races' selected. For whatever reason, the game won't do shit with a mesh if those aren't loaded up. I've actually neglected that in the past on my own work, with the same result, so I probably should've thought of that sooner. 

 

Regardless, selecting all the playable races, vis,

 

1509708729_ScreenShot12-01-18at10_59AM.jpg.4486b0b2522e9e46351484c0aa9a4ec1.jpg

 

...gets everything working properly. 

 

93932630_ScreenShot12-01-18at10_51AM.jpg.3c64c58db8caf9646a6334d5fbf3d2b4.jpg

 

So, yeah, simple fix that I spent a day hunting down because I didn't notice it the first time. ?‍♂️

 

 

 

Niiiiiiiiiiiice. ?  Looking forward to it!

 

 

So uh...how exactly do I go about fixing things so that I don't have invisible restraints? I was testing them out with AIM and I'm running into that issue. Apologies if this is a dumb question, but I haven't been successful in finding a solution.

Posted
Quote
11 minutes ago, DvPl said:

So uh...how exactly do I go about fixing things so that I don't have invisible restraints? I was testing them out with AIM and I'm running into that issue. Apologies if this is a dumb question, but I haven't been successful in finding a solution.

 

Are the restraints invisible or does having them on make parts, or all, of your body invisible? If you don't understand my distinction let me ask that you post a screenshot and I can sort it out myself.

Posted
1 minute ago, Psalam said:

Are the restraints invisible or does having them on make parts, or all, of your body invisible? If you don't understand my distinction let me ask that you post a screenshot and I can sort it out myself.

The restraints are invisible but my body is visible and nude. It functions as restraints (e.g. I can't attack, I get the chastity belt quest etc). Also thank for responding so quickly!

Posted
Quote
11 minutes ago, DvPl said:

The restraints are invisible but my body is visible and nude. It functions as restraints (e.g. I can't attack, I get the chastity belt quest etc). Also thank for responding so quickly!

 

Huh, not what I expected. Anyway, invisible stuff is almost always a Bodyslide issue. Did you build all your restraints in Bodyslide?

Posted
5 minutes ago, Psalam said:

Huh, not what I expected. Anyway, invisible stuff is almost always a Bodyslide issue. Did you build all your restraints in Bodyslide?

I am reasonably sure I did, yeah. First thing I did when I encountered the problem was quit out, open Bodyslide and run a batch build. It's very possible I'm doing something wrong though as my understanding of modding Skyrim is like that of a cave man trying to understand how a space ship works.

Posted
Quote
21 minutes ago, DvPl said:

I am reasonably sure I did, yeah. First thing I did when I encountered the problem was quit out, open Bodyslide and run a batch build. It's very possible I'm doing something wrong though as my understanding of modding Skyrim is like that of a cave man trying to understand how a space ship works.

 

I'm going to do my best to describe this but, if you don't get it let me know and I will send pictures when I get off work (about 2 hours).

 

When you open Bodyslide there is, in the middle at the top, a drop down menu that, if I recall correctly, says Group Filter (or something similar). Open that and tick "on" all the types of "armor" listed. Then, repeat your batch build. That SHOULD solve your issue.

Posted
25 minutes ago, Psalam said:

I'm going to do my best to describe this but, if you don't get it let me know and I will send pictures when I get off work (about 2 hours).

 

When you open Bodyslide there is, in the middle at the top, a drop down menu that, if I recall correctly, says Group Filter (or something similar). Open that and tick "on" all the types of "armor" listed. Then, repeat your batch build. That SHOULD solve your issue.

I'm afraid that hasn't worked, though thanks for suggesting it as it's something I'm now aware of. Any other ideas?

Spoiler

20190325175218_1.jpg.64d2052a0e4ad73445768bb985d76a29.jpg

 

 

Posted
Quote
1 hour ago, DvPl said:

I'm afraid that hasn't worked, though thanks for suggesting it as it's something I'm now aware of. Any other ideas?

  Hide contents

20190325175218_1.jpg.64d2052a0e4ad73445768bb985d76a29.jpg

 

 

 

Thinking out loud here. The game knows that you are wearing the items ("you are visibly bound" and you can't walk around in that position). You've built the items in Bodyslide. The most likely thing then is something is overwriting the body slots that have your items in them so that they don't show. So, you have two choices. One you can look at (I believe) the Devious Device McMenu which has the page that includes "devices underneath" and simply make all your bondage items higher in priority. Or, you can look at your load order and see what may be interfering and taking those slots.

Posted
44 minutes ago, Psalam said:

Thinking out loud here. The game knows that you are wearing the items ("you are visibly bound" and you can't walk around in that position). You've built the items in Bodyslide. The most likely thing then is something is overwriting the body slots that have your items in them so that they don't show. So, you have two choices. One you can look at (I believe) the Devious Device McMenu which has the page that includes "devices underneath" and simply make all your bondage items higher in priority. Or, you can look at your load order and see what may be interfering and taking those slots.

How exactly would I go about doing the former? I can see the Devices Underneath menu but I have no idea where to begin working to put bondage items at a higher priority.

Posted
8 hours ago, Sladen2019 said:

If you are using Mod Organizer, you need to activate BodySlide from within it, and have the profile you want open in MO. 

Thanks, but that's what I've been doing. I activate BodySlide from within MO and have the profile set to Default.

Posted
18 hours ago, DvPl said:

So uh...how exactly do I go about fixing things so that I don't have invisible restraints? I was testing them out with AIM and I'm running into that issue. Apologies if this is a dumb question, but I haven't been successful in finding a solution.

 

As I said, there's a bug that stripped the race-use assignments out of the data for the Dwarven Devious suits, which can cause the game to not recognize it as something that can be validly equipped by a character. Actually fixing that requires adding that data back in with the Creation Kit, but y'know what? It's probably quicker if I just paste my tweaked copy of the .esp file. 

 

Pahe_Dwarven_Devious_suits.esp

 

Drop that into the Skyrim Data folder and overwrite your existing version and, if you are running into the same problem I was having, that should fix it. I'm not sure if you actually are, though, as my experience was that the suits were not allowed to equip at all, and IIRC the bondage spell effects were not applied as a result. If you're getting the effects but not the outfit model, it does sound more like a failure to build the Bodyslide files properly. You might want to make sure they're actually in the Data/Meshes/Devious/Dwarven folder that they're supposed to be generated to.

 

I'd also note that even with the fixes I've still had problems with the 'pet suit' version of the Dwarven Devious. Specifically that if I leave it on an idling NPC and leave the area they're in for a while, upon return they will often load in with the suit models 'off', with the default nude body visible but the hands and feet missing due to them being blocked off by the suit's slot assignments, and with the pose either not loading or loading long after the rest of the cell has finished loading. I'd expect that's less of a problem with this mod and more of an issue with how the game is handling the pet suit system on DD's end, given that it's trying to do something that the game thinks is particularly weird. Haven't messed around with DD's implementation enough to see if it has the same issue, though. 

 

15 hours ago, DvPl said:

How exactly would I go about doing the former? I can see the Devices Underneath menu but I have no idea where to begin working to put bondage items at a higher priority.

 

The best way to deal with Devices Underneath, IMO, is to scroll though its menu, find any entry that has an armor slot assigned to it, click on it to open its selection menu and change it to 'None'. 

 

Just turn it off. Turn it all off.

 

The only real function it has is to let you wear Devices 'under' Vanilla clothing without bits of the device models clipping through. It does this by removing the model but leaving the effect equipped, taking advantage of DD's highly scripted nature and the game's basic slot-blocking system. It also basically assumes that you won't be using any other multi-slot outfit systems aside from DD and effectively blocks any selected slot from being usable with any outfit piece that uses the main body slot, slot 32. So if you want to use, say, The Amazing World Of Bikini Armor and neglect to kill Devices Underneath, you'll find that you won't be able to equip things like the tassets and one of the pauldrons. And its use of slot 41 for the 'device hider' function can mess with helmet use, so you'll want to kill that as well. Personally I don't know why it's not all turned off by default. That'd save me the time of killing it every time I start a new game, anyway.

 

Posted
1 hour ago, AVS said:

As I said, there's a bug that stripped the race-use assignments out of the data for the Dwarven Devious suits, which can cause the game to not recognize it as something that can be validly equipped by a character. Actually fixing that requires adding that data back in with the Creation Kit, but y'know what? It's probably quicker if I just paste my tweaked copy of the .esp file. 

sweet thx, will try that right away

something is bugy with the PAHE dwarven patch and it's not an BS issue.

your solution might slove my PAHE mecha suit issue.

(DDE and Original UUNP Mech Suit show up in game already)

Posted

I've installed this mod, and it works perfectly when I start a new game, but it refuses to start up on any of my old saves; in the MCM menu, the status is just stuck saying 'Stopped' and clicking to reset does absolutely nothing - can anyone help me with this?

Posted

This is a common and general problem, not just for PAHE. When you change your load order (add or delete mods) you should, as a general rule, run LOOT and FNIS (and correct any errors that they show you) and start a new game.

Posted
On 3/26/2019 at 12:31 PM, AVS said:

 

As I said, there's a bug that stripped the race-use assignments out of the data for the Dwarven Devious suits, which can cause the game to not recognize it as something that can be validly equipped by a character. Actually fixing that requires adding that data back in with the Creation Kit, but y'know what? It's probably quicker if I just paste my tweaked copy of the .esp file. 

 

Pahe_Dwarven_Devious_suits.esp 598.2 kB · 2 downloads

 

Drop that into the Skyrim Data folder and overwrite your existing version and, if you are running into the same problem I was having, that should fix it. I'm not sure if you actually are, though, as my experience was that the suits were not allowed to equip at all, and IIRC the bondage spell effects were not applied as a result. If you're getting the effects but not the outfit model, it does sound more like a failure to build the Bodyslide files properly. You might want to make sure they're actually in the Data/Meshes/Devious/Dwarven folder that they're supposed to be generated to.

 

I'd also note that even with the fixes I've still had problems with the 'pet suit' version of the Dwarven Devious. Specifically that if I leave it on an idling NPC and leave the area they're in for a while, upon return they will often load in with the suit models 'off', with the default nude body visible but the hands and feet missing due to them being blocked off by the suit's slot assignments, and with the pose either not loading or loading long after the rest of the cell has finished loading. I'd expect that's less of a problem with this mod and more of an issue with how the game is handling the pet suit system on DD's end, given that it's trying to do something that the game thinks is particularly weird. Haven't messed around with DD's implementation enough to see if it has the same issue, though. 

 

 

The best way to deal with Devices Underneath, IMO, is to scroll though its menu, find any entry that has an armor slot assigned to it, click on it to open its selection menu and change it to 'None'. 

 

Just turn it off. Turn it all off.

 

The only real function it has is to let you wear Devices 'under' Vanilla clothing without bits of the device models clipping through. It does this by removing the model but leaving the effect equipped, taking advantage of DD's highly scripted nature and the game's basic slot-blocking system. It also basically assumes that you won't be using any other multi-slot outfit systems aside from DD and effectively blocks any selected slot from being usable with any outfit piece that uses the main body slot, slot 32. So if you want to use, say, The Amazing World Of Bikini Armor and neglect to kill Devices Underneath, you'll find that you won't be able to equip things like the tassets and one of the pauldrons. And its use of slot 41 for the 'device hider' function can mess with helmet use, so you'll want to kill that as well. Personally I don't know why it's not all turned off by default. That'd save me the time of killing it every time I start a new game, anyway.

 

Right, thanks for the suits esp. I'll make sure I add that one manually.

 

As for the Bodyslide issue: I'm not sure what could be causing it as batch building has solved my previous issues. I've included a screenshot from Mod Organizer\mods\pahe lives on\Meshes\devious\dwarven of what it contains, so hopefully that might help us in working out what the problems is.

 

Thanks to everyone for their help with this - I really appreciate it.

ScreenHunter_413 Mar. 27 16.01.jpg

Posted
11 hours ago, Psalam said:

This is a common and general problem, not just for PAHE. When you change your load order (add or delete mods) you should, as a general rule, run LOOT and FNIS (and correct any errors that they show you) and start a new game.

Yeah, I've done all of that as I always do, but I've never had a problem like this before with the mod only starting up on a new save. It's just annoying since I only downloaded this mod to use on one specific save so this problem kind of ruins it lol

Posted

My apologies, for the earlier post,  by trying again i noticed the note "empties 1 black soul gem" DOH  moment with egg on face :)

Posted

Question about the API: I'm trying to set slave names through a spell. 

 

pah.getslave(t).setDisplayName(new_name)

I'm looking up the PAHSlave alias and using the pahe call to set the display name. And it works, but only for a while. Then something resets and everyone has their old names.

 

Is there something more I need to do to make the changes stick?

 

[edit]

 

NVM, I figured it out. If anyone else is interested, it's the forcedReset flag in the MCM.  That leads to a block of code when the page reloads that looks like this:

 

        If forcedReset != -1
                int j = 0
                while j < slaveCount
                        ; find the slave
                        if forcedReset == slave_OID[j]

                                ; make sure we dont find another one?
                                forcedReset = -1
                                displayedSlaveIndex = j
                                ; set name in PAHEs internal lists
                                PAH.setSlaveName(j)

The setSlaveName function looks like this:

 

Function setSlaveName(int index)
        PAHSlave slave = _slave_array[index]
        _slave_names[index] = slave.GetActorRef().getDisplayName()
EndFunction

And the _slave_names index is later used in this function, which I'm guessing gets called periodically.

Function refreshNames()
        String[] names = _slave_names
        int i = names.length
        While i > 0
                i -= 1
                _slave_array[i].setDisplayName(names[i])
        EndWhile
EndFunction

So that's why my renaming spells haven't been able to "stick" so far. It needs a call to setSlaveName as well.

 

What I need then,  is something like this:

 

	PAHSlave slave = pah.getslave(t)
	slave.setDisplayName(new_name)
	int idx = pah.slaveArray.find(slave)
	slave.setSlaveName(idx)

I reckon that should fix it.

Posted

PAHE 7.2.8 has always been in this “STOPPED” state, could you tell me what to do?

Someone once said to me, "Man, it's just not ready. You need to wait."

Then I began to wait.

A4IdmQ.jpgA44u9K.jpgA4Ih79.gif

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