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Paradise Halls Enhanced (pahe) repacked with the customary addons


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My slaves don't stay on the zaz-furniture when I leave the room. I ordered a slave to use some furniture in the Bannered Mare Immersive Sexual Playground. As long as I stay in the same room they remain restrained in the furniture. But when I leave the room and come back they just stand in front of it. Technically they are still restrained and I have to free them through dialog. But I want them to stay in the furniture. I used this mod some years ago and it worked fine but I don't remember which version it was.

 

I also can't find the slaver camp near fellglow keep. I only installed the version 7.2.8 with no addons. Am I supposed to install the version from Nexus and then overwrite with this version? Sorry for the noob questions,  I haven't played Skyrim for years.

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Only install mods from this topic. I would not add any PAHE mods from Nexus.

You will find paradise_halls_fellglow_slave_camp-adjusted 5-15-16.7z on this downloads page.

Not that I would recommend using it; there are many better options.

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On 4/9/2019 at 4:31 AM, DocClox said:

@hongzu: I had a quick look at the code for you. That "stopped" message meaans the central quest, the one that runs all the mod scripts is not running.

 

Now, normally there's a bootstrap quest that runs at startup and waits until either you either enter the keep with Raolf or Hadvar, or until it detects that you're in the Abandoned Prison cell from Live Another Life. So if you used an alternative start mod other than LAL, or if you just coc'd in from the title screen, then the quest won't have started.

 

This is why I suggested the reboot spell since all that does is call the PAH Boo() method that starts the mod. If you've already cast it and haven't had any messages from the mod (You should at least see a "Paradise Halls: Testing System" notification) then probably you have a quest property that didn't get set for some reason. A look at your papyrus log would be helpful here.

Where is this reboot spell you speak of LAL looks like this to me

https://ibb.co/5LKdwkM

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On 4/19/2019 at 1:48 PM, gogelmogel100 said:

You completely misunderstood me. The main character has no problems with sex with slaves, I mean other NPCs not raping NPCs-slaves PAHE with mod SexLab RapeSpell (with Victimize) RVC4c mod.

If I want other NPCs to have some fun with my slaves I use this one:

Now even better control who gets raped via DD collars (or just add the petcollar via MCM)

(careful not to select your PC while adding collars via MCM ^^)

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On 4/23/2019 at 10:41 PM, Tiress said:

Every time I load the game with this mod, I get about 700 lines like the ones below. Not sure whether it's harmful, but it probably shouldn't be there, at least not so many times. It happens even if I have only basic requirements installed (except for ZAP, I use 8+, but it should be backwards compatible), there just might be less lines of it, but still way too much in my opinion.

 

Perhaps I'm doing something wrong, any ideas? :)

 

  Reveal hidden contents

[04/22/2019 - 10:04:50PM] warning: Property PAHMoodJustCaptured on script pahslave attached to alias slave126 on quest PAH (1201FAEF) cannot be initialized because the script no longer contains that property
[04/22/2019 - 10:04:50PM] warning: Property PAHMoodNeutral on script pahslave attached to alias slave126 on quest PAH (1201FAEF) cannot be initialized because the script no longer contains that property
[04/22/2019 - 10:04:50PM] warning: Property PAHMoodAfraid on script pahslave attached to alias slave126 on quest PAH (1201FAEF) cannot be initialized because the script no longer contains that property
[04/22/2019 - 10:04:50PM] warning: Property PAHMoodAngry on script pahslave attached to alias slave126 on quest PAH (1201FAEF) cannot be initialized because the script no longer contains that property
[04/22/2019 - 10:04:50PM] warning: Property zbfEffectWrist on script pahactoralias attached to alias slave126 on quest PAH (1201FAEF) cannot be initialized because the script no longer contains that property

Would like to know this as well, it occupies a lot of papyrus. But I think the mentioned expressions do work.

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I would suggest starting a new character as a test with one of the quick start mods.

Your errors indicate some of your slaves have properties baked into your saves that the scripts no longer contained.

As if you updated the mod since you started enslaving folks - or picked up something PAHE related from Nexus.

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2 hours ago, fred200 said:

I would suggest starting a new character as a test with one of the quick start mods.

Your errors indicate some of your slaves have properties baked into your saves that the scripts no longer contained.

As if you updated the mod since you started enslaving folks - or picked up something PAHE related from Nexus.

Ah, sorry, I should've been more clear on that. It happens on a new game too, with nothing but PAHE and it's requirements. And USLEEP. And Crash Fixes.

 

As far as I can tell, it has no negative impact on my game, everything seems to work, but even if it's harmless, it might be worth checking out. 700 lines are 700 lines.

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On 4/29/2019 at 3:38 AM, fred200 said:

Only install mods from this topic. I would not add any PAHE mods from Nexus.

You will find paradise_halls_fellglow_slave_camp-adjusted 5-15-16.7z on this downloads page.

Not that I would recommend using it; there are many better options.

What do you recommend using instead of slave_camp?

And do you (and anyone else) have this bug that slaves don't stay locked in the furniture? I downloaded "zaz animation pack 8.0 helper addon 1.0.1" which also gives you the option to restrain npcs to furniture. It works with random npcs but not with slaves from PAHE. If I'm the only one with this bug it means that my game files are messed up.

 

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3 hours ago, whatsoldier said:

What do you recommend using instead of slave_camp?

And do you (and anyone else) have this bug that slaves don't stay locked in the furniture? I downloaded "zaz animation pack 8.0 helper addon 1.0.1" which also gives you the option to restrain npcs to furniture. It works with random npcs but not with slaves from PAHE. If I'm the only one with this bug it means that my game files are messed up.

 

 

Use "And You Get A Slave (AYGAS)" by Musje instead of the slave camp.

 

I have no problems with slaves using furniture when I use "Home Sweet Home (HSH)" also by Musje. I had that problem (slaves walking out of furniture)  with the ZAP helper also although for taking pictures it was great. It allowed more furniture than HSH does. So, but a slave on something, take a picture, release them and delete the furniture. I did get some nice shots though.

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There is an updated esp. file in the comment section of the ZAP helper. Now it also works with slaves from PAHE but you can only use 1 NPC at a time. 

Downloaded HSH and everything seems to work fine. Still have to figure out how to use furniture though. Seems that you have to buy a house and train your slaves to get this working.

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On 4/28/2019 at 11:19 PM, fuzzyfreak01 said:

Where is this reboot spell you speak of LAL looks like this to me

https://ibb.co/5LKdwkM

future versions will bring back that spell for the most extreme cases that aren't covered under my fixes..if i remember correctly, the current wip version for next update has the spell searchable thru console however the mcm restart button is also fixed so that old spell is no longer needed

On 4/29/2019 at 10:27 AM, Durante said:

Would like to know this as well, it occupies a lot of papyrus. But I think the mentioned expressions do work.

the mentioned expressions are specific to the slave aliases mentioned in the log. but in order to answer your question clearly i need to know if you've tried a new save and got the same results as the user below did

On 4/29/2019 at 1:53 PM, Tiress said:

Ah, sorry, I should've been more clear on that. It happens on a new game too, with nothing but PAHE and it's requirements. And USLEEP. And Crash Fixes.

 

 

since i don't have this particular bug in my saves, i'm going to need a list of what versions of pahe you're running or are you only running the posted version. also are you running ANY pah or pahe mods whether it be an intended translation for pahe or an intended addon or a nexus addon. also are you using mo or nmm or manual install

 

so far to my knowledge none of the nexus addons for pah have been updated to work with the current version of pahe, if however you're running a sl based mod thats listed as compatible with pahe, please lmk of that mod as well. i've noticed there are atleast a couple new addons for pahe and don't know their status yet as i'm currently looking into bugs caused by other mods such as obis.

 

Quote

As far as I can tell, it has no negative impact on my game, everything seems to work, but even if it's harmless, it might be worth checking out. 700 lines are 700 lines.

as far as pahe is concerned you won't notice the negative impact until your slave count reaches or exceeds the slave alias mentioned in the log...however 700 lines clogging up the papyrus engine would indeed be a concern during scripted situations...most of the impact will be felt on your other mods if you've already noticed no negative impact and if you're also running other scripted mods

 

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On 4/28/2019 at 11:19 PM, fuzzyfreak01 said:

LAL looks like this to me

https://ibb.co/5LKdwkM

the mod is set to wait for other mods to finish loading using a scripted delay and also set to wait until you're physically in the prison cell...it will not start the mod while you're in the character creation screen

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On 3/8/2019 at 7:21 PM, Bush_Connoisseur said:

Checking out the alternative start mod "Unbound" for first time. Needed to do this to get PAHE working.

PAHE_Unbound-Bush_patch.7z 2.21 kB · 36 downloads

thank you for sharing that with the others during my down time

 

On 3/12/2019 at 5:51 AM, ZoneX95 said:

Did anyone fix 7.28, I've been using 7.2.4 and it's working fine although whip marks are not appearing for some reason. I don't know if that's new addition or I messed something up.

i can't comment on the whip marks, that may be a change that was made a while back...really never looked for any whip marks on my slaves to know if they were there at 1 time. atm i'm planning (can't say for certain when i'll do this yet) to upload 7.2.4 as the known stable version and rewrite the page to be more legible for new users coming in and either after the info of the current version i'll post changes with the updated version explaining that its a work in progress<wip> and that to my knowledge according to the code everything "should" be working better in the update, but for unknown reasons my tests are showing bad results that could be from the extensive test mods i use

 

however to answer your question, use the above patch for skyrim unbound. small bugs if you try adding that to an existing game, but that mod also has an mcm with option to unlock its own toggles if you'd like to try that

On 3/13/2019 at 10:04 AM, 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

have you tested this long enough to tell us if the mandate nudity is still applied to the base actor variant that the leveled lists draw from if say this were an imperial soldier escorting their captive stormcloak and the leveled lists spawns them yet again= current pahe issue with the outfit that i was attempting to clear up when the new bug occured is that the next spawn of that npc turns up naked....just curious if mandate nudity still carries that bug aptly known as the naked bandit bug

On 3/13/2019 at 5:34 PM, ShadowManGray said:

Still waiting for the Slave Amount update. I really don't think that there'll be a MCM length fix (given that SE is around and about). 

It would be simpler to separate the huge slave list into a tab per fifty slaves. 

 

Like this sort of Format:

 

PaHe Options

Enslavement

Slaves Pg. 1

Slaves Pg. 2

Slaves Pg. 3

yes, ideally that is how i would have it done...if i could feasibly see a way to separate the list as it sits on the page. at current it has no stationary positioning, its just told to list all slaves individually in order

On 3/17/2019 at 8:14 PM, Herman172 said:

Hello, I am currently using paradise halls v 0.6.2 and everything work fine. But since it separate paradise halls to two esm (paradise halls base.esm & paradise halls core.esm) and when I try to install "AndYouGetASlave" it require only one esm (paradise halls.esm) so I try to upgrade paradise halls to paradise halls v7.2.8. However after those upgrade NPCs do not yield anymore until I change back my paradise halls version to paradise halls v 0.6.2. And I can't use "AndYouGetASlave" anymore because (paradise halls.esm) is missing......

 

Is there any solution or fix? Please help.....

if you send me your copy, i can look into a possible fix for a future update, but currently we're not compatible with that version. pahe was built on paradise halls 0.7.3, not 0.7.3.1 or 0.6

On 3/18/2019 at 5:29 AM, DocClox said:

 

How I tend to do it:

  1. Find a random passing bandit, dark mage, whatever
  2. beat em up to below half health
  3. Activate them in combat. There should be a menu with "enslave" as an option. Choose that one
  4. They'll go into bleedout and stay there until you're ready for them. Finish off any other opponents, enslaving as you see fit.
  5. Go round all the new slaves and talk to them. Tell them they're now property,  then talk to them again and tell them you're going to make them stay here.
  6. Once they're all bound, get them all together into the same place. Pick somewhere nearby and get them in there one at a time so if they run, you only have one to chase down.
  7. Once they're assembled, do the rounds. Tell 'em they're going to be whipped and then beat them up, either bare-handed or with flames. Be careful, you can easily kill them if you misjudge this.
  8. After you've brutalised them a bit, or if they start sounding repentant, punish them with sex
  9. move on to the next trainee
  10. when you've done them all, sleep/wait for an hour and repeat. Check 'em, with the slave info spell. Any with submission over 60 can be untied  and/or ignored while you process their colleagues.
  11. When they're all over 60 submission, until them all and have them follow you.
  12. That's it. No whip, spell or magic collar needed.

 

thank you for sharing that with the others, its still my preferred method

On 3/18/2019 at 5:41 AM, Psalam said:

You're absolutely correct but I prefer my method because, with yours, which I have also used, you can accidentally kill your target or, alternatively, allow them to kill you. With a lot of experience yours can be quite a bit of fun but, with a self-described noob, I still think that my approach will give them the quickest and easiest introduction to enslavement. 

 

In terms of the second part, by lowering the necessary level of submission to keep them from running away, my preferred method is to beat them 3 times with about 15 seconds (real time) in between. For most slaves after three episodes they will agree to fight for me (proof that they have reached an adequate submission without having to look it up). If three isn't enough I do four or five. Anyway, once that is done I take them somewhere safe and indoors and chain them up (I like Dragonsreach for this) and make a habit of having sex with them every time I pass by. By doing that I can get their submission, pose, combat and sex all up over 100 in about one month to six weeks (game time).

i keep forgetting what my results were with eff, so far thinking that's the difference that kills the slaves versus the unkillable versions most of us see...but thank you for sharing that with them as well

On 3/18/2019 at 6:13 AM, DocClox said:

 

 

 

I also keep meaning to make a mark spell - one that puts them into bleedout if they "die" ready for enslavement, but doesn't do you any favors otherwise. Then I can turn off activation enslavement and have to defeat my slaves the old fashioned way.

 

 

ideally, an enchantment that had the ability to add the enslave faction would be the way to go with that concept idea. would be a similar concept to the "family fued" weapons used. when those weapons were still in working condition based on the older paradise halls, it would allow for enslavement afterwords same as the mark key does now, but the mark key doesn't yet have a way to work in a massive situation. an enchantment based method of adding the faction would get around this problem

Quote

So many things to do, so little time :)

lol, that's what i face now as well

 

On 3/19/2019 at 3:29 PM, 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?

i tried to get around bugs of that nature, but follower frameworks such as aft have some sort of delay the prevents pahe from functioning properly on followers.

if you didn't find the solution already, i would suggest dismissing the follower before enslaving them to prevent issues

 

On 3/20/2019 at 11:28 PM, dewayne3478 said:

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

some slaves can be released, but majority of slaves have an issue i need to fix with the release dialogues

 

 

On 3/25/2019 at 11:43 AM, 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.

this:

On 3/26/2019 at 7:31 AM, 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 · 12 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.

 

thanks again for that and hopefully i'll have that released publically for others soon

 

 

On 3/27/2019 at 11:05 AM, DvPl said:

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

avs seems to be our resident expert on dwarven tech suits, refer to his post above before looking further

On 3/26/2019 at 8:43 AM, donttouchmethere said:

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)

do you have a cbbe variant you'd be willing to share with us

On 3/26/2019 at 4:30 PM, Syridia said:

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?

On 3/27/2019 at 3:36 PM, Syridia said:

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

ya, 6.x series i made the mistake of autostarting the mod and other mods would start up simultaneously so the users who ran this with vanilla game would get issues...hence why i'm trying things a bit different with this version, attempting to get around some bugs

next update should fix the mcm to allow installs over old saves again

On 4/5/2019 at 11:20 PM, DocClox said:

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.

the names index is used in conjuction with the slave array when the core is called to update the arrays. the reason you're having trouble with it updating periodically would be when a new slave is caught and added to the list, it refreshes the array list thru those functions to find the next spot in line for the slave:

Spoiler

Function updateSlaveArray(PAHSlave newSlave = None, bool refresh = false)
    int slaveCount = GetSlaveCount()
;    If slaveCount != 0
    PAHSlave[] tmp_slaveArray = GetSlaveArrayLength(slaveCount)
    String[] tmp_stringArray = GetStringArrayLength(slaveCount)
;     String[] tmp_stringArray = utility.CreateStringArray(slaveCount)
    int currentSlaveIndex = 0
    int aliasIndex = 0
    
    If newSlave
        While aliasIndex < _slave_array.length
            tmp_slaveArray[aliasIndex] = _slave_array[aliasIndex]
            tmp_stringArray[aliasIndex] = _slave_array[aliasIndex].getName()
            aliasIndex += 1
        EndWhile
        tmp_slaveArray[aliasIndex] = newSlave
        tmp_stringArray[aliasIndex] = newSlave.getName()
    ElseIf refresh
        While aliasIndex < _slave_array.length
            If _slave_array[aliasIndex].GetActorRef()
                tmp_slaveArray[currentSlaveIndex] = _slave_array[aliasIndex]
                tmp_stringArray[currentSlaveIndex] = _slave_array[aliasIndex].getName()
                currentSlaveIndex += 1
            EndIf
            aliasIndex += 1
        EndWhile
    Else
        While aliasIndex < slave_aliases.length
            PAHSlave slave = slave_aliases[aliasIndex] as PAHSlave
            If slave.GetActorRef() && slave.GetActorRef().GetFormID()
                tmp_slaveArray[currentSlaveIndex] = slave
                tmp_stringArray[currentSlaveIndex] = slave.getName()
                currentSlaveIndex += 1
            EndIf
            aliasIndex += 1
        EndWhile
    EndIf
    
    _slave_array = tmp_slaveArray
    _slave_names = tmp_stringArray
;    EndIf
EndFunction

 

comparing your code fix to what's in that should fix your problems, basically you're adding the display name you made to the arrays to be remembered by the core

 

 

 

On 4/10/2019 at 5:58 AM, dotoy2233 said:

Uh I believe I missed something. I can't find Paradise_Hall_Base.esm and pardise_hall_core.esm plugin. Any advice? (I use vortex for managing the mod)

 

those are obsolete

On 4/10/2019 at 9:56 AM, dotoy2233 said:

Hmm. I can't run my skyrim not without turn off PAHExtender.esp or find those two plugin that I been missing.
Funny thing it was running well few month ago until I have to restore the window. I backup the mod file (zip) but, I guess not all of them are being backup

pahextender is the incompatible addon

 

On 4/16/2019 at 3:01 PM, DocClox said:

Got a patch.

 

Motivation: It can happen that another mod wants to use PAHE to enslave a victim, and also do something else at the same time. Apply a tattoo, for instance. This does not work. Either that tattoo is applied first and is not replicated on the cloned actor, or elsethe tattoo is applied second and the client mod has no reference to the clone.

 

Solution:

 

A mod event fired when Capture is completed and the cloned actor is passed as an argument. The client can catch the event and complete any processing that may be needed.

 

However:

 

That leads to problems where a mod may inadvertantly pick up enslavement events generated from other mods, PAHE included.

 

Solution:

 

Before calling Capture, the client mod uses StorageUtil to set a tagon the soon-to-be-enslaved actor . The key value is "pahe_client_identifier" and the value is a string identifying the victim to the calling mod. For instance


        StorageUtil.SetStringValue(t, "pahe_client_identifier", "slavers_spellbook_brand")

The Capture function checks for the key at the start of the capture process. and if it is set, applies the same tag to the cloned actor. (It would be simpler to pass the identification string as an optional parameter to capture(), but I didn't want to mess with the API)

 

So the code is:

 



Function Capture(Actor captive)
;
;       check for a client identifying mark - keep it for later
;
        string client_marker = StorageUtil.GetStringValue(captive, "pahe_client_identifier", "")
        if client_marker == ""
                Debug.trace("[PAHECore] no mark found")
        else
                Debug.trace("[PAHECore] marked with " + client_marker)
        endif
	
		; and then as before ... until

;
;                       if the slave had an identifying mark from a client mod
;                       replicate that mark on the clone
;

                        Debug.trace("[PAHECore]: cleaning done")
                        if client_marker == ""
                                Debug.trace("[PAHECore] no mark found")
                        else
                                Debug.trace("[PAHECore] marked with " + client_marker + " - setting on clone")
                                StorageUtil.SetStringValue(cleaned_captive, "pahe_client_identifier", client_marker)
                        endif
;
;                       inform anyone who may be interested that we made a new slave
;
                        debug.trace("[PAHECore] PAHE_NewSlave")
                        int handle = ModEvent.Create("PAHE_NewSlave")
                        if (handle)
                                ModEvent.PushForm(handle, self)
                                ModEvent.PushForm(handle, cleaned_captive)
                                ModEvent.Send(handle)
                        endIf

Pex file and script attached in ModOrganizer format.

 

pahe_slavers_spellbook.7z 23.49 kB · 11 downloads

 

definitely sounds interesting, i'll have to look into that

On 4/17/2019 at 4:45 PM, anonim587 said:

Hi. I want to report a issue which is already known but I might have some clues. From 2 days I trying to leave one slave as guard of camp (HSH mod) but every time I go to far from camp or eneter any interior my slave "die from unnatural causes". I think that even when he not follow me, he is still recognize as my follower. iNeed mod still spam messeges about my follower needs (that slave when acts as fighter), so that NPC wasn't properly removed. Even after sold him, that slave is still recognize as follower (based on iNeed messeges). This bug appears on every slave which at least one time was fight for me, others are fine.

I tried even kill him and resurect by console commands and nothing changed. So, I want to recreate that npc from scratch and I want to know, is any way to set slave stats (like submission, combat etc) by commands or files edit? I can't train another slave's combat skill because it will bug that slave in same way.

EDIT:
Of course I didn't read all of this 158 pages of that topic, so I'm sorry if I duplicate any informations.

hsh doesn't treat slaves the same as pahe nor does pahe treat them the same as hsh....if you have a fix suggestion for home sweet home, try posting it in the home sweet home thread

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21 hours ago, CliftonJD said:

since i don't have this particular bug in my saves, i'm going to need a list of what versions of pahe you're running or are you only running the posted version. also are you running ANY pah or pahe mods whether it be an intended translation for pahe or an intended addon or a nexus addon. also are you using mo or nmm or manual install

 

so far to my knowledge none of the nexus addons for pah have been updated to work with the current version of pahe, if however you're running a sl based mod thats listed as compatible with pahe, please lmk of that mod as well. i've noticed there are atleast a couple new addons for pahe and don't know their status yet as i'm currently looking into bugs caused by other mods such as obis.

 

as far as pahe is concerned you won't notice the negative impact until your slave count reaches or exceeds the slave alias mentioned in the log...however 700 lines clogging up the papyrus engine would indeed be a concern during scripted situations...most of the impact will be felt on your other mods if you've already noticed no negative impact and if you're also running other scripted mods

I use MO2 and this is the only pahe related archive that I installed - pahe_lives_on-7.2.8-no addons_install.7z, the one from pahe mod page here on LL.

 

My testing LO is following, log should be attached.

Spoiler

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp
SexLab.esm
ZaZAnimationPack.esm
paradise_halls.esm
SkyUI.esp
FNIS.esp
paradise_halls_farengars_study.esp
paradise_halls_SLExtension.esp
Alternate Start - Live Another Life.esp

Mod list is following:

Spoiler

Alternate Start - Live Another Life
Bug fixes
Crash fixes
Fores New Idles in Skyrim - FNIS
pahe lives on
SexLab Framework v162 FULL
SkyUI
Unofficial Skyrim Legendary Edition Patch
XP32 Maximum Skeleton Extended
ZaZ Animation Pack UUNP HDT V.8.0

 

Not counting ENB, this is all that is installed. Ini files are managed through BethINI in default and recommended settings.

 

The spam only happens once on load, not during gameplay.

 

Don't know if it's usefull, but here is a screen from Fallrim tools from a save right after the game loaded:

Spoiler

pahe.jpg

 

 

Papyrus.0.log

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Enslaved some Breton mage that looks like Mike Pence on steroids, tied him up in a tavern room and slept and when I woke up Mega Pence initiated a scene that just looped a making out animation for like 3 minutes until my leg was sticky and SLSO pushed him off me.

Is this normal?  Should I be alarmed?  ...Should I neuter him?  He's way too nice! >_<

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what's the difference between 'no addons install' and 'all addons install'? what addons added in 'all addons install'? which 1 i have to download?

 

does this mod requires original paradise halls from nexus? original paradise halls isn't required in requirements list, but then, in op there's this description; 'pahe must be loaded after paradise halls'

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hello, i have just installed this mod and seem to work well and i am just testing the mod out, and i just captured my first slave

 

the question is, where is the Fellglow Slave Camp so that i can sell my newly acquired slave? i am at Fellglow Keep and i can't seem to find the camp?

 

edit: nvm i found it, didn't realize i had to install the Fellglow Slave Camp mod as well

 

 

for the question on the post above mine, i installed the one with "no addons" as looking at the "all" i don't have most of those mods installed

the only other i installed is "your home is my home.esp" because i have that mod etc

 

anyways it seems to work for so far :)

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48 minutes ago, helmutw said:

what's the difference between 'no addons install' and 'all addons install'? what addons added in 'all addons install'? which 1 i have to download?

 

does this mod requires original paradise halls from nexus? original paradise halls isn't required in requirements list, but then, in op there's this description; 'pahe must be loaded after paradise halls'

"all addons" just comes with a bunch of extra .esp files.  Patches for it to work with other mods.  They're separate and can be individually discarded if not needed.

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I'm also getting the 'stopped' mod status so I cannot use this mod without starting a new Save, which at 60hours on this save seems a little annoying ?

 

I can see that this is new feature/bug of the 7.28 version only..does anyone have an old version i could use? many thanks

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6 hours ago, DocClox said:

startquest pah?

Tried this + setstage + resetquest, neither work. Although I managed to get it to a 'unknown' status instead of stopped which is strange considering nothing has changed.

 

Got all the items from dragonsreach, just still no option to enslave and no quests at all. dunno what to do at this point :(

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Quote
1 hour ago, XSignFX said:

Tried this + setstage + resetquest, neither work. Although I managed to get it to a 'unknown' status instead of stopped which is strange considering nothing has changed.

 

Got all the items from dragonsreach, just still no option to enslave and no quests at all. dunno what to do at this point :(

 

Sorry if all this has been asked but could you take a screenshot of your open McMenu and also post a papyrus log.

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