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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted

i dont realy enslave random temp npc. i enslave unique npc that have no use or quests

 why should riverwood be full of women and u hardly ever go there?

Posted
1 hour ago, gogelmogel100 said:

 

This mod is a million years old, and we will never wait until the slave can be fired in full ...

and no one knows wtf u talking about

Posted

Do you know why slaverun partly recognizes PAHE Slaves as slaves in slaverun? They are used like slaves but I saw a few times that pahe slaves get an slaverun slave outfit when they enter an enslaved area for the first time. This doesn't happen anymore though.

Posted
3 hours ago, サマエル said:

slaves CAN be dismissed perfectly, must be a conflict problem

 

There remains a slave dialogue and the inability of the former slave to be taken as a follower - is this perfectly?! The inability to assign him where to live and where to go is perfectly ?! This is a vegetable, not an NPC !

Posted
10 minutes ago, gogelmogel100 said:

 

There remains a slave dialogue and the inability of the former slave to be taken as a follower - is this perfectly?! The inability to assign him where to live and where to go is perfectly ?! This is a vegetable, not an NPC !

The NPC you enslaved is dead to the game and gone. What you are left with is a cloned simulacrum. What do you actually expect from this construct?

Posted
2 hours ago, fred200 said:

The NPC you enslaved is dead to the game and gone. What you are left with is a cloned simulacrum. What do you actually expect from this construct?

You're right, and I knew it. Okay, the question is closed.

Posted

Okay, I apologize in advance for any dumb questions, as I'm still new to installing skyrim mods. If there's information I can provide or diagnostics I can do, please let me know.

 

I'm trying to get the following mods to all work:

  • Paradise Halls
  • PAH - You Get A Slave
  • PAH - Home Sweet Home
  • TDF Aggressive Prostitution

I've installed the mods and required mods and whatnot (through Vortex, running LOOT, and generating FNIS), but I'm having a problem where when I have the following installed, I crash to desktop upon launch (through SKSE):

image.png.7aa7edda2600693f02320e61e3a25b9b.png

 

I'm assuming I've installed something incorrectly or out of order, but I'm not sure what. Is there a detailed "Installation Order" guide somewhere I could follow to get it right? As far as I can tell, those should be compatible, I think? (+ Some seem to be required for others.)

 

I apologize for taking up anyone's time -- I'm just trying to get it working. ;; I'm not using any other slave-related mods besides the ones listed above in trying to get the PAH/slavery content working. I do also have Devious Devices, however the game doesn't crash with that installed (or any of my other mods), so I'm assuming something in PAH or TDF is causing the problem.

Posted

all those mods work fine so prroblay u missing a patch or craptex is screwing up like usual

 

beyond that no idea as i no longer provide help to NMM or vortex users as it takes far to much time to explain or fix simple issues

Posted

If I'm missing a patch, where would I get it from/what do I need to get? (Also, what is craptex? sorry.)

 

If you have any resources on how to do it manually, I'm willing to do that -- I just only started playing Skyrim today and so I'm still learning from a ground level up. ;-;

Posted

when i say craptex i mean vortex its not very good for bethsdia games. its fine thou for other games
if u can get MO2 and use it since u starting out. in long run its better to use. might just take u a bit to get use to
bacialy
vortex=easy to use but harder to trouble shoot issues
mo2 aka mod organizer 2= a bit hard to learn but allows u to keep a clean game folder and far easier to fix game issues with.
so if u just want to play go for vertex but if think u might play a long time or even get into modding it go mo2.


but first u need to drop  the top most pahe as u got 2 installed for some reason. check the pahe downloads as there is a tdf patch.

Posted

Take what you read about Vortex with a grain of salt. It is written by the same person that wrote MO2, and unlike MO2, Vortex really does keep your game directory clean.

Vortex also does not need to be running when Skyrim is. No Virtual File System to mess with.

I have 18 Skyrim SE profiles on Vortex, about 100 mods each. I have 13 profiles on Skyrim LE, about 150 mods each.

4 profiles on Fallout 4, about 120 mods each. Bethesda runs just fine, thank you.

 

Drop that duplicate PAHE, add the TDF patch for PAHE, start a new game - and you should be fine.

Make sure when you say Skyrim - you don't mean Skyrim SE. These mods exist for both - but they are not interchangeable.

All mods have to be the latest version, as does SKSE.

Posted

?that was good laugh ?. vortex keeps skyrim data clean ?so funny. the reason it can launch game without be started is because it doesn't keep it clean?
but enough on that not here to  argue about a mod program that   isn't designed how the author wanted it to be in first place.

Posted

In regards to the naked bandit bug, I had a big post regarding the possible cause and a solution, but I did some experiments, found I was wrong, so I am starting fresh. I don't have time for full time modding but I do enjoy troubleshooting and helping to fix the occasional bug when I have the chance.

 

So far I've seen the naked npcs that I captured from OBIS spawned bandits and Immersive Patrols. Is it confirmed that it also occurs with "vanilla" skyrim bandits?

 

I thought that DocClox's solution of tying the setoutfit() function call to a magic effect would help, since the magic effect wouldn't carry over to new actors, but fundamentally it's the setoutfit() function in the first place that's causing problems, since it's changing the outfits of the actor so newly spawned npc's based off that actor get that outfit as well. I would think it should only change that instance of a npc's outfit but either it doesn't or doesn't do so consistently.

 

Would a magic effect placed on new slaves that has them equip any cuffs/chains, etc in their inventory but doesn't touch the underlying outfit work? From what I understand it wouldn't since if a npc reloads it uses the outfit and any missing items are added to the inventory. The only other solution I can think of would be to have a slave base actor that could then be freshly spawned in place of the previous npc that would be identical physically and stat wise. Not sure if that's possible. Can you dynamically point a new spawn npc's physical characteristics to a different base actor?

 

Anyway, I'll keep looking into it. Thanks for all the efforts on the mod so far, I'm really enjoying it.

 

Also, for those with naked bandits that would like to fix them by resetting their outfits, I think this mod could be useful:

https://www.nexusmods.com/skyrimspecialedition/mods/15211?tab=description

Posted

 

 

 

 

 

 

On 2/6/2020 at 2:42 PM, gogelmogel100 said:

 

There remains a slave dialogue and the inability of the former slave to be taken as a follower - is this perfectly?! The inability to assign him where to live and where to go is perfectly ?! This is a vegetable, not an NPC !

  • yes its still a planned feature for the slave to be eligible as a follower some day, how ever:
  • the slave will always be a vegetable
  • its my hope that follower mods can take over from there, but no guarantees on that or the my home is your home mod
On 2/6/2020 at 10:00 PM, leiagirl said:

Okay, I apologize in advance for any dumb questions, as I'm still new to installing skyrim mods. If there's information I can provide or diagnostics I can do, please let me know.

 

I'm trying to get the following mods to all work:

  • Paradise Halls
  • PAH - You Get A Slave
  • PAH - Home Sweet Home
  • TDF Aggressive Prostitution

I've installed the mods and required mods and whatnot (through Vortex, running LOOT, and generating FNIS), but I'm having a problem where when I have the following installed, I crash to desktop upon launch (through SKSE):

image.png.7aa7edda2600693f02320e61e3a25b9b.png

 

I'm assuming I've installed something incorrectly or out of order, but I'm not sure what. Is there a detailed "Installation Order" guide somewhere I could follow to get it right? As far as I can tell, those should be compatible, I think? (+ Some seem to be required for others.)

 

I apologize for taking up anyone's time -- I'm just trying to get it working. ;; I'm not using any other slave-related mods besides the ones listed above in trying to get the PAH/slavery content working. I do also have Devious Devices, however the game doesn't crash with that installed (or any of my other mods), so I'm assuming something in PAH or TDF is causing the problem.

ctd on launch is a missing mod requirement, check that you have zaz installed or review the requirements page

On 2/7/2020 at 9:17 AM, teutonicguy said:

In regards to the naked bandit bug, I had a big post regarding the possible cause and a solution, but I did some experiments, found I was wrong, so I am starting fresh. I don't have time for full time modding but I do enjoy troubleshooting and helping to fix the occasional bug when I have the chance.

 

So far I've seen the naked npcs that I captured from OBIS spawned bandits and Immersive Patrols. Is it confirmed that it also occurs with "vanilla" skyrim bandits?

 

I thought that DocClox's solution of tying the setoutfit() function call to a magic effect would help, since the magic effect wouldn't carry over to new actors, but fundamentally it's the setoutfit() function in the first place that's causing problems, since it's changing the outfits of the actor so newly spawned npc's based off that actor get that outfit as well. I would think it should only change that instance of a npc's outfit but either it doesn't or doesn't do so consistently.

 

Would a magic effect placed on new slaves that has them equip any cuffs/chains, etc in their inventory but doesn't touch the underlying outfit work? From what I understand it wouldn't since if a npc reloads it uses the outfit and any missing items are added to the inventory. The only other solution I can think of would be to have a slave base actor that could then be freshly spawned in place of the previous npc that would be identical physically and stat wise. Not sure if that's possible. Can you dynamically point a new spawn npc's physical characteristics to a different base actor?

 

Anyway, I'll keep looking into it. Thanks for all the efforts on the mod so far, I'm really enjoying it.

 

Also, for those with naked bandits that would like to fix them by resetting their outfits, I think this mod could be useful:

https://www.nexusmods.com/skyrimspecialedition/mods/15211?tab=description

so far that we can tell the outfit is tied to the base npc. its less common in vanilla skyrim than obis npc's cuz obis recycles the same base npc to different npc's or templates. obis is also 1 of those mods that has several of the base npc's given a name and placed in the actor pool for even more chance of contaminating the outfits. obis is also incompatible with the leveled actorbase toggle and using the leveled actorbase toggle with obis installed has a high enslavement failure rate.

 

docClox's solution was used on a version of pahe that changed how the outfit was assigned to the slaves giving a high failure rate for slaves to gain the naked outfit--no naked oufit to slaves means no naked bandit bug, but leaves it to the player to find other means of clothing their slaves

Quote

The only other solution I can think of would be to have a slave base actor that could then be freshly spawned in place of the previous npc that would be identical physically and stat wise. Not sure if that's possible. Can you dynamically point a new spawn npc's physical characteristics to a different base actor?

in concept it seems like the best solution overall, but you asked the right question. unfortunately either it can't be done or its gonna be a while before i figure out how

Posted

Hi, thanks for your great work on the mod!

I got a quick question as to it being possible to reset your relationship with an npc after enslaving, AND THEN releasing them?

I'm using the "Buxom Wench Yuriana" mod and some of the enemy NPCs use the same base ID as the followers in the mod, causing the followers to be automatically enslaved with there enemy clones.

Besides loading up an old save from weeks ago, nothing i've tried has worked so far, so im hoping you can give me some insight.

Thanks for the help and if theres no fix, thanks for reading my question.

Posted
14 hours ago, Dididort said:

Hi, thanks for your great work on the mod!

I got a quick question as to it being possible to reset your relationship with an npc after enslaving, AND THEN releasing them?

I'm using the "Buxom Wench Yuriana" mod and some of the enemy NPCs use the same base ID as the followers in the mod, causing the followers to be automatically enslaved with there enemy clones.

Besides loading up an old save from weeks ago, nothing i've tried has worked so far, so im hoping you can give me some insight.

Thanks for the help and if theres no fix, thanks for reading my question.

Yeah, wenches from Wench mods, including Yuriana, tend to have issues with enslavement. Best idea would be to return to a save from before you have enslaved them and go from there. 

 

Alternatively, you can try either killing your wenches, setting them free or selling them through Home Sweet Home auction system or to Master Jerrek if you have the Fellglow slave camp installed. The idea is to remove them from the PaHe lists. I can't say if this would work but it's worth a shot.

Posted
16 hours ago, CliftonJD said:

so far that we can tell the outfit is tied to the base npc. its less common in vanilla skyrim than obis npc's cuz obis recycles the same base npc to different npc's or templates. obis is also 1 of those mods that has several of the base npc's given a name and placed in the actor pool for even more chance of contaminating the outfits. obis is also incompatible with the leveled actorbase toggle and using the leveled actorbase toggle with obis installed has a high enslavement failure rate.

 

docClox's solution was used on a version of pahe that changed how the outfit was assigned to the slaves giving a high failure rate for slaves to gain the naked outfit--no naked oufit to slaves means no naked bandit bug, but leaves it to the player to find other means of clothing their slaves

in concept it seems like the best solution overall, but you asked the right question. unfortunately either it can't be done or its gonna be a while before i figure out how

Interesting. In an effort to get my slaves functional as milk production for soulgem oven 4, I found they would only produce if they were marked as "fight for me". I found followers who weren't actively on my team wouldn't produce either, so probably tied to the teammate flag.

 

SetOutfit() is the same method for actor and actor base, I wonder if it's accidentally getting called on the actor base instead of of the actor and that's what causes the bug. Maybe if we don't call setoutfit until we know it's being called on an actor instead of a base? I'm honestly not sure if that would fix it either, especially given what you said for OBIS and the other mods like it.

 

From what I've read a npc will attempt to apply the outfit items if the items are better than what they have and they're a teammate or whenever it's reloaded after you haven't been in their cell for awhile. Are magic effects re-applied to an NPC on reload? I'm not sure if it would be horrendously script heavy but maybe if a magic effect tied to enslavement iterated through all their hidden default outfit equipped items and unequipped them that would effectively keep them in the proper state. Probably be a bit iffy for combat slaves though, from what I've read removing their default outfit items and trying to force them to equip other things doesn't always produce consistent results. I wonder if the teammate status would help with that as well.

 

Anyway, I'll give it a try and report back :D

Posted

Not sure if this has been reported, for some reason the mods shows me different names while dialogues show me the same name as the console show if I click on them

 

Spoiler

image.png.328daa222d78b73660a9f9084270c382.pngimage.png.38ad301cea93ec4712ca544e30129513.png

image.png.b5828686f3fb5f06fcba12cc82659525.png
 

 

Posted
21 hours ago, MilfSimmer said:

Not sure if this has been reported, for some reason the mods shows me different names while dialogues show me the same name as the console show if I click on them

 

  Hide contents

image.png.328daa222d78b73660a9f9084270c382.pngimage.png.38ad301cea93ec4712ca544e30129513.png

image.png.b5828686f3fb5f06fcba12cc82659525.png
 

 

I don't have this problem, so I don't have a solution for you.  There are some occasions where the type of npc, say, "bandit chief" shows up in dialogue, but for the most part, the name of the npc is what I told it, or it retains the name in some cases.  Oh, come to think of it, selling a slave (I think in "And You Get A Slave" (AYGAS)), give the npc type.  However, Immersive Wenches (in my game) seem to keep their names for all cases, unless I change it.

 

My first guess is that your database pointer is messed up.  I'm pretty sure that selling dialogue comes from AYGAS.  So if you have Home Sweet Home (PAHE-HSH), you might try putting these slaves back into PAHE-HSH and then run the rebuild database in the PAHE-HSH MCM.

 

Posted

CliftonJD,

 

Sorry I been out of commission for like 4 months, was messing around. What I was doing was slapping every NPC and enslaving them, and a number of NPCs were leaving duplicate containers in T-poses scattered around the landscape.

almost all hydra slaves left duplicate containers in T-pose after they were successfully enslaved.
a few Immersive wenches but not all.

I was wondering, almost all hydra slaves are FOX RACE, and a few wenches too.

when the script to enslave a NPC copy and delete the old ID, does the NPC have to be a certain voice types and race types in the past that I remember would be some peoples pet peeves until they were added.

I dont remember the exact issues in the past, but I was wondering is there any issue enslaving NPC that are still labeled "FoxRace"?  

edit: never mind its not the fox race thing. 
I zoomed way out and everything is great up until you click I am taking to to paradise halls, the NPC dies and collapses, as the cloned NPC becomes visible and short distance away behind where the PC stands a T-posed clone shows up. kind of like a timer issue. I wonder if a heavy scripted game might effect the transition when the clone might GET NPCS stats, clone, remove original and spawn new copy and it spawn the new copy and never gets rid of the original.

Kind of like a new game its works great on a few new slaves but after awhile collecting more slaves that issues becomes more and more regardless what NPC is enslaved. 

So my question could there be a time out issue from a heavy scripted game? I am gonna start a new game and try a few know hydra slaves that give me that issue and see if I can duplicate the same issue on a small game save and early in a game play.

 

SOLVED: 

Ok new start told a slave follow me for sex, whacked the slave and enslave , and again a duplicate clone in t-pose after the copy spawned.
THEN
reload told the slave we are done, as the slave walked away, I whacked and enslave, only a spawn clone and no duplicate original left in a t-pose.

last
reload my ongoing game, told the slave that was following me that we are done, whacked it and enslaved it, Wahlla.... perfect Clone and no extra T-pose NPC copy with the cloned NPC.

So some how the mod follow me for sex makes a bug getting a t-pose clone when an NPC is following you around for sex.

Maybe someone else can concur this bug and duplicate it. then Clifton might be able to code a fix for it maybe ????

 

Posted
On 2/16/2020 at 1:37 PM, MilfSimmer said:

Not sure if this has been reported, for some reason the mods shows me different names while dialogues show me the same name as the console show if I click on them

 

  Hide contents

image.png.328daa222d78b73660a9f9084270c382.pngimage.png.38ad301cea93ec4712ca544e30129513.png

image.png.b5828686f3fb5f06fcba12cc82659525.png
 

 

 

There is two things happing. the renaming of PAHE slaves is so you can see the difference of say 5 slaves captured and their progress stats who is who when looking at them or by the list instead of have 5 of them in your PAHE list all named "Slave"

If you capture say like 5 hydra slaves, the 5 Hydras slaves renamed to Mary, Lisa, Rose, June, Jane and will all show "slave" when selling them via AYGAS mods dialogue. same thing with Deadly wenches, but a few reoccurring immersive Wench are named lalawench as well. the same selling them will display "deadly Wench" or "lalaWench" , not what you named them as.
yes it can be a pain in the ass selling them not knowing which of the 5 your are actually selling.

Answer: The Console view looks at the original name like Alrid or like the many NPCs having the generic tag "Deadly Wench"  or "Slave" from hydras mod and not a unique name. not a bug.

 

Fix: What your asking if if when selling a slave that I believe it would be AYGAS mod to be able to share or look at the new tagged name over the original ID mods name.

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