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Paradise Halls Enhanced (pahe) repacked with the customary addons


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9 hours ago, CliftonJD said:

lol, we just went over that with somebody else using bash

Bash doesn't merge PAHE esp into the bashed patch automatically (usually only merges esp of patches), or at least not the bash version I used (307-5.7). Guess there is some confusion of bash patch and Tes5edit merged patch (to solve conflicts, not to merge the esp or mod files, combine esp changes without merging the esp, thus changing it name)

I merged with Merge Plugins (to reduce Plugin amount), because I saw no mod that used it as obvious master. It's one of those try and error merge esp ^^

Basically changing the esp name is bad in this case.

 

Bash Patch shows mods in green those esp can be merged in to the bash patch.

It's different to merging/conflict resolution of esp entries.

(BOX SCB for example is a MERGE PLUGIN merge, not a bashed patch esp merge)

So far I saw only one conflict between pahe and other mods in my LO and bashed patch solved that conflict => PAHE/SIC/any other mod that makes changes on SIC

Spoiler

ppi.jpg.76f832c79a530384e2d938852c68aafb.jpg

 

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4 hours ago, LynxFirenze said:

This is probably an ID10T problem. I admit but I recently reinstalled Skyrim and I've been trying to make this mod work again (The OG mod was one of my earliest installs way way back in the day and has been in my installs literally ever since). Whenever I start a game the Slave Camp Tracker quest from (I think) Home Sweet Home starts up but the PAHE one doesn't. 

Opening MCM it says "Unknown, Click to restart". When I click it it seemingly boots up fine enough but I can't change any of the settings under the enslavement tab and whenever I try to enslave someone the only option is "Cancel Enslavement". 

I'm going to take a wild guess and say that there's something interfering with the scripts but I have absolutely 0 idea what. If it helps I'm using the latest MO2 with the modlist here: https://modwat.ch/u/LynxFirenze Help would be appreciated. Perhaps there's something blatant that I'm missing and I'm an idiot.

i'll need to see your papyrus log to find what's stopping it up

2 hours ago, donttouchmethere said:

Bash doesn't merge PAHE esp into the bashed patch automatically (usually only merges esp of patches), or at least not the bash version I used (307-5.7). Guess there is some confusion of bash patch and Tes5edit merged patch (to solve conflicts, not to merge the esp or mod files, combine esp changes without merging the esp, thus changing it name)

I merged with Merge Plugins (to reduce Plugin amount), because I saw no mod that used it as obvious master. It's one of those try and error merge esp ^^

Basically changing the esp name is bad in this case.

 

Bash Patch shows mods in green those esp can be merged in to the bash patch.

It's different to merging/conflict resolution of esp entries.

(BOX SCB for example is a MERGE PLUGIN merge, not a bashed patch esp merge)

So far I saw only one conflict between pahe and other mods in my LO and bashed patch solved that conflict => PAHE/SIC/any other mod that makes changes on SIC

  Hide contents

ppi.jpg.76f832c79a530384e2d938852c68aafb.jpg

 

seems kinda weird or backwords that it would do things that way, all 3 of the addons should be green and the sl extension not. you should be able to merge the addons into the sl extension so that it is the main file with its patches included in it. i only left them separate so they wouldn't be required

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38 minutes ago, CliftonJD said:

you should be able to merge the addons into the sl extension so that it is the main file with its patches included in it. i only left them separate so they wouldn't be required

That's what I did, but if sl extension is merged (Merge Plugins) it can't be found by PAHE ingame anymore (because of changed esp name), thus giving the warning about missing extended slave training.

I think it might be possible to merge the tdf patch, suits and creature patch? I would still worry that Pahe won't be able to find them anymore.

 

After years I changed to Smashed Patch now. It's like the combination of a Bashed Patch and a Tes5edit merged patch and also has better conflict resolution routines.

Drawback is that Bashed Patch is awesome to merge patches into itself no matter the position in LO. On my LO that's over 22 plugins that are merged into the bashed patch. Without the bashed patch I need to find new mods I can merge with Merge Plugins to save plugin slots. Usually PAHE is on the "NONO" list for merging esp.

I was desperate lol

 

I found some other mods I can remove instead (me mod hoarder >.<) so I can leave PAHE alone. Still good to know that paradise_halls_SLExtension should not be touched by dirty merging hands.

 

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58 minutes ago, donttouchmethere said:

That's what I did, but if sl extension is merged (Merge Plugins) it can't be found by PAHE ingame anymore (because of changed esp name), thus giving the warning about missing extended slave training.

I think it might be possible to merge the tdf patch, suits and creature patch? I would still worry that Pahe won't be able to find them anymore.

i don't know enough about merge plugins if its renaming the target mod to merge intobut yes it should be possible to merge those other 3. tdf won't have any testing method until the slave is trained enough but the suits should be visible at the forge if that merges properly and if the immersive creature patch works, you can view the console of falmer for the difference in their race to be visible. if the patch fails, there's no way to tell them apart. but if it works, falmer added by that by will each have a different race name in the console. doesn't make any changes to the falmer, but changes their race names to distinguish them from other falmer

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12 hours ago, CliftonJD said:

i'll need to see your papyrus log to find what's stopping it up

seems kinda weird or backwords that it would do things that way, all 3 of the addons should be green and the sl extension not. you should be able to merge the addons into the sl extension so that it is the main file with its patches included in it. i only left them separate so they wouldn't be required

Papyrus.0.log This is from a new game, basically I just stood and let everything load up then opened the MCM and booted PAH. I appreciate the help and hope this is enlightening because it's gibberish to me. I'm a big fan of the mod but my knowledge of scripting is somewhere around "Nothing". 

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4 hours ago, LynxFirenze said:

Papyrus.0.log This is from a new game, basically I just stood and let everything load up then opened the MCM and booted PAH. I appreciate the help and hope this is enlightening because it's gibberish to me. I'm a big fan of the mod but my knowledge of scripting is somewhere around "Nothing". 

i can't determine if this is a problem from inexperience with mo2 causing it to not load things proper(even hearthfire scripts are malfunctioning) or if there's some problems with installation. for now i'm going to suggest you start by reinstalling any house mods you have installed (or remove them for now til things work). many of the slave aliases on pahcore are  also being seen as null attached to a null quest. check for (and remove) any old pah patches. pretty much any pah mod made before 2016 won't work. some pah mods became obsolete and some just too old

next reinstall pre-requisite mods:

  • skse
  • sexlab
  • zaz

reinstall pahe and aygas (aygas not required, but it had some issues as well to fix if you intend to keep it)

new game is good for checking its not a problem with old saves, but after completing the above we need to try from another new game. but some mods spit incomprehendable garbage during first launch so this time after starting a new game, let it load up, then save quit, reload and send me the new papyrus from that (if it still doesn't work).

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22 hours ago, LynxFirenze said:

I'm going to take a wild guess and say that there's something interfering with the scripts but I have absolutely 0 idea what. If it helps I'm using the latest MO2 with the modlist here: https://modwat.ch/u/LynxFirenze Help would be appreciated. Perhaps there's something blatant that I'm missing and I'm an idiot.

Arghs, there are some evil things going on in your LO.

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GoToBed.espesp

SmartCast_1_0.espesp

 

SimplyKnock.espesp

  • Make sure it didn't overwrite your PapyrusUtil v3.3

 

Chesko_LevelUp.espesp

RaceMenu.espesp

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honedmetal.espesp

DVA - Dynamic Vampire Appearance.espesp

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AddItemMenuLE.espesp

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PAH_HomeSweetHome.espesp

 

NorthernCardinal.espesp

ETaC - Complete CRF Patch.espesp

Underwater_Treasure.espesp

 

dcc-dm2.espesp => if you instal PAH AYGAS too make sure dcc-dm2 is always above all PAH esp (AYGAS will fail to load it's MCM otherwise). Might be enough to have it above AYGAS.

 

Arcanum.espesp

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Dead Body Collision.espesp

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  • PAHE comes with a sexy patch for that too

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DragonPriestMaskJournal.espesp

Melt_Down_Everything.espesp

 

ZazResources.espesp

  • NONONONONO! Don't mix the old Nexus ZAP version with LL Versions

 

SC_KhajiitMorphs.espesp

Cuyima 3DNPC - Redone.espesp

hothtrooper44_ArmorPatch.espesp

GagSFX.espesp

GagSFXDawnguard.espesp

GagSFXDragonborn.espesp

GagSFXHearthfires.espesp

GKRedguard.espesp

KS Hairdos - HDT.espesp

Ordinator - Perks of Skyrim.espesp

Apocalypse - Ordinator Compatibility Patch.espesp

Alternate Start - Live Another Life.espesp

Bashed Patch, 0.espesp

Dual Sheath Redux Patch.espesp

 

What always works for me:

Spoiler

 ... 

    0F Schlongs of Skyrim - Core.esm

...

•  11 SexLab.esm [Version 1.62]

•  12 Devious Devices - Assets.esm [Version 2.8.3]

•  13 SexLabAroused.esm [Version 2.8]

•  14 CreatureFramework.esm [Version 2.0.1]

•  15 ZaZAnimationPack.esm => I use ZAP 8+, if you use the TUTFP + ZEP variation follow the PAH HSH rules

...

•  18 Amputator.esm

...

   1A paradise_halls.esm

•  1B Devious Devices - Integration.esm

•  1C Devious Devices - Expansion.esm

(•  1D Devious Devices - Contraptions.esm => ignore it's from DD5beta)

...

•  52 dcc-dm2.esp => keep it above all PAHE esp to make sure PAH AYGAS MCM doesn't fail

...

(FNIS)

(FNISspells)

(XPMSE)

(MNC)

(SIC)

...

•  90 SexLab TDF Aggressive Prostitution.esp

•  91 paradise_halls_SLExtension.esp => DON'T MERGE THAT ONE!!!

•  92 pahe-tdf-patch.esp => patch for TDF-P

(93 Pahe_Dwarven_Devious_suits.esp)

(94 Pahe_Immersive_Creature fixes patch.esp => if you use SIC, don't forget to grab the SIC Bad Dog patch too, causes a bunsh of conflicts with mods that wanna change something on creature too other than MNC/SIC)

=> I tested what happens if the patches are below PAHE/HSH/AYGAS => some PAHE MCM enslavement options failed to work (can't be ticked)

=> I tested what happens if you move the patches around on a running game => some PAHE MCM enslavement options failed to work (can't be ticked)

=> I also merged the patches but didn't test on a new game, the result was => some PAHE MCM enslavement options failed to work (can't be ticked)

•  95 PAH_HomeSweetHome.esp => during installation make sure to install the AYGAS patch even if AYGAS isn't installed yet if you install AYGAS later (yeah odd), failing here makes MCM fail

•  96 PAH_AndYouGetASlave.esp => during installation choose HSH patch even if not installed yet or installed already if you use AYGAS and HSH together (odd too), failing here makes MCM fail

...

My Home Is Your Home.esp
My Home Is Your Home dialogue patch.esp => patch from PAHE for MHIYH => can be merged I guess ^^

...

bashed patch

 

 

From my experiance PAH mods are LO sequence sensitive. So don't mix them up too much and move them around on a running game.

PAHE mods need to be installed carefully or will fail to work.

 

 

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On 10/19/2020 at 11:18 AM, LynxFirenze said:

This is probably an ID10T problem. I admit but I recently reinstalled Skyrim and I've been trying to make this mod work again (The OG mod was one of my earliest installs way way back in the day and has been in my installs literally ever since). Whenever I start a game the Slave Camp Tracker quest from (I think) Home Sweet Home starts up but the PAHE one doesn't. 

Opening MCM it says "Unknown, Click to restart". When I click it it seemingly boots up fine enough but I can't change any of the settings under the enslavement tab and whenever I try to enslave someone the only option is "Cancel Enslavement". 

I'm going to take a wild guess and say that there's something interfering with the scripts but I have absolutely 0 idea what. If it helps I'm using the latest MO2 with the modlist here: https://modwat.ch/u/LynxFirenze Help would be appreciated. Perhaps there's something blatant that I'm missing and I'm an idiot.

hmmm, the page was blank when i loaded it. but if what's shown here is right:

1 hour ago, donttouchmethere said:

Arghs, there are some evil things going on in your LO.

  Reveal hidden contents

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Tag: PAHEFix

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Cutting Room Floor.espesp

BetterQuestObjectives.espesp

Hothtrooper44_Armor_Ecksstra.espesp

Hothtrooper44_ArmorCompilation.espesp

Guard Dialogue Overhaul.espesp

Weapons & Armor Fixes_Remade.espesp

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XPMSE.espesp

FNIS.espesp

RealisticRoomRental.espesp

LegacyoftheDragonborn.espesp

SGEyebrows.espesp

SkyUI.espesp

AtronachCrossingDLC.espesp

CobbPositioner.espesp

 

SexLab TDF Aggressive Prostitution.espesp

  • if you want to use it with PAH mods you need to also install the patch for it

 

SerialStrip.espesp

UIExtensions.espesp

MoreNastyCritters.espesp

FISS.espesp

AMatterOfTime.espesp

TakeNotes.espesp

AllThievesGuildJobsConcurrently.espesp

Bathing in Skyrim - Main.espesp

CollegeOfWinterholdImmersive.espesp

Complete Crafting Overhaul_Remade.espesp

Complete Alchemy & Cooking Overhaul.espesp

Brows.espesp

Beards.espesp

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mslDeviousCaptures.espesp

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Prettier Bandits.espesp

Helgen Reborn.espesp

SexLab_Solutions.espesp

SkyrimCoinReplacerRedux.espesp

Cidhna Mine Expanded.espesp

ShenkThieveryOverhaul.espesp

Feminine Females.espesp

Immersive Weapons.espesp

Wildcat - Combat of Skyrim.espesp

Mortal Enemies.espesp

WeaponsArmorFixes_ImmersiveWeapons_Patch.espesp

More Interesting Loot for Skyrim.espesp

thieverysilverware.espesp

DBMPatches.espesp

Legendary Skyrim Crossbows.espesp

SexLab_DibellaCult.espesp

RE_RealEstate.espesp

hearthfireextended.espesp

OwnCivilWar.espesp

Windhelm Bridge Overhaul.espesp

Hidden Hideouts of Skyrim - Merged NavMeshed - Deep Immersion.espesp

Point The Way.espesp

Morskom.espesp

Run For Your Lives.espesp

DBM_MoreInterestingLoot_Patch.espesp

Brevi_MoonlightTales.espesp

ESFCompanions.espesp

Immersive Solstheim.espesp

AccessibleMerchantStorage.espesp

QaxeWinterholdRebuild.espesp

ETaC - Complete QWR Patch.espesp

ZIA_Complete Pack_V4.espesp

more idle markers.espesp

Thieves Guild Requirements.espesp

The Brotherhood of Old.espesp

Corpse_Preparation.espesp

Inconsequential NPCs.espesp

Relationship Dialogue Overhaul.espesp

SexLabSkoomaWhore.espesp

SMIM-Merged-All.espesp

CFTO.espesp

iNeed.espesp

TNFHFE.espesp

TKAA.espesp

Cloaks.espesp

Nightingale Hall.espesp

BecomeKingofSkyrim.espesp

HunterbornMerge.espesp

HeljarchenFarm.espesp

WindstadMine.espesp

Immersive Wenches.espesp

Schlongs of Skyrim.espesp

EFFDialogue.espesp

HearthfireMultiKid.espesp

Better Vampires.espesp

ETaC - IHO Compatibility Patch.espesp

ETaC - Complete STO Patch.espesp

Inconsequential NPCs - CRF Compatibility Patch.espesp

Inconsequential NPCs - Enhancement.espesp

Cloaks - Dawnguard.espesp

Orc Female Body Replacer.espesp

Deadly Wenches.espesp

Crime Overhaul.espesp

Thief skills rebalance for Ordinator.espesp

Perk Points at Skill Levels 50-75-100.espesp

GoToBed.espesp

SmartCast_1_0.espesp

 

SimplyKnock.espesp

  • Make sure it didn't overwrite your PapyrusUtil v3.3

 

Chesko_LevelUp.espesp

RaceMenu.espesp

RaceMenuPlugin.espesp

honedmetal.espesp

DVA - Dynamic Vampire Appearance.espesp

Imperious - Races of Skyrim.espesp

AddItemMenuLE.espesp

AcquisitiveSoulGemMultithreaded.espesp

 

PAH_HomeSweetHome.espesp

 

NorthernCardinal.espesp

ETaC - Complete CRF Patch.espesp

Underwater_Treasure.espesp

 

dcc-dm2.espesp => if you instal PAH AYGAS too make sure dcc-dm2 is always above all PAH esp (AYGAS will fail to load it's MCM otherwise). Might be enough to have it above AYGAS.

 

Arcanum.espesp

RRR_3DNPC-Patch.espesp

Immersive Horses.espesp

 

PAH_AndYouGetASlave.espesp

 

Skooming Skyrim by BigBizkit.espesp

MoreThievingReward.espesp

SCRR Coin Weight.espesp

PAN_NPCs.espesp

SexLab_Dialogues.espesp

Vile Art of Necromancy.espesp

Book Covers Skyrim - Lost Library.espesp

DeviouslyHelpless.espesp

ETaC - Complete RE Patch.espesp

DSerHorsesRevamped.espesp

Chesko_WearableLantern.espesp

ArmourMerge.espesp

LADX.espesp

DovahBlingJewelryReplacer.espesp

ConjurationMadnessModv1.espesp

PuppetMaster.espesp

HentaiCreatures.espesp

TradeBarter.espesp

The Ordinary Women.espesp

Bijin AIO.espesp

SBF All In One + DLC.espesp

IB - All-in-One.espesp

PAN_NPCs_DG.espesp

PAN_NPCs_DB.espesp

PAN_Serana.espesp

DONOTDELETEMEDUMBFUCK.espesp ?

Merge v5.espesp

SL99Exchanger.espesp

ETaC - Complete Helgen Reborn Patch.espesp

SOS.espesp

SOS - Shop.espesp

Missives.espesp

CWICRFPatch.espesp

UsefulAlteration.espesp

JaxonzUtilities.espesp

Bells of Skyrim.espesp

paradise_halls_fellglow_slave_camp.espesp

The Paarthurnax Dilemma.espesp

The Manipulator.espesp

Faster Spells Double Speed.espesp

DrunkenDragon.espesp

ImperialMail.espesp

Equippable Tomes.espesp

PAN_FollowerPack1.espesp

Bells of Skyrim - Dawn of Skyrim Patch.espesp

ArtOfTheCatch.espesp

LPBards.espesp

Vivace.espesp

Spartan Bard Outfit UNP LE.espesp

Dead Body Collision.espesp

FNISspells.espesp

My Home Is Your Home.espesp

  • PAHE comes with a sexy patch for that too

Equippable Tomes - Campfire Add-On.espesp

wizDynamicThings.espesp

DibellanDefender.espesp

Dual Sheath Redux.espesp

EmpyreanWarpaints.espesp

Improved Eyes Skyrim.espesp

KS Jewelry.espesp

HTBWigsApachiiSkyHair.espesp

NonSexLabAnimationPack.espesp

Apocalypse - The Spell Package.espesp

DragonPriestMaskJournal.espesp

Melt_Down_Everything.espesp

 

ZazResources.espesp

  • NONONONONO! Don't mix the old Nexus ZAP version with LL Versions

 

SC_KhajiitMorphs.espesp

Cuyima 3DNPC - Redone.espesp

hothtrooper44_ArmorPatch.espesp

GagSFX.espesp

GagSFXDawnguard.espesp

GagSFXDragonborn.espesp

GagSFXHearthfires.espesp

GKRedguard.espesp

KS Hairdos - HDT.espesp

Ordinator - Perks of Skyrim.espesp

Apocalypse - Ordinator Compatibility Patch.espesp

Alternate Start - Live Another Life.espesp

Bashed Patch, 0.espesp

Dual Sheath Redux Patch.espesp

 

What always works for me:

  Reveal hidden contents

 ... 

    0F Schlongs of Skyrim - Core.esm

...

•  11 SexLab.esm [Version 1.62]

•  12 Devious Devices - Assets.esm [Version 2.8.3]

•  13 SexLabAroused.esm [Version 2.8]

•  14 CreatureFramework.esm [Version 2.0.1]

•  15 ZaZAnimationPack.esm => I use ZAP 8+, if you use the TUTFP + ZEP variation follow the PAH HSH rules

...

•  18 Amputator.esm

...

   1A paradise_halls.esm

•  1B Devious Devices - Integration.esm

•  1C Devious Devices - Expansion.esm

(•  1D Devious Devices - Contraptions.esm => ignore it's from DD5beta)

...

•  52 dcc-dm2.esp => keep it above all PAHE esp to make sure PAH AYGAS MCM doesn't fail

...

(FNIS)

(FNISspells)

(XPMSE)

(MNC)

(SIC)

...

•  90 SexLab TDF Aggressive Prostitution.esp

•  91 paradise_halls_SLExtension.esp => DON'T MERGE THAT ONE!!!

•  92 pahe-tdf-patch.esp => patch for TDF-P

(93 Pahe_Dwarven_Devious_suits.esp)

(94 Pahe_Immersive_Creature fixes patch.esp => if you use SIC, don't forget to grab the SIC Bad Dog patch too, causes a bunsh of conflicts with mods that wanna change something on creature too other than MNC/SIC)

=> I tested what happens if the patches are below PAHE/HSH/AYGAS => some PAHE MCM enslavement options failed to work (can't be ticked)

=> I tested what happens if you move the patches around on a running game => some PAHE MCM enslavement options failed to work (can't be ticked)

=> I also merged the patches but didn't test on a new game, the result was => some PAHE MCM enslavement options failed to work (can't be ticked)

•  95 PAH_HomeSweetHome.esp => during installation make sure to install the AYGAS patch even if AYGAS isn't installed yet if you install AYGAS later (yeah odd), failing here makes MCM fail

•  96 PAH_AndYouGetASlave.esp => during installation choose HSH patch even if not installed yet or installed already if you use AYGAS and HSH together (odd too), failing here makes MCM fail

...

My Home Is Your Home.esp
My Home Is Your Home dialogue patch.esp => patch from PAHE for MHIYH => can be merged I guess ^^

...

bashed patch

 

 

From my experiance PAH mods are LO sequence sensitive. So don't mix them up too much and move them around on a running game.

PAHE mods need to be installed carefully or will fail to work.

 

 

a major problem that sticks out is that everything seems to be renamed to have double file extensions: .espesp and .esmesm should just be .esp and .esm respectively. example sexlab.esmesm should only be sexlab.esm

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9 minutes ago, CliftonJD said:

a major problem that sticks out is that everything seems to be renamed to have double file extensions: .espesp and .esmesm should just be .esp and .esm respectively. example sexlab.esmesm should only be sexlab.esm

That happens if I copy paste from Modwatch and choose "insert plain text" with LL text editor ?‍♂️

The plugin extensions are right on the Modwatch page.

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Talking about minor bug reports...

paradise_halls_SLExtension uses PAHE prefix for almost all Editor IDs.

PinewatchKajiitFemale is the very rare exception - and makes her hard to find in the Creation Kit.

I was in there fixing dark face bugs and exporting facegen for her and Ingrid. Ingrid was really dark...

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43 minutes ago, fred200 said:

Talking about minor bug reports...

paradise_halls_SLExtension uses PAHE prefix for almost all Editor IDs.

PinewatchKajiitFemale is the very rare exception - and makes her hard to find in the Creation Kit.

I was in there fixing dark face bugs and exporting facegen for her and Ingrid. Ingrid was really dark...

sposed to be a test subject for the faction to enslave her, kinda like a free slave.

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Honestly I was drunk when I made most of that load order. And given as MO2 is causing problems elsewhere the best method essentially seems to be "Reinstall, do it sober, use old MO this time"

Appreciate the help. I'll try things out and see what happens. Hopefully it's just the fact my load order is a bloated awful mess of Wrong. 

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5 hours ago, LynxFirenze said:

Honestly I was drunk when I made most of that load order. And given as MO2 is causing problems elsewhere the best method essentially seems to be "Reinstall, do it sober, use old MO this time"

Appreciate the help. I'll try things out and see what happens. Hopefully it's just the fact my load order is a bloated awful mess of Wrong. 

if its just a load order issue, mo2 has a loot feature built into it to tell it to sort your mods. if you need to reinstall it, i'd suggest you start with the prerequisites first and get pahe running. then only add a few mods to it at a time, maybe 5 tops. you should be able to start playing from that save as you get too bored to mess with it, but keep retesting your mods from a clean start as you add more to it. every 10 mods tell mo to make a backup of your mod list before adding any more to it so you have something to fall back on if/ when it breaks again

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6 hours ago, LynxFirenze said:

Honestly I was drunk when I made most of that load order. And given as MO2 is causing problems elsewhere the best method essentially seems to be "Reinstall, do it sober, use old MO this time"

Appreciate the help. I'll try things out and see what happens. Hopefully it's just the fact my load order is a bloated awful mess of Wrong. 

I've found ModOrganizer2 to have some advantages to ModOrganizer.  Although, what most of those advantages were, I've forgotten.  It's not *too hard* to add executables for loot, CBBE and Bodyslide, and Fnis.  To run those properly for skyrim played though ModOrganizer2 (or MO), one needs to run those executables through MO2 (or MO).  It's also possible to run them so that new Override files aren't created.

 

 

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I get an error on my Papyrus log from time to time (roughly every 5 min), but have no Idea if that can be ignored, or is a sign that things are going bad:

...
[10/23/2020 - 09:21:47PM] [slainternalscr <sla_Internal (07083137)>]: Nurn got 8 exposure for  seeing naked merian
[10/23/2020 - 09:21:47PM] slaScanner end time is ....398.619995
[10/23/2020 - 09:21:47PM] Next update in 120.000000
[10/23/2020 - 09:21:48PM] ERROR: Cannot cast from None to Actor[]
stack:
	[PHHSHScenesSLA (490BF923)].phhshscenesla.ProcessArousals() - "phhshSceneSLA.psc" Line 16
	[alias PlayerAlias on quest PHHSHStorage (49008402)].phhshplayerscript.OnArousalComputed() - "phhshplayerscript.psc" Line 45
[10/23/2020 - 09:21:51PM] [Zad]: UpdateControls()
[10/23/2020 - 09:21:51PM] aygas:PAHE Prostitutes nearby:1
[10/23/2020 - 09:21:52PM] aygas:            Skip unattached slave
[10/23/2020 - 09:21:59PM] [Zad]: UpdateControls()
...
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4 hours ago, Jasmine91 said:

I get an error on my Papyrus log from time to time (roughly every 5 min), but have no Idea if that can be ignored, or is a sign that things are going bad:


...
[10/23/2020 - 09:21:47PM] [slainternalscr <sla_Internal (07083137)>]: Nurn got 8 exposure for  seeing naked merian
[10/23/2020 - 09:21:47PM] slaScanner end time is ....398.619995
[10/23/2020 - 09:21:47PM] Next update in 120.000000
[10/23/2020 - 09:21:48PM] ERROR: Cannot cast from None to Actor[]
stack:
	[PHHSHScenesSLA (490BF923)].phhshscenesla.ProcessArousals() - "phhshSceneSLA.psc" Line 16
	[alias PlayerAlias on quest PHHSHStorage (49008402)].phhshplayerscript.OnArousalComputed() - "phhshplayerscript.psc" Line 45
[10/23/2020 - 09:21:51PM] [Zad]: UpdateControls()
[10/23/2020 - 09:21:51PM] aygas:PAHE Prostitutes nearby:1
[10/23/2020 - 09:21:52PM] aygas:            Skip unattached slave
[10/23/2020 - 09:21:59PM] [Zad]: UpdateControls()
...

you're quoting home sweet home and aygas scripts, but you're right something is wrong with home sweet home arousal management based on that error. report that to musje here:

 

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So, I've been browsing this topic for the past few days, and it's hard to find a concrete resolution to my current problem in this 196 page discussion. I am having the issue where my slave is disappearing / vanishing from my world and the mcm menu. The affected slave is a Boethiah Cultist with a base id of 4d8d3. My load order is posted here as well as my mod list. So far, I've tried a few different methods that I heard might work for me.

 

Here was my first method: I teleported myself to zbftestcell via the coc command, then I released my slave, then I saved the game, then I closed the game, then I relaunched the save, then I restarted PAH via the mcm menu, then I spawned a new Boethiah Cultist with the player.placeatme 4d8d3 command, then I enslaved that cultist, then I used sex to raise her submission to ~70 (the fleeing threshold is at the default value of 60), then I told the slave to stay in the zbftestcell, then I teleported myself to another cell by using the player.moveto a2c95 command (this follower at the time was in a different cell), and then the slave disappeared. This procedure did not work for me. 

 

My second method involved using CK to remove the scripts that handle cleaning dead bodies for the Boethiah questline. I admit that I'm not very good with CK, so any help would be appreciated. First, I used Tes5Edit to check if there were any other mods affecting the DA02 questline (the only plugin in my load order that seems to be affecting the Boethiah Questline is Legacy of the Dragonborn), then I loaded the relevant master files into CK (skyrim.esm, all DLCs, and Unofficial Legendary Edition Patch. I did not load Legacy of the Dragonborn because it seems like all it does it alter a random encounter, which is irrelevant to the cultist I am concerned about (maybe)), then I saved a new plugin and loaded it after all other esms, then I navigated to quests in the object menu and found the quest that handles cleaning dead bodies for Boethiah's Calling (editor id DA02DeadBody), then I navigated to scripts in the quest window and cleared all scripts, then I navigated to actors and found the Boethiah Cultist in question, then I unchecked "respawn" and "use scripts", then I saved the plugin and enabled it via Mod Organizer 2, then I booted up Skyrim, then I told the slave to stay in zbftestcell, then I teleported away, and then the slave disappeared. Again, I know little to nothing about CK or papyrus scripting, so I'm not sure if this did anything or if it made things worse. I then deleted the plugin afterwards seeing as it did nothing to alleviate my issue. 

 

If someone could walk me through how to fix this bug, whether it's through CK, or load order wizardry, I'd be grateful. I also have some papyrus logs below. The first is when I first enslaved the Boethiah Cultist, the second is when I started raising my slaves submission (this part crashed due to an r6024 runtime error or something, but it did not affect my save game), the third is when the slave disappears after I leave it in the zbftestcell and it disappears.

loadorder.txt modlist.txt Slave Created.log Slave Submitting.log Slave Disappears.log

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28 minutes ago, netruss1964 said:

I believe it is the base record. The NPC's there are hard coded to disappear from the game after the area is cleared. You need to change the base records. What's her name on the way to the throat of the world is the same way.

Thanks. So my suspicions about it being an actor issue were true. Can you give me a step-by-step instruction guide on what to change for this actor? That'd help a lot.

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Still (with the latest version) running into issues where some actors will refuse to go out of the "I thought I told you to address me properly", not sure if this is the mod with that dialogue (wish the enhanced debug info mod also showed active dialogues like Oblivion's did).  The person was also afraid, so I was surprised not to see that go up after punishment.

 

The slaver's retreat locations still show up as no names in both home and camp lists (they work, just no title beside the slave count and if no slaves, a blank entry).

 

GuruSR.

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4 hours ago, TheSilverSmith said:

So, I've been browsing this topic for the past few days, and it's hard to find a concrete resolution to my current problem in this 196 page discussion. I am having the issue where my slave is disappearing / vanishing from my world and the mcm menu. The affected slave is a Boethiah Cultist with a base id of 4d8d3. My load order is posted here as well as my mod list. So far, I've tried a few different methods that I heard might work for me.

 

Here was my first method: I teleported myself to zbftestcell via the coc command, then I released my slave, then I saved the game, then I closed the game, then I relaunched the save, then I restarted PAH via the mcm menu, then I spawned a new Boethiah Cultist with the player.placeatme 4d8d3 command, then I enslaved that cultist, then I used sex to raise her submission to ~70 (the fleeing threshold is at the default value of 60), then I told the slave to stay in the zbftestcell, then I teleported myself to another cell by using the player.moveto a2c95 command (this follower at the time was in a different cell), and then the slave disappeared. This procedure did not work for me. 

 

My second method involved using CK to remove the scripts that handle cleaning dead bodies for the Boethiah questline. I admit that I'm not very good with CK, so any help would be appreciated. First, I used Tes5Edit to check if there were any other mods affecting the DA02 questline (the only plugin in my load order that seems to be affecting the Boethiah Questline is Legacy of the Dragonborn), then I loaded the relevant master files into CK (skyrim.esm, all DLCs, and Unofficial Legendary Edition Patch. I did not load Legacy of the Dragonborn because it seems like all it does it alter a random encounter, which is irrelevant to the cultist I am concerned about (maybe)), then I saved a new plugin and loaded it after all other esms, then I navigated to quests in the object menu and found the quest that handles cleaning dead bodies for Boethiah's Calling (editor id DA02DeadBody), then I navigated to scripts in the quest window and cleared all scripts, then I navigated to actors and found the Boethiah Cultist in question, then I unchecked "respawn" and "use scripts", then I saved the plugin and enabled it via Mod Organizer 2, then I booted up Skyrim, then I told the slave to stay in zbftestcell, then I teleported away, and then the slave disappeared. Again, I know little to nothing about CK or papyrus scripting, so I'm not sure if this did anything or if it made things worse. I then deleted the plugin afterwards seeing as it did nothing to alleviate my issue. 

 

If someone could walk me through how to fix this bug, whether it's through CK, or load order wizardry, I'd be grateful. I also have some papyrus logs below. The first is when I first enslaved the Boethiah Cultist, the second is when I started raising my slaves submission (this part crashed due to an r6024 runtime error or something, but it did not affect my save game), the third is when the slave disappears after I leave it in the zbftestcell and it disappears.

loadorder.txt 3.43 kB · 0 downloads modlist.txt 6.13 kB · 0 downloads Slave Created.log 131.56 kB · 1 download Slave Submitting.log 227.71 kB · 0 downloads Slave Disappears.log 112.6 kB · 0 downloads

i've tested the boethiah cultist so many times, he's still in my slave list so i had to scratch my head on that.  your log shows that for some reason your cultist is being seen to papyrus as a none object. basically its a junk slave that pahe can't manage if papyrus sees it as a none object.

 

for the time being since we don't yet know the cause, i recommend removing both the legacy of the dragonborn And slaver's spellbook. reboot pahe then retry enslaving the cultist.

 

if that solves it, retry with the slaver's spellbook. if legacy of the dragonborn alters random encounters, that could be causing your conflict with the cultist

42 minutes ago, GuruSR said:

Still (with the latest version) running into issues where some actors will refuse to go out of the "I thought I told you to address me properly", not sure if this is the mod with that dialogue (wish the enhanced debug info mod also showed active dialogues like Oblivion's did).  The person was also afraid, so I was surprised not to see that go up after punishment.

 

The slaver's retreat locations still show up as no names in both home and camp lists (they work, just no title beside the slave count and if no slaves, a blank entry).

 

GuruSR.

ya, i think somebody mentioned or reminded me of the respect bug when i released this update. that was after the update was already released so any changes to that won't happen til next update. i made a couple of changes to the respect dialogs coming up. first i noticed that they were based on submission rather than respect training so that's changed, but next i also changed the dialogs so that slaves with 100 respect should be respectful. these are changes in beta testing atm, due for next release

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