CliftonJD Posted December 6, 2020 Author Posted December 6, 2020 54 minutes ago, sidfu said: clifton i wonder if you enslave them when they dead if then it wont effect the naked bandits? cause once they dead the game should remove them from any thing dealing with th eorginal right? you would probaly know how to test it more than me. we make them living again when we mark them for enslavement so the rules of the dead no longer apply
Lackom Posted December 19, 2020 Posted December 19, 2020 On 12/5/2020 at 7:32 PM, CliftonJD said: no known fix Hello CliftonJD, have you tried this ? https://www.loverslab.com/topic/156326-new-way-to-capture-non-unique-npcs/
CliftonJD Posted December 19, 2020 Author Posted December 19, 2020 15 hours ago, Lackom said: Hello CliftonJD, have you tried this ? https://www.loverslab.com/topic/156326-new-way-to-capture-non-unique-npcs/ yes, he messaged me about that when he sent that out. it suffers from the same instabilities pahe went thru during the leveled actorbase testing. the instability of the leveledactorbase is the reason the toggle already in pahe uses 3 clone system. our method gets around the instability, but it also means the toggle at best lowers the odds of encountering the actorbase of that npc again, but won't fix the problem if/when the encounter does happen and instead runs into more chance of failed enslavement
bobsaget5 Posted December 20, 2020 Posted December 20, 2020 I thought of something that probably have already been tested, but might be worth trying. Lets say one would create a bunch of generic unique npcs, and each time a bandit or other non-unique npc gets enslaved, it would copy the appearance of that bandit and place it upon a free unique npc, and spawn that one instead. For example this mod https://www.nexusmods.com/skyrim/mods/105545 is able to change the appearance of a unique npc that persists over saves by using race menu presets. Maybe its possible to generate a racemenu preset from the bandit, and have it be applied to the generic unique npc?
CliftonJD Posted December 20, 2020 Author Posted December 20, 2020 2 hours ago, bobsaget5 said: I thought of something that probably have already been tested, but might be worth trying. Lets say one would create a bunch of generic unique npcs, and each time a bandit or other non-unique npc gets enslaved, it would copy the appearance of that bandit and place it upon a free unique npc, and spawn that one instead. For example this mod https://www.nexusmods.com/skyrim/mods/105545 is able to change the appearance of a unique npc that persists over saves by using race menu presets. Maybe its possible to generate a racemenu preset from the bandit, and have it be applied to the generic unique npc? i don't know if layam ever tried that, to me its a fairly new idea from not long before the above listed capture mod was shared. somebody asked why not copy the bandit to a unique template and the question became is it possible or how can that be done. the new capture mod above is like a proof of concept idea for now that yes it can be done once, but can the spell be reset to each new encounter and is there a safe way of retaining leveled actorbase data. for now it seems that capturing past the first slave gives unpredictable results and the only known method of retaining a leveled actor base is to clone that new copy made. until a safer way of retaining the leveled actor base is found, the template option to include the items of the original npc copied produces the same naked bandit bug we already have
CliftonJD Posted December 21, 2020 Author Posted December 21, 2020 amending the the info page to include escape and prevention rules
CliftonJD Posted December 21, 2020 Author Posted December 21, 2020 On 2/26/2018 at 8:46 AM, Hambam9871 said: Only incompatibility that I know of was that combat slaves would lose their name when Sexlab Sex Slaves was installed, so I added a few faction check to a few of Mia's Lair scripts so that it would skip over actors in the PahPlayerSlave Faction. This has eliminated the combat slave name loss on my end, but if their are any other incompatibles I have not addressed them. added to the credits
CliftonJD Posted December 21, 2020 Author Posted December 21, 2020 On 11/6/2020 at 2:04 PM, fred200 said: Well as it happens - I am already using the Dwarven Suits patch on SE. My conversion . I also have mcg Dwarven Devious Cuirass SSE, although no idea if that is needed. Note on that score - one of the captives in Pinewood is a Khajiit in a dwarven slave suit. Works great except the body is a Nord. Nice cat head... i knew the problem came from the original mod, but didn't realize it could be fixed without additional meshes....found a fix for khajiit and argonians, need a tester for werewolves next will send this out next update 1
Durante Posted December 24, 2020 Posted December 24, 2020 There's something wrong with the morph scripts. Captives inflate like balloons on the breast and buttocks area. LOOK Spoiler
EblisAzadi Posted December 26, 2020 Posted December 26, 2020 It would be great if we had options to execute our slaves sometimes i capture too many enemies from dungeons And i want to execute most of them due to standing against me
CliftonJD Posted December 26, 2020 Author Posted December 26, 2020 On 12/24/2020 at 5:26 AM, Durante said: There's something wrong with the morph scripts. Captives inflate like balloons on the breast and buttocks area. LOOK Reveal hidden contents i'll run some cleanup of old morphs next update 2 hours ago, Eblis Azadi said: It would be great if we had options to execute our slaves sometimes i capture too many enemies from dungeons And i want to execute most of them due to standing against me that is the difference between essential and protected. essential npc's can't be killed until their quest is completed, but a protected slave can only be killed by the player. i know aft sometimes effects slaves, usually combat slaves 1
CliftonJD Posted January 4, 2021 Author Posted January 4, 2021 On 12/31/2020 at 7:21 AM, wulfy1 said: Hi all, I started a new save not along ago and restarted my slave gathering with the latest version of PAHE. I got up to 70 slaves without an issue, but at my 71st slave, I got a double entry on the MCM. The first entry(slave number 71) fills out the slave info properly, but the second(slave number 72) is blank or empty. The number is there (even though it shouldn't be) and the information is empty. I tried to restart the mod in the MCM and it restarted with the same information (erroneous number 72). I tried killing the slave but the blank slot persists. Its like another copy of that number 71 slave was created but got lost before the registration completed. I tried this with a few different NPCs with and without leveled actor spawn turned on, with the same result. Any suggestions, or solutions? Even if I have to manually remove an NPC somewhere through console, I'm game to do that, but not sure where to start. ~Wulf fixed On 11/6/2020 at 2:04 PM, fred200 said: Well as it happens - I am already using the Dwarven Suits patch on SE. My conversion . I also have mcg Dwarven Devious Cuirass SSE, although no idea if that is needed. Note on that score - one of the captives in Pinewood is a Khajiit in a dwarven slave suit. Works great except the body is a Nord. Nice cat head... fixed On 11/8/2019 at 7:28 PM, GuruSR said: Using the UUNP version included with PAHE lives on, though what I'm seeing is human skin for every race, so cats and lizards all have human bodies, any chance for a texture fix to remove them or has it happened here? GuruSR. fixed On 12/24/2020 at 5:26 AM, Durante said: There's something wrong with the morph scripts. Captives inflate like balloons on the breast and buttocks area. LOOK Reveal hidden contents cleaned On 10/20/2020 at 7:56 PM, 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... fixed prefix update 7.4.8 wip: fixes the typo in arrays causing slave 71/72 to mcm bugs fix/added dwarven devious suits now shows the proper nude textures for khaajiits and argonians cleaned morph functions fix/added the pahe prefix to pahe added npc's fix/change reboot from mcm should no longer clear moods instead should fix blank moods fix/added zaz cuffs should now be added to khaajiit merchants as originally intended by blabla some devious devices might also be added to those merchants, but might not show in the vendor list yet, needs testing change/added alternate start addon to choose a slaver start with your choice of which stat is trained and an assortment of restraints (requires arthmoor's alt start) 3
xyzxyz Posted January 10, 2021 Posted January 10, 2021 How can I change the mood of a slave? I have a highly trained slave with max submission and high respect stats but she is in full panic mod and won't stop crying for mercy. Maybe I hit her in combat. The mcm says she is angry.
Tungprohp Posted January 10, 2021 Posted January 10, 2021 So I just have installed the mod and played it for a while, really nice mod, but after a fast travel my slave just became un-intractable...sorry for my bad english tho, but how to fix it ?
CliftonJD Posted January 10, 2021 Author Posted January 10, 2021 2 hours ago, xyzxyz said: How can I change the mood of a slave? I have a highly trained slave with max submission and high respect stats but she is in full panic mod and won't stop crying for mercy. Maybe I hit her in combat. The mcm says she is angry. sounds like she's bugged 2 emotions, reset her from mcm
CliftonJD Posted January 10, 2021 Author Posted January 10, 2021 11 minutes ago, Tungprohp said: So I just have installed the mod and played it for a while, really nice mod, but after a fast travel my slave just became un-intractable...sorry for my bad english tho, but how to fix it ? mias lair users need to install the patch for that mod
xyzxyz Posted January 10, 2021 Posted January 10, 2021 7 hours ago, CliftonJD said: sounds like she's bugged 2 emotions, reset her from mcm Didn't change anything. Shouldn't the panic/fear dialogues end after some time? And is it possible to make a slave happy? Edit: The fear dialogues endet after some hours.
CliftonJD Posted January 10, 2021 Author Posted January 10, 2021 30 minutes ago, xyzxyz said: Didn't change anything. Shouldn't the panic/fear dialogues end after some time? And is it possible to make a slave happy? yes, the fear should have ended when she got angry. i'd suggest a full reboot from the mcm. save/quit the game and reload to clear the buffers then check her mood from mcm. if she's still listed as angry with fearful dialogues, it might be best to make her fearful and let her emotion change back to give it another chance to clear the dialogues
xyzxyz Posted January 10, 2021 Posted January 10, 2021 7 minutes ago, CliftonJD said: yes, the fear should have ended when she got angry. i'd suggest a full reboot from the mcm. save/quit the game and reload to clear the buffers then check her mood from mcm. if she's still listed as angry with fearful dialogues, it might be best to make her fearful and let her emotion change back to give it another chance to clear the dialogues I whiped her a few times and it works now. She is back to neutral. Is it possible to change her mood to happy or is neutral the best I can get?
Merca9996 Posted January 11, 2021 Posted January 11, 2021 Some guy in nexus just uploaded a new tool were you can make audio for any custom dialogues, using the vainilla voices. With that, you can make proper responses for the slaves according to their race/voice base. The HSH quest line can also add audio for their NPCs.
CliftonJD Posted January 11, 2021 Author Posted January 11, 2021 4 hours ago, xyzxyz said: I whiped her a few times and it works now. She is back to neutral. Is it possible to change her mood to happy or is neutral the best I can get? is no happy 2 hours ago, Merca9996 said: Some guy in nexus just uploaded a new tool were you can make audio for any custom dialogues, using the vainilla voices. With that, you can make proper responses for the slaves according to their race/voice base. The HSH quest line can also add audio for their NPCs. oh nice, would you have a link
Merca9996 Posted January 11, 2021 Posted January 11, 2021 1 hour ago, CliftonJD said: is no happy oh nice, would you have a link https://www.nexusmods.com/skyrimspecialedition/mods/44184? The tools is in their first version and some voices are still need to be added (the tool is not only for Skyrim, but for other bethesda games, and he's adding voices for every game). But is more than good enough for give a try.
CliftonJD Posted January 11, 2021 Author Posted January 11, 2021 10 minutes ago, Merca9996 said: https://www.nexusmods.com/skyrimspecialedition/mods/44184? The tools is in their first version and some voices are still need to be added (the tool is not only for Skyrim, but for other bethesda games, and he's adding voices for every game). But is more than good enough for give a try. thanks, i'll take a look
Merca9996 Posted January 11, 2021 Posted January 11, 2021 19 minutes ago, CliftonJD said: thanks, i'll take a look Here's a quick example, using female nord voice (Lydia) I am your slave, Master. Please ravage me..wav I just made it in 2-3 minutes, of course the pitch, tone and everything else can be edited in the tool.
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