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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted
7 hours ago, xyzxyz said:

I have a slave with 2 problems: First she lost her voice completly. No reactions, no screams, nothing at all
and second despite having 100 Respect she still never calls me Thane and I have to remind her all the time.
Is she broken? Other slaves have voicelines.

you could try a reset from the slave menu in the mcm, but can't say if she's broken without a papyrus log

Posted (edited)
7 hours ago, CliftonJD said:

you could try a reset from the slave menu in the mcm, but can't say if she's broken without a papyrus log

Reset changed nothing noticable. She is an NPC from a mod and had a unique voice. So maybe that could be a problem after her enslavement?

20211128152317_1.jpg

20211128152321_1.jpg

Edited by xyzxyz
Posted

This isn't a PAHE bug, but it's one that effects PAHE, sorta. Falmer slaves have clothing/armor that doesn't show up in their inventory, and they won't stop wearing the stuff. It's annoying as hell. removeallitems console command doesn't work on the stuff. Is there an easy way to get rid of the stuff? I give them the best falmer armor I can find, but they usually ignore it to put on the stuff they spawned with.

 

I mention this here because there must be someone who's dealt with this issue around here somewhere, I would think. It's not a big deal, but it'd be nice to know an easy fix, if there is one. And I get a 'this is easy' vibe from the situation. Easy if you know how, that is. I`m just throwing this out here, but if this is a faux pa of some sort, my apologies.

Posted

Problem: Slaves do not follow. They just stand in place. Sometimes they follow when loading into a new cell, in which case they will just stand at the entrance. Sometimes they will calmly walk off into the wilderness. Whistle does not work, setting them to sandbox also does nothing.

Posted
On 11/28/2021 at 8:19 AM, xyzxyz said:

Reset changed nothing noticable. She is an NPC from a mod and had a unique voice. So maybe that could be a problem after her enslavement?

20211128152317_1.jpg

20211128152321_1.jpg

yes, its her custom voice making her silent now

Posted
On 11/29/2021 at 11:05 AM, rcy68 said:

This isn't a PAHE bug, but it's one that effects PAHE, sorta. Falmer slaves have clothing/armor that doesn't show up in their inventory, and they won't stop wearing the stuff. It's annoying as hell. removeallitems console command doesn't work on the stuff. Is there an easy way to get rid of the stuff? I give them the best falmer armor I can find, but they usually ignore it to put on the stuff they spawned with.

 

I mention this here because there must be someone who's dealt with this issue around here somewhere, I would think. It's not a big deal, but it'd be nice to know an easy fix, if there is one. And I get a 'this is easy' vibe from the situation. Easy if you know how, that is. I`m just throwing this out here, but if this is a faux pa of some sort, my apologies.

falmer, among many others races in skyrim have their armor defined as their skin. only solution would be to get 1 of the mods that replaces falmer

Posted
On 11/29/2021 at 11:12 AM, Sanziee said:

Problem: Slaves do not follow. They just stand in place. Sometimes they follow when loading into a new cell, in which case they will just stand at the entrance. Sometimes they will calmly walk off into the wilderness. Whistle does not work, setting them to sandbox also does nothing.

likely something wrong with your install then. maybe try reinstall the mod and restart it from the mcm

Posted
On 11/30/2021 at 9:36 PM, CliftonJD said:

falmer, among many others races in skyrim have their armor defined as their skin. only solution would be to get 1 of the mods that replaces falmer

Ah. That's unfortunate. Luckily it's not a major issue. It's like Bethesda purposely does stuff like this just to yank our chains. lol Well played, Todd.

 

Thanks for your time, Ero-sensei. You're a gentleman and a scholar.

Posted
1 hour ago, rcy68 said:

Ah. That's unfortunate. Luckily it's not a major issue. It's like Bethesda purposely does stuff like this just to yank our chains. lol Well played, Todd.

 

Thanks for your time, Ero-sensei. You're a gentleman and a scholar.

welcome :)

Posted

I was enjoying PAHe, HSH, and AYGAS when my PC fatally crash.  While it was working, I was having an issue where bandits weren't respawning and some had a T-pose after I had already taken slaves at that location.  Reading the comments here that doesn't appear to be normal for this mod.  I read one comment where the player thought Slave Tats was the issue; really don't see how that affects locations respawning.  Yeah, I gave the areas plenty time to respawn.  Maybe it's a load order thing.

 

I could find no concrete fixes for the spawn/T-pose issue.  A lot of comments here, so I probably missed it.  Is there any advice that could help me with PAHe in a new game?

 

Thanks for the mod! 

Posted
18 hours ago, remodel said:

I was enjoying PAHe, HSH, and AYGAS when my PC fatally crash.  While it was working, I was having an issue where bandits weren't respawning and some had a T-pose after I had already taken slaves at that location.  Reading the comments here that doesn't appear to be normal for this mod.  I read one comment where the player thought Slave Tats was the issue; really don't see how that affects locations respawning.  Yeah, I gave the areas plenty time to respawn.  Maybe it's a load order thing.

 

I could find no concrete fixes for the spawn/T-pose issue.  A lot of comments here, so I probably missed it.  Is there any advice that could help me with PAHe in a new game?

 

Thanks for the mod! 

i never experienced the bug to help any of them that did, but i do wonder if its connected to using fnis spells portion of hsh, that maybe its connecting to the base actor

Posted
1 hour ago, CliftonJD said:

i never experienced the bug to help any of them that did, but i do wonder if its connected to using fnis spells portion of hsh, that maybe its connecting to the base actor

Thanks for the response, it'll give me a starting point to search for a fix if I experience it again.  Not sure I understand what you mean by "base actor", could you define that for me?

Posted
4 minutes ago, remodel said:

Thanks for the response, it'll give me a starting point to search for a fix if I experience it again.  Not sure I understand what you mean by "base actor", could you define that for me?

not sure how deep in the leveled lists the actor base goes, think its the bottom of the list...i think in this case we can refer to it as the actor that your slave gets its face from when you originally captured that bandit. everytime the leveled lists of skyrim decide she's next in line to make another bandit, anything attached to her gets transfered as a bug on the new twin

Posted

8.0.5:

just random bug fixes for now,, hopefully should also cover the none object errors for slaves in combat wearing devious suits or dwarven devious suits without an outfit set

Posted
On 5/2/2016 at 7:44 AM, CliftonJD said:

Paradise Halls Enhanced (pahe) repacked with the customary addons

View File


This mod is for oldrim classic skyrim, see here for sse version:

 

this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod (paradise halls version 7.4 included):

 

 

based on the work of blabla from paradise halls sexlab extension - original thread here:


8.0.5 includes the required paradise halls files needed to run(do not mix with another paradise halls!!!)
clean save no longer required to upgrade old saves (aside from "friendly bandits bug")
slave camps and addons are now separate - choose those from the download page
7.0 new users will not need to restart to fix those dialog issues - only need clean start from 7 to 7.1.1 to fix the friendly bandits bugs
7.1.1 upgrading to 7.1.2 should be instant for dialog, but behavioral changes might require a reboot from the mcm (or unknown if requires new game for behavior changes)
Requirements:

  • SexLab V1.61+ and its requirements:
  • SKSE (V1.7.3)
  • SkyUI
  • Zaz animation pack V6.11(version 7 will also work and version 8 should work)
  • basic install pack only has the above mod requirements and the requirements of those mods and fnis must be run after install
  • the lakeview manor cell requires hearthfires
  • tdf patch requires tdf prostitution mod
  • alt start addon requires arthmoor's alt start
  • devious devices addon removed(further info below)
  • Pahe_Dwarven_Devious_suits requires Devious Devices expansion4.3 or DD5
  • Run FNIS after installation!
  • ALL requirements for the above mods must also be installed
  • full install requires all above requirements and the included Pahe_Dwarven_Devious_suits requires Devious Devices expansion 4.3
  • creature framework conflict appears to be removed from 7.x versions


Mods based on Paradise Halls
Paradise halls has been built to be a platform for other modders to build their own content for.

Be careful : some mods developped as add-ons for previous versions of PAH won't be compatible with last version or future versions. To make them compatible ask the modder of the add-on, no answer will be done here on the subject, if a mod is based on an .esm (Skyrim, DLCs or another mod) and is not upgraded when the base .esm change, it's a dead mod.
 

Currently Compatible with version7.4.1:

home sweet home

aygas(and you get a slave)

 

these mods should be compatible, but don't seem to do anything paradise halls related anymore...and seem to be abandoned(so not likely
to be fixed anytime soon):


Paradise Halls - Slavers Hideout Add-On by Emotika: http://skyrim.nexusmods.com/mods/33462
Paradise Halls - Family Feud by OmegaIsraelTerri: http://skyrim.nexusmods.com/mods/32865

These mods are not yet compatible with version 0.7. Using them will result in extreme weirdness (not the good sort).
Paradise Halls Merchant add-on by lucen15: http://skyrim.nexusmods.com/mods/31907
Dres Trade by RET45: http://skyrim.nexusmods.com/mods/30297

These mods are obsolete, won't be updated and should not be used in current or future releases:
Paradise Halls Extender - Slave Capture Spells and Poisons by Mutifex: http://skyrim.nexusmods.com/mods/31307
Immersive sex slaves - Animatied Prostitution patch for Paradise Halls by Mutifex: http://skyrim.nexusmods.com/mods/31160

chinese translation seems a bit old, but recent french translation is available

 

What you can do now:
* Enslave people
* Train them as slaves
* Train them to be respectful
* Train them to fight for you

  •  fuck your slaves as punishment or for your own pleasure
  • adequately fucked slaves can also be turned into tdf sluts - requires tdf prostitution mod
  • sufficiently submissive slaves may also be into turned into tdf sluts - requires tdf prostitution mod

* Slaves can be given equipment to wear
* Slaves can be leashed up to stop them running off (which they'll try to)

  • also advanced leash options available in mcm to allow the slave to continue following the player for training
  • similar to the old leash, the slaves can now also be restrained
  • ropes are not inescapable, but the iron cuffs can be made at the forge for a much sturdier restraint
  • restrained slaves also receive pose training

* Slaves have a separate backpack for carrying stuff you don't want them to wear

* All slave dialogue Most slave dialogues re-use existing dialogue, so no matter the voice type of the person enslaved, you will hear them talk

  • unique follower voices and dlc content can be silent as well as the added sex dialogues, recommend fuz-ro-doh
  • many newer voice types added to the list of voices for the slave so its not always even toned

* You have a whip (it even leaves whip-marks)

Sell slaves to Master Jerrek in the Fellglow Slave Camp

camp differences info of the update versus the original version from layam:

  Reveal hidden contents

only reason the update is kept separate is we were unable to determine why it wouldn't update everytime on current saves and its not an easy fix aside from a new game

  • alternate start is also compatible here, in fact i recommend it to allow your mods to start cleaner
  • devious devices patch functions have been integrated into the scripts adding more collar variants as leash collars and when chosen with advanced leash collar option from mcm this mean its easier to manage multiple slaves
  • 128 slaves instead of 15
  • Easier enslavement (see changelog "Initial Release")
  • MCM
  • Simple jail expansion for HF Falkreath
  • enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users)
  • teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm
  • release dialogs added as well as additional release option from mcm

 

What you can't do
* Enslave anything which isn't a playable race

  • some creature exclusions are now available and further will be added at my discretion

* Enslave any 'important' npcs.

  • well no, actually you can, But i wouldn't advise it if you plan to complete the quest that npc is associated with...it just might fail to complete the quest
  • random additional note, some quest npc's tend to have disappearing acts removing them from the game at certain quest stages that may effect your slave if you choose to enslave that npc

* Enslave any 'scripted' npcs.

  • easiest or most common example for this is scripted follower addon mods, but sometimes even the follower framework used is enough to interfere
  • enslaving scripted npc's often leads to breaking something and i can't guarantee what will happen afterwords

 

escape rules and prevention:

  • first if they're above submission setting, wearables won't matter
  • next if they're below the setting, but wearing a leash collar, submision won't matter
  • devious collar will also behave as leash collars and dwarven devious suits will also act as devious collars "with benefits" and most devious devices that prevent running will also prevent a slave from running and thus also prevent them from escape
  • if they're below the setting with a basic collar, but wearing zbf shackles, additional rules apply for escape chances based on the shackle type if it activates the tied state or if the update gametime event activates the tied state

 

  • using the dialog "I'm going to make sure you stay here." will use the zbf cuffs or shackles from inventory to activate the "tied state"
  • ropes are the easiest to escape from and either color iron cuffs are the hardest with everything else in between
  • iron cuffs are either impossible to escape from or nearly so, haven't had an escape from those since they were added to the system
  • ropes are given freely using the dialog options, but have an escape chance high enough you can reach about 100 yards or so on average before the slave is running or standing there ready to run
  • leather cuffs craftable at the tanning rack. iron cuffs craftable at the forge

 

Instructions
to avoid the famous naked bandit bug, check mcm first and choose to disable the naked outfit - if you later see a dialogue to add the outfit to a slave, choose carefully - if its, not a unique npc, the outfit will be seen later as naked bandit bug(when next npc twin spawns like it)

Go to Whiterun, check in Farengar's study. You'll find he's taken on an 'interesting' hobby.

To enslave someone, simply (actually it's not that easy) attack them until they're nearly dead and go down on one knee, then activate them when they're down. You don't need any specific tools, but you'll find them really hard to keep hold of without the slave collars found on Farengar's desk.

Remember that 'important' NPC's cannot be enslaved. Important NPC's are the NPC's which can't be killed normally. When they reach 0 health they go down on one knee in a bleedout state for a while and then heal up and come back at you.

  • hmm, not so sure if that's true or not


Slave collars and whips can both be created at the forge - Collars under Jewelry and whips under Misc.

  • cuffs can also be made to restrain your slaves, iron being the most difficult to escape

 

To sell slaves, go to the Fellglow Slave Camp, near Fellglow Keep. additional options for selling slaves thru these outside mods:

home sweet home

aygas(and you get a slave)

 

Installation

  • This mod requires SKSE
  • Some users have reported that some SKSE functions do not work when using skyrim 4G. Skyrim 4G isn't needed anymore anyway so might as well simply not use it.
  • paradise_halls.esm AND paradise_halls_SLExtension.esp .....MUST be added to the game at the same time


Use NMM or unpack into data folder. (mod organizer and vortex seem to work better than nmm)

Your load order should be as follows:

Skyrim.esm
Update.esm
Dawnguard.esm
... other Bethesda DLCs

zaz

sexlab
paradise_halls.esm
... other stuff
paradise_halls_xxxxx.esp
paradise_halls_xxxxx.esp
paradise_halls_xxxxx.esp

paradise_halls_SLExtension.esp


Important for U.F.O Users (not aft users or eff users)(thanks etaineleanor):

>correct loadorder:

paradise_halls.esm
Other stuff
paradise_halls_xxxxx.esp
paradise_halls_xxxxx.esp
paradise_halls_xxxxx.esp
finally U.F.O.
 

You can't really clean an existing save in the same way you could with previous Best games. Scripts are actually saved in a save game file and so may continue running even if the script file no longer exists. SKSE has a feature to clean up dirty scripts but it needs to be enabled in an ini file. I strongly recommend editing / creating a "skyrim/data/skse/skse.ini" to include this:
[General]
ClearInvalidRegistrations=1

 

Longer lasting whip-marks
Some people have asked to have the duration of whip-marks increased. This isn't possible with the CK, however there is am ini tweak you can do. Find and open your skyrim.ini, under [Display] add this line:

fDecalLifetime=9999.0000

That will increase the lifetime for ALL decals in the game which you may or may not want.

 

final trouble shooting methods when all else fails:

  Reveal hidden contents
  • Install Let's Tie You Up
  • Bind every slave you have into position
  • Save your game
  • Remove everything PAH-related
  • Load game, wait 5 minutes, save game
  • Clean save with Papyrus Data Transfer
  • Load cleaned game, wait 5 minutes, save it
  • Enable all PAH stuff again
  • Enslave your slaves again

Compatibility
This doesn't really touch any existing forms, so compatibility shouldn't be a problem. I haven't done any compatability testing yet, so I can't really guarantee it's going to play nicely with everything. There's no reason I can see why it would cause problems though.

* There is one exception to this: Mods which cause NPC's to surrender are likely to conflict with the capture mechanic here.
* It seems that skyre and possibly other mods which increase weapon damage cause the whip to do more damage than it should, potentially killing captives before they submit.

For SkyRe users: you should add the following line under <weapon_exclusion_strings> in ReProccer's Stats.xml

<weapon_exclusion_string>Whip</weapon_exclusion_string>

then run the patcher. This way the whip will keep its damage as 1.
 

Recommended mods(useful, but not required):

 


addition thanks to:

AVS for the dwarven suits ground objects

devious dwarven suits patch based on the work of MaikCG for Dwarven Devious Cuirass 1.1a

Hambam9871 for the miaslair patch
EinarrTheRed for the felglow slave camp updated npc's and navmeshes
a1b2c3d4e5f6h7i8 for the female player oral animations fix
julzor for compiling my script while i'm away from my pc
Vykroft for fixing the lakeview manor cell addon
Pfiffy for translation updates
Xorgroth for more slaves patch2 allowing upto 100 slaves
WaxenFigure for the solution to naked bandits for non - temporary actors (still issues with temporary actors)

 

BlackShades for finding the faction check bugs in condescending dialogs
ragnam for his help with the behaviors


  • Submitter
  • Submitted
    05/02/2016
  • Category
  • Requires
    Skyrim, Sexlab, SkyUI, skse, ZazAnimationPack!, FNIS, as well as all requirements for the above mods
  • Special Edition Compatible
    No

 

hello guys,

 

when I instal this mod MO2 told me : paradise_halls_base.esm & paradise_halls_core.esm are missing

somebody can help me

 

Thanks in advance

Posted
24 minutes ago, vld257 said:

hello guys,

 

when I instal this mod MO2 told me : paradise_halls_base.esm & paradise_halls_core.esm are missing

somebody can help me

 

Thanks in advance

huh, that don't make sense. those are old names for paradise halls from a much older version. that would have to be a paradise halls addon looking for those 2 paradise halls names. tell me which esp is requesting those names or send a screenshot of where in mo its telling you that

Posted
6 minutes ago, vld257 said:

it is PAHExtender.esp.

 

 

 Thank you for your quick response

that's why, its a very old addon made for much older version of paradise halls. replacement poison in the current version is a paralysis poison so no need for any additional mod to acquire it

Posted (edited)

The slaves I buy at auctions have a bug where their armors are unremovable and if I use the console to remove their equipped gear it wil respawn again as soon as I give them new clothes, is there a way to fix that?

 

Edit: Nevermind, recloning the slaves did the trick.

Edited by CrazySloth
Posted
On 12/9/2021 at 2:51 PM, CrazySloth said:

The slaves I buy at auctions have a bug where their armors are unremovable and if I use the console to remove their equipped gear it wil respawn again as soon as I give them new clothes, is there a way to fix that?

 

Edit: Nevermind, recloning the slaves did the trick.

i don't think musje was aware of this bug, i tried pointing it out as well but at the time was using it with obis so i thought that was the problem...the problem wasn't obis, but it is the outfit defined in the base actor being cloned by hsh for the auctions and that's why recloning them cleared it if you're not using the new mcm toggle pahe gives them a naked outfit

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