Jump to content

Paradise Halls Enhanced (pahe) repacked with the customary addons


Recommended Posts

Posted

one more little Problem... Might be something with the load order... Where shoud I put the NPC Replacer to make sure I have no colour mismatch between body and head? And what is the best way of training the differen types of slave 'abilities'? 

 

 

damn... I think I have to start a new game....again...

Posted

I got it  working and tes5edit  cleared up the load order issue for me but, as many others have reported... my male pc got  the female animations instead :(   my female pc had similar issues..  Once I got a slave to 68 submissive, I couldn't seem to get past it. Not sure what I did wrong but no new dialog came up even after leaving the house and letting some time pass. I disabled the capture part in Defeat to use  this one and once i realized i had to mark them, that part worked fine.  I didn't get  far enough to test the selling part yet. Overall, it's a fun mod and thank you for all your hard work .

Posted

still out of town, my trip is going to take longer than i planned for so i'm responding to this on my brother's laptop

alright so i think i figured out why slaves can't prostitute through follower mods, i'm back to using AFT and PAHE still don't get that message 'hey you wanna make us some money' with them but get it with my other followers. i think it has to do with the relationship to you, i think it has to be at least friend. i think it would be great if after awhile training your slave and having them at 100% submission they become you ally because i have a few slaves right now at 100% submission and they are still at enemy relationship rank.

 

no, actually i responded to this issue 2 pages back---when i wasn't getting the dialogs consistently i looked at tdf from tesedit--tdf first checks if the npc is a follower, then after it fails follower checks its looked at for the unique flag

the prettier bandits mod from einarr adds that flag to a number of the random encounters,but thats the same flag used for the "auto rename" function as well so its a trade-off there

Another Day and another new game.  I have finally fixed that Stormcloak Hottie and was able to enslave it. Had been some problem with the factions. I still have the Problem that my PC (male) takes the victim/female role in the animations. I have checked the gender settings in SL and there seems to be some Issues with the aggressive animations option also.. (This might be a problem with my animations here) Renaming works!!! Even on the Imperial Captain, I will check what problems TDF will make(Yeah, I have that option availible). I have picked up some bandits on the way to riverwood and I'm trainig them right now. Is there any guide for the training? soe sort of read me would be helpful.

 

And another thing: I'm also using SGO an Milk mod economy. Will I get into Problems if the Slaves will be added to other factions?  

you're already seeing some of the oddities that can happen if the factions are changed, but there can be other issues as well if the wrong factions are added

the results can vary depending on what factions are changed or added

 

 

 

Another Day and another new game.  I have finally fixed that Stormcloak Hottie and was able to enslave it. Had been some problem with the factions. I still have the Problem that my PC (male) takes the victim/female role in the animations. I have checked the gender settings in SL ... 

 

I have the same problem. My futa female (sexlab gender: male) is always in the victim/female role and when I switch to female (sexlab gender) my pc is in the aggressive/male role. Only female/female oral seems to be working fine for me. 

 

EDIT: Vaginal sex with female pc and male npc seems to work as well 

 

thanks for the input

thats the kind of specifics i'll need to fix everything else as without it we'd be looking at a gender issue from sexlab, but that circumstance i personally added in my latest update so that shows i'll need to redesign about everything else

According to TDF: Not all Slaves seems to be able to become Prostitudes. In some cases The dialog for pimpimg will not show up, in some cases they will reduse to become Prostitudes but some will. 

 

 

 

tdf dialogs issues are listed above

 

I have a little PRoblem with the Fellglow camp. The slavemaster stops acting after asking me to follow him. Any Ideas?

those are the known issues we were unable to resolve with the upgraded camp on old saves and why that download is kept separate

Thanks for renewing this mod.

 

Having same problem as others. Master Jarrek slave buying doesn't play all the way through..

answered above

 

My male character takes female role in sex scenes

thats a bug i'd suspected as i went over the code for it when i overhauled the female player(i looked over the sexlab scripts and discovered the way blabla designed the aggression causes gender confusion from sexlab), but without any prior mention of bugs in the male player i couldn't confirm it

 

Thanks for renewing this mod.

 

Having same problem as others. Master Jarrek slave buying doesn't play all the way through. My male character takes female role in sex scenes.

I'm wondering a bit if this is depending on Home Sweet Home. I'm going to check that. It also seems like Home Sweet Home isn't working correctly... Well, we are all testers... I Would be glad if i had that much response on my own mod. 

 

nope, if anything home sweet depends on paradise halls

pahe is the master, not hsh

 

Is it normal that the slaves stop following you if you are in sneak mode?

normal or expected current  behavior for slaves----yet another thing i'll need to add to my bug list to look into fixing at some point

 

Hi,

 


 

I've loaded 6.1.2 and everything is working well EXCEPT (sorry to shout) that the slave animations all assume that my male Dovahkin is female.

 

I've been looking through this forum and have double checked SL settings and load orders and have obviously missed something.

 

Could somebody please help?

 

 

stated above i'll need to update the script for it when i get back

 




 

 

 

 

. Is there a way to legalize slavery?

maayybee, lol i'll definitely add that to my list of things to look into as a possibility

 

it was always a bit of a hassle trying to enslave somebody in city limitsi'd have to lure them out of town to avoid the legalities of it or if i was already out of town, but just wanted to enslave a guard on patrol for the hell of it i'd switch to my succubus form provided by the succubus race so the fines aren't applied when i enslave the guards either (technically i could do that in town as well, but that makes the guards hostile so it can be alot of hostiles to deal with)

 

 

I would like a set of quests to legalize limited  slavery in each hold, I would even be willing to do the writing for the quests... I just have no technical skills to build the quests.

 

 

My idea resolves around factions, Markarth would be willing to buy Forsworn, Storm cloak citys would be willing to buy imperial soldiers and Thalmor, Imperial Citys would buy storm cloaks, and most would buy bandits, and we could add brothels that will buy females, we could do something like hydra slaves, and under orders abduct NPCs and deliver them to Jarls... and then get quests from their familys to rescue their loved ones... hm that would be fun. Capture Idgrod the Younger (have Babes of Skyrim installed) Train her for awhile, and then bring her to who ever placed the order for her, get a letter from her mother, or father asking you to come see them for a matter of great importance, get offered a great reward for freeing their daughter, you show the letter to her owner, and tell what they asked for, help finish her training and bring her back a storm cloak spy and assassin, who in turn secretly kills her mother with your help frames her father becomes Jarl and builds a shrine to Talos.

 

 

 

Also if your Stealth is high enough and you have the magic enslaving arrows, you can enslave a char in the Jarls castle during the day with everyone their it is fun to pull off too. Also getting people in town the mask of the grey fox works, the grey fox gets the crime stat not the player, and I use a mod that allows me to temporarily turn NPCs  into followers I use it to enslave people by leading them away, and to deal with bugged NPCs that are not where they are supposed to be and blocking quest progression because of it.

 

 

not bad ideas, but not my expertise either so it would be added to the suggestion box for while

if i'm right about the code it'll be a simple change to legalize it when i get back, but questing it and separating the holds would be a change that the  code wasn't meant for

its like binary - its either legal or its not, there's no in-between

not to say that it can't be done, just not at this time

 


 

Hi,

 

I've loaded 6.1.2 and everything is working well EXCEPT (sorry to shout) that the slave animations all assume that my male Dovahkin is female.

 

I've been looking through this forum and have double checked SL settings and load orders and have obviously missed something.

 

Could somebody please help? 

 

Have this as well with male PC when using the sex dialogues on female bandits, checked in SL mcm and my PC is definately set to male

 

 

responded to his post above

 

i hope no one asked before, but is this compatible with NPC Knockout Overhaul and/or Death Alternative? does anyone use those mods and paradise halls with no problems?

 

death  alternative i've thoroughly tested with these - it works good with current version(not patched), but i've seen some users report issues adding the patch to it

 

the knockout overhaul i've not personally tested, but i do recall issues with it in the old thread

I only don't want outright legal slavery because it goes against the lore the Empire is massively anti Slavery, but I can see the storm clocks screaming about their ancestral rights to own Elves and Ulfric doing nothing about it do to his programing. So legal no... people being okay with it in limited ways yes.

 

legalizing slavery means the law doesn't respond to the player enslaving the citizens or the guards in public

any roleplaying or storyline behind it is a separate mattter

i can ask the team to look into it, but my quester has 5 other mods already on his agenda

one more little Problem... Might be something with the load order... Where shoud I put the NPC Replacer to make sure I have no colour mismatch between body and head? And what is the best way of training the differen types of slave 'abilities'? 

 

 

damn... I think I have to start a new game....again...

for load order i'd suggest using loot to sort your mods then give pahe a higher priority moving it to the bottom

Posted

I got it  working and tes5edit  cleared up the load order issue for me but, as many others have reported... my male pc got  the female animations instead :(   my female pc had similar issues..  Once I got a slave to 68 submissive, I couldn't seem to get past it. Not sure what I did wrong but no new dialog came up even after leaving the house and letting some time pass. I disabled the capture part in Defeat to use  this one and once i realized i had to mark them, that part worked fine.  I didn't get  far enough to test the selling part yet. Overall, it's a fun mod and thank you for all your hard work .

 

the animation bugs are mentioned above, but the enslavent process should still work as normal

dialog issues with using defeat are issues with defeat still looking at paradise halls master file and not pahe

 

enslavement thru low health or fear or paralysis should all still work, not just the mark key

Posted

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

Posted

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

Posted

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

Posted

 

 

Another Day and another new game.  I have finally fixed that Stormcloak Hottie and was able to enslave it. Had been some problem with the factions. I still have the Problem that my PC (male) takes the victim/female role in the animations. I have checked the gender settings in SL ... 

 

I have the same problem. My futa female (sexlab gender: male) is always in the victim/female role and when I switch to female (sexlab gender) my pc is in the aggressive/male role. Only female/female oral seems to be working fine for me. 

 

EDIT: Vaginal sex with female pc and male npc seems to work as well 

 

thanks for the input

thats the kind of specifics i'll need to fix everything else as without it we'd be looking at a gender issue from sexlab, but that circumstance i personally added in my latest update so that shows i'll need to redesign about everything else 

 

I made a more extensive test, maybe the results will help. There seems to be in some cases an additional problem that only one animation is available. There should be more, because I have nearly every animation pack installed.

 

Dialogue 1: Ok slave … I’m going to fuck you now

Dialogue 2: Punishment, Strip Now

 

Test 1: Female PC (Female + Female SL Gender) + Male NPC

Dialogue 1 and 2: Everything works fine. Female PC always in the right role (PC plays the female part)

 

Test 2: Futa PC (Female + Male SL Gender) + Male NPC

Dialogue 1 and 2: Futa PC is always in the wrong role (PC plays the female part)

 

Test 3: Female PC (Female + Female SL Gender) + Female NPC

 

Dialogue 1:

 

Option 1: Oral

  • Only animation available is “zyn licking”
  • Dialogue sounds male

Option 2: Vaginal

  • Only animation available is “zyn rough standing”
  • Female PC is in the male role
  • Should this option even appear? Maybe a MCM option to deactivate it …

Option 3: Anal

  • Only animation available is “rough behind”
  • Female PC is in the male role
  • Should this option even appear? Maybe a MCM option to deactivate it …

Dialogue 2: Punishment, Strip Now

 

Option 1: Use your mouth

  • Only animation available is “zyn licking”

Option 2: Spread your legs

  • Only animation available is “nibbles tripping” 

Test 4: Futa PC (Female + Male SL Gender) + Female NPC

 

Dialogue 1 and 2:

  • No problem with only one animation
  • Futa PC is always playing the female part and female npc plays the male role
Posted

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

 

 

I have no idea if it is possible in TES5Edit. I always use the ck. In the ck, just open the file and finde the quest bb_pimping_quest, open the quest, go to player dialogue, click BB_PimpingQuestDialogueBranch05 on the left (thats the recruiting dialogue) and open the first possible answer on the right. The dialogue window should open up and the conditions are listed in the middle. Delete the line at the end with the isunique check. Save, repeat for every possible answer. Repeat the process for bb_pimping_quest2 and bb_pimping_quest3 ... that did it for me. I have no idea if this creates problems and i don't play with the deleted condition, I just wanted to figure out where the problem was.

Posted

One detail about the problem with male PCs suddenly taking female roles: I discovered that problem after upgrading from 6.0.8 to 6.1.2. I still had the 6.0.8 archive on my disk, so I went back to 6.0.8. The problem promptly disappeared.

 

Bottom line, it seems to be related to one of the changes between 6.0.8 and 6.1.2.

Posted

Is the lakeview cellar exit supposed to be fixed in 6.1.2? Because I just built the place and there was no way out short of COCing back to the house exterior.

 

[edit]

 

As reported earlier, the ladder is there,  just moved out beyond the walls

Posted

I have an esp with it moved inside if that would help. No promises about quality control - it's just a quick and dirty fix, but it works to get you back out of the cellar.

Posted

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

 

 

I have no idea if it is possible in TES5Edit. I always use the ck. In the ck, just open the file and finde the quest bb_pimping_quest, open the quest, go to player dialogue, click BB_PimpingQuestDialogueBranch05 on the left (thats the recruiting dialogue) and open the first possible answer on the right. The dialogue window should open up and the conditions are listed in the middle. Delete the line at the end with the isunique check. Save, repeat for every possible answer. Repeat the process for bb_pimping_quest2 and bb_pimping_quest3 ... that did it for me. I have no idea if this creates problems and i don't play with the deleted condition, I just wanted to figure out where the problem was.

 

 

thanks but i'm not sure why i'm getting a message when opening CK that says 'version control is enabled. a network location must be selected to proceed. Select OK to  to locate a ConstructionSetNetwork.ini file and continue.'

 

I don't know where that is is that in my skyrim folder somewhere? anyone ever seen this? or should I re-install CK?

Posted

 

 

 

 

 

Another Day and another new game.  I have finally fixed that Stormcloak Hottie and was able to enslave it. Had been some problem with the factions. I still have the Problem that my PC (male) takes the victim/female role in the animations. I have checked the gender settings in SL ... 

 

I have the same problem. My futa female (sexlab gender: male) is always in the victim/female role and when I switch to female (sexlab gender) my pc is in the aggressive/male role. Only female/female oral seems to be working fine for me. 

 

EDIT: Vaginal sex with female pc and male npc seems to work as well 

 

thanks for the input

thats the kind of specifics i'll need to fix everything else as without it we'd be looking at a gender issue from sexlab, but that circumstance i personally added in my latest update so that shows i'll need to redesign about everything else 

 

I made a more extensive test, maybe the results will help. There seems to be in some cases an additional problem that only one animation is available. There should be more, because I have nearly every animation pack installed.

 

Dialogue 1: Ok slave … I’m going to fuck you now

Dialogue 2: Punishment, Strip Now

 

Test 1: Female PC (Female + Female SL Gender) + Male NPC

Dialogue 1 and 2: Everything works fine. Female PC always in the right role (PC plays the female part)

 

Test 2: Futa PC (Female + Male SL Gender) + Male NPC

Dialogue 1 and 2: Futa PC is always in the wrong role (PC plays the female part)

 

Test 3: Female PC (Female + Female SL Gender) + Female NPC

 

Dialogue 1:

 

Option 1: Oral

  • Only animation available is “zyn licking”
  • Dialogue sounds male

Option 2: Vaginal

  • Only animation available is “zyn rough standing”
  • Female PC is in the male role
  • Should this option even appear? Maybe a MCM option to deactivate it …

Option 3: Anal

  • Only animation available is “rough behind”
  • Female PC is in the male role
  • Should this option even appear? Maybe a MCM option to deactivate it …

Dialogue 2: Punishment, Strip Now

 

Option 1: Use your mouth

  • Only animation available is “zyn licking”

Option 2: Spread your legs

  • Only animation available is “nibbles tripping” 

 

 

Test 4: Futa PC (Female + Male SL Gender) + Female NPC

 

Dialogue 1 and 2:

  • No problem with only one animation
  • Futa PC is always playing the female part and female npc plays the male role

 

ok so its taking the sl gender checks properly, but the extra npc checks make it necessary to apply the position fixes to the male player next

thanks for the confirmation

 

 

 

One detail about the problem with male PCs suddenly taking female roles: I discovered that problem after upgrading from 6.0.8 to 6.1.2. I still had the 6.0.8 archive on my disk, so I went back to 6.0.8. The problem promptly disappeared.

 

Bottom line, it seems to be related to one of the changes between 6.0.8 and 6.1.2.

 

didn't touch the male player so thats no help

Is the lakeview cellar exit supposed to be fixed in 6.1.2? Because I just built the place and there was no way out short of COCing back to the house exterior.

 

[edit]

 

As reported earlier, the ladder is there,  just moved out beyond the walls

ok thanks i guess my change didn't work

 

It is still just outside the room.  I TCL outside to get it, COC works too.  Sooo immersionbreaking.  hahaha

 

i should have transfered it straight from the esp not worry about navmesh

I have an esp with it moved inside if that would help. No promises about quality control - it's just a quick and dirty fix, but it works to get you back out of the cellar.

ya for now atleast its something, i wont even be able to access my original for couple weeks

 

Reference post: http://www.loverslab.com/topic/61324-paradise-halls-enhanced-pahe-repacked-with-the-customary-addons/?p=1557266

 

I've been using the original slave camp because Jerrek seems to work for me better. I was quite disappointed that I couldn't use "fellglow rebuild" so I stole it from Einnar who stole it from Strec who stole it from that old lady digging in the dumpster.....

 

Anyway I butchered the hell out of it and moved the entrance to the 2nd level plateau above the original entrance. I renamed it "Slaver Barracks", divi-ed up NPCs with the original excavation site and was able to keep Einnar's merchant Dhanesh, Bard Lifa, bartender Shaguk Duma and the rest of the servants. I tested it with a brand new character and a much older save. All of Jerrek's stuff is currently un-owned

 

instructions: If it wants to overwrite anything let it. This replaces any Fellglow slave camp you may be running.

 

no, einarr's camp was an upgrade to layam's camp built before strec made any changes to pah at the request of pahe

pahe has already covered this discussion both in earlier posts and in the main topic

now your post is blasphemy

show some respect

 

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

 

 

I have no idea if it is possible in TES5Edit. I always use the ck. In the ck, just open the file and finde the quest bb_pimping_quest, open the quest, go to player dialogue, click BB_PimpingQuestDialogueBranch05 on the left (thats the recruiting dialogue) and open the first possible answer on the right. The dialogue window should open up and the conditions are listed in the middle. Delete the line at the end with the isunique check. Save, repeat for every possible answer. Repeat the process for bb_pimping_quest2 and bb_pimping_quest3 ... that did it for me. I have no idea if this creates problems and i don't play with the deleted condition, I just wanted to figure out where the problem was.

 

 

thanks but i'm not sure why i'm getting a message when opening CK that says 'version control is enabled. a network location must be selected to proceed. Select OK to  to locate a ConstructionSetNetwork.ini file and continue.'

 

I don't know where that is is that in my skyrim folder somewhere? anyone ever seen this? or should I re-install CK?

 

sounds like your ini files are missing from ck, you could reinstall ck, but tesedit can delete the unique flag from the dialog as well, it was tesedit i saw the flags marked and could have changed it, but not my mod

Posted

 

 

 

 

 

 

Another Day and another new game.  I have finally fixed that Stormcloak Hottie and was able to enslave it. Had been some problem with the factions. I still have the Problem that my PC (male) takes the victim/female role in the animations. I have checked the gender settings in SL ... 

 

I have the same problem. My futa female (sexlab gender: male) is always in the victim/female role and when I switch to female (sexlab gender) my pc is in the aggressive/male role. Only female/female oral seems to be working fine for me. 

 

EDIT: Vaginal sex with female pc and male npc seems to work as well 

 

thanks for the input

thats the kind of specifics i'll need to fix everything else as without it we'd be looking at a gender issue from sexlab, but that circumstance i personally added in my latest update so that shows i'll need to redesign about everything else 

 

I made a more extensive test, maybe the results will help. There seems to be in some cases an additional problem that only one animation is available. There should be more, because I have nearly every animation pack installed.

 

Dialogue 1: Ok slave … I’m going to fuck you now

Dialogue 2: Punishment, Strip Now

 

Test 1: Female PC (Female + Female SL Gender) + Male NPC

Dialogue 1 and 2: Everything works fine. Female PC always in the right role (PC plays the female part)

 

Test 2: Futa PC (Female + Male SL Gender) + Male NPC

Dialogue 1 and 2: Futa PC is always in the wrong role (PC plays the female part)

 

Test 3: Female PC (Female + Female SL Gender) + Female NPC

 

Dialogue 1:

 

Option 1: Oral

  • Only animation available is “zyn licking”
  • Dialogue sounds male

Option 2: Vaginal

  • Only animation available is “zyn rough standing”
  • Female PC is in the male role
  • Should this option even appear? Maybe a MCM option to deactivate it …

Option 3: Anal

  • Only animation available is “rough behind”
  • Female PC is in the male role
  • Should this option even appear? Maybe a MCM option to deactivate it …

Dialogue 2: Punishment, Strip Now

 

Option 1: Use your mouth

  • Only animation available is “zyn licking”

Option 2: Spread your legs

  • Only animation available is “nibbles tripping” 

 

 

Test 4: Futa PC (Female + Male SL Gender) + Female NPC

 

Dialogue 1 and 2:

  • No problem with only one animation
  • Futa PC is always playing the female part and female npc plays the male role

 

ok so its taking the sl gender checks properly, but the extra npc checks make it necessary to apply the position fixes to the male player next

thanks for the confirmation

 

 

 

One detail about the problem with male PCs suddenly taking female roles: I discovered that problem after upgrading from 6.0.8 to 6.1.2. I still had the 6.0.8 archive on my disk, so I went back to 6.0.8. The problem promptly disappeared.

 

Bottom line, it seems to be related to one of the changes between 6.0.8 and 6.1.2.

 

didn't touch the male player so thats no help

Is the lakeview cellar exit supposed to be fixed in 6.1.2? Because I just built the place and there was no way out short of COCing back to the house exterior.

 

[edit]

 

As reported earlier, the ladder is there,  just moved out beyond the walls

ok thanks i guess my change didn't work

 

It is still just outside the room.  I TCL outside to get it, COC works too.  Sooo immersionbreaking.  hahaha

 

i should have transfered it straight from the esp not worry about navmesh

I have an esp with it moved inside if that would help. No promises about quality control - it's just a quick and dirty fix, but it works to get you back out of the cellar.

ya for now atleast its something, i wont even be able to access my original for couple weeks

 

Reference post: http://www.loverslab.com/topic/61324-paradise-halls-enhanced-pahe-repacked-with-the-customary-addons/?p=1557266

 

I've been using the original slave camp because Jerrek seems to work for me better. I was quite disappointed that I couldn't use "fellglow rebuild" so I stole it from Einnar who stole it from Strec who stole it from that old lady digging in the dumpster.....

 

Anyway I butchered the hell out of it and moved the entrance to the 2nd level plateau above the original entrance. I renamed it "Slaver Barracks", divi-ed up NPCs with the original excavation site and was able to keep Einnar's merchant Dhanesh, Bard Lifa, bartender Shaguk Duma and the rest of the servants. I tested it with a brand new character and a much older save. All of Jerrek's stuff is currently un-owned

 

instructions: If it wants to overwrite anything let it. This replaces any Fellglow slave camp you may be running.

 

no, einarr's camp was an upgrade to layam's camp built before strec made any changes to pah at the request of pahe

pahe has already covered this discussion both in earlier posts and in the main topic

now your post is blasphemy

show some respect

 

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

 

 

I have no idea if it is possible in TES5Edit. I always use the ck. In the ck, just open the file and finde the quest bb_pimping_quest, open the quest, go to player dialogue, click BB_PimpingQuestDialogueBranch05 on the left (thats the recruiting dialogue) and open the first possible answer on the right. The dialogue window should open up and the conditions are listed in the middle. Delete the line at the end with the isunique check. Save, repeat for every possible answer. Repeat the process for bb_pimping_quest2 and bb_pimping_quest3 ... that did it for me. I have no idea if this creates problems and i don't play with the deleted condition, I just wanted to figure out where the problem was.

 

 

thanks but i'm not sure why i'm getting a message when opening CK that says 'version control is enabled. a network location must be selected to proceed. Select OK to  to locate a ConstructionSetNetwork.ini file and continue.'

 

I don't know where that is is that in my skyrim folder somewhere? anyone ever seen this? or should I re-install CK?

 

sounds like your ini files are missing from ck, you could reinstall ck, but tesedit can delete the unique flag from the dialog as well, it was tesedit i saw the flags marked and could have changed it, but not my mod

 

 

yea i looked in tes5 but couldn't find it in there can you give me directions please for removing it in tes5?

 

 

EDIT-  I actually got CK to open and did it through there, the good news is I got the option with slaves now to work for me but it's the one where you have to pay them to work for you, I didn't get the 'hey you wanna make us some money?' which is the one I wanted, that's the bad news, so kind of weird I have to pay my own slaves to prostitute for me but I suppose it'll have to do for now unless someone knows how to actually get that dialogue for them 'hey you wanna make us some money?'

Posted

 

Reference post: http://www.loverslab.com/topic/61324-paradise-halls-enhanced-pahe-repacked-with-the-customary-addons/?p=1557266

 

I've been using the original slave camp because Jerrek seems to work for me better. I was quite disappointed that I couldn't use "fellglow rebuild" so I stole it from Einnar who stole it from Strec who stole it from that old lady digging in the dumpster.....

 

Anyway I butchered the hell out of it and moved the entrance to the 2nd level plateau above the original entrance. I renamed it "Slaver Barracks", divi-ed up NPCs with the original excavation site and was able to keep Einnar's merchant Dhanesh, Bard Lifa, bartender Shaguk Duma and the rest of the servants. I tested it with a brand new character and a much older save. All of Jerrek's stuff is currently un-owned

 

instructions: If it wants to overwrite anything let it. This replaces any Fellglow slave camp you may be running.

 

no, einarr's camp was an upgrade to layam's camp built before strec made any changes to pah at the request of pahe

pahe has already covered this discussion both in earlier posts and in the main topic

now your post is blasphemy

show some respect

 

 

Oh crap my bad. I'm going to need all parties legal names and mailing addresses involved that I may hand write and send out formal apology  accolades for this unforgivable flub.

 

p.s. I corrected  my post.

Posted (edited)

 

 

 

 

 

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

 

 

I have no idea if it is possible in TES5Edit. I always use the ck. In the ck, just open the file and finde the quest bb_pimping_quest, open the quest, go to player dialogue, click BB_PimpingQuestDialogueBranch05 on the left (thats the recruiting dialogue) and open the first possible answer on the right. The dialogue window should open up and the conditions are listed in the middle. Delete the line at the end with the isunique check. Save, repeat for every possible answer. Repeat the process for bb_pimping_quest2 and bb_pimping_quest3 ... that did it for me. I have no idea if this creates problems and i don't play with the deleted condition, I just wanted to figure out where the problem was.

 

 

thanks but i'm not sure why i'm getting a message when opening CK that says 'version control is enabled. a network location must be selected to proceed. Select OK to  to locate a ConstructionSetNetwork.ini file and continue.'

 

I don't know where that is is that in my skyrim folder somewhere? anyone ever seen this? or should I re-install CK?

 

sounds like your ini files are missing from ck, you could reinstall ck, but tesedit can delete the unique flag from the dialog as well, it was tesedit i saw the flags marked and could have changed it, but not my mod

 

 

 

yea i looked in tes5 but couldn't find it in there can you give me directions please for removing it in tes5?

 

  • load tdf from tesedit then navigate the "dialogue branches" "dialog topics"
  • if memory serves there were a few dialogs that had the unique flag at the bottom of the list of conditions - a couple already named in the quote, its the same quest found by the ck users, but you'll need to navigate the sub-dialogues until you find the dialog used for slaves and other general npc's
  • the dialog will have a list of conditions to meet before it appears and at the bottom of that list should be the " isUnique " condition flag

     

Edited by CliftonJD
Posted

 

 

 

 

 

 

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

 

 

I have no idea if it is possible in TES5Edit. I always use the ck. In the ck, just open the file and finde the quest bb_pimping_quest, open the quest, go to player dialogue, click BB_PimpingQuestDialogueBranch05 on the left (thats the recruiting dialogue) and open the first possible answer on the right. The dialogue window should open up and the conditions are listed in the middle. Delete the line at the end with the isunique check. Save, repeat for every possible answer. Repeat the process for bb_pimping_quest2 and bb_pimping_quest3 ... that did it for me. I have no idea if this creates problems and i don't play with the deleted condition, I just wanted to figure out where the problem was.

 

 

thanks but i'm not sure why i'm getting a message when opening CK that says 'version control is enabled. a network location must be selected to proceed. Select OK to  to locate a ConstructionSetNetwork.ini file and continue.'

 

I don't know where that is is that in my skyrim folder somewhere? anyone ever seen this? or should I re-install CK?

 

sounds like your ini files are missing from ck, you could reinstall ck, but tesedit can delete the unique flag from the dialog as well, it was tesedit i saw the flags marked and could have changed it, but not my mod

 

 

 

yea i looked in tes5 but couldn't find it in there can you give me directions please for removing it in tes5?

 

  • load tdf from tesedit then navigate the "dialogue branches" "dialog topics"
  • if memory serves there were a few dialogs that had the unique flag at the bottom of the list of conditions - a couple already named in the quote, its the same quest found by the ck users, but you'll need to navigate the sub-dialogues until you find the dialog used for slaves and other general npc's
  • the dialog will have a list of conditions to meet before it appears and at the bottom of that list should be the " isUnique " condition flag

     

 

perfect. added the dialogue requirement for 'hey you wanna make us some money?' to potentialfollowerfaction instead of currentfollowerfaction and just went in game and console commanded all my slaves to that faction and it worked it perfect. now just hope things don't go sour I only tested it on a couple clients so far. thanks again for the help.

Posted

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

Don't have access to the CK right now, but is the condtion on the branch entry topic, or on all of them?

 

If it's just on the entry topic, we could probably create a new branch that just linked to the TDF topics and include it as a patch.

Posted

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

Don't have access to the CK right now, but is the condtion on the branch entry topic, or on all of them?

 

If it's just on the entry topic, we could probably create a new branch that just linked to the TDF topics and include it as a patch.

 

 

Afaik it's only in the recruitment dialogue, so a new branch should be possible

Posted

 

 

 

 

 

 

 

 

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

 

 

I have no idea if it is possible in TES5Edit. I always use the ck. In the ck, just open the file and finde the quest bb_pimping_quest, open the quest, go to player dialogue, click BB_PimpingQuestDialogueBranch05 on the left (thats the recruiting dialogue) and open the first possible answer on the right. The dialogue window should open up and the conditions are listed in the middle. Delete the line at the end with the isunique check. Save, repeat for every possible answer. Repeat the process for bb_pimping_quest2 and bb_pimping_quest3 ... that did it for me. I have no idea if this creates problems and i don't play with the deleted condition, I just wanted to figure out where the problem was.

 

 

thanks but i'm not sure why i'm getting a message when opening CK that says 'version control is enabled. a network location must be selected to proceed. Select OK to  to locate a ConstructionSetNetwork.ini file and continue.'

 

I don't know where that is is that in my skyrim folder somewhere? anyone ever seen this? or should I re-install CK?

 

sounds like your ini files are missing from ck, you could reinstall ck, but tesedit can delete the unique flag from the dialog as well, it was tesedit i saw the flags marked and could have changed it, but not my mod

 

 

 

yea i looked in tes5 but couldn't find it in there can you give me directions please for removing it in tes5?

 

  • load tdf from tesedit then navigate the "dialogue branches" "dialog topics"
  • if memory serves there were a few dialogs that had the unique flag at the bottom of the list of conditions - a couple already named in the quote, its the same quest found by the ck users, but you'll need to navigate the sub-dialogues until you find the dialog used for slaves and other general npc's
  • the dialog will have a list of conditions to meet before it appears and at the bottom of that list should be the " isUnique " condition flag

     

 

 

 

perfect. added the dialogue requirement for 'hey you wanna make us some money?' to potentialfollowerfaction instead of currentfollowerfaction and just went in game and console commanded all my slaves to that faction and it worked it perfect. now just hope things don't go sour I only tested it on a couple clients so far. thanks again for the help.

 

cool

 

 

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

Don't have access to the CK right now, but is the condtion on the branch entry topic, or on all of them?

 

If it's just on the entry topic, we could probably create a new branch that just linked to the TDF topics and include it as a patch.

 

full info above, ck wasn't needed for it

without knowing why that condition was set for tdf to look specifically at either followers or unique npc's i think a better "patch" would be to set the unique flag on those slaves

Posted

 

 

 

 

 

 

 

 

 

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

 

 

I have no idea if it is possible in TES5Edit. I always use the ck. In the ck, just open the file and finde the quest bb_pimping_quest, open the quest, go to player dialogue, click BB_PimpingQuestDialogueBranch05 on the left (thats the recruiting dialogue) and open the first possible answer on the right. The dialogue window should open up and the conditions are listed in the middle. Delete the line at the end with the isunique check. Save, repeat for every possible answer. Repeat the process for bb_pimping_quest2 and bb_pimping_quest3 ... that did it for me. I have no idea if this creates problems and i don't play with the deleted condition, I just wanted to figure out where the problem was.

 

 

thanks but i'm not sure why i'm getting a message when opening CK that says 'version control is enabled. a network location must be selected to proceed. Select OK to  to locate a ConstructionSetNetwork.ini file and continue.'

 

I don't know where that is is that in my skyrim folder somewhere? anyone ever seen this? or should I re-install CK?

 

sounds like your ini files are missing from ck, you could reinstall ck, but tesedit can delete the unique flag from the dialog as well, it was tesedit i saw the flags marked and could have changed it, but not my mod

 

 

 

yea i looked in tes5 but couldn't find it in there can you give me directions please for removing it in tes5?

 

  • load tdf from tesedit then navigate the "dialogue branches" "dialog topics"
  • if memory serves there were a few dialogs that had the unique flag at the bottom of the list of conditions - a couple already named in the quote, its the same quest found by the ck users, but you'll need to navigate the sub-dialogues until you find the dialog used for slaves and other general npc's
  • the dialog will have a list of conditions to meet before it appears and at the bottom of that list should be the " isUnique " condition flag

     

 

 

 

perfect. added the dialogue requirement for 'hey you wanna make us some money?' to potentialfollowerfaction instead of currentfollowerfaction and just went in game and console commanded all my slaves to that faction and it worked it perfect. now just hope things don't go sour I only tested it on a couple clients so far. thanks again for the help.

 

cool

 

 

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

Don't have access to the CK right now, but is the condtion on the branch entry topic, or on all of them?

 

If it's just on the entry topic, we could probably create a new branch that just linked to the TDF topics and include it as a patch.

 

full info above, ck wasn't needed for it

without knowing why that condition was set for tdf to look specifically at either followers or unique npc's i think a better "patch" would be to set the unique flag on those slaves

 

 

 

Yea I couldn't find their faction. the flag for that dialogue I just mentioned was GETINFACTION and then you set the faction, it was on Currentfollowerfaction like I said but I couldn't find PAH slave faction. do you know what their faction is called? I think maybe would be better so I didn't have to console command every slave I capture into Potentialfollowerfaction.

Posted

 

 

 

 

 

 

 

 


 



 

 

 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 

I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 

 

how do i do that in CK? or can it be done is TEs5edit instead?

 

 

I have no idea if it is possible in TES5Edit. I always use the ck. In the ck, just open the file and finde the quest bb_pimping_quest, open the quest, go to player dialogue, click BB_PimpingQuestDialogueBranch05 on the left (thats the recruiting dialogue) and open the first possible answer on the right. The dialogue window should open up and the conditions are listed in the middle. Delete the line at the end with the isunique check. Save, repeat for every possible answer. Repeat the process for bb_pimping_quest2 and bb_pimping_quest3 ... that did it for me. I have no idea if this creates problems and i don't play with the deleted condition, I just wanted to figure out where the problem was.

 

 

thanks but i'm not sure why i'm getting a message when opening CK that says 'version control is enabled. a network location must be selected to proceed. Select OK to  to locate a ConstructionSetNetwork.ini file and continue.'

 

I don't know where that is is that in my skyrim folder somewhere? anyone ever seen this? or should I re-install CK?

 

sounds like your ini files are missing from ck, you could reinstall ck, but tesedit can delete the unique flag from the dialog as well, it was tesedit i saw the flags marked and could have changed it, but not my mod

 

 

 

yea i looked in tes5 but couldn't find it in there can you give me directions please for removing it in tes5?

 

  • load tdf from tesedit then navigate the "dialogue branches" "dialog topics"
  • if memory serves there were a few dialogs that had the unique flag at the bottom of the list of conditions - a couple already named in the quote, its the same quest found by the ck users, but you'll need to navigate the sub-dialogues until you find the dialog used for slaves and other general npc's
  • the dialog will have a list of conditions to meet before it appears and at the bottom of that list should be the " isUnique " condition flag
     

 

 

 

perfect. added the dialogue requirement for 'hey you wanna make us some money?' to potentialfollowerfaction instead of currentfollowerfaction and just went in game and console commanded all my slaves to that faction and it worked it perfect. now just hope things don't go sour I only tested it on a couple clients so far. thanks again for the help.

 

cool

 

 


 

 

yea i spoke too soon i figured out that wasn't the problem by console commanding them to increase disposition and still didn't get the dialogue, so you're saying turning off the auto-rename in PAHE will solve the problem?

 
I think the problem with TDF and PAH is that TDF has the condition that the npc needs to be unique and for example a bandit isn`t unique. I think only named npc are unique and can be prostitutes. I deleted that condition in the creation kit and then prostitution worked.

 


Don't have access to the CK right now, but is the condtion on the branch entry topic, or on all of them?

If it's just on the entry topic, we could probably create a new branch that just linked to the TDF topics and include it as a patch.

 

full info above, ck wasn't needed for it

without knowing why that condition was set for tdf to look specifically at either followers or unique npc's i think a better "patch" would be to set the unique flag on those slaves

 

 

 

 

Yea I couldn't find their faction. the flag for that dialogue I just mentioned was GETINFACTION and then you set the faction, it was on Currentfollowerfaction like I said but I couldn't find PAH slave faction. do you know what their faction is called? I think maybe would be better so I didn't have to console command every slave I capture into Potentialfollowerfaction.

 

  • you have to have paradise halls loaded when you edit tdf to find the faction from tesedit
  • next dont space the faction name
  • finally that should return the felglow slave camp slaves, not the player's slaves

you'll want the PAHPlayerSlaveFaction

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...