DocClox Posted June 2, 2016 Posted June 2, 2016 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 The trouble is that the "unique" flag isn't set on the actor reference, it's one the base actor reference. That means that if you set one bandit slave as unique the game will apply that to all instances of that bandit, and the game will treat them all as if they were exactly the same person. Which is probably going to lead to some unexpected side effects. Of course, apart from changing which speech topics will trigger for them, I'm not sure what other effects that will have. But I suspect there may some unexpected ones. Hey try it and see. What do I know?
CliftonJD Posted June 2, 2016 Author Posted June 2, 2016 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 The trouble is that the "unique" flag isn't set on the actor reference, it's one the base actor reference. That means that if you set one bandit slave as unique the game will apply that to all instances of that bandit, and the game will treat them all as if they were exactly the same person. Which is probably going to lead to some unexpected side effects. Of course, apart from changing which speech topics will trigger for them, I'm not sure what other effects that will have. But I suspect there may some unexpected ones. Hey try it and see. What do I know? oh, that wouldn't make it unique from its clones no i didn't know they made that effect the base actor, we have enough problems with that already
DocClox Posted June 2, 2016 Posted June 2, 2016 Yeah. If you look at the CK wiki, you have to get the actor base before you can even test for uniqueness. The Actor object is basically an ordinary ObjectReference with some added extras. The ActorBase is the underlying Form. It's like if you drag a table into a cell, the table the is just the object reference. The actual table is defined in the static or funtiure record in the object browser. Similarly the ActorBase is all the data you can edit in the object window. The figure in the cell view is just a pointer and some context info. So what I was thinking was: if you create a minimal quest with branches and topics mimicing the entry points into TDFP, you can point the responses at the actual TDFP branches. Condition the new entry points to only work for slave faction members who are non-uniques (so we don't get two identical topics for unique slaves) and that'll give an entry point into TDFP without having to hack actor records or TDFP itself. You could also use the MCM reload function to check to see if TDFP is loaded and set or clear a flag based on that. Then if that's also a condition of hte TDFP entry points the quest could be part of PAHE and the topics only appear if TDFP was loaded. Easiest thing might be to just start or stop the dialogue quest depending. I might take a look when I get home, RL allowing.
CliftonJD Posted June 2, 2016 Author Posted June 2, 2016 Yeah. If you look at the CK wiki, you have to get the actor base before you can even test for uniqueness. The Actor object is basically an ordinary ObjectReference with some added extras. The ActorBase is the underlying Form. It's like if you drag a table into a cell, the table the is just the object reference. The actual table is defined in the static or funtiure record in the object browser. Similarly the ActorBase is all the data you can edit in the object window. The figure in the cell view is just a pointer and some context info. So what I was thinking was: if you create a minimal quest with branches and topics mimicing the entry points into TDFP, you can point the responses at the actual TDFP branches. Condition the new entry points to only work for slave faction members who are non-uniques (so we don't get two identical topics for unique slaves) and that'll give an entry point into TDFP without having to hack actor records or TDFP itself. You could also use the MCM reload function to check to see if TDFP is loaded and set or clear a flag based on that. Then if that's also a condition of hte TDFP entry points the quest could be part of PAHE and the topics only appear if TDFP was loaded. Easiest thing might be to just start or stop the dialogue quest depending. I might take a look when I get home, RL allowing. i'm still a bit confused why nobody has asked tdf to remove the unique actors check from those dialogs but ya, i've already considered making a new dialog that instead of checking for unique or followers, checks for the slave faction and submission of the slave. then displaying each specific sex trainning value and increasing the prostitute values for it and increasing the sex training with the number of clients that ask for those types of sex. i've even asked other team members to look into making sex training camps or underground brothels with cages and guards to hold the slaves at any submission level attending to random clients without taking up the slave slots. my primary concern above all others - when rl provides the time - still remains to fix the problems of pah/e and worry about the problems of tdf when those problems are dealt with or when i've exhausted my efforts with it. if you'd like to help from ck what i need is somebody to compile my scripts until i get back home to my pc and if you have extra time to look into new tdf dialog patches for pahe i'll look it over when i get back for any fixes or adjustments to those this should fix the problems with the male player animations: PAHPunishmentRapeScript.psc edit: 10 downloads of my script already.....it won't help yet without a compiler to compile it
julzor Posted June 3, 2016 Posted June 3, 2016 edit: 10 downloads of my script already.....it won't help yet without a compiler to compile it I tried, but I am getting error messages. I extracted scripts.rar, reinstalled skse, sexlab and installed skyui skd, but still getting error messages when I try to compile the scripts. Edit: Fixed the last problems and compiled the script. I made a quick test and it seems to work... PAHPunishmentRapeScript.pex
DocClox Posted June 3, 2016 Posted June 3, 2016 edit: 10 downloads of my script already.....it won't help yet without a compiler to compile it Actually, it looks like I'm not going to get much dev time for a few weeks, so it might be best if I relurk and leave you chaps to it. You've been doing a fine job so far, and you don't need me sticking my oar in. Nice mod, and I'm enjoying what you're doing here. Keep up the good work!
CliftonJD Posted June 3, 2016 Author Posted June 3, 2016 edit: 10 downloads of my script already.....it won't help yet without a compiler to compile it I tried, but I am getting error messages. I extracted scripts.rar, reinstalled skse, sexlab and installed skyui skd, but still getting error messages when I try to compile the scripts. Edit: Fixed the last problems and compiled the script. I made a quick test and it seems to work... the nilo error means you need nil override to compile it (we also provide that file in zip for those who don't have it) the other file is from skyui - you need the source files good to see you fixed it and thanks for compiling it i'll get it uploaded to the main page next
Sural Argonus Posted June 3, 2016 Posted June 3, 2016 So...That would explain why I have this problem then...If I knew the first thing about compiling the script I would do it myself.
Pfiffy Posted June 3, 2016 Posted June 3, 2016 The new Skript seems to work fine! Thanx! Is there any read-me-file about the options? I am just wondering how my Slaves develop during training. There is one option about the training throu other slaves. The only way i could turn a slave into a trainer so far was to install home sweet home and build a camp. I didn't see any development so far in my actual game, So I wonder if I have missed something again. or was this just supposed for Followers?
thesteve812 Posted June 3, 2016 Posted June 3, 2016 The new script worked for me and her. Just stopped in mid funnybiz to thank you, back to the punishment.
CliftonJD Posted June 3, 2016 Author Posted June 3, 2016 The new Skript seems to work fine! Thanx! Is there any read-me-file about the options? I am just wondering how my Slaves develop during training. There is one option about the training throu other slaves. The only way i could turn a slave into a trainer so far was to install home sweet home and build a camp. I didn't see any development so far in my actual game, So I wonder if I have missed something again. or was this just supposed for Followers? no read-me info yet, that's another thing on the to-do list still tryin to get things working right before I worry about help files or instructions for current version the slave development affects how they rebel, mean or friendly or scared shitless the follower training I can't tell if it was unfinished code or something else blabla disabled in 5.2 when 5.1 was such a bust at some point i'm hoping to get the old code from version 5.1 working, but you'll need to get slaves trained to 100 submission to see the results of that on your slaves The new script worked for me and her. Just stopped in mid funnybiz to thank you, back to the punishment. good to hear
MortiferusX Posted June 3, 2016 Posted June 3, 2016 It would be nice if someone can write a little Userguide what which value exactly do. - Submission - Anger Training - Combat Training - Respect Training - Pose - Sex Training - Fear - Morality - Current Mood Anger Training, Fear and Morality i don´t know what it do and what it is good for and should it better be low or high?
CliftonJD Posted June 3, 2016 Author Posted June 3, 2016 (edited) So...That would explain why I have this problem then...If I knew the first thing about compiling the script I would do it myself. ya, its best to figure out that the only time your animation bugs is when you use pahe dialogs then report it here(or read the bug reports that have already come in about it), I won't see it if you start a new thread for it and won't be able to help i'd already had quite a few responses on the male animations going buggy after I added those gender checks to the slaves and updated the females - some of those bug reports gave the testing information I needed to confirm my theories the male animations needed to be updated as well -read the post you made some more and that bit about the animations still bugged regardless of slave or any other females would be an issue with the other mod you had sex with those females -sounds like it had the same animation bugs in its mod I just fixed here so you'll want to report that to the other mod you were testing those females with It would be nice if someone can write a little Userguide what which value exactly do. - Submission - Anger Training - Combat Training - Respect Training - Pose - Sex Training - Fear - Morality - Current Mood Anger Training, Fear and Morality i don´t know what it do and what it is good for and should it better be low or high? well I can fix and /or update the bugs in the scripts like I've been doing or I could write manuals, but my list of bugs to fix is pretty long and always seems to get longer so I kinda figured everybody would rather have fixes made and worry about manuals later each of those training levels effect the resale value if you take them to felglow slave camp to sell them at some point aside from that pose training is just another method for gaining submission anger and fear and sex training each effect the mood of the slave in different ways to get different methods of rebellion like high anger will give you a slave who mouths off while sex training will get them to be friendly and fear training is like the balance between them for those who remember old pah before pahe there was only the anger training and some learned to like the effects of it--well fear training is ven better... Edited June 3, 2016 by CliftonJD
Pfiffy Posted June 3, 2016 Posted June 3, 2016 I'm not a native speaker of english and I'm also not very good at it. And I'm very new to slavery. Are there any ppl in the comunity who could help with this? I would like to help with everything I can...
CliftonJD Posted June 3, 2016 Author Posted June 3, 2016 I'm not a native speaker of english and I'm also not very good at it. And I'm very new to slavery. Are there any ppl in the comunity who could help with this? I would like to help with everything I can... I know we need translators, also already on my list to look into help translating don't know how else to help in the mean time, English is my primary language and I don't know enough Spanish for that to help much either
Pfiffy Posted June 3, 2016 Posted June 3, 2016 I'm not a native speaker of english and I'm also not very good at it. And I'm very new to slavery. Are there any ppl in the comunity who could help with this? I would like to help with everything I can... I know we need translators, also already on my list to look into help translating don't know how else to help in the mean time, English is my primary language and I don't know enough Spanish for that to help much either Wekll I'm a german...
Sural Argonus Posted June 3, 2016 Posted June 3, 2016 Well...if I understood what each one did better, I could try to help. hehe I was waiting until Clifton got further along in development and fixing before I started asking what things meant tho. I've already bugged him enough with the slave renaming problem I had a while back that ultimately was caused by one of my favorite mods. Still don't know really what was causing Mia's (Sexlab Sex Slaves) to do it tho. Some weird conflict.
CliftonJD Posted June 3, 2016 Author Posted June 3, 2016 Well...if I understood what each one did better, I could try to help. hehe I was waiting until Clifton got further along in development and fixing before I started asking what things meant tho. I've already bugged him enough with the slave renaming problem I had a while back that ultimately was caused by one of my favorite mods. Still don't know really what was causing Mia's (Sexlab Sex Slaves) to do it tho. Some weird conflict. your original problem with mia's sex slaves mod is a conflict with the renamer i'll learn more as I try to rework the features of pahe 5.1 - for now its a known conflict if I knew why I might have a fix for it your new problem has some issues in that log causing none errors for the player and stopping up the mods as a result : ERROR: Unable to call SendModEvent - no native object bound to the script object, or object is of incorrect type stack: [None].XPMSEWeaponStyleScaleEffect.SendModEvent() - "" Line ? [None].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 1483 [None].XPMSEWeaponStyleScaleEffect.OnObjectEquipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [05/30/2016 - 07:54:05PM] SexLife: OnUpdate start work function [05/30/2016 - 07:54:06PM] ERROR: (590332E4): cannot be moved to a None object's location. stack: [ (590332E4)].Actor.MoveTo() - "" Line ? [adcSexlifeMain (59004338)].adcsexlifemain.ResetWork() - "adcSexlifeMain.psc" Line 238 [adcSexlifeMain (59004338)].adcsexlifemain.OnUpdate() - "adcSexlifeMain.psc" Line 208 [05/30/2016 - 07:54:06PM] ERROR: (590332E3): cannot be moved to a None object's location. stack: [ (590332E3)].Actor.MoveTo() - "" Line ? [adcSexlifeMain (59004338)].adcsexlifemain.ResetWork() - "adcSexlifeMain.psc" Line 239 [adcSexlifeMain (59004338)].adcsexlifemain.OnUpdate() - "adcSexlifeMain.psc" Line 208 looks like xpmse has some issues to fix and sexlife needs xpmse fixed (or needs the same pre-requisite mods fixed as xpmse)
Sural Argonus Posted June 3, 2016 Posted June 3, 2016 Well...if I understood what each one did better, I could try to help. hehe I was waiting until Clifton got further along in development and fixing before I started asking what things meant tho. I've already bugged him enough with the slave renaming problem I had a while back that ultimately was caused by one of my favorite mods. Still don't know really what was causing Mia's (Sexlab Sex Slaves) to do it tho. Some weird conflict. your original problem with mia's sex slaves mod is a conflict with the renamer i'll learn more as I try to rework the features of pahe 5.1 - for now its a known conflict if I knew why I might have a fix for it your new problem has some issues in that log causing none errors for the player and stopping up the mods as a result : Not really sure what good Sexlife is doing me. Not sure I am going to install it this time. Also think some or most of my crashes may have been because I inadvertently installed some 4k texture mods. I don't think my video card likes those...so this time I am making sure I *DON'T* install any. haha
CliftonJD Posted June 3, 2016 Author Posted June 3, 2016 Well...if I understood what each one did better, I could try to help. hehe I was waiting until Clifton got further along in development and fixing before I started asking what things meant tho. I've already bugged him enough with the slave renaming problem I had a while back that ultimately was caused by one of my favorite mods. Still don't know really what was causing Mia's (Sexlab Sex Slaves) to do it tho. Some weird conflict. your original problem with mia's sex slaves mod is a conflict with the renamer i'll learn more as I try to rework the features of pahe 5.1 - for now its a known conflict if I knew why I might have a fix for it your new problem has some issues in that log causing none errors for the player and stopping up the mods as a result : Not really sure what good Sexlife is doing me. Not sure I am going to install it this time. Also think some or most of my crashes may have been because I inadvertently installed some 4k texture mods. I don't think my video card likes those...so this time I am making sure I *DON'T* install any. haha ya I hear a lot of problems from 4k textures and not so much benefit from them
Sural Argonus Posted June 3, 2016 Posted June 3, 2016 Well...if I understood what each one did better, I could try to help. hehe I was waiting until Clifton got further along in development and fixing before I started asking what things meant tho. I've already bugged him enough with the slave renaming problem I had a while back that ultimately was caused by one of my favorite mods. Still don't know really what was causing Mia's (Sexlab Sex Slaves) to do it tho. Some weird conflict. your original problem with mia's sex slaves mod is a conflict with the renamer i'll learn more as I try to rework the features of pahe 5.1 - for now its a known conflict if I knew why I might have a fix for it your new problem has some issues in that log causing none errors for the player and stopping up the mods as a result : Not really sure what good Sexlife is doing me. Not sure I am going to install it this time. Also think some or most of my crashes may have been because I inadvertently installed some 4k texture mods. I don't think my video card likes those...so this time I am making sure I *DON'T* install any. haha ya I hear a lot of problems from 4k textures and not so much benefit from them Figure if you have one of those fancy schmancy ultra high end video cards that are like way more expensive then I could afford in my wildest dreams...like the kind of computer you spend almost as much as a car on. I could never convince my wife I need one of those. haha
Soulbound Posted June 3, 2016 Posted June 3, 2016 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. 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. I personally don't have any issues with Fellglow Slavers Camp Rebuild v1.4.3 by Einnar (with Clifton's updates) and prefer it over the cramped confines of the Original. Looking at the ESP, you're using an older version 1.4.1 as a base. Correct me of I'm wrong, but there were issues with Jerrek in that version. Even in Version 1.4.2 I was able to sell slaves to Jerrek and he did the inspection scene fully voiced. Combining the two camps and leaving Jerrek in the original camp fixed your problem with Jerrek, but just defeats the object of the rebuild, to replace the original.
Bush_Connoisseur Posted June 4, 2016 Posted June 4, 2016 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. 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. I personally don't have any issues with Fellglow Slavers Camp Rebuild v1.4.3 by Einnar (with Clifton's updates) and prefer it over the cramped confines of the Original. Looking at the ESP, you're using an older version 1.4.1 as a base. Correct me of I'm wrong, but there were issues with Jerrek in that version. Even in Version 1.4.2 I was able to sell slaves to Jerrek and he did the inspection scene fully voiced. Combining the two camps and leaving Jerrek in the original camp fixed your problem with Jerrek, but just defeats the object of the rebuild, to replace the original. I'm not sure what base it was but the file I downloaded and was working with for my hack job mod was Fellglow Slave Camp Rebuild v1.4.2.7z. I absolutely love where he is going with the camp and can't wait until i can use it. I have a stiffy this very moment just thinking about it. However I asked if anyone else was having problems and someone said they were so I knew it wasn't just me. I simply decided to showcase Einerr's Rebuild in something that worked for me (because I'm very important) and then share it with all the other pervs who may have been having issues as well. As far as defeating the objective of the rebuild.. the objective was to fix my problem, get to the camp, sell my slaves and rape Ladia. I don't have the know how to create a vendor or model a dungeon, much less all those separate sandboxed NPC going about their business not to mention all the attention to detail Einarr put in there. No, what I produced is as good as it gets for me and none of it was my work I created nothing. I used everyone else's work and smashed em together as best as i could. Now, I downloaded the latest Fellglow Slave Camp Rebuild v1.4.3.7z I attempted 9 times to get to Fellglow and I CTD every time. I tried 4 different older saves and created 5 new characters. I attempted to teleport to the entrance and run there. About 20 secs after I cross the road and get close to fellglow CTD. anyone else having this issue?
EinarrTheRed Posted June 4, 2016 Posted June 4, 2016 The thing about Jerrek not working was and is an annoying issue with PAHE, for whatever reason the quest controlling Jerrek doesn't reboot as it should which is very odd considering its the exact same quest (it actually IS the original quest, I never modified it). However, what has worked for me when I couldn't get it to restart was to use something like Save Tool and delete just this quest QF_PAHFellglowSlaverCampQuest from your save and reload (don't forget to backup up the save first in case is doesn't work). This should force it to reboot the quest and things work. I say "should" because frankly, sometimes Skyrim is just bitchy. An thanks for the compliments, the detail is often what makes or breaks something. Part of what makes the camp what it is was all the extra clutter I added which took longer than building the camp itself (constructing the basic layout and navmeshing are pretty easy for me, but all those lil details are time consuming). To set up the various behaviors of the different slaves I actually wrote out a schedule of "shifts" and did the same for the guards. Split into 4 quarterly shifts and set up behavior packages and idle markers for each. I thought it gave them a bit more life and character. One of the things that gave me the most trouble was ironically enough the gemstones on the table near Dhanesh. Originally they were in bowl and for whatever reason the Havoc engine did NOT like that... shit was always all over the place. LOL Few items on shelves were a lil tricky for the same reason and if you let a piece of bread or a mug get even one pixel below the surface they're supposed be on, they fall through. Trick is to actually place them just above and then use the Havok engine in CK to let them drop the few pixels into place. All those empty wine bottles scattered about were place in the same way except I "placed" them about head height above the floor and then let Havok drop and settle them so they randomly scattered which got the effect I wanted (which was basically just to make it look like a lot of garbage laying about). Oh an you can control the volume of sound effects by "scaling" them, same with lights, brighten or dim them by scaling. Pretty handy trick if you're building a location.
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