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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted

 

 

 

 

 

 

Still had no luck training anger, is this stat trainable once you reach 100 submission? since i haven't managed to get it to move past the initial value and the only think i can think of is that whatever the slave is meant to do to make it increase they dont do at high submission hence the no gain

with the majority of the slave's pain being absorbed by fear that doesn't leave much for anger, higher submission levels slow the results down any way, and the final trait you're looking for from the slave that you won't get would be rebellion - 100 submission has a rare chance to flat out rebel like it would at 40 and rebellion is the source of most anger since fear seems to take their pain

 

 

To re-visit the anger trait, i accidentally hit a 100 submission slave with a ice form shout and there anger training jumped 10 points from 48 to 58, might be worth testing to see if others get the same sort of result, it didnt increase when i tried again a bit after but maybe its on a  timer?

 

 

 

pahslave script has this piece during the last stage of enslavent:

    ticks_since_last_punished = 0

that indicates that there is indeed a timer tick from last punishment

 

 

This may be a bit simple and probably wrong but I noticed changes in anger and fear training based on the slave's mood. If a slave was angry and I punished them, anger would go up, usually by 10 points. I had the same thing happen with fear while the slave was afraid but the changes were much smaller, around 3 points or so. I haven't played around with this enough but

it seemed like once a slave's submission got past 70, their mood rarely changed from neutral.

 

 

 

have you tried practicing your destruction skills on the slave

frostbite, flames, and soultrap have all proven to get emotion -  usually fear, but not always

 

Posted

it is impossible to change the name of the slave :c

 

pfftt

read the main page of debug instructions before you post such allegations:

 

  • Rule #1 failure to meet a requirement will not always result in ctd, some requirements are there for full feature support of the mod
  • Rule #2 if you find anything weird or unusual happening revert to rule #1first (and in some cases you may need to check those files for other mods overwriting them especially known for this issue is the skse files), then if that doesn't solve it reboot the mod and wait for it to finish before being alarmed of the situation, if that fails then rule 3 applies
  • Rule #3 if you break it thru some other mod Or if something breaks due to an update:
  • i need to know the version you're running And i need the papyrus log of the occurrence of the bug you're describing to see what broke it
Posted

it is impossible to change the name of the slave :c

 

some mods prevent the renameing of the npc from that mod.

 

for example Invasion of skyrim mod u cant rename the npc from that mod

Posted

 

it is impossible to change the name of the slave :c

 

some mods prevent the renameing of the npc from that mod.

 

for example Invasion of skyrim mod u cant rename the npc from that mod

 

 

log would be good

Posted

 

 

it is impossible to change the name of the slave :c

 

some mods prevent the renameing of the npc from that mod.

 

for example Invasion of skyrim mod u cant rename the npc from that mod

 

 

log would be good

 

 

ill try to get u a log.  one thing i ccan tell u why it wont rename the chiss is ccause there is no name files for custom races. if u look in the files u see that every normal race has files for names but not for custom races. even trying to enter a name yourself wont work. i would have to look but probaly there is no codeing to handle nameing custom races.

 

Posted

Would be cool if you could order your slaves to have sex with other slaves. Some way to have a 3-way with slaves would also be nice.

 

review the change log before commenting as i've said it's already been tried and failed. 5.1 was put back on the shelf to be reviewed at a later date

Posted

 

 

 

 

 

it is impossible to change the name of the slave :c

 

some mods prevent the renameing of the npc from that mod.

 

for example Invasion of skyrim mod u cant rename the npc from that mod

 

 

log would be good

 

 

 

ill try to get u a log.  one thing i ccan tell u why it wont rename the chiss is ccause there is no name files for custom races. if u look in the files u see that every normal race has files for names but not for custom races. even trying to enter a name yourself wont work. i would have to look but probaly there is no codeing to handle nameing custom races.

 

 

 

so far what my experience has shown is that custom races work in skyrim and they're work in pahe if they don't mess up the dlc content to the point of more vampire issues than usual giving a none player reference error

 

succubus race works, but its only used on the player. then there's the temptress race that also adds 5 follower variants to the world that if you chose to, they could be enslaved thru pahe. i've found other custom races that the player has to be careful in what they choose setting up the racecompatibility updates or other mods will cause conflicts with the vampirelord transformation and royally screw things up.

 

the last time you posted a log of the chis race, it was flooded with so much creature framework i wouldn't trust that issue as being a problem with chis, until its been retested without the creature framework.

 

that brings us to your earlier question about mods adding effects to the npc before enslavement - the sos system is widely used without any issues at all reported to pahe so i don't think that's the case so long as its an effect designed for the npc its applied to as opposed to an effect that's forced on first then checks and returns an oops that wasn't right scenario - that's why i moved creature framework to the conflict list(as such any test results received from it need to be ignored until they've been retested without it)..

Posted

I installed the 6.2.2 full package over the 6.2.0 package. Now if I try to reset from MCM menu, it starts but does not finish,"the resetting". From then on the MCM menu does not show anything on it for PAH. Any ideas?

Posted

I installed the 6.2.2 full package over the 6.2.0 package. Now if I try to reset from MCM menu, it starts but does not finish,"the resetting". From then on the MCM menu does not show anything on it for PAH. Any ideas?

 

 

  • load the save before restarting the mod
  • open the console and type coc qasmoke
  • reboot from the mcm then wait - the more slaves you have the longer this takes and cpu helps as well so you'll want to close any other programs before running this
  • 50 slaves could take half hour to reboot
Posted

 

I installed the 6.2.2 full package over the 6.2.0 package. Now if I try to reset from MCM menu, it starts but does not finish,"the resetting". From then on the MCM menu does not show anything on it for PAH. Any ideas?

 

 

  • load the save before restarting the mod
  • open the console and type coc qasmoke
  • reboot from the mcm then wait - the more slaves you have the longer this takes and cpu helps as well so you'll want to close any other programs before running this
  • 50 slaves could take half hour to reboot

 

 

Tried the above. Waited 1 hour in game. Opened MCM menu for PAH, and all it said was restarting. Any other suggestions?

Posted

did you ever make a download with the new fellglow slave camp or does the 6.2.2 still go back to the very original layout of fellglow slave camp?

 

that's still the old camp - the newer camp is still separate

haven't made a version that includes it cuz it has that bug trying to install over games that have the old camp

if the bsa wasn't so big i'd make another version for new games that includes it

Posted

oh ok so it's safest to use the old camp? i haven't heard of that bug til now

 

not safest to use the old camp, its just the most compatible

the old camp always works like an old ford pickup

 

the bug with the newer camp is that if they've already used the older camp it won't work until they start a new game or clean the save

Posted

 

 

I installed the 6.2.2 full package over the 6.2.0 package. Now if I try to reset from MCM menu, it starts but does not finish,"the resetting". From then on the MCM menu does not show anything on it for PAH. Any ideas?

 

 

  • load the save before restarting the mod
  • open the console and type coc qasmoke
  • reboot from the mcm then wait - the more slaves you have the longer this takes and cpu helps as well so you'll want to close any other programs before running this
  • 50 slaves could take half hour to reboot

 

 

Tried the above. Waited 1 hour in game. Opened MCM menu for PAH, and all it said was restarting. Any other suggestions?

 

 

try recopy the files from the site, maybe the download was bad then load the save and chack the mcm status

report the status and post the log here before retrying to reboot it

 

Posted

 

oh ok so it's safest to use the old camp? i haven't heard of that bug til now

 

not safest to use the old camp, its just the most compatible

the old camp always works like an old ford pickup

 

the bug with the newer camp is that if they've already used the older camp it won't work until they start a new game or clean the save

 

 

 

hmm... i;m having trouble still. started a new game and installed 6.2.2 version and all the requirements and had a whole lot of neck seams and grey faces. The neck seams were very noticeable though like completely different colors on the females but not grey face, the grey faces were on the men. I installed the fellglow slavecamp 1.4.2 over it and restarted a new game, it fixed much of that except I think the guys(at least one of them) still had grey faces but Master Jerrek would not talk to me again.

Posted

 

 

oh ok so it's safest to use the old camp? i haven't heard of that bug til now

 

not safest to use the old camp, its just the most compatible

the old camp always works like an old ford pickup

 

the bug with the newer camp is that if they've already used the older camp it won't work until they start a new game or clean the save

 

 

 

hmm... i;m having trouble still. started a new game and installed 6.2.2 version and all the requirements and had a whole lot of neck seams and grey faces. The neck seams were very noticeable though like completely different colors on the females but not grey face, the grey faces were on the men. I installed the fellglow slavecamp 1.4.2 over it and restarted a new game, it fixed much of that except I think the guys(at least one of them) still had grey faces but Master Jerrek would not talk to me again.

 

no idea why he's not giving dialog on a new save

i don't think the men were ever touched in the update so that may be why that remained the same after the update

for the best results pahe needs to be loaded after the camp, which i think may have been an issue with 1.4.3

when i figure out how to do bsa's i'll update those into 2 separate bsa's - 1 for the camp and the other for pahe so a reinstall of the camp will be easier

 

for now the only known fix for that dialog issue is to clean the save as described by einarr below:

 

 

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.

 

edit:

1 possible cause for both issues with the camp would be if you attempted to use this with the nexus update to paradise halls

Posted

clif did a some random testing and was right on the name issue. if they not a defualt race then they dont get a auto name and u cant rename them either.

 

the reason is that the names are based on list of defualt race so when the mod cant find a race file it just skips them. there no errors in log so it wont hurt it any.

 

the way to fix is just to add 1 default female/male category for those that dont fall under the default race.

 

found 1 other issue thats random. if u hit the mark for enslave button for a target the moment that the targeted npc dies it can lock tthe corpse. by itself it wont cause a issue but if u do that on a npc that carries a quest item u have to loot u be forced to reload ealier save. no log for this one as it was random and was just trying out a new enb at the time.

 

so far ive had no issues with tthe current version beyond what i posted above.

Posted

clif did a some random testing and was right on the name issue. if they not a defualt race then they dont get a auto name and u cant rename them either.

 

the reason is that the names are based on list of defualt race so when the mod cant find a race file it just skips them. there no errors in log so it wont hurt it any.

 

the way to fix is just to add 1 default female/male category for those that dont fall under the default race.

that's an issue with auto-namer as somebody has to go thru and make those names for them to exist, but i can still enslave other races and rename them, they just won't get autonamed. your original thoughts on this were that they couldn't be enslaved at all

 

 

found 1 other issue thats random. if u hit the mark for enslave button for a target the moment that the targeted npc dies it can lock tthe corpse. by itself it wont cause a issue but if u do that on a npc that carries a quest item u have to loot u be forced to reload ealier save. no log for this one as it was random and was just trying out a new enb at the time.

 

so far ive had no issues with tthe current version beyond what i posted above.

 

if you had to reload to an earlier point something else was wrong, there shouldn't be any difference if the target was marked, But that's easy enough to test for i intentionally leave a save at 1 of those npc's to test from - ok, that worked, same expected result and quests progressed as expected

 

the thing is a marked actor shouldn't die, until they're no longer marked or they're enslaved

 

quested actors to loot are marked as dead to that quest, if you've found a way to break that rule i need the log of it

Posted

 

 

 

oh ok so it's safest to use the old camp? i haven't heard of that bug til now

 

not safest to use the old camp, its just the most compatible

the old camp always works like an old ford pickup

 

the bug with the newer camp is that if they've already used the older camp it won't work until they start a new game or clean the save

 

 

 

hmm... i;m having trouble still. started a new game and installed 6.2.2 version and all the requirements and had a whole lot of neck seams and grey faces. The neck seams were very noticeable though like completely different colors on the females but not grey face, the grey faces were on the men. I installed the fellglow slavecamp 1.4.2 over it and restarted a new game, it fixed much of that except I think the guys(at least one of them) still had grey faces but Master Jerrek would not talk to me again.

 

no idea why he's not giving dialog on a new save

i don't think the men were ever touched in the update so that may be why that remained the same after the update

for the best results pahe needs to be loaded after the camp, which i think may have been an issue with 1.4.3

when i figure out how to do bsa's i'll update those into 2 separate bsa's - 1 for the camp and the other for pahe so a reinstall of the camp will be easier

 

for now the only known fix for that dialog issue is to clean the save as described by einarr below:

 

 

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.

 

edit:

1 possible cause for both issues with the camp would be if you attempted to use this with the nexus update to paradise halls

 

 

 

no I tried with and without the 7.3.1 version from nexus, jerrek will talk to me without the slave camp rebuild 1.4.2 installed but then I get all those neck seams and grey faces.maybe I should just forget about fellglow camp and deactivate it? I can buy and sell slaves with HSH right?

Posted

 

 

 

I installed the 6.2.2 full package over the 6.2.0 package. Now if I try to reset from MCM menu, it starts but does not finish,"the resetting". From then on the MCM menu does not show anything on it for PAH. Any ideas?

 

 

  • load the save before restarting the mod
  • open the console and type coc qasmoke
  • reboot from the mcm then wait - the more slaves you have the longer this takes and cpu helps as well so you'll want to close any other programs before running this
  • 50 slaves could take half hour to reboot

 

 

Tried the above. Waited 1 hour in game. Opened MCM menu for PAH, and all it said was restarting. Any other suggestions?

 

 

try recopy the files from the site, maybe the download was bad then load the save and chack the mcm status

report the status and post the log here before retrying to reboot it

 

 

Where do I find the Slave log?

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