Jump to content

Paradise Halls Enhanced (pahe) repacked with the customary addons


Recommended Posts

Posted

@CliftonJD: I recently upgraded my PC and reinstalled all my Skyrim Mod Organizer folder+mods.

I wanted to know how Creature Frameworks can create problems with PAHE.. if I use both, I have an issue or error?

 

thanks in advance.

 

cheers!

S.

issues during enslavement caused by the creature dicks applied to every male npc that enters the cell gives a none object error during enslavement.

 

mind you if the author of that mod ever decides to change that to run the check for creatures before attempting to apply then we'd likely be fine with it, but instead it just applies then gets a fail response for npc's that they aren't registered creatures.

creatures are easily identifiable by keyword creature... 

 

@CliftonJD - Is there any specific version of SlaveTats required please or is it in a yet to be uploaded update? If it is an update could you please send it to me or let me know when it is available?

any versions of slavetats for the past 10 months should be fine (i'd have to look at the code to be more precise, I think its back to 1.0, bottom line is that part of the code hasn't been changed since atleast October)

basically what pahe does for slavetats right now is if the slave candidate has any tats, we transfer those over to the new slave

Guest Long John
Posted

@CliftonJD - Sorry but you may have mistaken my question. What I was asking is whether the enslavement process would add some brand new tats (branding) to the new slave. Degradation to making them more like property - e.g. tats from the property, basic and/or later the submissive category. Along with some new unique ones from this modification which has slave numbers 1-<max number of slaves supported>. The slave number doesn't have to be added right away but it would have with degrading the slaves and their original details or just the new details could be held a slave ledger.

Posted

@CliftonJD - Sorry but you may have mistaken my question. What I was asking is whether the enslavement process would add some brand new tats (branding) to the new slave. Degradation to making them more like property - e.g. tats from the property, basic and/or later the submissive category. Along with some new unique ones from this modification which has slave numbers 1-<max number of slaves supported>. The slave number doesn't have to be added right away but it would have with degrading the slaves and their original details or just the new details could be held a slave ledger.

if you can provide the meshes for it or know anybody who could make the meshes for it or even a link to viable meshes - I could look into that as an option

Guest Long John
Posted

@CliftonJD - SlaveTats (http://www.loverslab.com/topic/25398-slavetats/) has a blank texture template for new tats in its main download. If you wish to use the Branding Device of Doom it can be found here ( http://www.loverslab.com/topic/44572-branding-device-of-doom/). There's a modders info and/or resource on how to use it in your mod so it can be used as part of a scene (in a safe location - e.g. A basement or dungeon location). Would be best as a soft dependency.

 

The tats referenced in my previous post in this thread are already hosted on the SlaveTats file download section (except the slave number ones).

 

When you said meshes did you actually means a mesh artist or a texture artist? The reason being SlaveTats's tattoos are textures not meshes!

 

You could see if murfk, or one of the tattoo artists on his SlaveTats download file page are willing to create the slave number tattoos for you.

 

I unfortunately don't have a graphics tablet which would enable me to do the fine detail, for the graphic work. Let alone the experience and skill to do this at the moment.

Posted

 

 

@CliftonJD - Is there any specific version of SlaveTats required please or is it in a yet to be uploaded update? If it is an update could you please send it to me or let me know when it is available?

 

 

 

 

 

@CliftonJD - Sorry but you may have mistaken my question. What I was asking is whether the enslavement process would add some brand new tats (branding) to the new slave. Degradation to making them more like property - e.g. tats from the property, basic and/or later the submissive category. Along with some new unique ones from this modification which has slave numbers 1-<max number of slaves supported>. The slave number doesn't have to be added right away but it would have with degrading the slaves and their original details or just the new details could be held a slave ledger.

 

 

 

 

 

@CliftonJD - SlaveTats has a blank texture template for new tats in its main download. If you wish to use the Branding Device of Doom it can be found here (http://www.loverslab.com/topic/44572-branding-device-of-doom/). There's a modders info and/or resource on how to use it in your mod so it can be used as part of a scene. Would be best as a soft dependency.

 

 

The tats referenced in my previous post in this thread are already hosted on the SlaveTats file download section (except the slave number ones).

 

 

sooo, basically you're asking me to just pick something from the slave tats page

 

When you said meshes did you actually means a mesh artist or a texture artist? The reason being SlaveTats's tattoos are textures not meshes!

 

You could see if murfk, or one of the tattoo artists on his SlaveTats download file page are willing to create the slave number tattoos for you.

 

I unfortunately don't have a graphics tablet which would enable me to do the fine detail, for the graphic work. Let alone the experience and skill to do this at the moment.

I don't have those skills either, hence why I told you to provide those images required for slavetats

i'm a scripter looking to fix any problems in pah/e and provide any features i'm capable of along the way

Guest Long John
Posted

@CliftonJD - You could try asking murfk if they know of any texture artists or are willing to produce it for you.

 

Well the basic pack certainly - has the slave tattoo in it.

Posted

FYI - Branding Device of Doom works OK with PAHE.

But sadly, there are only two branding devices in game - one in Markath, other in Whiterun near smelter.

Guest Long John
Posted

Not if the Branding Device of Doom author updates the modification or you are using the newer versions.

Posted

More of an interaction between PAHE and HSH, but it looks like i should be able to assign a voice to a slave through PAHE, but it doesn't seem to work.  Is this supposed to work or is that line just for information?

Posted

 

@CliftonJD: I recently upgraded my PC and reinstalled all my Skyrim Mod Organizer folder+mods.

I wanted to know how Creature Frameworks can create problems with PAHE.. if I use both, I have an issue or error?

 

thanks in advance.

 

cheers!

S.

issues during enslavement caused by the creature dicks applied to every male npc that enters the cell gives a none object error during enslavement.

 

mind you if the author of that mod ever decides to change that to run the check for creatures before attempting to apply then we'd likely be fine with it, but instead it just applies then gets a fail response for npc's that they aren't registered creatures.

creatures are easily identifiable by keyword creature... 

 

 

oh, ok.. I did not know this issue..

but Ep1cL3w7z  is aware of this thing?

Posted

More of an interaction between PAHE and HSH, but it looks like i should be able to assign a voice to a slave through PAHE, but it doesn't seem to work.  Is this supposed to work or is that line just for information?

 

that's just info

the spacer there between the reset and the above lines is to signify there should have been an extra header there I may add later - reset and voice are pretty much just for debug, i'll be watching what's listed in for voice of the slave every time I don't hear something from the slave and get the fuz comments

befiore I got heavy into the core I was even looking to adding more voices to pahe from skyrim voices

 

 

 

@CliftonJD: I recently upgraded my PC and reinstalled all my Skyrim Mod Organizer folder+mods.

I wanted to know how Creature Frameworks can create problems with PAHE.. if I use both, I have an issue or error?

 

thanks in advance.

 

cheers!

S.

issues during enslavement caused by the creature dicks applied to every male npc that enters the cell gives a none object error during enslavement.

 

mind you if the author of that mod ever decides to change that to run the check for creatures before attempting to apply then we'd likely be fine with it, but instead it just applies then gets a fail response for npc's that they aren't registered creatures.

creatures are easily identifiable by keyword creature... 

 

 

 

oh, ok.. I did not know this issue..

but Ep1cL3w7z  is aware of this thing?

 

are you asking if he's aware there's a keyword he could be using to fix the creature framework or if he's aware that its sending out to every male npc without checking first--I forget the response he's given to the users about it now, I think sidfu was told about it and there was another as well - that supposedly it was harmless. its the only mod I had to write off as a full conflict for the effects it has on other npc's. there are even other mods i'm getting tons of reports on, but i'll give you immersive wenches as an example here as i'll be retesting it again either when I find a fix for the chiss invasion or on a clean save without the chiss - like how I said that the chis invasion seem to be overzealous and sloppy in their work, but they're not claiming that what the papyrus is telling us is ok when its not...the immersive wenches seem to have some bugs, but the wenches aren't effecting every npc or every gender, just the wenches...

 

so far the bug i'm getting with the chis is the same bug that other users reported with immersive wenches And the same bug that already needed to be fixed for the civil war locations of vanilla skyrim. those are bugs that needed to be fixed regardless of the mod involved so I won't mark them as incompatible. i'm debating to give a warning about the chis invasion to the users to how it effects other factions and not just the smurfs, but since those are bugs that need to be dealt with anyway i'll be putting that on high priority that I may have to stop taking requests until that bug is fixed

 

completely different story with creature framework - the mod is attaching something to npc's that was designed for creature, not even the same skeletal structure. pahe has to be able to analyze the nodes of the npc and that can't be done with an invalid object that close to the enslavement process

Posted

If the slave is released from bindings (rope/leather/metal cuffs) and they are gagged they still say thank you.

 

Can we have more gagged alt dialogue replacements for slave responses? Zaz is already a requirement, and catching zbfWornGag would catch both Zaz and DD gags since most DD gags have the keyword as well.

Posted

If the slave is released from bindings (rope/leather/metal cuffs) and they are gagged they still say thank you.

 

Can we have more gagged alt dialogue replacements for slave responses? Zaz is already a requirement, and catching zbfWornGag would catch both Zaz and DD gags since most DD gags have the keyword as well.

yes, i'd previously thought that attempting to change the gagged speech would break things, but a keyword check for the pah dialogs definitely sounds feasible. i'll look into it

Posted

 

 

 

 

As you know I'm not a coder (yet) but in CK its simply a flag that is set and probably one that shows up in TES (haven't looked), so in theory I would think you could write a script that basically checked to see if an actor was female and if so checked to see if Opposite Sex Animations (I think that's what its called in CK, going from memory) is flagged and if so, unflag it and presto... no more male walk and combat animations of female actors.

 

 

 

ok so you're saying the game sets a flag on the actors to use the opposite genders animations

show me that next time we're on skype

 

So I would think the real question is can you identify just the cloned slave and if so reset the flag for just that actor reference?  If yes, then I'd say the above is possible.  If you can't uniquely reference the slave actor, then probably not.  That's a coding issue though and something you'd know much better than I.

ya, that's the easy part, its that other stuff you said up there and wording the script to accept the reference of the slave with the sexy walk checks

 

 

 

 

 

I'll try to remember to turn Skype on tomorrow.  LOL  Kinda been living with chaos here.

 

IIRC however in CK its on the Traits tab for the actor.  Its just a check box, says "Use opposite gender animations" 

 

 

eh, save it for the weekend, busy work week lately confused.gif

 

 

 

 

 

Thanks for having this discussion in response to my suggestions.

 

So here is what I would hope to see, if at all feasible to do: Actors like bandits, Thalmor which have male animations (talking about vanilla walking animations here) get female vanilla animations after a certain level in submission is reached. (Or perhaps, pose training, which seems to be not used)

 

There are two reasons why I do not want to use the usual mods: First, immersion: NPC walks like fighter. NPC is enslaved. NPC is in submission. NPC no longer walks a fighter, their attitude is changed. So, the free Thalmor are still running around proud and what not, but not the enslaved ones. Second, I do not want mods that edit the same NPC to conflict. I run the game with a lot of mods.

 

So if this could be achieved through scripts without stretching the capabilities of the game scripting engine, that would be cool.

 

========

The other thing is the the "ghostveil" effect. It is actually vanilla. Here it is: http://elderscrolls.wikia.com/wiki/Philter_of_the_Phantom

 

The reason I mention this is because it seems to me that PAHE could be expanded with minor tweaks to allow for something like a necromantic enslavement: Victim dies while under the effect of a soultrap-like spell (essence-trap?). Turns into a "ghost" by virtue of the PAHE enslavement engine & and the ghostveil effect. Is now a necromantic construct to aid the evil necromancer. Does this look doable / desirable at all? Just an idea that I had.

 

 

I have a few more half-thought ideas, but I feel like they are better shared with "Home Sweet Home"

Posted

I don't know if this was asked before, but is there any reason why sold slaves respawn nude? Is this some side effect that can't be corrected or am I missing something?

Posted

OK, one other idea: Dialogue option to offer slave to a follower / henchman / animal follower / mount. Would that be doable?

Posted

OK, one more idea: I can convert the sound files to wav files. I am also comfortable with sound editing with audacity. I could probably learn how to repack the sound into fuz files.

 

If I did all of this, I could create different voice packs (other than the femaleeventoned) by editing vanilla speech sounds, just like in Amorous Adventures. Would that be something that you could integrate?

Posted

Hey folks. Just started testing this mod, got a question though. When I choose whipping as punishment, nothing happens. Does there need to be bondage gear close by for it to work? Do I need to have a whip equipped?

Posted

 

 

 

 

 

As you know I'm not a coder (yet) but in CK its simply a flag that is set and probably one that shows up in TES (haven't looked), so in theory I would think you could write a script that basically checked to see if an actor was female and if so checked to see if Opposite Sex Animations (I think that's what its called in CK, going from memory) is flagged and if so, unflag it and presto... no more male walk and combat animations of female actors.

 

 

 

ok so you're saying the game sets a flag on the actors to use the opposite genders animations

show me that next time we're on skype

 

So I would think the real question is can you identify just the cloned slave and if so reset the flag for just that actor reference?  If yes, then I'd say the above is possible.  If you can't uniquely reference the slave actor, then probably not.  That's a coding issue though and something you'd know much better than I.

ya, that's the easy part, its that other stuff you said up there and wording the script to accept the reference of the slave with the sexy walk checks

 

 

 

I'll try to remember to turn Skype on tomorrow.  LOL  Kinda been living with chaos here.

 

IIRC however in CK its on the Traits tab for the actor.  Its just a check box, says "Use opposite gender animations" 

 

 

eh, save it for the weekend, busy work week lately confused.gif

 

 

 

 

 

Thanks for having this discussion in response to my suggestions.

 

So here is what I would hope to see, if at all feasible to do: Actors like bandits, Thalmor which have male animations (talking about vanilla walking animations here) get female vanilla animations after a certain level in submission is reached. (Or perhaps, pose training, which seems to be not used)

 

There are two reasons why I do not want to use the usual mods: First, immersion: NPC walks like fighter. NPC is enslaved. NPC is in submission. NPC no longer walks a fighter, their attitude is changed. So, the free Thalmor are still running around proud and what not, but not the enslaved ones. Second, I do not want mods that edit the same NPC to conflict. I run the game with a lot of mods.

 

So if this could be achieved through scripts without stretching the capabilities of the game scripting engine, that would be cool.

 

========

The other thing is the the "ghostveil" effect. It is actually vanilla. Here it is: http://elderscrolls.wikia.com/wiki/Philter_of_the_Phantom

 

The reason I mention this is because it seems to me that PAHE could be expanded with minor tweaks to allow for something like a necromantic enslavement: Victim dies while under the effect of a soultrap-like spell (essence-trap?). Turns into a "ghost" by virtue of the PAHE enslavement engine & and the ghostveil effect. Is now a necromantic construct to aid the evil necromancer. Does this look doable / desirable at all? Just an idea that I had.

 

 

I have a few more half-thought ideas, but I feel like they are better shared with "Home Sweet Home"

 

 

list of feature requests gets longer faster than I can work any in. if you've ever seen those movies where the secretary tells the guy the soonest I can work you in will be 2020 - where's she at, i'm close to shutting down all new feature requests to make time to rewrite the core of the mod. bug reports come in, but I can't fix those bugs with the number of feature requests coming along side.

 

I feel like I need 1 of those door attendants for the guy telling us about his bugs to come in and the door guy stops the next person says woah wow woah, where you think you're going buddy, you need to get in the back of that line over there.

 

working on solutions from months ago to fix problems from years ago and I find out the source code that runs the core operations of enslavement and soft-dependencies and mcm displays and features isn't the same as the scripts that are being run to accomplish all that, but instead an older buggy version that can't be used. after some digging I was able to find some more recent source code, but with so many changes to it its likely to take months of extensive retesting to determine its usable state and get it working atleast as good as the current version.

 

now I need extra software to find the line numbers in the source when papyrus tells me it doesn't like what its told to do to the slave cuz skyrim or another mod has told that slave to do something else.

 

sexy walks might be do-able at some point if you can remind me couple months from now, but I doubt the necromancy would ever be feasible. you atleast have a source of inspiration there to look into if you'd like to remind me on that further down the road

OK, one other idea: Dialogue option to offer slave to a follower / henchman / animal follower / mount. Would that be doable?

offer to sell is being done thru another mod called "and you get a slave"

offer to fuck the slave is already listed in the change notes as version 5.1. tried and disabled before it went public - that's another thing i'll be looking into fix at some point

 

 

OK, one more idea: I can convert the sound files to wav files. I am also comfortable with sound editing with audacity. I could probably learn how to repack the sound into fuz files.

 

If I did all of this, I could create different voice packs (other than the femaleeventoned) by editing vanilla speech sounds, just like in Amorous Adventures. Would that be something that you could integrate?

that's another side-job I've been looking into this update, I've had to do a lot of digging to uncover layam's methods. there's code in there for other voices, but its never spoken so I put more code into it based on what I see here, but still its just not used. I think I might eventually need that to fix dlc content, but right now I gotta find how much of the code is just a name for femaleeventoned or argonian and what part of the code is still real functioning code making sound come from the slave and why that code is mute for any dlc content

 

 

I don't know if this was asked before, but is there any reason why sold slaves respawn nude? Is this some side effect that can't be corrected or am I missing something?

yes, that's the well known naked bandit bug we're trying to fix in the new core, but the only known fix for it has so many new bugs I've had to give it a toggle and i'll need to make a bigger warning label on it before release

 

i'm guessing that's why the bug is there. its fixable, but at a cost - very unstable

Hey folks. Just started testing this mod, got a question though. When I choose whipping as punishment, nothing happens. Does there need to be bondage gear close by for it to work? Do I need to have a whip equipped?

you'll find a free whip at dragonsreach or you can make your own at the forge, its unique to the zaz whip so having a zaz whip in your inventory will not qualify

Posted

 

 

 

 

 

 

 

 

As you know I'm not a coder (yet) but in CK its simply a flag that is set and probably one that shows up in TES (haven't looked), so in theory I would think you could write a script that basically checked to see if an actor was female and if so checked to see if Opposite Sex Animations (I think that's what its called in CK, going from memory) is flagged and if so, unflag it and presto... no more male walk and combat animations of female actors.

 

 

 

ok so you're saying the game sets a flag on the actors to use the opposite genders animations

show me that next time we're on skype

 

So I would think the real question is can you identify just the cloned slave and if so reset the flag for just that actor reference?  If yes, then I'd say the above is possible.  If you can't uniquely reference the slave actor, then probably not.  That's a coding issue though and something you'd know much better than I.

ya, that's the easy part, its that other stuff you said up there and wording the script to accept the reference of the slave with the sexy walk checks

 

 

 

I'll try to remember to turn Skype on tomorrow.  LOL  Kinda been living with chaos here.

 

IIRC however in CK its on the Traits tab for the actor.  Its just a check box, says "Use opposite gender animations" 

 

 

eh, save it for the weekend, busy work week lately confused.gif

 

 

 

 

 

Thanks for having this discussion in response to my suggestions.

 

So here is what I would hope to see, if at all feasible to do: Actors like bandits, Thalmor which have male animations (talking about vanilla walking animations here) get female vanilla animations after a certain level in submission is reached. (Or perhaps, pose training, which seems to be not used)

 

There are two reasons why I do not want to use the usual mods: First, immersion: NPC walks like fighter. NPC is enslaved. NPC is in submission. NPC no longer walks a fighter, their attitude is changed. So, the free Thalmor are still running around proud and what not, but not the enslaved ones. Second, I do not want mods that edit the same NPC to conflict. I run the game with a lot of mods.

 

So if this could be achieved through scripts without stretching the capabilities of the game scripting engine, that would be cool.

 

========

The other thing is the the "ghostveil" effect. It is actually vanilla. Here it is: http://elderscrolls.wikia.com/wiki/Philter_of_the_Phantom

 

The reason I mention this is because it seems to me that PAHE could be expanded with minor tweaks to allow for something like a necromantic enslavement: Victim dies while under the effect of a soultrap-like spell (essence-trap?). Turns into a "ghost" by virtue of the PAHE enslavement engine & and the ghostveil effect. Is now a necromantic construct to aid the evil necromancer. Does this look doable / desirable at all? Just an idea that I had.

 

 

I have a few more half-thought ideas, but I feel like they are better shared with "Home Sweet Home"

 

 

list of feature requests gets longer faster than I can work any in. if you've ever seen those movies where the secretary tells the guy the soonest I can work you in will be 2020 - where's she at, i'm close to shutting down all new feature requests to make time to rewrite the core of the mod. bug reports come in, but I can't fix those bugs with the number of feature requests coming along side.

 

I feel like I need 1 of those door attendants for the guy telling us about his bugs to come in and the door guy stops the next person says woah wow woah, where you think you're going buddy, you need to get in the back of that line over there.

 

working on solutions from months ago to fix problems from years ago and I find out the source code that runs the core operations of enslavement and soft-dependencies and mcm displays and features isn't the same as the scripts that are being run to accomplish all that, but instead an older buggy version that can't be used. after some digging I was able to find some more recent source code, but with so many changes to it its likely to take months of extensive retesting to determine its usable state and get it working atleast as good as the current version.

 

now I need extra software to find the line numbers in the source when papyrus tells me it doesn't like what its told to do to the slave cuz skyrim or another mod has told that slave to do something else.

 

sexy walks might be do-able at some point if you can remind me couple months from now, but I doubt the necromancy would ever be feasible. you atleast have a source of inspiration there to look into if you'd like to remind me on that further down the road

OK, one other idea: Dialogue option to offer slave to a follower / henchman / animal follower / mount. Would that be doable?

offer to sell is being done thru another mod called "and you get a slave"

offer to fuck the slave is already listed in the change notes as version 5.1. tried and disabled before it went public - that's another thing i'll be looking into fix at some point

 

 

OK, one more idea: I can convert the sound files to wav files. I am also comfortable with sound editing with audacity. I could probably learn how to repack the sound into fuz files.

 

If I did all of this, I could create different voice packs (other than the femaleeventoned) by editing vanilla speech sounds, just like in Amorous Adventures. Would that be something that you could integrate?

that's another side-job I've been looking into this update, I've had to do a lot of digging to uncover layam's methods. there's code in there for other voices, but its never spoken so I put more code into it based on what I see here, but still its just not used. I think I might eventually need that to fix dlc content, but right now I gotta find how much of the code is just a name for femaleeventoned or argonian and what part of the code is still real functioning code making sound come from the slave and why that code is mute for any dlc content

 

 

I don't know if this was asked before, but is there any reason why sold slaves respawn nude? Is this some side effect that can't be corrected or am I missing something?

yes, that's the well known naked bandit bug we're trying to fix in the new core, but the only known fix for it has so many new bugs I've had to give it a toggle and i'll need to make a bigger warning label on it before release

 

i'm guessing that's why the bug is there. its fixable, but at a cost - very unstable

 

 

Hey folks. Just started testing this mod, got a question though. When I choose whipping as punishment, nothing happens. Does there need to be bondage gear close by for it to work? Do I need to have a whip equipped?

you'll find a free whip at dragonsreach or you can make your own at the forge, its unique to the zaz whip so having a zaz whip in your inventory will not qualify

 

 

Thanks. It's time to test out this whip.

Posted

I was never able to get the rename function to work, or Jaxon Renamer. It would always forget names when entering new cell.

Jaxon Renamer is not compatible with Sexlab Sex Slaves, (Mia's Castle). After removing that one and only mod, Renamer on both Pahe and Jaxon Renamer started working.

People probably already new this but I suffered with it for a year then finally stumbled onto the answer. I hope this helps someone :shy: 

Posted (edited)

I was never able to get the rename function to work, or Jaxon Renamer. It would always forget names when entering new cell.

Jaxon Renamer is not compatible with Sexlab Sex Slaves, (Mia's Castle). After removing that one and only mod, Renamer on both Pahe and Jaxon Renamer started working.

People probably already new this but I suffered with it for a year then finally stumbled onto the answer. I hope this helps someone :shy:

it's listed on the first page of the support thread, I never moved it to the main download page cuz I've never seen proof as to why it don't work. it was a known issue in the old thread for a number of users

 

 

 

renamer issues are jcontainer related:

known incompatibilities with jcontainer:

radiant prostitution1.08b is incompatible with current jcontainer

my home is your home also will make slaves lose names if used on slaves

posting the 2 versions of jcontainers known to work

they seem to have varied results per user based on other mods, sometimes switching to the other version works better

attachicon.gifJContainers-49743-3-2-3.zip

attachicon.gifJContainers-49743-3-2-5.zip

 

adding mia's lair to the known incompatibility list of the renamer

 

 

Edited by CliftonJD
Posted

Oh well, that's probably my issue right there then. I have mia's lair installed, the incompatibility went over my head. Anyhow, this savegame is mainly for trial purposes (even though it sits at 50h+) and will soon go to oblivion.

 

I'm using JContainers 3.2.6 though, which seems to be the latest. Any issue regarding that specific version?

Also I see radiant prostitution listed up there. Could you provide a version and/or which likeness of the mod is incompatible? Since, you know, there are many instances of that mod a bit everywhere. The latest one is by WraithSlayer.

Posted

Oh well, that's probably my issue right there then. I have mia's lair installed, the incompatibility went over my head. Anyhow, this savegame is mainly for trial purposes (even though it sits at 50h+) and will soon go to oblivion.

 

I'm using JContainers 3.2.6 though, which seems to be the latest. Any issue regarding that specific version?

 

 

 

personally i was able to use any of those posted and / or the latest version, but other users reported that some versions worked better than others depending what other mods were used with it. the 2 versions i posted were the 2 most common to work for the majority

 

Also I see radiant prostitution listed up there. Could you provide a version and/or which likeness of the mod is incompatible? Since, you know, there are many instances of that mod a bit everywhere. The latest one is by WraithSlayer.

oh, thanks for reminding me i'll need to edit the part about the issue with radiant prostitution as at the time i posted that i wasn't aware that anybody had taken over its work so the incompatibility is with the original version as it died at version 1.08b

(unknown how the newer versions will effect it, hopefully they fixed those bugs)

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...