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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Which Quest has it's AI packages put at the top of the NPCs AI Package stack is determined by the priority assigned to the Quest in the CK. To make TDF work with PAH you may need to patch TDF to raise the priority of its quests so the packages they attach to the NPCs will override the quest in PAH. Be aware that you may have to adjust the priority of several quests to keep their relative priority in TDF intact because a patch to the priority of a single quest may just break the TDF mod by getting its packages out of the expected priority order.

 

Thanks for the info, sounds like it might be simpler to lower the priority of the PAHE quest.  Might be set way to high and thus preventing anything from replacing it.  Would also prevent it conflicting with other mods that might need to override it.

 

Checked in CK and it looks like the controlling quest was set to priority 96.  If I'm looking at the right quest in TDF (BB_RoamingHookersControlQuest) its set to priority 69 (that's just funny) so if I drop our controlling quest down to 60-65 that should resolve it.  Will test and let you know.

 

Thanks again for pointing that out.

 

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Clifton, you said on the first post that we could request features, so here's my feature request, hopefully it's not too hard to implement.

I would be interested in seeing the ability to mold your slaves using magic(physically with alteration, and mentally with illusion), like changing a slaves mood from afraid to trusting with a calm spell, or even the ability to enslave using magic as well(with a chance to fail). You could even use illusion magic as a form of punishment, wracking your slaves mind with fear and they can beg you to stop. 

I just like the idea of mind control in a slavery system. I think there would be ways to make it balanced, like setting the extent of the effect on the slave based on the level of spell, so calm would work way less well than harmony for example, and harmony could be use on multiple slaves at once.

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Clifton, you said on the first post that we could request features, so here's my feature request, hopefully it's not too hard to implement.

I would be interested in seeing the ability to mold your slaves using magic(physically with alteration, and mentally with illusion), like changing a slaves mood from afraid to trusting with a calm spell, or even the ability to enslave using magic as well(with a chance to fail). You could even use illusion magic as a form of punishment, wracking your slaves mind with fear and they can beg you to stop. 

I just like the idea of mind control in a slavery system. I think there would be ways to make it balanced, like setting the extent of the effect on the slave based on the level of spell, so calm would work way less well than harmony for example, and harmony could be use on multiple slaves at once.

 

That's an interesting idea.  We'd have to create new spells with the desired effects, so it would take some time devoted to that, but it might be possible.

 

What sort of Alteration spell effects were you thinking of?

 

Oh an you can already use magic to enslave, use the Paralysis spell then Activate/Talk to the victim and you'll get the enslave option.  Works with paralysis enchantments and effects (if you have frost magic and the perk that can cause paralysis, that works as well) and poisons.

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I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

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Version .1h: animal sexlab animations don't work with Paradise Halls slaves when prompted using Puppet Master. I haven't tried it with a different prompting program. Animal animations do work with non-PAH NPC's and puppet master. No crash. No stripping. The actors approach each-other and stop. I can animate an NPC with an animal (I've only tried it with horses) then enslave the same NPC, then try again and the animation fails after enslavement.

 

When My Home is Your Home is used to set a slave's home, that slave can no longer be spoken to.

 

Sexlab version 1.61b

FNIS Creature pack, latest

Non sexlab animation pack

XP32 Maximum Skeleton

More Nasty Critters, packed with creature features.

 

Checked with LOOT, using MO, no other conflicts.

 

>i need the log of the bug you're describing to see what broke it

 

What log? Where?

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Version .1h: animal sexlab animations don't work with Paradise Halls slaves when prompted using Puppet Master. I haven't tried it with a different prompting program. Animal animations do work with non-PAH NPC's and puppet master. No crash. No stripping. The actors approach each-other and stop. I can animate an NPC with an animal (I've only tried it with horses) then enslave the same NPC, then try again and the animation fails after enslavement.

 

When My Home is Your Home is used to set a slave's home, that slave can no longer be spoken to.

 

Sexlab version 1.61b

FNIS Creature pack, latest

Non sexlab animation pack

XP32 Maximum Skeleton

More Nasty Critters, packed with creature features.

 

Checked with LOOT, using MO, no other conflicts.

 

>i need the log of the bug you're describing to see what broke it

 

What log? Where?

 

Look at the first post in following URL.  Fairly self explanatory.  For additional info, just use Google appropriately

 

Hope that helps

 

https://www.reddit.com/r/skyrimmods/comments/2vbt2l/enabling_papyrus_debug_logging_apparently_can/

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Version .1h: animal sexlab animations don't work with Paradise Halls slaves when prompted using Puppet Master. I haven't tried it with a different prompting program. Animal animations do work with non-PAH NPC's and puppet master. No crash. No stripping. The actors approach each-other and stop. I can animate an NPC with an animal (I've only tried it with horses) then enslave the same NPC, then try again and the animation fails after enslavement.

 

When My Home is Your Home is used to set a slave's home, that slave can no longer be spoken to.

 

Sexlab version 1.61b

FNIS Creature pack, latest

Non sexlab animation pack

XP32 Maximum Skeleton

More Nasty Critters, packed with creature features.

 

Checked with LOOT, using MO, no other conflicts.

 

>i need the log of the bug you're describing to see what broke it

 

What log? Where?

 

Look at the first post in following URL.  Fairly self explanatory.  For additional info, just use Google appropriately

 

Hope that helps

 

https://www.reddit.com/r/skyrimmods/comments/2vbt2l/enabling_papyrus_debug_logging_apparently_can/

 

 

 I know about papyrus logs, but I was checking to be sure the mod isn't logging elsewhere. Thanks for... that, though.

 

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? after auction where is sold slaves

sorry i mised your post this morning, was in a rush before work

the sold slaves at felglow keep are eventually escorted to the big cage

 

 

i might go back to AFT sometime, i never had any problems with it if i remember correctly, until then i use EFF because i like a few things about it, i like the style of the prompt when you click on a follower, it seems to have enough features but leader telepathy and leader transport spells are very nice and setting a followers home is very easy i had to do something in tes4edit to make them not follow so closely though and they're actually might be a way to disable the sandboxing if that's what you mean i can't remember if it's in the mcm or tes5edit. May be mistaken on that though.

 

 

I'll mention this as regards TDF, AFT and EFF.  Reading over several posts I'm starting to wonder about something.  I don't put my slaves under AFT or EFF control, I just let PAHE (or HSH) manage them......

 

To be more specific, in my last test of this, I enslaved Alfhild Battle-born and Gwendolyn from the Battle-born farm.  These are unique NPCs (and sometimes that can matter, unique NPC actors tend to be a bit more stable under PAH/E in my experience), and never had the follower faction nor were under any sort of follower management system.  Again, just for clarity of how I tested this.

 

So I took them around Whiterun and had them do their thing as I trained them, smirked at Olfrid and Idolaf (who seems to really want to bash my face in :P ) and got them to the point their skills were high enough they could work on their own.  I took them back to Heljarchen Hall, and told them they were off the clock.  Then talked to them again and there was the option to go work in a city alone.  However, as I've said previously, if I give them that command, that option (quest) initializes and goes through the procedure of where to work and so forth, but they stay rooted at whatever spot I'd told them to wait under PAHE.  If I tell them to take a break, it ends the job quest and if I again "hire" them as a prostitute (the regular command, not the go work in a city command) they still have their previous training levels.

 

What I'm trying to figure out is why what I see happening is different from what some others are seeing, including Stallion and Clifton.  A variety of things might affect this, what mods we have installed and so forth.  Also, as I mentioned above, it may be related to whether the NPC slave-prostitute was formerly a follower or not (in my case they weren't).  Whether the NPCs were unique actors or non-unique.  I dunno, just looking for clues to help better understand what is happening.

 

I'd like to see this get sorted because many of us have asked for ways to give slave's more to do, jobs and so forth.  Prostitution often comes up in those requests.  If we can get TDF fully compatible then that's at one job possiblity added, if not we're looking at building an in house solution from scratch which I'd rather avoid for now.

 

 

ok, so here's the difference between aft and eff that effects slaves without ever teling the mod to manage the slave - eff manages ALL player's followers as you've already said to me, but aft doesn't do that instead aft manages the "current follower" faction and a slave who's not tied up or waiting falls under the current follower faction

 

then thee's the differences you're experiencing on unique slaves that blabla never mentioned when it was implemented, but most if not all unique actors are not cloned under pahe and the only reason i had to differentiate there is becuz that actually ctirred up some bugs during the beta tests when he neglected to tell me that was changed and i was trying to figure out why the inventory wasn't working right for the slaves something strec discovered when he tried to make that change to his version as well so its very hard to determine who's real and who's a clone in pahe Or it could be he was able to fix that so all unique actors ignore cloning stil, but fixed the inventory issue with another bug fix i won't describe openly

 

i could even go onto say he'd experimented with that so much that for a time there even the bandit slaves weren't cloned until i figured out that's what he had done and had to put a stop to it...way too many bugs from using original actors on radiant hostile factions

 

 

 

omg so what can i do about it? and also why is this happening?

 

//edit// here i post a new log its made just by starting skyrim but not loading any saves.

no idea but it looks like the mods are uncomplete... load order is ok i think. so where does it comes from...

 

 

 

unfortunately i couldn't point out what mods are causing it either, that's a mess i've never seen before

in the past what i sometimes had to do if a mod slipped thru my fingers that mucked up the works, i'd gut my mod list 5 mods at a time, Or even further back when i had no idea at all which mods were suspect and which were ok, then i'd scrap the whole list and reinstall, but my way of scrapping the list i'd keep something set aside of it to compare notes as i continue for the next phase, like a load order text file or even renaming the old data folder to data.junk that if i reinstall what i thought was everything, but somehow somehitng still isn't right then i'd go back at the old folder for what's missing

 

then you'd either restore the data folder from aa  backup or reinstall

 

ok, hopefully you understand that, onto the next phase, re-adding the old mods 5 at a time and watch the logs for those old problems - start with the pre-requisite mods first, then after that i'd just go thru the old list 5 at a time, i'd actually follow that order it was in too, but maybe you could sort your mods with loot if you haven't already, try this before you scrap your current setup

 

 

i am using mod manager so no need to do something with data folder ... and using wrye bash patch sometimes merged patch by tes5edit and sometimes to clean some mod using merged plugins tool.

also i use save cleaner and clean all i can find also under advanced sometimes. and sure i am always using loot... those mods i have are already essential mods i want to have in game...

 

dont  know how jaxonz positioner is related to renaming or clothing bud in PAH and also PAH home sweet home to cage bug... :(

 

jaxonz positioner is an issue due to when it was made based on the same code, its using either an older version of the same framework or its using a conflicting code, the jcontainers mod used for renaming slaves is used for a wide variety of things even nasty critters mod uses it

as a mo user it might work for you to move jcontainers files closer to the bottom of your left pane files list so that only pah/e and xpmse can overwrite its files which technically means nothing would overwrite it cuz pahe only makes use of it, we don't provide it

 

the cage bugs you see in the logs are from the original paradise halls mod, as i said in your report to musje, its on the to-do list as well listed as "bugfixes"

i s'pose i could list that with the known bugs for the time being

 

 

May I translate your mod into Chinese and put it on Chinese forum?
I will give the original link and  author

 

yes, tho it might just be easier to add the relevant translation file to the translations folder in the interface

since there are some buttons that blabla never finished the text code for i understand if you choose not to use that method

Clifton, you said on the first post that we could request features, so here's my feature request, hopefully it's not too hard to implement.

I would be interested in seeing the ability to mold your slaves using magic(physically with alteration, and mentally with illusion), like changing a slaves mood from afraid to trusting with a calm spell, or even the ability to enslave using magic as well(with a chance to fail). You could even use illusion magic as a form of punishment, wracking your slaves mind with fear and they can beg you to stop. 

I just like the idea of mind control in a slavery system. I think there would be ways to make it balanced, like setting the extent of the effect on the slave based on the level of spell, so calm would work way less well than harmony for example, and harmony could be use on multiple slaves at once.

i remember when the emotion chip was upgraded to pahe, very dangerous, i don't know if you're ever seen star trek, 1 of the last movies has data get the emotion chip in:

that's what it's like to toy with the emotions of slaves, for any of you that haven't seen the movie i'll just it's a very dangerous thing to do to a slave

 

I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

ok, the latest code from blabla soon to be added into our next update might make it possible to add this ability to the plans list

 

Version .1h: animal sexlab animations don't work with Paradise Halls slaves when prompted using Puppet Master. I haven't tried it with a different prompting program. Animal animations do work with non-PAH NPC's and puppet master. No crash. No stripping. The actors approach each-other and stop. I can animate an NPC with an animal (I've only tried it with horses) then enslave the same NPC, then try again and the animation fails after enslavement.

 

When My Home is Your Home is used to set a slave's home, that slave can no longer be spoken to.

 

Sexlab version 1.61b

FNIS Creature pack, latest

Non sexlab animation pack

XP32 Maximum Skeleton

More Nasty Critters, packed with creature features.

 

Checked with LOOT, using MO, no other conflicts.

 

>i need the log of the bug you're describing to see what broke it

 

What log? Where?

ok, the version you're listing there is incomplete if its from the old thread, not at all the same version system we have here - these are the current versions to choose from : versions 5.0.1 and 6.0.2

beastiality for the slaves wasn't even considered, it might need an update for that, but the next bug looks like something else is wrong:

the home sweet home bugs you're speaking of were found during early development by some users, but since i couldn't reproduce it i suspected it to be load order issue and musje has since updated for the few chances she could get it to reproduce

 

ctd's are the highest priority fixes here so definitely post the papyrus log of that here

 

next as i was going over my test notes yesterday i discovered some code was put into pahe for musje's home sweet home - if you're not already on version 6.0.2 then update to it and reboot pahe from the mcm

if you're not already on the latest hsh, update that as well

Requested feature: be able to make slaves fuck each-other, animals, and attempt with other NPC's

 

Request (please please please) AFT integration

slaves ability to fuck-each-other is already far enough in development you'll notice it listed in the change log of the beta updates just before blabla had to roll back some functions of it to preserve the stability we put into it----it is planned to return to this as well, but after reviewing the hell i went thru over that update i won't put anybody thru that so it's going to wait for some time

 

 

we have much of aft code in already, the leveling system is planned, but seems blabla forgotr to add the to the to-do list and i didn't know he didn't finish the coding for it until i retrieved all the change notes yesterday

in addition aft already helps to monitor some behaviors under the "current follower" faction

if you're asking for full integration into aft as a follower that would conflict with the group consensus of keeping slaves separate from followers

 

other plans in development will be to make it possible for a released slave of adequate training levels to become a follower and with further training also marriable

 

 

 

 

 

 I know about papyrus logs, but I was checking to be sure the mod isn't logging elsewhere. Thanks for... that, though.

 

ok, i'll adjust the page later to be more specific

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Cool beans, sounds like you all are making some good progress, I myself just came back to pah in the past few days, got my new pc built so I can play skyrim again. With all that's in here so far, I'll play on the current version for a while until I hit some game stopping bug or some major stuff comes out for this. Good luck Clif and the gang!

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Cool beans, sounds like you all are making some good progress, I myself just came back to pah in the past few days, got my new pc built so I can play skyrim again. With all that's in here so far, I'll play on the current version for a while until I hit some game stopping bug or some major stuff comes out for this. Good luck Clif and the gang!

 

all the game stopping bugs have been removed from the public releases already, if you encounter this refer to rule 3:

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

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I just have 90+ mods and I ctd on quick save(it's a graphics card issue), you're mod is probably one of the most stable in my load order. Haven't had any issues so far, save for slave names wiping when they become vampires, werewolves, or werebears(using moonlight tales with npc to npc infection enabled, fixed it by turning off that feature though.

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I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

For Alteration

Breast growth and reduction spells have been done, so that shouldn't be hard to do.

Changing height or weight scaling are also not hard to do, but changing weight can cause seams to open in the skin of some NPCs, especially around the neck and ankles.

I don't think changing the race would be difficult itself, but it might create other secondary issues.

For succubus and cowgirl and any other custom races, do you have specific mods in mind?  I don't really use those so I'm not aware what's out there, but if you point some out I can take a look.  To change to those races you'd have to have a script that detects those mods which isn't hard to do, and if returns true, offers the additional racial change option.  But again, not sure if that would cause any secondary issues.

I also know Fishburger tried experimenting with a way to change the hair type of a NPC.  Last I checked it almost but didn't quite work, need to ask if he ever solved that.

Changing just the hair color might be more doable.

 

For Illusion

This would be the easier of the two to do since most effects would be temporary and would just affect a variable that already exists and gets altered anyway (i.e. submission, arousal).  I know mind control is a very popular theme.  I've seen it come up a lot in other games, especially hentai/anime stuff like SlaveMaker, Adventures of Garnet, A Spell for All, and others; so its a popular theme.  I think your initial ideas are worth looking into.

 

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? after auction where is sold slaves

sorry i mised your post this morning, was in a rush before work

the sold slaves at felglow keep are eventually escorted to the big cage

 

 

i might go back to AFT sometime, i never had any problems with it if i remember correctly, until then i use EFF because i like a few things about it, i like the style of the prompt when you click on a follower, it seems to have enough features but leader telepathy and leader transport spells are very nice and setting a followers home is very easy i had to do something in tes4edit to make them not follow so closely though and they're actually might be a way to disable the sandboxing if that's what you mean i can't remember if it's in the mcm or tes5edit. May be mistaken on that though.

 

 

I'll mention this as regards TDF, AFT and EFF.  Reading over several posts I'm starting to wonder about something.  I don't put my slaves under AFT or EFF control, I just let PAHE (or HSH) manage them......

 

To be more specific, in my last test of this, I enslaved Alfhild Battle-born and Gwendolyn from the Battle-born farm.  These are unique NPCs (and sometimes that can matter, unique NPC actors tend to be a bit more stable under PAH/E in my experience), and never had the follower faction nor were under any sort of follower management system.  Again, just for clarity of how I tested this.

 

So I took them around Whiterun and had them do their thing as I trained them, smirked at Olfrid and Idolaf (who seems to really want to bash my face in :P ) and got them to the point their skills were high enough they could work on their own.  I took them back to Heljarchen Hall, and told them they were off the clock.  Then talked to them again and there was the option to go work in a city alone.  However, as I've said previously, if I give them that command, that option (quest) initializes and goes through the procedure of where to work and so forth, but they stay rooted at whatever spot I'd told them to wait under PAHE.  If I tell them to take a break, it ends the job quest and if I again "hire" them as a prostitute (the regular command, not the go work in a city command) they still have their previous training levels.

 

What I'm trying to figure out is why what I see happening is different from what some others are seeing, including Stallion and Clifton.  A variety of things might affect this, what mods we have installed and so forth.  Also, as I mentioned above, it may be related to whether the NPC slave-prostitute was formerly a follower or not (in my case they weren't).  Whether the NPCs were unique actors or non-unique.  I dunno, just looking for clues to help better understand what is happening.

 

I'd like to see this get sorted because many of us have asked for ways to give slave's more to do, jobs and so forth.  Prostitution often comes up in those requests.  If we can get TDF fully compatible then that's at one job possiblity added, if not we're looking at building an in house solution from scratch which I'd rather avoid for now.

 

 

ok, so here's the difference between aft and eff that effects slaves without ever teling the mod to manage the slave - eff manages ALL player's followers as you've already said to me, but aft doesn't do that instead aft manages the "current follower" faction and a slave who's not tied up or waiting falls under the current follower faction

 

then thee's the differences you're experiencing on unique slaves that blabla never mentioned when it was implemented, but most if not all unique actors are not cloned under pahe and the only reason i had to differentiate there is becuz that actually ctirred up some bugs during the beta tests when he neglected to tell me that was changed and i was trying to figure out why the inventory wasn't working right for the slaves something strec discovered when he tried to make that change to his version as well so its very hard to determine who's real and who's a clone in pahe Or it could be he was able to fix that so all unique actors ignore cloning stil, but fixed the inventory issue with another bug fix i won't describe openly

 

i could even go onto say he'd experimented with that so much that for a time there even the bandit slaves weren't cloned until i figured out that's what he had done and had to put a stop to it...way too many bugs from using original actors on radiant hostile factions

 

 

 

omg so what can i do about it? and also why is this happening?

 

//edit// here i post a new log its made just by starting skyrim but not loading any saves.

no idea but it looks like the mods are uncomplete... load order is ok i think. so where does it comes from...

 

 

 

unfortunately i couldn't point out what mods are causing it either, that's a mess i've never seen before

in the past what i sometimes had to do if a mod slipped thru my fingers that mucked up the works, i'd gut my mod list 5 mods at a time, Or even further back when i had no idea at all which mods were suspect and which were ok, then i'd scrap the whole list and reinstall, but my way of scrapping the list i'd keep something set aside of it to compare notes as i continue for the next phase, like a load order text file or even renaming the old data folder to data.junk that if i reinstall what i thought was everything, but somehow somehitng still isn't right then i'd go back at the old folder for what's missing

 

then you'd either restore the data folder from aa  backup or reinstall

 

ok, hopefully you understand that, onto the next phase, re-adding the old mods 5 at a time and watch the logs for those old problems - start with the pre-requisite mods first, then after that i'd just go thru the old list 5 at a time, i'd actually follow that order it was in too, but maybe you could sort your mods with loot if you haven't already, try this before you scrap your current setup

 

 

i am using mod manager so no need to do something with data folder ... and using wrye bash patch sometimes merged patch by tes5edit and sometimes to clean some mod using merged plugins tool.

also i use save cleaner and clean all i can find also under advanced sometimes. and sure i am always using loot... those mods i have are already essential mods i want to have in game...

 

dont  know how jaxonz positioner is related to renaming or clothing bud in PAH and also PAH home sweet home to cage bug... :(

 

jaxonz positioner is an issue due to when it was made based on the same code, its using either an older version of the same framework or its using a conflicting code, the jcontainers mod used for renaming slaves is used for a wide variety of things even nasty critters mod uses it

as a mo user it might work for you to move jcontainers files closer to the bottom of your left pane files list so that only pah/e and xpmse can overwrite its files which technically means nothing would overwrite it cuz pahe only makes use of it, we don't provide it

 

the cage bugs you see in the logs are from the original paradise halls mod, as i said in your report to musje, its on the to-do list as well listed as "bugfixes"

i s'pose i could list that with the known bugs for the time being

 

 

May I translate your mod into Chinese and put it on Chinese forum?
I will give the original link and  author

 

yes, tho it might just be easier to add the relevant translation file to the translations folder in the interface

since there are some buttons that blabla never finished the text code for i understand if you choose not to use that method

Clifton, you said on the first post that we could request features, so here's my feature request, hopefully it's not too hard to implement.

I would be interested in seeing the ability to mold your slaves using magic(physically with alteration, and mentally with illusion), like changing a slaves mood from afraid to trusting with a calm spell, or even the ability to enslave using magic as well(with a chance to fail). You could even use illusion magic as a form of punishment, wracking your slaves mind with fear and they can beg you to stop. 

I just like the idea of mind control in a slavery system. I think there would be ways to make it balanced, like setting the extent of the effect on the slave based on the level of spell, so calm would work way less well than harmony for example, and harmony could be use on multiple slaves at once.

i remember when the emotion chip was upgraded to pahe, very dangerous, i don't know if you're ever seen star trek, 1 of the last movies has data get the emotion chip in:

that's what it's like to toy with the emotions of slaves, for any of you that haven't seen the movie i'll just it's a very dangerous thing to do to a slave

 

I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

ok, the latest code from blabla soon to be added into our next update might make it possible to add this ability to the plans list

 

Version .1h: animal sexlab animations don't work with Paradise Halls slaves when prompted using Puppet Master. I haven't tried it with a different prompting program. Animal animations do work with non-PAH NPC's and puppet master. No crash. No stripping. The actors approach each-other and stop. I can animate an NPC with an animal (I've only tried it with horses) then enslave the same NPC, then try again and the animation fails after enslavement.

 

When My Home is Your Home is used to set a slave's home, that slave can no longer be spoken to.

 

Sexlab version 1.61b

FNIS Creature pack, latest

Non sexlab animation pack

XP32 Maximum Skeleton

More Nasty Critters, packed with creature features.

 

Checked with LOOT, using MO, no other conflicts.

 

>i need the log of the bug you're describing to see what broke it

 

What log? Where?

ok, the version you're listing there is incomplete if its from the old thread, not at all the same version system we have here - these are the current versions to choose from : versions 5.0.1 and 6.0.2

beastiality for the slaves wasn't even considered, it might need an update for that, but the next bug looks like something else is wrong:

the home sweet home bugs you're speaking of were found during early development by some users, but since i couldn't reproduce it i suspected it to be load order issue and musje has since updated for the few chances she could get it to reproduce

 

ctd's are the highest priority fixes here so definitely post the papyrus log of that here

 

next as i was going over my test notes yesterday i discovered some code was put into pahe for musje's home sweet home - if you're not already on version 6.0.2 then update to it and reboot pahe from the mcm

if you're not already on the latest hsh, update that as well

Requested feature: be able to make slaves fuck each-other, animals, and attempt with other NPC's

 

Request (please please please) AFT integration

slaves ability to fuck-each-other is already far enough in development you'll notice it listed in the change log of the beta updates just before blabla had to roll back some functions of it to preserve the stability we put into it----it is planned to return to this as well, but after reviewing the hell i went thru over that update i won't put anybody thru that so it's going to wait for some time

 

 

we have much of aft code in already, the leveling system is planned, but seems blabla forgotr to add the to the to-do list and i didn't know he didn't finish the coding for it until i retrieved all the change notes yesterday

in addition aft already helps to monitor some behaviors under the "current follower" faction

if you're asking for full integration into aft as a follower that would conflict with the group consensus of keeping slaves separate from followers

 

other plans in development will be to make it possible for a released slave of adequate training levels to become a follower and with further training also marriable

 

 

 

 

 

 I know about papyrus logs, but I was checking to be sure the mod isn't logging elsewhere. Thanks for... that, though.

 

ok, i'll adjust the page later to be more specific

 

 

 

i was using version 6_0_2 yesterday and it was weird. first when i captured the slave the rename generic npc function didn't work. next i couldn't change the slaves clothes when i picked the 'you're going to wear this' the clothes in the inventory would not show up. Lastly the slave also floated around in the air. Oh and one more thing that i'm not sure is worth mentioning or not but i'm not sure what slextensionspatches esp does but when i tried to remove and revert back to everything i was using before sex scenes would crash every time when i put it back in my load order sex scenes would work, after i reverted back to everything i was using before everything worked as normal. Reverted back to PAH version 0.7.3, paradise_halls sl extension repack release h_rc0.6 fixed, Fellglow Slave Camp Rebuild v1.4.2, PAH HomeSweetHome 0.92.

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I've tried TDF before and after PAHE and it made no difference.  I have EFF after both. 

 

My load order for the relevant mods is something like:

ParadiseHalls.esm

SexLabDefeat.esp

FarengarsStudy.esp

FellglowSlaverCamp.esp

PAHE lives.esp

PAHHomeSweetHome.esp

TDF Prostitution.esp

EFFDialogs.esp

UIExtensions.esp

XPMSE.esp

SkyUI.esp (bottom of my load order)

 

I also limit the number of script heavy mods I use.  Sometimes things glitch up if Papyrus is getting overloaded.  Too many hi-res textures can also cause out of memory problems.  Skyrim can normally only address 3.1 Gb of memory regardless of how much RAM or VRAM you have (with a memory mod this can get pushed up to a max of 4 Gb but that's the absolute limit).  Most of the time I'm using about 1.4 Gb of RAM and between 0.8 and 1GB of VRAM.  Used to be higher but I dumped all 4k textures and most of the 2k textures I'd gotten and loaded 1k textures instead.  That's helped my game stability quite a bit.  So maybe check your memory usage, if its maxing out it might just be the dialogs aren't appearing because Virtual Memory has frozen up and its forced some stuff to be dumped.  Oh an use Save Tool to check for orphan scripts, sometimes those rascals can cause memory leaks and make loading save games difficult.

 

If you don't have a usage monitor, this one from Nexus is pretty easy to install and use.  http://www.nexusmods.com/skyrim/mods/6491/? You'll need to do a manual install and then configure where some of your files are.  In particular make sure to update where the Skyrim SKSE launcher is so that it uses that to launch the game.  Then just fire it up, use its button to launch and play.  It'll display the stats in game on your screen and you can configure where that is located (I've have mine in the lower left corner, but you can configure it to be about anywhere on the screen that suits you).

 

I've just now been able to start getting my game more stable by lowering textures i will probably run optimizer textures one more time too to lower the sizes down to 1024 because some of them i'm not sure they might still be 2048 but i've installed a lot of 1k mods instead now too. For script heavy mods i'm not even sure what is considered heavy and what is not but i know that frostfall is and i have that, i've uninstalled some mods and brought my load order down to 175 plugins. sexlab has been running fine though besides the rare falling through the floor and/or freeze. hunterborn and frostfall and campfire have all been running fine as well.

 

so looks like we got one person saying tdf works with pah and someone saying it doesn't, what version are you using? i have EFF loaded pretty early in my load order and PAH esps, besides the esm, loaded very low in my load order. i'm just now using the one in this pack from cliftons DL since i noticed it already came with it but i have no idea what version it is, but i was using the one from nexus before and didn't have a problem with them working together it was just only i wouldn't get the 'hey you wanna make some money for us' dialogue until i force recruited the slave with EFF. Once i acquire a slave again i'll give putting EFF after the PAH esps a try and see if that works.

 

 

 

by the way what are the telltale signs of script overload can you give any examples? i want to be sure. 1.4 gb is not much at all do yo uuse ENB too? the biggest problem i was having was when i would turn really fast or load new cells i would get a slight freeze in the game that's why i think it's textures trying to load and the SSD simply just can't keep up with my GPU. Much of that is gone now though although it's still there jusr much less frequently since installing alot of 1k textures and the optimized vanilla textures and optimized hi res dlc textures.

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Just firgured out that i don't use tdf but radiant prostitution. It's mainly focused on the player but if you give someone an amulet and some tavern clothes. They too can become whores. You don't have any control about wht will happen later though as they will tread you the same way as their npc customers. You can however take their money through whatever follower mod you use. Especially if yu use the wenches mod you can basically become friends with some of these wanches as soon as you have enough speech or money. So whatever they have been doing until that point, you can basically take away from them especially since they come with the tavern clothes on and since these clothes are the main trigger for the whore mod to use they will also automatically whore themselves out simply because of these clothes. It's a win win right there and also a lot safer if you ask me.

 

btw i don't now if you remember but i said a while ago that i had problems with this mod and hydra grogons slaves right? While it no longer crashes my game right now it still has some very strange bugs. Now whenever i enslave an npc from that mod it leaves standing body (as in dead) upright while a clone is created. I can' interact with that body either but i can however disable it. Now i have modified hydra's mod in the past (which was hours of work btw) to make all of these npc's essential. That seemed to have fixed the issue for a while. But now i'm wondering that if i do that, wouldn't that mess with the scripts that the slave trading routes? Because what essential means is that there can only be one npc in the entire game at the same type. So if i kept "respawn" on it would only generate one of that type, right? So as soon as i enslavd every npc, there wouldn't be any new ones to be generated because they are all already "dead". I know this has not much to do with your mod but i spilled it out any way because of curiousity.

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I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

For Alteration

Breast growth and reduction spells have been done, so that shouldn't be hard to do.

Changing height or weight scaling are also not hard to do, but changing weight can cause seams to open in the skin of some NPCs, especially around the neck and ankles.

I don't think changing the race would be difficult itself, but it might create other secondary issues.

For succubus and cowgirl and any other custom races, do you have specific mods in mind?  I don't really use those so I'm not aware what's out there, but if you point some out I can take a look.  To change to those races you'd have to have a script that detects those mods which isn't hard to do, and if returns true, offers the additional racial change option.  But again, not sure if that would cause any secondary issues.

I also know Fishburger tried experimenting with a way to change the hair type of a NPC.  Last I checked it almost but didn't quite work, need to ask if he ever solved that.

Changing just the hair color might be more doable.

 

For Illusion

This would be the easier of the two to do since most effects would be temporary and would just affect a variable that already exists and gets altered anyway (i.e. submission, arousal).  I know mind control is a very popular theme.  I've seen it come up a lot in other games, especially hentai/anime stuff like SlaveMaker, Adventures of Garnet, A Spell for All, and others; so its a popular theme.  I think your initial ideas are worth looking into.

 

einarr i'm really going to have to scratch my head and wonder why you would say something opposing of my last statement regarding that post

 

...either that or i just need more coffee and you can pm me what you're trying there cuz your description for illusion doesn't match any calm or fear spells he'd asked for and our issue is with the emotions

mind control of another nature can be looked into with ideas for reference

 

 

 

 

? after auction where is sold slaves

sorry i mised your post this morning, was in a rush before work

the sold slaves at felglow keep are eventually escorted to the big cage

 

 

i might go back to AFT sometime, i never had any problems with it if i remember correctly, until then i use EFF because i like a few things about it, i like the style of the prompt when you click on a follower, it seems to have enough features but leader telepathy and leader transport spells are very nice and setting a followers home is very easy i had to do something in tes4edit to make them not follow so closely though and they're actually might be a way to disable the sandboxing if that's what you mean i can't remember if it's in the mcm or tes5edit. May be mistaken on that though.

 

 

I'll mention this as regards TDF, AFT and EFF.  Reading over several posts I'm starting to wonder about something.  I don't put my slaves under AFT or EFF control, I just let PAHE (or HSH) manage them......

 

To be more specific, in my last test of this, I enslaved Alfhild Battle-born and Gwendolyn from the Battle-born farm.  These are unique NPCs (and sometimes that can matter, unique NPC actors tend to be a bit more stable under PAH/E in my experience), and never had the follower faction nor were under any sort of follower management system.  Again, just for clarity of how I tested this.

 

So I took them around Whiterun and had them do their thing as I trained them, smirked at Olfrid and Idolaf (who seems to really want to bash my face in :P ) and got them to the point their skills were high enough they could work on their own.  I took them back to Heljarchen Hall, and told them they were off the clock.  Then talked to them again and there was the option to go work in a city alone.  However, as I've said previously, if I give them that command, that option (quest) initializes and goes through the procedure of where to work and so forth, but they stay rooted at whatever spot I'd told them to wait under PAHE.  If I tell them to take a break, it ends the job quest and if I again "hire" them as a prostitute (the regular command, not the go work in a city command) they still have their previous training levels.

 

What I'm trying to figure out is why what I see happening is different from what some others are seeing, including Stallion and Clifton.  A variety of things might affect this, what mods we have installed and so forth.  Also, as I mentioned above, it may be related to whether the NPC slave-prostitute was formerly a follower or not (in my case they weren't).  Whether the NPCs were unique actors or non-unique.  I dunno, just looking for clues to help better understand what is happening.

 

I'd like to see this get sorted because many of us have asked for ways to give slave's more to do, jobs and so forth.  Prostitution often comes up in those requests.  If we can get TDF fully compatible then that's at one job possiblity added, if not we're looking at building an in house solution from scratch which I'd rather avoid for now.

 

 

ok, so here's the difference between aft and eff that effects slaves without ever teling the mod to manage the slave - eff manages ALL player's followers as you've already said to me, but aft doesn't do that instead aft manages the "current follower" faction and a slave who's not tied up or waiting falls under the current follower faction

 

then thee's the differences you're experiencing on unique slaves that blabla never mentioned when it was implemented, but most if not all unique actors are not cloned under pahe and the only reason i had to differentiate there is becuz that actually ctirred up some bugs during the beta tests when he neglected to tell me that was changed and i was trying to figure out why the inventory wasn't working right for the slaves something strec discovered when he tried to make that change to his version as well so its very hard to determine who's real and who's a clone in pahe Or it could be he was able to fix that so all unique actors ignore cloning stil, but fixed the inventory issue with another bug fix i won't describe openly

 

i could even go onto say he'd experimented with that so much that for a time there even the bandit slaves weren't cloned until i figured out that's what he had done and had to put a stop to it...way too many bugs from using original actors on radiant hostile factions

 

 

 

omg so what can i do about it? and also why is this happening?

 

//edit// here i post a new log its made just by starting skyrim but not loading any saves.

no idea but it looks like the mods are uncomplete... load order is ok i think. so where does it comes from...

 

 

 

unfortunately i couldn't point out what mods are causing it either, that's a mess i've never seen before

in the past what i sometimes had to do if a mod slipped thru my fingers that mucked up the works, i'd gut my mod list 5 mods at a time, Or even further back when i had no idea at all which mods were suspect and which were ok, then i'd scrap the whole list and reinstall, but my way of scrapping the list i'd keep something set aside of it to compare notes as i continue for the next phase, like a load order text file or even renaming the old data folder to data.junk that if i reinstall what i thought was everything, but somehow somehitng still isn't right then i'd go back at the old folder for what's missing

 

then you'd either restore the data folder from aa  backup or reinstall

 

ok, hopefully you understand that, onto the next phase, re-adding the old mods 5 at a time and watch the logs for those old problems - start with the pre-requisite mods first, then after that i'd just go thru the old list 5 at a time, i'd actually follow that order it was in too, but maybe you could sort your mods with loot if you haven't already, try this before you scrap your current setup

 

 

i am using mod manager so no need to do something with data folder ... and using wrye bash patch sometimes merged patch by tes5edit and sometimes to clean some mod using merged plugins tool.

also i use save cleaner and clean all i can find also under advanced sometimes. and sure i am always using loot... those mods i have are already essential mods i want to have in game...

 

dont  know how jaxonz positioner is related to renaming or clothing bud in PAH and also PAH home sweet home to cage bug... :(

 

jaxonz positioner is an issue due to when it was made based on the same code, its using either an older version of the same framework or its using a conflicting code, the jcontainers mod used for renaming slaves is used for a wide variety of things even nasty critters mod uses it

as a mo user it might work for you to move jcontainers files closer to the bottom of your left pane files list so that only pah/e and xpmse can overwrite its files which technically means nothing would overwrite it cuz pahe only makes use of it, we don't provide it

 

the cage bugs you see in the logs are from the original paradise halls mod, as i said in your report to musje, its on the to-do list as well listed as "bugfixes"

i s'pose i could list that with the known bugs for the time being

 

 

May I translate your mod into Chinese and put it on Chinese forum?
I will give the original link and  author

 

yes, tho it might just be easier to add the relevant translation file to the translations folder in the interface

since there are some buttons that blabla never finished the text code for i understand if you choose not to use that method

Clifton, you said on the first post that we could request features, so here's my feature request, hopefully it's not too hard to implement.

I would be interested in seeing the ability to mold your slaves using magic(physically with alteration, and mentally with illusion), like changing a slaves mood from afraid to trusting with a calm spell, or even the ability to enslave using magic as well(with a chance to fail). You could even use illusion magic as a form of punishment, wracking your slaves mind with fear and they can beg you to stop. 

I just like the idea of mind control in a slavery system. I think there would be ways to make it balanced, like setting the extent of the effect on the slave based on the level of spell, so calm would work way less well than harmony for example, and harmony could be use on multiple slaves at once.

i remember when the emotion chip was upgraded to pahe, very dangerous, i don't know if you're ever seen star trek, 1 of the last movies has data get the emotion chip in:

that's what it's like to toy with the emotions of slaves, for any of you that haven't seen the movie i'll just it's a very dangerous thing to do to a slave

 

I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

ok, the latest code from blabla soon to be added into our next update might make it possible to add this ability to the plans list

 

Version .1h: animal sexlab animations don't work with Paradise Halls slaves when prompted using Puppet Master. I haven't tried it with a different prompting program. Animal animations do work with non-PAH NPC's and puppet master. No crash. No stripping. The actors approach each-other and stop. I can animate an NPC with an animal (I've only tried it with horses) then enslave the same NPC, then try again and the animation fails after enslavement.

 

When My Home is Your Home is used to set a slave's home, that slave can no longer be spoken to.

 

Sexlab version 1.61b

FNIS Creature pack, latest

Non sexlab animation pack

XP32 Maximum Skeleton

More Nasty Critters, packed with creature features.

 

Checked with LOOT, using MO, no other conflicts.

 

>i need the log of the bug you're describing to see what broke it

 

What log? Where?

ok, the version you're listing there is incomplete if its from the old thread, not at all the same version system we have here - these are the current versions to choose from : versions 5.0.1 and 6.0.2

beastiality for the slaves wasn't even considered, it might need an update for that, but the next bug looks like something else is wrong:

the home sweet home bugs you're speaking of were found during early development by some users, but since i couldn't reproduce it i suspected it to be load order issue and musje has since updated for the few chances she could get it to reproduce

 

ctd's are the highest priority fixes here so definitely post the papyrus log of that here

 

next as i was going over my test notes yesterday i discovered some code was put into pahe for musje's home sweet home - if you're not already on version 6.0.2 then update to it and reboot pahe from the mcm

if you're not already on the latest hsh, update that as well

Requested feature: be able to make slaves fuck each-other, animals, and attempt with other NPC's

 

Request (please please please) AFT integration

slaves ability to fuck-each-other is already far enough in development you'll notice it listed in the change log of the beta updates just before blabla had to roll back some functions of it to preserve the stability we put into it----it is planned to return to this as well, but after reviewing the hell i went thru over that update i won't put anybody thru that so it's going to wait for some time

 

 

we have much of aft code in already, the leveling system is planned, but seems blabla forgotr to add the to the to-do list and i didn't know he didn't finish the coding for it until i retrieved all the change notes yesterday

in addition aft already helps to monitor some behaviors under the "current follower" faction

if you're asking for full integration into aft as a follower that would conflict with the group consensus of keeping slaves separate from followers

 

other plans in development will be to make it possible for a released slave of adequate training levels to become a follower and with further training also marriable

 

 

 

 

 

 I know about papyrus logs, but I was checking to be sure the mod isn't logging elsewhere. Thanks for... that, though.

 

ok, i'll adjust the page later to be more specific

 

 

 

 

i was using version 6_0_2 yesterday and it was weird. first when i captured the slave the rename generic npc function didn't work. next i couldn't change the slaves clothes when i picked the 'you're going to wear this' the clothes in the inventory would not show up. Lastly the slave also floated around in the air. Oh and one more thing that i'm not sure is worth mentioning or not but i'm not sure what slextensionspatches esp does but when i tried to remove and revert back to everything i was using before sex scenes would crash every time when i put it back in my load order sex scenes would work, after i reverted back to everything i was using before everything worked as normal. Reverted back to PAH version 0.7.3, paradise_halls sl extension repack release h_rc0.6 fixed, Fellglow Slave Camp Rebuild v1.4.2, PAH HomeSweetHome 0.92.

 

refer to rule 3:

And i need the papyrus log of the occurrence of the bug you're describing to see what broke it

 

the patch won't be needed with the next update i'll be removing it and coding it directly into core pah, i'd listed what the patch did as i built all the mini patches you may have seen in the repacks and i suppose i should update my changelog for the patches as well...

basically the combat patches trhat are now built into that were made to fix a well-known behavioral reponse to telling the slave to "fight for you: this link will send you to my post describing quoting hat bug in detail from another user

 

the personality patch built into that was made to fix the log spam from the broken personality faction reference again made to fix the core pah

 

 

 

I've just now been able to start getting my game more stable by lowering textures i will probably run optimizer textures one more time too to lower the sizes down to 1024 because some of them i'm not sure they might still be 2048 but i've installed a lot of 1k mods instead now too. For script heavy mods i'm not even sure what is considered heavy and what is not but i know that frostfall is and i have that, i've uninstalled some mods and brought my load order down to 175 plugins. sexlab has been running fine though besides the rare falling through the floor and/or freeze. hunterborn and frostfall and campfire have all been running fine as well.

 

 

 

 

 

by the way what are the telltale signs of script overload can you give any examples? i want to be sure. 1.4 gb is not much at all do yo uuse ENB too? the biggest problem i was having was when i would turn really fast or load new cells i would get a slight freeze in the game that's why i think it's textures trying to load and the SSD simply just can't keep up with my GPU. Much of that is gone now though although it's still there jusr much less frequently since installing alot of 1k textures and the optimized vanilla textures and optimized hi res dlc textures.

 

your previous post is 1 i would have immediately looked at the log. "floating npc's" i would hazard a guess there's a script in your log referencing an fnis issue, the last time i'd experienced this was an fnis creature issue, 1 of the biggest bugs with fnis creatures are the critters, crittermoths and such others i can't think of the other critter names i need more coffee. the most common issues for this also coincide with rivers or streams, 2 off hand i could name in particular there's 1 near whiterun at the corner by the honingbrew meadery as you go up that hill and another just outside windhelm from the front gate to the end of the bridge

 

if you finally get the game stable enough that even with fnis creatures you're able to continue playing in those area other weird things start to happen like you're describing

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Just firgured out that i don't use tdf but radiant prostitution. It's mainly focused on the player but if you give someone an amulet and some tavern clothes. They too can become whores. You don't have any control about wht will happen later though as they will tread you the same way as their npc customers. You can however take their money through whatever follower mod you use. Especially if yu use the wenches mod you can basically become friends with some of these wanches as soon as you have enough speech or money. So whatever they have been doing until that point, you can basically take away from them especially since they come with the tavern clothes on and since these clothes are the main trigger for the whore mod to use they will also automatically whore themselves out simply because of these clothes. It's a win win right there and also a lot safer if you ask me.

 

btw i don't now if you remember but i said a while ago that i had problems with this mod and hydra grogons slaves right? While it no longer crashes my game right now it still has some very strange bugs. Now whenever i enslave an npc from that mod it leaves standing body (as in dead) upright while a clone is created. I can' interact with that body either but i can however disable it.

 

ok, radiant prostitution i'm glad you mentioned it's not only obsolete and abandoned, but its no longer compatible with some core components and list as incompatible with the current version of sl

 

unless you have some bug i'd have to see the log of it to know for sure, but the known reason for the delay was for compatibility with slave tats and shouldn't be experienced if you're not using slavetats, but essentially that should still happen within seconds

 

if i remember my original reasoning right i'd dropped that mod cuz radiant prostitution came with its own conflicting version of jcontainers that will mess with both the renamer and slavetats and as a result if you use slavetats the enslavement code will slow down with that mod in

 

Now i have modified hydra's mod in the past (which was hours of work btw) to make all of these npc's essential. That seemed to have fixed the issue for a while. But now i'm wondering that if i do that, wouldn't that mess with the scripts that the slave trading routes? Because what essential means is that there can only be one npc in the entire game at the same type. So if i kept "respawn" on it would only generate one of that type, right? So as soon as i enslavd every npc, there wouldn't be any new ones to be generated because they are all already "dead". I know this has not much to do with your mod but i spilled it out any way because of curiousity.

the instability with that mod is becus that mod deletes the npc's so rather than marking them essential somebody modifying that mod would stop it from deleting those npc's, same concept in theory, but an npc marked essential is still killable when pahe clones them i just couldn't tell you if they stay marked essential, according to the change notes listed for pah on the nexus - pah slaves are marked as essential anyway which would likely be why the instability with a mod that deletes an npc as no code was needed for that to happen cuz it just shouldn't be happening...until you add that mod anyway

 

next you seem to be confusing essential with unique - essential means unkillable by skyrim's vanilla game rules, your description there would be for unique

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I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

For Alteration

Breast growth and reduction spells have been done, so that shouldn't be hard to do.

Changing height or weight scaling are also not hard to do, but changing weight can cause seams to open in the skin of some NPCs, especially around the neck and ankles.

I don't think changing the race would be difficult itself, but it might create other secondary issues.

For succubus and cowgirl and any other custom races, do you have specific mods in mind?  I don't really use those so I'm not aware what's out there, but if you point some out I can take a look.  To change to those races you'd have to have a script that detects those mods which isn't hard to do, and if returns true, offers the additional racial change option.  But again, not sure if that would cause any secondary issues.

I also know Fishburger tried experimenting with a way to change the hair type of a NPC.  Last I checked it almost but didn't quite work, need to ask if he ever solved that.

Changing just the hair color might be more doable.

 

For Illusion

This would be the easier of the two to do since most effects would be temporary and would just affect a variable that already exists and gets altered anyway (i.e. submission, arousal).  I know mind control is a very popular theme.  I've seen it come up a lot in other games, especially hentai/anime stuff like SlaveMaker, Adventures of Garnet, A Spell for All, and others; so its a popular theme.  I think your initial ideas are worth looking into.

 

einarr i'm really going to have to scratch my head and wonder why you would say something opposing of my last statement regarding that post

 

...either that or i just need more coffee and you can pm me what you're trying there cuz your description for illusion doesn't match any calm or fear spells he'd asked for and our issue is with the emotions

mind control of another nature can be looked into with ideas for reference

 

 

 

 

? after auction where is sold slaves

sorry i mised your post this morning, was in a rush before work

the sold slaves at felglow keep are eventually escorted to the big cage

 

 

i might go back to AFT sometime, i never had any problems with it if i remember correctly, until then i use EFF because i like a few things about it, i like the style of the prompt when you click on a follower, it seems to have enough features but leader telepathy and leader transport spells are very nice and setting a followers home is very easy i had to do something in tes4edit to make them not follow so closely though and they're actually might be a way to disable the sandboxing if that's what you mean i can't remember if it's in the mcm or tes5edit. May be mistaken on that though.

 

 

I'll mention this as regards TDF, AFT and EFF.  Reading over several posts I'm starting to wonder about something.  I don't put my slaves under AFT or EFF control, I just let PAHE (or HSH) manage them......

 

To be more specific, in my last test of this, I enslaved Alfhild Battle-born and Gwendolyn from the Battle-born farm.  These are unique NPCs (and sometimes that can matter, unique NPC actors tend to be a bit more stable under PAH/E in my experience), and never had the follower faction nor were under any sort of follower management system.  Again, just for clarity of how I tested this.

 

So I took them around Whiterun and had them do their thing as I trained them, smirked at Olfrid and Idolaf (who seems to really want to bash my face in :P ) and got them to the point their skills were high enough they could work on their own.  I took them back to Heljarchen Hall, and told them they were off the clock.  Then talked to them again and there was the option to go work in a city alone.  However, as I've said previously, if I give them that command, that option (quest) initializes and goes through the procedure of where to work and so forth, but they stay rooted at whatever spot I'd told them to wait under PAHE.  If I tell them to take a break, it ends the job quest and if I again "hire" them as a prostitute (the regular command, not the go work in a city command) they still have their previous training levels.

 

What I'm trying to figure out is why what I see happening is different from what some others are seeing, including Stallion and Clifton.  A variety of things might affect this, what mods we have installed and so forth.  Also, as I mentioned above, it may be related to whether the NPC slave-prostitute was formerly a follower or not (in my case they weren't).  Whether the NPCs were unique actors or non-unique.  I dunno, just looking for clues to help better understand what is happening.

 

I'd like to see this get sorted because many of us have asked for ways to give slave's more to do, jobs and so forth.  Prostitution often comes up in those requests.  If we can get TDF fully compatible then that's at one job possiblity added, if not we're looking at building an in house solution from scratch which I'd rather avoid for now.

 

 

ok, so here's the difference between aft and eff that effects slaves without ever teling the mod to manage the slave - eff manages ALL player's followers as you've already said to me, but aft doesn't do that instead aft manages the "current follower" faction and a slave who's not tied up or waiting falls under the current follower faction

 

then thee's the differences you're experiencing on unique slaves that blabla never mentioned when it was implemented, but most if not all unique actors are not cloned under pahe and the only reason i had to differentiate there is becuz that actually ctirred up some bugs during the beta tests when he neglected to tell me that was changed and i was trying to figure out why the inventory wasn't working right for the slaves something strec discovered when he tried to make that change to his version as well so its very hard to determine who's real and who's a clone in pahe Or it could be he was able to fix that so all unique actors ignore cloning stil, but fixed the inventory issue with another bug fix i won't describe openly

 

i could even go onto say he'd experimented with that so much that for a time there even the bandit slaves weren't cloned until i figured out that's what he had done and had to put a stop to it...way too many bugs from using original actors on radiant hostile factions

 

 

 

omg so what can i do about it? and also why is this happening?

 

//edit// here i post a new log its made just by starting skyrim but not loading any saves.

no idea but it looks like the mods are uncomplete... load order is ok i think. so where does it comes from...

 

 

 

unfortunately i couldn't point out what mods are causing it either, that's a mess i've never seen before

in the past what i sometimes had to do if a mod slipped thru my fingers that mucked up the works, i'd gut my mod list 5 mods at a time, Or even further back when i had no idea at all which mods were suspect and which were ok, then i'd scrap the whole list and reinstall, but my way of scrapping the list i'd keep something set aside of it to compare notes as i continue for the next phase, like a load order text file or even renaming the old data folder to data.junk that if i reinstall what i thought was everything, but somehow somehitng still isn't right then i'd go back at the old folder for what's missing

 

then you'd either restore the data folder from aa  backup or reinstall

 

ok, hopefully you understand that, onto the next phase, re-adding the old mods 5 at a time and watch the logs for those old problems - start with the pre-requisite mods first, then after that i'd just go thru the old list 5 at a time, i'd actually follow that order it was in too, but maybe you could sort your mods with loot if you haven't already, try this before you scrap your current setup

 

 

i am using mod manager so no need to do something with data folder ... and using wrye bash patch sometimes merged patch by tes5edit and sometimes to clean some mod using merged plugins tool.

also i use save cleaner and clean all i can find also under advanced sometimes. and sure i am always using loot... those mods i have are already essential mods i want to have in game...

 

dont  know how jaxonz positioner is related to renaming or clothing bud in PAH and also PAH home sweet home to cage bug... :(

 

jaxonz positioner is an issue due to when it was made based on the same code, its using either an older version of the same framework or its using a conflicting code, the jcontainers mod used for renaming slaves is used for a wide variety of things even nasty critters mod uses it

as a mo user it might work for you to move jcontainers files closer to the bottom of your left pane files list so that only pah/e and xpmse can overwrite its files which technically means nothing would overwrite it cuz pahe only makes use of it, we don't provide it

 

the cage bugs you see in the logs are from the original paradise halls mod, as i said in your report to musje, its on the to-do list as well listed as "bugfixes"

i s'pose i could list that with the known bugs for the time being

 

 

May I translate your mod into Chinese and put it on Chinese forum?
I will give the original link and  author

 

yes, tho it might just be easier to add the relevant translation file to the translations folder in the interface

since there are some buttons that blabla never finished the text code for i understand if you choose not to use that method

Clifton, you said on the first post that we could request features, so here's my feature request, hopefully it's not too hard to implement.

I would be interested in seeing the ability to mold your slaves using magic(physically with alteration, and mentally with illusion), like changing a slaves mood from afraid to trusting with a calm spell, or even the ability to enslave using magic as well(with a chance to fail). You could even use illusion magic as a form of punishment, wracking your slaves mind with fear and they can beg you to stop. 

I just like the idea of mind control in a slavery system. I think there would be ways to make it balanced, like setting the extent of the effect on the slave based on the level of spell, so calm would work way less well than harmony for example, and harmony could be use on multiple slaves at once.

i remember when the emotion chip was upgraded to pahe, very dangerous, i don't know if you're ever seen star trek, 1 of the last movies has data get the emotion chip in:

that's what it's like to toy with the emotions of slaves, for any of you that haven't seen the movie i'll just it's a very dangerous thing to do to a slave

 

I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

ok, the latest code from blabla soon to be added into our next update might make it possible to add this ability to the plans list

 

Version .1h: animal sexlab animations don't work with Paradise Halls slaves when prompted using Puppet Master. I haven't tried it with a different prompting program. Animal animations do work with non-PAH NPC's and puppet master. No crash. No stripping. The actors approach each-other and stop. I can animate an NPC with an animal (I've only tried it with horses) then enslave the same NPC, then try again and the animation fails after enslavement.

 

When My Home is Your Home is used to set a slave's home, that slave can no longer be spoken to.

 

Sexlab version 1.61b

FNIS Creature pack, latest

Non sexlab animation pack

XP32 Maximum Skeleton

More Nasty Critters, packed with creature features.

 

Checked with LOOT, using MO, no other conflicts.

 

>i need the log of the bug you're describing to see what broke it

 

What log? Where?

ok, the version you're listing there is incomplete if its from the old thread, not at all the same version system we have here - these are the current versions to choose from : versions 5.0.1 and 6.0.2

beastiality for the slaves wasn't even considered, it might need an update for that, but the next bug looks like something else is wrong:

the home sweet home bugs you're speaking of were found during early development by some users, but since i couldn't reproduce it i suspected it to be load order issue and musje has since updated for the few chances she could get it to reproduce

 

ctd's are the highest priority fixes here so definitely post the papyrus log of that here

 

next as i was going over my test notes yesterday i discovered some code was put into pahe for musje's home sweet home - if you're not already on version 6.0.2 then update to it and reboot pahe from the mcm

if you're not already on the latest hsh, update that as well

Requested feature: be able to make slaves fuck each-other, animals, and attempt with other NPC's

 

Request (please please please) AFT integration

slaves ability to fuck-each-other is already far enough in development you'll notice it listed in the change log of the beta updates just before blabla had to roll back some functions of it to preserve the stability we put into it----it is planned to return to this as well, but after reviewing the hell i went thru over that update i won't put anybody thru that so it's going to wait for some time

 

 

we have much of aft code in already, the leveling system is planned, but seems blabla forgotr to add the to the to-do list and i didn't know he didn't finish the coding for it until i retrieved all the change notes yesterday

in addition aft already helps to monitor some behaviors under the "current follower" faction

if you're asking for full integration into aft as a follower that would conflict with the group consensus of keeping slaves separate from followers

 

other plans in development will be to make it possible for a released slave of adequate training levels to become a follower and with further training also marriable

 

 

 

 

 

 I know about papyrus logs, but I was checking to be sure the mod isn't logging elsewhere. Thanks for... that, though.

 

ok, i'll adjust the page later to be more specific

 

 

 

 

i was using version 6_0_2 yesterday and it was weird. first when i captured the slave the rename generic npc function didn't work. next i couldn't change the slaves clothes when i picked the 'you're going to wear this' the clothes in the inventory would not show up. Lastly the slave also floated around in the air. Oh and one more thing that i'm not sure is worth mentioning or not but i'm not sure what slextensionspatches esp does but when i tried to remove and revert back to everything i was using before sex scenes would crash every time when i put it back in my load order sex scenes would work, after i reverted back to everything i was using before everything worked as normal. Reverted back to PAH version 0.7.3, paradise_halls sl extension repack release h_rc0.6 fixed, Fellglow Slave Camp Rebuild v1.4.2, PAH HomeSweetHome 0.92.

 

refer to rule 3:

And i need the papyrus log of the occurrence of the bug you're describing to see what broke it

 

the patch won't be needed with the next update i'll be removing it and coding it directly into core pah, i'd listed what the patch did as i built all the mini patches you may have seen in the repacks and i suppose i should update my changelog for the patches as well...

basically the combat patches trhat are now built into that were made to fix a well-known behavioral reponse to telling the slave to "fight for you: this link will send you to my post describing quoting hat bug in detail from another user

 

the personality patch built into that was made to fix the log spam from the broken personality faction reference again made to fix the core pah

 

 

 

I've just now been able to start getting my game more stable by lowering textures i will probably run optimizer textures one more time too to lower the sizes down to 1024 because some of them i'm not sure they might still be 2048 but i've installed a lot of 1k mods instead now too. For script heavy mods i'm not even sure what is considered heavy and what is not but i know that frostfall is and i have that, i've uninstalled some mods and brought my load order down to 175 plugins. sexlab has been running fine though besides the rare falling through the floor and/or freeze. hunterborn and frostfall and campfire have all been running fine as well.

 

 

 

 

 

by the way what are the telltale signs of script overload can you give any examples? i want to be sure. 1.4 gb is not much at all do yo uuse ENB too? the biggest problem i was having was when i would turn really fast or load new cells i would get a slight freeze in the game that's why i think it's textures trying to load and the SSD simply just can't keep up with my GPU. Much of that is gone now though although it's still there jusr much less frequently since installing alot of 1k textures and the optimized vanilla textures and optimized hi res dlc textures.

 

your previous post is 1 i would have immediately looked at the log. "floating npc's" i would hazard a guess there's a script in your log referencing an fnis issue, the last time i'd experienced this was an fnis creature issue, 1 of the biggest bugs with fnis creatures are the critters, crittermoths and such others i can't think of the other critter names i need more coffee. the most common issues for this also coincide with rivers or streams, 2 off hand i could name in particular there's 1 near whiterun at the corner by the honingbrew meadery as you go up that hill and another just outside windhelm from the front gate to the end of the bridge

 

if you finally get the game stable enough that even with fnis creatures you're able to continue playing in those area other weird things start to happen like you're describing

 

 

 

ah crap i didn't think to log it when i was having those issues sorry and uninstalled it already and replaced it with all the stuff i was using before as i listed. MNC and fnis creatures isn't in my load order, i took them out. i can log though in the future. about how long do the logs need to be to get a good idea? 5 minutes?

Link to comment

 

 

 

 

I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

For Alteration

Breast growth and reduction spells have been done, so that shouldn't be hard to do.

Changing height or weight scaling are also not hard to do, but changing weight can cause seams to open in the skin of some NPCs, especially around the neck and ankles.

I don't think changing the race would be difficult itself, but it might create other secondary issues.

For succubus and cowgirl and any other custom races, do you have specific mods in mind?  I don't really use those so I'm not aware what's out there, but if you point some out I can take a look.  To change to those races you'd have to have a script that detects those mods which isn't hard to do, and if returns true, offers the additional racial change option.  But again, not sure if that would cause any secondary issues.

I also know Fishburger tried experimenting with a way to change the hair type of a NPC.  Last I checked it almost but didn't quite work, need to ask if he ever solved that.

Changing just the hair color might be more doable.

 

For Illusion

This would be the easier of the two to do since most effects would be temporary and would just affect a variable that already exists and gets altered anyway (i.e. submission, arousal).  I know mind control is a very popular theme.  I've seen it come up a lot in other games, especially hentai/anime stuff like SlaveMaker, Adventures of Garnet, A Spell for All, and others; so its a popular theme.  I think your initial ideas are worth looking into.

 

einarr i'm really going to have to scratch my head and wonder why you would say something opposing of my last statement regarding that post

 

...either that or i just need more coffee and you can pm me what you're trying there cuz your description for illusion doesn't match any calm or fear spells he'd asked for and our issue is with the emotions

mind control of another nature can be looked into with ideas for reference

 

 

 

 

? after auction where is sold slaves

sorry i mised your post this morning, was in a rush before work

the sold slaves at felglow keep are eventually escorted to the big cage

 

 

i might go back to AFT sometime, i never had any problems with it if i remember correctly, until then i use EFF because i like a few things about it, i like the style of the prompt when you click on a follower, it seems to have enough features but leader telepathy and leader transport spells are very nice and setting a followers home is very easy i had to do something in tes4edit to make them not follow so closely though and they're actually might be a way to disable the sandboxing if that's what you mean i can't remember if it's in the mcm or tes5edit. May be mistaken on that though.

 

 

I'll mention this as regards TDF, AFT and EFF.  Reading over several posts I'm starting to wonder about something.  I don't put my slaves under AFT or EFF control, I just let PAHE (or HSH) manage them......

 

To be more specific, in my last test of this, I enslaved Alfhild Battle-born and Gwendolyn from the Battle-born farm.  These are unique NPCs (and sometimes that can matter, unique NPC actors tend to be a bit more stable under PAH/E in my experience), and never had the follower faction nor were under any sort of follower management system.  Again, just for clarity of how I tested this.

 

So I took them around Whiterun and had them do their thing as I trained them, smirked at Olfrid and Idolaf (who seems to really want to bash my face in :P ) and got them to the point their skills were high enough they could work on their own.  I took them back to Heljarchen Hall, and told them they were off the clock.  Then talked to them again and there was the option to go work in a city alone.  However, as I've said previously, if I give them that command, that option (quest) initializes and goes through the procedure of where to work and so forth, but they stay rooted at whatever spot I'd told them to wait under PAHE.  If I tell them to take a break, it ends the job quest and if I again "hire" them as a prostitute (the regular command, not the go work in a city command) they still have their previous training levels.

 

What I'm trying to figure out is why what I see happening is different from what some others are seeing, including Stallion and Clifton.  A variety of things might affect this, what mods we have installed and so forth.  Also, as I mentioned above, it may be related to whether the NPC slave-prostitute was formerly a follower or not (in my case they weren't).  Whether the NPCs were unique actors or non-unique.  I dunno, just looking for clues to help better understand what is happening.

 

I'd like to see this get sorted because many of us have asked for ways to give slave's more to do, jobs and so forth.  Prostitution often comes up in those requests.  If we can get TDF fully compatible then that's at one job possiblity added, if not we're looking at building an in house solution from scratch which I'd rather avoid for now.

 

 

ok, so here's the difference between aft and eff that effects slaves without ever teling the mod to manage the slave - eff manages ALL player's followers as you've already said to me, but aft doesn't do that instead aft manages the "current follower" faction and a slave who's not tied up or waiting falls under the current follower faction

 

then thee's the differences you're experiencing on unique slaves that blabla never mentioned when it was implemented, but most if not all unique actors are not cloned under pahe and the only reason i had to differentiate there is becuz that actually ctirred up some bugs during the beta tests when he neglected to tell me that was changed and i was trying to figure out why the inventory wasn't working right for the slaves something strec discovered when he tried to make that change to his version as well so its very hard to determine who's real and who's a clone in pahe Or it could be he was able to fix that so all unique actors ignore cloning stil, but fixed the inventory issue with another bug fix i won't describe openly

 

i could even go onto say he'd experimented with that so much that for a time there even the bandit slaves weren't cloned until i figured out that's what he had done and had to put a stop to it...way too many bugs from using original actors on radiant hostile factions

 

 

 

omg so what can i do about it? and also why is this happening?

 

//edit// here i post a new log its made just by starting skyrim but not loading any saves.

no idea but it looks like the mods are uncomplete... load order is ok i think. so where does it comes from...

 

 

 

unfortunately i couldn't point out what mods are causing it either, that's a mess i've never seen before

in the past what i sometimes had to do if a mod slipped thru my fingers that mucked up the works, i'd gut my mod list 5 mods at a time, Or even further back when i had no idea at all which mods were suspect and which were ok, then i'd scrap the whole list and reinstall, but my way of scrapping the list i'd keep something set aside of it to compare notes as i continue for the next phase, like a load order text file or even renaming the old data folder to data.junk that if i reinstall what i thought was everything, but somehow somehitng still isn't right then i'd go back at the old folder for what's missing

 

then you'd either restore the data folder from aa  backup or reinstall

 

ok, hopefully you understand that, onto the next phase, re-adding the old mods 5 at a time and watch the logs for those old problems - start with the pre-requisite mods first, then after that i'd just go thru the old list 5 at a time, i'd actually follow that order it was in too, but maybe you could sort your mods with loot if you haven't already, try this before you scrap your current setup

 

 

i am using mod manager so no need to do something with data folder ... and using wrye bash patch sometimes merged patch by tes5edit and sometimes to clean some mod using merged plugins tool.

also i use save cleaner and clean all i can find also under advanced sometimes. and sure i am always using loot... those mods i have are already essential mods i want to have in game...

 

dont  know how jaxonz positioner is related to renaming or clothing bud in PAH and also PAH home sweet home to cage bug... :(

 

jaxonz positioner is an issue due to when it was made based on the same code, its using either an older version of the same framework or its using a conflicting code, the jcontainers mod used for renaming slaves is used for a wide variety of things even nasty critters mod uses it

as a mo user it might work for you to move jcontainers files closer to the bottom of your left pane files list so that only pah/e and xpmse can overwrite its files which technically means nothing would overwrite it cuz pahe only makes use of it, we don't provide it

 

the cage bugs you see in the logs are from the original paradise halls mod, as i said in your report to musje, its on the to-do list as well listed as "bugfixes"

i s'pose i could list that with the known bugs for the time being

 

 

May I translate your mod into Chinese and put it on Chinese forum?
I will give the original link and  author

 

yes, tho it might just be easier to add the relevant translation file to the translations folder in the interface

since there are some buttons that blabla never finished the text code for i understand if you choose not to use that method

Clifton, you said on the first post that we could request features, so here's my feature request, hopefully it's not too hard to implement.

I would be interested in seeing the ability to mold your slaves using magic(physically with alteration, and mentally with illusion), like changing a slaves mood from afraid to trusting with a calm spell, or even the ability to enslave using magic as well(with a chance to fail). You could even use illusion magic as a form of punishment, wracking your slaves mind with fear and they can beg you to stop. 

I just like the idea of mind control in a slavery system. I think there would be ways to make it balanced, like setting the extent of the effect on the slave based on the level of spell, so calm would work way less well than harmony for example, and harmony could be use on multiple slaves at once.

i remember when the emotion chip was upgraded to pahe, very dangerous, i don't know if you're ever seen star trek, 1 of the last movies has data get the emotion chip in:

that's what it's like to toy with the emotions of slaves, for any of you that haven't seen the movie i'll just it's a very dangerous thing to do to a slave

 

I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

ok, the latest code from blabla soon to be added into our next update might make it possible to add this ability to the plans list

 

Version .1h: animal sexlab animations don't work with Paradise Halls slaves when prompted using Puppet Master. I haven't tried it with a different prompting program. Animal animations do work with non-PAH NPC's and puppet master. No crash. No stripping. The actors approach each-other and stop. I can animate an NPC with an animal (I've only tried it with horses) then enslave the same NPC, then try again and the animation fails after enslavement.

 

When My Home is Your Home is used to set a slave's home, that slave can no longer be spoken to.

 

Sexlab version 1.61b

FNIS Creature pack, latest

Non sexlab animation pack

XP32 Maximum Skeleton

More Nasty Critters, packed with creature features.

 

Checked with LOOT, using MO, no other conflicts.

 

>i need the log of the bug you're describing to see what broke it

 

What log? Where?

ok, the version you're listing there is incomplete if its from the old thread, not at all the same version system we have here - these are the current versions to choose from : versions 5.0.1 and 6.0.2

beastiality for the slaves wasn't even considered, it might need an update for that, but the next bug looks like something else is wrong:

the home sweet home bugs you're speaking of were found during early development by some users, but since i couldn't reproduce it i suspected it to be load order issue and musje has since updated for the few chances she could get it to reproduce

 

ctd's are the highest priority fixes here so definitely post the papyrus log of that here

 

next as i was going over my test notes yesterday i discovered some code was put into pahe for musje's home sweet home - if you're not already on version 6.0.2 then update to it and reboot pahe from the mcm

if you're not already on the latest hsh, update that as well

Requested feature: be able to make slaves fuck each-other, animals, and attempt with other NPC's

 

Request (please please please) AFT integration

slaves ability to fuck-each-other is already far enough in development you'll notice it listed in the change log of the beta updates just before blabla had to roll back some functions of it to preserve the stability we put into it----it is planned to return to this as well, but after reviewing the hell i went thru over that update i won't put anybody thru that so it's going to wait for some time

 

 

we have much of aft code in already, the leveling system is planned, but seems blabla forgotr to add the to the to-do list and i didn't know he didn't finish the coding for it until i retrieved all the change notes yesterday

in addition aft already helps to monitor some behaviors under the "current follower" faction

if you're asking for full integration into aft as a follower that would conflict with the group consensus of keeping slaves separate from followers

 

other plans in development will be to make it possible for a released slave of adequate training levels to become a follower and with further training also marriable

 

 

 

 

 

 I know about papyrus logs, but I was checking to be sure the mod isn't logging elsewhere. Thanks for... that, though.

 

ok, i'll adjust the page later to be more specific

 

 

 

 

i was using version 6_0_2 yesterday and it was weird. first when i captured the slave the rename generic npc function didn't work. next i couldn't change the slaves clothes when i picked the 'you're going to wear this' the clothes in the inventory would not show up. Lastly the slave also floated around in the air. Oh and one more thing that i'm not sure is worth mentioning or not but i'm not sure what slextensionspatches esp does but when i tried to remove and revert back to everything i was using before sex scenes would crash every time when i put it back in my load order sex scenes would work, after i reverted back to everything i was using before everything worked as normal. Reverted back to PAH version 0.7.3, paradise_halls sl extension repack release h_rc0.6 fixed, Fellglow Slave Camp Rebuild v1.4.2, PAH HomeSweetHome 0.92.

 

refer to rule 3:

And i need the papyrus log of the occurrence of the bug you're describing to see what broke it

 

the patch won't be needed with the next update i'll be removing it and coding it directly into core pah, i'd listed what the patch did as i built all the mini patches you may have seen in the repacks and i suppose i should update my changelog for the patches as well...

basically the combat patches trhat are now built into that were made to fix a well-known behavioral reponse to telling the slave to "fight for you: this link will send you to my post describing quoting hat bug in detail from another user

 

the personality patch built into that was made to fix the log spam from the broken personality faction reference again made to fix the core pah

 

 

 

I've just now been able to start getting my game more stable by lowering textures i will probably run optimizer textures one more time too to lower the sizes down to 1024 because some of them i'm not sure they might still be 2048 but i've installed a lot of 1k mods instead now too. For script heavy mods i'm not even sure what is considered heavy and what is not but i know that frostfall is and i have that, i've uninstalled some mods and brought my load order down to 175 plugins. sexlab has been running fine though besides the rare falling through the floor and/or freeze. hunterborn and frostfall and campfire have all been running fine as well.

 

 

 

 

 

by the way what are the telltale signs of script overload can you give any examples? i want to be sure. 1.4 gb is not much at all do yo uuse ENB too? the biggest problem i was having was when i would turn really fast or load new cells i would get a slight freeze in the game that's why i think it's textures trying to load and the SSD simply just can't keep up with my GPU. Much of that is gone now though although it's still there jusr much less frequently since installing alot of 1k textures and the optimized vanilla textures and optimized hi res dlc textures.

 

your previous post is 1 i would have immediately looked at the log. "floating npc's" i would hazard a guess there's a script in your log referencing an fnis issue, the last time i'd experienced this was an fnis creature issue, 1 of the biggest bugs with fnis creatures are the critters, crittermoths and such others i can't think of the other critter names i need more coffee. the most common issues for this also coincide with rivers or streams, 2 off hand i could name in particular there's 1 near whiterun at the corner by the honingbrew meadery as you go up that hill and another just outside windhelm from the front gate to the end of the bridge

 

if you finally get the game stable enough that even with fnis creatures you're able to continue playing in those area other weird things start to happen like you're describing

 

 

 

 

ah crap i didn't think to log it when i was having those issues sorry and uninstalled it already and replaced it with all the stuff i was using before as i listed. MNC and fnis creatures isn't in my load order, i took them out. i can log though in the future. about how long do the logs need to be to get a good idea? 5 minutes?

 

 

for a floating npc issue it should show up in the logs right away so for time frame post the log as soon as the bug is visible on screen

 

ok, not having fnis creatures atleast slims down the chances of it occuring and why you were able to continue playing until weird effects showed up that shouldn't have, but that only means your issue for that occurence was fnis itself which is even more vital

...and to be more specific its most likely fnis 6, its the first version to require an esp and the easiest to break as well it will spam your logs and do other weird things when it breaks

Edited by CliftonJD
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by the way what are the telltale signs of script overload can you give any examples? i want to be sure. 1.4 gb is not much at all do yo uuse ENB too? the biggest problem i was having was when i would turn really fast or load new cells i would get a slight freeze in the game that's why i think it's textures trying to load and the SSD simply just can't keep up with my GPU. Much of that is gone now though although it's still there jusr much less frequently since installing alot of 1k textures and the optimized vanilla textures and optimized hi res dlc textures.

 

One big clue is if you see a lot of VM Freezing, VM Frozen, VM Thawing warnings in your papyrus log.  That's your virtual memory freezing up and force dumping any scripts running when it does.  Those force dumps can cause all sorts of weird shit to happen, like not getting a dialog option with an NPC that you normally would, quests glitching in some odd way for no apparent reason, CTDs, etc.  Its one of the reasons I love to hate MNC, it tends to put a lot of load on papyrus for what I consider some very questionable gains (seriously, who really cares that much is some random doggy you just walked past has a hard on or not?  Much less the sabrecat 1.5 cells away which you can't even see...)

 

An yeah, the "stutter" effect as you turn quick is caused by an out of memory issue as your GPU tries to swap out and render textures quickly.   Not so bad with 1k textures... 4k textures are a bitch and frankly shouldn't even be in the game IMNSHO.  Most of the time you aren't going to see half the detail that's there so its a waste of memory and just one 4k texture is the equivalent of 16 1k textures in memory usage.  So in practical terms you could have one super detailed building texture or 16 reasonably detailed building textures for the same memory usage... your call.   But I know what I get told when making game resources, and half the time I'm still squeezing as much out of a 512px UV texture map like its a damned jigsaw puzzle.  (BTW, one 4k texture takes the same memory as 64 512px textures... so you get how much less really can be more.  I ever see someone put a 4k texture on a damned candle in this game and swear I will hunt you down and slap the shit out of you on principle!  :P   Kidding.... sorta...  ).

 

An while I flat refuse to give up my HDT bouncy... stuff... that too puts a strain on it.  HDT physics are not animations, its actual motion physics being calculated in real time (which is why there are no HDT breast milking animations, no such thing; only way you can do that is to figure out how to get Havoc to apply a couple of animated magnets to simulate the physics).  Pretty fraggin awesome when you think about it and if you know anything about 3D engines.  But its an absolute memory and GPU hog.  So if you've got say 4+ milk maid slaves with large bouncy HDT boobs leaking milk (which is particle physics and that's another GPU beast, or can be depending on how the particles are handled.  See foot note below)... yeah, your GPU and VRAM is gonna just hate you.  If you really just gotta have 6 milk maids a milking following you around you might wanna consider dumping HDT and using BBP instead.  Me... I'll take the CTDs dammit, I wanna see that milk shake!   Yeah I'm a perv, I own it. :cool:

 

Just firgured out that i don't use tdf but radiant prostitution.

Yup, different mods.  TDF allows for player prostitution if you want that.  But it also allows what I want.... PIMP DADDY SLAVE MASTER! :D   See above remark about being a perv.

 

einarr i'm really going to have to scratch my head and wonder why you would say something opposing of my last statement regarding that post

 

...either that or i just need more coffee and you can pm me what you're trying there cuz your description for illusion doesn't match any calm or fear spells he'd asked for and our issue is with the emotions

mind control of another nature can be looked into with ideas for reference

Heck no you can't do it with existing spells (well, it could be made to work that way but it'd be a bad idea and needlessly complicated).  Think somewhere previously I said we'd have to make all new spells (technically new magic effects) to do what he's asking.  So to be clear, any of these effects would require brand spanking new magic effects be created and added into the game, along with the necessary bits of scripting to create the effects.  But the ideas aren't bad ones.  The mind control stuff would just take making new spells that alter existing variables that are already there in PAH/E.  That's not so bad long as we don't do anything stupidly crazy with it (stop looking at me that way Clifton :P ).  Main down side I see is temporary effects mean timers and that means a lil more on papyrus, but if they're short lived shouldn't cause problems (by short lived I mean like 180 sec duration or less using the built in timers in the spell creation kit, 10 min tops).  Some of the physical stuff is gonna be tougher, and messing with weight scales is just a bad idea period (it will cause problems with seams and grey faces, no getting around that, which is why nobody does it anymore).   Long as you don't get too extreme with the effects it can be workable.

 

Also... I might have... umm... kinda already been experimenting with similar ideas in my own game so... :dodgy:   Nothing anywhere near ready for release (cause most of what I've tried don't quite work yet) but I'd been tinkering with the idea of spells, potions, enchantments and magic items that had slavery related effects.   Think I told you about the insidious Falmer Spider Bow idea.   By the pricking of my thumb something wicked this way comes! :cool:

 

Sorry for any confusion.  :angel: (Its one of my specialties! :blink: )

 

Footnote:

Funny story, once saw a guy try to render a water fall using particle physics which isn't unusual.  Except this genius actually tried modeling his base water particle with about 500 polys (where as I use a 20 poly icosphere) and then just for general insanity he slapped a 1k texture on that (instead of a procedural material most sane people use).  An then he left his PC to try an render that while he went for lunch.  Kid you not, there was smoke coming out the back before the thing overheated and had a melt down.  File that under shit you just should not do.  LOL

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I wasn't too sure about what I would want alteraton to do, though it would more than likely involve transformations. Breast Growth, sex changes, etc. Even race changes(for example changing a slave into a succubus/cowgirl when you have the related race mods). My ideas on alteration weren't as fully formed as my illusion ideas(mind control or the power of suggestion in general is more my forte), and I don't know how you would really implement it, though I suppose a spell that simply opens the race menu on the targeted npc, but idk. It doesn't really seem to fit in my head for this mod to have it that way, though I can't think of a better way to do it atm.

For Alteration

Breast growth and reduction spells have been done, so that shouldn't be hard to do.

Changing height or weight scaling are also not hard to do, but changing weight can cause seams to open in the skin of some NPCs, especially around the neck and ankles.

I don't think changing the race would be difficult itself, but it might create other secondary issues.

For succubus and cowgirl and any other custom races, do you have specific mods in mind?  I don't really use those so I'm not aware what's out there, but if you point some out I can take a look.  To change to those races you'd have to have a script that detects those mods which isn't hard to do, and if returns true, offers the additional racial change option.  But again, not sure if that would cause any secondary issues.

I also know Fishburger tried experimenting with a way to change the hair type of a NPC.  Last I checked it almost but didn't quite work, need to ask if he ever solved that.

Changing just the hair color might be more doable.

 

For Illusion

This would be the easier of the two to do since most effects would be temporary and would just affect a variable that already exists and gets altered anyway (i.e. submission, arousal).  I know mind control is a very popular theme.  I've seen it come up a lot in other games, especially hentai/anime stuff like SlaveMaker, Adventures of Garnet, A Spell for All, and others; so its a popular theme.  I think your initial ideas are worth looking into.

 

 

I do play all of the games you mentioned, save for adventures of garnet, and ultimately if I was to get everything I wanted in a slavery system, I would want it to operate similarly to spell for all, with an initial spell that would give you an incredible ability of suggestion, but I know that would probably be too in depth to just add as a side feature on an already good mod, not to mention totally unbalanced, since if it's that good no one would use any other method, unless they're roleplaying.

 

I do like you're thoughts on it though, they add on to my initial thoughts, rounding them out and letting me know what is or may be possible. 

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by the way what are the telltale signs of script overload can you give any examples? i want to be sure. 1.4 gb is not much at all do yo uuse ENB too? the biggest problem i was having was when i would turn really fast or load new cells i would get a slight freeze in the game that's why i think it's textures trying to load and the SSD simply just can't keep up with my GPU. Much of that is gone now though although it's still there jusr much less frequently since installing alot of 1k textures and the optimized vanilla textures and optimized hi res dlc textures.

 

One big clue is if you see a lot of VM Freezing, VM Frozen, VM Thawing warnings in your papyrus log.

no, i can reproduce that in the log without causing instability in the game:

One big clue is if you see a lot of VM Freezing, VM Frozen,=escape key pressed (i think to be more precise, freezing references the key pres to that menu and frozen represents a game save

the next line following it in the log if the user doesn't quit the game will say virtual memory thawing

the way i'm able to see multiple occurences of this in my log without a bit of instability is by spam-saving as an old habit as a beta tester you never know when something could go horribly wrong

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...

One big clue is if you see a lot of VM Freezing, VM Frozen, VM Thawing warnings in your papyrus log.  That's your virtual memory freezing up and force dumping any scripts running when it does.  Those force dumps can cause all sorts of weird shit to happen, like not getting a dialog option with an NPC that you normally would, quests glitching in some odd way for no apparent reason, CTDs, etc. 

...

Minor misinformation alert!

 

VM Freezing, VM Frozen and VM Thawing notes in the Papyrus log coincide EXACTLY with game saves and game load events. They are NOT a problem at all.

 

What you need to look out for are Stack Dump events where the Papyrus log gets spammed full of Papyrus stack entries. Mods using cloaking spells with scripts attached to their magic effect are particularly prone to causing stack dumps since all valid targets of any cloaking spell get their own instance of whatever Papyrus script or scripts (a spell can attach multiple effects and each effect can have a script) which can instantly add lots of scripts to be run.

 

That is when the game will be unable to start any more Papyrus scripts (the stack is full which means nothing can be added!) and can result in all manner of random things failing to happen as you called.

 

It has been discovered that most uses of cloaking spells can be replaced using a Quest with quest aliases using the same conditions you would have placed on the cloaking spell but with a quest you get one script running which can loop through all the aliases instead of a mass of scripts each running for one item that was hit by the spell, that results in a massive reduction in game overhead since looping through aliases is a lot less work than the overhead of creating and then shutting down all those script instances. The only problem is setting up enough quest aliases in the quest to catch all of the items (NPCs usually) you want to select.

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