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Paradise Halls Enhanced (pahe) repacked with the customary addons


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I noticed in the 711 version you can have the option to enslave giants and falmer. is this working now with MNC or something?

between the improvements to both mods and the number of users testing it without any bugs reported back from it, i've adjusted the conflict rating on the main page to reflect that 7.x versions appear to be immune to those problems.

 

i'll also admit that i tested those creatures with creature features, not creature framework tho so its still upto you to tell me if you run into any problems with it again -- those creatures will indeed be effected by creature framework and mnc - the improvements those mods have made seem to be that they no longer effect non-creature males like they once did....

 

...but, i don't believe any problems will arrise with it like they did before becuz those things were made for creatures, not npc's

 

edit:

 

 

more info i missed the first time from that second link:

Relationship Dialogue Overhaul

 

NPCs who dislike you (not bandits and forsworn, but citizens of towns and cities) will have more insults to say and may even completely stop talking to you if you continue to pester them.

 

 

Ah, now that sucks. That's a great mod but that also seems like too much incompatibility for you to mess with.

 

:dodgy: yikes :exclamation:

 

 

do you know which version makes these improvements? I have mnc 9.3 I don't see a newer version I thought that one affected non creature npcs as well which is why I haven't installed it yet. well that and I was also waiting for a mod that allows creatures and npcs to have sex that is more consensual than and less rapey and also not having to use the hentai creatures. something like this would be cool what are your plans? will you be adding more creatures in the future? and will we be able to tell slaves to have sex with eachother, like a creature slave with non creature slave? by the way which is better in your opinion? creature features or MNC?

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I noticed in the 711 version you can have the option to enslave giants and falmer. is this working now with MNC or something?

between the improvements to both mods and the number of users testing it without any bugs reported back from it, i've adjusted the conflict rating on the main page to reflect that 7.x versions appear to be immune to those problems.

 

i'll also admit that i tested those creatures with creature features, not creature framework tho so its still upto you to tell me if you run into any problems with it again -- those creatures will indeed be effected by creature framework and mnc - the improvements those mods have made seem to be that they no longer effect non-creature males like they once did....

 

...but, i don't believe any problems will arise with it like they did before becuz those things were made for creatures, not npc's

 

do you know which version makes these improvements? I have mnc 9.3 I don't see a newer version

 

no, unfortunately those users weren't posting about mnc or creature framework and they weren't broken so it was out of place to ask about it where it was posted

 

I thought that one affected non creature npcs as well which is why I haven't installed it yet.

remember that was quite some time ago now that we were getting those issues from creature framework so they've had plenty of time to look into that issue

 

well that and I was also waiting for a mod that allows creatures and npcs to have sex that is more consensual than and less rapey and also not having to use the hentai creatures. something like this would be cool what are your plans? will you be adding more creatures in the future?

more creatures will come on a per-case basis:

  • as i see intelligent creatures that can be taught or in the case of dwemer "reprogrammed"
  • then i flip a switch and start testing
  • in some cases like the dwemer game-breaking issues were found with the animations for tying(or the cuffs) and i'm no animator so the dialog to tie them up was removed from dwemer

 

and will we be able to tell slaves to have sex with eachother, like a creature slave with non creature slave?

i've dug deep enough into the code with this update that i had version 5.1 working until i flipped a switch and removed some data that was causing the friendly bandits bug ever since version 5.1 was thought up so i believe if i could talk with blabla about what had to be changed and see if we can find an alternate way of getting the slave names then i don't doubt we could fix version 5.1 and give you those features

 

by the way which is better in your opinion? creature features or MNC?

 

creature features only provides some of the components compared to mnc that provides a full package, but i like creature features used with the older version of nude creatures cuz they only worry about the animations and textures of the creatures, they don't worry about arousal and such of the creatures

So really new to all of this, got everything including the quest. Now brace yourself for the dumb question, how do you get a slave? As in I've fought them, tried making followers into them. How do I go about enslaving someone?

 

well you need to stop make followers of them and fight them until their health is low enough to activate them like doors and chests then you'll have the option to enslave them

other methods of enslavement are avilable, but for new/beginning users thats the best place to start

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clifton i found a crash bug well kinda. u know how in the bottom right of the console when u target a npc tell u the location esp of their data and the last esp to modify them. seems if something causes the location to be unknown if u enslave them it will crash the game. right now just found it on 1 npc that was a escort for a prisoner. im a check now to find why its saying unknown.

 

dont think their anything u can do to prevent crash but its something thats good to know.

 

just checked and seems there nothing wrong with the npc. the npc is the civial war prisoner escort. tes5edit shows nothing modifying her data. gonna check a few things more now.

 

00016942 is the form id for the npc if u want to look it up

 

checked the entier group for the escort and all of them have unknown for location and ctd the game if enslaved. no idea why they have unknown but they all civil war npc. ill do more digging later

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clifton i found a crash bug well kinda. u know how in the bottom right of the console when u target a npc tell u the location esp of their data and the last esp to modify them. seems if something causes the location to be unknown if u enslave them it will crash the game. right now just found it on 1 npc that was a escort for a prisoner. im a check now to find why its saying unknown.

 

dont think their anything u can do to prevent crash but its something thats good to know.

 

just checked and seems there nothing wrong with the npc. the npc is the civial war prisoner escort. tes5edit shows nothing modifying her data. gonna check a few things more now.

 

00016942 is the form id for the npc if u want to look it up

 

checked the entier group for the escort and all of them have unknown for location and ctd the game if enslaved. no idea why they have unknown but they all civil war npc. ill do more digging later

location unknown isn't the issue here, i've seen it randomly and actually have 2 in my current slave roster...

nothing special in the form id, just a random cw imperial soldier

 i've taken cw soldiers (especially the prisoner escorts) as slaves before as well so, i'll instead need your papyrus log of the incident to figure that out

 

edit:

interesting tidbit here that might shine some light on it if you're using any creature mods:

post-436139-0-17671300-1481331767_thumb.jpgpost-436139-0-11711200-1481331789_thumb.jpg

note that's not an npc there so you might have found a bugged actor in skyrim so i'm kinda confused how we are even able to enslave those actors, but aside from creature mods effecting them they won't have a proper skeleton if you give them certain devices (that require it such as dd or zaz) they could break the game

 

edit 2:

i see now, i'll have to add the npc keyword back into the "enslave faction" perk next update...thanks for finding it, i'll put the safeties back in for next update

Edited by CliftonJD
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Hi Clifton

 

Report on the bugged Atar: The new teleport slave to player allow me to move his marker around but he is still invisible and the marker is in floor height.

 

As i have to make a new game to all the new things to work i guess it no big deal for me sins i know of the problem and can avoid it but it can be a problem if someone else stumble on to it.

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Hi Clifton

 

Report on the bugged Atar: The new teleport slave to player allow me to move his marker around but he is still invisible and the marker is in floor height.

 

As i have to make a new game to all the new things to work i guess it no big deal for me sins i know of the problem and can avoid it but it can be a problem if someone else stumble on to it.

 

if this were a game you planned to continue, i'd suggest re-enslaveing the atar

teleport the slave to the player as you've done, but then mark the slave and re-enslave it with the sidfu maneuver

Link to comment

 

Hi Clifton

 

Report on the bugged Atar: The new teleport slave to player allow me to move his marker around but he is still invisible and the marker is in floor height.

 

As i have to make a new game to all the new things to work i guess it no big deal for me sins i know of the problem and can avoid it but it can be a problem if someone else stumble on to it.

 

if this were a game you planned to continue, i'd suggest re-enslaveing the atar

teleport the slave to the player as you've done, but then mark the slave and re-enslave it with the sidfu maneuver

 

 

I kind of tried that once but i ended up having 2 Atar. 1 that was invisible and i couldn't do anything with and 1 that was a normal slave. I can't re-enslave the bugged Atar as i can't touch him sins well he isn't relay there. I can't mark him with the console and i can't active him.

 

As i said before if you want to experience what he is like: go to a npc enter the console mark the npc write disable and unselect the npc. That is what i'm dealing with Atar i only know where he is becouse the quest marker for slave traking still show where he is and i can see him under slaves in mcn menu.

 

 

Oh. i just figured something out. I only enslaved Atar to sell him but got stuck with him because of the strange script event what cude have been of help to me is a remove slave de-bug button in the mcn kind of like the "teleport to player" button but instead just remove unwanted bugged slaves from the players slave list and slave cap.

If that makes any sense? don't know how hard it would be to program it just an idea.

Link to comment

 

 

Hi Clifton

 

Report on the bugged Atar: The new teleport slave to player allow me to move his marker around but he is still invisible and the marker is in floor height.

 

As i have to make a new game to all the new things to work i guess it no big deal for me sins i know of the problem and can avoid it but it can be a problem if someone else stumble on to it.

 

if this were a game you planned to continue, i'd suggest re-enslaveing the atar

teleport the slave to the player as you've done, but then mark the slave and re-enslave it with the sidfu maneuver

 

 

I kind of tried that once but i ended up having 2 Atar. 1 that was invisible and i couldn't do anything with and 1 that was a normal slave. I can't re-enslave the bugged Atar as i can't touch him sins well he isn't relay there. I can't mark him with the console and i can't active him.

 

As i said before if you want to experience what he is like: go to a npc enter the console mark the npc write disable and unselect the npc. That is what i'm dealing with Atar i only know where he is becouse the quest marker for slave traking still show where he is and i can see him under slaves in mcn menu.

 

 

Oh. i just figured something out. I only enslaved Atar to sell him but got stuck with him because of the strange script event what cude have been of help to me is a remove slave de-bug button in the mcn kind of like the "teleport to player" button but instead just remove unwanted bugged slaves from the players slave list and slave cap.

If that makes any sense? don't know how hard it would be to program it just an idea.

 

 

ya, i was kinda hoping that the teleport button would be enough to eliminate the need for that...but was also still planning on that feature as well about the other day on my way home from work i was thinking about how bugged the release dialog is that its dependent on certain voice type to be able to function - i would need to reprogram the dialog for a ton of voices(imagine every voice type and every unique actor's voice and ghosts and vampires and every mod that adds more voices on top of that)....so ya, not sure how i'll do it yet (still in the concept idea phases)...but basically if it will let me - the plan is just like you said (same as the teleport button)

Edited by CliftonJD
Link to comment

 

 

 

 

Hi Clifton

 

Report on the bugged Atar: The new teleport slave to player allow me to move his marker around but he is still invisible and the marker is in floor height.

 

As i have to make a new game to all the new things to work i guess it no big deal for me sins i know of the problem and can avoid it but it can be a problem if someone else stumble on to it.

 

if this were a game you planned to continue, i'd suggest re-enslaveing the atar

teleport the slave to the player as you've done, but then mark the slave and re-enslave it with the sidfu maneuver

 

 

I kind of tried that once but i ended up having 2 Atar. 1 that was invisible and i couldn't do anything with and 1 that was a normal slave. I can't re-enslave the bugged Atar as i can't touch him sins well he isn't relay there. I can't mark him with the console and i can't active him.

 

As i said before if you want to experience what he is like: go to a npc enter the console mark the npc write disable and unselect the npc. That is what i'm dealing with Atar i only know where he is becouse the quest marker for slave traking still show where he is and i can see him under slaves in mcn menu.

 

 

Oh. i just figured something out. I only enslaved Atar to sell him but got stuck with him because of the strange script event what cude have been of help to me is a remove slave de-bug button in the mcn kind of like the "teleport to player" button but instead just remove unwanted bugged slaves from the players slave list and slave cap.

If that makes any sense? don't know how hard it would be to program it just an idea.

 

 

 

ya, i was kinda hoping that the teleport button would be enough to eliminate the need for that...but was also still planning on that feature as well about the other day on my way home from work i was thinking about how bugged the release dialog is that its dependent on certain voice type to be able to function - i would need to reprogram the dialog for a ton of voices(imagine every voice type and every unique actor's voice and ghosts and vampires and every mod that adds more voices on top of that)....so ya, not sure how i'll do it yet (still in the concept idea phases)...but basically if it will let me - the plan is just like you said (same as the teleport button)

 

 

Sounds cool. Just take it in your own pace the last thing i want to see is you abounding the mod because you feel it being to much of a burden. I for sure couldn't fill your shoes if that where to happen even if i wish i cud.

 

Oh speaking of voices have you seen the "Vanilla Voice Expansion (Formerly MFVM)" mod?

 

Link to comment

 

 

 

 

 

Hi Clifton

 

Report on the bugged Atar: The new teleport slave to player allow me to move his marker around but he is still invisible and the marker is in floor height.

 

As i have to make a new game to all the new things to work i guess it no big deal for me sins i know of the problem and can avoid it but it can be a problem if someone else stumble on to it.

 

if this were a game you planned to continue, i'd suggest re-enslaveing the atar

teleport the slave to the player as you've done, but then mark the slave and re-enslave it with the sidfu maneuver

 

 

I kind of tried that once but i ended up having 2 Atar. 1 that was invisible and i couldn't do anything with and 1 that was a normal slave. I can't re-enslave the bugged Atar as i can't touch him sins well he isn't relay there. I can't mark him with the console and i can't active him.

 

As i said before if you want to experience what he is like: go to a npc enter the console mark the npc write disable and unselect the npc. That is what i'm dealing with Atar i only know where he is becouse the quest marker for slave traking still show where he is and i can see him under slaves in mcn menu.

 

 

Oh. i just figured something out. I only enslaved Atar to sell him but got stuck with him because of the strange script event what cude have been of help to me is a remove slave de-bug button in the mcn kind of like the "teleport to player" button but instead just remove unwanted bugged slaves from the players slave list and slave cap.

If that makes any sense? don't know how hard it would be to program it just an idea.

 

 

ya, i was kinda hoping that the teleport button would be enough to eliminate the need for that...but was also still planning on that feature as well about the other day on my way home from work i was thinking about how bugged the release dialog is that its dependent on certain voice type to be able to function - i would need to reprogram the dialog for a ton of voices(imagine every voice type and every unique actor's voice and ghosts and vampires and every mod that adds more voices on top of that)....so ya, not sure how i'll do it yet (still in the concept idea phases)...but basically if it will let me - the plan is just like you said (same as the teleport button)

 

 

Sounds cool. Just take it in your own pace the last thing i want to see is you abounding the mod because you feel it being to much of a burden. I for sure couldn't fill your shoes if that where to happen even if i wish i cud.

 

 

Oh speaking of voices have you seen the "Vanilla Voice Expansion (Formerly MFVM)" mod?

 

 

this:

 

 

 

 

here a list of the voice mods i have

 

VVE - Vanilla Voice Expansion

Relationship Dialogue Overhaul

Follower Commentary Overhaul

 

thats all i can see that adds actualy voices.

 

i have 2 other that add voice packages for custom followers but i even tested and those enslaved fine.

 

i have one follower that has a mcm and a option to allow other npc to use her lines also do u think that could cause a issue?

 

that second link hit it dead on the nose i'd say:

 

based on the relationship the NPC has with player that works with the existing dialogue from the game.

fresh caught slaves lose relationship value with the player, but what confuses me there is that if that's the problem then why only that 1 specific npc...

the last link there looks pretty specific to followers and even lists the effected followers

 

so the only thing that really makes sense from that list of mods would be if fco effected other npc's that aren't listed or if the voice expansion mod somehow made a mistake when it was altering the female nord voice and somehow assigned that voice to another voice type

 

its either that or somehow the combination of these mods has interacted in a way to cause adverse reactions cuz none of them list narria from falkreath, but if any of your mods change her to an eligible follower it might make her eligible for 2 of those mods listed above to effect her

 

edit:

more info i missed the first time from that second link:

Relationship Dialogue Overhaul

 

NPCs who dislike you (not bandits and forsworn, but citizens of towns and cities) will have more insults to say and may even completely stop talking to you if you continue to pester them.

 

 

Link to comment

 

 

 

 

 

 

Hi Clifton

 

Report on the bugged Atar: The new teleport slave to player allow me to move his marker around but he is still invisible and the marker is in floor height.

 

As i have to make a new game to all the new things to work i guess it no big deal for me sins i know of the problem and can avoid it but it can be a problem if someone else stumble on to it.

 

if this were a game you planned to continue, i'd suggest re-enslaveing the atar

teleport the slave to the player as you've done, but then mark the slave and re-enslave it with the sidfu maneuver

 

 

I kind of tried that once but i ended up having 2 Atar. 1 that was invisible and i couldn't do anything with and 1 that was a normal slave. I can't re-enslave the bugged Atar as i can't touch him sins well he isn't relay there. I can't mark him with the console and i can't active him.

 

As i said before if you want to experience what he is like: go to a npc enter the console mark the npc write disable and unselect the npc. That is what i'm dealing with Atar i only know where he is becouse the quest marker for slave traking still show where he is and i can see him under slaves in mcn menu.

 

 

Oh. i just figured something out. I only enslaved Atar to sell him but got stuck with him because of the strange script event what cude have been of help to me is a remove slave de-bug button in the mcn kind of like the "teleport to player" button but instead just remove unwanted bugged slaves from the players slave list and slave cap.

If that makes any sense? don't know how hard it would be to program it just an idea.

 

 

ya, i was kinda hoping that the teleport button would be enough to eliminate the need for that...but was also still planning on that feature as well about the other day on my way home from work i was thinking about how bugged the release dialog is that its dependent on certain voice type to be able to function - i would need to reprogram the dialog for a ton of voices(imagine every voice type and every unique actor's voice and ghosts and vampires and every mod that adds more voices on top of that)....so ya, not sure how i'll do it yet (still in the concept idea phases)...but basically if it will let me - the plan is just like you said (same as the teleport button)

 

 

Sounds cool. Just take it in your own pace the last thing i want to see is you abounding the mod because you feel it being to much of a burden. I for sure couldn't fill your shoes if that where to happen even if i wish i cud.

 

 

Oh speaking of voices have you seen the "Vanilla Voice Expansion (Formerly MFVM)" mod?

 

 

this:

 

 

 

 

here a list of the voice mods i have

 

VVE - Vanilla Voice Expansion

Relationship Dialogue Overhaul

Follower Commentary Overhaul

 

thats all i can see that adds actualy voices.

 

i have 2 other that add voice packages for custom followers but i even tested and those enslaved fine.

 

i have one follower that has a mcm and a option to allow other npc to use her lines also do u think that could cause a issue?

 

that second link hit it dead on the nose i'd say:

 

based on the relationship the NPC has with player that works with the existing dialogue from the game.

fresh caught slaves lose relationship value with the player, but what confuses me there is that if that's the problem then why only that 1 specific npc...

the last link there looks pretty specific to followers and even lists the effected followers

 

so the only thing that really makes sense from that list of mods would be if fco effected other npc's that aren't listed or if the voice expansion mod somehow made a mistake when it was altering the female nord voice and somehow assigned that voice to another voice type

 

its either that or somehow the combination of these mods has interacted in a way to cause adverse reactions cuz none of them list narria from falkreath, but if any of your mods change her to an eligible follower it might make her eligible for 2 of those mods listed above to effect her

 

edit:

more info i missed the first time from that second link:

Relationship Dialogue Overhaul

 

NPCs who dislike you (not bandits and forsworn, but citizens of towns and cities) will have more insults to say and may even completely stop talking to you if you continue to pester them.

 

 

 

 

Ah i missed that. I'm dyslectic and can't keep up with every post without getting a migraine.

 

I have just conducted a little experiment to try and on purpose mes a slave up like Atar.

Experiment 1: I used the "disable" console command on a slave but she got re-enabled as soon as her AI wanted to move.

 

Experiment 2: I tied a slave up before using the "disable" console command and that did it. Even if i tried the reset on her i tried teleporting her but i couldn't get her back just like the Atar. So the problem is that Atar was tied up when he disappeared that most likely why i can't get him back.

 

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Hi Clifton

 

Report on the bugged Atar: The new teleport slave to player allow me to move his marker around but he is still invisible and the marker is in floor height.

 

As i have to make a new game to all the new things to work i guess it no big deal for me sins i know of the problem and can avoid it but it can be a problem if someone else stumble on to it.

 

if this were a game you planned to continue, i'd suggest re-enslaveing the atar

teleport the slave to the player as you've done, but then mark the slave and re-enslave it with the sidfu maneuver

 

 

I kind of tried that once but i ended up having 2 Atar. 1 that was invisible and i couldn't do anything with and 1 that was a normal slave. I can't re-enslave the bugged Atar as i can't touch him sins well he isn't relay there. I can't mark him with the console and i can't active him.

 

As i said before if you want to experience what he is like: go to a npc enter the console mark the npc write disable and unselect the npc. That is what i'm dealing with Atar i only know where he is becouse the quest marker for slave traking still show where he is and i can see him under slaves in mcn menu.

 

 

Oh. i just figured something out. I only enslaved Atar to sell him but got stuck with him because of the strange script event what cude have been of help to me is a remove slave de-bug button in the mcn kind of like the "teleport to player" button but instead just remove unwanted bugged slaves from the players slave list and slave cap.

If that makes any sense? don't know how hard it would be to program it just an idea.

 

 

ya, i was kinda hoping that the teleport button would be enough to eliminate the need for that...but was also still planning on that feature as well about the other day on my way home from work i was thinking about how bugged the release dialog is that its dependent on certain voice type to be able to function - i would need to reprogram the dialog for a ton of voices(imagine every voice type and every unique actor's voice and ghosts and vampires and every mod that adds more voices on top of that)....so ya, not sure how i'll do it yet (still in the concept idea phases)...but basically if it will let me - the plan is just like you said (same as the teleport button)

 

 

Sounds cool. Just take it in your own pace the last thing i want to see is you abounding the mod because you feel it being to much of a burden. I for sure couldn't fill your shoes if that where to happen even if i wish i cud.

 

 

Oh speaking of voices have you seen the "Vanilla Voice Expansion (Formerly MFVM)" mod?

 

 

this:

 

 

 

 

here a list of the voice mods i have

 

VVE - Vanilla Voice Expansion

Relationship Dialogue Overhaul

Follower Commentary Overhaul

 

thats all i can see that adds actualy voices.

 

i have 2 other that add voice packages for custom followers but i even tested and those enslaved fine.

 

i have one follower that has a mcm and a option to allow other npc to use her lines also do u think that could cause a issue?

 

that second link hit it dead on the nose i'd say:

 

based on the relationship the NPC has with player that works with the existing dialogue from the game.

fresh caught slaves lose relationship value with the player, but what confuses me there is that if that's the problem then why only that 1 specific npc...

the last link there looks pretty specific to followers and even lists the effected followers

 

so the only thing that really makes sense from that list of mods would be if fco effected other npc's that aren't listed or if the voice expansion mod somehow made a mistake when it was altering the female nord voice and somehow assigned that voice to another voice type

 

its either that or somehow the combination of these mods has interacted in a way to cause adverse reactions cuz none of them list narria from falkreath, but if any of your mods change her to an eligible follower it might make her eligible for 2 of those mods listed above to effect her

 

edit:

more info i missed the first time from that second link:

Relationship Dialogue Overhaul

 

NPCs who dislike you (not bandits and forsworn, but citizens of towns and cities) will have more insults to say and may even completely stop talking to you if you continue to pester them.

 

 

 

 

Ah i missed that. I'm dyslectic and can't keep up with every post without getting a migraine.

 

 

I have just conducted a little experiment to try and on purpose mes a slave up like Atar.

Experiment 1: I used the "disable" console command on a slave but she got re-enabled as soon as her AI wanted to move.

 

Experiment 2: I tied a slave up before using the "disable" console command and that did it. Even if i tried the reset on her i tried teleporting her but i couldn't get her back just like the Atar. So the problem is that Atar was tied up when he disappeared that most likely why i can't get him back.

 

 

 

ok

the second test:

if you still had the old save you could check that from the mcm, he'll be listed as tied

 

the first test result makes a whole lot more sense and the difference between the 2 tests when the reset failed to fix it would be the behavior package added to tied slaves...

 

additionally tho if its the behavior package preventing access to a disabled slave- that would only effect tied slaves in the current version, but in previous versions that behavior package was on all the slaves all the time- that's why there was no sandboxing behaviors.

 

atar was on your old save of the older version so he wouldn't necessarily need to have been tied to be stuck based on these results

 

anyhow, thanks for the tests. i'll note it for now, but i'm exhausted just thinking about it

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Hi Clifton

 

Report on the bugged Atar: The new teleport slave to player allow me to move his marker around but he is still invisible and the marker is in floor height.

 

As i have to make a new game to all the new things to work i guess it no big deal for me sins i know of the problem and can avoid it but it can be a problem if someone else stumble on to it.

 

if this were a game you planned to continue, i'd suggest re-enslaveing the atar

teleport the slave to the player as you've done, but then mark the slave and re-enslave it with the sidfu maneuver

 

 

I kind of tried that once but i ended up having 2 Atar. 1 that was invisible and i couldn't do anything with and 1 that was a normal slave. I can't re-enslave the bugged Atar as i can't touch him sins well he isn't relay there. I can't mark him with the console and i can't active him.

 

As i said before if you want to experience what he is like: go to a npc enter the console mark the npc write disable and unselect the npc. That is what i'm dealing with Atar i only know where he is becouse the quest marker for slave traking still show where he is and i can see him under slaves in mcn menu.

 

 

Oh. i just figured something out. I only enslaved Atar to sell him but got stuck with him because of the strange script event what cude have been of help to me is a remove slave de-bug button in the mcn kind of like the "teleport to player" button but instead just remove unwanted bugged slaves from the players slave list and slave cap.

If that makes any sense? don't know how hard it would be to program it just an idea.

 

 

ya, i was kinda hoping that the teleport button would be enough to eliminate the need for that...but was also still planning on that feature as well about the other day on my way home from work i was thinking about how bugged the release dialog is that its dependent on certain voice type to be able to function - i would need to reprogram the dialog for a ton of voices(imagine every voice type and every unique actor's voice and ghosts and vampires and every mod that adds more voices on top of that)....so ya, not sure how i'll do it yet (still in the concept idea phases)...but basically if it will let me - the plan is just like you said (same as the teleport button)

 

 

Sounds cool. Just take it in your own pace the last thing i want to see is you abounding the mod because you feel it being to much of a burden. I for sure couldn't fill your shoes if that where to happen even if i wish i cud.

 

 

Oh speaking of voices have you seen the "Vanilla Voice Expansion (Formerly MFVM)" mod?

 

 

this:

 

 

 

 

here a list of the voice mods i have

 

VVE - Vanilla Voice Expansion

Relationship Dialogue Overhaul

Follower Commentary Overhaul

 

thats all i can see that adds actualy voices.

 

i have 2 other that add voice packages for custom followers but i even tested and those enslaved fine.

 

i have one follower that has a mcm and a option to allow other npc to use her lines also do u think that could cause a issue?

 

that second link hit it dead on the nose i'd say:

 

based on the relationship the NPC has with player that works with the existing dialogue from the game.

fresh caught slaves lose relationship value with the player, but what confuses me there is that if that's the problem then why only that 1 specific npc...

the last link there looks pretty specific to followers and even lists the effected followers

 

so the only thing that really makes sense from that list of mods would be if fco effected other npc's that aren't listed or if the voice expansion mod somehow made a mistake when it was altering the female nord voice and somehow assigned that voice to another voice type

 

its either that or somehow the combination of these mods has interacted in a way to cause adverse reactions cuz none of them list narria from falkreath, but if any of your mods change her to an eligible follower it might make her eligible for 2 of those mods listed above to effect her

 

edit:

more info i missed the first time from that second link:

Relationship Dialogue Overhaul

 

NPCs who dislike you (not bandits and forsworn, but citizens of towns and cities) will have more insults to say and may even completely stop talking to you if you continue to pester them.

 

 

 

 

Ah i missed that. I'm dyslectic and can't keep up with every post without getting a migraine.

 

 

I have just conducted a little experiment to try and on purpose mes a slave up like Atar.

Experiment 1: I used the "disable" console command on a slave but she got re-enabled as soon as her AI wanted to move.

 

Experiment 2: I tied a slave up before using the "disable" console command and that did it. Even if i tried the reset on her i tried teleporting her but i couldn't get her back just like the Atar. So the problem is that Atar was tied up when he disappeared that most likely why i can't get him back.

 

 

 

ok

the second test:

if you still had the old save you could check that from the mcm, he'll be listed as tied

 

the first test result makes a whole lot more sense and the difference between the 2 tests when the reset failed to fix it would be the behavior package added to tied slaves...

 

additionally tho if its the behavior package preventing access to a disabled slave- that would only effect tied slaves in the current version, but in previous versions that behavior package was on all the slaves all the time- that's why there was no sandboxing behaviors.

 

atar was on your old save of the older version so he wouldn't necessarily need to have been tied to be stuck based on these results

 

anyhow, thanks for the tests. i'll note it for now, but i'm exhausted just thinking about it

 

 

Yea Atar is listed as Tied and i belive i was on V6.2.2 when i enslaved him may have been 6.2.1.

Anyway Sleep well or at least get some rest.

 

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So beat a lot of people close to death and I think I might still be missing something because Im now getting any enslavement commands. I have PAHE, I have PAH home sweet home, PAH and you get a slave all the devious device stuff. So is there something Im missing? I do believe that I have everything required... right?

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So beat a lot of people close to death and I think I might still be missing something because Im now getting any enslavement commands. I have PAHE, I have PAH home sweet home, PAH and you get a slave all the devious device stuff. So is there something Im missing? I do believe that I have everything required... right?

 

go into the mcm there is a option to see what ammount u can ensalve them. during a fight when their hp gets below that hit the E button to enslave them.

 

the other way is to set the mark for enslave button then hit that on them. hostole npc only need to hit it once and none hostole u need to hit it twice.

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So beat a lot of people close to death and I think I might still be missing something because Im now getting any enslavement commands. I have PAHE, I have PAH home sweet home, PAH and you get a slave all the devious device stuff. So is there something Im missing? I do believe that I have everything required... right?

 

go into the mcm there is a option to see what ammount u can ensalve them. during a fight when their hp gets below that hit the E button to enslave them.

 

the other way is to set the mark for enslave button then hit that on them. hostole npc only need to hit it once and none hostole u need to hit it twice.

 

 

oh yes, teach him that kung fu move you found with the mark key

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Thank you for the obvious amount of hard work that has been put into this mod.

 I've looked in the changes log for 7.1.1 did the boost submission spell get removed or did I do something wrong when installing?

 

While I'm here is there any mods out there that can adjust the stats of slaves? Like Fighting, Anger, Ect.

 

 

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Thank you for the obvious amount of hard work that has been put into this mod.

 I've looked in the changes log for 7.1.1 did the boost submission spell get removed or did I do something wrong when installing?

 

While I'm here is there any mods out there that can adjust the stats of slaves? Like Fighting, Anger, Ect.

 

ya, i mentioned it would be removed in the next version when it was pointed out to me in the hsh thread - forgot to mention it in the change notes or rather never saw point to mentioning it since it was never added to the player in any of the code. it was there as a test spell from the looks of it, but players chose to abuse it like a cheat

 

home sweet home is mentioned in the recommended mods section of the main page for training slaves

 

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here a list of the voice mods i have

 

VVE - Vanilla Voice Expansion

Relationship Dialogue Overhaul

Follower Commentary Overhaul

 

thats all i can see that adds actualy voices.

 

i have 2 other that add voice packages for custom followers but i even tested and those enslaved fine.

 

i have one follower that has a mcm and a option to allow other npc to use her lines also do u think that could cause a issue?

 

fco is listed as incompatible with rdo:

 

Follower Commentary Overhaul:

 

---- Incompatible unless load order is correct. See Load Order section. You can remove FCO, RDO properly handles its role.

according to that second note there, there' no point in attempting to adjust load order for it - rdo does its job

 

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Do i need the original mod to run this? I can't seem get it working, do i need a new game?

 

 

6.2.2 (and 7.1.1) both contain the required pah files needed to run(do not mix with another paradise halls!!!)

7.1.1 user upgrading from anything before pahe7 require new game or cleaned save to fix dialog issues, but 7.0 new users will not need to restart to fix those dialog issues - only need restart from 7 to 7.1.1 to fix the friendly bandits bugs

drragon it should start up when u start game if u never had installed.. but if u had the orginal installed on this current save game u have u gonna need tgo start new game

thanks ;)

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In playing around with making an integration patch for this and TDFPP, one of the things I'm wondering about is the right set of conditions for success in turning a slave into a prostitute. What I've so far is roughly (pardon my pseudo-code):

 

zdfFactionSlave.factionRank >= 0 && PAHRespectful.factionRank >= 0 && PAHBETied.factionRank < 0 && (something to check the slave won't run away)

 

For the last part, I'm thinking something like:

 

(PAHLeashed.factionRank >= 0 || PAHSubmission.factionRank >= GlobalRunawayThreshold)

 

But I don't see anything that jumps out at me as a GlobalRunawayThreshold. What's the best way to check if a slave has passed the user configurable runaway threshold and are there better (faster, more logical, thematically correct, etc) ways to do any of above?

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Thank you for the obvious amount of hard work that has been put into this mod.

 I've looked in the changes log for 7.1.1 did the boost submission spell get removed or did I do something wrong when installing?

 

While I'm here is there any mods out there that can adjust the stats of slaves? Like Fighting, Anger, Ect.

 

ya, i mentioned it would be removed in the next version when it was pointed out to me in the hsh thread - forgot to mention it in the change notes or rather never saw point to mentioning it since it was never added to the player in any of the code. it was there as a test spell from the looks of it, but players chose to abuse it like a cheat

 

home sweet home is mentioned in the recommended mods section of the main page for training slaves

 

 

 

Yeah, that's kinda what I want to do with it (cheat). I use home sweet home. It's a nice mod but, until you have a perfect slave they can only train up to their level. The drop submission is still in are you planning to leave it or remove it? it helps with the training by lowering submission you get more opportunity to train them through dialog.

 

Ya know. I've been a registered member of LL for 4 years and this is the first time I've been interested enough in a mod to actually post. You have done some really great work with this. Thank you

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