sidfu Posted December 27, 2016 Posted December 27, 2016 if your slave gets stuck in a animation just console click on them then disable then enable. its the best way to fix when a animation gets stuck.
CliftonJD Posted December 29, 2016 Author Posted December 29, 2016 this might of been explained already but i couldn't find the answers yet. First what does the cloning mechanism do? Like i have some slaves on my list that are located in the pahe clone cell and i don't understand what that means. Also do slaves respawn if i sold them using the auction from home sweet home addon? And lets say i captured all the whiterun guards. Do they respawn after a while or do i have to kill them/release them first or not at all? i captured a hunter from the camp next to the riverwood guardian stones but he doesn't respawn. Is that what is intended? Its a lot of questions thanks for read and responding in detail if possible. the cloning cell is used to create clones of the npc you enslave, if you have somebody stuck there you can teleport them to the player from the mcm. i've no idea if the auction at hsh would effect respawning, as far as i'm aware of it wouldn't - try asking musje at home sweet home in those regards. whiterun guards should eventually respawn thru normal respawn behavior of guards--should meaning i know they did in previous versions, but nobody thought of this being an issue to retest it with the current version hunters on the other hand, i've never seen respawn so i don't know if they're just not set to respawn in skyrim or they just take much longer to respawn than guards excuse me,when i arrest a slave,wii have a same slave in home sweet home(Copy cell). Where is this place http://www.loverslab.com/topic/53669-wip-paradise-halls-home-sweet-home-v098-10-08-16/page-36 So Mia's Lair is definitely the problem when it comes to slaves loosing names and becoming un-engageable. It's a weird conflict as nothing shows up in TESVEDIT, MO, the papyrus logs, or anything else as far as I see. I HAVE to use both! Can you fix that in some future update or is it hopeless? Mia's did work with the old Paradise Halls Extension but I'd rather not install that now. mia's lair is a known issue with the renamer already mentioned. if there weren't so many other mods already reporting issues with mia's lair i'd have looked deeper into it already. what version are you looking for or what version worked without name issues in mia this bugged me for half the day today: cliftonjd im glad to report on testing with the wip narri can now be enslaved. i swaped to the previous version to test again and on that version her dialogue would bug so whatever u did fixed that. on the stuck in sex i didnt get that. and him being attacked by the slave sounds more like a brawl bug issue. is he useing the newest brawl bug fixer the modern one? ok, that's even more weird that it wasn't working before and yet somehow i've fixed it...ah well, good to hear its working now atleast 7.0 was about fixing the bugs caused by the unfinished voice types that layam and i added continueing from HSH trread no reason to clutter there iwth pahe stuff. clifton can u check the npc narri in falkreath. ive had no trouble with enslaveing recently but her. i tried all 3 methods health,sleep and the enslave target and she always bugs never gets the dialgue options for enslavement. ive checcked all my mods and besides visual changes only 1 mod changes her factions and that is this it changes her faction to marriage faction. do u think that could be reason why enslavement bugs on her? if it is then that means any mod that chanes marrage faction would cause issues. dialog bugs aren't covered under faction - i'll need the voice type listed from the mcm to determine her issues and whether its a new bug or already covered in the upcoming [wip] narri sounds familiar tho, i think she works at the local tavern in falkreath - i'll see about whipping up a test game with her Jul 30, 2014 · Narri is a Nord citizen who works at the Dead Man's Drink, an inn located in Falkreath. She works for Valga Vinicia. Narri wakes up at 9am, and immediately ... ok, that doesn't sound good there, but i'll look into it and let ya know the fact its fixed now, but it wasn't fixed before means that another mod has changed that voice type away from nord ( i personally tested her as you asked and she had a female nord voice) a brief history before i release the next update: layam was in the beginning stages of a few new voice types in paradise halls that left the nord voice type just far enough along to cause dialog issues for some users that were so specific, it was hard for me to track down (and harder to fix) those issues until i expanded on it in pahe version 6.x and made my own voice type based on it (young and eager). in the 6.x series i still hadn't found those voice types yet so i didn't even know my changes were taking effect until the beta series leading upto version 7... 1 of my testers reported issues with enslaving custom followers after adding the option to toggle it (we started testing the new toggle before release) that was finally something specific enough i could test and reproduce - basically the new voice type i was adding was a common voice type used for custom followers and a common mod used here that we couldn't track down the issues with---wenches!!! so as a result of these findings, knowing that my new voice type was based on layam's original nord voice type - i now knew exactly what was causing the dialog bugs and why they were more common to those mods. in 7.0 i fixed these bugs for new users by removing all of the additional voice types, but i wasn't aware when in posted it that removing that type of data requires a new or cleaned save or i'd have warned everybody---failure to clean the save will make those issues worse for the voice types effected(almost no other harm from it, but those games will fail to reboot as well(if the need arises)) i still kept all that data stored away in the beta versions i've been working on with plans to complete those voice types - in order to fix the dialog issues the way it was intended required all dialogs already in pah(e) to be duplicated to nords and again to "young and eager". which up until about a week ago was how things went and the week before that i added "female condescending" to that list to cover a new issue reported. it was discovered that the nord voice quest had gotten too far out of control recently so its been postponed yet again . i'll take the credit for that mistake of expanding it too far when i was experimenting with it in version 6.x, but if i hadn't it would still be so sparse that it was nearly impossible to replicate and i have a hard time fixing a bug i can't replicate... ...anyhow all of this is why the next version is being listed as a [wip] its still incomplete, but far enough along to call it functional and let everybody use the new features and bug fixes included with it the 2 voice types i've highlighted in green there would be what i added into this update - the young and eager voice type i had chosen some time in version 6 for some reason i think it was just odd for her them to sound the way they did so i felt it would be a good choice for a new voice to add in, but the female condescending voice type was actually added in as mod support for the following much more consistent bugs: ......{log snipped from this quote due to the final problem being unrelated to papyrus} Plugin list: # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ApachiiHairFemales.esm ApachiiHair.esm SGHairPackBase.esm SexLab.esm ZaZAnimationPack.esm SOGS.esm SexLabAroused.esm Evil Lair of Hydra.esm Schlongs of Skyrim - Core.esm hdtHighHeel.esm Heels Sound.esm HentaiPregnancy.esm Children+SoulGems.esm Extra Encounters Reborn - Basic.esm LOLIJPVoices.esm RaceCompatibility.esm SharedSeranaDialogue.esm fox_shop.esm CompanionArissa.esm JoshenLamaara v1.esm OSA.esm paradise_halls.esm 12FemaleBrows.esp TheEyesOfBeauty.esp Brows.esp Feminine Females.esp KS Hairdos - HDT.esp LovelyHairstylesCE.esp SGHairPackAIO.esp KS Hairdo's.esp SOSRaceMenu.esp SexLab_SOS-Stapon.esp SexLabDefeat.esp SexLabMatchMaker.esp Tiwa44_Minidresses_Standalone.esp Tiwa44_Minidresses_Standalone_DG&DB.esp Luxury Collection.esp FoxMerged.esp Aradia Lace Dress.esp AmazingFollowerTweaks.esp AFT_ManagedFollowerBoost.esp Breezehome_Fully_Upgradable.esp NeutralHjerim.esp RiversideLodge.esp Imperial Real Estate - Vanguards Cabin.esp ElysiumEstate.esp Auto Unequip Ammo.esp Command Dragon.esp Long lost smelters by Hyralux.esp UIExtensions.esp SkyUI.esp AddItemMenu.esp Better Dynamic Snow.esp Size does matter.esp Convenient Horses.esp SSLToys.esp Dead Body Collision.esp When Vampires Attack.esp WATER-RND Patch.esp WATER DG + DB.esp XPMSE.esp vAutosaveManager.esp Facelight.esp SGEyebrows.esp BFT Ships and Carriages.esp Run For Your Lives.esp iHUD.esp Argonian Access.esp FNIS.esp Proudspire Manor Bug Fixes.esp RaceMenu.esp RaceMenuPlugin.esp RaceMenuMorphsUUNP.esp Breast Size Scaling for NPCs.esp SexLab-AmorousAdventures.esp Schlongs of Skyrim.esp SOS - Smurf Average Addon.esp SOS - VectorPlexus Regular Addon.esp SOS - Shop.esp SOS - B3lisario UNP Addon.esp Extra Encounters Reborn - CSP.esp Extra Encounters Reborn - Dawnguard.esp Extra Encounters Reborn - HSR.esp SOTGenesisMod.esp Genesis Dragonborn Patch.esp Serana No Hood.esp DudestiaMultiMarriages.esp My Home Is Your Home.esp SOGS.esp Fast Respawns And Rich Merchants.esp Ash Pile Expiration.esp The Manipulator.esp BrighterTorches.esp Abundant Enchantments.esp unp_bbp130-3.0.esp Abandoned Temple.esp 360WalkandRunPlus-RunBackwardSpeedAdjust.esp JemWM.esp zzLSAR.esp ClothesMerge.esp ChaPi Clothing.esp paradise_halls_SLExtension.esp paradise_halls_farengars_study.esp Quick Start - Skip the Opening Sequence.esp JullyBeauty.esp SBF All In One Vanilla.esp ArissaAppearance.esp Fantastic Imperial Follower.esp Hermit.esp AR_Alice_Follower.esp zMirai.esp Elwyn - YuiH StandAlone Follower.esp Anima Follower.esp Biyao.esp Victoria Velina Revamped.esp Alisa Sis.esp CerwidenCompanion.esp CerwidenAppearanceKR.esp CristinaFollower.esp ErynielElfV2.esp OK_Rosalie.esp Follower - Eleonora.esp _Anglalys.esp Follower_Cynthia.esp GMXillia.esp JoshenLamaara v2.esp Leiyane Follower.esp schltz's character.esp MTNKFollowerNoah.esp Marcia Follower.esp ntg.esp Shia - follower.esp Silmeria14224.esp SofiaFollower.esp TRex_Sviesa.esp GoddessDiana.esp TisseFollower.esp yuxi.esp FollowerSha.esp teleiya.esp EMCompViljaSkyrim.esp EMViljaInSolstheimAddOn.esp ViljaAppearance.esp jh_people2.esp JH_Companion.esp banditfemale.esp jh_ELF.esp ForswornFemale.esp Donyaakin.esp JH_dragonborn.esp EnhancedCharacterEdit.esp jh_dawnguard.esp CharacterMakingExtender.esp KZstyle-DARKELF.esp KZstyle-HIGHELF.esp MBWSLGF - Jordis.esp MBWSHeroines_SeranaSBFver.esp SLAnimLoader.esp NibblesAnimObjects.esp unfortunately we haven't touched the female condescending voice yet so the only thing i can think of is either your load order - try moving pahe to the end of your load order or you have an actual conflicting mod thats leaving no trace if you keep getting issues with that same voice type i'd say likely 1 of the elf mods you have there, but if other voices are effected or its some other race entirely then maybe the banditfemale if they're all that same voice type female condescending, i can get you a patch over the weekend the bad news is that voices types take longer than a weekend to fix... the good news is i've fixed the problems for both of you now so this is mostly about fitting the pieces together like a jigsaw puzzle for everybody else what i see here is a pattern of other mods trying to change the default voice types of the npc's so that pahe is unable to do that in pah(e) we have our own default voice type (eventoned) so if another mod decides to alter the voice type of the npc then a conflict arises in which the slave has no dialog (unless it falls under those 2 new voices i've added here) i'm hoping there aren't any more voices out there being altered, but if anybody should ever find this problem again i'll need the voice type of the effected slave(s) from the mcm to fix it next week i leave for 2 weeks, if this problem comes up before i return from vacation you'll need to message it to me for best results so it doesn't get buried in the thread if i don't hear of any new dialog issues with the slaves, i'll start working the silent voices next (after the holidays) along side what's left of the nord voice...there are a few i've found already that pah(e) is unable to assign a voice to - fortunately they have dialogs, but for some reason or other they're just captioned in with subtitles or fuz captions so i aim to give them real voices like they had before they became slaves I am back and with some interesting finding. Long story: After the seemingly no solution, I continue messing around. After a while, the bug is gone. However, I am able to reproduce the bug. It seems that there is another bug, which slaves, who is above the submission value, will mystically escape when I tell her to wait and switch zone. After the escape of this slave, new slave will experience the problem. Probably the system mistakes the new slave as the disappeared one. Short story: My bug seems to be caused by another bug, which waiting slave above submission value will disappear after player switch zone (loading screen). The way to solve it is to capture a slave and let this slave escape normally, probably this forces the system back to normal value? that's a bug i randomly encountered during the beta stages of the new leveled actorbase toggle, if you're getting it too often you could consider disabling that toggle from the options or if its just once in a while, reload to before the slave was erased then re-enslave that slave--- none object error slaves are more prone to being deleted when the escape checks are made if the leveled actorbase was used during enslavement. disable the toggle, then mark the slave with the mark key, then activate it for re-enslavement later updates plan to expand on that even further by allowing the re-enslaved slaves to keep the stats already put into it--or atleast attempt to, but if your slave is erased on cell change due to none object errors we might have those same issues retrieving the stats for the new clone.... further updates to the dialogues on those voice types are already in the works, hopefully the next update covers those bugs as well -- already found vanilla game conditions that would prevent a slave from being spoken to under the new voice types. working on a fix for that ...another idea would be to try rebooting pahe p.s. a mod altering dead bodies such as "dead body collisions" might effect the cloning process and give bad results--i can't say for certain that's your issue, but its a good place to start Hi. Is there a spell to raise submission level without having to whip victims? Thanks. no spell with plenty of other methods. we have sex, restraining the slave, or even training thru home sweet home Hello there.I've tried installing pahe 7.1.1 full install,but NMM always insists that a problem has occurred during installation. I'm also incredibly confused. Do I need the original paradise hall? Given I can't install phae 7.1.1 full install,I've tried circumventing this by installing pahe 6.2.2 and then adding the 7.0 and 7.1.1 patches.If I am to do this,do I 'upgrade' when using NMM or select No to install the patches normally? read the installation instructions included in the 7zip archive I really wanna try out this mod but it will not install When installing the 7.1.1 full install I get the message "A problem occurred during install" from NMM. So I tried installing 6.2.2 and then upgrading from there using the patches but 6.2.2 gives me the same message when installing. Is there something I'm missing or a workaround I can do to get this working? I would really like to give it a try. manual install, same as above I love the mod think it's fantastic you're doing this but I think a installation menu would help out with the set up so you can set up the features you want at a glance instead of manually extracting and organizing them. I'm not sure how hard that would be but I think it would help. already planned for a future update, for now i'll go back to separate zips for each feature to fix the mod managers hello . I was using this mod before 7.1.1 . After i uninstal and reinstall skyrim i download it again(6.2.2). But this time i have a problem. I cant take any slaves. When i say "im taking you with me" it works but then nothing appears and slave keeps crawling. Can someone help me please... 6.2.2 had some voice types that didn't have enough dialogs to speak to the slaves - try upgrading to the latest version. if you've already upgraded to 7.1.1, then you need to be using new or cleaned saves or those issues are known to occur. if you start a new game with version 7.1.1 and you're still unable to speak to the slave, then i'll need the voice type of the slaves effected Hello guys, I ask for a little clarification for incompetent: "if also using this with sd, load pahe after sd" "Sd" means "SD + (Sanguine Debauchery enhanced)"? thanks in advance yes, that's correct Here are the logs you requested. those are not papyrus logs, i asked for papyrus logs and explained how and where to get them... Also, another note to take. This mod doesn't seem to understand that slaves are not suppose to be riding horses if convient horses mod is active, but could be a compatibility issue, whom knows. All I know though is that she stays on the horse unless I attack her, then she goes aggressive. the only incompatibility there is that the mod won't let her off the horse once she's on (and that she's fighting back)- as listed in my change notes with this version i've told the slaves its ok to ride horses cuz it only made sense to me if you're riding a horse the slave should be riding horses as well so they don't fall behind I know the slave mod back then, if I attack a slave even without choosing punishment option, they never attacked back. Anyway, that's all the bugs I've found out. Load order is fixed to where I put all paradise on the bottom except for its esm, just for sanity keeping i don't know what your problem is with slaves turning aggressive towards the player until you give me the papyrus logs i've asked for many thanks for the clarification. I also have the issue where the slave will not get off the horse. Is this fixed already or in the works? I love having them on horses though! if this gets to be too problematic i might look into a dialog for it similar to the fight dialogs that only allows the slaves to ride horses when told to do so if your slave gets stuck in a animation just console click on them then disable then enable. its the best way to fix when a animation gets stuck. might look into adding that to the reset feature
sidfu Posted December 29, 2016 Posted December 29, 2016 been meaning to ask with RDO do u recommend disabling it for the slave or is it fine if RDO effects them?
CliftonJD Posted December 29, 2016 Author Posted December 29, 2016 (edited) been meaning to ask with RDO do u recommend disabling it for the slave or is it fine if RDO effects them? once its already a slave, i don't know that it hurts anything. i'd have to say try it and if you run into any problems with it, then disable it until the new voices are completed--expecting to be finished soon, possibly over the weekend...if you still have problems after that then yes disable it, but tell me the voices types effected by the problem when you can - unless its all of them, then just yikes!! Edited December 29, 2016 by CliftonJD
sidfu Posted December 29, 2016 Posted December 29, 2016 well this is the list. List of generic voices given dialogue in RDO: Female Argonian Female Child Female Commander Female Commoner Female Condescending Female Coward Female Dark Elf Female Dark Elf Commoner Female Elf Haughty Female Even Toned Female Khajiit Female Nord Female Old Grumpy Female Old Kindly Female Orc Female Shrill Female Sultry Female Young Eager Male Argonian Male Bandit Male Brute Male Child Male Commander Male Commoner Male Commoner Accented Male Condescending Male Coward Male Dark Elf Male Dark Elf Commoner Male Dark Elf Cynical Male Drunk Male Elf Haughty Male Even Toned Male Even Toned Accented Male Forsworn Male Guard Male Khajiit Male Nord Male Nord Commander Male Old Grumpy Male Old Kindly Male Orc Male Sly Cynical Male Soldier Male Young Eager update it does causse issues doing some testing now of one who had the rdo dialgue for a while and one that i disable it on. so far before a random c++ crash. 1. on slave that is effected u have to talk to them mutiple times. 2. dialgues in ok slave disappaer. for example on high sub slave i told to call me thane and fight for me she has no dialgue in teh ok slave menu now. 3. still testing but when u sstop rdo from effecting them they get double topics for everything. still looking at if it stays or gets cleared out.(the normal dilague thou works like it should)
CliftonJD Posted December 29, 2016 Author Posted December 29, 2016 well this is the list. List of generic voices given dialogue in RDO: Female Argonian Female Child Female Commander Female Commoner Female Condescending Female Coward Female Dark Elf Female Dark Elf Commoner Female Elf Haughty Female Even Toned Female Khajiit Female Nord Female Old Grumpy Female Old Kindly Female Orc Female Shrill Female Sultry Female Young Eager Male Argonian Male Bandit Male Brute Male Child Male Commander Male Commoner Male Commoner Accented Male Condescending Male Coward Male Dark Elf Male Dark Elf Commoner Male Dark Elf Cynical Male Drunk Male Elf Haughty Male Even Toned Male Even Toned Accented Male Forsworn Male Guard Male Khajiit Male Nord Male Nord Commander Male Old Grumpy Male Old Kindly Male Orc Male Sly Cynical Male Soldier Male Young Eager update it does causse issues doing some testing now of one who had the rdo dialgue for a while and one that i disable it on. so far before a random c++ crash. 1. on slave that is effected u have to talk to them mutiple times. 2. dialgues in ok slave disappaer. for example on high sub slave i told to call me thane and fight for me she has no dialgue in teh ok slave menu now. 3. still testing but when u sstop rdo from effecting them they get double topics for everything. still looking at if it stays or gets cleared out.(the normal dilague thou works like it should) what you're describing doesn't sound like an rdo issue - those sound like the incomplete dialogues of the newer voices types. my question wasn't what voices did you choose from rdo, but what voice types as listed in pahe have the issue with rdo for example, female condescending was added to the current version to fix problems reported by a previous user and we solved your problems in the process so its expected that you'd be seeing that voice type and with any luck you'll have it over the weekend....all depends how much i get over this cold i brought back from vacation, the framework is ready like outer edges of a jigsaw puzzle
sidfu Posted December 29, 2016 Posted December 29, 2016 guess female young eager is one of the ones not finished. once u tell them to fight for u and call u thane they have no more dialogue under Ok slave.... was just worried it was rdo causeing the issue. So what u saying is the voice types u havent finished will be missing some dialgue? so far only thing that rdo is causeing is u have to talk to them mutiple times to get dialgue sometimes. usualy after a punishment or rape. and also it is only on unique npc dont seem to effect enslaved bandits.
CliftonJD Posted December 29, 2016 Author Posted December 29, 2016 guess female young eager is one of the ones not finished. once u tell them to fight for u and call u thane they have no more dialogue under Ok slave.... was just worried it was rdo causeing the issue. So what u saying is the voice types u havent finished will be missing some dialgue? so far only thing that rdo is causeing is u have to talk to them mutiple times to get dialgue sometimes. usualy after a punishment or rape. and also it is only on unique npc dont seem to effect enslaved bandits. yes, that's the reason this version is marked as wip - its improved over all other versions, but still incomplete multiple times to get dialogue sounds like a greetings issue from them, hopefully that should be resolved with the next update as well
sidfu Posted December 29, 2016 Posted December 29, 2016 i would offer to help with but no idea if u can just tes5 edit dialgue or it has to be in a script
Vangelder Posted December 29, 2016 Posted December 29, 2016 if your slave gets stuck in a animation just console click on them then disable then enable. its the best way to fix when a animation gets stuck. Tried this. The slave just jumps right back on the horse. In addition, the horse with the slave on it occasionally begins to fly in the air zipping all over the sky. Eventually it will settle down. But getting them off the horse is an issue. They also will not follow me into a home, when on horseback.
CliftonJD Posted December 29, 2016 Author Posted December 29, 2016 i would offer to help with but no idea if u can just tes5 edit dialgue or it has to be in a script the dialogues i'm creating from tesedit to fix those issues using the existing dialogs layam already made for nord or eventoned. some dialogs are copies of nord and others are copies of eventoned. each copy is then changed to address the new voices and all of that will later need to be further updated to be consistent with something that would be said by those voice types, but that's yet another future update... the completely new dialogues that i'd like to create for such things we have behaviors like slaves told to sweep the floor or get dressed or for a new behavior package i'll need to dismount the horses...that's a bit more advanced so they're on the backburner for the time being while i work on other things i'm more capable of that hopefully i'll figure those things out at a later date when i'm more ready for it if your slave gets stuck in a animation just console click on them then disable then enable. its the best way to fix when a animation gets stuck. Tried this. The slave just jumps right back on the horse. In addition, the horse with the slave on it occasionally begins to fly in the air zipping all over the sky. Eventually it will settle down. But getting them off the horse is an issue. They also will not follow me into a home, when on horseback. if this were just the issue of the slaves not following the player indoors while mounted, a new dialog could be made to dismount the horse. the slave flying all over the place while mounted sounds like what would happen if something else attempts to animate the slave while mounted without dismounting the horse before starting the animation. in order to keep the horse riding behaviors, i'll need those people who are having those issues to determine what's trying to animate the slaves - devious devices or sexlab or some other mod....
CliftonJD Posted December 30, 2016 Author Posted December 30, 2016 i keep losing concentration lately so here's the current fixes, more to come: PAHE7.1.2[WIP] adds wait topics to the new voice types fixes several dialog conditions adds the dialog option to "stop fighting now..." for the new voice types adds the dialog option to "talk to me how you like now..." for the new voice types adds greetings to the new voice types--fixes a bug that makes it possible to lose contact with the slave and another bug that the slave could have blocking dialogs...new bug as a result the greetings are silent until i reword or change them to dialogs usable by those voice types more behavior changes - hopefully fixes the follow distances(, but the slaves ability to ride horses is the same as version 7.1.1) several fixes to the sex dialogues for all voice types, including conditional changes for even-toned and dialog additions for the new voice types=more sex options slave camps and addons split from full install until i finish fomod - should fix issues with mod managers
PhilayMinyon Posted December 30, 2016 Posted December 30, 2016 So I've looked at the earlier posts regarding what to download and I am a bit confused. This is my first time trying out this mod and I don't know what I need to download. So the full install available here just enhances the PAH on the nexus, and I also need to download the fellglow camp and the study from here? Do I need to bother with the nexus for this mod?
sidfu Posted December 30, 2016 Posted December 30, 2016 So I've looked at the earlier posts regarding what to download and I am a bit confused. This is my first time trying out this mod and I don't know what I need to download. So the full install available here just enhances the PAH on the nexus, and I also need to download the fellglow camp and the study from here? Do I need to bother with the nexus for this mod? just usse the wip but be warned like it says itts a wip but its the most sstable even in the condition. if u plan to use home sweet home addon mod then u dont need to install a camp and no u dont need to install the old paradise mod from nexus
PhilayMinyon Posted December 30, 2016 Posted December 30, 2016 So I've looked at the earlier posts regarding what to download and I am a bit confused. This is my first time trying out this mod and I don't know what I need to download. So the full install available here just enhances the PAH on the nexus, and I also need to download the fellglow camp and the study from here? Do I need to bother with the nexus for this mod? just usse the wip but be warned like it says itts a wip but its the most sstable even in the condition. if u plan to use home sweet home addon mod then u dont need to install a camp and no u dont need to install the old paradise mod from nexus So just the wip then, thanks! Also, does there happen to be like a starting quest to this mod or a tutorial? When I installed the mod, a new quest showed up that just said slave tracking and nothing else, no marker.
sidfu Posted December 30, 2016 Posted December 30, 2016 the slave track quest is just to give pointers to slaves on map incase hey get stuck or something. the mcm has a option noww to teleport them to u. there nothing ingame to teach you. you have to go in with ether all the knowlege or figure it out as u go. one big thing DO NOT ENSLAVE UNIQUE NPC UNLESS U KNOW THEY HAVE NO QUESTS LEFT. if u enslave a unique npc and they have a quest left that quest will be failed or broken. to enslave there are a few methods just read the op should tell u. there is also what cliftonjd has dubed the sidfu method and thats in mcm set a key for mark for enslave and just target with the cursor and hit it twice to have them go down to 1 kneee for enslave. since your new dont use on existing game start a new game and run around and play with the mod. turn on god mode and use console to get a few collars and play around till u understand how everything works. that way if u do encounter a bug u know its a bug and not lack of knowlege. btw clifton on the first wip version i couldnt change the enslave hp percentage. it would always go back to 0. just wondering if thats intentinal.(havent fired up newest yet about to in a bit)
fred200 Posted December 30, 2016 Posted December 30, 2016 7.1.2 Should we pick up Farengar's Study and Lakeview dungeon from 7.1.1 until you get the fomod ready?
sidfu Posted December 30, 2016 Posted December 30, 2016 7.1.2 Should we pick up Farengar's Study and Lakeview dungeon from 7.1.1 until you get the fomod ready? the update is only scripts and the 2 main moldules. u can instsall the 7,1,1 then install the update or if u already have just need the update found bug on existing saves that use RDO with the update so far all slaves with the female young eager voice type u updated have double dialogue options. already verfied that this is only on existing saves. new save is fine. already tried resetting pahe to see of the double dialogue resets and didnt. now gonna play and see if it possible clears on its own after some play time. also thought of a good debug option. a re enslave button. it destorys the clone and restores the orginal then re enalves. the cost woould be stats reset.
CliftonJD Posted December 30, 2016 Author Posted December 30, 2016 the slave track quest is just to give pointers to slaves on map incase hey get stuck or something. the mcm has a option noww to teleport them to u. there nothing ingame to teach you. you have to go in with ether all the knowlege or figure it out as u go. one big thing DO NOT ENSLAVE UNIQUE NPC UNLESS U KNOW THEY HAVE NO QUESTS LEFT. if u enslave a unique npc and they have a quest left that quest will be failed or broken. to enslave there are a few methods just read the op should tell u. there is also what cliftonjd has dubed the sidfu method and thats in mcm set a key for mark for enslave and just target with the cursor and hit it twice to have them go down to 1 kneee for enslave. since your new dont use on existing game start a new game and run around and play with the mod. turn on god mode and use console to get a few collars and play around till u understand how everything works. that way if u do encounter a bug u know its a bug and not lack of knowlege. btw clifton on the first wip version i couldnt change the enslave hp percentage. it would always go back to 0. just wondering if thats intentinal.(havent fired up newest yet about to in a bit) for new person, that's not bad start. when you come back later it should generally be fine to enslave quest npc's - blabla and i went to great lengths to make that possible. if any exceptions to this are found i need the quest name and npc to look into fixing this 7.1.2 Should we pick up Farengar's Study and Lakeview dungeon from 7.1.1 until you get the fomod ready? oops, i'll think on that farengar's study i could put in the file as it has no requirements and add lakeview manor to the download page 7.1.2 Should we pick up Farengar's Study and Lakeview dungeon from 7.1.1 until you get the fomod ready? the update is only scripts and the 2 main moldules. u can instsall the 7,1,1 then install the update or if u already have just need the update found bug on existing saves that use RDO with the update so far all slaves with the female young eager voice type u updated have double dialogue options. already verfied that this is only on existing saves. new save is fine. already tried resetting pahe to see of the double dialogue resets and didnt. now gonna play and see if it possible clears on its own after some play time. also thought of a good debug option. a re enslave button. it destorys the clone and restores the orginal then re enalves. the cost woould be stats reset. probably an issue with rdo especially since you were having issues speaking to those slaves before. re-enslave is already an option, but restoring the original isn't nor would that help you if you're going to re-enslave it. the slaves can be marked like any other npc
CliftonJD Posted December 30, 2016 Author Posted December 30, 2016 pahe_lives_on-7.1.3 update: fixes more dialog conditions adds more restraining options to the new voice types adds the dialog option to order the slave "...to do something" for the new voice types adds farengar's study to the full install and other addons to the download page only dialog left is the release topic(already on my list to fix) so to avoid the confusion since its already better than previous versions - its no longer wip
sidfu Posted December 31, 2016 Posted December 31, 2016 didnt know u should beable to enslave quest people but i never do always better safe than sorry.
AtA Gavrel Posted December 31, 2016 Posted December 31, 2016 File Name: Paradise Halls Enhanced (pahe) repacked with the customary addons File Submitter: CliftonJD File Submitted: 01 May 2016 File Category: Quest Requires: Skyrim, Sexlab, SkyUI, skse, ZazAnimationPack!, FNIS, as well as all requirements for the above modsSpecial Edition Compatible : Not Applicable this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod: http://www.nexusmods.com/skyrim/mods/29886/? based on the work of blabla from paradise halls sexlab extension - original thread here: http://www.loverslab.com/topic/37048-wip-paradise-halls-sexlab-extension-v01g-150506-rc-06-fixed-160318/ 6.2.2 (and 7.1.3) both contain the required paradise halls files needed to run(do not mix with another paradise halls!!!) slave camps and addons are now separate - choose those from the download page 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 clean start from 7 to 7.1.1 to fix the friendly bandits bugs 7.1.1 upgrading to 7.1.2 should be instant for dialog, but behavioral changes might require a reboot from the mcm (or unknown if requires new game for behavior changes) Requirements: SexLab V1.61+ and its requirements: SKSE (V1.7.3) SkyUI Zaz animation pack V6.11 the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod devious devices addon requires Devious Devices Integration 2.92(or above) Run FNIS after installation! ALL requirements for the above mods must also be installed creature framework conflict appears to be removed from 7.x versions, but any users choosing to use previous version for older save will still need to adhere to this conflict listing camp differences info of the update versus the original version from layam: On the camps: Short history is this... first there was the camp Layam built, but it was kind of difficult to get in and out of. One day this crazy Irishman shows up and offers to fix that. And so the Altered camp was created which was Layam's camp but with the entrance moved to make it easier to get in and out of but no other changes. After that there were many requests for further improvements to the camp such as adding a merchant and other features and various ideas for more expansion later. So the crazy Irishman went to work and using Layam's original file, created a "rebuilt" camp that was larger, had a merchant, and was intended to have still more features to be added plus some collapsed tunnels that could be used for future expansions. Not all of that happened due to unforseen events, but there you go. That's how the three camps came to be. Which should you use. I'd suggest the altered camp if you just want a point to sell slaves and nothing else. The rebuilt camp adds a merchant named Dhanesh who has leveled gold amounts, sells collars and whips and a variety of other things and can also buy almost anything. only reason the update is kept separate is we were unable to determine why it wouldn't update everytime on current saves and its not an easy fix aside from a new game due to the number of bugs in pahe5 to have been fixed in version 6 and now having an option to ignore followers for those people who had eff issues, 5.0 is discontinued Rule #1 failure to meet a requirement will not always result in ctd, some requirements are there for full feature support of the mod Rule #2 if you find anything weird or unusual happening revert to rule #1first (and in some cases you may need to check those files for other mods overwriting them especially known for this issue is the skse files), then if that doesn't solve it reboot the mod and wait for it to finish before being alarmed of the situation, if that fails then rule 3 applies Rule #3 if you break it thru some other mod Or if something breaks due to an update: i need to know the version you're running And i need the papyrus log of the occurrence of the bug you're describing to see what broke it before reporting a dialog bug please note the voice type from the mcm - this helps me to determine if its a known bug i'm working on or a new bug with the new voice types or a new voice type needed for mod support altho i make update/fix this mod i will try to give any features requested that don't already conflict with another request, in such case it will be added to the waiting list for a menu option to choose from further explanation of any features consists of any features i'm capable of, unless you provide the code or means to the code.... Oh and altho this is my first mod in skyrim, it's not my first time scripting, i used to train or teach the bots of diablo to let nothing stand in their path and only the limits of their character stop them blabla was like a mentor to me.. he was rubbing stones together to make pah do what he wanted while i learned its behaviors and when i learned every in and out of pah/e, he acclimated me to mod skyrim as well if using this with daymoyl, its also required to load paradise halls after daymoyl, if also using this with sd, load pahe after sd pahe must be loaded after paradise halls improvements on pah by pahe: Implemented: Sex training Punish slave with sex 50 slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM Simple jail expansion for HF Falkreath enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users) teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm planned: (Done, Testing, In Progress) more slaves-have 50, working on 135+ github wait_sandbox changes for slaves to do jobs from other mods lakeview prison cell moved to separate esp--- repaired dialog changes arousal fuck requests food dialog to raise affection level get gender for the slaves based on sexlab preferences instead of skyrim Milestone 0.2: Training by follower Bugfixes More voices, not just eventoned * Whatever I fancy Whatever people suggest (and can be done) or provide the code for as long as it fits into my general idea of what this should be (No, I can't explain that yet, I'll decide on a case to case basis) Recommended mods(useful, but not required): PAH Home Sweet Home by Musje Prettier Bandits by EinarrTheRed Zaz Crafting 2.0 by addition thanks to: EinarrTheRed for the felglow slave camp updated npc's and navmeshes a1b2c3d4e5f6h7i8 for the female player oral animations fix julzor for compiling my script while i'm away from my pc Vykroft for fixing the lakeview manor cell addon Pfiffy for translation updates Xorgroth for more slaves patch2 allowing upto 100 slaves Click here to download this file Thanks for this mod! In Interface folder There are duplicate files
CliftonJD Posted December 31, 2016 Author Posted December 31, 2016 File Name: Paradise Halls Enhanced (pahe) repacked with the customary addons File Submitter: CliftonJD File Submitted: 01 May 2016 File Category: Quest Requires: Skyrim, Sexlab, SkyUI, skse, ZazAnimationPack!, FNIS, as well as all requirements for the above modsSpecial Edition Compatible : Not Applicable this is both an expansion on and bug fix for paradise halls 7.3 by layam with his full endorsement, original mod: http://www.nexusmods.com/skyrim/mods/29886/? based on the work of blabla from paradise halls sexlab extension - original thread here: http://www.loverslab.com/topic/37048-wip-paradise-halls-sexlab-extension-v01g-150506-rc-06-fixed-160318/ 6.2.2 (and 7.1.3) both contain the required paradise halls files needed to run(do not mix with another paradise halls!!!) slave camps and addons are now separate - choose those from the download page 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 clean start from 7 to 7.1.1 to fix the friendly bandits bugs 7.1.1 upgrading to 7.1.2 should be instant for dialog, but behavioral changes might require a reboot from the mcm (or unknown if requires new game for behavior changes) Requirements: SexLab V1.61+ and its requirements: SKSE (V1.7.3) SkyUI Zaz animation pack V6.11 the lakeview manor cell requires hearthfires tdf patch requires tdf prostitution mod devious devices addon requires Devious Devices Integration 2.92(or above) Run FNIS after installation! ALL requirements for the above mods must also be installed creature framework conflict appears to be removed from 7.x versions, but any users choosing to use previous version for older save will still need to adhere to this conflict listing camp differences info of the update versus the original version from layam: On the camps: Short history is this... first there was the camp Layam built, but it was kind of difficult to get in and out of. One day this crazy Irishman shows up and offers to fix that. And so the Altered camp was created which was Layam's camp but with the entrance moved to make it easier to get in and out of but no other changes. After that there were many requests for further improvements to the camp such as adding a merchant and other features and various ideas for more expansion later. So the crazy Irishman went to work and using Layam's original file, created a "rebuilt" camp that was larger, had a merchant, and was intended to have still more features to be added plus some collapsed tunnels that could be used for future expansions. Not all of that happened due to unforseen events, but there you go. That's how the three camps came to be. Which should you use. I'd suggest the altered camp if you just want a point to sell slaves and nothing else. The rebuilt camp adds a merchant named Dhanesh who has leveled gold amounts, sells collars and whips and a variety of other things and can also buy almost anything. only reason the update is kept separate is we were unable to determine why it wouldn't update everytime on current saves and its not an easy fix aside from a new game due to the number of bugs in pahe5 to have been fixed in version 6 and now having an option to ignore followers for those people who had eff issues, 5.0 is discontinued Rule #1 failure to meet a requirement will not always result in ctd, some requirements are there for full feature support of the mod Rule #2 if you find anything weird or unusual happening revert to rule #1first (and in some cases you may need to check those files for other mods overwriting them especially known for this issue is the skse files), then if that doesn't solve it reboot the mod and wait for it to finish before being alarmed of the situation, if that fails then rule 3 applies Rule #3 if you break it thru some other mod Or if something breaks due to an update: i need to know the version you're running And i need the papyrus log of the occurrence of the bug you're describing to see what broke it before reporting a dialog bug please note the voice type from the mcm - this helps me to determine if its a known bug i'm working on or a new bug with the new voice types or a new voice type needed for mod support altho i make update/fix this mod i will try to give any features requested that don't already conflict with another request, in such case it will be added to the waiting list for a menu option to choose from further explanation of any features consists of any features i'm capable of, unless you provide the code or means to the code.... Oh and altho this is my first mod in skyrim, it's not my first time scripting, i used to train or teach the bots of diablo to let nothing stand in their path and only the limits of their character stop them blabla was like a mentor to me.. he was rubbing stones together to make pah do what he wanted while i learned its behaviors and when i learned every in and out of pah/e, he acclimated me to mod skyrim as well if using this with daymoyl, its also required to load paradise halls after daymoyl, if also using this with sd, load pahe after sd pahe must be loaded after paradise halls improvements on pah by pahe: Implemented: Sex training Punish slave with sex 50 slaves instead of 15 Easier enslavement (see changelog "Initial Release") MCM Simple jail expansion for HF Falkreath enslave cancel button for canceling the enslavement process before its started(useful if dialog was attempted, especially useful for eff users) teleport debug to teleport a lost or stuck slave to the player from anywhere on the map via the mcm planned: (Done, Testing, In Progress) more slaves-have 50, working on 135+ github wait_sandbox changes for slaves to do jobs from other mods lakeview prison cell moved to separate esp--- repaired dialog changes arousal fuck requests food dialog to raise affection level get gender for the slaves based on sexlab preferences instead of skyrim Milestone 0.2: Training by follower Bugfixes More voices, not just eventoned * Whatever I fancy Whatever people suggest (and can be done) or provide the code for as long as it fits into my general idea of what this should be (No, I can't explain that yet, I'll decide on a case to case basis) Recommended mods(useful, but not required): PAH Home Sweet Home by Musje Prettier Bandits by EinarrTheRed Zaz Crafting 2.0 by addition thanks to: EinarrTheRed for the felglow slave camp updated npc's and navmeshes a1b2c3d4e5f6h7i8 for the female player oral animations fix julzor for compiling my script while i'm away from my pc Vykroft for fixing the lakeview manor cell addon Pfiffy for translation updates Xorgroth for more slaves patch2 allowing upto 100 slaves Click here to download this file Thanks for this mod! In Interface folder There are duplicate files oops, not sure how that got there. i'll clean it up with the next update
pinky6225 Posted December 31, 2016 Posted December 31, 2016 I've upgraded to 7.1.3 from 7.1.2 which i've also used the upgrade from 7.1.1 on and i'm able to enslave etc but when i hit a slave now with a spell like sparks they are turning hostile, previously they would just cower and never turn hostile Trying resetting a few times and passing a slave to HSH and back but keeps happening, should the slaves be able to become hostile to the player?
CliftonJD Posted December 31, 2016 Author Posted December 31, 2016 I've upgraded to 7.1.3 from 7.1.2 which i've also used the upgrade from 7.1.1 on and i'm able to enslave etc but when i hit a slave now with a spell like sparks they are turning hostile, previously they would just cower and never turn hostile Trying resetting a few times and passing a slave to HSH and back but keeps happening, should the slaves be able to become hostile to the player? no, those are unexpected results post the log, i'll take a look at it
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