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?  no, those are unexpected results post the log, i'll take a look at it    Log of it Papyrus.0.rar  With the slave restrained they still turn hostile (red dot on hud) but they don't attack back but if they are not tied up then they do, its less of a problem with them staying in combat since they seem to turn none hostile quite quickly but if you have followers or other slaves with you they are also being seen as hostile by them and a mass melee starts up
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     Log of it Papyrus.0.rar  With the slave restrained they still turn hostile (red dot on hud) but they don't attack back but if they are not tied up then they do, its less of a problem with them staying in combat since they seem to turn none hostile quite quickly but if you have followers or other slaves with you they are also being seen as hostile by them and a mass melee starts up   starting with tid:   [12/31/2016 - 04:49:31PM] Error: Unable to bind script aTID3SideQuestMutatorSeathDeathScript to (310F2409) because their base types do not match [12/31/2016 - 04:49:31PM] Error: Unable to bind script defaultsetstageonplayeracquire to (3158EB4F) because their base types do not match [12/31/2016 - 04:49:31PM] Error: Unable to bind script aTIDDialogueArenaOponentDeathScript to (31292335) because their base types do not match [12/31/2016 - 04:49:31PM] Error: Unable to bind script aTIDDialogueArenaOponentDeathScript to (3129232F) because their base types do not match [12/31/2016 - 04:49:31PM] Error: Unable to bind script aTIDDialogueArenaOponentDeathScript to (3129232D) because their base types do not match [12/31/2016 - 04:49:31PM] Error: Unable to bind script aTID1SlaveTaskKozelMilkMachineScript to (31659FC9) because their base types do not match [12/31/2016 - 04:49:31PM] Error: Unable to bind script aTID1SlaveTaskKozelMilkMachineScript to (312972A0) because their base types do not match [12/31/2016 - 04:49:31PM] Error: Unable to bind script aTID1SlaveTaskKozelMilkMachineScript to (3122B6F3) because their base types do not match [12/31/2016 - 04:49:31PM] Error: Unable to bind script defaultsetstageonplayeracquire to (31489633) because their base types do not match [12/31/2016 - 04:49:38PM] Error: Unable to bind script aTIDDialogueArenaOponentDeathScript to alias ArenaOponent on quest aTIDDialogueArena (3145A39A) because their base types do not match [12/31/2016 - 04:49:38PM] Warning: Property aTIDDialogue on script aTIDDialogueArenaPetDeathScript attached to alias aTIDArenaPet on quest aTIDDialogueServices (31393826) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Error: Unable to bind script aTIDDialogueArenaOponentDeathScript to alias aTIDArenaOponent on quest aTIDDialogueServices (31393826) because their base types do not match [12/31/2016 - 04:49:38PM] Error: Unable to bind script aTID4Ebd2PlayerAliasScript to alias Player on quest aTID4End2 (31694019) because their base types do not match [12/31/2016 - 04:49:38PM] Error: Unable to bind script aTID1SlaveTaskKozelSennaScript to alias aTIDSennaREF on quest aTID1SlaveTaskKozel (3129729F) because their base types do not match it gives other errors thru out the log, quite spammy - essentially that was a major reason i quit using that mod. looks like i'll need to teach him about cleaning the properties   [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator01 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator02 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator03 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator04 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator05 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator06 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator07 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator08 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator09 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator10 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator11 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property zzEstrusChaurusTentacleFaction on script zzestruschaurusspectator attached to alias Spectator12 on quest zzestruschaurusSpectators (A1048161) cannot be initialized because the script no longer contains that property [12/31/2016 - 04:49:38PM] Warning: Property Bladesman90 on scr  that seems to repeat thru out the log, an issue with ec4.21. i haven't had time to report it yet nor have i retested with 4.22 this next issue is minor enough it won't cause any harm, but there might be an issue with devious devices or a mod referencing it:   [12/31/2016 - 04:49:38PM] Error: Property deviceKey on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (0701775F) is not the right type [12/31/2016 - 04:49:38PM] Error: Property zad_DeviceMsg on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (07031C72) is not the right type [12/31/2016 - 04:49:38PM] Error: Property deviceQuest on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (0700F624) is not the right type [12/31/2016 - 04:49:38PM] Error: Property aroused on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (0504290F) is not the right type [12/31/2016 - 04:49:38PM] Error: Property zad_DeviceRemoveMsg on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (0700C039) is not the right type [12/31/2016 - 04:49:38PM] Error: Property zad_DeviceMsgMagic on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (0700B573) is not the right type [12/31/2016 - 04:49:38PM] Error: Property deviceRendered on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (06017C44) is not the right type [12/31/2016 - 04:49:38PM] Error: Property deviceInventory on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (07031C74) is not the right type [12/31/2016 - 04:49:38PM] Error: Property zad_DeviousDevice on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (06017C43) is not the right type [12/31/2016 - 04:49:38PM] Error: Property libs on script zadBodyHarnessScript attached to (5713F82D) cannot be bound because (0700F624) is not the right type likely the mod is referencing an old itwem that was changed in recent updates  this here is what broke in pahe:   [12/31/2016 - 04:49:43PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type stack: [ (345) on (1701FAEF)].PAHActorAlias.GetReference() - "" Line ? [ (345) on (1701FAEF)].PAHActorAlias.GetRef() - "ReferenceAlias.psc" Line 42 [PAH (1701FAEF)].pahcore.GetSlaveCount() - "pahcore.psc" Line 446 [PAH (1701FAEF)].pahcore.updateSlaveArray() - "pahcore.psc" Line 486 [PAH (1701FAEF)].pahcore.slaveArray() - "pahcore.psc" Line 469 [PAH (1701FAEF)].pahcore.slaveMaintenance() - "pahcore.psc" Line 236 [PAH (1701FAEF)].pahcore.OnPlayerLoadGame() - "pahcore.psc" Line 187 [alias Player on quest PAH (1701FAEF)].pahplayerscript.OnPlayerLoadGame() - "pahplayerscript.psc" Line 17 [12/31/2016 - 04:49:43PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type stack: [ (344) on (1701FAEF)].PAHActorAlias.GetReference() - "" Line ? [ (344) on (1701FAEF)].PAHActorAlias.GetRef() - "ReferenceAlias.psc" Line 42 [PAH (1701FAEF)].pahcore.GetSlaveCount() - "pahcore.psc" Line 446 [PAH (1701FAEF)].pahcore.updateSlaveArray() - "pahcore.psc" Line 486 [PAH (1701FAEF)].pahcore.slaveArray() - "pahcore.psc" Line 469 [PAH (1701FAEF)].pahcore.slaveMaintenance() - "pahcore.psc" Line 236 [PAH (1701FAEF)].pahcore.OnPlayerLoadGame() - "pahcore.psc" Line 187 [alias Player on quest PAH (1701FAEF)].pahplayerscript.OnPlayerLoadGame() - "pahplayerscript.psc" Line 17 [12/31/2016 - 04:49:43PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type stack: [ (343) on (1701FAEF)].PAHActorAlias.GetReference() - "" Line ? [ (343) on (1701FAEF)].PAHActorAlias.GetRef() - "ReferenceAlias.psc" Line 42 [PAH (1701FAEF)].pahcore.GetSlaveCount() - "pahcore.psc" Line 446 [PAH (1701FAEF)].pahcore.updateSlaveArray() - "pahcore.psc" Line 486 [PAH (1701FAEF)].pahcore.slaveArray() - "pahcore.psc" Line 469 [PAH (1701FAEF)].pahcore.slaveMaintenance() - "pahcore.psc" Line 236 [PAH (1701FAEF)].pahcore.OnPlayerLoadGame() - "pahcore.psc" Line 187 [alias Player on quest PAH (1701FAEF)].pahplayerscript.OnPlayerLoadGame() - "pahplayerscript.psc" Line 17 [12/31/2016 - 04:49:43PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type stack: [ (342) on (1701FAEF)].PAHActorAlias.GetReference() - "" Line ? [ (342) on (1701FAEF)].PAHActorAlias.GetRef() - "ReferenceAlias.psc" Line 42 [PAH (1701FAEF)].pahcore.GetSlaveCount() - "pahcore.psc" Line 446 [PAH (1701FAEF)].pahcore.updateSlaveArray() - "pahcore.psc" Line 486 [PAH (1701FAEF)].pahcore.slaveArray() - "pahcore.psc" Line 469 [PAH (1701FAEF)].pahcore.slaveMaintenance() - "pahcore.psc" Line 236 [PAH (1701FAEF)].pahcore.OnPlayerLoadGame() - "pahcore.psc" Line 187 [alias Player on quest PAH (1701FAEF)].pahplayerscript.OnPlayerLoadGame() - "pahplayerscript.psc" Line 17 [12/31/2016 - 04:49:43PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type stack: [ (341) on (1701FAEF)].PAHActorAlias.GetReference() - "" Line ? [ (341) on (1701FAEF)].PAHActorAlias.GetRef() - "ReferenceAlias.psc" Line 42 [PAH (1701FAEF)].pahcore.GetSlaveCount() - "pahcore.psc" Line 446 [PAH (1701FAEF)].pahcore.updateSlaveArray() - "pahcore.psc" Line 486 [PAH (1701FAEF)].pahcore.slaveArray() - "pahcore.psc" Line 469 [PAH (1701FAEF)].pahcore.slaveMaintenance() - "pahcore.psc" Line 236 [PAH (1701FAEF)].pahcore.OnPlayerLoadGame() - "pahcore.psc" Line 187 [alias Player on quest PAH (1701FAEF)].pahplayerscript.OnPlayerLoadGame() - "pahplayerscript.psc" Line 17 [12/31/2016 - 04:49:43PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type stack: [ (349) on  i had to truncate that and LL cut the important parts out - alot of null alias on null quest in there...what version of pahe were you upgrading this from, if its before version 7 it needs a clean save. if this was made after version 7, i'll need to look at my update patches for misplaced files  we have clean save instructions on the first page of the support thread, lmk if you have trouble finding it Â
pinky6225 Posted December 31, 2016 Posted December 31, 2016 I had the full version of 7.1.1 installed which i put 7.1.2 update ontop of and then the 7.1.3 update one ontop of that
CliftonJD Posted December 31, 2016 Author Posted December 31, 2016 I had the full version of 7.1.1 installed which i put 7.1.2 update ontop of and then the 7.1.3 update one ontop of that  ok, i'll send the next update soon to clean up the mess in 7.1.1 sorry about your save and thanks for reporting it
CliftonJD Posted December 31, 2016 Author Posted December 31, 2016 pahe_lives_on-7.1.4 update: file cleanup from various files and scripts misplaced into incorrect folders slave limit extended to 63---known bug on old saves the max slave count is burned into the save from the count that was there at game start---it will always say 0/50 or 1/50 or 2/50, etc...(new or clean save should fix this) Â
fred200 Posted December 31, 2016 Posted December 31, 2016 Can we edit a save variable to up the slave limit to 63 with 7.1.4? Clean save at this point would be - awkward.
CliftonJD Posted December 31, 2016 Author Posted December 31, 2016 Can we edit a save variable to up the slave limit to 63 with 7.1.4? Clean save at this point would be - awkward. Â sorry, no idea if the save can be edited we have clean save instructions on the first page of the thread mentioning what mod is recommended for keeping the slaves during the transition
fred200 Posted December 31, 2016 Posted December 31, 2016  Can we edit a save variable to up the slave limit to 63 with 7.1.4? Clean save at this point would be - awkward.  sorry, no idea if the save can be edited we have clean save instructions on the first page of the thread mentioning what mod is recommended for keeping the slaves during the transition   Script Scalpel (PDT) is nothing short of amazing. It is easy to change Quest variables and globals. Changing array sizes is likely impossible though. I will check out your suggested mod for preserving slaves. I have way too many uniques now - like Elisif - to lose them willingly. I completed most of the DLCs with your mod in play. Hundreds of hours - speaks very well for the durability of the mod. Note: I never go to the slaver camp.  Guessing this would mean clean save on HSH too. I have done that a couple of times, even to the point of clean save on Hearthfire - so I could build my homes with slave quarters.  Note: Lets Tie You Up has a 31 NPC limit. I may need to modify it a bit...
CliftonJD Posted December 31, 2016 Author Posted December 31, 2016   Can we edit a save variable to up the slave limit to 63 with 7.1.4? Clean save at this point would be - awkward.  sorry, no idea if the save can be edited we have clean save instructions on the first page of the thread mentioning what mod is recommended for keeping the slaves during the transition   Script Scalpel (PDT) is nothing short of amazing. It is easy to change Quest variables and globals. Changing array sizes is likely impossible though. I will check out your suggested mod for preserving slaves. I have way too many uniques now - like Elisif - to lose them willingly. I completed most of the DLCs with your mod in play. Hundreds of hours - speaks very well for the durability of the mod. Note: I never go to the slaver camp.  Guessing this would mean clean save on HSH too. I have done that a couple of times, even to the point of clean save on Hearthfire - so I could build my homes with slave quarters.  Note: Lets Tie You Up has a 31 NPC limit. I may need to modify it a bit...  funny you mention array size, that's the barrier i'm working on now that keeps us from surpassing 63 slaves
sidfu Posted January 1, 2017 Posted January 1, 2017 personaly 63 is more than enough. the base skyrim game has around 20k npc when includeing monsters and everyone has their faves
valynon Posted January 3, 2017 Posted January 3, 2017 If you need more than 50 slaves you may want to look into the Home Sweet Home mod. It allows you to park slaves in your homes and they don't count to towards the 50.
CliftonJD Posted January 4, 2017 Author Posted January 4, 2017 If you need more than 50 slaves you may want to look into the Home Sweet Home mod. It allows you to park slaves in your homes and they don't count to towards the 50.  maybe so, but its been asked quite a few times from both pahe and home sweet home to look into expanding it even further Â
CliftonJD Posted January 6, 2017 Author Posted January 6, 2017  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   slight correction to my earlier response - resetting a slave is set to copy the slave to the eventoned faction, this was done to provide any missing dialogs during the wip...known side effect was indeed double dialog for any dialogs that existed in both voice types, disabling that from reset next update Â
Mud Posted January 6, 2017 Posted January 6, 2017 So I posted some weeks back about some kind of strange conflict causing the slave sex animations to only ever choose from a small pool of animations - the two Leito Double Dildo animations with Aggressive option off, and Zyn Rough Standing with it on. I think I've made some headway, but it's... bizarre. Â It would seem the cause is... the animations themselves? At the time, my installation was still using NSAP, and I discovered that by disabling the Leito Double Dildo animations, PAHE would choose from the rest of my available animations. Being that NSAP was obsolete by that time, I decided to start a new file with SLAL just in case it was the source of the problem. But no, even with SLAL, PAHE only ever chose Leito Double Dildo 1/2 if they were active, and I had to disable them to get other animations. Â What strangeness is this? Is anyone able to use the Double Dildo animations without PAHE exhibiting this behavior?
sidfu Posted January 6, 2017 Posted January 6, 2017 wasnt on arrays if they get messed up it can corrupt the save? Â looked at my save and arrays are saved in there if they the same type of array u all talking about.
CliftonJD Posted January 6, 2017 Author Posted January 6, 2017 wasnt on arrays if they get messed up it can corrupt the save? Â looked at my save and arrays are saved in there if they the same type of array u all talking about. Â alot of mods use arrays so i can't really say if its the same arrays you're looking at. from the looks of it, the arrays as they sit are another mistake by my predecessor i hope to fix with the next update
hereforthenudemods Posted January 8, 2017 Posted January 8, 2017 [PAHCore] EncounterZone Cloning failedOccurs when I try to enslave an NPC.What have I screwed up?
CliftonJD Posted January 8, 2017 Author Posted January 8, 2017 [PAHCore] EncounterZone Cloning failed  Occurs when I try to enslave an NPC.  What have I screwed up?  is this all slaves or just 1 in particular and is this with leveled actorbase toggle used or without: if its all of the above, then reboot pahe from the mcm, but if its only certain npc's having issues with the leveled actorbase toggle, its a known issue. that's why i gave it a toggle and 1 of the reasons i made it possible to re-enslave them. some temporary placement actors don't give a leveled actorbase on the first try so they need to be re-enslaved and some mod npc's are made with those methods of placement giving similar issues Â
Bobthehead Posted January 10, 2017 Posted January 10, 2017 I have a 3 question's, works fine1. What to do if there is no "whipping" option to punish a certain slave(when I reset the slave, the option returned but all options have doubled( 2 "ok slave..."))2. when I try to sell a slave, the buyer keep's saying stuff like "no meat", "looks dumb", can you feed slaves? and such?3. a combat slave has been with me for 2 hours fighting, she is still lvl 1, how to lvl up combat slaves?Â
totosemja Posted January 10, 2017 Posted January 10, 2017 hi. i have problem after update. when i enslave leveled actors they just walk away after enslavment, all dialogue apper normal but slave just walk away like free. someone know how to fix this? Â
CliftonJD Posted January 10, 2017 Author Posted January 10, 2017 I have a 3 question's, works fine 1. What to do if there is no "whipping" option to punish a certain slave(when I reset the slave, the option returned but all options have doubled( 2 "ok slave...")) 2. when I try to sell a slave, the buyer keep's saying stuff like "no meat", "looks dumb", can you feed slaves? and such? 3. a combat slave has been with me for 2 hours fighting, she is still lvl 1, how to lvl up combat slaves?  you have double dialogs becuz the reset copies the slave into the eventoned voicetype and its already in another voice type so that makes 2, that doesn't mean you can't whip the slave ya, yarek is an idiot who wouldn't see a heffer if you brought it to him so it really does no good to feed them and nor does skyrim have a system setup for feeding npc's that does more than play the idles according to the code, they should level with the player after they've earned a high enough combat training as combat training equal to a percentage of their level. i have my doubts about whether or not that's actually working, but the slave doesn't tell me her level  hi. i have problem after update. when i enslave leveled actors they just walk away after enslavment, all dialogue apper normal but slave just walk away like free. someone know how to fix this?  they're supposed to do that and you're supposed to go chase them and tell them not to run away again or they'll get punished. slaves have no desire to stay with you until you show them they have no choice
Bobthehead Posted January 10, 2017 Posted January 10, 2017  I have a 3 question's, works fine 1. What to do if there is no "whipping" option to punish a certain slave(when I reset the slave, the option returned but all options have doubled( 2 "ok slave...")) 2. when I try to sell a slave, the buyer keep's saying stuff like "no meat", "looks dumb", can you feed slaves? and such? 3. a combat slave has been with me for 2 hours fighting, she is still lvl 1, how to lvl up combat slaves?  you have double dialogs becuz the reset copies the slave into the eventoned voicetype and its already in another voice type so that makes 2, that doesn't mean you can't whip the slave ya, yarek is an idiot who wouldn't see a heffer if you brought it to him so it really does no good to feed them and nor does skyrim have a system setup for feeding npc's that does more than play the idles according to the code, they should level with the player after they've earned a high enough combat training as combat training equal to a percentage of their level. i have my doubts about whether or not that's actually working, but the slave doesn't tell me her level  hmmm you can see their lvl if you click them in the console anyways found another bug, when I sneak, they seem to hurdle around me, to the point of pushing me
CliftonJD Posted January 11, 2017 Author Posted January 11, 2017   I have a 3 question's, works fine 1. What to do if there is no "whipping" option to punish a certain slave(when I reset the slave, the option returned but all options have doubled( 2 "ok slave...")) 2. when I try to sell a slave, the buyer keep's saying stuff like "no meat", "looks dumb", can you feed slaves? and such? 3. a combat slave has been with me for 2 hours fighting, she is still lvl 1, how to lvl up combat slaves?  you have double dialogs becuz the reset copies the slave into the eventoned voicetype and its already in another voice type so that makes 2, that doesn't mean you can't whip the slave ya, yarek is an idiot who wouldn't see a heffer if you brought it to him so it really does no good to feed them and nor does skyrim have a system setup for feeding npc's that does more than play the idles according to the code, they should level with the player after they've earned a high enough combat training as combat training equal to a percentage of their level. i have my doubts about whether or not that's actually working, but the slave doesn't tell me her level  hmmm you can see their lvl if you click them in the console anyways found another bug, when I sneak, they seem to hurdle around me, to the point of pushing me  oh, ok... i'll try console checking their level, but 1 of the updates when blabla was still here mentioned he still needed to look into leveling the slaves - the way some of his code looks i can't tell if he ever returned to that plan and its still not working or if he just never got back to it so while its still on my list to improve it i'm trying to observe and determine what its actually doing right now, if anything...  the hurdling around the player while sneaking bug is at least a more recent bug i'm aware of - that's my own doing listed as part of the major behavioral changes. basically the old bug was that the slaves were too far from the player while sneaking so i changed it to get them closer. wasn't intending to get them so close they push the player, but i'll need to keep changing it until i find something in between that's not so far from the player and at the same time not so close they're pushing the player.  the way those values are written in the ck is so screwy the way they don't use the same behavioral patterns for following as they do for sneaking if given the same values  oh ya and more on that bug from the reset as well - basically that was done to allow the player to see the working dialogs of the original (eventoned) voice types while i finished up the new voice types, now that those voices have been completed i can remove that function from the reset so it no longer gives the double dialog issues...already fixed in the next beta
Bobthehead Posted January 11, 2017 Posted January 11, 2017    I have a 3 question's, works fine 1. What to do if there is no "whipping" option to punish a certain slave(when I reset the slave, the option returned but all options have doubled( 2 "ok slave...")) 2. when I try to sell a slave, the buyer keep's saying stuff like "no meat", "looks dumb", can you feed slaves? and such? 3. a combat slave has been with me for 2 hours fighting, she is still lvl 1, how to lvl up combat slaves?  you have double dialogs becuz the reset copies the slave into the eventoned voicetype and its already in another voice type so that makes 2, that doesn't mean you can't whip the slave ya, yarek is an idiot who wouldn't see a heffer if you brought it to him so it really does no good to feed them and nor does skyrim have a system setup for feeding npc's that does more than play the idles according to the code, they should level with the player after they've earned a high enough combat training as combat training equal to a percentage of their level. i have my doubts about whether or not that's actually working, but the slave doesn't tell me her level  hmmm you can see their lvl if you click them in the console anyways found another bug, when I sneak, they seem to hurdle around me, to the point of pushing me  oh, ok... i'll try console checking their level, but 1 of the updates when blabla was still here mentioned he still needed to look into leveling the slaves - the way some of his code looks i can't tell if he ever returned to that plan and its still not working or if he just never got back to it so while its still on my list to improve it i'm trying to observe and determine what its actually doing right now, if anything...  the hurdling around the player while sneaking bug is at least a more recent bug i'm aware of - that's my own doing listed as part of the major behavioral changes. basically the old bug was that the slaves were too far from the player while sneaking so i changed it to get them closer. wasn't intending to get them so close they push the player, but i'll need to keep changing it until i find something in between that's not so far from the player and at the same time not so close they're pushing the player.  the way those values are written in the ck is so screwy the way they don't use the same behavioral patterns for following as they do for sneaking if given the same values  oh ya and more on that bug from the reset as well - basically that was done to allow the player to see the working dialogs of the original (eventoned) voice types while i finished up the new voice types, now that those voices have been completed i can remove that function from the reset so it no longer gives the double dialog issues...already fixed in the next beta thanks for the reply, good luck with your work then
zahratustra Posted January 12, 2017 Posted January 12, 2017 Thanks for the new version! Much appreciated! And a question - do you have any plans to port PAHE to Skyrim SE?
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