zahratustra Posted January 27, 2017 Posted January 27, 2017 well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms
terrorofmorrowind Posted January 27, 2017 Posted January 27, 2017 well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do.
zahratustra Posted January 27, 2017 Posted January 27, 2017 why do you bother with HSH? With collar of leashing no slave will escape and you can just pick any nice player home with a basement (like Skyfall for example). I've added slave quarters to a couple of my PC's homes but, if you aren't familiar with CK, just pick a home you like.
BlackShades Posted January 27, 2017 Posted January 27, 2017 well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before).
pinky6225 Posted January 27, 2017 Posted January 27, 2017 why do you bother with HSH? With collar of leashing no slave will escape and you can just pick any nice player home with a basement (like Skyfall for example). I've added slave quarters to a couple of my PC's homes but, if you aren't familiar with CK, just pick a home you like. For the features it adds... not sure what kinda answer your after here, i'm assuming you have visited that mods page and know what it does so me repeating that isn't going to answer your question (perhaps a clearer question would help), if your only concern is slaves escaping then yes there are ways to stop them doing that with just PAH or by using other mods like SLEN to increase relationship and then a mod like your home is my home to set there new home location but HSH does much more than that
BlackShades Posted January 27, 2017 Posted January 27, 2017 why do you bother with HSH? With collar of leashing no slave will escape and you can just pick any nice player home with a basement (like Skyfall for example). I've added slave quarters to a couple of my PC's homes but, if you aren't familiar with CK, just pick a home you like. For the features it adds... not sure what kinda answer your after here, i'm assuming you have visited that mods page and know what it does so me repeating that isn't going to answer your question (perhaps a clearer question would help), if your only concern is slaves escaping then yes there are ways to stop them doing that with just PAH or by using other mods like SLEN to increase relationship and then a mod like your home is my home to set there new home location but HSH does much more than that HSH "extra" features rocks
zahratustra Posted January 27, 2017 Posted January 27, 2017 well, I was using only the old version of HSH which didn't have that may features and was quite glitchy and that put me off. Will have to give the new one a try I guess...
pinky6225 Posted January 27, 2017 Posted January 27, 2017 Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying
BlackShades Posted January 27, 2017 Posted January 27, 2017 well, I was using only the old version of HSH which didn't have that may features and was quite glitchy and that put me off. Will have to give the new one a try I guess... You can assign trainers from your slaves to train other slaves, you can tell a slave to go sit on a furniture ( a milkpump for example) and it PERSISTS on save load. You can tell as many slaves as you want to have sex with eachother ( can do trios) to name a few features
CliftonJD Posted January 27, 2017 Author Posted January 27, 2017 Btw maybe this is still an immersive wenches minor incompatibility thing but for some reason when enslave a bandit wench, she changes her name BUT only when i click them in the console. It's like it links it to the Original wench the combat wench was based on. Luckily when i mouse over them, they are still named the same, this also counts for the one in the list of the MCM menu. As i was saying this has probably more to do with how the author made immersive wenches and it's addon. Perhaps he was a bit "lazy" and just based these npc's on the real ones that come with the base mod? sounds like you've got something else wrong, i have no issues with wenches - unless you've found some specific wenches with issues... if it happens on a regular basis, post the enslavement log or if you can enslave them and fail to rename them in the same log i haven't tried to rename them yet. As i said before their names don't "look" different than they used to, but once i click them in console mode, they are being marked with other names that aren't theirs. everything else is normal. But i'll see what i can do. Btw is there a forum here on the site that culd check your load order for you, just incase you missed anything? so you're issue isn't the pahe names, but the console names - that's an issue with getting the leveled actorbase of modded npc's.... well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms either sort it with loot or put all paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. either sort it with loot or put paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before). i haven't run into any issues with falmer yet, if you're experiencing weirdness : try a reboot from the mcm if you still get weirdness try untoggling the leveled actorbase before enslaving falmer Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying prices for slaves now take into account all training factions, but aside from that no changes have been made to felglow slave camp since einarr's upgrade
terrorofmorrowind Posted January 27, 2017 Posted January 27, 2017 Btw maybe this is still an immersive wenches minor incompatibility thing but for some reason when enslave a bandit wench, she changes her name BUT only when i click them in the console. It's like it links it to the Original wench the combat wench was based on. Luckily when i mouse over them, they are still named the same, this also counts for the one in the list of the MCM menu. As i was saying this has probably more to do with how the author made immersive wenches and it's addon. Perhaps he was a bit "lazy" and just based these npc's on the real ones that come with the base mod? sounds like you've got something else wrong, i have no issues with wenches - unless you've found some specific wenches with issues... if it happens on a regular basis, post the enslavement log or if you can enslave them and fail to rename them in the same log i haven't tried to rename them yet. As i said before their names don't "look" different than they used to, but once i click them in console mode, they are being marked with other names that aren't theirs. everything else is normal. But i'll see what i can do. Btw is there a forum here on the site that culd check your load order for you, just incase you missed anything? so you're issue isn't the pahe names, but the console names - that's an issue with getting the leveled actorbase of modded npc's.... well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms either sort it with loot or put all paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. either sort it with loot or put paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before). i haven't run into any issues with falmer yet, if you're experiencing weirdness : try a reboot from the mcm if you still get weirdness try untoggling the leveled actorbase before enslaving falmer Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying prices for slaves now take into account all training factions, but aside from that no changes have been made to felglow slave camp since einarr's upgrade Thanks for the answer. All issues i had of now has been fixed by restarting a completely new game and putting the esp's above SPERG (it messed up the MCM menu for some reason). I had the problem with the actors losing name when changing cells bug too in my former save but i thinkit has been fixed too. edit: i apparently still have the "fight for me and name dissappears" bug. Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell. Perhaps it is still my load order thatsomehow affects this but i have been having this issue since you guys starting working on it. Somehow i didn't have this problem with just Layams mod.
zahratustra Posted January 29, 2017 Posted January 29, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged.
CliftonJD Posted January 29, 2017 Author Posted January 29, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. what are you talking about, the same bug as who - right now it looks like you have the same bug as yourself, nobody else has ever said that. if you're intending to quote somebody, you've left out the quotes and the individual. aside from that, it looks like a conflict of some type in the face of wonky behavior move pahe to the end of your load order or sort with loot, then reboot it from the mcm
interfaz Posted January 29, 2017 Posted January 29, 2017 Hello. I was using this mod with v6.2.2. I want to update last version with new game but its too complicated for me . Can someone please explain me step by step . Thanks.
CliftonJD Posted January 29, 2017 Author Posted January 29, 2017 Hello. I was using this mod with v6.2.2. I want to update last version with new game but its too complicated for me . Can someone please explain me step by step . Thanks. install the latest full version at the bottom of the list - i know i would be simpler if it were at the top of the list, but this doesn't seem possible without removing everything from the list and re-adding it so its always at the bottom simple 1 click install at the bottom, just unpack the files and place them in your data folder
BlackShades Posted January 29, 2017 Posted January 29, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. what are you talking about, the same bug as who - right now it looks like you have the same bug as yourself, nobody else has ever said that. if you're intending to quote somebody, you've left out the quotes and the individual. aside from that, it looks like a conflict of some type in the face of wonky behavior move pahe to the end of your load order or sort with loot, then reboot it from the mcm He was referring to the edit part of the post directly above his. Never had this bug myself. Only issue i'm having , at times, is with defeat making combat slaves uninteractable, after a rape scene (slave tries to rape someone) fails to complete properly due to a onhit event me killing the victim. Easily resolved with defeat clean up function.
CliftonJD Posted January 29, 2017 Author Posted January 29, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. what are you talking about, the same bug as who - right now it looks like you have the same bug as yourself, nobody else has ever said that. if you're intending to quote somebody, you've left out the quotes and the individual. aside from that, it looks like a conflict of some type in the face of wonky behavior move pahe to the end of your load order or sort with loot, then reboot it from the mcm He was referring to the edit part of the post directly above his. Never had this bug myself. Only issue i'm having , at times, is with defeat making combat slaves uninteractable, after a rape scene (slave tries to rape someone) fails to complete properly due to a onhit event me killing the victim. Easily resolved with defeat clean up function. thanks for clearing that up, edits are easily lost in the thread unnoticed if they don't check mark the side - tab stating the post was edited Btw maybe this is still an immersive wenches minor incompatibility thing but for some reason when enslave a bandit wench, she changes her name BUT only when i click them in the console. It's like it links it to the Original wench the combat wench was based on. Luckily when i mouse over them, they are still named the same, this also counts for the one in the list of the MCM menu. As i was saying this has probably more to do with how the author made immersive wenches and it's addon. Perhaps he was a bit "lazy" and just based these npc's on the real ones that come with the base mod? sounds like you've got something else wrong, i have no issues with wenches - unless you've found some specific wenches with issues... if it happens on a regular basis, post the enslavement log or if you can enslave them and fail to rename them in the same log i haven't tried to rename them yet. As i said before their names don't "look" different than they used to, but once i click them in console mode, they are being marked with other names that aren't theirs. everything else is normal. But i'll see what i can do. Btw is there a forum here on the site that culd check your load order for you, just incase you missed anything? so you're issue isn't the pahe names, but the console names - that's an issue with getting the leveled actorbase of modded npc's.... well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms either sort it with loot or put all paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. either sort it with loot or put paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before). i haven't run into any issues with falmer yet, if you're experiencing weirdness : try a reboot from the mcm if you still get weirdness try untoggling the leveled actorbase before enslaving falmer Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying prices for slaves now take into account all training factions, but aside from that no changes have been made to felglow slave camp since einarr's upgrade Thanks for the answer. All issues i had of now has been fixed by restarting a completely new game and putting the esp's above SPERG (it messed up the MCM menu for some reason). I had the problem with the actors losing name when changing cells bug too in my former save but i thinkit has been fixed too. edit: i apparently still have the "fight for me and name dissappears" bug. Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell. Perhaps it is still my load order thatsomehow affects this but i have been having this issue since you guys starting working on it. Somehow i didn't have this problem with just Layams mod. then you still need to post your log as i've asked before: 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 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. same as above, about the only exception to this rule is a dialog bug that you're unable to see pahe dialogs on the slave and all other dialogs appear functional - then i need the voice type
terrorofmorrowind Posted January 29, 2017 Posted January 29, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. what are you talking about, the same bug as who - right now it looks like you have the same bug as yourself, nobody else has ever said that. if you're intending to quote somebody, you've left out the quotes and the individual. aside from that, it looks like a conflict of some type in the face of wonky behavior move pahe to the end of your load order or sort with loot, then reboot it from the mcm He was referring to the edit part of the post directly above his. Never had this bug myself. Only issue i'm having , at times, is with defeat making combat slaves uninteractable, after a rape scene (slave tries to rape someone) fails to complete properly due to a onhit event me killing the victim. Easily resolved with defeat clean up function. thanks for clearing that up, edits are easily lost in the thread unnoticed if they don't check mark the side - tab stating the post was edited Btw maybe this is still an immersive wenches minor incompatibility thing but for some reason when enslave a bandit wench, she changes her name BUT only when i click them in the console. It's like it links it to the Original wench the combat wench was based on. Luckily when i mouse over them, they are still named the same, this also counts for the one in the list of the MCM menu. As i was saying this has probably more to do with how the author made immersive wenches and it's addon. Perhaps he was a bit "lazy" and just based these npc's on the real ones that come with the base mod? sounds like you've got something else wrong, i have no issues with wenches - unless you've found some specific wenches with issues... if it happens on a regular basis, post the enslavement log or if you can enslave them and fail to rename them in the same log i haven't tried to rename them yet. As i said before their names don't "look" different than they used to, but once i click them in console mode, they are being marked with other names that aren't theirs. everything else is normal. But i'll see what i can do. Btw is there a forum here on the site that culd check your load order for you, just incase you missed anything? so you're issue isn't the pahe names, but the console names - that's an issue with getting the leveled actorbase of modded npc's.... well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms either sort it with loot or put all paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. either sort it with loot or put paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before). i haven't run into any issues with falmer yet, if you're experiencing weirdness : try a reboot from the mcm if you still get weirdness try untoggling the leveled actorbase before enslaving falmer Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying prices for slaves now take into account all training factions, but aside from that no changes have been made to felglow slave camp since einarr's upgrade Thanks for the answer. All issues i had of now has been fixed by restarting a completely new game and putting the esp's above SPERG (it messed up the MCM menu for some reason). I had the problem with the actors losing name when changing cells bug too in my former save but i thinkit has been fixed too. edit: i apparently still have the "fight for me and name dissappears" bug. Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell. Perhaps it is still my load order thatsomehow affects this but i have been having this issue since you guys starting working on it. Somehow i didn't have this problem with just Layams mod. then you still need to post your log as i've asked before: 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 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. same as above, about the only exception to this rule is a dialog bug that you're unable to see pahe dialogs on the slave and all other dialogs appear functional - then i need the voice type I will see what i can do but the thing is there is no crash or anything, so how am i supposed to make a log of it? Btw i use the latest version. 7.1.9. Should i post my load order as well?
CliftonJD Posted January 29, 2017 Author Posted January 29, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. what are you talking about, the same bug as who - right now it looks like you have the same bug as yourself, nobody else has ever said that. if you're intending to quote somebody, you've left out the quotes and the individual. aside from that, it looks like a conflict of some type in the face of wonky behavior move pahe to the end of your load order or sort with loot, then reboot it from the mcm He was referring to the edit part of the post directly above his. Never had this bug myself. Only issue i'm having , at times, is with defeat making combat slaves uninteractable, after a rape scene (slave tries to rape someone) fails to complete properly due to a onhit event me killing the victim. Easily resolved with defeat clean up function. thanks for clearing that up, edits are easily lost in the thread unnoticed if they don't check mark the side - tab stating the post was edited Btw maybe this is still an immersive wenches minor incompatibility thing but for some reason when enslave a bandit wench, she changes her name BUT only when i click them in the console. It's like it links it to the Original wench the combat wench was based on. Luckily when i mouse over them, they are still named the same, this also counts for the one in the list of the MCM menu. As i was saying this has probably more to do with how the author made immersive wenches and it's addon. Perhaps he was a bit "lazy" and just based these npc's on the real ones that come with the base mod? sounds like you've got something else wrong, i have no issues with wenches - unless you've found some specific wenches with issues... if it happens on a regular basis, post the enslavement log or if you can enslave them and fail to rename them in the same log i haven't tried to rename them yet. As i said before their names don't "look" different than they used to, but once i click them in console mode, they are being marked with other names that aren't theirs. everything else is normal. But i'll see what i can do. Btw is there a forum here on the site that culd check your load order for you, just incase you missed anything? so you're issue isn't the pahe names, but the console names - that's an issue with getting the leveled actorbase of modded npc's.... well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms either sort it with loot or put all paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. either sort it with loot or put paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before). i haven't run into any issues with falmer yet, if you're experiencing weirdness : try a reboot from the mcm if you still get weirdness try untoggling the leveled actorbase before enslaving falmer Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying prices for slaves now take into account all training factions, but aside from that no changes have been made to felglow slave camp since einarr's upgrade Thanks for the answer. All issues i had of now has been fixed by restarting a completely new game and putting the esp's above SPERG (it messed up the MCM menu for some reason). I had the problem with the actors losing name when changing cells bug too in my former save but i thinkit has been fixed too. edit: i apparently still have the "fight for me and name dissappears" bug. Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell. Perhaps it is still my load order thatsomehow affects this but i have been having this issue since you guys starting working on it. Somehow i didn't have this problem with just Layams mod. then you still need to post your log as i've asked before: 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 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. same as above, about the only exception to this rule is a dialog bug that you're unable to see pahe dialogs on the slave and all other dialogs appear functional - then i need the voice type I will see what i can do but the thing is there is no crash or anything, so how am i supposed to make a log of it? Btw i use the latest version. 7.1.9. Should i post my load order as well? you don't need to crash the game to have a log, its always there in the skyrim logs folder of your documents once its enabled in your skyrim settings load order to me is only useful as a tool to help determine the names of the mod(s) that are broken in your log and eventually screwing up pahe with their issues
terrorofmorrowind Posted January 29, 2017 Posted January 29, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. what are you talking about, the same bug as who - right now it looks like you have the same bug as yourself, nobody else has ever said that. if you're intending to quote somebody, you've left out the quotes and the individual. aside from that, it looks like a conflict of some type in the face of wonky behavior move pahe to the end of your load order or sort with loot, then reboot it from the mcm He was referring to the edit part of the post directly above his. Never had this bug myself. Only issue i'm having , at times, is with defeat making combat slaves uninteractable, after a rape scene (slave tries to rape someone) fails to complete properly due to a onhit event me killing the victim. Easily resolved with defeat clean up function. thanks for clearing that up, edits are easily lost in the thread unnoticed if they don't check mark the side - tab stating the post was edited Btw maybe this is still an immersive wenches minor incompatibility thing but for some reason when enslave a bandit wench, she changes her name BUT only when i click them in the console. It's like it links it to the Original wench the combat wench was based on. Luckily when i mouse over them, they are still named the same, this also counts for the one in the list of the MCM menu. As i was saying this has probably more to do with how the author made immersive wenches and it's addon. Perhaps he was a bit "lazy" and just based these npc's on the real ones that come with the base mod? sounds like you've got something else wrong, i have no issues with wenches - unless you've found some specific wenches with issues... if it happens on a regular basis, post the enslavement log or if you can enslave them and fail to rename them in the same log i haven't tried to rename them yet. As i said before their names don't "look" different than they used to, but once i click them in console mode, they are being marked with other names that aren't theirs. everything else is normal. But i'll see what i can do. Btw is there a forum here on the site that culd check your load order for you, just incase you missed anything? so you're issue isn't the pahe names, but the console names - that's an issue with getting the leveled actorbase of modded npc's.... well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms either sort it with loot or put all paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. either sort it with loot or put paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before). i haven't run into any issues with falmer yet, if you're experiencing weirdness : try a reboot from the mcm if you still get weirdness try untoggling the leveled actorbase before enslaving falmer Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying prices for slaves now take into account all training factions, but aside from that no changes have been made to felglow slave camp since einarr's upgrade Thanks for the answer. All issues i had of now has been fixed by restarting a completely new game and putting the esp's above SPERG (it messed up the MCM menu for some reason). I had the problem with the actors losing name when changing cells bug too in my former save but i thinkit has been fixed too. edit: i apparently still have the "fight for me and name dissappears" bug. Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell. Perhaps it is still my load order thatsomehow affects this but i have been having this issue since you guys starting working on it. Somehow i didn't have this problem with just Layams mod. then you still need to post your log as i've asked before: 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 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. same as above, about the only exception to this rule is a dialog bug that you're unable to see pahe dialogs on the slave and all other dialogs appear functional - then i need the voice type I will see what i can do but the thing is there is no crash or anything, so how am i supposed to make a log of it? Btw i use the latest version. 7.1.9. Should i post my load order as well? you don't need to crash the game to have a log, its always there in the skyrim logs folder of your documents once its enabled in your skyrim settings load order to me is only useful as a tool to help determine the names of the mod(s) that are broken in your log and eventually screwing up pahe with their issues Is that logs folder supposed to be in my documents? If so am i supposed to enable the log setting in the ini? edit: ok, here's the log. I will also tell exactly what i did when i did that session. First i stood outside boulderfall cave. I went inside, got a slave. Told her to follow me, told her to fight for me. She agreed no problems. I went outside, i can still click her. She goes into fighting stance when i draw weapons (is a eff feature but that's i think normal). I fast travel to Shor's stone. I hover over her, name still visible. I make a 360° look. Hover back over her, name is gone. I then went to redbelly mine to see if that changed anything. Nothing changed. Went back outside and stopped the session. I hope this helps you a bit. edit2: i took a look at it myself. I saw a lot of warnings about bits being out of place. I did changed my load order a bit that shouldn't be too bad. I also saw some fnis actions being activated when i came near other actors. But that's about all i could make out of it. Papyrus.0.log
CliftonJD Posted January 29, 2017 Author Posted January 29, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. what are you talking about, the same bug as who - right now it looks like you have the same bug as yourself, nobody else has ever said that. if you're intending to quote somebody, you've left out the quotes and the individual. aside from that, it looks like a conflict of some type in the face of wonky behavior move pahe to the end of your load order or sort with loot, then reboot it from the mcm He was referring to the edit part of the post directly above his. Never had this bug myself. Only issue i'm having , at times, is with defeat making combat slaves uninteractable, after a rape scene (slave tries to rape someone) fails to complete properly due to a onhit event me killing the victim. Easily resolved with defeat clean up function. thanks for clearing that up, edits are easily lost in the thread unnoticed if they don't check mark the side - tab stating the post was edited Btw maybe this is still an immersive wenches minor incompatibility thing but for some reason when enslave a bandit wench, she changes her name BUT only when i click them in the console. It's like it links it to the Original wench the combat wench was based on. Luckily when i mouse over them, they are still named the same, this also counts for the one in the list of the MCM menu. As i was saying this has probably more to do with how the author made immersive wenches and it's addon. Perhaps he was a bit "lazy" and just based these npc's on the real ones that come with the base mod? sounds like you've got something else wrong, i have no issues with wenches - unless you've found some specific wenches with issues... if it happens on a regular basis, post the enslavement log or if you can enslave them and fail to rename them in the same log i haven't tried to rename them yet. As i said before their names don't "look" different than they used to, but once i click them in console mode, they are being marked with other names that aren't theirs. everything else is normal. But i'll see what i can do. Btw is there a forum here on the site that culd check your load order for you, just incase you missed anything? so you're issue isn't the pahe names, but the console names - that's an issue with getting the leveled actorbase of modded npc's.... well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms either sort it with loot or put all paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. either sort it with loot or put paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before). i haven't run into any issues with falmer yet, if you're experiencing weirdness : try a reboot from the mcm if you still get weirdness try untoggling the leveled actorbase before enslaving falmer Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying prices for slaves now take into account all training factions, but aside from that no changes have been made to felglow slave camp since einarr's upgrade Thanks for the answer. All issues i had of now has been fixed by restarting a completely new game and putting the esp's above SPERG (it messed up the MCM menu for some reason). I had the problem with the actors losing name when changing cells bug too in my former save but i thinkit has been fixed too. edit: i apparently still have the "fight for me and name dissappears" bug. Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell. Perhaps it is still my load order thatsomehow affects this but i have been having this issue since you guys starting working on it. Somehow i didn't have this problem with just Layams mod. then you still need to post your log as i've asked before: 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 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. same as above, about the only exception to this rule is a dialog bug that you're unable to see pahe dialogs on the slave and all other dialogs appear functional - then i need the voice type I will see what i can do but the thing is there is no crash or anything, so how am i supposed to make a log of it? Btw i use the latest version. 7.1.9. Should i post my load order as well? you don't need to crash the game to have a log, its always there in the skyrim logs folder of your documents once its enabled in your skyrim settings load order to me is only useful as a tool to help determine the names of the mod(s) that are broken in your log and eventually screwing up pahe with their issues Is that logs folder supposed to be in my documents? If so am i supposed to enable the log setting in the ini? edit: ok, here's the log. I will also tell exactly what i did when i did that session. First i stood outside boulderfall cave. I went inside, got a slave. Told her to follow me, told her to fight for me. She agreed no problems. I went outside, i can still click her. She goes into fighting stance when i draw weapons (is a eff feature but that's i think normal). I fast travel to Shor's stone. I hover over her, name still visible. I make a 360° look. Hover back over her, name is gone. I then went to redbelly mine to see if that changed anything. Nothing changed. Went back outside and stopped the session. I hope this helps you a bit. edit2: i took a look at it myself. I saw a lot of warnings about bits being out of place. I did changed my load order a bit that shouldn't be too bad. I also saw some fnis actions being activated when i came near other actors. But that's about all i could make out of it. first issue deals with mannequins: [01/29/2017 - 10:24:01PM] warning: Property ClothingFeet on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorBoots on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ClothingHead on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorCuirass on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ClothingBody on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorGauntlets on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorHelmet on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ClothingHands on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property that's 1 piece of a mess thru out the log by that mod next issue deals with shacks and ho succubus: [01/29/2017 - 10:24:01PM] warning: Property CShacks_NAVCUT_FullShack_Left on script CShacks_ShackLargeScript attached to Item 5 in container (48027190) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property MAGDragonPowerAbsorbManEffect on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ActorTypeNPC on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSuccubusDrainGlow on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property DragonPowerAbsorbFXS on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSuccubusDrainGlowVicSpell on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoFeedTransitionSpell on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSuccubusDrain on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property MAGDragonPowerAbsorbEffect on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSoulAbrosb on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property pSoulGemBlack on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property DraugrRace on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoDrainFeaturesSpell on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property pSoulGemBlackFilled on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSLDDPowers on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property Vampire on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property CShacks_NAVCUT_FullShack_Left on script CShacks_ShackLargeScript attached to Item 20 in container (4800B2FA) cannot be initialized because the script no longer contains that property those 2 issues are bad enough they conflict with each other making it worse for others next up is some xpmse issues: [01/29/2017 - 10:24:10PM] Error: (FF0008E3): cannot find variable named FNISaa_magidle_crc. stack: [ (FF0008E3)].Actor.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/29/2017 - 10:24:10PM] Error: (FF000949): cannot find variable named FNISaa_magidle. stack: [ (FF000949)].Actor.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/29/2017 - 10:24:10PM] Error: (000C3A46): cannot find variable named FNISaa_crc. stack: [ (000C3A46)].WIDeadBodyCleanupScript.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/29/2017 - 10:24:10PM] Error: (FF000829): cannot find variable named FNISaa_magidle_crc. stack: [ (FF000829)].Actor.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? xpmse issues are not to be ignored once they start in your log, they're already a detriment to gameplay - i've seen other users break the game over the tiniest of xpmse issues that once cleaned up everything proceeded to work as normal...that's also the beginning of it, more spams later... your final piece of the log had xpmse spam followed by creature framework, fix xpmse then check for any updates on creature framework (last log i've seen of cf didn't look like that, but i can't tell if that's due to the xpmse bugs)
terrorofmorrowind Posted January 29, 2017 Posted January 29, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. what are you talking about, the same bug as who - right now it looks like you have the same bug as yourself, nobody else has ever said that. if you're intending to quote somebody, you've left out the quotes and the individual. aside from that, it looks like a conflict of some type in the face of wonky behavior move pahe to the end of your load order or sort with loot, then reboot it from the mcm He was referring to the edit part of the post directly above his. Never had this bug myself. Only issue i'm having , at times, is with defeat making combat slaves uninteractable, after a rape scene (slave tries to rape someone) fails to complete properly due to a onhit event me killing the victim. Easily resolved with defeat clean up function. thanks for clearing that up, edits are easily lost in the thread unnoticed if they don't check mark the side - tab stating the post was edited Btw maybe this is still an immersive wenches minor incompatibility thing but for some reason when enslave a bandit wench, she changes her name BUT only when i click them in the console. It's like it links it to the Original wench the combat wench was based on. Luckily when i mouse over them, they are still named the same, this also counts for the one in the list of the MCM menu. As i was saying this has probably more to do with how the author made immersive wenches and it's addon. Perhaps he was a bit "lazy" and just based these npc's on the real ones that come with the base mod? sounds like you've got something else wrong, i have no issues with wenches - unless you've found some specific wenches with issues... if it happens on a regular basis, post the enslavement log or if you can enslave them and fail to rename them in the same log i haven't tried to rename them yet. As i said before their names don't "look" different than they used to, but once i click them in console mode, they are being marked with other names that aren't theirs. everything else is normal. But i'll see what i can do. Btw is there a forum here on the site that culd check your load order for you, just incase you missed anything? so you're issue isn't the pahe names, but the console names - that's an issue with getting the leveled actorbase of modded npc's.... well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms either sort it with loot or put all paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. either sort it with loot or put paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before). i haven't run into any issues with falmer yet, if you're experiencing weirdness : try a reboot from the mcm if you still get weirdness try untoggling the leveled actorbase before enslaving falmer Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying prices for slaves now take into account all training factions, but aside from that no changes have been made to felglow slave camp since einarr's upgrade Thanks for the answer. All issues i had of now has been fixed by restarting a completely new game and putting the esp's above SPERG (it messed up the MCM menu for some reason). I had the problem with the actors losing name when changing cells bug too in my former save but i thinkit has been fixed too. edit: i apparently still have the "fight for me and name dissappears" bug. Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell. Perhaps it is still my load order thatsomehow affects this but i have been having this issue since you guys starting working on it. Somehow i didn't have this problem with just Layams mod. then you still need to post your log as i've asked before: 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 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. same as above, about the only exception to this rule is a dialog bug that you're unable to see pahe dialogs on the slave and all other dialogs appear functional - then i need the voice type I will see what i can do but the thing is there is no crash or anything, so how am i supposed to make a log of it? Btw i use the latest version. 7.1.9. Should i post my load order as well? you don't need to crash the game to have a log, its always there in the skyrim logs folder of your documents once its enabled in your skyrim settings load order to me is only useful as a tool to help determine the names of the mod(s) that are broken in your log and eventually screwing up pahe with their issues Is that logs folder supposed to be in my documents? If so am i supposed to enable the log setting in the ini? edit: ok, here's the log. I will also tell exactly what i did when i did that session. First i stood outside boulderfall cave. I went inside, got a slave. Told her to follow me, told her to fight for me. She agreed no problems. I went outside, i can still click her. She goes into fighting stance when i draw weapons (is a eff feature but that's i think normal). I fast travel to Shor's stone. I hover over her, name still visible. I make a 360° look. Hover back over her, name is gone. I then went to redbelly mine to see if that changed anything. Nothing changed. Went back outside and stopped the session. I hope this helps you a bit. edit2: i took a look at it myself. I saw a lot of warnings about bits being out of place. I did changed my load order a bit that shouldn't be too bad. I also saw some fnis actions being activated when i came near other actors. But that's about all i could make out of it. first issue deals with mannequins: [01/29/2017 - 10:24:01PM] warning: Property ClothingFeet on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorBoots on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ClothingHead on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorCuirass on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ClothingBody on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorGauntlets on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorHelmet on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ClothingHands on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property that's 1 piece of a mess thru out the log by that mod next issue deals with shacks and ho succubus: [01/29/2017 - 10:24:01PM] warning: Property CShacks_NAVCUT_FullShack_Left on script CShacks_ShackLargeScript attached to Item 5 in container (48027190) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property MAGDragonPowerAbsorbManEffect on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ActorTypeNPC on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSuccubusDrainGlow on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property DragonPowerAbsorbFXS on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSuccubusDrainGlowVicSpell on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoFeedTransitionSpell on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSuccubusDrain on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property MAGDragonPowerAbsorbEffect on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSoulAbrosb on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property pSoulGemBlack on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property DraugrRace on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoDrainFeaturesSpell on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property pSoulGemBlackFilled on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSLDDPowers on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property Vampire on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property CShacks_NAVCUT_FullShack_Left on script CShacks_ShackLargeScript attached to Item 20 in container (4800B2FA) cannot be initialized because the script no longer contains that property those 2 issues are bad enough they conflict with each other making it worse for others next up is some xpmse issues: [01/29/2017 - 10:24:10PM] Error: (FF0008E3): cannot find variable named FNISaa_magidle_crc. stack: [ (FF0008E3)].Actor.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/29/2017 - 10:24:10PM] Error: (FF000949): cannot find variable named FNISaa_magidle. stack: [ (FF000949)].Actor.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/29/2017 - 10:24:10PM] Error: (000C3A46): cannot find variable named FNISaa_crc. stack: [ (000C3A46)].WIDeadBodyCleanupScript.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/29/2017 - 10:24:10PM] Error: (FF000829): cannot find variable named FNISaa_magidle_crc. stack: [ (FF000829)].Actor.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? xpmse issues are not to be ignored once they start in your log, they're already a detriment to gameplay - i've seen other users break the game over the tiniest of xpmse issues that once cleaned up everything proceeded to work as normal...that's also the beginning of it, more spams later... your final piece of the log had xpmse spam followed by creature framework, fix xpmse then check for any updates on creature framework (last log i've seen of cf didn't look like that, but i can't tell if that's due to the xpmse bugs) The "no longer contains that property" lines could these be because i changed my load order without making a new save for the new one? It would explain why it can't find it. About the xpmse issue. I installed pretty combat animations recently and i think it has the exact same reason. It seems like XPMSE can't fin these lines hence "?" question mark, right? I will post this log too at the XPMSE forum. Thanks for the help. edit: nevermind i started a complete new game with the current load order and i saw that id's starting with 47 (improved artifacts complete edition) and 55 (deadly drain are apparently causing issues). BUT luckily. The XPMSE issues have been solved for now. (atleast i didn't saw any mentioning of it in this log. Have a look if you like.Really sad though, i really wanted to have more powerfull daedric weapons. Perhaps i have to put that mod lower in the order? edit2: i removed iproved artifacts mod (number 47) and i'm still getting the same error, even with a new game? I probably should post this in the techicals forum of loverslab right? Here is the new one anyway. Papyrus.0.log Papyrus.1.log
CliftonJD Posted January 30, 2017 Author Posted January 30, 2017 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. what are you talking about, the same bug as who - right now it looks like you have the same bug as yourself, nobody else has ever said that. if you're intending to quote somebody, you've left out the quotes and the individual. aside from that, it looks like a conflict of some type in the face of wonky behavior move pahe to the end of your load order or sort with loot, then reboot it from the mcm He was referring to the edit part of the post directly above his. Never had this bug myself. Only issue i'm having , at times, is with defeat making combat slaves uninteractable, after a rape scene (slave tries to rape someone) fails to complete properly due to a onhit event me killing the victim. Easily resolved with defeat clean up function. thanks for clearing that up, edits are easily lost in the thread unnoticed if they don't check mark the side - tab stating the post was edited Btw maybe this is still an immersive wenches minor incompatibility thing but for some reason when enslave a bandit wench, she changes her name BUT only when i click them in the console. It's like it links it to the Original wench the combat wench was based on. Luckily when i mouse over them, they are still named the same, this also counts for the one in the list of the MCM menu. As i was saying this has probably more to do with how the author made immersive wenches and it's addon. Perhaps he was a bit "lazy" and just based these npc's on the real ones that come with the base mod? sounds like you've got something else wrong, i have no issues with wenches - unless you've found some specific wenches with issues... if it happens on a regular basis, post the enslavement log or if you can enslave them and fail to rename them in the same log i haven't tried to rename them yet. As i said before their names don't "look" different than they used to, but once i click them in console mode, they are being marked with other names that aren't theirs. everything else is normal. But i'll see what i can do. Btw is there a forum here on the site that culd check your load order for you, just incase you missed anything? so you're issue isn't the pahe names, but the console names - that's an issue with getting the leveled actorbase of modded npc's.... well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms either sort it with loot or put all paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. either sort it with loot or put paradise halls mods at the bottom of your load order after load order is settled with either of those 2 methods reboot the mod from the mcm well, I have problem with 7.1.8 version (it was ok before): I'm unable to enslave any NPC. When "steal health" option is pressed NPC crouches but there is no dialogue option to put the collar on or tell her that she's a slave now. Slave count goes up but the only dialogue options are slave options and NPC never gets out of the crouch. Will try the beta patch and then the full 7.1.9 install and see how it goes... Edit I - patch doesn't work Edit II - v7.1.9 neither.... Never mind... put PAHE at the top of the loading order and all SEEMS to be well again hat do you mean "top" do you mean "bottom" so that it is loaded first? no I mean top of the list just below esms Ok, got it and it does solve some issues for me too BUT now i have issues that the home sweet home mod introduces. Like the "not being able to continue beyond the "put this on" dialogue bug". It has somethig to do with the new voicetypes the new PAH introduces. Their was a way to get around that though. edit: nvm, apparently it has something to do oth what you had. It's one of the vanilla condescending voiced necromancers (novice necromancer) from the alternate starts mod, that you meet after you exit the cave when you strt as a thrall for a necromancer beginning. I was still using 7.1.8 though so maybe 7.1.9 will do. If you read a few posts back, you ll see that HSH has issues with the new voicetypes of PAHE, but after you retrieve a slave from a HSH cell. Easily fixable though, until Musje updates the scripts. The "put this on" bug is fixed at 719. @CliftonJD : Is falmer cloning a bit wonky or i was just unlucky? Enslaved 2 falmers (in the same cell with paralysis spell) and i got in both cases both the original falmer and a hostile copy of it.Not sure if it's ASIS increased spawns acting up though. Other than that seems to be working fine. (not certain what the issue was before). i haven't run into any issues with falmer yet, if you're experiencing weirdness : try a reboot from the mcm if you still get weirdness try untoggling the leveled actorbase before enslaving falmer Prolly worth it, i never found the PAH way of selling slaves that good (tbh i've not re-tried it recently so that might have been made better) so the HSH inn and auction is much more satisfying prices for slaves now take into account all training factions, but aside from that no changes have been made to felglow slave camp since einarr's upgrade Thanks for the answer. All issues i had of now has been fixed by restarting a completely new game and putting the esp's above SPERG (it messed up the MCM menu for some reason). I had the problem with the actors losing name when changing cells bug too in my former save but i thinkit has been fixed too. edit: i apparently still have the "fight for me and name dissappears" bug. Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell. Perhaps it is still my load order thatsomehow affects this but i have been having this issue since you guys starting working on it. Somehow i didn't have this problem with just Layams mod. then you still need to post your log as i've asked before: 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 "Whenever i ask them to fight for me, as soon as i leave a cell, they become uninteractable unless i rename them in the MCM. If i don't ask them to fight for they are still normal. I have been from cell to cell for hours with just them following me but as soon as i ask them to fight for me, they stop showing their names as soon as i leave the cell." I have the same bug. All other options work fine but this one was always bugged. same as above, about the only exception to this rule is a dialog bug that you're unable to see pahe dialogs on the slave and all other dialogs appear functional - then i need the voice type I will see what i can do but the thing is there is no crash or anything, so how am i supposed to make a log of it? Btw i use the latest version. 7.1.9. Should i post my load order as well? you don't need to crash the game to have a log, its always there in the skyrim logs folder of your documents once its enabled in your skyrim settings load order to me is only useful as a tool to help determine the names of the mod(s) that are broken in your log and eventually screwing up pahe with their issues Is that logs folder supposed to be in my documents? If so am i supposed to enable the log setting in the ini? edit: ok, here's the log. I will also tell exactly what i did when i did that session. First i stood outside boulderfall cave. I went inside, got a slave. Told her to follow me, told her to fight for me. She agreed no problems. I went outside, i can still click her. She goes into fighting stance when i draw weapons (is a eff feature but that's i think normal). I fast travel to Shor's stone. I hover over her, name still visible. I make a 360° look. Hover back over her, name is gone. I then went to redbelly mine to see if that changed anything. Nothing changed. Went back outside and stopped the session. I hope this helps you a bit. edit2: i took a look at it myself. I saw a lot of warnings about bits being out of place. I did changed my load order a bit that shouldn't be too bad. I also saw some fnis actions being activated when i came near other actors. But that's about all i could make out of it. first issue deals with mannequins: [01/29/2017 - 10:24:01PM] warning: Property ClothingFeet on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorBoots on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ClothingHead on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorCuirass on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ClothingBody on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorGauntlets on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ArmorHelmet on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ClothingHands on script ZGH_UV3_Mannequin attached to (470B548F) cannot be initialized because the script no longer contains that property that's 1 piece of a mess thru out the log by that mod next issue deals with shacks and ho succubus: [01/29/2017 - 10:24:01PM] warning: Property CShacks_NAVCUT_FullShack_Left on script CShacks_ShackLargeScript attached to Item 5 in container (48027190) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property MAGDragonPowerAbsorbManEffect on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property ActorTypeNPC on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSuccubusDrainGlow on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property DragonPowerAbsorbFXS on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSuccubusDrainGlowVicSpell on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoFeedTransitionSpell on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSuccubusDrain on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property MAGDragonPowerAbsorbEffect on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSoulAbrosb on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property pSoulGemBlack on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property DraugrRace on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoDrainFeaturesSpell on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property pSoulGemBlackFilled on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property HoSLDDPowers on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property Vampire on script hoslddthread attached to HoSLDDThread00 (5500B46F) cannot be initialized because the script no longer contains that property [01/29/2017 - 10:24:01PM] warning: Property CShacks_NAVCUT_FullShack_Left on script CShacks_ShackLargeScript attached to Item 20 in container (4800B2FA) cannot be initialized because the script no longer contains that property those 2 issues are bad enough they conflict with each other making it worse for others next up is some xpmse issues: [01/29/2017 - 10:24:10PM] Error: (FF0008E3): cannot find variable named FNISaa_magidle_crc. stack: [ (FF0008E3)].Actor.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (FF0008E3)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/29/2017 - 10:24:10PM] Error: (FF000949): cannot find variable named FNISaa_magidle. stack: [ (FF000949)].Actor.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000949)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/29/2017 - 10:24:10PM] Error: (000C3A46): cannot find variable named FNISaa_crc. stack: [ (000C3A46)].WIDeadBodyCleanupScript.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 2 on (000C3A46)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [01/29/2017 - 10:24:10PM] Error: (FF000829): cannot find variable named FNISaa_magidle_crc. stack: [ (FF000829)].Actor.SetAnimationVariableInt() - "" Line ? .fnis_aa.SetAnimGroup() - "FNIS_aa.psc" Line ? .xpmselib.SetAA() - "XPMSELib.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.SetAA() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 1 on (FF000829)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ? xpmse issues are not to be ignored once they start in your log, they're already a detriment to gameplay - i've seen other users break the game over the tiniest of xpmse issues that once cleaned up everything proceeded to work as normal...that's also the beginning of it, more spams later... your final piece of the log had xpmse spam followed by creature framework, fix xpmse then check for any updates on creature framework (last log i've seen of cf didn't look like that, but i can't tell if that's due to the xpmse bugs) The "no longer contains that property" lines could these be because i changed my load order without making a new save for the new one? It would explain why it can't find it. About the xpmse issue. I installed pretty combat animations recently and i think it has the exact same reason. It seems like XPMSE can't fin these lines hence "?" question mark, right? I will post this log too at the XPMSE forum. Thanks for the help. edit: nevermind i started a complete new game with the current load order and i saw that id's starting with 47 (improved artifacts complete edition) and 55 (deadly drain are apparently causing issues). BUT luckily. The XPMSE issues have been solved for now. (atleast i didn't saw any mentioning of it in this log. Have a look if you like.Really sad though, i really wanted to have more powerfull daedric weapons. Perhaps i have to put that mod lower in the order? edit2: i removed iproved artifacts mod (number 47) and i'm still getting the same error, even with a new game? I probably should post this in the techicals forum of loverslab right? Here is the new one anyway. internet issues here today... property issues are issue strictly for that mod - either need to drop the mod or contact that mod's author about getting it fixed if you get xpmse setup properly, it has a feature to disable the cloak effect in the mcm - read and follow those directions carefully, it must be done as it says
CliftonJD Posted January 30, 2017 Author Posted January 30, 2017 I seem to have a issue with a dialogue after enslaving a NPC.. it just says nothing after selecting "Be quiet and put this on".. First of all thank you for sharing your work. I seem to be having the same issue with the Female condescending voice type as the previous user. After "be quiet and put this on" and giving them a collar, they get registered as slaves, but that's just about it.Tried to look for conflicts with xedit but couldn't find any. On an unrelated note it seems its the preferred voice type for most, if not all, mage type female leveled actors (witches,fire/ice mages etc. Worst case scenario, i'll make a patch changing their voice type). I'd noticed that as well, for me the female condescending partially worked but did not have all the audio. Female sultry appears to be more broken, if I try to enslave an NPC with the female sultry voice I essentially get the old "nord" bug. That is, they go into bleed out and get stuck there with no option to finish the enslavement process. I just assumed this was due to the ongoing work in progress updating the voice types, but perhaps its been an oversight. Honestly, I find that the current implementation, where the slaves in sneak mode are basically constantly trying to occupy the same physical space as the player, effectively breaks sneaking. It's difficult as hell to line up an arrow for a snipe shot when you're constantly getting pushed around, never mind getting close enough for a backstab, and the constant movement and occasional kick-in of the NPC collision reaction drastically raises detection chances. On top of that, it's also broken the 'hang back from combat' behavior for non-combat slaves, as it seems that any slave in sneak mode loses all concept of the player's personal space, completely regardless of what's happening around them. So they're quite happy to slowly creep right into the middle of a pitched melee, where one mis-aimed blow from the player can leave that low-level bandit you just grabbed for sale a bloody heap on the floor. Not sure when or why the behavior got changed but it was simple to fix, the attachment below is a corrected file for 7.1.8 that updates the base slave behavior template (PAHActorAliasPackageTemplate) to correctly use the min and max hold back radius. Strangely this had been set to use the "slave energy" variable instead, but only when the player is sneaking which is why the were crawling up your (and mine and everyone else's) ass. Changing it back means when sneaking they should stay at a 350 to 4000 unit radius... instead of 50 (which meant they were effectively trying to occupy the same space as your character). I have noticed some other issues with the dialogs and some of their conditional statements that need to be fixed but I haven't had time to really look that over and document what needs to be changed. I'll post something when I have time, probably along with some suggestions for some additional options that could add a bit more variety to when various responses occur. But for now as an example, you may have noticed if you tell a slave to do something for you they are more frequently responding with "I don't have to take that from you" even if their submission is at 100 and respect is 80+. Here's why. That response has three conditions set determining when it can occur. The first checks to see if the slave is in the slave faction (this is necessary to prevent that dialog from showing up on non slave NPCs). The second checks to see if their mood is angry. The third condition checks to see if their submission is less than or equal to 30. This would be fine if all three conditions were required, but in fact they currently are not. Each condition ends with an OR statement which means that only one of the above needs to be true for that response to trigger. In other words, simply being a slave OR, being angry OR having submission less than or equal to 30 will allow that "I don't have to take that from you!" angry response. Fixing this is simple, the conditions should simple be set to end in AND (except the last one which does currently end in AND, but actually that one should be changed to OR, I'll explain why below). This gives us the combined condition of the slave must be in the slave faction AND the slave mood must be angry AND submission must be less than or equal to 30 OR... Why should the last one end in OR? If nothing further is done then it doesn't really matter (other than just being tidy with the code, its a bad habit to end sets of conditions with AND instead of OR in any form programming). But, there's an opportunity here to have a bit of fun and utility with this by creating more than one set of conditions, in which case ending the first set with an OR is very important. This first set requires that both submission be low and the slave be feeling angry. We could add second set of conditions like this First set of conditions OR New set Is the slave in the slave faction AND Is the slave mood angry AND Is submission equal to or less than 70 AND Is respect equal to or less then 60 OR What would this do? This would mean that if you have a slave AND they are angry AND their submission is equal to or less than 70 AND if also their respect training is equal to or less than 60 you could still get the angry response. You may be wondering, wouldn't the the first set of conditions override this? Yes, in fact it does - IF true; but if its isn't true (say the slave's submission is 31) then Skyrim looks at and considers the next set of conditions. If this next set is true (and with the AND flags set all of those in that set must be true) then the response can still occur. If this second set is also not true, then the response simply can't occur and Skyrim looks at the next response as to whether it can occur. This also should underscore how important the order in which things are listed are. Skyrim always considers conditions, behavior packages, etc from the top of the stack down. There's no limit to how many of these sets of conditions can be applied, though in practical terms it can become cumbersome if you add a lot (just in terms of keeping up with them all and debugging). Adding some of these additional sets could be a means of adding new response variables that would create circumstances where it would be possible to train Respect above 81-86 where it currently tends to be effectively capped (due to the conditions on current dialog). I haven't had time to look into this much further, but will try to do so when both my spare time and my health allow. the next update will be ready soon, find me some sultry women!!
BlackShades Posted January 30, 2017 Posted January 30, 2017 Not sure if i should be saying this here or the HSH thread but... cloning leveled actors (the new option you added) seems to work for PAHE just fine. Issue is if you sell a slave to the mine overseer of HSH, than the same leveled actor type appears with mining clothes instead of the regular faction, or whatever armor. An example... Enslaved 2 forsworn females. Sold 1 to the mines, kept 1. On mynext encounter with the forsworn the female actor type i kept was dressed normally in forsword armor . The one i sold was wearing mining clothes and whatever else HSH equips to mining slaves. (using JH forsword that gives females distinct looks so i'm certain it was the same 2 leveled actors) Haven't tried the auction feature of HSH yet (in my current play through) to see if it's just selling to the mines of passing a slave to HSH in general. Not a biggie, just thought i'd mention it.
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