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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted

 Damn, it just hit me that i should have posted, among other things, my load order, that way people can spot incompatibilities easy. 

 

Screenshots:
mod list + order (I know there are 2 nude bodies, I choose poorly the first time and I just don't wanna risk uninstalling the old one, so I just overrode the files)

 

 

O0rF5mK.png

 

 

 

the culprit

 

 

Ky317LN.png

 

 

 

mcm menu 1

 

8QabKVt.png

 

 

 

So here's all the info that I have about my disappearing slave (stops existing from the game and the slave list):

- I am not sure but it seems to only happen just to this one slave. She and 2 other bandits were all captured from the tower on the road to, and the outside area of, Bleakfalls Barrow. I have 9 slaves atm and no one else is affected.

- I do believe that she was the first I enslaved and the only one from the tower, but I am not sure, because I can't remember  :mellow: . 

- the first instance of the disappearing act happened in Riverun, before I went into Belakfalls it self (I went up there, captured some slaves and went back to town), I believe it was the same slave, but since I can't remember exactly I can't say for certain.

- the other 2 slaves, both female bandits, were not affected. I did sell them soon after. 

- it only happens when she can't be in the players "zone of spawn actors"  so

----- if I tie her up and fast travel, she stops existing.

----- the same thing happens if she can't transition instances fast. If she is blocked from reaching the transition point (bad pathfinding zone, too many slaves) she stops existing.

----- If I move far enough that the world where she is "despawns" she stops existing.

----- same if she's busy in an idle animation, like that triggered by songs in the inn, and I walk out.

- she is the oldest slave I've had by far, coming up to 16 hours of total game time. The next oldest are barely at 4 hours. 
- when transitioning i have a few seconds to bring up the MCM menu and teleport her to me before she stops existing. 

At the moment, it's not that big a deal anymore, since no other slaves seem affected, but I was worried, back when i first mentioned it, that it would happen to every slave. 
 

Posted

 

 

 Damn, it just hit me that i should have posted, among other things, my load order, that way people can spot incompatibilities easy. 

 

Screenshots:
mod list + order (I know there are 2 nude bodies, I choose poorly the first time and I just don't wanna risk uninstalling the old one, so I just overrode the files)

 

 

O0rF5mK.png

 

 

 

the culprit

 

 

Ky317LN.png

 

 

 

mcm menu 1

 

8QabKVt.png

 

 

 

So here's all the info that I have about my disappearing slave (stops existing from the game and the slave list):

- I am not sure but it seems to only happen just to this one slave. She and 2 other bandits were all captured from the tower on the road to, and the outside area of, Bleakfalls Barrow. I have 9 slaves atm and no one else is affected.

- I do believe that she was the first I enslaved and the only one from the tower, but I am not sure, because I can't remember  :mellow: . 

- the first instance of the disappearing act happened in Riverun, before I went into Belakfalls it self (I went up there, captured some slaves and went back to town), I believe it was the same slave, but since I can't remember exactly I can't say for certain.

- the other 2 slaves, both female bandits, were not affected. I did sell them soon after. 

- it only happens when she can't be in the players "zone of spawn actors"  so

----- if I tie her up and fast travel, she stops existing.

----- the same thing happens if she can't transition instances fast. If she is blocked from reaching the transition point (bad pathfinding zone, too many slaves) she stops existing.

----- If I move far enough that the world where she is "despawns" she stops existing.

----- same if she's busy in an idle animation, like that triggered by songs in the inn, and I walk out.

- she is the oldest slave I've had by far, coming up to 16 hours of total game time. The next oldest are barely at 4 hours. 
- when transitioning i have a few seconds to bring up the MCM menu and teleport her to me before she stops existing. 

At the moment, it's not that big a deal anymore, since no other slaves seem affected, but I was worried, back when i first mentioned it, that it would happen to every slave. 
 

 

 

 

Not seeing a merged/bashed patch on your plugin list. Usually useful to have at least a bashed one when mods that alter leveled actors exist (I'm using jh_everything too btw. ;) ). If this slave with the current pahe stats she has disappears, than ofc its not a runaway issue. She probably bugged out somewhere in the process. Before giving up on her, try "recycleactor" with her selected in console (she will most probably disappear) and than "moveto player" without the quotes. In case she changes appearance or changes to male keep "recycleactor" until the same actor appears. May or may not help though.


 

Posted

 

 

 

 

Not seeing a merged/bashed patch on your plugin list. Usually useful to have at least a bashed one when mods that alter leveled actors exist (I'm using jh_everything too btw. ;) ). If this slave with the current pahe stats she has disappears, than ofc its not a runaway issue. She probably bugged out somewhere in the process. Before giving up on her, try "recycleactor" with her selected in console (she will most probably disappear) and than "moveto player" without the quotes. In case she changes appearance or changes to male keep "recycleactor" until the same actor appears. May or may not help though.

 

 

I knew I was missing something ^^. Bashed patched created (that explains the occasional naked enemy).

 

I tried "recycleactor" it didn't change anything, the issue remains. Now I have 20 slave and she's the only one with issues, there's been 10 of them tied in the streets of Markath for the last 4 hours or so, a few others in the lakeview manor, and no one else has had an issues (while I was gallivanting in the north) . ¯\_(ツ)_/¯

 

I'll keep her around until I can try some of the options from Home Sweet Home and then it's off to the market. Besides, after fighting dragons and giants she a 100% combat ready level 4 bandit / figment of my imagination  :D (she actually quite the angry glass canon, goes down the moment anything looks at her funny but does a lot of damage if shes ignored)

 

Anyway, thank you all for your time. 

 

p.s. yes, once I saw how nice the jh replacers looked I had to have them all. 

Posted

Would it be safe for Mod Organizer users to use the Replace option to update ? I have been using Merge as is generally recommended but when a mod updates alot, that leaves alot of stuff in MO's downloads folder.

Posted

Would it be safe for Mod Organizer users to use the Replace option to update ? I have been using Merge as is generally recommended but when a mod updates alot, that leaves alot of stuff in MO's downloads folder.

 

that's safe to use replace, if you you choose the full install version each time. if you use the update, then you'll need to choose the merge as you have been doing

Posted

Would it be safe for Mod Organizer users to use the Replace option to update ? I have been using Merge as is generally recommended but when a mod updates alot, that leaves alot of stuff in MO's downloads folder.

 

Everyone does it differently...

I am a really heavy MO user; maybe 230 mods total over 12 profiles.

I never use Replace or Merge; every update is treated as it's own mod. Makes it easy to back off an update; just uncheck it.

The name of every base install and update includes the version, so there is never a mod name match.

When a full install is done, the previous base install and all it's updates are deleted from downloads.

Just be very careful that the MO load order keeps the correct order of updates. You can always check Conflicts.

Posted

I am thinking or removing the Fellglow slave camp. Is choosing one of the camps necessary for the main file to work ? I never go to or use Fellglow Slave Camp. The three versions are abit confusing also and none of the three seem to be updated anymore. If possible I'd like to remove it and use SkyrimTools to remove any leftovers from it if needed.

Posted

I am thinking or removing the Fellglow slave camp. Is choosing one of the camps necessary for the main file to work ? I never go to or use Fellglow Slave Camp. The three versions are abit confusing also and none of the three seem to be updated anymore. If possible I'd like to remove it and use SkyrimTools to remove any leftovers from it if needed.

 

 I do not think the Fellglow camp is required, but keep in mind, unless you use Paradise Halls - Home Sweet Home, or something similar, there is no way to sell the slaves without the Fellglow camp. You can still release them when you get bored with them. 

Posted

 

I am thinking or removing the Fellglow slave camp. Is choosing one of the camps necessary for the main file to work ? I never go to or use Fellglow Slave Camp. The three versions are abit confusing also and none of the three seem to be updated anymore. If possible I'd like to remove it and use SkyrimTools to remove any leftovers from it if needed.

 

 I do not think the Fellglow camp is required, but keep in mind, unless you use Paradise Halls - Home Sweet Home, or something similar, there is no way to sell the slaves without the Fellglow camp. You can still release them when you get bored with them. 

 

I use PAH Home Sweet Home and I send some to my player homes.

Posted

 In the original version, the Slave Camp was an optional mod, I do not believe anything has changed in PAHE, you should be fine. 

Posted

The new version I have installed has alot of audio dialogue missing... What could be the case? Is it because I have Paradise halls extended and PAH home sweet home?

Posted

I am thinking or removing the Fellglow slave camp. Is choosing one of the camps necessary for the main file to work ? I never go to or use Fellglow Slave Camp. The three versions are abit confusing also and none of the three seem to be updated anymore. If possible I'd like to remove it and use SkyrimTools to remove any leftovers from it if needed.

don't give up so fast. some other people here are willing to make add on patches to those mods for more immersion. but after some vetting to earn a place for download. just need to know what might be missing or might be needed as ideas. Maybe CliftonJD can start a second thread as like wishes or ideas. then some others like myself can try some stuff or ideas within our limits and knowledge.

 

yeah family feud has pros and cons, great concept but has become a bad place since it conflicts with many other popular mods. Fellglow slave camp, I kind of got the same feeling, went there once, but drumming up some ideas to make users want to make a freq visit there for weapons, work, buy custom slaves or followers. but we will see how all that works out.

Posted (edited)

The new version I have installed has alot of audio dialogue missing... What could be the case? Is it because I have Paradise halls extended and PAH home sweet home?

already covered this several times here and recently updated the main page to say it again:

 

7.1.9 includes the required paradise halls files needed to run(do not mix with another paradise halls!!!)

 

home sweet home is addon that's ok to use addons, but Paradise halls extended is an incompatible replacement file that never left beta and eventually was closed

Edited by CliftonJD
Posted

home sweet home is addon that's ok to use addons, but Paradise halls extended is an incompatible replacement file that never left beta and eventually was closed

 

 

 

Sorry, I've phrased it wrong. It was the Paradise_hallSLExtension.esp file I had in mind. I have actually the newest version 7.1.9 installed on top of 6.2.2 full install.

Posted

 

home sweet home is addon that's ok to use addons, but Paradise halls extended is an incompatible replacement file that never left beta and eventually was closed

 

 

 

Sorry, I've phrased it wrong. It was the Paradise_hallSLExtension.esp file I had in mind. I have actually the newest version 7.1.9 installed on top of 6.2.2 full install.

 

ok, the sl extension is part of the package being updated here so that's fine

some of the greetings in the newer voices need adjustments so its already on the list as i get more time - those voice types are listed in the mcm, the current version has them silent - known bug

Posted

 

I am thinking or removing the Fellglow slave camp. Is choosing one of the camps necessary for the main file to work ? I never go to or use Fellglow Slave Camp. The three versions are abit confusing also and none of the three seem to be updated anymore. If possible I'd like to remove it and use SkyrimTools to remove any leftovers from it if needed.

don't give up so fast. some other people here are willing to make add on patches to those mods for more immersion. but after some vetting to earn a place for download. just need to know what might be missing or might be needed as ideas. Maybe CliftonJD can start a second thread as like wishes or ideas. then some others like myself can try some stuff or ideas within our limits and knowledge.

 

yeah family feud has pros and cons, great concept but has become a bad place since it conflicts with many other popular mods. Fellglow slave camp, I kind of got the same feeling, went there once, but drumming up some ideas to make users want to make a freq visit there for weapons, work, buy custom slaves or followers. but we will see how all that works out.

 

I like the idea of Fellglow and I see the potential for addons for it. However, there are three somewhat confusing versions and the only modern one is handled by EinarrTheRed and he's given up on it. Family Feud hasnt been touched since early 2013. I think if there is ever to be more Fellglow addons, they should be made for an entirely brand new camp built from scratch. That way there is no issues with permissions/ownerships and whatnot.

Posted

Thank you for this mod!  Aside from a few bugs and my own failure(s) to understand some things, this mod is frickin' awesome.  Not only do i get to defeat the Imperial swine for the Stormcloaks, i can now sell them into slavery!   Sweet!

Posted

Thank you for this mod!  Aside from a few bugs and my own failure(s) to understand some things, this mod is frickin' awesome.  Not only do i get to defeat the Imperial swine for the Stormcloaks, i can now sell them into slavery!   Sweet!

 

;)

 

Posted

 Finally got around to finishing the Home Sweet Home quest line, build a camp, had The Disappearing Slave guard it, and the moment I changed instances she "died of mysterious circumstances" :D 

 Clearly, since shes the only one doing this out of 27 slaves now, she got bugged somehow. Time to sell her, and be free, good bye figment of my imagination. :D

Posted

 

 

home sweet home is addon that's ok to use addons, but Paradise halls extended is an incompatible replacement file that never left beta and eventually was closed

 

 

 

Sorry, I've phrased it wrong. It was the Paradise_hallSLExtension.esp file I had in mind. I have actually the newest version 7.1.9 installed on top of 6.2.2 full install.

 

ok, the sl extension is part of the package being updated here so that's fine

some of the greetings in the newer voices need adjustments so its already on the list as i get more time - those voice types are listed in the mcm, the current version has them silent - known bug

 

FYI old zip histories

  old files for ppl looking to clean out junk for the getting latest  PAHE builds

that SL extentsion zip was a mess, I seen entire duplicated scripts folder copies inside of child folders, looking for a long lost magic effects. I went back to my game build and found out that even MO did not removed them and that so called PAH batch remover of old files missed them too...

 

To check for extra junk floating around,  look at Data/scripts and if you have another folder in there Data/scripts/Scripts    you might have old files in the script folder while old PAH files are still sitting around in the script/Script folder. that was installed by that prior zip build listed below here....

paradise_halls sl extension repack release h_rc0.5.7z << this had 3 levels of redundant script folder copies inside of itself

paradise_halls sl extension repack2 release h_rc0.5.zip << this did not

I was able to just cut the 2nd Script folder and paste it into a holding area outside my game build for a later review.

 

 

Posted

This mode is awesome but there are so many files to download i am confused :|
Which one i should pick and download beside pahe live 7.1.9?
Or is it all i need?

Posted

This mode is awesome but there are so many files to download i am confused :|

Which one i should pick and download beside pahe live 7.1.9?

Or is it all i need?

 

Yes, 7.1.9 full install is all you need. Patches for TDF prostitution and Devious Devices is optional if you have those mods installed.

 

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