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Paradise Halls Enhanced (pahe) repacked with the customary addons


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Posted (edited)

 

 

 

 

 

 

 

 

 

 

 

As far as i know, NMM is still doing the the most recent install overwrites the previous install, unlike MO which has separate installs so you can drag your file installation order around more freely.

 

In NMM, if i installed in the wrong order, i had to throw it out and start again (because even just uninstalling the mod(s) and reinstalling in the appropriate order still left issues behind).  In MO, if i install in the wrong order, i can just drag the file above the one i should've installed after it and go on with my day.

 

 

 

As far as i know, NMM is still doing the the most recent install overwrites the previous install, unlike MO which has separate installs so you can drag your file installation order around more freely.

 

In NMM, if i installed in the wrong order, i had to throw it out and start again (because even just uninstalling the mod(s) and reinstalling in the appropriate order still left issues behind).  In MO, if i install in the wrong order, i can just drag the file above the one i should've installed after it and go on with my day.

 

Hmmm? Should mods be installed numerically? And if a mod that needed to be installed at the end by Modder's recommendation but was already installed, should be uninstalled? 

 

 

oh I did not want it to run on a organizer talk, just that if people removed all old PAH files and folders , NMM installs PAHE just fine.

and read one thing to clear up, Yes NMM does do virtual installs now just like MO, and you can also drag load orders up and down under plugins list and just reload your game in secs, I been doing that the last year and multiple game profiles. but MO has more info given out when Trouble shooting stuff that NMM has not added yet. or if they do?!

 

 

On disable to clarify for all

Q. when MO disables a mod , does it just leaves the files in folders and just disables the esp from running?

NMM only disables the esp from running, but all files in folders are still there. they would have to right click the mod and remove all files from profile like in the case of old PAH stuff, just by disable old versions still leaves folders and file stuff in game, but does not run old PAH esp, but could still glitch it.

I think people use disable the wrong way, I use it to find where a CTD might be going on or temporarily for trouble shooting, leaving extra junk in game is a sure  way of glitches for MO or NMM :P

 

that's the issue here - a pah patch disabled in nmm is still messing things up for the user

mo users can disable that mod completely

 

 

yeah that was my issue, NMM knows what it installs, so later when you say remove it or disable it, it remembers.

 

BUT, if you MANUALLY sneak in file copy and paste in your game build, NMM may not know how to remove it, since NMM builds a virtual install over the core files, inf ppl manually installed old PAH files, they will need to manual remove them from the core game files.

However if they installed PAN from a zip with NMM, NMM will remove those it installed virtually.

 

I was glad you renamed all the new stuff PAHE :)

 

 

LMOA, I guess MO and NMM in the NOOBs hands is like a loaded weapon, they tend to shoot themselves in the foot once they start manually dropping files in. and forgot what they did a year or so ago.

 

 

apparently mo allows manually dropping files in and still have those virtual folders as well, hard to explain how that stuff works, but i've seen enough users here manually drop the files into mo that even when the zip was too complicated with out fomods for the managers to understand - mo just kept on ticking like energizer bunny...all they had to do was click the manual button

 

 

 

For me, MO is sacred.   :P

 

for me mo is scary

 

 

  slave limit extended to 63---known bug on old saves the max slave count is burned into the save from the count that was there at game start---it will always say 0/50 or 1/50 or 2/50, etc...(new or clean save should fix this)

 

 

I have this bug, instead of having the maximum set at 130, it displays 50.

Cleaning save or reboot the mod (before AND after the cleaning) doesn't work.

 

The only thing which work is to delete the mod, save, clean, re-load the mod. But i have to tie all my slaves and re-train them.

 

Before doing that, i would like to know if the number "50" will actually set the maximum of slave to 50 of if this is just a Display-bug ? So i could have 59/50 slaves for example.

 

Thanks

 

 

Cleaning save or reboot the mod (before AND after the cleaning) doesn't work.

reboot the mod is done from the mcm, i wrote that in the possibility that it might work - but the number of slaves to test that still hadn't actually happened yet and i couldn't remember far enough back to when blabla expanded from 15 to 50 to remember the results of those who tried to upgrade old pah saves

 

The only thing which work is to delete the mod, save, clean, re-load the mod. But i have to tie all my slaves and re-train them.

 

that's correct

 

if this is just a Display-bug ? So i could have 59/50 slaves for example.

 

its a display issue to the point you don't even get slave info or debug options from the slave list. slave count on old slaves never updates from 50/50 to 51/50 or 52/50, but the player really can have upto 63 slaves on the current release.

 

the next version expands this even farther to 64 or more. the code is in already for 130 slaves, but due to the old arrays issues i'm not expanding the slave limit past the tested values. so if i don't find any issues with 130 slaves - that will be the new slave limit, but if i encounter issues when we reach the end of the array size of 128 or 0-127 then the array limit will be the new slave limit until a new array is added to exceed the skyrim array size limits

 

I've noticed that the slave collars seem to be irrelevant.  Maybe it's just my mod list, but i beat a bandit, enslaved him, but didn't have a whip or collar.  He was at Submission 9 and followed me around quite obediently.  Maybe it was a fluke, but i had a couple of other low sub slaves that had iron collars on and running wasn't an issue with them either.  Sometimes my slaves will try to run away, but it's just a rare event, not something i have to be vigilant about.

with the new leveled actorbase toggle some npc's randomly get the "follow" state always and forever - new bug i'll need to look into.

 

most npc's are supposed be in the "flee and cower" state when they're first caught and stay that way until the player talks to the slave. if the player says wait here, then they go to "wait" and if player says follow then they become "follow", but if a slave is already in the follow state when approached by the player, then the mood never changes from "fresh caught" to "run away" or "angry" and if the mood never changes to those values, its more like having followers that aren't managed by follower mods

 

edit:

if you're getting this on a frequent occurence i'd say reboot pahe from the mcm, but i'd guess you're likely enjoying not needing to worry about runaways

Edited by CliftonJD
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

 

lol, i'd guess the bug she had here in pahe as a disappearance carried over to home sweet home as a death and recommend against enslaving her next time. what mod was it you said she was from - i'll try to make note of that for others

 

 

I guess so. She was a JH bandit, but the only one of many to have that issue. So, unless JH bandits have a very rare chance to screw something up, or the bandits outside Bleakfalls are special, It may have just been a Skyrim hiccup.

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

 

lol, i'd guess the bug she had here in pahe as a disappearance carried over to home sweet home as a death and recommend against enslaving her next time. what mod was it you said she was from - i'll try to make note of that for others

 

 

I guess so. She was a JH bandit, but the only one of many to have that issue. So, unless JH bandits have a very rare chance to screw something up, or the bandits outside Bleakfalls are special, It may have just been a Skyrim hiccup.

 

and what is jh, never heard of it

Posted

 

 

 

Mod Organizer is abandoned-ware now that Tannin has gone over to the dark side.

I will only used NMM when absolutely forced to - like for Skyrim SE.

I hope Tannin's new product comes out - soon.

 

I am using LePresidente's Mod Organizer 2

 Link?  Please?  I'm avoiding FO4 and SSE until a decent mod manager is available.

 

 

Here is the link. Works well with FO4. I haven't encountered any real issues yet, but of course special type mods and mod tools are still rare for it.

 

Skyrim SE has some issues and I can't yet fully recommend MO2 for that. I am watching issue tracker right now and looks like they just closed few problems for the next beta.

 

http://www.nexusmods.com/skyrimspecialedition/mods/6194/

 

 

 

Last Mod Organizer comment from me - I swear!

I had to roll back to the last Tannin release - 2.07.

Except for Loot messing up - and no local saves - it works well for me.

My Windows 10 hates the new Betas - multiple exceptions exiting, long delays loading. Pretty much unusable. Loot works though...

I will keep watching the development and try again when it gets further along.

Posted

 

 

and what is jh, never heard of it

 

 

 It's an NPC replacer / overhaul, it should only affect looks, but who knows. 

 

http://blog.naver.com/sidearmf93

 

 

 

if it was just an appearance change, it would have been fine, but they must have changed other things with those npc's and inadvertantly broken the npc you captured/enslaved

 

 

Posted

 

 

 

 

 

and what is jh, never heard of it


 

 

 It's an NPC replacer / overhaul, it should only affect looks, but who knows. 

http://blog.naver.com/sidearmf93
 

 

 

if it was just an appearance change, it would have been fine, but they must have changed other things with those npc's and inadvertantly broken the npc you captured/enslaved

 

 

 

 

Nah,it only changes looks of leveled actors, nothing else.Plus it's one of the best,if not the best, npc makeover's out there. Been using everything from that site for ages with no issues whatsoever. (Aside from the elf vampires looking weird but that's an issue i'm too bored to solve).

 

Question : if i was to make an npc and add the various "stat" factions with rank 100, would i get a slave with 100 in all stats upon enslavement? Just curious...

Posted

Hello. I dont know how this happened but I'm experiencing troublesome bugs...

 

1.Some of the NPC in the game appear to be naked (never happened before)

2. I'm getting different draw sword animations (mostly its one handed swords basic animation plus pulling animation from the back with the other hand seems like a dual sword animation)

3. The room where I keep my prisoners does not load anymore (or loads but rarely)

 

The most troublesome is the third bug, I can't access the room whenever I want because the loading phase never ends... Could it be because I have around 20-30 prisoners there?

 

The only thing I've recently installed is Jcontainer, animsloader and packs of animations.

Posted

 

 

 

 

 

and what is jh, never heard of it

 

 

 It's an NPC replacer / overhaul, it should only affect looks, but who knows. 

 

http://blog.naver.com/sidearmf93

 

 

 

if it was just an appearance change, it would have been fine, but they must have changed other things with those npc's and inadvertantly broken the npc you captured/enslaved

 

 

 

 

 

Nah,it only changes looks of leveled actors, nothing else.Plus it's one of the best,if not the best, npc makeover's out there. Been using everything from that site for ages with no issues whatsoever. (Aside from the elf vampires looking weird but that's an issue i'm too bored to solve).

 

Question : if i was to make an npc and add the various "stat" factions with rank 100, would i get a slave with 100 in all stats upon enslavement? Just curious...

only if you pre-assign the player slave faction as well & even then it doesn't quite work as intended 100% since we quit saving everything to the quest to fix friendly bandit bug.....chances are it won't work - all stats will most likely be reset to 0 upon enslavement

you could try re-enslaving 1 of your existing slaves you've already put some training into and see what stats it has afterwords, might want to save the game first

 

Hello. I dont know how this happened but I'm experiencing troublesome bugs...

 

1.Some of the NPC in the game appear to be naked (never happened before)

2. I'm getting different draw sword animations (mostly its one handed swords basic animation plus pulling animation from the back with the other hand seems like a dual sword animation)

3. The room where I keep my prisoners does not load anymore (or loads but rarely)

 

The most troublesome is the third bug, I can't access the room whenever I want because the loading phase never ends... Could it be because I have around 20-30 prisoners there?

 

The only thing I've recently installed is Jcontainer, animsloader and packs of animations.

  1. fix the second issue then recheck your xpmse second screen to see that it says everything is ok then watch the logs that xpmse isn't spamming the log of issues - most common cause for this is the cloak effect in xpmse, you'll neither need to ask for help with fixing that at the xpmse thread or just disable the cloak effect and likely lose any special animations. if you get that fixed, post a log of your enslavement and i'll see if there's anything else stopping it up....if it shows good or if fixing xpmse is your only issue, you'll need a new game or cleaned save to fix the issues already existing in your game. from a new game choose the option to use "leveled actorbase enslavement" from the mcm for best results - its about as good as a condom, not 100% guaranteed, but damned near perfect fix
  2. i don't mess with weapon animations here so the only guess i could make would be to reinstall your xpmse or recheck its settings first then recheck the installation options
  3. 20-30 slaves held in the same room on a weak pc would cause that issue - lower your graphics or upgrade your video card to fix that. your animation issue could also be part of this problem as well - fix problem 2 as your main concern first and foremost
Posted

Let me just add I gave up on XPMSE and went back to plain XPMS. Too much spamming my log with what look like serious errors.

 

What I want from a skeleton is lots of bones that support good animations, and that is all.

 

Why XPMSE felt the need to integrate animations is beyond me.

Posted

Let me just add I gave up on XPMSE and went back to plain XPMS. Too much spamming my log with what look like serious errors.

 

What I want from a skeleton is lots of bones that support good animations, and that is all.

 

Why XPMSE felt the need to integrate animations is beyond me.

 

that's mod support, in order for those mods with dual sheath redux to work they need a valid skeleton. when the number of mods he's supporting reached so many, it seems plausible that he would need to change the default animations to coincide

 

if you just want to clean your logs of it, disable the cloak effect - when that's still not enough or you get tired of clearing the cloak effect, remove the esp and scripts. if you're unable to install it without the scripts or unable to clean the scripts out of it, use a version before he added the scripts - 2.x series was good for that purpose, easy install and disable the esp and done

Posted

Clifton help me out here.

In what way is XPMSE with esp and scripts disabled better than plain XPMS?

More bones, better bones, more compatible bones?

I am quite willing to cripple XPMSE if there is some benefit to going back to it.

Mod organizer plug: makes swapping out a skeleton really easy, with no leftover bits.

Posted

Clifton help me out here.

In what way is XPMSE with esp and scripts disabled better than plain XPMS?

More bones, better bones, more compatible bones?

I am quite willing to cripple XPMSE if there is some benefit to going back to it.

Mod organizer plug: makes swapping out a skeleton really easy, with no leftover bits.

 

quote from xpmse :

 

FNIS Bone numbers (this has nothing to do with the skeleton):

- XPMSE HDT rig: 115 Bones

- XPSME BBP rig: 129 Bones

- XPMS Fallback rig: 242 Bones

Bone naming and prefix schema:

Nodes for meshes and havok animations

NPC => Mesh bones

HDT Physic exclusive

HDT => exclusive HDT Motion bones

XPMSE feature exclusive nodes

unfortunately xp32 page doesn't say how many bones it has/had, but judging by that list above there i'd guess it was 242 as that's groov's "fallback rig"

so you have your choice of which skeleton you're using based on what mesh you use first. next if you are able to use the hdt stuff, there are feature specific nodes

the most benefits of xpmse versus xp32 is modern compatibility as a skeleton that's actively maintained, but i also see no mention of hdt on xp32's page at all

Posted

 

Last Mod Organizer comment from me - I swear!

I had to roll back to the last Tannin release - 2.07.

Except for Loot messing up - and no local saves - it works well for me.

My Windows 10 hates the new Betas - multiple exceptions exiting, long delays loading. Pretty much unusable. Loot works though...

I will keep watching the development and try again when it gets further along.

 

For Skyrim Classic, you should be using 1.3.11. The 2.x versions are only meant for Special Edition and Fallout 4.

You should watch a series of about 10 videos on Youtube by Gopher for help using MO.

It will help alot. SKSE and ENBoost and Crash Fixes should be installed manually. He tells you how to install it in MO but its not needed to do it his way unless for some odd reason, you will want SKSE in some profiles and in some not. 1.3.11 works fine on Windows 10. You are best disabling UAC altogether but if you don't want to, I suggest making sure MO runs with full admin and any Skyrim related exes.

 

http://www.nexusmods.com/skyrim/mods/1334/?

Posted

 

Clifton help me out here.

In what way is XPMSE with esp and scripts disabled better than plain XPMS?

More bones, better bones, more compatible bones?

I am quite willing to cripple XPMSE if there is some benefit to going back to it.

Mod organizer plug: makes swapping out a skeleton really easy, with no leftover bits.

 

quote from xpmse :

 

FNIS Bone numbers (this has nothing to do with the skeleton):

- XPMSE HDT rig: 115 Bones

- XPSME BBP rig: 129 Bones

- XPMS Fallback rig: 242 Bones

Bone naming and prefix schema:

Nodes for meshes and havok animations

NPC => Mesh bones

HDT Physic exclusive

HDT => exclusive HDT Motion bones

XPMSE feature exclusive nodes

unfortunately xp32 page doesn't say how many bones it has/had, but judging by that list above there i'd guess it was 242 as that's groov's "fallback rig"

so you have your choice of which skeleton you're using based on what mesh you use first. next if you are able to use the hdt stuff, there are feature specific nodes

the most benefits of xpmse versus xp32 is modern compatibility as a skeleton that's actively maintained, but i also see no mention of hdt on xp32's page at all

 

I personally use XPMSE 3.93 HDT Rig, The skeleton is much more modern and most modern mods are made with it in mind.

I don't care for the weapon styles and dual sheath redux, so I disable its esp. They are just more scripts and some mods dont' like the weapon style scripts. They can spam papyrus and cause stack dumps. Stack dumps can cause script lag and bloat your papyrus and saves. 

Posted

 

 

 

 

Clifton help me out here.

In what way is XPMSE with esp and scripts disabled better than plain XPMS?

More bones, better bones, more compatible bones?

I am quite willing to cripple XPMSE if there is some benefit to going back to it.

Mod organizer plug: makes swapping out a skeleton really easy, with no leftover bits.

 

quote from xpmse :

 

FNIS Bone numbers (this has nothing to do with the skeleton):

- XPMSE HDT rig: 115 Bones

- XPSME BBP rig: 129 Bones

- XPMS Fallback rig: 242 Bones

Bone naming and prefix schema:

Nodes for meshes and havok animations

NPC => Mesh bones

HDT Physic exclusive

HDT => exclusive HDT Motion bones

XPMSE feature exclusive nodes

unfortunately xp32 page doesn't say how many bones it has/had, but judging by that list above there i'd guess it was 242 as that's groov's "fallback rig"

so you have your choice of which skeleton you're using based on what mesh you use first. next if you are able to use the hdt stuff, there are feature specific nodes

the most benefits of xpmse versus xp32 is modern compatibility as a skeleton that's actively maintained, but i also see no mention of hdt on xp32's page at all

 

 

I personally use XPMSE 3.93 HDT Rig, The skeleton is much more modern and most modern mods are made with it in mind.

I don't care for the weapon styles and dual sheath redux, so I disable its esp. They are just more scripts and they some mods dont' like the weapon style scripts. They can spam papyrus and cause stack dumps. Stack dumps can cause script lag and bloat your papyrus and saves. 

 

agreed, but if you choose to disable the esp in the modern skeleton, then you should also choose to remove those scripts

1 of these days, when i'm ready to remove the scripts on a new save, i'll try that as well...for now i just disable the cloak effect from the mcm

Posted

 

 

Last Mod Organizer comment from me - I swear!

I had to roll back to the last Tannin release - 2.07.

Except for Loot messing up - and no local saves - it works well for me.

My Windows 10 hates the new Betas - multiple exceptions exiting, long delays loading. Pretty much unusable. Loot works though...

I will keep watching the development and try again when it gets further along.

 

For Skyrim Classic, you should be using 1.3.11. The 2.x versions are only meant for Special Edition and Fallout 4.

You should watch a series of about 10 videos on Youtube by Gopher for help using MO.

It will help alot. SKSE and ENBoost and Crash Fixes should be installed manually. He tells you how to install it in MO but its not needed to do it his way unless for some odd reason, you will want SKSE in some profiles and in some not. 1.3.11 works fine on Windows 10. You are best disabling UAC altogether but if you don't want to, I suggest making sure MO runs with full admin and any Skyrim related exes.

 

http://www.nexusmods.com/skyrim/mods/1334/?

 

 

This was my fault for not being specific.

I do use 1.3.11 for Skyrim Classic. Extremely reliable - everything works.

Skyrim SE I use NMM for - at least it supports it. Mod Organizer 2.07 does not work at all here.

Fallout 4 I am back to using Mod Organizer 2.07. All my Mod Organizer Beta problems were on Fallout 4.

Posted

agreed, but if you choose to disable the esp in the modern skeleton, then you should also choose to remove those scripts

 

1 of these days, when i'm ready to remove the scripts on a new save, i'll try that as well...for now i just disable the cloak effect from the mcm

 

I did use a save cleaner to get rid of the left overs, but first I loaded the save with the esp disabled and let it sit for like 10 minutes so skse can clean up some scripts and the mcm entrie by itself. I got my Papyrus looking pretty clean now except for some RDO Warning Propertys which seems to be common and not harmful. Sometimes I get some HDT or Nio errors but they seem to be minor and dont spam.

Posted

 

 

 

 

 

Clifton help me out here.

In what way is XPMSE with esp and scripts disabled better than plain XPMS?

More bones, better bones, more compatible bones?

I am quite willing to cripple XPMSE if there is some benefit to going back to it.

Mod organizer plug: makes swapping out a skeleton really easy, with no leftover bits.

 

quote from xpmse :

 

FNIS Bone numbers (this has nothing to do with the skeleton):

- XPMSE HDT rig: 115 Bones

- XPSME BBP rig: 129 Bones

- XPMS Fallback rig: 242 Bones

Bone naming and prefix schema:

Nodes for meshes and havok animations

NPC => Mesh bones

HDT Physic exclusive

HDT => exclusive HDT Motion bones

XPMSE feature exclusive nodes

unfortunately xp32 page doesn't say how many bones it has/had, but judging by that list above there i'd guess it was 242 as that's groov's "fallback rig"

so you have your choice of which skeleton you're using based on what mesh you use first. next if you are able to use the hdt stuff, there are feature specific nodes

the most benefits of xpmse versus xp32 is modern compatibility as a skeleton that's actively maintained, but i also see no mention of hdt on xp32's page at all

 

 

I personally use XPMSE 3.93 HDT Rig, The skeleton is much more modern and most modern mods are made with it in mind.

I don't care for the weapon styles and dual sheath redux, so I disable its esp. They are just more scripts and they some mods dont' like the weapon style scripts. They can spam papyrus and cause stack dumps. Stack dumps can cause script lag and bloat your papyrus and saves. 

 

agreed, but if you choose to disable the esp in the modern skeleton, then you should also choose to remove those scripts

1 of these days, when i'm ready to remove the scripts on a new save, i'll try that as well...for now i just disable the cloak effect from the mcm

 

 

I was using the 242 bone XPM skeleton.

I swapped it out and put in the XPMHDT 115 bone version from XPMSE 3.93, disabled the XPMSE esp and SOSRaceMenu.esp, and ran FNIS.

In a save that has never run the XPMSE esp, I see no reason to worry about the scripts.

They overwrite nothing, and can only be called by the now non-existent esp.

In other words - they can not get baked into a save.

 

Most important from my point of view - Paradise Halls and animations run fine.

My log also looks squeaky clean.  I will run like this for now.

Thanks to both of you for the input!

Posted

 (Aside from the elf vampires looking weird but that's an issue i'm too bored to solve).

 

You mean having a composite face with a darker skin texture?

I had that problem as well, if that is indeed the problem, there is a simple solution in this forums that worked for me, let me see if I can find it. It did involve having something else installed first, since JH used that to create the faces.

 

 http://www.loverslab.com/topic/44820-vampire-head-mismatch-jh-dawnguard-help/

 

For me the reason was what Yatol said:

"you don't have ece, so your game is looking for femaleheadvampiresomething in the nif, and can't find it, so it generate the head npc with the morph from jh dawnguard esp"

 

Installing ece, fidgeting with it's load order fixed the vampires and didn't brake any other replacers. Oh, you also NEED to manually copy the ECE.esp in the data folder (EnancedCharacterEdit.esp) and activate it, using NMM won't install it. (the same might be happening with other mod installers)

 
 
 
And yes, I don't believe JH wast the one causing issue for me, but (having little knowledge in the matter) that was the only mod I could think of that was actually changing the bandits.
Thinking about it later though, Ordinator - Perks of Skyrim (http://www.nexusmods.com/skyrim/mods/68425/?) does make changes there, but I have no idea how that would affect PAHE.
Posted

 

 (Aside from the elf vampires looking weird but that's an issue i'm too bored to solve).

 

You mean having a composite face with a darker skin texture?

I had that problem as well, if that is indeed the problem, there is a simple solution in this forums that worked for me, let me see if I can find it. It did involve having something else installed first, since JH used that to create the faces.

 

 http://www.loverslab.com/topic/44820-vampire-head-mismatch-jh-dawnguard-help/

 

For me the reason was what Yatol said:

"you don't have ece, so your game is looking for femaleheadvampiresomething in the nif, and can't find it, so it generate the head npc with the morph from jh dawnguard esp"

 

Installing ece, fidgeting with it's load order fixed the vampires and didn't brake any other replacers. Oh, you also NEED to manually copy the ECE.esp in the data folder (EnancedCharacterEdit.esp) and activate it, using NMM won't install it. (the same might be happening with other mod installers)

 
 
 
And yes, I don't believe JH wast the one causing issue for me, but (having little knowledge in the matter) that was the only mod I could think of that was actually changing the bandits.
Thinking about it later though, Ordinator - Perks of Skyrim (http://www.nexusmods.com/skyrim/mods/68425/?) does make changes there, but I have no idea how that would affect PAHE.

 

 

that mod i've atleast seen with other issues here in past versions - if it effected more than the 1 npc, i could say sure that's a real likely candidate for your issue and if you wonder why - the whole slavery system relys on perks...

 

Posted

 

 (Aside from the elf vampires looking weird but that's an issue i'm too bored to solve).

 

You mean having a composite face with a darker skin texture?

I had that problem as well, if that is indeed the problem, there is a simple solution in this forums that worked for me, let me see if I can find it. It did involve having something else installed first, since JH used that to create the faces.

 

 http://www.loverslab.com/topic/44820-vampire-head-mismatch-jh-dawnguard-help/

 

For me the reason was what Yatol said:

"you don't have ece, so your game is looking for femaleheadvampiresomething in the nif, and can't find it, so it generate the head npc with the morph from jh dawnguard esp"

 

Installing ece, fidgeting with it's load order fixed the vampires and didn't brake any other replacers. Oh, you also NEED to manually copy the ECE.esp in the data folder (EnancedCharacterEdit.esp) and activate it, using NMM won't install it. (the same might be happening with other mod installers)

 
 
 
And yes, I don't believe JH wast the one causing issue for me, but (having little knowledge in the matter) that was the only mod I could think of that was actually changing the bandits.
Thinking about it later though, Ordinator - Perks of Skyrim (http://www.nexusmods.com/skyrim/mods/68425/?) does make changes there, but I have no idea how that would affect PAHE.

 

 

Vampires was working fine aside from the Elf vampire races. Disabling enhancedcharacteredit.esp fixed the elf vampires and messed up the other vampire races. So... it was a simple matter of removing said races from enhancedcharacteredit.esp. Like i said, was just bored to troubleshoot it ;) Your comment gave me the drive needed to do so... so, thank you.

 

...and yes perk overhauls can be dangerous like Cliff said.

 

 

Posted

 

 

 

that mod i've atleast seen with other issues here in past versions - if it effected more than the 1 npc, i could say sure that's a real likely candidate for your issue and if you wonder why - the whole slavery system relys on perks...

 

 

 

That makes sense, but yeah, it's weird that it only affects just one NPC, out of... 30 or so atm. Now I wish I had thought about that sooner so I could test that bandit without it. Oh well. It's not happening to anyone else, and if it does happen I guess I can test it ^^. Thanks for all the troubleshooting. 

 

 

 

Vampires was working fine aside from the Elf vampire races. Disabling enhancedcharacteredit.esp fixed the elf vampires and messed up the other vampire races. So... it was a simple matter of removing said races from enhancedcharacteredit.esp. Like i said, was just bored to troubleshoot it  ;) Your comment gave me the drive needed to do so... so, thank you.

 

...and yes perk overhauls can be dangerous like Cliff said.

You are welcomed!

Is there an easy way to do that, remove a race from ECE.esp? Just in case, since now that you mentioned Elf Vampires, which I've yet to encounter, you've managed to worry me :D

Posted

 

 

 

 

 


 

that mod i've atleast seen with other issues here in past versions - if it effected more than the 1 npc, i could say sure that's a real likely candidate for your issue and if you wonder why - the whole slavery system relys on perks...
 

 

 
That makes sense, but yeah, it's weird that it only affects just one NPC, out of... 30 or so atm. Now I wish I had thought about that sooner so I could test that bandit without it. Oh well. It's not happening to anyone else, and if it does happen I guess I can test it ^^. Thanks for all the troubleshooting. 

 

 

Vampires was working fine aside from the Elf vampire races. Disabling enhancedcharacteredit.esp fixed the elf vampires and messed up the other vampire races. So... it was a simple matter of removing said races from enhancedcharacteredit.esp. Like i said, was just bored to troubleshoot it  ;) Your comment gave me the drive needed to do so... so, thank you.

 

...and yes perk overhauls can be dangerous like Cliff said.

You are welcomed!
Is there an easy way to do that, remove a race from ECE.esp? Just in case, since now that you mentioned Elf Vampires, which I've yet to encounter, you've managed to worry me :D

 

 

 

 

It's extremely easy with xedit (or TES5Edit as some call it). Open the esp, expand the "race" to the left, right click on each and every ELF vampire race there is and " remove". You will get the usual notification about if you are certain about the changes bla bla bla at some point, ignore that. Close xedit and you are done (xedit saves when you close it just in case you're new at it). Btw you can test see if the vampires is ok with just one vampire. Just "recycleactor" in console with that vampire selected... and it will cycle through all the various leveled actors for that base, elf and humans alike.

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