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ragnam

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  1. Seems they are just gas lighting, sadly IMHO they can not do it themselves so they have to attack, poke or drum dumb stuff up. Your animations are more quality then quantity. NCK30 I think yours align better then many of the other BIG packs that leave no room to add extra mods into the mix. I am not knocking some of the bigger mods, I can not do animations myself. Just that I rather have a mix of stuff I want in my game without all the extra things include that I don't want in my game. But that does not give me or others the right to bash a mod makers work. I remember when your fist mod you released I seen the thought you put into them, I was always looking for your next group release as you added more. Don't let others get to you, they are the type nobody can ever please like a toxic relationship. Just ignore them or limit the attention you give such conflicts as they go down such a hole. I do mods, did mods in Dev groups and there was always gas lighters or unhappy people with everything. Over the 10+ years I dropped out and do my own mods under another name/site. Just saying I know the BS you speak of and see all kinds of forms of it, it comes and goes in waves till a new game comes out they will leave looking for fulfillment to fill their void and the BS follows them. Skyrim is a long going game over the years, many people don't have the funds to drop 2-3K on a new pc and run want they can on a potato, aka stuck mad at playing old rim and may not even handle many mods, mad at mod makers that your mod is not working. Just remember do what you like doing and making, some people just can not be helped.
  2. this issue I hope CliftonJD will comment on. My work around till then, Can you hit them with a sword, kill them and use spell like "Bind and Gag" on them it should have them flop around on the ground with a red glow, you should get options like Enslave them, Enslave on Health, or wake and tie them. once they are awake you can choose "I am taking you to paradise halls" or use one of the first enslave options before you talk to them. Yes the slave starts off as a new slave again, but I did not have them disappearing from the MCM once I did this to the first 1 or 2 slaves in the begining of a game start. https://www.nexusmods.com/skyrim/mods/14697
  3. @CliftonJD, hope everything is good? when you read this it might help. I enslaved 4 of the castle keep female main vampires at the end of the dawn guard quest. with console command prid I wanted to "moveto Player" one of the NPCs to me and it generated a T-pose copy, I turned around in game and see the same vampire female NPC I had enslaved was already following me. do you think there is something to do with the copy/npc and delete the original npc script that might cause it? made me wonder when the script removes the origal NPC it severs it skeleton rig or worng rig? even with bandits when the spawn later in the game. yeah I enslave a random NPC from a bandit camp, it is now a new copy PRID of its own, but later in the game when it tries to respawn a NEW random NPC was its skeleton rig wiped and that is why the Tpose later in the game for male or females? just a thought, and made me think about it for a bit.
  4. even after a fresh install and new game start, I had that where I captured like 3 slaves at the start of the game, everything worked fine. next time/day I reload the saved game point all the slaves names are missing in the MCM? they were still standing there and have the dialogues worked. I had to re enslave them and later they were still slaves on loading save games after that point. re enslave them, I used "bind and gag spell" I even made my own wooden sword with that spell attached to it for ease. That happen to me 4 times on a new game and several attempts or the versions. I am on the latest version for LE. so if you start a new game capture a slave or two tie them up. reload that save point and if they disappear from MCM, enslave them again. then run around again save, and reload save and see if they are good from that point forward.
  5. I just noticed 8.1.6, is 35 MB larger than 8.1.9, was anything taken out of it or missed?
  6. its a mod to use with HSH and PAHE, https://www.loverslab.com/topic/165206-paradise-halls-diary-of-mine-wip/
  7. I have LE and SE, sadly SE on my potato display black shadow swirls on the front view like looking through an embossed stain glass at the direction I am looking at, NPC Trees and sky. yet my laptop can still handle helping develop LE game stuff. Ok what was the last known good HSH versions for LE, I see DOM stuff gets added a few versions back. LE still installs some pex and script files labled DOM when in was not selected from the zips., well if you might know? I have all the latest version for aygas and HSH but pahe is 8.1.9
  8. Need a little help. I installed dom and found out DOM needs a rev 4 for SE and hopefully a LE to follow. I noticed after adding DOM messed with PAHE LE and HSH lost its restless hunter MCM tab info and just shows up blank. I removed all DOM mod and scripts and reverted to latest PAH and HSH with AYGAS mod revisions but restless hunter tab still is blank in the MCM for options and quest stuff. Any feedback what might cause Restless hunter tab in HSH to display a blank page ?
  9. Thanks for the response also, I look a little more into it. Seems DOM uses like 11 core scripts from PAHE so using updated versions of PAHE would just break conflict pah_ ... pahmcm, pahactoralias, pahbootstrapscrit, pahcore, pahdaig, pahpunishmentrapescript, pahslave, pahslaveinfoeffectscript, pahslavemind, pahslavevauleanalysisquestscript and uilib_1 just an idea or thought, PAH needs to transfer back and forth to HSH which seems to do very well with values and such. Cliff and muse have done an outstanding job staying separate while integrated on the transfer to each other. what if DOM used similar scripts in its own set like so... dommcm, domactoralias, dombootstrapscrit, domcore, etc etc etc but I suggest when capturing a slave submit ... would clone to PAH ... from there a diag "I am gonna make you my special slave" and could transfer into DOM core scripts. you could have full control over all the extra moods, values, and dialogues. when transferring back to HSH or PAH they could have a new script to retain all the extra new values and park them and or share those values. aka patches so the only thing is each PAHE, HSH, and DOM would have a common value script to park and hold values that get transferred when the slave is moved to another core mod. like how those values of training go to PAHE and HSH , maybe use that and get with the others to add the mood values and such so they dont get dropped moving them from one to the other. But DOM diag will be protected inside DOM core build. Updated @CliftonJD, Sorry, I seen it was a DOM issue, I wont bring that up here anymore, I just gave this comment to Trollautokill as a suggestion.
  10. OK after several configurations 1st install DOM then PAH and then HSH - Results in slave names and clothing working names can be renamed and slave inventory control. but DOM MCM no contro; options then 2nd as per install instructions.... PAH then DOM then HSH - results full DOM control and clothing, but complete loss in slave name control goes blank. If anyone or cliff can shed some light which script controls slave name control, I will try to edit instll individual control and use PAH name script manual so I would like to try 2nd option on vortex install , I will manually drop PAH "slave name scripts" manually after everything, to see if it works with manually drop name control script. Thanks.
  11. ok, I added DOM, noticed salves show up in PAHE and DOM list, but when the slave looses its name, both PAH and DOM show a blank name, I figured just rename in Pah but does not after putting a new name in. figured I just rebuild PAH slave list, then shows no slaves in pah or DOM list. I am gonna need to play around more with load order or something and HSH is missing the restless hunter tab info which is blank? So disregard all I typed.
  12. ON skyrim LE version, I update the mods as they come out and give cliff feedback the best I can. I know there was that issue you speak of in the past, or choosing "you need to be punished" and you select an animation and nothing would happen. those have been fixed, 8.1.7 to 8.1.9 fixed a lot of that. you can now tick "Use Sexlab Genders" I have all the dialogue options and are not missing and they do animate. If your missing dialogue you might have 1. a old script floating around or a mod conflict of dialogue or load order or other mod settings. I had issues where old "data/scripts/PAHE-----------.pex" are left over when a older removed mod fails to completely remove the mod scripts or having wrong extra addons installed, or manually placed files. If you manually drop the files in your build even with vortex, vortex will not remove them unless they are written over again by vortex.
  13. 8.1.9 on a new start. I noticed some things not sure if others noticed. the options to enable disable captured slaves or unquiet NPCs auto armor seems to stay on regardless capturing a new slave. the auto armor dresses the slave/npc regardless of the setting prior to capture. However when I tell it to strip and set. it removes all the clothes and not in inventory. when I tell it to redress the auto clothes comes back but are "non playable" in inventory. I use hydra slaves, with lux mod scripts for slaves and immersive wenches and the inventories are playable. does the auto clothing make the armor non playable? Q- maybe option to make the auto clothing, which is fine, but allow the player to mix and mash the slaves inventory would be nice. giving a slave a piece of clothing and having the auto clothing show up under it or over it kind of a bummer. I had 2 slaves auto clothed with no clothing in their inventories and did not take away the with dialogue override "strip and set" , I was inside a house and when I left they appeared outside naked again? also noticed when I capture a new slave, some automatically go to the fighting stance when I only told them your a slave now follow me. I tell the slave fight for me and then stop fighting they go back to just following me around. 2 new starts I had captured 2 and 5 slaves, did a few things (10 minute game play each" , I left the game and launch skyrim LE later in the day and the slave list was gone? none of the slaves showed in the list and the follow me command was missing, however all the other commands were there. restarted Pahe MCM did not recaptured the dropped slaves from the list. also noticed serana shows up as a cattle wench and serana herself with papyrus sos has changed do exposure wiith other mods scripts? did not notice if it effected her being seen as 2 separate npcs. if that does cause problems maybe common and unique npcs option? Just got home gonna see what I can recreate, hopefully some one tells me there's is fine, then I can try to root out a mod conflict or left over script or something. UPDATE later that day .... 1. I did not have my slave list disappear from the MCM, so that is good. 2. Some slave NPCs will have a fight stance when PC weapon is drawn, but will not engage in the fight when never ask to fight for player. this kind of fools me thinking there gonna fight when they are not set to fight? 3. all new captured slaves, the auto clothes options still throws me, when all ticked on, when I take all the inventory from them and slap on a leashing collar they all pop up with auto clothes, same if I have the options unticked. 4. would be cool if the auto clothing inventory was set for playable, then the player could just remove them or use some of the inventroy items or mix and match them as needed. 5. just noticed sex training does not have the 3 sub groups under it in the slave list stats in PAHE mcm? or was it always that way?
  14. I spent a good amount of time looking at smp xml files and tweaking them. then started looking closer at the Skeleton nif 0 and 1 for maximun, 3bbb, uunp and noticed one thing in common with all the nifs. I was looking at why some bones dont really collide as expected on Skyrim LE opening the NIF and looking at the body_belly all the nodes grouped un it one would think it would included all balanced nodes for left and right but this is what I have seen. NPC LT Anus 2 is not listed on any skeleton type from base body, maximum, uunp .... could this be causing the twitching? or if it should be listed will they correct it for all the skeleton nifs? OPEN SKELETON NIF and Expand *body_belly NPC Spine [Spn0] NPC Spine1 [Spn1] NPC Spine2 [Spn2] NPC Belly NPC Pelvis [Pelv] NPC RT Anus 2 NPC RB Anus 2 NPC LT Anus 2 (missing) <<<<<<<<<< NPC LB Anus 2 NPC R FrontThigh NPC L FrontThigh NPC R Thigh [RThg] NPC L Thigh [LThg] NPC R Butt NPC L Butt NPC R Pussy02 NPC L Pussy02 Clitoral1 VirtualGround
  15. Im curious what nonseen might find out if he tries your last request. Mean while I was looking at 8.1.6 vs 8.1.7 zip build, most files are the same exact size. but noticed PAHPunishmentRapeScript.pex in 8.1.6 is 14,357 kb and in 8.1.7 size is 14,383 kb then last noticed 8.1.6 has a souce folder holding all the scipts like PAHPunishmentRapeScript.psc but the 8.1.7 does not have a souce folder in the scipt level in its zip build. not sure if that is on purpose reverting SE stuff to LE or something overlooking, or that its not needed anymore?
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