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Paradise Halls - Skyrim Slavery WIP


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#2651
coldravioli

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So, i can't enslave people. I figured out how to gt people to their knees, but rather than paradise halls options, I get kill/rob/rape options, no enslave. I think it might be due to 'defeat' and 'submit.' Anyone know a way around this?



#2652
terrorofskyrim

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In response to post #20601699.

The npc's suffer from the "gray face bug". This bug can only be solved by going into the CK (creation kit) and ctrl+f4 on each of the npc's this mod has added (the .esp has "fellglow slavercamp" in it i believe).

I could post the result for you if i could but since prolly everyone has a different bodytype setup it's not going to work for you.


Edited by terrorofskyrim, 13 December 2014 - 11:42 PM.


#2653
terrorofskyrim

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In response to post #20192800. #20197605, #20209505 are all replies on the same post.

yeah, it's exactly what i have written in the first thread.

#2654
COOLJ808

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So, I've been trying to get whip mark effects applied to different spells and such (FOR Personal use). Why aren't the decals being applied to the spells even after i change the impact data set?

#2655
jaxonz

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Thanks to user Rostsit, we've discovered an incompatibility between Paradise Halls and Jaxonz Renamer.

The observed behavior is that renamed slaves may have their dialogue options and name disappear when subsequent slaves are acquired.

Looking at the master for Paradise Halls, I determined that the PAH quest has slave aliases with Stores Text and Uses Stored Text flags enabled. I was not able to locate anywhere that the aliases were actually used in this way. I created a compatibility patch and have posted it as an optional file for the Jaxonz Renamer mod.

I understand that Paradise Halls is large and complex. It is possible that my patch might break some features. My fondest hope is that Layam will be able to incorporate this change into Paradise Halls going forward so that no patch is necessary.

Cheers.

#2656
tristanovic2

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I'm thinking to marry and then enslave my spouse.

#2657
tristanovic2

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In response to post #12976528. #12987583, #13024138, #13038278, #13047763, #13086528, #13097688, #13191263, #13234153, #13423443, #13443648, #13507933, #13517203, #13525423, #13541360, #13542000, #13776018, #13844163, #13913658, #13927398, #13973373, #13976008, #14086313, #14105083, #14113658, #14257423, #14301408, #14301428, #14306873, #14397343, #14408618, #14905566, #14932706, #15027276, #15161947, #15212153, #15392040, #15570400, #15681375, #15726005, #15809805, #15811385, #16255030, #16272595, #16278350, #16532294, #16589199, #16599689, #16812074, #16977429, #17406309, #17481059, #17794094, #17934799, #17999914, #18009344, #18181004, #18516374, #18659079, #20155805, #20156595, #20188430, #20392224 are all replies on the same post.

Maybe Its a idea to let slaves drink skooma so they get addictive and break when you don't give some.

Edited by tristanovic2, 17 December 2014 - 05:40 PM.


#2658
wulfy1

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In response to post #20192800. #20197605, #20209505, #20805234 are all replies on the same post.

Well, I have used the boost submission spell in various iterations/versions and I can say from experience that it makes their submission stat move up faster (a lot faster) than training without the spell. This is not a temporary change in the stat, but permanent. It does not seem to affect any trained stat other than submission. I have not looked at the scripts or spells in CK, since I already have seen what it does in game.

Wulf

Edited by wulfy1, 18 December 2014 - 01:55 AM.





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