Skyrim

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RiiakShiNal and GAntono

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GAntono

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42 comments

  1. JoKelly
    JoKelly
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    This MOD is great! I just uninstalled Skyrim and when installing back, never got to work the capture of slaves ever again. I only have 6 because
    Everytime I capture one, they just stand there, not following. If you choose "Follow me" they only say "Ever onward". You can use the whip again but they will attack you as normal.
    Do you have any idea why?
     


    conflict with another mod or bad installation. 
  2. Urdnotalpha
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    This MOD is great! I just uninstalled Skyrim and when installing back, never got to work the capture of slaves ever again. I only have 6 because
    Everytime I capture one, they just stand there, not following. If you choose "Follow me" they only say "Ever onward". You can use the whip again but they will attack you as normal.
    Do you have any idea why?

  3. Kultag
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    What is Devious Devices?

    Edit: googled it.
  4. JoKelly
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    in order to place in game slaves, what scripts and factions should be used.  I've added a couple with Ai packages so that they farm, chop wood, serve drinks and food etc.   but they can not be trained with out turning them into enemies or having followers attack them. 
     
    I've been toying with changing the Hearth fire carriage drivers, bards etc into slaves bought though the HouseCarl but experimenting with it, the scripts and packages don't seem to take effect in game.
  5. rostsit
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    What I thought was related with the quest "Rise in the East" is not related at all. Lately most of my slaves refuse to wait and behave just as I described before - keep following me no matter where I go or fast travel, sandbox around and fight for me if necessary.
  6. rostsit
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    Even after this patch there is still one serious problem. Some specific npc tend to disappear travelling from one cell to another. They DON'T RUN AWAY, it is some bug, even going out of player's house can cause it. I checked with console - when this happens, "Active Slave" message appears with lesser count, the slave's code gets [D], which means the game markfordeleted it, and when travelling to another cell the slave is completely and irreversibly erased from the game.

    Also, I've encountered some NPCs that never submit and continue to fight even with 1 health point. WTF???
    1. RiiakShiNal
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      For the slaves being deleted if they are following you and disappear when traveling then it is usually related to the mod the NPC came from. Paradise Halls does all it can to prevent slaves from being deleted (with the exception of if they run away while in a different cell from the player at which point they are deleted as they have successfully "escaped" ). Some NPCs from some mods are set to be removed when the player changes cells or after a certain period of time and PAH can't override this. Now if you left a slave with submission less than 60 in your house and left the cell it is quite possible that the slave entered the "run away" state and because you were in a different cell PAH automatically removed them from the game as "escaped". So you should never leave slaves with less than 60 submission unattended or change cells when they are running away (they won't open cell transition doors to escape, but they can go through automatic cell transitions at which point they will be in a different cell and escape).

      Some NPCs (even some from the base game) are set to never enter bleed-out as such they can't be enslaved. This is due to how the NPCs (or the lists that spawn them) are set up in the CK, if you want to be able to enslave them then you will need to edit them in the CK first to allow them to enter bleed-out.

      Neither of those issues has anything to do with this patch.
    2. rostsit
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      1. Mod? What mod? Did I even mention it? The NPCs I'm talking about are just generic NPCs from the base game, no mods are involved with them.
      2. Less then 60? Wrong again, I've never left any NPC alone with the submission less than 90.
      Any other suggestions?


      Regarding other issue - understood, I thought so myself and even used CK to check it, but I couldn't figure out what options should be changed to enable bleed-out state.
    3. RiiakShiNal
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      I just said it was usually related to the mod where the NPC came from. If you haven't noticed the base game world itself is a mod it is a "master" mod (and some of the NPCs in there are scripted to be deleted after certain conditions have been met, such as a player changing cells) and people can make other "master" mods if they so choose. Without knowing exactly what NPC you are trying to enslave along with all of the mods you are using including their individual versions (as any one of those could also affect the NPC) and everything (down to the smallest detail) about what has been done to the NPC both by you and the game (and any and all mods running, even if the changes were made in the background) it is very difficult to say exactly what is wrong. So unless you can provide all of the detailed debugging info you shouldn't expect that someone will be able to read your mind and your computer remotely to see what is wrong.

      Also, I never said you did leave a slave with submission less than 60 in your house I merely postulated if you did as this is a common area where people have problems.

      Bleed-out in the CK is under the Stats tab "Bleedout override". If that is checked and the number is set to 0 then the NPC will never enter bleed-out, if set to a positive number greater than 0 then NPC will enter bleed-out when their health drops below that percentage threshold. If unchecked then it will use the default bleed-out ratio. Note that the control may be disabled if the NPC is using a template which sets that value along with others (Template Data->Use Stats).
    4. rostsit
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      The base game itself is a mod? lol I don't' need sophisms like that, I'm not questioning neither the game's engine nor the principles of how it works, but let's just leave official Bethesda creations alone and not discuss them. Not interested, at all.
      I don't know what's so unclear for you, I can only repeat that was generic NPC from BASIC game (like Forsworn-Hunter, for example) without any mods changing their appearance or behaviour.
      But these all are trivial now, as this bug never occured for many gameplay hours now. Sometimes slaves are even being persistent - with zero submission and left for couple of days ALONE on the other side of the map and OUTSIDE they don't try to run away I have experienced only one bug so far, it happened during the quest "Rise in the East". During the part of departure for Japhet's Folly, my slave couldn't go with me, so when i got back it just went crazy and refused to leave me alone! I've asked it to wait in various places, it agreed but instead kept following me - no matter where I go or fast travel, it would always appear to continuing "waiting" in the place I'm in. It actually looked very much like Serana - it would just sandbox around but also fight for me if neccessary. I'm not complaining, it was pretty amusing, but I had to kill poor thing because it became annoying

      Thanks, Bleedout override wasn't checked, but then I did so and entered "10" there. I'm not sure it was a percentage, looked more like health points because this NPC's health dropped still very low before it submitted at last. All in all, it worked and I'm happy
  7. tanicant
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    Thanks for the mod. Is there a console command to set the submission, combat etc? Sorry if my intention contradicts the very purpose. I just want to beat some slaves, not all.
    1. RiiakShiNal
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      No, there is no console command for setting submission, but there is a spell in the Paradise Halls that can increase the submission level for the slave you cast it at (you can only attain that spell through the console).

      Though, you don't have to beat any slaves. When a slave does something wrong it gives you an option on what to do (through dialog). For example if a slave tries to run away once you catch them you can tell them not to do it again and it will increase submission some. Scolding them is not as effective as beating them as far as training goes, so it will take longer to train slaves if all you do is scold them. Also you generally can't train them to as high a level if all you do is scold them because once you reach certain levels the slave won't do certain things anymore.
    2. tanicant
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      Unless I'm doing something wrong, I beat them to about 60 points of submission so they don't run away. This way, I avoid using the tracker. I can't find this spell in PAH that can increase the submission level. Any help? Thanks.
    3. RiiakShiNal
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      Whenever they do something wrong you always have the option of talking to them and scolding them (without beating them). So you don't actually have to beat any slave.

      The spell to raise submission is Boost Submission with a companion spell Drop Submission and as I said before you can only get them through the console.
    4. tanicant
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      Lol... issue is I don't know how to add myself the boost submission spell.
    5. RiiakShiNal
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      It would be the same way you would add the Reboot spell.

      • From the console type help submission
      • Find the ID for the spell you want.
      • Type player.addspell <ID> where <ID> is the ID of the spell you found in step 2.
    6. tanicant
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      Thank you! Now off to trade snow trolls and orcs. Orcs are worth 5k+ (level 30) at master Jerrek's, oh I mean the stubborn ones that often go berserk :-)
  8. Russia2012
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    I cant get the slave to follow me to my home. Is there a readme that I can look at.
  9. MrGrymReaper
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    @GAntono - I may have a way for one of the features from Paradise Halls original author's future plans to be implemented. It may add a further dependency on another modification though.

    This other modification though has already done most of the hard work for you, this modification is Trade Routes (http://www.nexusmods.com/skyrim/mods/49369/).

    It implements a system of trade routes, as well as supply and demand. Which it operates dynamically on a working model utilising SKSE and it will operate fully over most modifications except "Moonpath to Elsweyer". The value of things are dynamically altered according to its system so all of the mathmatical work is done.

    All that is required is a compatibility patch (or addon) which allows for Trade Routes to be able to manage the price of the slaves and to add some additional traders into the game. The slaves if they reach their destination would need to appear there and maybe every so often after a random amount of time get traded on again.

    So if the original author's permission allows would it be possible for this to be implemented please?
  10. Voidspot
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    Just a question, I am currently using the paradise hall version 6.2, will this mod still work?
    1. RiiakShiNal
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      No, this is only for v0.7.3.