Naps-On-Dirt Posted January 10 Posted January 10 22 hours ago, Sunaste said: From what I understand to start the Windhelm quest for this mod I need to talk to the innkeeper and ask about "looking for non-dangerous work" but that option is not listed. I checked both inns and did not see the option. Is there something I'm missing? No, the Windhelm start is receiving a letter from Thane something of Windhelm, inviting you to a feast. That occurs after a certain point in the main storyline, I think you have to have visited High Hrothgar already. Once you get the letter from the thane just go talk to him and agree to the feast.
blahity Posted January 10 Posted January 10 2 hours ago, Naps-On-Dirt said: No, the Windhelm start is receiving a letter from Thane something of Windhelm, inviting you to a feast. That occurs after a certain point in the main storyline, I think you have to have visited High Hrothgar already. Once you get the letter from the thane just go talk to him and agree to the feast. That's correct, the game recognizes you as the dragonborn after you meet the greybeards. That's also why the Mirakk cultists attack you right after as well.
Herowynne Posted January 10 Posted January 10 23 minutes ago, blahity said: the Windhelm start is receiving a letter from Thane something of Windhelm, inviting you to a feast. That occurs after a certain point in the main storyline I don't normally play as Dragonborn or visit High Hrothgar. In my games, the letter from Thane Erenson of Windhelm arrives after I reach a certain level, I think somewhere between level 30 and 40.
SissyHestia Posted January 16 Posted January 16 From searching this question has come up a lot but I have yet to find an answer to it. How do I interact with the Bandits for the "Peace Offering" Questline? The moment I step into the Tower, every Bandit immediately becomes hostile to me.
Omnishade Posted January 19 Posted January 19 On 1/16/2026 at 2:57 AM, SissyHestia said: From searching this question has come up a lot but I have yet to find an answer to it. How do I interact with the Bandits for the "Peace Offering" Questline? The moment I step into the Tower, every Bandit immediately becomes hostile to me. I remember having this problem too and solving it, but it was long ago. Try typing tcai in the console and wait a few minutes to see if they calm down, then do tcai again. It's probably script lag.
Boledile Posted January 21 Posted January 21 I've finally fingured out the Belethor bug (or my small take on the issue); this quest step does not work with JK's version of Belethor's shop. As soon as I go back to the vanial version of Belethor's shop the quest step works every time.
chromantic1 Posted January 30 Posted January 30 After completing the PW story quest in Whiterun, I've gone out of the building several times, but the Thane won't give me the bandit quest. After completing the quota and clearing the quest, the PW cooldown is negative, and my reputation has passed the threshold, but the guard won't recruit PW. talk to thane again become a PW, multiple quest windows appear. Maybe it's because of the enforced mode? I've never been a PW before. However, I was kidnapped by SS+ and released after paying the SS+ freedom fund. stop enforced in debug, I still get the same problem How do I fix this?
Ursur1major Posted February 5 Posted February 5 I'm having some issues getting the mod to work properly. Essentially sometimes the dialogue just stops in the middle of a conversation preventing me from becoming the Public Whore. I have been retrieved by the guards, and the Thane is explaining my duties, but the moment he strips my character the conversation just stops and after a few moments he forcegreets me again and repeats from the start, but never getting past stripping my character. Even when I try to talk to him first and select the "hello..." it still stops at the same spot. And if I try to volunteer as a PW by taking the other dialogue path (even when i haven't been dragged in by the guards) I can't get past the first option, he simply says he's a thane and then the dialogue just stops. I had to act defiant which sent me to the punishment room first to get through which seems to have made me a public whore at least for now.
JennaSkylark Posted February 6 Posted February 6 On 2/5/2026 at 5:16 AM, Ursur1major said: Thane is explaining my duties, but the moment he strips my character the conversation just stops and after a few moments he forcegreets me again and repeats from the start, but never getting past stripping my character. This defo sounds like a mod conflict. Can't hurt to push PW to the bottom of the plugin list and see what happens. 1
noctred Posted February 17 Posted February 17 I'm running into an issue lately where guards constantly stop me for carrying weapons, even though I'm not carrying weapons. Even after I breach the first punishment threshold and my entire inventory is stripped, the guards continue to stop me for carrying weapons. Every time the guards stop me, the game prints a message of "<blank> has been unequipped", with <blank> being actual empty space, so I've no idea what the guards are even detecting. If I enable the option in the PW MCM that allows me to hold weapons while on duty, this behavior stops. If I disable it, the guards immediately begin to stop me again. The only thing that's overwriting PW is NymphoElf's PW patch for SLSFR, which I've used in the past with no issues. No plugin record conflicts to speak of. Anybody run into this issue before?
Hex Bolt Posted February 17 Posted February 17 40 minutes ago, noctred said: I'm running into an issue lately where guards constantly stop me for carrying weapons, even though I'm not carrying weapons. Even after I breach the first punishment threshold and my entire inventory is stripped, the guards continue to stop me for carrying weapons. Every time the guards stop me, the game prints a message of "<blank> has been unequipped", with <blank> being actual empty space, so I've no idea what the guards are even detecting. You might actually be carrying a weapon. It's not unusual for some mods to add an invisible, weightless item to your inventory to track something. Items in your inventory that have no name are not displayed, so they're effectively invisible. However, the game sees it and this mod is reporting it: "<blank> has been unequipped", an item with no name. When your inventory is as empty as you make it (quest items stay, of course), do Player.inv in the console. Write down the IDs of the no-name items. One of them is probably a weapon. Knowing the load index and the ID, you can figure out which mod (or mods) it is. Maybe that mod has a feature that can be turned off, avoiding false positives. 1
noctred Posted February 17 Posted February 17 35 minutes ago, Hex Bolt said: You might actually be carrying a weapon. It's not unusual for some mods to add an invisible, weightless item to your inventory to track something. Items in your inventory that have no name are not displayed, so they're effectively invisible. However, the game sees it and this mod is reporting it: "<blank> has been unequipped", an item with no name. When your inventory is as empty as you make it (quest items stay, of course), do Player.inv in the console. Write down the IDs of the no-name items. One of them is probably a weapon. Knowing the load index and the ID, you can figure out which mod (or mods) it is. Maybe that mod has a feature that can be turned off, avoiding false positives. Thanks for the tip. You're right - it looks like Adamant's Hand to Hand addon is equipping an invisible unarmed weapon. I'm guessing this is needed to make that mod's unarmed combat functionality work but I'll probably ask the author about it.
3milioa Posted February 21 Posted February 21 I have SlaveTats NG on my modlist and not SLaveTats SE because I need NG to work for other mods. But Public Whore doesn't detect SlaveTats as intalled because of that. My guess is that it checks for the presence of SlaveTats.esp, but NG doesnt have one. So if I create a dummy SlaveTats.esp plugin with SSEEdit. Do you think it could do the trick as a temporary fix? The script of the API should do the same as the SE version when Public Whore does API calls to SlaveTats NG?
Raven 54 Posted February 21 Posted February 21 On 2/5/2026 at 7:16 AM, Ursur1major said: I'm having some issues getting the mod to work properly. Essentially sometimes the dialogue just stops in the middle of a conversation preventing me from becoming the Public Whore. I have been retrieved by the guards, and the Thane is explaining my duties, but the moment he strips my character the conversation just stops and after a few moments he forcegreets me again and repeats from the start, but never getting past stripping my character. Even when I try to talk to him first and select the "hello..." it still stops at the same spot. And if I try to volunteer as a PW by taking the other dialogue path (even when i haven't been dragged in by the guards) I can't get past the first option, he simply says he's a thane and then the dialogue just stops. I had to act defiant which sent me to the punishment room first to get through which seems to have made me a public whore at least for now. I use SSE 1.5.97.... In my game there is a very long pause when "thane" applies the public whore tattoo from slave tats, after said pause the tat is applied and conv resumes. Check the req and see if you missed anything, (not saying you did). In my game Vortex took a while to let the mod work as intended. do you have subtitles checked? sometimes there are subtitles when there is no voiced conv.
Herowynne Posted February 21 Posted February 21 7 hours ago, 3milioa said: it checks for the presence of SlaveTats.esp, but NG doesnt have one. You are supposed to have both SlaveTats SE and SlaveTats NG installed, and let SlaveTats NG override files from SlaveTats SE. If you have both installed, then you will have the SlaveTats.esp file and Public Whore will work okay. 1
3milioa Posted February 21 Posted February 21 34 minutes ago, Herowynne said: You are supposed to have both SlaveTats SE and SlaveTats NG installed, and let SlaveTats NG override files from SlaveTats SE. If you have both installed, then you will have the SlaveTats.esp file and Public Whore will work okay. Thank you for your fast replies! In fact creating a dummy esp, kind of works until I realized, just now, that I did not have access to a MCM menu. I will do what you say, but I thought it was risky to have 2 versions like that. I did not read in the documentation of the 2 mods that they can be installed at the same time a modlist.
Herowynne Posted February 21 Posted February 21 5 minutes ago, 3milioa said: Thank you for your fast replies! In fact creating a dummy esp, kind of works until I realized, just now, that I did not have access to a MCM menu. I will do what you say, but I thought it was risky to have 2 versions like that. I did not read in the documentation of the 2 mods that they can be installed at the same time a modlist. If you go to the SlaveTats NG mod page, you can see that it says: Quote Requirements: Original Papyrus SlaveTats, if you want to use it's MCM 1
qualcheduna Posted February 22 Posted February 22 On 11/16/2025 at 12:57 AM, NymphoElf said: Myself and another mod author here have plans to adopt and work on Public Whore now that it has been placed up for adoption. No ETA on when this would happen, but we are excited at the opportunity to work on such a popular mod and give it some much needed love! Hey, I just wanted to ask if this is still in the works (not asking for ETA or anything). I couldn't find anything about it in your discord, maybe I am blind.
NymphoElf Posted February 22 Posted February 22 11 hours ago, qualcheduna said: Hey, I just wanted to ask if this is still in the works (not asking for ETA or anything). I couldn't find anything about it in your discord, maybe I am blind. Yes. I also have a list of projects you can check here on LL. I thought it was in my signature before, but it was not, so I added it just now. I have another project I'm trying to wrap up before I start on that, so please continue to be patient. It will be a while.
-FuMu- Posted February 23 Posted February 23 Hi all. So i had quite a few game freezes, after a sex scene would start. Independently if i was the initiator or not. After many attempts and crashes, i could narrow it down somewhat: The crashes basically only happens indoors. AND when being the public whore. Sometimes, after a scene start, it only shows a static animation of standing somewhere like before getting into position pre-Sexlab teleport, but the scene says "end scene" and no timer running. ESC into Main Menu and back into the game again will let the animation run normally from the start with everything being kinda normal, payment, everything (if the scene was started via Public Whore event). It does not matter how the scene was started: if i initiate it, if triggered via Sexlab Eager NPCs, Public Whore, The Ancient Profession, ... as log as it is indoors, either the animation is bugged and will resume when enter-exit Main Menu, or will completely freeze my game. Timing of the scene is after the initiation of the scene: dialog, notification, whatever appear, those 3-5 seconds delay, just when they would start undressing and switch places. Of course, copletely unresponsive, making ingame actions impossible. I need taskmanager to close skyrim. Also, Mod Manager Debug-Tools don't give a Debug Log when crash being through a freeze. Yet yesterday, i could produce a crash log, but i am not sure if this is due to my force-shutdown of Skyrim or if it is actually a ingame-caused log. Had pretty much the same issues on another save game. Yet i did not take the time to narrow it down last time. I guess i could just deactivate PW and play "safely" without it. But i do really like the concept and what limited content i could see so far. If anything, might this post helps out others who encounter similar problems and are more knowledged to solve them. Cheers o/ crash-2026-02-23-02-48-46.log
brewmasterhal Posted February 24 Posted February 24 11 hours ago, -FuMu- said: If anything, might this post helps out others who encounter similar problems and are more knowledged to solve them. Cheers o/ I don't see anything in that crash log that I can readily identify as a cause. An Access Violation exception generally means that an attempt is being made to de-reference a pointer with an address outside of the allocated buffer for the executable. In this case, an instruction stored in RAM at address 0x7FF6F1529E91 (probably a virtual address, as you would need around 128 TB of RAM to reach that offset normally) attempted to access the memory address 0x0160757D0000. It did this by performing a comparison between the value stored in the register r14, and the contents of memory at [rcx+rax*8], where rcx is a void* pointer, rax is a size_t variable, and r14 is a BGSLocation* pointer containing a reference to what looks like a Location record in the mod file Skyrim Extended Cut - Saints and Seducers.esp; meanwhile, the call stack may be indicating that the comparison was attempted by a subroutine in the Faster HDT-SMP dll or in the SKSE dll. Again, nothing in there that really tells me what went wrong. It's entirely possible that it's just a bit error or an artifact of some kind of hardware fault that has absolutely nothing to do with your game data or mod files. 1
-FuMu- Posted February 28 Posted February 28 On 2/24/2026 at 5:59 AM, brewmasterhal said: I don't see anything in that crash log that I can readily identify as a cause. An Access Violation exception generally means that an attempt is being made to de-reference a pointer with an address outside of the allocated buffer for the executable. In this case, an instruction stored in RAM at address 0x7FF6F1529E91 (probably a virtual address, as you would need around 128 TB of RAM to reach that offset normally) attempted to access the memory address 0x0160757D0000. It did this by performing a comparison between the value stored in the register r14, and the contents of memory at [rcx+rax*8], where rcx is a void* pointer, rax is a size_t variable, and r14 is a BGSLocation* pointer containing a reference to what looks like a Location record in the mod file Skyrim Extended Cut - Saints and Seducers.esp; meanwhile, the call stack may be indicating that the comparison was attempted by a subroutine in the Faster HDT-SMP dll or in the SKSE dll. Again, nothing in there that really tells me what went wrong. It's entirely possible that it's just a bit error or an artifact of some kind of hardware fault that has absolutely nothing to do with your game data or mod files. Thank you very much by not just checking the log, but also explaining the components. I was re-checking the log myself, of course. Try to learn solving future issues myself. Much appreciated. 1
Omnishade Posted February 28 Posted February 28 (edited) What's the chance for group animations to play during a gangbang event? They seem very rare. I had three gangbangs with 6 actors in them and not a single MMF+ animation. I also noticed that something is wrong with how time is tracked, meaning you can't fail your quota. I tried waiting it out and it kept counting after 0 into negative numbers. I saw another user reporting the same problem but he was ignored. Edited March 1 by Omnishade
Splintered_Lizard Posted March 3 Posted March 3 I need help with the MArkarth adventure this mod sends you on. At least I think it's the one? It starts with Captain Rogen/Rogan (sp?) and eventually you have to rescue some noblewoman from the Forsworn in Deepwood Vale. I went through the entire thing and was frustrated not to find her at all. Where EXACTLY is she? I did rescue one "prisoner" but there was no dialogue outside setting her free and she ran off, so I thought that couldn't be her. (I found her before the entrance to Hag's End).
Herowynne Posted March 3 Posted March 3 7 hours ago, Splintered_Lizard said: I need help with the MArkarth adventure this mod sends you on. At least I think it's the one? It starts with Captain Rogen/Rogan (sp?) and eventually you have to rescue some noblewoman from the Forsworn in Deepwood Vale. I went through the entire thing and was frustrated not to find her at all. Where EXACTLY is she? I did rescue one "prisoner" but there was no dialogue outside setting her free and she ran off, so I thought that couldn't be her. (I found her before the entrance to Hag's End). No, that is not from this mod. If you have the mod More Informative Console, you can click on an NPC to see which mod they are from. You should do that with the Captain Rogen/Rogan NPC that you mentioned.
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