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Radiant Prostitution-Gigolo SE


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Posted
2 hours ago, kevtg26 said:

I went through your load order and nothing is immediately jumping out at me. The only thing I might suggest is moving RPG down to just above your Bashed Patch and then rebuild the patch (make sure to import graphics or you'll get the gray face bug). If that doesn't work, I'll work up a modified version of the Handler script that has Debug message every step of the way so we can see where it is failing. That is, if you don't mind continuing to test for me.

 

But the reason I set the system up the way I did was to make sure that the script load remains light. I figured that would be especially important for a setup like yours that has a lot of Script heavy mods. I also didn't want to make SLSO an actual requirement. The plan is for any content updates to go into this version of the mod and I wanted to make sure the mini-game remained optional. Just gotta figure out why it's going on all wonky for you, cuz it's probably also happening to someone else.

I'll try that out later today, as I'm about to head into a class - however, while I have a bashed patch in the load order, its not activated, nor have I done anything with it. Tbh, I don't really know how to build it out in terms of what should or shouldnt go into the bashed patch, but I'll put RPG down in the load order and report back on it.

Posted (edited)

I've used version 5,6, and 7 now and none of them get the wenches working.  I get the notification "a wench is on a job" but nothing happens at all.  sometimes outside of schedule time, there was some dialogue with rejection but never a scene.

 

I found an old version and gave it a spin and it's working just like I remembered.  The npc wench sandbox is a good part of this mod and it seems to have not carried over too well...  also there's nothing messing with Hulda in this version

Radiant Prostitution_Gigolo SE v4.1.1.7z

Edited by 012009
Posted
10 hours ago, 012009 said:

I've used version 5,6, and 7 now and none of them get the wenches working.  I get the notification "a wench is on a job" but nothing happens at all.  sometimes outside of schedule time, there was some dialogue with rejection but never a scene.

 

I found an old version and gave it a spin and it's working just like I remembered.  The npc wench sandbox is a good part of this mod and it seems to have not carried over too well...  also there's nothing messing with Hulda in this version

Radiant Prostitution_Gigolo SE v4.1.1.7z 220.99 kB · 0 downloads

I'm aware of the issue. They do work, but the "success" rate is low. Not sure why. I haven't looked at the sandboxing code since I took over from Caden but I do know that it is off for freeroam and completely broken for the military camp jobs. It's something I plan to look at in the near future.

Posted
18 hours ago, applesandmayo said:

I'll try that out later today, as I'm about to head into a class - however, while I have a bashed patch in the load order, its not activated, nor have I done anything with it. Tbh, I don't really know how to build it out in terms of what should or shouldnt go into the bashed patch, but I'll put RPG down in the load order and report back on it.

For what you have in your load order, I really would recommend a Bash patch. They really do help clear up a lot of problems and make mods that don't normally play well together actually work. Here's a resource to look at for guidance, but there is a lot more out there. Bash is pretty powerful tool:

 

https://levelskip.com/how-to/How-to-use-Wyre-Bash-for-Skyrim-mods-to-create-a-Bashed-Patch-to-merge-levelled-lists-and-improves-mod-compatibility

Posted (edited)
1 hour ago, kevtg26 said:

For what you have in your load order, I really would recommend a Bash patch. They really do help clear up a lot of problems and make mods that don't normally play well together actually work. Here's a resource to look at for guidance, but there is a lot more out there. Bash is pretty powerful tool:

 

https://levelskip.com/how-to/How-to-use-Wyre-Bash-for-Skyrim-mods-to-create-a-Bashed-Patch-to-merge-levelled-lists-and-improves-mod-compatibility

I'll take a longer look at this this weekend, because this is something I've been meaning to do for a long time, especially with the amount of additional NPCs I have. Plus, probably need to learn how to make some merged patches too, because basic follower mods being pure .esps just seems wasteful at this point in SSE modding. Also, if it helps with general performance and proper script execution too.

Edited by applesandmayo
  • 2 weeks later...
Posted

When moving to the next level of quests (house calls missions) I get:

 

"The list of available quests was empty" on my screen (with text for checking versions).

 

I'm using VR. I have the latest SKSE VR and Jcontainers VR to match.  

 

Searching the forum showed someone had something similar but it was fixed in a much older version.  Maybe there's some VR specific jcontainer fix need in the current one?  Anyone else see this. 

 

One of my fav mods, keep up the good work, hope I can get it to work again (I had it running a while ago -last year - on older versions)

Posted (edited)
On 7/8/2021 at 8:51 AM, kevtg26 said:

For what you have in your load order, I really would recommend a Bash patch. They really do help clear up a lot of problems and make mods that don't normally play well together actually work. Here's a resource to look at for guidance, but there is a lot more out there. Bash is pretty powerful tool:

 

https://levelskip.com/how-to/How-to-use-Wyre-Bash-for-Skyrim-mods-to-create-a-Bashed-Patch-to-merge-levelled-lists-and-improves-mod-compatibility

Built the bashed patch, started up a new game with 7.0.6. For some reason, I had a bunch of npcs who looked like they were trying to walk, but just standing and spinning in place, with a lot of the rest not having any issue seemingly. 

 

Anyway, went to go run a RPG, SLSO showed the client came multiple times, yet the notification came up saying 'client is done', then 'client did not come', lastly, 'client satisfaction is 0'. I'm also finding, at least on the last 6 version, that when I get the quest 'Make Love, not war', there isn't another working girl there, nor can I initiate dialogue to start the scene with any of the soldiers there.

Edited by applesandmayo
Posted
On 7/19/2021 at 6:33 AM, jayforfunx said:

When moving to the next level of quests (house calls missions) I get:

 

"The list of available quests was empty" on my screen (with text for checking versions).

 

I'm using VR. I have the latest SKSE VR and Jcontainers VR to match.  

 

Searching the forum showed someone had something similar but it was fixed in a much older version.  Maybe there's some VR specific jcontainer fix need in the current one?  Anyone else see this. 

 

One of my fav mods, keep up the good work, hope I can get it to work again (I had it running a while ago -last year - on older versions)

That's weird. Which version are you using (6 or 7)? If you go into the MCM under quests, what does it say under the number of available quests (should be 10) and does it change if you reset the quest list? Also, what Inn did you try to take the quest at and do you having any mods altering that worldspace?

Posted
17 hours ago, applesandmayo said:

Built the bashed patch, started up a new game with 7.0.6. For some reason, I had a bunch of npcs who looked like they were trying to walk, but just standing and spinning in place, with a lot of the rest not having any issue seemingly. 

 

Anyway, went to go run a RPG, SLSO showed the client came multiple times, yet the notification came up saying 'client is done', then 'client did not come', lastly, 'client satisfaction is 0'. I'm also finding, at least on the last 6 version, that when I get the quest 'Make Love, not war', there isn't another working girl there, nor can I initiate dialogue to start the scene with any of the soldiers there.

I'm aware of some issues with "Make Love, Not War" and I'm testing a fix for it on Ver 7 right now. Once it is good, I'll apply it to Ver 6 and hopefully get them both out this week.

 

Not sure what is going on with Orgasm detection on your set up. It's very strange. All my system does is record what time the scene starts and once the scene finishes, it checks when the last orgasm occurred. If the last orgasm came after the start of the scene, you get a point towards satisfaction. The only other thing that I can think of to check is the status of your partner under Aroused MCM. You don't even need RPG for this. Use the status key (set in the MCM) to select the actor prior to sex and then open the MCM and go to the status page. There is a field for both you and the selected actor that says "Days since last Orgasm". Make note of this number and check it after sex. It should go down. My script in RPG to detect orgasms is exactly the same as the one Aroused uses to fill this field. If this field isn't updating in Aroused, that means there is an issue with PapyrusUtil, another mod that Sexlab relies on to store all of it's stats data.

Posted
6 minutes ago, kevtg26 said:

I'm aware of some issues with "Make Love, Not War" and I'm testing a fix for it on Ver 7 right now. Once it is good, I'll apply it to Ver 6 and hopefully get them both out this week.

 

Not sure what is going on with Orgasm detection on your set up. It's very strange. All my system does is record what time the scene starts and once the scene finishes, it checks when the last orgasm occurred. If the last orgasm came after the start of the scene, you get a point towards satisfaction. The only other thing that I can think of to check is the status of your partner under Aroused MCM. You don't even need RPG for this. Use the status key (set in the MCM) to select the actor prior to sex and then open the MCM and go to the status page. There is a field for both you and the selected actor that says "Days since last Orgasm". Make note of this number and check it after sex. It should go down. My script in RPG to detect orgasms is exactly the same as the one Aroused uses to fill this field. If this field isn't updating in Aroused, that means there is an issue with PapyrusUtil, another mod that Sexlab relies on to store all of it's stats data.

I'll give that a shot this evening. I would add that SLEN does have a "NPCs have sexlife" function, and I'm not positive on if that would be affecting it. I'll try sex with someone outside of a RPG scene, and then try them again in a RPG scene after checking how long its been since their last orgasm to see if that makes a difference.

Posted (edited)
On 7/20/2021 at 9:26 AM, kevtg26 said:

That's weird. Which version are you using (6 or 7)? If you go into the MCM under quests, what does it say under the number of available quests (should be 10) and does it change if you reset the quest list? Also, what Inn did you try to take the quest at and do you having any mods altering that worldspace?

SKSE: Current VR build 2.0.12 (runtime 1.4.15)
Radiant Prostitution-Gigolo SE v7.0.2
JContainersVR-v4.1.13

It says 16 quests found when I reset the list of available quests.

Not sure where to find the number of available quests.

Found this at Whitrun Inn.  I have things like SMIM and Noble Skyrim textures but nothing that would change Whiterun in any real way.

Also for some reason the error screen text appears exactly 6 times in a row (I click past it 6 times).

 

If I had to guess maybe these lines from the papyrus log are relevant: 


[07/22/2021 - 12:34:10AM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[07/22/2021 - 12:34:14AM] [Radiant Prostitution] try to start a quest from list 
[07/22/2021 - 12:34:14AM] [Radiant Prostitution] last Index was 0
[07/22/2021 - 12:34:16AM] MF_RP TRACE : FINAL INDEX IS 0 (None)
[07/22/2021 - 12:34:16AM] ERROR: Cannot call getRank() on a None object, aborting function call
stack:
    [mf_Prostitute_Handler (1D000D62)].mf_handler.randomQuest() - "mf_handler.psc" Line ?
    [mf_Prostitute_Handler (1D000D62)].mf_handler.QuestKicker() - "mf_handler.psc" Line ?
    [mf_Prostitute_Handler (1D000D62)].mf_handler.HomeJobQuestKicker() - "mf_handler.psc" Line ?
    .mf_homejobagain.Fragment_0() - "mf_homejobagain.psc" Line ?
[07/22/2021 - 12:34:16AM] warning: Assigning None to a non-object variable named "::temp220"

 

and the last section kind of repeats a lot.

Edited by jayforfunx
Posted
20 hours ago, jayforfunx said:

SKSE: Current VR build 2.0.12 (runtime 1.4.15)
Radiant Prostitution-Gigolo SE v7.0.2
JContainersVR-v4.1.13

It says 16 quests found when I reset the list of available quests.

Not sure where to find the number of available quests.

Found this at Whitrun Inn.  I have things like SMIM and Noble Skyrim textures but nothing that would change Whiterun in any real way.

Also for some reason the error screen text appears exactly 6 times in a row (I click past it 6 times).

 

If I had to guess maybe these lines from the papyrus log are relevant: 


[07/22/2021 - 12:34:10AM] XPMSE MainQuest Initialization failed. If you are starting a new game, the game might not initialized fully and this warning is normal. If this message is persistent in your log and XPMSE does not function properly, you should check the requirements for XPMSE. XPMSE will try initialization again in 5 seconds.
[07/22/2021 - 12:34:14AM] [Radiant Prostitution] try to start a quest from list 
[07/22/2021 - 12:34:14AM] [Radiant Prostitution] last Index was 0
[07/22/2021 - 12:34:16AM] MF_RP TRACE : FINAL INDEX IS 0 (None)
[07/22/2021 - 12:34:16AM] ERROR: Cannot call getRank() on a None object, aborting function call
stack:
    [mf_Prostitute_Handler (1D000D62)].mf_handler.randomQuest() - "mf_handler.psc" Line ?
    [mf_Prostitute_Handler (1D000D62)].mf_handler.QuestKicker() - "mf_handler.psc" Line ?
    [mf_Prostitute_Handler (1D000D62)].mf_handler.HomeJobQuestKicker() - "mf_handler.psc" Line ?
    .mf_homejobagain.Fragment_0() - "mf_homejobagain.psc" Line ?
[07/22/2021 - 12:34:16AM] warning: Assigning None to a non-object variable named "::temp220"

 

and the last section kind of repeats a lot.

Ok that is F'en weird. Did you update over a previous version? It looks like it's missing the mf_prostitute_handler script which WILL break the mod. I would uninstall. Check your script file to make sure no mf_prostitute scripts remain. Then clean your save and reinstall.

Posted

New updates for the stable and beta versions:

VERSION 6.1.8 (Stable)

FIXED - Bug where your co-worker could be duplicated after "Make Love, Not War"

FIXED - Bug that prevented you co-worker from seeking clients during "Make Love, Not War" (with caveats. See below)

FIXED - Bug that would result in two assaults after turning a client down when serving food or freeroam

 

VERSION 7.0.4 (Beta)

FIXED - Bug where your co-worker could be duplicated after "Make Love, Not War"

FIXED - Bug that prevented you co-worker from seeking clients during "Make Love, Not War" (with caveats. See below)

FIXED - Bug that would result in two assaults after turning a client down when serving food or freeroam

FIXED - Bug where client would not gain satisfaction from an assault when serving food or freeroam

 

I'm taking a hard look at scenes in the CK to try and fix why the NPC interactions don't seem to working. The issues seem to be revolve around getting the Aliases properly filled when the scene tries to fire off. I have got it working most of the time in "Make Love, Not War" but I have noticed that other mods that launch scenes (like Sexlab Approach, Random Sex, Spectator Crowds, etc...) can interfere with the alias being filled. 

Posted
5 hours ago, Ramajam said:

I'm experiencing the same with VR. Seems to be something particular to this version of Skyrim. This occurs when selecting the first Home Delivery quest offered. This is with the most recent SKSE VR version (2.0.12) and the most recent version of JContainers VR (4.1.13). Going into the MCM and running "check for new quests' doesn't seem to solve the problem.ScreenShot0.thumb.png.7ec4d6893f4e7bf4f185566ce4006c30.png

I have not tested this in VR at all. I have no idea what differences there are between the VR version of SKSE and the LE/SE versions are. All of the work that I am doing is on the SE version only. DO you have a papyrus log that I can look at? I can't guarantee that will be enough for me to fix the issue but it might give me a clue to what is going on.

Posted (edited)

Thx for continue this great mod

 

is there possible create a shortcut key to turning player active both and passive mode?

 

btw for the natural quest, after found the mechant who have the item stolen from bandit, choose pay with sex , but the price amount doesn't decrese after npc cum in animation, the notice is show npc not orgasm.

Edited by sexhaizai
Posted
12 hours ago, kevtg26 said:

I have not tested this in VR at all. I have no idea what differences there are between the VR version of SKSE and the LE/SE versions are. All of the work that I am doing is on the SE version only. DO you have a papyrus log that I can look at? I can't guarantee that will be enough for me to fix the issue but it might give me a clue to what is going on.

Here you goPapyrus.0.log

Posted (edited)
1 hour ago, Ramajam said:

Here you goPapyrus.0.log

I think you have issues here that go WAY beyond Radiant Prostitution. Just scrolling through that log shows that you have a whole bunch of mods that can't access some of their functionality. The whole log is basically a list of stack failures where scripts are trying to execute on a "none" object when they are looking for something that is not "none".

 

I did a little bit of research and it appears that that VR has a problem with with a lot of the utility functions that mods depend on. I'm going to try and make this explanation simple but keep in mind that I'm NOT an expert here. I might have some of this wrong in the particulars. PapyrusUtil has whole bunch of functions but the big one here is it's ability to store object variables that mod scripts can call on later. This is most apparent in all the stats that Sexlab keeps. Those are all managed through PapyrusUtil. One of the reasons that a lot of mods don't list PapyrusUtil as a requirement is because a version comes included with a lot of mods (including Sexlab). So if a mod is dependent on Sexlab, it's also dependent on PapyrusUtil but that's not listed because PapyrusUtil is included in Sexlab. However, the version in Sexlab DOES NOT work in VR. This is just a guess but I think one of the things the Sexlab VR patch does is modify it to use the VR version of PapyrusUtil instead of the normal version. 

 

RPG also relies on PapyrusUtil to manage all of it's stats, ranks and available radiant quests. Because the scripts in the mod are calling on a version of PapyrusUtil that doesn't exist or on functions that don't exist in the VR version, they are all failing out. Like I said above, this is far from the only mod you are having problems with. You just may not have encountered that other loss of functionality yet. I can guarantee you that any mod that relies on PapyrusUtil is having isses. 

 

I honestly can't say when or if I can fix this. I'm still pretty new to the scripting side of thing so I have no idea how easy or hard it is to modify the mod to use the VR PapyrusUtil or if all the functions I'd need are even in that version. It may be as easy as recompiling the scripts with the new PapyrusUtil or it may require some rewriting of scripts. I just don't know. Since I don't use VR, I don't know if I'll ever get to it. Sorry.

Edited by kevtg26
Posted
13 hours ago, sexhaizai said:

Thx for continue this great mod

 

is there possible create a shortcut key to turning player active both and passive mode?

 

btw for the natural quest, after found the mechant who have the item stolen from bandit, choose pay with sex , but the price amount doesn't decrese after npc cum in animation, the notice is show npc not orgasm.

A shortcut key? I've never done one before but I'll think about it.

 

I have not messed with many of the tier 3 radiant quests since they typically involve content that's not quite my jam. I tried to set them so that they skipped the new client satisfaction mechanic but sounds like I missed one. Thanks for letting me know. I'll get that fixed in the next update.

Posted (edited)
On 5/29/2021 at 6:20 AM, Vomit2 said:

Why RP does touch Huldas head anyway?

 

I came here to post about the same thing. The mod is overwriting Hulda's face mesh and face texture and causing conflicts with any NPC replacer. Prior versions did not do this.

 

Can that be removed from future versions, or moved into an option file?

Edited by NNS10
Posted

Is there a convenient way to make an .esl plugin to modify the chances that clients will accept rather than rejecting a prostitute?

 

Or is it determined by scripts and the chance is inaccessible by plugins?

 

I'm asking because I'm just getting sick of seeing the exact same rejection dialogue all the time. I'd rather just have a 100% acceptance chance if the arousal is high enough.

Posted
1 hour ago, Corsec said:

Is there a convenient way to make an .esl plugin to modify the chances that clients will accept rather than rejecting a prostitute?

 

Or is it determined by scripts and the chance is inaccessible by plugins?

 

I'm asking because I'm just getting sick of seeing the exact same rejection dialogue all the time. I'd rather just have a 100% acceptance chance if the arousal is high enough.

Are you asking about PC scenes? Having arousal be a factor in active solicitation is on my list of things to do. I'm still working on getting SLA and RPG to play well and pass data back and forth without breaking the mod. 

 

If you are asking about NPC-NPC scenes, the only thing that affects acceptance/rejection is time of day and that can be turned off in the MCM

Posted
On 7/31/2021 at 2:22 AM, kevtg26 said:

Are you asking about PC scenes? Having arousal be a factor in active solicitation is on my list of things to do. I'm still working on getting SLA and RPG to play well and pass data back and forth without breaking the mod. 

 

If you are asking about NPC-NPC scenes, the only thing that affects acceptance/rejection is time of day and that can be turned off in the MCM

 

I was thinking of the normal prostitution quests, where you walk around to find customers, in either active or passive mode.

 

If the chances of success aren't absed on arousal, then what are they based on? Is it a flat chance? I was hoping that there would be an easy way to modify this chance, if it could be done by modifying globals or quests.

 

I know that there are chance modifiers on the first page of the MCM, but these seem to be for approach chances during passive mode, I think they govern the chance the an NPC will approach for sex.

Posted
18 hours ago, Corsec said:

 

I was thinking of the normal prostitution quests, where you walk around to find customers, in either active or passive mode.

 

If the chances of success aren't absed on arousal, then what are they based on? Is it a flat chance? I was hoping that there would be an easy way to modify this chance, if it could be done by modifying globals or quests.

 

I know that there are chance modifiers on the first page of the MCM, but these seem to be for approach chances during passive mode, I think they govern the chance the an NPC will approach for sex.

It's currently flat chance. The dialogue system for Skyrim filters responses based on assigned conditions. If more than one response is valid, the system will pick one randomly where all valid responses have an equal chance. What I need to do is assign an arousal based condition to the responses. It sounds simple but getting that information from mod to the other involves some scripting that I still need to figure out. I also want to involve speechcraft and NPC marital status in that calculation. It's on my list of things to do, I just haven't gotten to it yet.

Posted (edited)
13 hours ago, kevtg26 said:

It's currently flat chance. The dialogue system for Skyrim filters responses based on assigned conditions. If more than one response is valid, the system will pick one randomly where all valid responses have an equal chance. What I need to do is assign an arousal based condition to the responses. It sounds simple but getting that information from mod to the other involves some scripting that I still need to figure out. I also want to involve speechcraft and NPC marital status in that calculation. It's on my list of things to do, I just haven't gotten to it yet.

 

Thanks for the explanation. This means that when the player approaches a prospective client, the client can only refuse if the refusal dialogue line is valid. This means that it's actually very easy to setup a 100% acceptance rate for prostitution, because I can just make the refusal dialogue lines invalid in all conditions. I can do this by adding impossible conditions to the dialogue lines, such as requiring that they be a member of a custom faction that has no actual members.

 

I've setup a personal patch to achieve this, will test it later.

 

If you're looking for inspiration for arousal checking, maybe look at the implementation in TDF Prostitution. It has an MCM option for the mimimum arousal required for clients, so you can probably reverse-engineer something if you read the scripts.

 

EDIT: It seems to work, here it is.

Radiant Prostitution - No Refusals Patch.esp

Edited by Corsec

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