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Posted
17 hours ago, metanight78 said:

Ok. I changed the header as discussed earlier, and the mod is detectable now by Skyrim. However another issue seems to have come up. For the Windhelm Brothel, I'm unable to do the nude party, despite all of the requirements having been met. I talk with Sonje, go through the dialogue tree to start the party, then the quest never starts and all NPCs stay dressed, and keep doing what they where already doing. I'm holding off uploading my modified file until I know this is an issue with just my file, or with version 1.9 of the mod.

 

Was it a new save? 

Posted (edited)
11 hours ago, metanight78 said:

Yes. Brand new save.

 

That's a shame.

 

Removed the LE support and the LE 1.9 version for good.

 

Thanks for testing.

Edited by xtrange988
Posted
38 minutes ago, xtrange988 said:

 

That's a shame.

 

Removed the LE support and the LE 1.9 version for good.

 

Thanks for testing.

I think it would be possible to implement this auto-undress/redress function without requiring another mod after entering the sauna area.

Posted
On 10/3/2025 at 11:50 AM, killer905 said:

I think it would be possible to implement this auto-undress/redress function without requiring another mod after entering the sauna area.

 

Yes and no. I can create an auto-undress system with a magic effect and activation box but I cannot make npc redress.

 

There's a tutorial for it but it will only work for SE (uses skse and po3 papyrus extender).

Posted
On 10/5/2025 at 1:44 AM, xtrange988 said:

 

Yes and no. I can create an auto-undress system with a magic effect and activation box but I cannot make npc redress.

 

There's a tutorial for it but it will only work for SE (uses skse and po3 papyrus extender).

Hmm, mod Bathing Beauties or Beefcake Luxury Suite (BBLS) 

 

 (It was available on Nexus in the LE/SE version, but the author removed it before introducing the collection on Nexus) and there is undress and redress after entering/leaving the pool/sauna. So, on the LE version, it is possible, but it needs different (i think) code snippets for the script.

  • 2 weeks later...
  • 3 weeks later...
Posted

hihi~ does this addon strictly require sexlab for any reason? there's a patch that overhauls the main ancient profession mod to work with ostim without requiring sexlab installed, but this mod has sexlab as a master so it's unusable without sexlab installed. so just wondering if this mod actually requires that master or if that master can be removed ^^

Posted (edited)

 

On 11/6/2025 at 1:10 PM, UhNoThanks said:

hihi~ does this addon strictly require sexlab for any reason? there's a patch that overhauls the main ancient profession mod to work with ostim without requiring sexlab installed, but this mod has sexlab as a master so it's unusable without sexlab installed. so just wondering if this mod actually requires that master or if that master can be removed ^^

 

This version doesn't have the Sexlab requirement, maybe it will work for you or not, the user that requested it didn't report back.

 

You still need the main 1.9 file for SE with the meshes and textures.

 

On 9/26/2025 at 7:36 PM, xtrange988 said:

 

Edited by xtrange988
Posted (edited)

Hi @xtrange988 and good news for all the LE players following this thread!


I’ve managed to get this mod working for version 1.90 on my LE playthrough, it's basically a two-part fix:

  1. Run the NIF files through the Cathedral Assets Optimizer to get them reoptimized for LE format
  2. Open the ESP file with TES5Edit and manually edit the header version numbering (from 1.71 to 1.70) so the oldrim game engine accepts it properly

Big shoutout to @Sovia for this workaround fix, who posted this info in another mod thread! Hope this helps everyone else get it running and working 😄

 

Quote

The file header for Beta 1 is 1.71
1.71 is compatible with versions 1.6.640 and later
If your version is older than that
SE (1.5.97): BEES (Backported Extended ESL Support)
LE: Change the file header to 1.7 using SSEEdit

 

xedit.png

 

Edited by PikaKen
  • 3 months later...
Posted
On 9/27/2025 at 12:36 AM, xtrange988 said:

 

 

Let me know if the ESP replacer works for you.

TAP Interiors cleaned Masters.rar 470.15 kB · 20 downloads

Since Vorpallion disappeared, I took the initiative and tested it in their stead.

 

Unfortunately, your cleaned masters .esp causes a CTD on entering the brothels.

 

Running your original .esp with OStim + SexLab enabled works fine, so the problem definitely appears to be caused by the cleaned masters file.

 

_____

 

If I may be so bold to ask... seeing as the base TAP mod already has SexLab/OStim as requirements, and your mod is ostensibly "just" an interior redesign: why exactly does your file need SexLab as a master to begin with? Is it not possible to leave all SexLab/OStim responsibilities in the base TAP mod, only changing where exactly they execute (by changing bed positions, rooms, etc.)?

 

In theory, if the original TAP mod was able to be converted to OStim, this mod should also be able to be converted using the exact same process... unless there is extra functionality added in your mod that doesn't already exist in the base TAP mod. Hence why I'm asking the question. I'm willing to figure out how to do the OStim conversion myself, but I just need to know what exactly your mod needs SexLab dependencies in the first place.

 

(By the way: when I say "just an interior design," this not to knock on your work -- it's extremely well-done, to the point that I frankly can't play the original TAP mod without it, hence why I'm posting on this thread to begin with, haha.)

Posted
On 2/16/2026 at 7:32 PM, OTC said:

Since Vorpallion disappeared, I took the initiative and tested it in their stead.

 

Unfortunately, your cleaned masters .esp causes a CTD on entering the brothels.

 

Running your original .esp with OStim + SexLab enabled works fine, so the problem definitely appears to be caused by the cleaned masters file.

 

_____

 

If I may be so bold to ask... seeing as the base TAP mod already has SexLab/OStim as requirements, and your mod is ostensibly "just" an interior redesign: why exactly does your file need SexLab as a master to begin with? Is it not possible to leave all SexLab/OStim responsibilities in the base TAP mod, only changing where exactly they execute (by changing bed positions, rooms, etc.)?

 

In theory, if the original TAP mod was able to be converted to OStim, this mod should also be able to be converted using the exact same process... unless there is extra functionality added in your mod that doesn't already exist in the base TAP mod. Hence why I'm asking the question. I'm willing to figure out how to do the OStim conversion myself, but I just need to know what exactly your mod needs SexLab dependencies in the first place.

 

(By the way: when I say "just an interior design," this not to knock on your work -- it's extremely well-done, to the point that I frankly can't play the original TAP mod without it, hence why I'm posting on this thread to begin with, haha.)

 

Thanks for testing
 

It may be related to markers and furniture. Some of the beds were replaced (like in the Windhelm brothel, which originally only had bedrolls), and those beds have scripts with SexLab properties attached.

My Creation Kit was super unstable back then and there weren’t any fixes for that version yet. Also it would crash whenever I tried using Find and Replace. So I ended up creating new beds manually and reattaching all the keywords, scripts, and properties myself.

  • 2 months later...
Posted

I know it says to only use on a new playthrough, but anybody successfully update the interiors on an existing save? Havent started any of the mod content if it makes a difference

  • 1 month later...
Posted
On 8/5/2023 at 4:56 AM, anonpersona said:

Patch for "The Ancient Profession - Interiors" and "JK's Riften Outskirts"!

 

Tidies up the exterior around the Riften Brothel. Environmental objects repositioned, landscape resculpted and repainted, hopefully the end result is a cohesive whole.

 

ESL, compacted and cleaned, no navmesh adjustments. Should have no errors. Load after both ESPs and after any grass fixes (set LOOT metadata to "Late Loader"), since this makes edits to the grass around the area. This patch requires a new save to work without errors.

 

Also, for anyone wondering, no objects have been deleted - I moved the unneeded elements below the landscape, and I reworked the Navcut boxes to hopefully enable better pathing by the AI to interaction points.

 

Once again, if people could check it out and make sure it all looks good I'd appreciate it.@ruddycray and @xtrange988, I've made particular effort to keep to what you both designed. Check this one out too and tell me what you think? Still happy to take feedback and adjust to please you both.

TAP Interiors Riften Outskirts Patch.esp 102.13 kB · 669 downloads

Can you make this one but for Jk Skyrim.esp (JK skyrim one-in-all)??? I did the whiterun incorporation but for some reason cant make this one

 

TAP Interiors Whiterun Outskirts Patch.esp

Posted (edited)

 

6 hours ago, Jack005 said:

Can you make this one but for Jk Skyrim.esp (JK skyrim one-in-all)??? I did the whiterun incorporation but for some reason cant make this one

 

TAP Interiors Whiterun Outskirts Patch.esp 112.15 kB · 0 downloads

 

about the jk's skyrim patch (might be jk's case): there’s a known issue with the creation kit when loading multiple dependencies. basically, it loads them by creation date rather than the load order in mod organizer, which usually messes everything up. if you run into this, you can use a tool like 'smart time stamp' to change the file (plugin) creation dates so they align with your load order.

i’m actually going to have some free time this week bc i’m recovering from a small, minor surgery at home—so i should have enough time to look into making that patch for you. i'll see what i can do!

Edited by xtrange988
Posted
12 hours ago, xtrange988 said:

 

 

about the jk's skyrim patch (might be jk's case): there’s a known issue with the creation kit when loading multiple dependencies. basically, it loads them by creation date rather than the load order in mod organizer, which usually messes everything up. if you run into this, you can use a tool like 'smart time stamp' to change the file (plugin) creation dates so they align with your load order.

i’m actually going to have some free time this week bc i’m recovering from a small, minor surgery at home—so i should have enough time to look into making that patch for you. i'll see what i can do!

Thanks, I'll be waiting, in my case I open both with sseedit and just try to change the reference to the master file to use jk skyrim and not jk whiterun/riften but for some reason cant get what is using from jk riften, in case of jk whiterun was kind of easy just add jk skyrim has master, clean masters and thats it, in riften case there is something specific that is using

  • 2 months later...
Posted (edited)

An entry in this mod (version 1.9) attaches the AMBtDungeonCaveGeneric2DLP (19895) sound to the activator FXcameraAttachEffectsACT (2F245). The end result is you get this rather annoying rumble sound popping on and off as you wander all over Skyrim. It's wherever the FXcameraAttachEffectsACT activator is used. Usually in the Rift, Eastmarch, and parts of Winterhold.

 

How did I get here? That is a story... 😂 

Spoiler

I've been trying to diagnose this funky issue for the past few months.

  • First I tried silencing all rumble sounds (didn't think to try generic dungeons oops).
  • Noted it only happened outside in certain regions, never on mod added worldspaces. (Now I know why!)
  • Then I thought it was Cathedral Weathers. Nope.
  • Then Nordic Winds. Nope.
  • Nature of the Wildlands? Nope 
  • I then noted that the sound remained playing if I stood still. Curious. Landscape material issue? Nope.
  • Could it be DynDOLOD doing something funky with the landscape? Nope.
  • Next I went in game and did trial and error and mapped out a roughly rectangular shape. Now I was getting somewhere! Fired up the CK and sure enough there was a FXcameraAttachEffectsACT activator the rough shape I outlined in game!
  • From there I was able to figure out which mod overrode it with XEdit which led me here.

I mean, I'm not even mad about it this has been an amazing troubleshooting journey and I think the most complicated one I've isolated yet! 🤣

 

Deleting the reference (again: 2F245) from the mod restores Skyrim to it's non-rumble state. Safe for existing saves too. Note: actually no, new game seems to be required to get rid of the rumble!

As this mod is what I consider one of my essentials, I thought I'd better outline the issue here for future updates! 

Edited by Nessa
Posted

Thanks for reporting.

I lost all my mods, wips and everything and I don't think I will be back to modding any time soon as I need a new computer too, so if anyone can load the esp and fix it, would be great. Permissions are open for everything.

Posted
18 hours ago, xtrange988 said:

Thanks for reporting.

I lost all my mods, wips and everything and I don't think I will be back to modding any time soon as I need a new computer too, so if anyone can load the esp and fix it, would be great. Permissions are open for everything.

 

Very sorry to hear that, I hope you get a new one soon! 

 

I'll attach my edited version here. It's the same as 1.9 just with the rumble removed.

TAP Interiors (v1.9 No Rumble).7z

 

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