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Sexlab - Manage your Brothel[WIP]


dove-cosy-fad

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Posted

Thats what I already did, but as soon as I create A script it is placed inside the overwrite folder and i have to restart the CK, cope&paste the script into the skyrim folder and then restart the CK. Really sucks for testing. Also my CK doesn't want to create a new property... 

Posted

Greetings TaikiKurosawa, this mod sounds great ! I'm really looking forward to it ! Skyrim definitely needs a brothel management mod and the concept is really deep, this is going to be simply awesome. :D

 

I don't have any requests or suggestions, the mod sounds perfect as it is. ;)

Posted

Hello cobme,

Thank you very much.

I'll try to make this mod fit nearly perfectly into the lore and make it as realistic as possible. Also I'll try to keep it as small, simple and lightweighted as possible so you don't experience any problems or other difficulties.

 

Also I want to post a minor update what I'm doing right now:

 

At the moment I'll try to work the scripting and questing stuff out. Namely basics and stuff. Also not in the actual mod, but in another test mod.

 

Greetings

TK

 

Edit: Also I'm at a point where I'm stuck and need your help. Since there is no (easy) way to add skill/perk trees I have three possibilities.

1. I could merge two skill trees together and use the empty one as the Sex Tree.

2. I could use an existing tree and add new perks to that one.

3. There will be no perk tree in the Stars but somewhere inside some menus.

 

I personally prefer the 2. Version, but I don't Know which tree I should "enhance".

Also I'm interested in your opinions. And maybe someone even knows a way how to add new trees.

Oh. And I'll check the dawnguard add-on. Maybe I'll find a hint there on how to add new trees.

Posted

Hmm it would be better to use 3.

 

SkyRe and other mods which change the trees and so there could be conflicts. Little mods are not a big Problem but many people outthere are using overhauls. So best would be a Tree or something outside of the vanilla system

Posted

Agreed, 3 would be best.  So many people out there use mods that modify the perk trees as it is, and you know if you go the perk tree route, those people will come out of the woodwork looking for a compatibility patch.

Posted

Thats what I already did, but as soon as I create A script it is placed inside the overwrite folder and i have to restart the CK, cope&paste the script into the skyrim folder and then restart the CK. Really sucks for testing. Also my CK doesn't want to create a new property... 

 

I'm late to the party on this question but you might want to pm Ashal about how he does it. From my experience mo and the ck don't work really well together, and from what I've read from him he keeps the mod he's working on physically in skyrim/data while keeping everything else virtualized in mo.

Posted

Well, better late than never. ;) 

 

Maybe I'll contact him, but I don't want to annoy him... :/ 

But I'll hopefully find a way. The way it is right now jsut totally sucks and I can't even try to script much...

  • 1 month later...
Posted

Looks like a fun-to-be mod ^-^

Hm, Got a few random thoughts to say. First of all, in your main post you mention guards coming around if you don't pay taxes...was thinking you could add ways to circumvent paying taxes. Like, say your brothel has a reputation, the way it gets more clients. Say there's an experience system with the prostitutes (or something as simple for as a stat of how long/many they have served). Perhaps you could add an event to send a personal prostitute for the jarl disguised as a maid in exchange for not paying taxes, though it would require the highest level of experience, or something like that. I'm assuming that would be quite a bit down the line, though. It could also be an idea for a perk, I guess, I'm not quite sure what you want to do with your skill system.

 

Which leads me to the next thing: I'd also go for option 3 for the skills/perks. My first thought was using quest items in place of perks, and checking the player inventory for that item in whatever script you want a check for it. Assuming you'd want them unlockable based on a whoring skill, or whatever, I'm thinking you could have that as just a stat overview in the MCM thingie, and just give messages when the skill increases. I'm not sure if there's any way to remove available perk points from a character using scripts, but if there is, you could do that along with a skill tree page in MCM, so to speak, if you really, really want that to be a requirement. I'd suggest side quests unlocked by your skill reaching the skill level the perks require, and the perk being the reward, though...or whatever else you can think of :3

 

I feel long-winded. I'm pretty sure I had some more random things that popped in my head, but I forgot them for now, at least.

  • 2 weeks later...
Posted

Just a small idea for aesthetics (sorry if this has already been asked, I just skimmed through) are you going to add a way to hang a red lantern out in front of any brothel locations or the first player home?

 

Could use this as a possible door option or upgrade too, I like the carved wooden door the best as it seems a little more lore friendly:

 

http://www.loverslab.com/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=54049

 

You'd have to get permission from the creator though.. I could alo try to make something like this too, I'm OK at texture editing myself.

 

EDIT: Wups.. it's only showing the picture. Uhh, I'm a noob at posting here but if you search under "adult mods" and "[bLENDER] lingerie armor" it should be on the most recent page there.

Posted

Thats what I already did, but as soon as I create A script it is placed inside the overwrite folder and i have to restart the CK, cope&paste the script into the skyrim folder and then restart the CK. Really sucks for testing. Also my CK doesn't want to create a new property... 

 

I had to fight the same problems you have with MO. I finally found a workaround to that.

  1. Install your mod as if it would be a regular mod in MO
  2. Copy the complete directory 'Scripts' from your Skyrim installation into your mod directory
  3. Delete or rename the entire 'Scripts' directory in your Skyrim installation. Now make a symlink which points to the 'Scripts' folder in your mod directory (cmd console with admin rights --> 'mklink /D <FromDirPath> <ToDirPath>'
  4. Also do a symlink in MO's 'overwrite' directoy to your mod 'Scripts' directory (If you want repeat it for 'DialogueViews' directory)
  5. Copy all necessary source scripts like SexLab, SkyUI and SKSE into your mod's 'Scripts/Source' directory
  6. Enjoy

Only thing which is still disturbing and where I did not found a way to workaround is, that the *.esp will be saved in the overwrite folder. I'm working on a solution. But with the steps above I finally fixed the problems I had with MO and CK.

 

Hope that helps

 

Edit: Btw: Another point you need to remember is to rename the overwrite folder everytime you want to play on your normal gameprofile. Sucks but until MO fixes that issue with the CK you have to make a compromise.

  • 1 month later...
Posted

I'm sorry for everone who had high hopes in this mod. But sadly i forgot completely about this project due to school and familair stuff. 

Also the way Skyrim Modding works with the MO sucked. I might start again with the project. I just have to set up my skyrim stuff again.

But don't expect too much. An exam marathon starts for me in around 3 weeks... And after that i need to prepare my 5 final exams... 

If i'll start again working on it i'll reorganize my feature priority... 

Again I'm sorry, but I'll try my best to start again... 

  • 1 year later...
Posted

If it isnt much i'd like to suggest something. 

 

If you could make it so we can do the whole thing without whoring out the PC that would be great. Or maybe an option to be the owner rather than being the goods yourself.

  • 4 weeks later...

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