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SexLab TDF Prostitution and Pimping (the former "Aggressive Prostitution") v2.2.5.5


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Posted

Let's say i install the Luxury suit mod from nexus and set custom followers in it.Will i be able to prostitute as many of them as i want so as to make the suit some ki d of brothel?Thanks!

Posted

Let's say i install the Luxury suit mod from nexus and set custom followers in it.Will i be able to prostitute as many of them as i want so as to make the suit some ki d of brothel?Thanks!

This mod allows for the management of up to 3 NPC/follower prostitutes. I hope that answers your question.

 

Whats the difference between the City prostitute to the normal ones who search on their own ?

Let's begin by talking about the automatic prostitution option that was added a long time ago. For the option to be available, the prostitute must be currently working for the player. Clients are chosen, at least partly, by their proximity to the player, not necessarily to the prostitute (but it doesn't matter because the prostitute is following the player character anyway right?). The city prostitutes do not work for the player in the sense that they will not follow the player around. They are also assigned to specific areas and will find clients close to them, not to the player (which is important because the player might be on the other side of the map). City prostitutes allow the player to feel like their business is being run while they're away on adventures and whatnot, confident that they can collect a substantial amount of gold when they return. It's just all for fun to create a mildly entertaining experience

Guest jenny2011
Posted

Could you add a discount feature to this? I think it would be pretty neat to prostitute yourself for store discounts. 

 

Perhaps a system where you become the store owner or merchant's slave for x days in exchange for large discounts?

Posted

Love the idea of City Prostitute. 

 

Do I have to have a house in the respective city to assign a City Prostitute?  I am thinking having my "employee" franchise a specific city where she conducts businesses wherever she finds them instead of just my house.  This way player doesn't need to maintain many houses and with the added bonus of getting to see employees in action while the player conducts business all over town while visiting.  

 

My other suggestion is that once City Prostitute has earned enough gold she will return to to a specific location and wait or "entertain" herself until I collect.  Otherwise I think City Prostitute will make money meaningless.  If this is doable then there is no reason to limit City Prostitute to just cities where houses are located, the mod can designate any territory as how you the author wish.  Player gets to see employees in action in variable places and just need to visit the collection points once a while to review the business and the mod will not overpower the economy because player will need to visit collection points to collect money in order for the prostitutes to keep earning money.

Posted

When I go to engage in activity, I crash. I've tried deactivating and reactivating all the mods, and started a new game, also tried clean save method. I don't know what's causing this to happen, because it was working fine most of the day and when I came back to play later it started doing this.   :( Also it crashes when a follower tries to engage in the animation. I can go thru the dialogue but not animation.

Posted

Love the idea of City Prostitute. 

 

Do I have to have a house in the respective city to assign a City Prostitute?  I am thinking having my "employee" franchise a specific city where she conducts businesses wherever she finds them instead of just my house.  This way player doesn't need to maintain many houses and with the added bonus of getting to see employees in action while the player conducts business all over town while visiting.  

 

My other suggestion is that once City Prostitute has earned enough gold she will return to to a specific location and wait or "entertain" herself until I collect.  Otherwise I think City Prostitute will make money meaningless.  If this is doable then there is no reason to limit City Prostitute to just cities where houses are located, the mod can designate any territory as how you the author wish.  Player gets to see employees in action in variable places and just need to visit the collection points once a while to review the business and the mod will not overpower the economy because player will need to visit collection points to collect money in order for the prostitutes to keep earning money.

 

Yeah, you need to own the specific house in the hold for it to work.  Hearthfire houses won't work 'cause this doesn't use Hearthfire, and since those houses are in the wilderness it'd be pointless, so you can't do it in EVERY major city.

 

When I go to engage in activity, I crash. I've tried deactivating and reactivating all the mods, and started a new game, also tried clean save method. I don't know what's causing this to happen, because it was working fine most of the day and when I came back to play later it started doing this.   :( Also it crashes when a follower tries to engage in the animation. I can go thru the dialogue but not animation.

 

Sounds like a skeleton issue.  See if just getting your character naked via unequipping your body armor causes a crash.  If it does, you need to fix your skeleton file.

Posted

Is it possible to increase the number of prostitutes that can be hired the same time?I think that only 3 are too few.Is there any special restriction for this?I wouldn't know since i don't know scripting at all.Also, if i have experienced prostitutes (that is 3) and assigh them to 3 cities that i own a house in, will i be able to hire another 3 prostitutes to train?If yes, if i leave the 3 newly inexperienced prostitutes alone in the place i have set as their base of oparation, and visit any of my homes and wait for any of my experienced prostitutes, will i see her pick up clients and do the act?Thanks!

Posted

The quests that handle prostitution management are already interlinked and therefore complicated.  TDF's already stated that it'd simply be too difficult to add more, and frankly that he's uninterested in adding more anyway.

Posted

@RDKateran: Thank you!  :)

 

@jenny2011: Yes, I had been thinking about doing that previously (I mentioned it in earlier posts), but at the time I was unsure of how to do it. Thank you for reminding me about it. I just learned how and I have just added it in (any merchant who engages the services of the player character or one of his/her prostitutes will allow the player 10% better buying and selling prices; this is of course cumulative with perks and abilities from the Vanilla game and other mods). As for the slave feature that you suggested: I think that that doesn't really fit with the general purpose of this mod.

 

@w3r6zz72z: When I first released the new version with that feature, I tried to make it very clear that the idea of the feature was simply to allow the player an experience that is financially similar to that of the vendor spouse in the Vanilla game. The vendor spouse accumulates money every day, the total of which he/she then gives to the player when they return and choose the necessary dialogue prompts. Obviously, it can be seen that how the spouse earns this money isn't ever seen or even programmed in (i.e. the player can stand next them the whole day and they will have done nothing other than random sandboxing around the house, and yet they will have earned money by the end of it somehow). Now, my mod's feature is a little different in that it does show some of the activity, but it has to be noted that the likelihood of the player actually witnessing the scene in action is relatively very low.

 

@MortiferusX & w3r6zz72z: As I said above, the likelihood of witnessing the scene is relatively low (albeit highest in comparison to the rest of the scenes that are integrated into the game similarly). So, at that, it is a fairly minor detail to speak of: where the target location should be. Now, the original idea that was presented suggested the player's home as the base of operations. And I agreed because I felt it made sense for the player to be running something out of their own home. But if you really want to change the location used, it is not even slightly difficult:

1) Open up the mod in the Creation Kit

2) Locate the Quests "BB_RoamingHookersMarkarthScene", "BB_RoamingHookersRiftenScene", "BB_RoamingHookersSolitudeScene", "BB_RoamingHookersWhiterunScene", and "BB_RoamingHookersWindhelmScene".

3) Under their Quest Aliases tab, you'll notice one alias in each called BedREF - this is the bed they are told to travel to.

4) You'll notice, on opening up BedREF, that each has one Condition that dictates what cell is searched (using the GetInCell function).

5) You can change the target of the GetInCell function by opening up the condition, clicking on the name of the original cell and choosing the new cell you would like as a target. I recommend that you use UESP to get the cell names for the cells you want (example, http://www.uesp.net/wiki/Skyrim:The_Bannered_Mare).

6) You have to do this for all of the BedREF's in each of the five quests mentioned above. Keep in mind the city of the scene you are editing. Don't try to have the Riften prostitute walk all the way to the Silver Blood Inn in Markarth by accident.

Posted

 

@w3r6zz72z: When I first released the new version with that feature, I tried to make it very clear that the idea of the feature was simply to allow the player an experience that is financially similar to that of the vendor spouse in the Vanilla game. The vendor spouse accumulates money every day, the total of which he/she then gives to the player when they return and choose the necessary dialogue prompts. Obviously, it can be seen that how the spouse earns this money isn't ever seen or even programmed in (i.e. the player can stand next them the whole day and they will have done nothing other than random sandboxing around the house, and yet they will have earned money by the end of it somehow). Now, my mod's feature is a little different in that it does show some of the activity, but it has to be noted that the likelihood of the player actually witnessing the scene in action is relatively very low.

 

 

Thanks for the explanation.  I didn't know that the new city prostitute feature is similar to vendor spouse because I have always thought of this mod as an animation mod first and economy mod second.  May I suggest to include this in the sticky so to reduce the chance of people asking the same question again in the future. 

Posted

It would be very difficult to rise the daily city prostitute client number above 1? (If is not difficult I can change myself in CK, but I,ve not seen how)

Thanks in advance

Posted

@MortiferusX: You would need to make the .esp/.esm associated with that mod a master for my mod. If it is an .esm (a dedicated master file) then it's easy: when loading up my mod in the Creation Kit, double-click on that .esm in the list beforehand, and then have the condition for BedREF target the cell added by the mod (or at least one of them that you want specifically if it adds multiple cells). If it is an .esp, then it's a little trickier because you have to make the file appear as an .esm to the Creation Kit (at least temporarily) while you are doing these edits. More information about doing that can be found here: http://forums.nexusmods.com/index.php?/topic/779944-making-one-esp-dependent-on-another/

 

@w3r6zz72z: I mention it as this is the description: "Obviously, due to the fact that they player is not always going to be in the city watching the prostitute, the actions of the prostitute are cosmetic; the prostitute will earn a flat 100 gold (the payout, accessible by a dialogue option, give the player this gold affected by appropriate modifiers) and 1 practical experience every day." Now, my writing isn't the best so if people don't notice that then indeed it is a failure on my part to write effectively. I'll figure out a way to clarify that more if I release an update.

 

@antoniut: Since the whole feature is really just cosmetic, as I mentioned above, I never really figured that someone would want multiple prostitutes in a city. I also didn't want to do it because even allowing two prostitutes per city could quickly become a mess with the scripts and the management of money being earned and cashed out, but maybe I can figure it out now. After all, having two prostitutes per city would help increase the odds of a scene being triggered, and a lack of the scene occurring has been a notable complaint about the feature.

Posted

I'm not refering to prostitute number. In mod download page you explain that the city "worker" find 1 client per day. I'm refering to rise this.

 

It would be nice to "spy" workers while doing her job ;)

 

It would be nice too, that workers would have a bodyguard follower, to "protect them"  let's say...

 

Thanks

Posted

Oh, I see... well, the prostitute most certainly can have multiple clients in a day. However, I set the prostitute's level (client number) to only increase by one every day because I didn't want the feature to be abused as a means to effortlessly increase the bonus on gold earned.

 

I'm going to write this here so i don't forget: I'm going to release an update soon. I realized that I was sitting on some edits that might as well be released. Those following the thread might also have seen that I have also recently made some changes/additions that reflect some of the ideas proposed here by users, which, to be frank, I only did because I knew they would be very easy and quick to do. I'll list a tentative change log here:

- Minor script edits to aid in optimization.

- Prevent Zaz and AggressiveDefault animations from being used during the threeway scenarios.

- Player gets 10% better buying and selling prices from merchants who have sought the services of the player character and/or his/her prostitutes.

- Now, up to 3 prostitutes can be told to work in a single city. They earn money together so the player can cash out from any of the three. Unlike previous versions, where telling a new prostitute to work in a city would remove the old prostitute from working in the city automatically, the player must now free up a slot by dismissing one of the prostitute first if all three slots are occupied.

 

There was one user who suggested a feature where a spell could be used to target NPCs to have them dance, just for fun of course. I just want to say that I haven't forgotten, but I haven't been very motivated to do anything really (much less modding), so I don't know if i will ever do it, since I don't know when I'll return to actually add actually significant things to this mod.

Posted

Well, there's still some testing I'd like to do, just to help prevent what has sometimes happened in the past, where I release an update then realize that I totally forgot about a potential bug, and then have to release another update, but then again I might not have the time... hmm. We'll see what happens...

Posted

I was wondering today, where my whore in Whiterun is. I have found her in Breezehome with Carlotta. Both stuck there.

 

By the way, when i say to one of my City-Prostitutes that they can make a break and than i hire them to manual mode, i cannot give her any clients. I can speak to clients but they only run to my girl and it happens nothing. I hope you understand the Problem.

Posted

Regarding the first issue (finding your prostitute in Breezehome stuck): Before I released the first version of the mod that included the city prostitute feature, I tested it very rigorously with the Breezehome cell loaded or unloaded, and entering Breezehome before the prostitute and client, after them, and applicable combinations of those conditions. I was never able to produce a situation where they were stuck. However, it is conceivable that this issue could occur. I would recommend using the Reset Quests option in my mod's MCM and using the appropriate option in SexLab Framework's MCM to stop all current animations.

 

Regarding the second issue (not being able to properly have a client NPC start the necessary dialogue scene with the prostitute): It is possible that something occurred preventing the script from triggering the start of the scene. I would recommend using the Reset Quests option in the MCM.

Posted

I'm rather meticulous with some things with this mod and I workaround some other stuff. With the possible exception of updating to v1.8.1.9 (which was a long time ago) from an earlier version, users never really needed a clean save. Of course, with any mod, no matter the size or complexity, a clean save is optimal. But, you have to draw a line somewhere.

 

I've tested it with a save using v2.0.0.0d and then updated to v2.0.0.1 (and I do this for all updates, or, if it's a minor thing, I know what would happen in theory). For this particular update, you don't even need to re-run FNIS or use the Reset Quests option. I tell people to do that stuff in the Updating Instructions section for every update because it's just a minor inconvenience and some updates truly required that, and because it's much easier to just give general instructions for every update than to specify which steps are applicable for which updates (which I used to do, but then the Updating Instructions section just got unwieldy).

 

Anyway, for more information (actually, I think I just told you everything), you can refer to the Updating Instructions section in the description page.

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