Jump to content

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


Recommended Posts

Posted

Almost every day I am humbled by the patience and helpfulness of the people on this forum. This is just the latest in a long line of examples. (I am being perfectly serious - no sarcasm - I've had to stop myself a hundred times before I write something snarky because some poor soul is having a basic problem with the game.)

 

For a bunch of pervs you guys are really nice :)

Posted

 

 

 

Do a google search for the program called LOOT, install it, and run that.  That will organize your load order to how they should be.

Thx but not the problem anymore.

Now i cant move the cursor,and my mouse is not broken.Here its a pic.

 

http://gyazo.com/84ab6b149a75fb0fa443276571e99ee2

 

The cursor just stays like that and ofc i dont play Skyrim at that resolution.

 

 

Seriously, getting the load order right is the most fundamental issue when running skyrim mods. Get LOOT, run it, then check your mouse. That way everyone who wants to help will KNOW that your mods are getting loaded correctly and can move on to looking at other causes (if you still have the problem). 

 

Also, someone above mentioned getting the unofficial skyrim patch mod. I strongly suggest you do that, along with the Dawnguard, Hearthfire and Dragonborn unofficial patches, if you use those DLCs. A lot of bugs in the base Skyrim game are fixed by those patches. Maybe even your mouse issue. Get the patches, then run LOOT, and then test your game.

 

Then what on Earth do i do now?

 

Ran LOOT,got the Unofficial mod,reinstalled everything,ran FNIS thousand of times,whut is the idiot problem?!!

 

 

If TDF's suggestion doesn't work I'd try using Steam's verify installation process, then repeating TDF's advice. 

Posted

@Oraclesoldier: Can you post your FNIS log? (What FNIS prints out on its main window; just copy and paste that here.)

 

@ARTSniper: Based on the mod list that you posted, none of them should cause this issue (unless no mod would inadvertently do this unless there was a deliberate reason that I cannot think of). Try going into Documents\My Games\Skyrim and locate Skyrim.ini and SkyrimPrefs.ini. Back them up somewhere in case you want to save them for your reference, and launch Skyrim again with the default launcher, SkyrimLauncher.exe, so that it will automatically regenerate those files. If those are not the problem then I would guess that something external, but perhaps specific to Skyrim, was installed (maybe incorrectly) that would cause that. Think about what you have installed recently.

 

 

Here's my FNIS log for my problem earlier.

 

 

>>Warning: Generator not run from a legal (Steam) Skyrim installation directory.<<

FNIS Behavior V5.1.1 12/10/2014 8:39:34 PM

Skyrim: 1.9.32.0 -

Generator: C:\Games\Steam\SteamApps\common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe

 

Skeleton female: XPMS (242 bones) male: XPMS (242 bones)

Patch: "GENDER Specific Animations"

Patch: "SKELETON Arm Fix"

 

>>Warning: 1 non-FNIS behavior files in meshes\actors\character\behaviors. They CAN be the cause of Skyrim incompatibility:<<

1hm_behavior.hkx

 

Reading DeviousDevices V2.8.2 ...

Reading EstrusChaurus V?.? ...

Reading FNIS V5.1.1 ...

Reading FNISBase V5.1.1 ...

Reading FNISCreatureVersion V5.1 ...

Reading FNISSexyMove V1.2 ( 0 furniture, 0 offset, 0 paired, 0 kill, 9 alternate animations) ...

Reading FNISSpells V5.0.1 ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...

Reading MiasLair V?.? ...

Reading MNC V?.? ...

Reading NonSexLabAnimationPack V1.5 ...

Reading sanguinesDebauchery V?.? ...

Reading SexLab V1.59 ...

Reading SexLabCreature V1.59 ...

Reading SexLabDefeat V?.? ...

Reading ZaZAnimationPack V6.0.0 ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 alternate animations) ...

Reading ZFPrimaryNeeds V?.? ( 1 furniture, 0 offset, 0 paired, 0 kill, 0 alternate animations) ...

Reading zzEstrus V1.2 ...

 

All Anim Lists scanned. Generating Behavior Files....

14 GENDER modifications for Animations\male\

24 GENDER modifications for Animations\female\

Generating animationsetdatasinglefile.txt ...

 

Create Creature Behaviors ...

Reading MNC V?.? ...

Reading SexLabCreature V1.59 ...

 

mt_behavior usage: 22.0 % ( 27 furniture, 29 offset, 9 alternate animations)

0_master usage: 3.3 % ( 9 paired, 0 kill animations)

3167 animations for 17 mods successfully included (character)

527 animations for 2 mods and 22 creatures successfully included.

2 Warning(s).

 

 

Posted

There are no running scripts applied to prostitutes following the player, except during dancing scenes. In particular, I can describe exactly what was applied to the follower in the situation you were describing. Prior to propositioning the client, Lydia fills a Quest Alias (simply because the player asked her to work for them). The Quest Alias gives her some new mod-specific keywords and an AI package to follow the player (however, this is disabled when the prostitute is also a regular follower). However, after propositioning the client, the prostitute and the client would have begun a scene with some dialogue, which would take precedence over the follower AI package. However, I want to note that leaving during a scene like that still wraps it up/eventually has it end. Now, once my mod's scene ends, SexLab Framework will deal with the animations, and this is where I would have suggested the issue occurred (perhaps, the NPC's AI got confused with the different packages from SexLab Framework and AFT) and that the next step would have been to use the MCM options of SexLab Framework to clean it up. The point is that my mod's scripts and packages would have cleaned themselves up, and if you fixed the issue by uninstalling my mod then I would think that it was an isolated incident of stuff just not firing properly. Of course, if this issue can be reproduced fairly consistently, and solution is purely just uninstalling my mod, then that would be something else.

 

Thx a lot for the detailed answer.

 

I ll soon reinstall TDFP again and check how this goes when cleaning up Sexlab.

Posted

Can the illegality of prostitution be turned off? Is that what the "Guard Interactions" option is for maybe, I'm not sure I understand the effect of that option.

 

Maybe it's because I'm still very low level (just started a new game and upgraded from an old pre-v2 version where it was not illegal), but I've had a variety of non-guard NPCs becoming aggressive with me when soliciting, even indoors with no guards in the cell, and consequently killing me (granted, dressed light and at master or legendary difficulty, but in an Inn that should be OK right? :dodgy: ). Even picking pockets seems like a safer profession at this point.

 

Posted

Yes, the option turns off all Guard Interactions (i.e. makes prostitution legal). Even with the option turned on, guards should never just start attacking. Guards always approach the player or prostitute in dialogue first. They only begin to become hostile and add a bounty in the hold when the player uses certain dialogue options. If they do not speak to the player first, they will never become hostile.

Posted

Yes, the option turns off all Guard Interactions (i.e. makes prostitution legal). Even with the option turned on, guards should never just start attacking. Guards always approach the player or prostitute in dialogue first. They only begin to become hostile and add a bounty in the hold when the player uses certain dialogue options. If they do not speak to the player first, they will never become hostile.

 

It wasn't guards, I avoided those because the description already warned about that, however based on the description I gathered that only guards would make a problem. That's not the case though, Skjor of the Companions seems to have a rather big chip on his shoulder regarding prostitutes. He gets very unfriendly when my PC solicits him, or even when he catches Lydia doing a job for me with one of the other companions (although Lydia was able to 'persuade' him to change his mind, but my PC not).

 

I just checked the wiki and it turns out Skjor is in the Guard faction for some reason, even though he isn't a guard, so that probably explains it if you use that to check for guards. That's also the case for the other inner circle members, as well as all soldiers, plus all orc stronghold members (I guess because every member of a stronghold is expected to guard it). A bit of a shame as Jorvaskr and soldier camps used to be the best places to find Johns. It might be an idea to check if the NPC actually has "guard" in their name. With the exception of a couple of uniquely named heads of guard, that's the case for all of the actual guards, and there seem to be a lot of non-guard NPCs in the guard faction that could mess things up in unpleasant ways for the enterprising pimp or prostitute.

 

Oh well I'll try that guard interaction option anyway, because in my understanding of Skyrim lore, prostitution isn't only legal and public in Skyrim, it's a sacred duty of every Dibellan priestess! :D

Posted

I'm going to leave this here because some of the people on this thread have asked for these things to be fixed, but I don't want to release a new "official" version yet on the main page because I want to add in a some more new stuff first (but that will probably be a while, so...):

- More conditions were added to ensure that a "guard" really is a guard and not a bunch of unique NPCs who shouldn't really be guards but were defined that way anyway by Bethesda.

- Added a new condition on the NPC recruitment dialogue to only allow Unique NPCs.

- Edited some dialogue lines to be more unisex-friendly and also added in new male-prostitute-specific dialogue to replace the lines that are overtly meant to be tailored towards female prostitutes.

 

Please tell me if there are any bugs. I have tested it, but it has become a fairly more complicated mod (with a lot of repetitive and tedious editing), so it is possible that I could miss the "Paste" button and forget something... I'm pretty sure I didn't (because I try to double check, but still...).

TDF Aggressive Prostitution - v2_0_1_0 to v2_2_5_3 Update.7z

Posted

In-game, you can type:

CompleteAllObjectives BB_RoamingHookersControlQuest

This will mark the quest as completed in your Quest Journal, so that it will be listed in the bottom portion of the journal with the other completed quests.

 

In the CK, you can open up the quest BB_RoamingHookersControlQuest, go to the Quest Stages tab, select Stage with Index 0, and uncheck "Start Up Stage". If you want this change to apply to an older save game, you will need to use the "Reset Quests" option in the MCM.

Posted

In-game, you can type:

CompleteAllObjectives BB_RoamingHookersControlQuest

This will mark the quest as completed in your Quest Journal, so that it will be listed in the bottom portion of the journal with the other completed quests.

 

In the CK, you can open up the quest BB_RoamingHookersControlQuest, go to the Quest Stages tab, select Stage with Index 0, and uncheck "Start Up Stage". If you want this change to apply to an older save game, you will need to use the "Reset Quests" option in the MCM.

 

the console accepted the command, text appears blablaquest finished, but the questmenu is where it was before. no reaction.

before i go into the ck,  i ask what this management quest menu is made for. is it a quest ?  how can it be finished ?

 

Posted

Sorry about that... I had typed in some code into the console to test (which worked), but then I somehow made the mistake of forgetting to write the second line of code here. The two lines of code to run are:

CompleteAllObjectives BB_RoamingHookersControlQuest
CompleteQuest BB_RoamingHookersControlQuest

Technically, the first line is optional, but, since I like to clean everything up, I would run it anyway. The first line of code lists the Quest Objective as complete, which isn't necessary, but it's nice to have the point filled in on your Quest Journal for the illusion of completeness. The second line sets the Quest as completed, so that it will be listed in the greyed-out lower half of your Quest Journal; this is the part that you wanted.

 

The Quest BB_RoamingHookersControlQuest is the quest that manages the important parts of the city prostitution feature (where each prostitute works, the Gold earned by each, the dialogue, the bounty-clearing, etc.; all except for the sex scenes which I have said are aesthetic). The entry in the Quest Journal is triggered when the Quest starts Stage 0. By using the console commands to "complete" the Quest, the other features remain active (because completing the Quest is not the same as stopping it from running). However, if you use the "Reset Quests" option without editing the mod in the CK first, the quest entry will reappear, because the Quest will be stopped and started again, which will trigger Stage 0 to start again. If you edit the Quest in the CK so that Stage 0 is no longer the "Start Up Stage", then the script associated with it will never trigger (under normal circumstances) and the Quest Entry will never appear. However, there will be no change to the other functions of that Quest.

Posted

Sorry about that... I had typed in some code into the console to test (which worked), but then I somehow made the mistake of forgetting to write the second line of code here. The two lines of code to run are:

CompleteAllObjectives BB_RoamingHookersControlQuest
CompleteQuest BB_RoamingHookersControlQuest

Technically, the first line is optional, but, since I like to clean everything up, I would run it anyway. The first line of code lists the Quest Objective as complete, which isn't necessary, but it's nice to have the point filled in on your Quest Journal for the illusion of completeness. The second line sets the Quest as completed, so that it will be listed in the greyed-out lower half of your Quest Journal; this is the part that you wanted.

 

The Quest BB_RoamingHookersControlQuest is the quest that manages the important parts of the city prostitution feature (where each prostitute works, the Gold earned by each, the dialogue, the bounty-clearing, etc.; all except for the sex scenes which I have said are aesthetic). The entry in the Quest Journal is triggered when the Quest starts Stage 0. By using the console commands to "complete" the Quest, the other features remain active (because completing the Quest is not the same as stopping it from running). However, if you use the "Reset Quests" option without editing the mod in the CK first, the quest entry will reappear, because the Quest will be stopped and started again, which will trigger Stage 0 to start again. If you edit the Quest in the CK so that Stage 0 is no longer the "Start Up Stage", then the script associated with it will never trigger (under normal circumstances) and the Quest Entry will never appear. However, there will be no change to the other functions of that Quest.

So it is not a quest but a Management menu, as the Name sais. i dont use the functions of City prostitute, because optical it is the same as my 2 followers in Action. you can see it only when you are in the same cell. so i call it a cheat to make Money.

 

however, the Feature of the whores bringing the Clients into the Players house is very interesting. changing the Players house into a brothel. superb!

this should be a Feature for the followers too. think if you can do that. : when you start the dialogue of the follower "you want to make some Money with sex?" the followers stay in the house and the character brings them Clients from the streets. with the dialogue " i dont have time to search for Clients, do it yourself" spoken inside the Players house or in the streets of the City, same cell where you own a house, they will use the Players home bed for sex with their Clients and walk / teleport to this bed with their Clients. 

other way would be the followers stays at home and random Clients appear in the Players house .

i hope you like that idea.

Posted

@magicrealm: Thank you for pointing this out to me! I will be sure to fix this by the next update.

 

Regarding your previous post: While I do see the merit in the idea, I'm afraid that such a feature would succumb to the same issue that the city prostitution feature has with reads to animations. I can't, without causing issues, allow Actors who are not in the same cell as the player to animate, so the issues that have been brought up about the city prostitution scenes (that often the client and prostitute will walk into the house and then a few seconds later walk out, if the player does not enter as well, which is entirely intentional, by the way) would simply become more apparent with the proposed feature.

 

Yeah, turns out I was missing a whole bunch of conditions on that dialogue line. Thanks for the bug report.

Posted

Hey TDF: I have some ideas wich you may like?

 

- If the Player has reached a specific Pros-Level, he/she may get a letter from the Jarl who wants to be a customer.

- Option for male PC's when a NPC asks for sex "Sorry to turn you down but I don't di it with guys"

- venereal diseases

 

More to come

Posted

Hey TDF: I have some ideas wich you may like?

 

- If the Player has reached a specific Pros-Level, he/she may get a letter from the Jarl who wants to be a customer.

- Option for male PC's when a NPC asks for sex "Sorry to turn you down but I don't di it with guys"

venereal diseases

 

More to come

 

Thats an entire new mod by itself. :-)

I think there is one and is called parasite or something :)

Posted

 

Hey TDF: I have some ideas wich you may like?

 

- If the Player has reached a specific Pros-Level, he/she may get a letter from the Jarl who wants to be a customer.

- Option for male PC's when a NPC asks for sex "Sorry to turn you down but I don't di it with guys"

venereal diseases

 

More to come

 

Thats an entire new mod by itself. :-)

I think there is one and is called parasite or something :)

 

 

SexLab STDs does the trick.

 

I have another suggestion: when a client says "I'm someone who prefers to watch", give the option to let the client watch 2 prostitutes have sex, rather than 1 prostitute with the PC. Sometimes I do not mind, but I like the idea of playing a pure 'pimp' or 'madam' who does not participate him/herself, but just runs the business.

 

Posted

@Peiniger: Regarding your first idea, I do want to put something like that in where previous clients can ask the player and his/her employees to come back. I think the best system would be to have the Jarl know about and request the player's business only after they have had clients in the hold. Regarding your second idea, that seems more like a redundancy to me. The player can already decline approaching clients by saying that they are too busy at the moment.

 

@BeamerMiasma: I just added in this feature to the version that I am currently working on. There is one issue: that I can't do text replacement on the options in Message Boxes. So, I had to choose between:

- Message Box says: "The client wants to watch <Alias=HookerREF> and someone else. Who should it be?" Notice that I can do text replacement there. Then the options: "Player", "Hooker 1", "Hooker 2". Notice I can't do text replacement there.

- Message Box says: "The client wants to watch <Alias=HookerREF> and someone else. Who should it be?" Then the options: "Player", "Another prostitute".

 

I opted for the latter because it's less off-putting. l also added something similar for the actual threeway part: "So you wanna be part of the fun now?". Again, a message box will appear. I thought about having the prostitutes approach the client instead of forcing the player to have to speak to the client instead to initiate this part of the scene, but I realized that so many things can happen in between, if a user purposely or unknowingly tries to start up other features of the mod simultaneously, that I jus decided to err on the safe side of things.

Posted

In case anyone was wondering, I just updated the description only to include more links to user-submitted music packages. I wish the site didn't send a notification every time that I need to update the description (but not actually add new files).

Posted

Got a small problem. I think its an incopatibility or something.

I use AFT for my followers. So I make a NPC as my follower, I move to my house in Solitute and with the mod "My home is your home" I tell them to live there.

After that I find them 10 clients and then tell them to work alone in Solitude.

 

The result is that the prostitutes go back to the house and stay there. They do make money but they do not sandbox in the city. 

Posted

Remove the home marker from them--My Home is Your Home's home marker system will interfere with other set routines involving homes.  I discovered this with Cerwiden after I married her and was using Spouse Life by Ekkii.

 

I had set Ceri's home to be my own prior to marrying her.  After I married her, though, she'd just stay at home all day, and not follow the routine set by Spouse Life (work at the store stall in Whiterun until evening, then hang out in the Bannered Mare for a while before coming home at night).  Once I told her to forget about the home marker, though, she went into the Spouse Life routine without issue.

 

It's probably the same thing here--My Home is Your Home's home marker is just overriding the home prostitution routine.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...