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[Missions] The Auction House


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Posted (edited)
On 5/27/2026 at 1:26 AM, MetZwerg said:

short question, for someone coming back after the "gamekiller" update...

will this jewel be updated to the actual version of the game ?

or maybe it is already ?

 

It still requires NAF, but the author of NAF seems to have stepped away. If there's ever an incentive to update it, i.e., more mod authors start creating stuff for SAF/new version, I may come back. Until then, I'm over at Fallout4 working new mods for a platform with a little more buy in and less game breaking updates. 

 

I'd rather be working on Starfield with the smoother CK and updated Gameplay framework, but the Community is pretty much dead/non-existent.

Edited by Wolfe6900
Posted
On 5/30/2026 at 8:51 AM, Wolfe6900 said:

It still requires NAF, but the author of NAF seems to have stepped away. If there's ever an incentive to update it, i.e., more mod authors start creating stuff for SAF/new version, I may come back. Until then, I'm over at Fallout4 working new mods for a platform with a little more buy in and less game breaking updates. 

 

I'd rather be working on Starfield with the smoother CK and updated Gameplay framework, but the Community is pretty much dead/non-existent.

I don't think that the Community is dead. I guess everyone is still checking back what happens here. Because, there isn't much going on, no one gives feedback and it seems to be dead. One problem is that the MWV body replacer is not enough considered here because KZ Aggregation of Scraps is not supported by MWV. However, it is objectively the best female body replacer so far. SFF has still this really ugly neck seam issue which is an absolute no-go. And all other "replacers" are just painted underware, sooooo meh! Remove the KZ Whatever dependency and you will see more downloads. Generally, at the moment, less dependency is better. Only dependency: SAF (which is now pretty safely the standard) and let slaves just be nude (or like in Nova Backrooms , let KZ... be optional). Further necessary locations and animations should be done by you and the latter compatible to SAF.

The possibilities of Starfield are orders of magnitude richer than the tiny and bleak patch of land in Fallout can ever be.

Posted
On 5/31/2026 at 10:40 AM, Grumbrum said:

I don't think that the Community is dead. I guess everyone is still checking back what happens here. Because, there isn't much going on, no one gives feedback and it seems to be dead. One problem is that the MWV body replacer is not enough considered here because KZ Aggregation of Scraps is not supported by MWV. However, it is objectively the best female body replacer so far. SFF has still this really ugly neck seam issue which is an absolute no-go. And all other "replacers" are just painted underware, sooooo meh! Remove the KZ Whatever dependency and you will see more downloads. Generally, at the moment, less dependency is better. Only dependency: SAF (which is now pretty safely the standard) and let slaves just be nude (or like in Nova Backrooms , let KZ... be optional). Further necessary locations and animations should be done by you and the latter compatible to SAF.

The possibilities of Starfield are orders of magnitude richer than the tiny and bleak patch of land in Fallout can ever be.

A lot of people were unsatisfied with SF & tanked the reviews after launch. Additionally, with the NexusMods policy updates, a lot of modders stepped away from the site. 

 

The uploaded files have all the scripts as-is though, I never made ba2 archives or anything (I don't think Bethesda even had a working version while making), so anyone can go through and modify it how they'd like. As for me, I don't even have the game installed anymore since an SSD crash a while back. I'll probably jump back into modding it eventually, but it'll probably be something entirely new rather than providing updates. 

Posted
1 hour ago, Wolfe6900 said:

A lot of people were unsatisfied with SF & tanked the reviews after launch. Additionally, with the NexusMods policy updates, a lot of modders stepped away from the site. 

 

The uploaded files have all the scripts as-is though, I never made ba2 archives or anything (I don't think Bethesda even had a working version while making), so anyone can go through and modify it how they'd like. As for me, I don't even have the game installed anymore since an SSD crash a while back. I'll probably jump back into modding it eventually, but it'll probably be something entirely new rather than providing updates. 

I really hope you return and that the confidence in SF will rise again. If modders had the same enthusiasm for SF as for Skyrim this game would be the best ever. Bethesda is sooooo stupid because they don't see that the real reason for the success of Skyrim was / is the modding community, especially for the kinky mods ;-). (Of course, not many players would openly admit it.) However, after more than 14 years, for me Skyrim is so worn out, I can't stand it anymore and Fallout 4, too.

Posted

Any chance this could get an update to work with the new kz files as other mods use them fine so one has to pick Which gets the working outfits and which gets screwed 

Posted

Could you help provide clarity on the currently supported starfield version. The description says 1.14.7.0. The changelog says it has been updated to support the latest version of starfield. Thanks

Posted
14 hours ago, JamiKills said:

Could you help provide clarity on the currently supported starfield version. The description says 1.14.7.0. The changelog says it has been updated to support the latest version of starfield. Thanks

The newest uploaded files were provided by Jaam which should work for the newest version. I don't have the game installed anymore, so I'm unable to verify.

Posted

I forgot to tell you I renamed the KZ master with xEdit so you no longer need to rename/copy the ESM to used the latest KZ version "as is".

 

To install first replace the original Auction House, with Auction as changed (that removes a few extra files). Then apply Auction as patch to make it compatible with SAF and the newest engines.

 

Posted

@jaam

Game version 1.16.242.

AuctionHouse_V14.3 as changed

Other mods play animations fine (using saf). But AH has an offset for all animations and they are in the floor.

Is this just a problem for me or does anyone else have this problem?

 

If I have a companion with me, the quest on Neon does not continue when interacting with the crate (right at the beginning). It's fine without a companion.

 

In AuctionHouse_V14.3 as patch is AuctionHouse.esp and AuctionHouse.esm. Which one do I need to have turned on? If I look at them with xEdit, they look the same. But quests only work if I have ESP turned on.

Posted (edited)

The original was with ans ESP. I added the ESM and the scripts should work with either but only if you start a new game. If you update, use the ESP.

For the crate, make sure you access it from the side. Walk along the sea until you reach the center of the crate then get closer.

 

As for the animation, I don't remember the issue, but I played it a few weeks ago now (and never with the latest version of MCF/SAF).

 

Edited by jaam
Posted
On 6/7/2026 at 4:57 PM, jaam said:

I forgot to tell you I renamed the KZ master with xEdit so you no longer need to rename/copy the ESM to used the latest KZ version "as is".

 

To install first replace the original Auction House, with Auction as changed (that removes a few extra files). Then apply Auction as patch to make it compatible with SAF and the newest engines.

 

Not all heroes wear capes. Thanks!

  • 3 weeks later...
Posted
On 6/7/2026 at 8:43 PM, dertcz said:

@jaam

Other mods play animations fine (using saf). But AH has an offset for all animations and they are in the floor.

Is this just a problem for me or does anyone else have this problem?

I have this same issue with my current install which doesn't have many mods.

Posted

If we are to use this mod with SAF rather than NAF, where do we put the required NAF animations?

 

I went looking for instructions on this, but I guess I have not looked in the right place.

Posted (edited)
On 6/25/2026 at 11:47 PM, JamiKills said:

I have this same issue with my current install which doesn't have many mods.

It's because I had to build the animations separately from each other in Blender. As far as I know, there's no relation between 2 actors in Blender itself. 

 

One animation needs to be created for the Player

Then, one animation needs to be created for the NPC

 

I can offset the NPC from point Y=0, X=0, Z=0 in Blender, then try to align them in game, however, this is never 100% accurate.

 

(In game, you can use PlaceAtMe, but that actor may be behind, in front, to the side, etc.)

 

Unfortunately, there is not a 'Framework' like AAF for Fallout4 as yet so Blender is an animation tool modders have been using as a workaround for Starfield and the Oblivion Remaster.

 

NAF/SAF is more of just a 'caller' from the CK to the Blender animation.

Edited by Wolfe6900
Posted
On 7/3/2026 at 2:39 AM, Wolfe6900 said:

It's because I had to build the animations separately from each other in Blender. As far as I know, there's no relation between 2 actors in Blender itself. 

 

One animation needs to be created for the Player

Then, one animation needs to be created for the NPC

 

I can offset the NPC from point Y=0, X=0, Z=0 in Blender, then try to align them in game, however, this is never 100% accurate.

 

(In game, you can use PlaceAtMe, but that actor may be behind, in front, to the side, etc.)

 

Unfortunately, there is not a 'Framework' like AAF for Fallout4 as yet so Blender is an animation tool modders have been using as a workaround for Starfield and the Oblivion Remaster.

 

NAF/SAF is more of just a 'caller' from the CK to the Blender animation.


Alot of the existing SAF animations assume both actors are at the same root location and animate the root offset relative to that origin. 

Are you saying you would like to position the actors ingame and have the animations not bake in root offset?

 

Im working on an animation framework for starfield, and would love to get your thoughts/opinions on what you are trying to do to handle it better. Would being able to set relative offset/orientation in config for each actor cover your needs?

 

WIP mod if curious (the docs are terrible right now since still trying to flesh it out)

 

Posted
4 hours ago, ozooma10 said:


Alot of the existing SAF animations assume both actors are at the same root location and animate the root offset relative to that origin. 

Are you saying you would like to position the actors ingame and have the animations not bake in root offset?

 

Im working on an animation framework for starfield, and would love to get your thoughts/opinions on what you are trying to do to handle it better. Would being able to set relative offset/orientation in config for each actor cover your needs?

 

WIP mod if curious (the docs are terrible right now since still trying to flesh it out)

 

 

I never played around with SAF, but for NAF, I was using the female template to create animations. When conducting 2-person animations, I could drag 2 templates in Blender, make the animations, then export them separately. In game, it seemed like when the .glp animations were exported, they'd revert back to the 0, 0, 0 axis. The workaround was to create a script in the CK that would offset them, but due to collision physics and etc in game, they didn't seem to align perfectly either. It's been a year or so since I messed with it, so I may have been working with more outdated programs/templates. I think some of the earlier versions of AAF for Fallout 4 made a ghost copy of the player to use in animations to get around physics (not entirely sure though). 

 

I'm glad someone is finally working on an actual framework rather than I script to call from Blender. That idea may just save the SF community!

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