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[Missions] The Auction House


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Posted
14 hours ago, looping said:

the beginning of the mod starts well
but once in the auction house I remain stuck in the closed room... I am asked to put on an outfit I go to the furniture I take the outfit I equip it but the quest pointer remains on the furniture and I have no dialogue option with the person in front of the door

Are you able to give more details so I can try to recreate your issue? For example:

Did you save after loading the mod?
If so, did you reload that save after installation?
Did you use MO2, Vortex, or any mod manager, or did you do a manual install?
Do you have any active quests from other mods running?
Are you on a New Game+?
Are you using a clean save or modded save?
Do you have autosave and enabled?
If you have papyrus debugging enabled, does it state any conflicts or issues with any scripts running that start with "AH_"?

Posted (edited)

1: yes

2: yes

3: MO2

4: no

5: no

6: modded 

7: yes

8 : [11:18:22] Cannot open store for class "AH_Neon_Debug", missing file?
[11:18:22] error: Unable to bind script AH_Neon_Debug to  (0B00E627) because their base types do not match
[11:18:22] Cannot open store for class "AH_Neon_Timeout_Triggerbox_Nyle", missing file?
[11:18:22] error: Unable to bind script AH_Neon_Timeout_Triggerbox_Nyle to  (0B00F3C6) because their base types do not match
[11:18:22] Cannot open store for class "AH_Neon_Timeout_Triggerbox", missing file?
[11:18:22] error: Unable to bind script AH_Neon_Timeout_Triggerbox to  (0B00F3C6) because their base types do not match

Edited by looping
Posted

Unfortunately, there are still files in the zip that are not from your mod 😒.

 

I plan to re-start with enslaved, and an auction would perfectly fit to it's theme, but I can't risk destroying my (and my mod users) fragile mod setup with broken scripts.

 

If you really want to stay depending on these "special" files, my advice would be to pack them into an extra zip file - similar to MoreNastiCritters - ModCompatibilityKitsForMNCSE.

 

Posted
7 hours ago, zaira said:

Unfortunately, there are still files in the zip that are not from your mod 😒.

 

I plan to re-start with enslaved, and an auction would perfectly fit to it's theme, but I can't risk destroying my (and my mod users) fragile mod setup with broken scripts.

 

If you really want to stay depending on these "special" files, my advice would be to pack them into an extra zip file - similar to MoreNastiCritters - ModCompatibilityKitsForMNCSE.

 

It could be since I'm running a .bat to speed up the process or that there's some deleted scenes and etc., lingering around in the zip. I'll probably do a deep dive and see what's left that's unused/uneeded that may be giving errors.

Posted
9 hours ago, looping said:

1: yes

2: yes

3: MO2

4: no

5: no

6: modded 

7: yes

8 : [11:18:22] Cannot open store for class "AH_Neon_Debug", missing file?
[11:18:22] error: Unable to bind script AH_Neon_Debug to  (0B00E627) because their base types do not match
[11:18:22] Cannot open store for class "AH_Neon_Timeout_Triggerbox_Nyle", missing file?
[11:18:22] error: Unable to bind script AH_Neon_Timeout_Triggerbox_Nyle to  (0B00F3C6) because their base types do not match
[11:18:22] Cannot open store for class "AH_Neon_Timeout_Triggerbox", missing file?
[11:18:22] error: Unable to bind script AH_Neon_Timeout_Triggerbox to  (0B00F3C6) because their base types do not match

It looks like all these files were ones that were removed at some point. I'll dig further into removing what's uneeded and it may fix some of the issues.

Posted

You, sir, are doing the Lord's work here. Bravo! I haven't re-installed Starfield yet, but I get little happy tingles every time I see that you've posted an update. Keep up the great work!

Posted
5 hours ago, MysticDaedra said:

You, sir, are doing the Lord's work here. Bravo! I haven't re-installed Starfield yet, but I get little happy tingles every time I see that you've posted an update. Keep up the great work!

Thanks man! I appreciate the kudos. Starfield needed some type of support so 240 hours later of playing around, I'm glad to have something out supporting the community.

Posted

in the quest for the apartment after cleaning nothing happens I had to go through the setstage to advance and receive the guests
otherwise the mod is good it only lacks the voices 😋

Posted
17 hours ago, looping said:

in the quest for the apartment after cleaning nothing happens I had to go through the setstage to advance and receive the guests
otherwise the mod is good it only lacks the voices 😋

It's got a timer that's supposed to make you wait around and explore for a bit before the stage changes (supposed to make it feel more at random). There should be a fallback I think if you talk to Jenson I placed in when I was having trouble with it properly tracking. I may try to throw in a few things to do or shorten it in a future update. Thanks for pointing that out!

Posted

Would you be willing to clarify what you mean by the following issue?

 

Quote

- Saving while this mod is loaded will break any script with a tracking function. This prevents you from advancing the stage and etc., currently working on 'work-arounds' but for the time, try not saving and disabling the AUTOSAVE functions.

 

Do you just mean not to make any saves while the player character is in an auction house?  Or does this really mean that any and all saves will be corrupt while this mod is in your load order (implying that a playthrough with this mod loaded has to be played through in its entirety in one sitting, without ever saving)?

Posted (edited)
On 1/27/2025 at 10:41 PM, gluonman said:

Would you be willing to clarify what you mean by the following issue?

 

 

Do you just mean not to make any saves while the player character is in an auction house?  Or does this really mean that any and all saves will be corrupt while this mod is in your load order (implying that a playthrough with this mod loaded has to be played through in its entirety in one sitting, without ever saving)?

I'm honestly not sure, man. A lot of those issues were corrected so you may just be able to save now without any problems. If you do find any issues, please let me know. I've been focused on creating more quests so I haven't had the time to jump back in this one just yet. 

 

The longer answer is, is that Starfield doesn't have a mod yet to store .json files, meaning it's difficult to make any mod 'remember' things. I doubt it would affect anything outside of the Auction House, but there's a possibility that a script could be running in the background that would affect something until the mod was beat and the Stop() command plays stopping all the running scripts. Saving & reloading could potentially break an actively running script causing mechanics within the house to break. When I input the mention about not saving/reloading, I was experiencing issues with any script that involved 'tracking' something (like tracking how many objectives were complete). Those issues have been resolved, but it would still be a safe practice not to save & reload while playing.

Edited by Wolfe6900
More detailed response
Posted

I posted the question on the Nexus forum (where it belongs), but I have been ignored for a week (I guess the author is not notified about new posts).

 

It is about Moods of Andromas:

When installing the mod MO2 warns me, that the data is incomplete. Is it save to ignore the warning and try to install it anyway?

Posted
13 hours ago, Juffo78 said:

I posted the question on the Nexus forum (where it belongs), but I have been ignored for a week (I guess the author is not notified about new posts).

 

It is about Moods of Andromas:

When installing the mod MO2 warns me, that the data is incomplete. Is it save to ignore the warning and try to install it anyway?

I think you should be alright. If there's any worries about it, you can do it manually by extracting the .glb contents within the .zip and placing them in your '\common\Starfield\Data\NAF' folder. They're just blender files for the Player to do a pose so there shouldn't be any scripting or anything that would mess your system up. This mod only requires the .glb files within Moods of Andromas to function. 

Posted
On 1/28/2025 at 7:38 PM, Wolfe6900 said:

I'm honestly not sure, man. A lot of those issues were corrected so you may just be able to save now without any problems. If you do find any issues, please let me know. I've been focused on creating more quests so I haven't had the time to jump back in this one just yet. 

 

The longer answer is, is that Starfield doesn't have a mod yet to store .json files, meaning it's difficult to make any mod 'remember' things. I doubt it would affect anything outside of the Auction House, but there's a possibility that a script could be running in the background that would affect something until the mod was beat and the Stop() command plays stopping all the running scripts. Saving & reloading could potentially break an actively running script causing mechanics within the house to break. When I input the mention about not saving/reloading, I was experiencing issues with any script that involved 'tracking' something (like tracking how many objectives were complete). Those issues have been resolved, but it would still be a safe practice not to save & reload while playing.

Mods can "remember" things via save data.  You can update the values of globals, for example, that are defined in an ESM plugin via Papyrus scripts.  Also, I think Cassiopeia Papyrus Extender may introduce JSON parsing functionality to Papyrus, which would enable you to have your plugin read/write from/to a .json file through the use of a papyrus script.  Alternatively to .json, if you wanted to use a .ini, you can do that as well.

 

It seems like what you mean by the save issue is that players should not save while auction house scripts are running (which run while in the auction house), not that a player should not save while this mod is installed (that doesn't make sense).  Also, I noticed that the file you shared is a .esp instead of a .esm.  ESP files are for development only, and players should not be loading an ESP file in their load orders.  Are you planning to share a ESM?

Posted
3 hours ago, gluonman said:

Mods can "remember" things via save data.  You can update the values of globals, for example, that are defined in an ESM plugin via Papyrus scripts.  Also, I think Cassiopeia Papyrus Extender may introduce JSON parsing functionality to Papyrus, which would enable you to have your plugin read/write from/to a .json file through the use of a papyrus script.  Alternatively to .json, if you wanted to use a .ini, you can do that as well.

 

It seems like what you mean by the save issue is that players should not save while auction house scripts are running (which run while in the auction house), not that a player should not save while this mod is installed (that doesn't make sense).  Also, I noticed that the file you shared is a .esp instead of a .esm.  ESP files are for development only, and players should not be loading an ESP file in their load orders.  Are you planning to share a ESM?

I use global values for somethings but when it seems to come to tracking things, like timers, or tracking how many objectives were completed, I start running into issues. I've attempted using .inis to save things rather than .json files but that hasn't gone successfully for me. I can get the script to put some predefined data in the .ini (like script runs telling it what to put in the .ini), which doesn't help much if I'm trying to track dynamic things like tracking the outfit the Player is wearing and variables that can change. 
I've been keeping the files as an .esp, since the engine currently has issues with it's "small master, medium master, and full master" function that was introduced with the new CK engine. I believe the only way to get it to work is to export it as a "full master" .esm, but to play it safe, I'm keeping it as an .esp until Bethesda resolves the issue. This also gives modders the ability to take it and modify it with full resources that I have. I'm not really trying to gatekeep it to myself. Like, I don't see myself putting a lot of energy into specific requests, but I don't have any issues if someone else would like to make those changes to tailor it to meet their needs. I also don't know how long I'll be in the modding scene so if I drop off for whatever reason and Bethesda pushes updates or someone wants to pick it up down the line and continue it, they're free to do so.
I've tried using Cassiopeia Script Extender, but wasn't getting a lot of the scripts to function. I could seem to get it to import the extender and compile the script, however, the functions the extender were supposed to bring didn't seem to function as they should have. I may jump back into it and play around some more in the future, but after I figured out how to call console commands directly through scripts in the new engine, it seemed to render Cassiopeia unuseful to me at the time. 
But you're right though, saving shouldn't impact the main game, just the mod itself may break. 

Posted
17 hours ago, Wolfe6900 said:

I use global values for somethings but when it seems to come to tracking things, like timers, or tracking how many objectives were completed, I start running into issues. I've attempted using .inis to save things rather than .json files but that hasn't gone successfully for me. I can get the script to put some predefined data in the .ini (like script runs telling it what to put in the .ini), which doesn't help much if I'm trying to track dynamic things like tracking the outfit the Player is wearing and variables that can change. 
I've been keeping the files as an .esp, since the engine currently has issues with it's "small master, medium master, and full master" function that was introduced with the new CK engine. I believe the only way to get it to work is to export it as a "full master" .esm, but to play it safe, I'm keeping it as an .esp until Bethesda resolves the issue. This also gives modders the ability to take it and modify it with full resources that I have. I'm not really trying to gatekeep it to myself. Like, I don't see myself putting a lot of energy into specific requests, but I don't have any issues if someone else would like to make those changes to tailor it to meet their needs. I also don't know how long I'll be in the modding scene so if I drop off for whatever reason and Bethesda pushes updates or someone wants to pick it up down the line and continue it, they're free to do so.
I've tried using Cassiopeia Script Extender, but wasn't getting a lot of the scripts to function. I could seem to get it to import the extender and compile the script, however, the functions the extender were supposed to bring didn't seem to function as they should have. I may jump back into it and play around some more in the future, but after I figured out how to call console commands directly through scripts in the new engine, it seemed to render Cassiopeia unuseful to me at the time. 
But you're right though, saving shouldn't impact the main game, just the mod itself may break. 

What about adding/removing keywords from the objects you are tracking?  With keywords, you can then use condition forms to check against the presence of those keywords with Subject.hasKeyword() = 0|1.

Also, regarding the ESP vs ESM, is the issue you cited specific the latest update the CK just received?  I'm not a CK guy (I'm an xEdit guy), so I can't really advise on what to do regarding that (other than to maybe consult other CK people), but I know that the CK should have the ability to export your project to a small master ESM (I've heard there have been huge issues with medium masters, so you don't really see those anywhere yet, but as far as I know, small masters should be fine).

Posted
20 hours ago, gluonman said:

What about adding/removing keywords from the objects you are tracking?  With keywords, you can then use condition forms to check against the presence of those keywords with Subject.hasKeyword() = 0|1.

Also, regarding the ESP vs ESM, is the issue you cited specific the latest update the CK just received?  I'm not a CK guy (I'm an xEdit guy), so I can't really advise on what to do regarding that (other than to maybe consult other CK people), but I know that the CK should have the ability to export your project to a small master ESM (I've heard there have been huge issues with medium masters, so you don't really see those anywhere yet, but as far as I know, small masters should be fine).

I think the main issues I was having was tracking objectives as completed, but maybe if I added something in the script to also add a keyword or increase a globalvalue, it could keep it from breaking the mod. As for the ESM issue, it was something zaira pointed out and mentioned we'd have to look into completely rebuilding our mods since they're both dependent on Neon Descent. The original mod author seems to have abandoned without providing an .esp or full .esm which will cause us a lot of issues down the road. 

Posted (edited)
6 hours ago, Wolfe6900 said:

I think the main issues I was having was tracking objectives as completed, but maybe if I added something in the script to also add a keyword or increase a globalvalue, it could keep it from breaking the mod. As for the ESM issue, it was something zaira pointed out and mentioned we'd have to look into completely rebuilding our mods since they're both dependent on Neon Descent. The original mod author seems to have abandoned without providing an .esp or full .esm which will cause us a lot of issues down the road. 

Condition forms can be used to detect objective completion.  Just use Subject.GetStageDone() = 1 and supply a QUST record and a stage number, and the CNDF will be true if the specified stage of the specified quest has been completed, and will be false otherwise.

 

Also, do you have a Discord?  I might have an xEdit-related solution to your problem with the lack of a full .esm.  Or I could make a full ESM version of Neon Descent for you.  I'm "gluonman" on Discord, if you want to look me up and add me.

Edited by gluonman
Posted
On 2/6/2025 at 6:20 AM, gluonman said:

Condition forms can be used to detect objective completion.  Just use Subject.GetStageDone() = 1 and supply a QUST record and a stage number, and the CNDF will be true if the specified stage of the specified quest has been completed, and will be false otherwise.

 

Also, do you have a Discord?  I might have an xEdit-related solution to your problem with the lack of a full .esm.  Or I could make a full ESM version of Neon Descent for you.  I'm "gluonman" on Discord, if you want to look me up and add me.

I'll probably try doing that before I push the next update. Currently been working on building more animations, generating voice files and working on the next quest and cleaning up some of the stuff with the lessons learned so far. I guess the last thing before I push is try to see how I can break it and fix it and play with different mindsets/tactics so no one has any issues lol.  Spent a good chunk of time building voice files and restructuring the radiant quests to have a shared dialogue so I wouldn't need to upload a duplicate voice file for each of the 16 radiant/duplicate quests in the house which all have a random dialogue between 5-10 responses each.

 

If you did make a solution, that would be awesome! I can pass the message onto zaira too so they don't have to revert back to stage 1 either. Didn't really feel like starting over on my end either, but I'm no CK or xEdit wiz and this is my first time jumping into the modding scene. Haven't been on or used Discord though since it was banned in some countries recently.  

 

 

Posted
12 hours ago, Wolfe6900 said:

I'll probably try doing that before I push the next update. Currently been working on building more animations, generating voice files and working on the next quest and cleaning up some of the stuff with the lessons learned so far. I guess the last thing before I push is try to see how I can break it and fix it and play with different mindsets/tactics so no one has any issues lol.  Spent a good chunk of time building voice files and restructuring the radiant quests to have a shared dialogue so I wouldn't need to upload a duplicate voice file for each of the 16 radiant/duplicate quests in the house which all have a random dialogue between 5-10 responses each.

 

If you did make a solution, that would be awesome! I can pass the message onto zaira too so they don't have to revert back to stage 1 either. Didn't really feel like starting over on my end either, but I'm no CK or xEdit wiz and this is my first time jumping into the modding scene. Haven't been on or used Discord though since it was banned in some countries recently.  

 

 

Discord got banned in some countries?  That's tragic.  Well, I'll get a full master version of Neon Descent going for you guys.  I'll do this by just porting all of its records over to a new full master, and I won't make any other changes to the mod, so it'll be exactly the same.  I'll share it with you as soon as I have it finished.

  • 2 weeks later...
Posted
On 2/21/2025 at 11:19 PM, Aelendil said:

This seems to conflict with NAF Seduce.

Can you give some details on what's happening/how it's conflicting? The two both have conditional scripting, but shouldn't interfere with each other.

Posted
On 2/23/2025 at 1:39 PM, Aelendil said:

script file is overwritten and the hidden room of naf_seduce doesnt  work with this enabled.

 

Let me know if the new version still gives this problem for you. I made a lot of edits to how it functions and may have already corrected it if there were any remaining references to Seduce.

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