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[Missions] The Auction House


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Posted
2 hours ago, MetZwerg said:

UAP ?

i´m not good with shorts..

It's short for "User Animation Pack" developed by Gray User First they developed Gray Animations to test out how NAF worked with Animations, but moved on to make UAP (User Animation Pack) after. When UAP was created, they basically merged the Seduce & Gray Animations into one and used it as a framework instead of 2 separate mods. My mod still calls the old names of the animations rather than the new ones, so if Grays Animations isn't installed, nothing would happen because when the fragment calls for it, it wouldn't find it.

Posted
On 3/29/2025 at 7:59 PM, MetZwerg said:

Worked flawless...

 

short question.

is it possible, to get a female owner as "Companion/owner" ?

 

 

and i think it should be a crime, to attack/kill your owner....

 

i tried, and could kill my owner, right in front of neon security guards.

 

guess that would be the same everywhere else ?

 

just an idea.

 

also it would be cool, if he was to demand money every few days, and maybe, after i earned my owner a considerable high amount of money, he could offer me to buy my freedom, for another high price...

 

just ideas....

This should now be the case in V12.9

Posted
On 2/27/2025 at 5:32 AM, Aelendil said:

Still same issue, it overwrites the TERM_01001025.pex script and when use the coc aaSeduceCell command I get the endless falling in the screenshot.

Schermafbeelding 2025-02-26 222923.png

 

This cell conflict issue still exists, which can only really be fixed by modifying the esp of The Auction House. I think Gray User is too busy to look into the cell conflict, since his resolution is to temporarily disable Auction House.

Posted (edited)
7 hours ago, Vinccino said:

 

This cell conflict issue still exists, which can only really be fixed by modifying the esp of The Auction House. I think Gray User is too busy to look into the cell conflict, since his resolution is to temporarily disable Auction House.

I don't have "TERM_01001025.pex" in the Auction House, and there shouldn't be any TERM or terminal scripts at all in it. I'd suggest deleting it, and reusing whatever Grey User uses, you won't do any damage on my end by deleting it. When I pulled the .zips for AH, Seduce, Surrender, Grey Animations & UAP, it only showed "TERM__01001025.pex" for Seduce. None of the other mods should be trying to overwrite it?

 

I don't use any mod manager like Vortex or MO2, so maybe it could be something about how they manage uninstalling/updating mods.

Edited by Wolfe6900
Posted (edited)
10 hours ago, Wolfe6900 said:

I don't have "TERM_01001025.pex" in the Auction House, and there shouldn't be any TERM or terminal scripts at all in it. I'd suggest deleting it, and reusing whatever Grey User uses, you won't do any damage on my end by deleting it. When I pulled the .zips for AH, Seduce, Surrender, Grey Animations & UAP, it only showed "TERM__01001025.pex" for Seduce. None of the other mods should be trying to overwrite it?

 

I don't use any mod manager like Vortex or MO2, so maybe it could be something about how they manage uninstalling/updating mods.

 

Edit: Yeah no, having TAH installed almost completely breaks NAF Seduce for some reason. There are no file conflicts, and yet Seduce refuses to work: neither the cell nor the script functions. Removing TAH without changing anything suddenly makes Seduce work as normal for the most part.

There has to be some real deep set references in either mod that's causing this issue. I'll eventually get xEdit setup so I can check.

Edited by Vinccino
Posted
3 hours ago, Vinccino said:

 

Edit: Yeah no, having TAH installed almost completely breaks NAF Seduce for some reason. There are no file conflicts, and yet Seduce refuses to work: neither the cell nor the script functions. Removing TAH without changing anything suddenly makes Seduce work as normal for the most part.

There has to be some real deep set references in either mod that's causing this issue. I'll eventually get xEdit setup so I can check.

maybe try snusnufield instead

Posted
6 minutes ago, MetZwerg said:

maybe try snusnufield instead

That is an option, but I plan on using Seduce for both beta testing reasons and for parity (with other loverslab & Gray User mods).

Posted
15 hours ago, Vinccino said:

 

Edit: Yeah no, having TAH installed almost completely breaks NAF Seduce for some reason. There are no file conflicts, and yet Seduce refuses to work: neither the cell nor the script functions. Removing TAH without changing anything suddenly makes Seduce work as normal for the most part.

There has to be some real deep set references in either mod that's causing this issue. I'll eventually get xEdit setup so I can check.

If you find anything, please let me know. I don't see much on my end since it's no longer a dependency. I don't use Seduce, though, so I'm not sure if it would cause any conflicts.

Posted
On 3/31/2025 at 11:48 AM, Wolfe6900 said:

This should now be the case in V12.9

nice as i said...

 

but my thought would have been more towards 250.000 - 500.000 for freedon

and about 5000 a week...

 

and what would be really great, if you should kill your owner, the "Slavers-society" would put a bounty on you...  

meaning adding the beginners perk "Wanted" to the player.

 

Posted (edited)
7 hours ago, MetZwerg said:

nice as i said...

 

but my thought would have been more towards 250.000 - 500.000 for freedon

and about 5000 a week...

 

and what would be really great, if you should kill your owner, the "Slavers-society" would put a bounty on you...  

meaning adding the beginners perk "Wanted" to the player.

 

I haven't figured out to successfully force greet the player yet. For some reason, the AI Package seems a little glitched out, so it's difficult to make the Slaver request anything unless the Player initiates the conversation (I was trying this with making the NPC 'confiscate' any weapon above common rarity - make it more difficult to earn the money rather than up the limit). I'd like to also make it configurable once there's a way to create MCMs. Right now, that doesn't seem to be the case, though. 

 

You could make this (the 250,000 - 500,000) requirement easy though by loading it up in the CK and changing the dialogue condition to 250,000 credits instead of 50,000. Also, at the end fragment, make it remove (250,000) instead of (50,000). The Quest is called AH_GenericOwnership.

 

Currently, transferring files on my PC since this has eaten up a lot of space and can't load it up to make any edits for the next day or so while files transfer.

Edited by Wolfe6900
Posted

After I alert authorities in the pet, it switches to UC sec, I put on my uniform but the locker room door remains locked and the quest isn't moving from the "equip uniform" stage.

Posted

Haven't checked through xEdit yet, but I wonder if something within the script files could also be interfering with NAF Seduce; I'll try deleting the PEX files on individual portions and seeing if Seduce decides to work.

Posted
22 hours ago, JaxsonForge69 said:

After I alert authorities in the pet, it switches to UC sec, I put on my uniform but the locker room door remains locked and the quest isn't moving from the "equip uniform" stage.

There's a script named: AH_EquipClothingAdvanceStage that's configured like:

 

Event OnInit()
    ; Start the periodic check when the quest begins
    CheckClothingWithKeywordPeriodically()
EndEvent

 

It will check for the "RI_Outfit_NeonGuardAttire_Keyword" equipped to the player.

 

It looks like something may be interfering with it detecting (maybe another quest running that's tracking something).

It "should" change the stage from 110 to 115. 115 is a condition for a triggerbox by the door to advance the quest.

 

You may need to manually set the stage to 115 to bypass it if something is interfering with it detecting what the player has equipped.

Posted (edited)
4 hours ago, Vinccino said:

Haven't checked through xEdit yet, but I wonder if something within the script files could also be interfering with NAF Seduce; I'll try deleting the PEX files on individual portions and seeing if Seduce decides to work.

I think I found out what the problem is. Even though I've removed _Seduce's files and rendered it not a dependency, there still seems to be a "aaSeduceCell" in the filter for Cells. I'll try deleting it and see if that's the fix in the next update.

 

Edit: It seems like the CK won't allow me to delete it, but I'll try renaming it to something else so when you 'coc' the location, there shouldn't be any conflicts.

Edited by Wolfe6900
Posted
50 minutes ago, MetZwerg said:

apart from that cell problem, seduce,surrender,auction house, enslaved and snusnufield work fine together for me....

That's good to hear! The new update should rename the 'coc' cell that Seduce had, so users should be able to use it now. 

 

I think the next part I'll start working on will be inspired from an old Skyrim mod, Horrible Harassment, where NPCs will occasionally harass the player. We'll see how it pans out in the Starfield environment, though. Need to start building animations and etc. this weekend. 

 

 

Posted

ihaveaquestion regarding the NAF Mod i can not ascess any Sexor Masturbation scene howdoI have to install it ecause evry other way i have tried i have placed the UAF Files in my Data folder in Starfield  and i am at my withs end

Posted
1 hour ago, Deathguardian17 said:

ihaveaquestion regarding the NAF Mod i can not ascess any Sexor Masturbation scene howdoI have to install it ecause evry other way i have tried i have placed the UAF Files in my Data folder in Starfield  and i am at my withs end

Can you access any NAF mod? That's probably the first place to start. 

 

I've never used a masturbation scene, but usually how NAF operates is that it will call a ".glb" file and determine who to cast it to. As a user, we can generate the ".glb" files by creating scenes in Blender and keying the animations to create the animation. From game, we call those animations by a script. 

 

For example, we may use a script GetPlayer (where it will get the player) then play the animation to the player character. For the NPC, we may use something like, akSpeaker (who the Player is speaking to) then call the animation from them.

 

The .glb files should be located in a folder at:

\SteamLibrary\steamapps\common\Starfield\Data\NAF

 

You can reference the script I've provided below on how to call the animations,

 

If you need an example, I have a test cell that I use for testing animations called AH_Testing (I believe) where you will speak to an NPC and have choices on choosing animations within the Creation Kit.

 

Hopefully this helps a little!Scriptname AH_AnimationPlayer exten.txt

Posted
10 hours ago, MetZwerg said:

apart from that cell problem, seduce,surrender,auction house, enslaved and snusnufield work fine together for me....

 

 

It's wierd because Seduce was almost completely broken for me last time; I'm going to test stuff again, but was Seduce's drug item functional for you?

Posted
8 hours ago, MetZwerg said:

right at the moment You are the GOAT of starfield modding...

thanx for your hard work...

Thanks man, no one was modding in the community so I figured it was time to learn and shine lol

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