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[Missions] The Auction House


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Posted
1 hour ago, Vinccino said:

 

 

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?

I only used Seduce to figure out how to Gray User was able to play animations with NAF, never actually used it myself outside a learning tool. Originally tried using the same script, but that caused a lot of bugs after an update so I decided to try to keep my mod independent for stability after.

Posted
6 hours ago, Vinccino said:

 

 

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?

without any problem....

Posted

I'm gonna call it that TAH is no longer in conflict with Seduce at all. I'm able to get both working fully in a new savegame; now I just have to find and deal with whatever is causing issues on my setup after some time.

Posted

just noticed, that you moved the table in the auctionhouse.

problem is, that the animations, still take effect in the same place as before, so no the table, stops the patron to be able to stand behind me and the game pushes him into the wall.

 

and i actually meant, to move it a little away from the wall into open space...

 

but thanks for the try anyways...

Posted (edited)
1 hour ago, MetZwerg said:

just noticed, that you moved the table in the auctionhouse.

problem is, that the animations, still take effect in the same place as before, so no the table, stops the patron to be able to stand behind me and the game pushes him into the wall.

 

and i actually meant, to move it a little away from the wall into open space...

 

but thanks for the try anyways...

I probably forgot to move the xmarker that the player moves to along with the table. Thanks for pointing that out!

 

So, strangely, it seems to align fine on my end when I tested it.

 

Blender seems to be a goofy program when it comes to animations, though. I'll go through and make the animations for the Player & NPC, then remove one, and export. Then try to call those animations in game separately, so the engine knows who to cast it to, but sometimes the aligning is entirely off from what it would be in Blender.

TableCodyHillTest.png

Edited by Wolfe6900
Tested In Game
Posted
On 3/27/2025 at 12:19 PM, Wolfe6900 said:

The Crimson Fleet doesn't have much to work with outside The Key (assuming the player hasn't destroyed it already). Akila has the best options when it comes to easily changing out unused Doors in the game and Neon has the Neon Subcore mod to link this to. I thought about using House Va'ruun, but wanted to keep it simple so people weren't required to get the DLC.

I think is doesn't make that much sence for such a high profile slave Market to be in freestar. Maby Neon because of its size the slavers could keep a lower profile but Akila seems too small to keep a low profile. I really think it would be more lore friendly if the auction house it were in Crimson fleet or a hostile spacer system (like the sol system).  Mars could probably work almost as well as Neon if it were big enough. Or have multiple auction houses, some in Freestar some in UC. But to have THE auction house only in freestar would likely attract too much attention from the rangers.

Posted

not if you consider the corruption of the freestar council

from that view, the council is propably one of the auction houses best customers...

Posted
10 hours ago, Burensc said:

I think is doesn't make that much sence for such a high profile slave Market to be in freestar. Maby Neon because of its size the slavers could keep a lower profile but Akila seems too small to keep a low profile. I really think it would be more lore friendly if the auction house it were in Crimson fleet or a hostile spacer system (like the sol system).  Mars could probably work almost as well as Neon if it were big enough. Or have multiple auction houses, some in Freestar some in UC. But to have THE auction house only in freestar would likely attract too much attention from the rangers.

Bethesda didn't give much to work with when it comes to the Crimson fleet outside "TheKey" so we're pretty much left with just New Atlantis, Neon and Akila. I thought about using Va'ruun'kai but that would require people to have the DLC installed. If someone does develop some Crimson Fleet city mod, it wouldn't be hard for me to just change the door to in/out of the House to the new mod.

Posted (edited)
1 hour ago, Wolfe6900 said:

Bethesda didn't give much to work with when it comes to the Crimson fleet outside "TheKey" so we're pretty much left with just New Atlantis, Neon and Akila.

 

Um, what about Sonny Di Falco's Island? It's on Maheo I (visible from orbit) right next to the Cheyenne system. It's a big luxury mansion/resort full of Crimson Fleet, loads of aurora, it has a spa, a dance floor and poles for dancing, two pools, two or three bars, several large bedrooms with double beds, and it could be expanded fairly easily. Build a sub-basement with the auction house, training area, and pens. It's like the perfect location for a high-end brothel. The only real downside is that some Dev thought it'd be a good idea to put an outdoor pool up on the roof on a planet with no oxygen in the atmosphere... But the indoor pool works just fine. Anyway, the place is a unique POI and respawns. There are no quests there, just a bunch of environmental story telling and slates that could be removed after the first visit (and the Fleet fully take the place over). Clean the place up, add some patrons that rotate, some activities like fixing food, serving drinks, dancing on the pole, working in the spa, fucking...

 

Also: There are two large sections of The Key starstation that have been separated by battle damage, but both have a few large station habs. Right now they're just debris, but if a modder put a docker on each of them and built their interiors they could act like small, separate stations. I was thinking one might make a nifty player house, but instead could serve as an auction house and the other maybe a brothel? Or slave pens/training.

 

EDIT: I forgot about The Lock... I mean, talk about a great slave location! After it's used once in a quest, that massive location is never revisited, so it's ripe for being repurposed after that quest ends. It could be a Crimson Fleet city. Just needs some cleaning up. And there's loads of expansion room.

Edited by Jarnin
Posted

hey

 

1st idd like to thank you for making this mod, its great so far and am enjoying it.

 

ive hit a slight problem on The Appartment quest line

all started great, done shower, change clothes with no problems

just done sweeping up all good till it says talk to Jenson, 

the quest marker is above him, but i cannot talk to him, 

nothing happens and the quest remains (talk to jenson)

 

Posted (edited)
3 hours ago, chloe5050 said:

hey

 

1st idd like to thank you for making this mod, its great so far and am enjoying it.

 

ive hit a slight problem on The Appartment quest line

all started great, done shower, change clothes with no problems

just done sweeping up all good till it says talk to Jenson, 

the quest marker is above him, but i cannot talk to him, 

nothing happens and the quest remains (talk to jenson)

 

It sounds like something may be interfering with the script that monitors the objectives.

 

Try this, go to your console command with "~"

 

Type: help AH_Apartment_01 4
(This will give you the Quest ID [for example 0601CA81])

 

Then type:
setstage 0601CA81 50

 

This will set the stage of the quest to 50 that's required for Jenson's next set of dialogue.

 

Let me know if it works!

 

EDIT: I wrote a full list of every quest and stage that you should be able to use to advance if you run into any more problems. Since I'm unaware of what other mods users have installed that may conflict, this may help a lot of users.

 

DEBUG_ListofQuestsAndStages.txt

Edited by Wolfe6900
Upload DEBUG
Posted (edited)
9 hours ago, Jarnin said:

 

Um, what about Sonny Di Falco's Island? It's on Maheo I (visible from orbit) right next to the Cheyenne system. It's a big luxury mansion/resort full of Crimson Fleet, loads of aurora, it has a spa, a dance floor and poles for dancing, two pools, two or three bars, several large bedrooms with double beds, and it could be expanded fairly easily. Build a sub-basement with the auction house, training area, and pens. It's like the perfect location for a high-end brothel. The only real downside is that some Dev thought it'd be a good idea to put an outdoor pool up on the roof on a planet with no oxygen in the atmosphere... But the indoor pool works just fine. Anyway, the place is a unique POI and respawns. There are no quests there, just a bunch of environmental story telling and slates that could be removed after the first visit (and the Fleet fully take the place over). Clean the place up, add some patrons that rotate, some activities like fixing food, serving drinks, dancing on the pole, working in the spa, fucking...

 

Also: There are two large sections of The Key starstation that have been separated by battle damage, but both have a few large station habs. Right now they're just debris, but if a modder put a docker on each of them and built their interiors they could act like small, separate stations. I was thinking one might make a nifty player house, but instead could serve as an auction house and the other maybe a brothel? Or slave pens/training.

 

EDIT: I forgot about The Lock... I mean, talk about a great slave location! After it's used once in a quest, that massive location is never revisited, so it's ripe for being repurposed after that quest ends. It could be a Crimson Fleet city. Just needs some cleaning up. And there's loads of expansion room.

Thanks for the pointer! I haven't actually played Starfield since a month or so after it's launch, so a lot of details/locations I may have not of visited or forgot about. I may sit around and put some time into cleaning up those locations in the future if I get the time to sink into it.

 

I duplicated Sonny Di and I'm working on restoring the interior. What I may be looking to do is have a corporation hire the Crimson Fleet as security for the business. With its size, I may make it the HQ of the AH with plenty more to do. I'm wondering if I can keep it the same location and somehow make it a different instance or have another door on the outside link it to the AH's version so it wouldn't conflict with the base game.

Edited by Wolfe6900
Making some edits
Posted (edited)
22 hours ago, Wolfe6900 said:

I duplicated Sonny Di and I'm working on restoring the interior. What I may be looking to do is have a corporation hire the Crimson Fleet as security for the business. With its size, I may make it the HQ of the AH with plenty more to do. I'm wondering if I can keep it the same location and somehow make it a different instance or have another door on the outside link it to the AH's version so it wouldn't conflict with the base game.

 

You could add a service elevator (a small exterior building with an elevator going down) near the landing pad to access the Auction House, which would make the loading / unloading of slaves pretty convenient, and keep it separated from the mansion. If you want to have a non-pirate presence you might consider keeping it limited to inside the Auction House, as if the slavers in your location are merely facilitating the place for the pirates. The Crimson Fleet typically doesn't employ, or is employed, by others.

 

EDIT: You might consider changing the atmosphere of Maheo I to an O2 atmosphere, so the slaves can use the rooftop amenities without requiring a spacesuit... It should have been this way in vanilla; I'm guessing it's a dev oversight.

 

 

Edited by Jarnin
Posted
On 4/6/2025 at 1:36 AM, Wolfe6900 said:

Bethesda didn't give much to work with when it comes to the Crimson fleet outside "TheKey" so we're pretty much left with just New Atlantis, Neon and Akila. I thought about using Va'ruun'kai but that would require people to have the DLC installed. If someone does develop some Crimson Fleet city mod, it wouldn't be hard for me to just change the door to in/out of the House to the new mod.

What about a "chop shop" style space station? Tracker alliance style "chop shop space station, except it looks like Jabba's palace and has a ton of "fun activities"? Then you could put the Auction house in any star system you wanted? 

Posted
4 hours ago, Jarnin said:

 

You could add a service elevator (a small exterior building with an elevator going down) near the landing pad to access the Auction House, which would make the loading / unloading of slaves pretty convenient, and keep it separated from the mansion. If you want to have a non-pirate presence you might consider keeping it limited to inside the Auction House, as if the slavers in your location are merely facilitating the place for the pirates. The Crimson Fleet typically doesn't employ, or is employed, by others.

 

EDIT: You might consider changing the atmosphere of Maheo I to an O2 atmosphere, so the slaves can use the rooftop amenities without requiring a spacesuit... It should have been this way in vanilla; I'm guessing it's a dev oversight.

 

 

I like the elevator idea. Unfortunately, I couldn't find much when I initially searched it through FO4 tutorials. It seems like it operates a little differently from FO4 in the Starfield realm, but I think there's been some new tutorials uploaded since my last attempt. I previously just used a switch as an activator to force move the player.

Posted
2 hours ago, Burensc said:

What about a "chop shop" style space station? Tracker alliance style "chop shop space station, except it looks like Jabba's palace and has a ton of "fun activities"? Then you could put the Auction house in any star system you wanted? 

I think the Tracker Alliance was added since I've last played, so I may need to jump into the game to understand the concept. Still haven't figured out how the star system works with populating POIs but after I finish fixing up Sonny Di's interior to be compatible with AH, I'll look into it.

 

Right now, I have about 100x quests duplicating, so the Player can ask any Patron to start the simple fetch quests, but in the new concept, I'm trying to make it, so there's a condition that if the Player is wearing Auction House Attire, they're treated as a slave, if not, the patrons speak as if the player is another buyer. I would like to make it so the Player can also buy slaves (not so sure what I can do with that, but it's a neat concept-kind of wish their were something like settlements from FO4 added).

Posted
9 hours ago, Wolfe6900 said:

I think the Tracker Alliance was added since I've last played, so I may need to jump into the game to understand the concept. Still haven't figured out how the star system works with populating POIs but after I finish fixing up Sonny Di's interior to be compatible with AH, I'll look into it.

 

Right now, I have about 100x quests duplicating, so the Player can ask any Patron to start the simple fetch quests, but in the new concept, I'm trying to make it, so there's a condition that if the Player is wearing Auction House Attire, they're treated as a slave, if not, the patrons speak as if the player is another buyer. I would like to make it so the Player can also buy slaves (not so sure what I can do with that, but it's a neat concept-kind of wish their were something like settlements from FO4 added).

Spoilers for trackers alliance missions...

 

 

 

 

 

 

 

 

On the first mission you are tasked with busting a starship jacking ring, they run a chop shop out in the middle of nowhere. You get to this very hidden space station and end up fighting your way through it in zero G. They turned the gravity off to work faster on choping the ships.

 

I think zero Gs is a problem for a slave shop, but the Auction house could be a space station in Crimson fleet or wild space. The having a whole space station could provide a ton of activities of training and torture before getting sold off.

Posted
13 hours ago, Burensc said:

Spoilers for trackers alliance missions...

 

 

 

 

 

 

 

 

On the first mission you are tasked with busting a starship jacking ring, they run a chop shop out in the middle of nowhere. You get to this very hidden space station and end up fighting your way through it in zero G. They turned the gravity off to work faster on choping the ships.

 

I think zero Gs is a problem for a slave shop, but the Auction house could be a space station in Crimson fleet or wild space. The having a whole space station could provide a ton of activities of training and torture before getting sold off.

A big problem that we're facing right now is coming to animations. Blender works okay for the simple 2-person animations, but we need some kind of actual framework like AAF for FO4 that used animations for furniture items. It seems like Bethesda dropped Havok and use their own internal tool for creating animations as .af (animation files) that they haven't released to the public. I'd like to build more, however, if I build too much, it may just get replaced by whatever framework gets built down the road by coders or more experienced modders.

Posted
On 4/6/2025 at 4:31 PM, Wolfe6900 said:

It sounds like something may be interfering with the script that monitors the objectives.

 

Try this, go to your console command with "~"

 

Type: help AH_Apartment_01 4
(This will give you the Quest ID [for example 0601CA81])

 

Then type:
setstage 0601CA81 50

 

This will set the stage of the quest to 50 that's required for Jenson's next set of dialogue.

 

Let me know if it works!

 

EDIT: I wrote a full list of every quest and stage that you should be able to use to advance if you run into any more problems. Since I'm unaware of what other mods users have installed that may conflict, this may help a lot of users.

 

DEBUG_ListofQuestsAndStages.txt 7.51 kB · 0 downloads

thankyou for the advice,

 

i have not been able to test this as i forgot to make a save at the time,

i have just started again from new game and its now working perfectly well,

 

the only difference`s between this playthrough and the previous one was the mod enslaved has been removed. and its a clean start.

not shure if that helps at all,

 

thankyou again

Posted (edited)

None of the animations are running. Characters are just appearing near my character naked, then nothing happens, only screen blur and information on the watch. Using Grey Animations, and NAF and NAF Surrounder The Auction House compatibility version mod

Edited by vessna
Posted
6 hours ago, vessna said:

None of the animations are running. Characters are just appearing near my character naked, then nothing happens, only screen blur and information on the watch. Using Grey Animations, and NAF and NAF Surrounder The Auction House compatibility version mod

The animations aren't running in which mods? Both Surrender and Auction House?

 

I'd suggest verifying the ".glb" files are located in the following location (assuming you're using Steam):

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

 

There should be a bunch of files with the "AH_" prefix and other files added by Gray Animations. If they're not showing, you may need to look into how you installed NAF.

Posted (edited)
7 hours ago, Wolfe6900 said:

The animations aren't running in which mods? Both Surrender and Auction House?

 

I'd suggest verifying the ".glb" files are located in the following location (assuming you're using Steam):

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

 

There should be a bunch of files with the "AH_" prefix and other files added by Gray Animations. If they're not showing, you may need to look into how you installed NAF.

Using Steam, yes animations aren't running in both mods, thx for helping. I installed it via Vortex, User Animation Pack installed manually, i followed every direction in requirements of this mods, dunno, maybe i need to install it manually too?

 

EDIT: It's working now, thx for help, i reinstalled it, cuz some of the files were corrupted, don't know why, ut it's working now.

Zrzut ekranu 2025-04-16 142132.png

Edited by vessna
Posted
11 hours ago, espguy said:

It would be intersting if the player could play as a slaver.

In the next update, I've been working for the Player to be able to purchase slaves.

 

As for the slaver option, I ran into some difficulties. I could configure it so that the player can sell companions, however, for some reason they can't sell an NPC who is simply just 'following' them with an AI package. The goal was to use Non-Lethal-Framework, however, I couldn't find a way to make the script detect how the author made captured NPCs as followers, and they don't provide the scripts used in their mod.

Posted (edited)

I converted this mod to ESM (load order purposes), but CK initially showed a lot of warnings (4433) when setting AH as active plugin. Is that normal?

Edited by Vinccino

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