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[Missions] The Auction House


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Posted
16 hours ago, Vinccino said:

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?

Yeah, usually I just clear them out and go on. You should load it with these ticked since they're dependencies, though:

Starfield.esm

KZ_AIO.esm

NeonDescent.esm

 

then set "AuctionHouse.esp" as the Active Plugin.

Posted

What exactly are these 'ACEP - Added Enable Point References (aligned)' records? They appear to be related to NPCs, and different mods have different ones. The conflicts are visible via the 'location' records; in this case, for Neon. Are they important to the function of different mods, or are they just minor conflicts? See xEdit image below (relevant conflict I need to resolve is with Issues of Spacefarer, Dangerous Ebbside, & this mod).
image.png.a593e58301512a727e9c7055a03a81ea.png

Posted
On 4/24/2025 at 10:56 AM, Vinccino said:

What exactly are these 'ACEP - Added Enable Point References (aligned)' records? They appear to be related to NPCs, and different mods have different ones. The conflicts are visible via the 'location' records; in this case, for Neon. Are they important to the function of different mods, or are they just minor conflicts? See xEdit image below (relevant conflict I need to resolve is with Issues of Spacefarer, Dangerous Ebbside, & this mod).
image.png.a593e58301512a727e9c7055a03a81ea.png

Wish I knew the answer, but I'm not an xEdit pro; I've only used the AutoQuickClean option for previous Bethesda titles. Right now I've been keeping my mod list pretty clean and minimal for testing, so I haven't had the chance to get too involved with xEdit and making mods compatible. I've noticed Starfield CK is big on using Quest Aliases rather than NPCs themselves, so it may be referring to that as the 'References' if I had to guess.

  • 2 weeks later...
Posted

wow the new auction house looks amazing..

if only would not be so anyingly stuttering....

until the next version, i will switch back to version13.2

not as pretty, but at least working without that extreme stutter

i mean, come on..

about one quarter second stutter about every 2-3 seconds ?

 

andby the way, the new auction house, is much too dark.

looks moody, but kills getting a decent screenshot at the action.

Posted (edited)
22 hours ago, MetZwerg said:

wow the new auction house looks amazing..

if only would not be so anyingly stuttering....

until the next version, i will switch back to version13.2

not as pretty, but at least working without that extreme stutter

i mean, come on..

about one quarter second stutter about every 2-3 seconds ?

 

andby the way, the new auction house, is much too dark.

looks moody, but kills getting a decent screenshot at the action.

The stuttering is kind of odd? Maybe it's because there's like 115 NPCs in the house for the game to load and run AI for. That's really the only thing I can think of that may slow it down. Also, there are 100 duplicate quests that go along with it.

 

I'd suggest trying the basic troubleshooting, restart PC, update GPU etc. If all else fails, I can probably wipe it down to 50% of the NPCs/Quests, but I wouldn't be providing continued support on a different version.

 

Feel free to drop your specs too; I'm using a mid-high end PC to do the modding so I don't have much knowledge on what other rigs may have.

Edited by Wolfe6900
Posted

i have no framerate dropping..

well it goes down from about 48 to about 39...

 

but at the moment i got this micro freezes....

 

got a GTX 4070ti

a AMD ryzen 9 7900x

64 GB Ram at 5600 Mhz

on a high end SSD...

that´s why that stuttering gets so annoying, as i have it nowhere else....

Posted
9 hours ago, MetZwerg said:

i have no framerate dropping..

well it goes down from about 48 to about 39...

 

but at the moment i got this micro freezes....

 

got a GTX 4070ti

a AMD ryzen 9 7900x

64 GB Ram at 5600 Mhz

on a high end SSD...

that´s why that stuttering gets so annoying, as i have it nowhere else....

I'm running pretty much the same specs, but don't have the same problem. If you're comfortable loading up the CK, I'd suggest trying this:

 

- Travel to AuctionHouseHQ (it will bring you automatically to the coc marker)
- Try deleting the Trigger boxes. These will just keep it from transferring the player inventory and activating 'events' or random stuff that may happen in the house. Otherwise, it will work normally.
- Try deleting some of the NPC templates. The AI may be causing a hiccup when 100+ NPCs are running an AI. The Quest automatically shouldn't work if it can't find the NPC reference, so they shouldn't be running either once you delete.

LoadData.png

COC Header.jpg

Duplicate Quests.jpg

Templates.jpg

Posted

i got a nice idea...

maybe it would be possible, to put some NPCs in all the big spaceports (akila, the den , red mile, paradiso, homestead etc...) that are unimportant,

until you have been sent to an auction house (no matter which).

after that, those NPCs approach you when you get near you(i think a chance of 1/20 ) and try to blackmail you to give them money (maybe 1-5 k) or demand sex, to not rat you out as a lowly slave.

if you refuse, you get a bounty on your head in one of the mayor factions for being a runaway slave.(about 3-5 k)

if your owner (from being sold) is with you, he would not approach.

 

also, is there a chance, that the scrip, to send you to the AH after defeat, only goes off only about 33% of the time ?

Posted
On 5/15/2025 at 3:24 AM, MetZwerg said:

i got a nice idea...

maybe it would be possible, to put some NPCs in all the big spaceports (akila, the den , red mile, paradiso, homestead etc...) that are unimportant,

until you have been sent to an auction house (no matter which).

after that, those NPCs approach you when you get near you(i think a chance of 1/20 ) and try to blackmail you to give them money (maybe 1-5 k) or demand sex, to not rat you out as a lowly slave.

if you refuse, you get a bounty on your head in one of the mayor factions for being a runaway slave.(about 3-5 k)

if your owner (from being sold) is with you, he would not approach.

 

also, is there a chance, that the scrip, to send you to the AH after defeat, only goes off only about 33% of the time ?

That's a pretty good idea!

 

Force-Greeting hasn't worked the best for me yet. It seems it will sometimes work if I set it as an AI Package with a stage requirement for some quests. Usually scripting doesn't seem to be 100% either, not sure as to why.

 

Currently building a fight club in AH_HQ and added a couple more random events + made AH_Neon a little more repeatable for the next update. 

 

Down the road, I may try to dive into force greeting again and try it out.

Posted (edited)

by the way, is there a chance, to get out of the AHHQ without loosing all your stuff ?

 

and it would be great, if there were an option to not always get sent to the AH on every defeat.

 

by the way, the exit to the roof, does not work...

it was a little annoying, do get the key to the passage to the roof. and have a nonn functional door at the end.

at least make it locked and marked as unascessible.

 

Edited by MetZwerg
Posted
6 hours ago, MetZwerg said:

by the way, is there a chance, to get out of the AHHQ without loosing all your stuff ?

 

and it would be great, if there were an option to not always get sent to the AH on every defeat.

 

by the way, the exit to the roof, does not work...

it was a little annoying, do get the key to the passage to the roof. and have a nonn functional door at the end.

at least make it locked and marked as unascessible.

 

Good point, I must have forgotten to give the player back their items. As it is right now, everything pretty much runs on a condition for the player to be wearing the armor. If you take it off or change into any normal entire, the whole house should treat you as a guest rather than a slave (you can just walk right out the front door).

 

At the moment, the player's items are stored in a chest in the 'coc' room. I'll work to find a way to get the player items back. Good catch though! I haven't actually sat down and played in depth to notice some of the smaller details. As for the vents, I didn't figure the player could actually reach them without a spacesuit/jetpack lol, I'll work that out too.

Posted
20 hours ago, MetZwerg said:

by the way, is there a chance, to get out of the AHHQ without loosing all your stuff ?

 

and it would be great, if there were an option to not always get sent to the AH on every defeat.

 

by the way, the exit to the roof, does not work...

it was a little annoying, do get the key to the passage to the roof. and have a nonn functional door at the end.

at least make it locked and marked as unascessible.

 

Just posted a new version to buy your stuff back from a Trader located on the outside of AuctionHouseHQ. Additionally, I fixed the vent issue, so you should now be able to escape (it's a master lock on the vent)

 

For your request on the probability:

 

Without a current MCM developed for Starfield, it's a little more difficult to define how you want a script to behave. Since this request is something not all users may want, I'll post a way on how to manually do it using the Creation Kit:

Okay, so here's what you'll need to do.
#1: In the Creation Kit, check the Starfield.esm and NAFSurrender.esp
#2: Go to the "_SurrenderTriggerQuest" (You can either search this in the text filter block or find it manually under Character>Quest)
#3: On the far right, you'll find a 'Scripts' tab of the quest.
#4: Right Click the "_SurrenderTriggerScript" and select "Edit Source"
#5: On line 896/1304, you'll find the function "MovePlayerToAuctionHouse"
#6: You'll need to overwrite this line with something like this:

Function MovePlayerToAuctionHouse()
    If Game.IsPluginInstalled("AuctionHouse.esp")
        Utility.Wait(1.5)
        int roll = Utility.RandomInt(1, 100)
        If roll <= 35
            ; Do nothing, 35% chance
        ElseIf roll <= 70
            Debug.ExecuteConsole("coc AuctionHouseHQ")
        ElseIf roll <= 85
            Debug.ExecuteConsole("coc AuctionHouseNeon")
        Else
            Debug.ExecuteConsole("coc AuctionHouseCodyHill")
        EndIf
    EndIf
EndFunction

#7: This will make it have a:
35% chance the player is sent nowhere
35% chance the player is sent to AuctionHouseHQ
15% chance the player is sent to AuctionHouseNeon
15% chance the player is sent to AuctionHouseCodyHill

#8: This make sure to save by going to File>Save. This will create the .psc and .pex needed for the script to function as intended.

Posted
1 hour ago, Wolfe6900 said:

Just posted a new version to buy your stuff back from a Trader located on the outside of AuctionHouseHQ. Additionally, I fixed the vent issue, so you should now be able to escape (it's a master lock on the vent)

 

For your request on the probability:

 

Without a current MCM developed for Starfield, it's a little more difficult to define how you want a script to behave. Since this request is something not all users may want, I'll post a way on how to manually do it using the Creation Kit:

Okay, so here's what you'll need to do.
#1: In the Creation Kit, check the Starfield.esm and NAFSurrender.esp
#2: Go to the "_SurrenderTriggerQuest" (You can either search this in the text filter block or find it manually under Character>Quest)
#3: On the far right, you'll find a 'Scripts' tab of the quest.
#4: Right Click the "_SurrenderTriggerScript" and select "Edit Source"
#5: On line 896/1304, you'll find the function "MovePlayerToAuctionHouse"
#6: You'll need to overwrite this line with something like this:

Function MovePlayerToAuctionHouse()
    If Game.IsPluginInstalled("AuctionHouse.esp")
        Utility.Wait(1.5)
        int roll = Utility.RandomInt(1, 100)
        If roll <= 35
            ; Do nothing, 35% chance
        ElseIf roll <= 70
            Debug.ExecuteConsole("coc AuctionHouseHQ")
        ElseIf roll <= 85
            Debug.ExecuteConsole("coc AuctionHouseNeon")
        Else
            Debug.ExecuteConsole("coc AuctionHouseCodyHill")
        EndIf
    EndIf
EndFunction

#7: This will make it have a:
35% chance the player is sent nowhere
35% chance the player is sent to AuctionHouseHQ
15% chance the player is sent to AuctionHouseNeon
15% chance the player is sent to AuctionHouseCodyHill

#8: This make sure to save by going to File>Save. This will create the .psc and .pex needed for the script to function as intended.

 

Cool, Thank You so much...

Posted (edited)
8 hours ago, Wolfe6900 said:

Just posted a new version to buy your stuff back from a Trader located on the outside of AuctionHouseHQ. Additionally, I fixed the vent issue, so you should now be able to escape (it's a master lock on the vent)

 

For your request on the probability:

 

Without a current MCM developed for Starfield, it's a little more difficult to define how you want a script to behave. Since this request is something not all users may want, I'll post a way on how to manually do it using the Creation Kit:

Okay, so here's what you'll need to do.
#1: In the Creation Kit, check the Starfield.esm and NAFSurrender.esp
#2: Go to the "_SurrenderTriggerQuest" (You can either search this in the text filter block or find it manually under Character>Quest)
#3: On the far right, you'll find a 'Scripts' tab of the quest.
#4: Right Click the "_SurrenderTriggerScript" and select "Edit Source"
#5: On line 896/1304, you'll find the function "MovePlayerToAuctionHouse"
#6: You'll need to overwrite this line with something like this:

Function MovePlayerToAuctionHouse()
    If Game.IsPluginInstalled("AuctionHouse.esp")
        Utility.Wait(1.5)
        int roll = Utility.RandomInt(1, 100)
        If roll <= 35
            ; Do nothing, 35% chance
        ElseIf roll <= 70
            Debug.ExecuteConsole("coc AuctionHouseHQ")
        ElseIf roll <= 85
            Debug.ExecuteConsole("coc AuctionHouseNeon")
        Else
            Debug.ExecuteConsole("coc AuctionHouseCodyHill")
        EndIf
    EndIf
EndFunction

#7: This will make it have a:
35% chance the player is sent nowhere
35% chance the player is sent to AuctionHouseHQ
15% chance the player is sent to AuctionHouseNeon
15% chance the player is sent to AuctionHouseCodyHill

#8: This make sure to save by going to File>Save. This will create the .psc and .pex needed for the script to function as intended.

actually i can´t insert so much text into that script, it does not let me, it cuts me off in the shortly after the beginning of the 3rd execution line...

 

Function MovePlayerToAuctionHouse()
    If Game.IsPluginInstalled("AuctionHouse.esp")
        Utility.Wait(1.5)
        int roll = Utility.RandomInt(1, 100)
        If roll <= 60
            ; Do nothing, 60% chance
        ElseIf roll <= 80
            Debug.ExecuteConsole("coc AuctionHouseHQ")
        ElseIf roll <= 90
            Debug.ExecuteConsole("coc AuctionHouseCodyHill")
        Else
            Debug.ExecuteConsole("coc AuctionHouseNeon")
        EndIf
    EndIf
EndFunction

 

with the red, not being added

 

Edited by MetZwerg
added info
Posted

Man I would really like to test this out. The problem is that "KZ Aggregation of Scraps" is a requirement which is not compatible with this new and much more advanced female body mod (I think it will be the standard): https://www.nexusmods.com/starfield/mods/13746 (Milky Way Vixens).

Could you consider a version without the "KZ Aggregation of Scraps" requirement? For what is it needed? Slaves should be naked anyway, right?

Posted
1 hour ago, MetZwerg said:

actually i can´t insert so much text into that script, it does not let me, it cuts me off in the shortly after the beginning of the 3rd execution line...

 

Function MovePlayerToAuctionHouse()
    If Game.IsPluginInstalled("AuctionHouse.esp")
        Utility.Wait(1.5)
        int roll = Utility.RandomInt(1, 100)
        If roll <= 60
            ; Do nothing, 60% chance
        ElseIf roll <= 80
            Debug.ExecuteConsole("coc AuctionHouseHQ")
        ElseIf roll <= 90
            Debug.ExecuteConsole("coc AuctionHouseCodyHill")
        Else
            Debug.ExecuteConsole("coc AuctionHouseNeon")
        EndIf
    EndIf
EndFunction

 

with the red, not being added

 

You may be able to use Ctrl+A to find any extra spaces that aren't needed in lines. That's how I was able to make a little room for the updated one. You could probably remove the "; Do nothing, 60% chance" line as well and be alright.

Posted
13 minutes ago, Grumbrum said:

Man I would really like to test this out. The problem is that "KZ Aggregation of Scraps" is a requirement which is not compatible with this new and much more advanced female body mod (I think it will be the standard): https://www.nexusmods.com/starfield/mods/13746 (Milky Way Vixens).

Could you consider a version without the "KZ Aggregation of Scraps" requirement? For what is it needed? Slaves should be naked anyway, right?

A lot of the dialogue options require the Player to be wearing a certain armor to activate the dialogue. That way, it doesn't treat the Player as a slave in all environments. For example, if you enter AuctionHouseHQ with normal clothes (or naked), the condition won't match, and they'll speak to you like a fellow buyer since the condition is to be wearing the armor.

 

Removing it as a requirement may break a lot of things in the mod that reference it and CTD. Down the road that may be another project, but hopefully by that time, there will be a BodySlide or something similar to Fallout4 or Skyrim SE and a dedicated SFSEdit.

  • 2 weeks later...
Posted
On 5/18/2025 at 7:49 AM, MetZwerg said:

actually i can´t insert so much text into that script, it does not let me, it cuts me off in the shortly after the beginning of the 3rd execution line...

 

Function MovePlayerToAuctionHouse()
    If Game.IsPluginInstalled("AuctionHouse.esp")
        Utility.Wait(1.5)
        int roll = Utility.RandomInt(1, 100)
        If roll <= 60
            ; Do nothing, 60% chance
        ElseIf roll <= 80
            Debug.ExecuteConsole("coc AuctionHouseHQ")
        ElseIf roll <= 90
            Debug.ExecuteConsole("coc AuctionHouseCodyHill")
        Else
            Debug.ExecuteConsole("coc AuctionHouseNeon")
        EndIf
    EndIf
EndFunction

 

with the red, not being added

 

 

i somehow don´t get that to work..

somehow it always refuses to save it...

 

could you could you be so kind, to make a patch for it to be 60 % going free, 20% AHHQ and 10% Neon AH ?

tried to get this running on various tries, but always it refuses to save it...

Posted
21 hours ago, MetZwerg said:

 

i somehow don´t get that to work..

somehow it always refuses to save it...

 

could you could you be so kind, to make a patch for it to be 60 % going free, 20% AHHQ and 10% Neon AH ?

tried to get this running on various tries, but always it refuses to save it...

60-20-10-10.zip Try this out. I haven't rolled back Starfield (waiting for the modders to update the dependencies) so I'm unable to test it, but this should theoretically work. This is just the .pex and .psc compressed to a .zip so you should be able to extract it and overwrite the files in the Starfield Data folder.

Posted

Hi, when I was at the "respond to the criminal activity" phase of the THE PET mission, I followed the instructions to the apartment elevator, but I couldn't take the elevator to the mission site. The blue dot kept appearing on the elevator button.

Posted
23 hours ago, zirun said:

Hi, when I was at the "respond to the criminal activity" phase of the THE PET mission, I followed the instructions to the apartment elevator, but I couldn't take the elevator to the mission site. The blue dot kept appearing on the elevator button.

If I remember correctly, I think I put the activator on the outside of the elevator (I haven't figured out how elevators work in game) so the activator just teleports the player to a different location. The quest marker might point to the actual elevator switch.

Posted
8 hours ago, Wolfe6900 said:

If I remember correctly, I think I put the activator on the outside of the elevator (I haven't figured out how elevators work in game) so the activator just teleports the player to a different location. The quest marker might point to the actual elevator switch.

Thanks, but in my game, this activator doesn’t exist. There might be some weird bug.  lol

Posted

I would love to check this mod out, finally.  However, it seems that "KZ_AIO" doesn't exist anymore (KryoZet does, however, have the Aggregation of Scraps, but it's a different plugin: "KZ_AOS.esm").

 

For some reason (maybe because of the above, but I'm not sure) MO2 keeps disabling the AuctionHouse.esp plugin whenever I launch the game.  I've updated to Mod Organizer v2.5.3b2, which stopped it from disabling the Shattered Space and SFBGS004.esm plugins, but apparently it still doesn't like this one.

 

Any ideas what's going on?

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