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[SSPPAHR] Simple Slavery Auction House Redesign


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Posted (edited)

[SSPPAHR] Simple Slavery Auction House Redesign

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 --[ Simple Slavery Plus Plus Auction House Redesign ]--

-- [ SSPPAHR ] --

 

Screenshot(84).thumb.png.90766a7bd6887b5c78cb31537dc7854b.png

 

Requirements

 

Version 6.3.23 of Simple Slavery Plus Plus with ZAP

 

A Fresh Game Save Is Required

 

- That's it! -

 

This mod is incompatible with...

- any mod that adds or changes anything to the interior cell of Simple Slavery Plus Plus,

- This mod changes several NPCs voice types making mods that give them voice lines incompatible

 

- This mod will most likely conflict with any mod that alters the south east gate.

 

Patches for the following mods are provided

JKSkyrim

Cutting Room Floor

 

-- What is SSPPAHR? --

SSPPAHR completely revamps the auction house from Simple Slavery Plus Plus from its original open design into a more cozy interior space. SSPPAHR also alters the appearances of most of the NPCs to make them appear more natural, along with adjustments to some of the dialogue to fit the context of the new interior space. 

 

SSPPAHR also changes the theme from just being a slave market, to a luxurious inn with daily auctions of valuable assets ranging from antiques to slaves are sold.

( SSPPAHR Does not add a functional inn, and the only functional auctions are the ones from SS++ where the player is sold. )

 

Most importantly... SSPPAHR is my first mod I've ever made, and is the blood, sweat, and tears of me learning the creation, mostly from 12 year old tutorials. I spent roughly 60+ hours on this project, most of it was spent in a state of despair as I try to troubleshoot problems that seemingly only I have ever experienced, and reloading backups after discovering said bugs/glitches that I have no idea how to fix or prevent.

 

I still haven't figured out some of my problems, and I probably never will.

 

 

 

 

 

Here are some before and after pictures to better contrast the difference SSPPAHR makes

 

 

AmGTvQO.gif           Ut7EEtN.gif

jzCCd2Y.gif           sqUIY3e.gif

7LjXN5Y.gif           ZoZQDQ7.gif

 

 

 

SSPPAHR Also gives gives the interior space a proper exterior location

 

Screenshot(69).thumb.png.abe3da45e51c93f01e4d1a16bd1d9950.pngScreenshot(70).thumb.png.0a0f42e1f91a543ebc62ed3250dc8115.png

 

Known issues

NPCs will never spawn if you start a new game after having previously loaded the location in another save. I don't know why this happens, but it just does. I don't even know if I can fix it. its just one of those problems where I seemingly am the only one to have it.

 

Future Plans

Nothing is certain other than I plan on putting the creation kit down after spending 60 hours on this mod. I'll probably go play some Marval Rivals, or Delta Force as I've been looking forward to playing those since they came out a couple days ago, but haven't since I've been focused on making this mod.

 

 

 

if I ever do add onto this mod however, these are some of the things I might add next.

 

- Make C&S a functional Inn with rooms.

- Make "Totally not John Randell" become hostile towards the player if they go into the basement instead of passively aggressively telling them to get out

- rework the exterior space to be a little more polished and detailed



Credits

 

JFraser 

For making the original Simple Slavery

Lozeak

For Simple Slavery Plus

 

Hex Bolt

For Simple Slavery Plus Plus

 

Jkrojmal

For being my inspiration to make an interior cell overhaul mod as my first mod.
Also, some of my design is influenced by his work, the mammoth tusk chandelier in particular

 

And everyone they've credited as well.

 

Bethesda

For making Skyrim, and for having a website with vital information about the Creation Kit that has been inaccessible because its been under "backend maintenance" for several fucking months.


 

Edited by AManNamedNorville
Posted (edited)
1 hour ago, AManNamedNorville said:

any mod that alters the boarded south east gate of Riften.

So Cutting Room Floor, JK's and probably USSEP to name just a few off the top of my head.

 

Shame, it looks so nice.

Edited by belegost
Posted (edited)
8 hours ago, AManNamedNorville said:

Known issues

NPCs will never spawn if you start a new game after having previously loaded the location in another save. I don't know why this happens, but it just does. I don't even know if I can fix it. its just one of those problems where I seemingly am the only one to have it.

 

"start a new game after having previously loaded the location in another save"

 

That is a known issue with Skyrim, basically reload is completely broken.

Any reload in game, simply won't remove all existing data, this is depending on what is loaded each time, cell/NPC locations, even quest stages can be impacted & what your mods were/are, so the effects are often unique to each of us.

These errors are then baked into ANY saves made after ANY in game reload.

 

The ONLY safe way to load ANY save, or start ANY new game is to restart the entire game.

It's a ball ache though & players can choose to live with any side effects when loading similar saves.

You should at least restart the game, before clicking on "New Game".

Edited by Uhuru N'Uru
Typos & formatting, always
Posted
3 minutes ago, Uhuru N'Uru said:

It's a ball ache though

You have no idea how much if you're playing on a 12 (now nearly 13) years old potato and launching a heavily modded game takes 5 minutes real time.

With SSD. With HDD it took 10.

 

Yet I do it every single time I have to reload. Death, backtracking, mods going haywire, etc.

Posted
1 hour ago, belegost said:

You have no idea how much if you're playing on a 12 (now nearly 13) years old potato and launching a heavily modded game takes 5 minutes real time.

With SSD. With HDD it took 10.

 

Yet I do it every single time I have to reload. Death, backtracking, mods going haywire, etc.

LOL I'm on a high end rig with an M.2 NVME (specs in sig), but with 1,615 mods & 1,251 Plugins (254 not light) & 43k+ Animations & it still takes minutes to load, not timed it yet.

Pause to time it ...

Still takes 3 minutes loading, even on a high end rig like mine, or it will be again when I upgrade that 3080 Ti next year, as it can't really manage Native 4k & I just had to replace my 1440p VRR monitor, 2 months after that warranty ended, while I've had the two Dell side monitors since 2013 when I originally built this PC.

 

This games what I built that rig for in 2013, & though most parts have been upgraded twice, but I stlll have the original PSU & two SSD's, which still have 50% of use time left & yet it's the largest game on my PC, 500 GB & almost 1/2 a million files, it's no wonder it takes that long to load.

Posted

Adding a building really limits who can use your mod.  Any chance you can do a version that uses the standard door with no building?  USSEP and even Cutting room floor is almost a must for most and your building sits right on top of both.

Posted
3 hours ago, Unknown22923 said:

Hey thanks for sharing your mod!

 

"pamaFunitureAlignmentHelper.pex" to have a file conflict with "ZaZ Animation pack CBBE HDT v.8.0 SE2023" what one should i load last? 😮

 

Interesting, as far as I'm aware, these shouldn't be conflicting. however I recommend loading SSPPAHR After just to play it safe. the only thing pamaFunitureAlignmentHelper.pex actually does is make sure the slave on the crux is aligned with it instead of at a weird angle.

 

 

9 hours ago, belegost said:

So Cutting Room Floor, JK's and probably USSEP to name just a few off the top of my head.

 

Shame, it looks so nice.

 

I will take a look at them and look into making patches. the only reason they were labeled as incompatible is simply because C&S might end up overlapping with objects from mods that alter the south east gate.

C&S does have three entrances. there is one by the Riften barracks that should never have any sort of conflicts simply because I've never seen a mod that edits that area.

 

 

 

10 hours ago, Caligula Big said:

Asking to the auctioneer for a fantasy sale just puts you into the old room.

 

Ensure SSPPAHR Wins all conflicts, as it sounds like one of your mods might have altered the X marker that defines where the PC is suppose to stand for the auction. 

 

 

3 hours ago, Uhuru N'Uru said:

 

The ONLY safe way to load ANY save, or start ANY new game is to restart the entire game.

 

 

It's a ball ache though & players can choose to live with any side effects when loading similar saves.

You should at least restart the game, before clicking on "New Game".

 

Thanks, I was already aware that restarting the game was the only correct way to get everything to spawn correctly after many tests and hours wasted.

 

just glad to know its a base game issue and not something from my mod.

Posted
1 hour ago, AManNamedNorville said:

Interesting, as far as I'm aware, these shouldn't be conflicting. however I recommend loading SSPPAHR After just to play it safe. the only thing pamaFunitureAlignmentHelper.pex actually does is make sure the slave on the crux is aligned with it instead of at a weird angle.

Hey there, I just looked at the pex file, and they are exact same with last changed date and time also size, so it probably identical.

Posted
1 hour ago, Unknown22923 said:

Hey there, I just looked at the pex file, and they are exact same with last changed date and time also size, so it probably identical.

 

Ah I see what happened. I have the 8.0 version because a mod I used to have required that version instead of the 8.0+ version. I made SSPPAHR, I just used the version I already had instead of the 8.0+ version.


I did not know ZAZ 8.0+ already came with pamaFunitureAlignmentHelper.pex bundled in it.

 

Posted

So I installed it mid save and seems like I too get spawned in the old room getting soft locked when using the "enslave me" in MCM getting defeated with "Defeat mod" and also when asking the auctioneer about fantasy sale.

 

-Using latest 1.1.0 with your JK's patch (the patch made no difference on this issue)

-Your mod is put as late loader and also is not allowed to be overwritten by any mods.

-Also the same with your first release.

 

Maybe it require new save?

Posted
3 hours ago, Unknown22923 said:

So I installed it mid save and seems like I too get spawned in the old room getting soft locked when using the "enslave me" in MCM getting defeated with "Defeat mod" and also when asking the auctioneer about fantasy sale.

 

-Using latest 1.1.0 with your JK's patch (the patch made no difference on this issue)

-Your mod is put as late loader and also is not allowed to be overwritten by any mods.

-Also the same with your first release.

 

Maybe it require new save?

 

Yes, it does require a new save as stated in the requirements.

Posted

I haven't tested it in game, yet, but I already want to give you Kudos for the insane detail and lighting. It's very nice to see NSFW themed worldbuilding that exceeds the expected quality for 2024. Thanks for sharing!

Posted (edited)

Its a nice mod that updates the setting that is nice. You can enter normally and look around but when enslaved you end up here with no one to talk to.

I also installed the patch as well for cutting floor

 

And new save.

New game is that bug you told us.

But I hope to see more of this mod. It is very well done and doesn't feel out of place.
 

20241209225711_1.jpg

20241209225716_1.jpg

20241209225821_1.jpg

Edited by MissBell
Posted (edited)
1 hour ago, MissBell said:

Its a nice mod that updates the setting that is nice. You can enter normally and look around but when enslaved you end up here with no one to talk to.

I also installed the patch as well for cutting floor

 

And new save.

New game is that bug you told us.

But I hope to see more of this mod. It is very well done and doesn't feel out of place.
 

20241209225711_1.jpg

20241209225716_1.jpg

20241209225821_1.jpg

 

Ensure SSPPAHR is loaded after SSPP and wins any conflicts with any other mods, and the patches are loaded after SSPPAHR and their corresponding mods. 

if you're still having issues, please post your modlist/load order in a spoiler like the one below.

 

Spoiler

This is a spoiler, paste your load order / mostlist here if issues persist

 

Edited by AManNamedNorville
Posted

hey, I found a floating mountain at coordinates 0.0 - that would be outside whiterun on the plains. Check with SSEdit and you'll find a couple of overwrites that are probably not intended. There might be more, I didn't do a thorough check - but I did edit my copy of your esp and removed them :)

 

image.png.9a3d445c36e618bb5f9d4a6d05da27a0.png

Posted (edited)
4 hours ago, AtomicGrimDark said:

hey, I found a floating mountain at coordinates 0.0 - that would be outside whiterun on the plains. Check with SSEdit and you'll find a couple of overwrites that are probably not intended. There might be more, I didn't do a thorough check - but I did edit my copy of your esp and removed them :)

 

image.png.9a3d445c36e618bb5f9d4a6d05da27a0.png

Hey, thanks for bringing this to my attention. I'm fairly new to modding, and I've barely touched SSEEdit. I've only used it so far to flag ESPs as ESLs. so Feel free to correct me if I'm wrong.

I cant seem to find the mountain you're referring too. if its the same one as highlighted in your screenshot, then that leaves me even more confused. because my records under for my mod are coming up blank for that one, and if I'm not mistaken, that means I deleted it. however, the records that are present show it at a position that isnt 0,0, so im confused as to what's going on here?
 

Spoiler

Screenshot(85).thumb.png.94dfe879459532c20b5ccedf28f87c21.png

 

Edited by AManNamedNorville
Posted

Just tried your mod.  Excellent work.  I think everything goes well together.    

 

Now all that's needed to do is for someone to create a new voice pack to match your NPC dialog changes.  

 

If you do make an upgrade, you might consider making the upstairs girls prostitutes.  This would go along with your dialog during the auction about sampling the wares.  You might also think about making one male to appeal to female PC's coming to visit the inn ( sort of like the Rift's Rest with the mixed patch).  Some people might object lorewise, since it would be like running a brothel out of the Jarl's palace.    

Posted (edited)
13 hours ago, AManNamedNorville said:

Hey, thanks for bringing this to my attention. I'm fairly new to modding, and I've barely touched SSEEdit. I've only used it so far to flag ESPs as ESLs. so Feel free to correct me if I'm wrong.

I cant seem to find the mountain you're referring too. if its the same one as highlighted in your screenshot, then that leaves me even more confused. because my records under for my mod are coming up blank for that one, and if I'm not mistaken, that means I deleted it. however, the records that are present show it at a position that isnt 0,0, so im confused as to what's going on here?
 

  Hide contents

Screenshot(85).thumb.png.94dfe879459532c20b5ccedf28f87c21.png

 

Actually I "think" that means it just doesn't have a position, ie. goes to coordinates 0.0 - I can do some checking and remind myself how record deletion should work, I'm somewhat sure they shouldn't be present anymore. (the only reason I noticed was when checking for dyndolod results, I happened to walk into the 0,0 cell and looked up, suddenly there's a piece of mountain in the sky :D )

I'll try to do a writeup for you as soon as I get around to it.

I'm reserving the right to be wrong here :)

Edited by AtomicGrimDark
Posted (edited)

I was wrong. However the best part of being wrong, is I learned something new:

 

image.png.3e297916a9ddfe5a2e584a0d7d117cb2.png

 

that Visible when distant flag might explain why after running dyndolod it appeared, never mind, keep on keeping on. (for people using the search function: floating terrain, DynDoLod, zero coordinates, draw distance, deleted records, SSEdit)

Edited by AtomicGrimDark

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