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Radiant Prostitution 3.2.2 (29-Oct-2015)


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Posted

I was wondering if an idea of mine is worth considering now. I discussed it with the original author, but it was never implemented. It is simply to inject the keyword JobWhore into Update.esm. The main benefit of this would be to allow players to add the keyword to any clothing in their game without having to add this mod to the clothing mod's masters. In fact, load order need not be touched at all.

 

I have tested this out in my own game. In fact, I edit this mod to do this with every update I install. It just makes things easier.

 

e.g. Load order:

Skyrim.esm

Update.esm

.

.

.

ClothingMod1.esp

.

.

.

MF_RadiantProstitution,eso

,

,

,

ClothingMod2.esp

 

119

With the current implementation, adding a keyword to ClothingMod1.esp would make MF_RadiantProstitution.esp a master and necessitate a order change. By injecting the keyword in to Update.esm, which is always at the top of the load order, requires no change at all.

 

Just for your consideration.

 

This sounds like an extremely bad idea, and frankly I'm not even sure if it's legally okay to edit and distribute modified Bethesda ESMs.

 

The correct way to do what you're trying to do is by creating a patch ESP that includes both RP and all your clothing mods as masters. This patch modifies the intended clothes to add the JobWhore keyword (which it can do since it inherits it from RP). That way you don't have to re-do it every time I release a new version of RP.

 

 

Hi, Could you please implement a way to prostitute outside inns/towns (anywhere and not needing an inkeeper)? you'd obviously keep all the money but it'd be riskier (increased chance of not getting paid and be forced).

 

Thanks.

 

Already been suggested, and something I may consider in the future once most of the bugs are fixed.

 

 

So, i installed this Mod and went to Ivarstead (on my way to the Greybeards) and started a career as prostitute in the Inn (bad choice, that Inn has maybe 2 Customers per day and the Guards seem to be never thirsty).

 

But then i realized that the wench outfit doesn't fit the body of the pc, which is strange, coz i use bodyslide 2 and of course all outfits should fit.

 

Does this Mod use its own version of the wench outfit?

 

There's a toggle in MCM to allow guards to participate.

 

No, this mod doesn't use its own wench outfit, nor does it edit the vanilla outfit's mesh. However, it does edit its formID to add the JobWhore keyword, so if you have another mod that edits the wench clothes, there might be a conflict happening.

 

However, keep in mind you don't have to use the Tavern wench clothes. The only advantage of using them is that they grant a moderate bonus to approach chance, and even if you don't want to miss on the bonus, you can just pick whatever clothes you prefer and mark them for use with RP in the MCM.

 

Posted

 

Can anybody help me? I tried to do the letter quest and got stuck at the place with the werewolves. My character can walk around the place, but nothing else happens. The werewolves are just standing there.

 

 

Yes I used fnis and got the requiered mods. There is no mention about a mod that contains beastiality tough, so I dont have that installed.

 

As said in the description, some of the random quests feature bestiality. This means you'll need 'Allow Creatures' to be enabled in SexLab's MCM for these quests to work.

 

 

Sorry I didn't know that option in SL exists. Thanks!

Posted

 

I was wondering if an idea of mine is worth considering now. I discussed it with the original author, but it was never implemented. It is simply to inject the keyword JobWhore into Update.esm. The main benefit of this would be to allow players to add the keyword to any clothing in their game without having to add this mod to the clothing mod's masters. In fact, load order need not be touched at all.

 

I have tested this out in my own game. In fact, I edit this mod to do this with every update I install. It just makes things easier.

 

e.g. Load order:

Skyrim.esm

Update.esm

.

.

.

ClothingMod1.esp

.

.

.

MF_RadiantProstitution,eso

,

,

,

ClothingMod2.esp

 

With the current implementation, adding a keyword to ClothingMod1.esp would make MF_RadiantProstitution.esp a master and necessitate a order change. By injecting the keyword in to Update.esm, which is always at the top of the load order, requires no change at all.

 

Just for your consideration.

 

This sounds like an extremely bad idea, and frankly I'm not even sure if it's legally okay to edit and distribute modified Bethesda ESMs.

 

The correct way to do what you're trying to do is by creating a patch ESP that includes both RP and all your clothing mods as masters. This patch modifies the intended clothes to add the JobWhore keyword (which it can do since it inherits it from RP). That way you don't have to re-do it every time I release a new version of RP.

 

 

189

Actually you don't change Update.esm at all, and actually Bethesda uses this technique in Dragonborn. Simply load up Dragonborn into TES5edit and look for this line:

 

[00:05] Background Loader: <Note: DLC2SleepBuild [PACK:01017004] was injected into Update.esm>

 

To inject the keyword JobWhore into Update.esm, all you need to do is change the FormId from  [KYWD:xx00695C] to  [KYWD:0100695C] in TES5Edit. It means that you don't have to create another .esp just for one record and you don't have to change your load order.

 

However, if you still think it's not worth it, then okay. I'll simply continue what I've been doing. And thanks for bringing this mod upto speed. I appreciate it.

Posted

 


 

 

 

I was wondering if an idea of mine is worth considering now. I discussed it with the original author, but it was never implemented. It is simply to inject the keyword JobWhore into Update.esm. The main benefit of this would be to allow players to add the keyword to any clothing in their game without having to add this mod to the clothing mod's masters. In fact, load order need not be touched at all.
 
I have tested this out in my own game. In fact, I edit this mod to do this with every update I install. It just makes things easier.
 
e.g. Load order:
Skyrim.esm
Update.esm
.
.
.
ClothingMod1.esp
.
.
.
MF_RadiantProstitution,eso
,
,
,
ClothingMod2.esp
 

With the current implementation, adding a keyword to ClothingMod1.esp would make MF_RadiantProstitution.esp a master and necessitate a order change. By injecting the keyword in to Update.esm, which is always at the top of the load order, requires no change at all.
 
Just for your consideration.

 
This sounds like an extremely bad idea, and frankly I'm not even sure if it's legally okay to edit and distribute modified Bethesda ESMs.
 
The correct way to do what you're trying to do is by creating a patch ESP that includes both RP and all your clothing mods as masters. This patch modifies the intended clothes to add the JobWhore keyword (which it can do since it inherits it from RP). That way you don't have to re-do it every time I release a new version of RP.

 

 

189
Actually you don't change Update.esm at all, and actually Bethesda uses this technique in Dragonborn. Simply load up Dragonborn into TES5edit and look for this line:
 
[00:05] Background Loader: <Note: DLC2SleepBuild [PACK:01017004] was injected into Update.esm>
 
To inject the keyword JobWhore into Update.esm, all you need to do is change the FormId from  [KYWD:xx00695C] to  [KYWD:0100695C] in TES5Edit. It means that you don't have to create another .esp just for one record and you don't have to change your load order.
 
However, if you still think it's not worth it, then okay. I'll simply continue what I've been doing. And thanks for bringing this mod upto speed. I appreciate it.

 


 





this article describes a simpler way http://www.nexusmods.com/skyrim/articles/1420/?

replace references to weapon and armor fixes with RP and the WAF keywords with the JobWhore keyword - your mod would be whatever clothing mod you want the keyword added to

if done correctly when finished the armor/clothing mod should have the JobWhore keyword with no new dependencies all that needs to be done after that is to open the CK and add the keyword to each armor/clothing item you want it on


as kryptopyr states:

"No additional requirements or Masterfile dependencies (other than Update.esm) are required. And if users of your mod don't have Weapons & Armor Fixes or Guard Dialogue Overhaul, then those keywords will simply be ignored in their game and won't cause any issue. If they add Weapons & Armor Fixes later on, then the mods will be immediately compatible without the user having to download any additional patch files."


:cool: just an :idea: I won't be :angry: if you don't use it ;)

Posted

Okay, so I think I'm starting to get the basic concept, but it just raised more questions. For example:

 

Let's say you have a mod with 2 masters, Skyrim.esm and Update.esm (so your mod's formIDs would start with 02), and you decide to edit your 02123456 form to 01123456 to get it injected into Update.esm. What happens if Update.esm already had a 01123456 form? Will the injection overwrite it? Or, what if you have multiple mods injecting forms into Update.esm, and 2 forms from completely unrelated mods end up having the same ID? Maybe I'm not getting it, but it seems like this has a good potential to break stuff.

 

Also, why is this a better solution than just having the clothing mod include RP as a master? Don't you have to edit the clothing mod's clothes anyway, to add the JobWhore keyword, regardless of whether it's defined in Update.esm or RP?

Posted

Okay, so I think I'm starting to get the basic concept, but it just raised more questions. For example:

 

Let's say you have a mod with 2 masters, Skyrim.esm and Update.esm (so your mod's formIDs would start with 02), and you decide to edit your 02123456 form to 01123456 to get it injected into Update.esm. What happens if Update.esm already had a 01123456 form? Will the injection overwrite it? Or, what if you have multiple mods injecting forms into Update.esm, and 2 forms from completely unrelated mods end up having the same ID? Maybe I'm not getting it, but it seems like this has a good potential to break stuff.

 

Also, why is this a better solution than just having the clothing mod include RP as a master? Don't you have to edit the clothing mod's clothes anyway, to add the JobWhore keyword, regardless of whether it's defined in Update.esm or RP?

 

I have my doubts that anything will break. After all, a keyword is nothing but a formid, it's only property is what colour it shows up in the CK editor. If two or more mods have the same formid for a keyword, then any conditional checks will only require that formid to exist or not and they will work properly.

 

53

While it seems to be overly clever, I guess, the main benefit is that you don't have to add MF_RadiantProstitution,esp as a master to every mod you want to add the keyword to and have to adjust your load order each time. Load order seems to be more critical to a smooth running game (at least if you read most posts on how to fix a problem ask this - what is your load order?)

 

Like I said before, it would be a nice change, but hardly necessary. It is up to you and I will say no more about it, as the article linked above makes the point well. The only thing passed over in the article is that every keyword in that mod is injected into Update.esm.

Posted

 

I have my doubts that anything will break. After all, a keyword is nothing but a formid, it's only property is what colour it shows up in the CK editor. If two or more mods have the same formid for a keyword, then any conditional checks will only require that formid to exist or not and they will work properly.

 

But doesn't this only make sense if we operate under the assumption that the two conflicting formIDs are both of type Keyword? What if the JobWhore keyword ends up overwriting, say, an armor, of the same ID? I can only assume any ESPs that try accessing that armor will break since the expected type won't match.

 

Anyway, once I have more time to read about this and get a better understanding of how it all works, I may consider making the change, but until then, I think it's best to leave it as is. Radiant Prostitution can be ordered quite close to the ESMs anyway, so unless your clothing mods are ESMs themselves, I don't think load order issues should arise.

Posted

Are there any plans to add "special" jobs in Windhelm for Darks Elf players, because of the racial tension between Nords and Dark Elves (currently no mods I know of add content about this)

Also Elda Early-Dawn doesn't like Dark Elves and would be interesting if jobs from her had hidden strings attatched with a higher chance of rape and enslavement on prostitution jobs with Nord clients in Windhelm.

Posted

Are there any plans to add "special" jobs in Windhelm for Darks Elf players, because of the racial tension between Nords and Dark Elves (currently no mods I know of add content about this)

Also Elda Early-Dawn doesn't like Dark Elves and would be interesting if jobs from her had hidden strings attatched with a higher chance of rape and enslavement on prostitution jobs with Nord clients in Windhelm.

 

Still have quite a few things to fix and add first, but I'll keep it in mind.

 

Posted

Your concerns about injecting something into Update.esm breaking something if it has the same formid as something else already in Update.esm are vaild. It will overwrite the original, or the lowest loaded mod will overwrite it if multiple mods inject the same formid into Update.esm. It's not a safe practice. I've had really bad experiences with poorly done mods that did just that. And one mod that intentionally did that just to totally screw people over.

Posted

Your concerns about injecting something into Update.esm breaking something if it has the same formid as something else already in Update.esm are vaild. It will overwrite the original, or the lowest loaded mod will overwrite it if multiple mods inject the same formid into Update.esm. It's not a safe practice. I've had really bad experiences with poorly done mods that did just that. And one mod that intentionally did that just to totally screw people over.

 

It's easy enough to check, seeing how you will have update.esm loaded anyway. If the revised formid of the keyword conflicts with an entry in update.esm, then simply change the whole formid of the keyword. For example, if the formid for Jobwhore is 01001111 conflicts with something in update.esm, then simply change the formid to 01001112 or something that doesn't conflict. Simple enough. By the way, JobWhore doesn't conflict with anything.

Edit: If it is such a bad idea, why does Bethesda practice it in their DLCs. There are worse offenders on this site in my opinion. The authors of Devious Devices can't seem to get a common load order for DDa, DDi, and DDx. Should be simple to do, but they refuse to do it. I imagine you do use these mods despite this.

152
Posted

 

It's easy enough to check, seeing how you will have update.esm loaded anyway. If the revised formid of the keyword conflicts with an entry in update.esm, then simply change the whole formid of the keyword. For example, if the formid for Jobwhore is 01001111 conflicts with something in update.esm, then simply change the formid to 01001112 or something that doesn't conflict. Simple enough. By the way, JobWhore doesn't conflict with anything.

 

Sure, you can easily check if Update.esm already has that formID, but that only solves half of the problem. The other half being: with how many thousands of mods out there, how do you ensure that none of them are trying to inject a form with the same ID as yours? You don't, it's a calculated risk you take when you release your mod publicly. While it may work without issues in your load order, won't necessarily work in all load orders.

 

 

 

Edit: If it is such a bad idea, why does Bethesda practice it in their DLCs.

 

Bethesda does it because a game with just the DLCs and no mods will work just fine with these injected forms, as they've ensured that none of the DLCs are conflicting with each other. It's only once mods start trying to inject their own stuff and potentially create conflicting overwrites, that issues may arise, and at that point, it's clearly the mods' fault, not Bethesda's.

 

 

 

There are worse offenders on this site in my opinion. The authors of Devious Devices can't seem to get a common load order for DDa, DDi, and DDx. Should be simple to do, but they refuse to do it. I imagine you do use these mods despite this.

 

But Devious Devices doesn't inject anything into Update.esm at all: it's just DD Integration injecting forms into DD Assets. This is perfectly fine and will never cause any issues, unless other mods start injecting their own stuff into DDa as well. At which point, that's the other mod's fault, not DDi/DDa.

Posted

But Devious Devices doesn't inject anything into Update.esm at all: it's just DD Integration injecting forms into DD Assets. This is perfectly fine and will never cause any issues, unless other mods start injecting their own stuff into DDa as well. At which point, that's the other mod's fault, not DDi/DDa.

 

 

Except for one problem:  DDi expects ZaZAnimation.esm to follow DDa. DDx expects ZazAnimation.esm to precede DDa.  Most other mods expect that ZaZAnimation.esm to precede DDa. So, if you follow what most mods want, DDi will inject those records into ZaZAnimation.esm wrongly along with any references to DDa being wrong. That's what I meant be those resource mods causing more problems.

 

Another example of lack of coordination for these resource mods: Sanquine's Debauchery requires that ZaZAnimationPack.esm be before Sexlab.esm. You can't reconcile these mods, despite the fact they are co-dependent on one another. I know this has nothing to do with injecting records, but it has pissed me off for a long, long time.

 

I hope you don't feel I'm taking out my frustrations on you, I'm not and I really do appreciate the work you've put into this mod.

25
Posted

 

Except for one problem:  DDi expects ZaZAnimation.esm to follow DDa. DDx expects ZazAnimation.esm to precede DDa.  Most other mods expect that ZaZAnimation.esm to precede DDa. So, if you follow what most mods want, DDi will inject those records into ZaZAnimation.esm wrongly along with any references to DDa being wrong. That's what I meant be those resource mods causing more problems.

 

Not at all. Out of all the mods you referenced, DDi is the only one using form injection, and the target ID that's being used for it is 05, which corresponds to DDa in DDi's master list. It doesn't matter at all what your actual load order is, even if you have Zaz Animation pack getting loaded after DDa; DDi will always inject the forms into DDa as that's the mod that corresponds to 05 in DDi's file header.

 

DDx having its masters out of order compared to DDi is a separate issue of its own, and Wrye Bash loves to complain about these types of issues, but as far as I'm aware, Skyrim can handle this perfectly fine without exploding. However, it may have been a significant issue in earlier TES games, and this might explain why Wrye Bash makes a huge deal out of it.

 

 

 

Another example of lack of coordination for these resource mods: Sanquine's Debauchery requires that ZaZAnimationPack.esm be before Sexlab.esm. You can't reconcile these mods, despite the fact they are co-dependent on one another. I know this has nothing to do with injecting records, but it has pissed me off for a long, long time.

 

For clarity, they don't need to be reconciled in the first place. Each mod's master-list is purely for internal management purposes, and they don't have to match your actual load order at all, as mentioned above.

 

For example, this is how SD would function at run-time if asked to access two forms that start with 04 and 03:

 

04 -> What mod does this correspond to in SD's master-list? -> SexLab.esm -> What is SexLab's ID in the game's actual load order -> 11 (in my case, may differ in yours) -> Translate 04 to 11 to access this form

 

03 -> What mod does this correspond to in SD's master-list? -> ZazAnimationPack.esm -> What is ZazAnimationPack's ID in the game's actual load order -> 13 (in my case, may differ in yours) -> Translate 03 to 13 to access this form

 

And DDi would do a similar process, but the translations would result in 02 -> 11 and 04 -> 13 instead, because DDi has its master-list ordered differently. But, again, there's no harm in this, otherwise we'd be screaming at SD's and DD's devs (and many others!) to get their shit together because of our games being completely broken. :P

 

 

 

I hope you don't feel I'm taking out my frustrations on you, I'm not and I really do appreciate the work you've put into this mod.

25

 

Don't worry about it, I actually like discussing these things! And well, most of the credit goes to mainfct and korialstraszbob, I've done maybe 5% of the total work on the mod, if even that.

 

I'm curious though, why do your posts always contain a seemingly random number? Is there an enigma I'm supposed to be cracking here? :lol:

Posted

Does anyone have any suggestions on how I can test whether or not passive solicitation is working? I have it set to 30m for player detection and the interval to 10 seconds but still haven't had anyone approach in 10 minutes of waiting

Posted

Does anyone have any suggestions on how I can test whether or not passive solicitation is working? I have it set to 30m for player detection and the interval to 10 seconds but still haven't had anyone approach in 10 minutes of waiting

 

If it's working, you'll get a notification saying "I'm looking for a client..." every time it tries to search for a client.

 

Just to make sure we have all bases covered, passive solicitation only searches for clients while the simple prostitution job is running. If you haven't already, talk to an innkeeper about jobs and choose prostitution.

Posted

One more thing about the master file inconsistencies in the DD mods. TES5Edit has this neat feature, right click a mod, and choose "sort masters". It'll sort the masters according to your load order, removing any possible issues with things getting injected into the wrong mod. That's actually a feature of Wrye Bash I like, telling me when my mods masters are out of sync with my load order. LOOT likes to shake things up on occasion. So I just sort the offending mods' master lists in TES5Edit and check for errors to make sure nothing turns up missing.

Posted

 

Does anyone have any suggestions on how I can test whether or not passive solicitation is working? I have it set to 30m for player detection and the interval to 10 seconds but still haven't had anyone approach in 10 minutes of waiting

 

If it's working, you'll get a notification saying "I'm looking for a client..." every time it tries to search for a client.

 

Just to make sure we have all bases covered, passive solicitation only searches for clients while the simple prostitution job is running. If you haven't already, talk to an innkeeper about jobs and choose prostitution.

 

Hey WraithSlayer, thanks for the fast reply. Yeah I totally derped on this one because I thought the MCM setting "Solicitation mode" set to Active means it's "On" and npcs will solicit my character. That is not the case apparently lol. 

 

But I still encountered something bizarre and I do not know if this is intentional:

 

I did not change any setting and it took a good 30 minutes or so before I saw that "I am looking for a client" message for the very first time. I'm not sure exactly what triggered it, but after seeing it, NPCs all around whiterun approached one after another, immediately after declining one, I see the message "I'm looking for a client"  immediately followed by "A Client is coming". Basically it did this for every single NPC in the area, and after I declined all of them, I no longer see a "A Client is coming" message. Nor do I see the "I'm looking for a client" message anymore. The only way I can get someone to approach at this point is to go back to the innkeeper, turn in my earnings, then take on another job. Is this behavior intentional? Does declining them put a timer on them to prevent them from making further solicitations? And I was under the impression the "I'm looking for a client" message will fire every time a scan is made (set to 30 seconds right now). Once I get to the point when it no longer matches a client, I no longer see that message. It's as if the script just died or something at that point. 

Posted

 

Hey WraithSlayer, thanks for the fast reply. Yeah I totally derped on this one because I thought the MCM setting "Solicitation mode" set to Active means it's "On" and npcs will solicit my character. That is not the case apparently lol. 

 

But I still encountered something bizarre and I do not know if this is intentional:

 

I did not change any setting and it took a good 30 minutes or so before I saw that "I am looking for a client" message for the very first time. I'm not sure exactly what triggered it, but after seeing it, NPCs all around whiterun approached one after another, immediately after declining one, I see the message "I'm looking for a client"  immediately followed by "A Client is coming". Basically it did this for every single NPC in the area, and after I declined all of them, I no longer see a "A Client is coming" message. Nor do I see the "I'm looking for a client" message anymore. The only way I can get someone to approach at this point is to go back to the innkeeper, turn in my earnings, then take on another job. Is this behavior intentional? Does declining them put a timer on them to prevent them from making further solicitations? And I was under the impression the "I'm looking for a client" message will fire every time a scan is made (set to 30 seconds right now). Once I get to the point when it no longer matches a client, I no longer see that message. It's as if the script just died or something at that point. 

 

Declining does put them on a timer (makes sense that they wouldn't ask repeatedly after you say no the first time), so after you've said no to all of them, then naturally you stop getting approached for a while. However, you're correct in that you should still be seeing the "I'm looking for a client..." message every X seconds (30, in your case). It may be that your Skyrim has a large amount of script lag or suspended stack dumps, stopping RP's scripts from doing their jobs in a timely manner. If you suspect script lag might be the problem but want to know for sure, there's a mod called Convenient Horses that comes with a script latency test in its MCM options. Ideally scripts shouldn't be taking more than 100 ms to respond.

 

On a related note, the "one client after the other" behavior you were getting when passive solicitation started working was intentional. The way it works is, it searches for a client once every X seconds, and whenever a client is found, passive solicitation is temporarily paused. Once you're done with that client (either by sexing him or declining), RP will set passive solicitation to resume, which immediately causes it to do another search, even if it has been less than X seconds since the last scan. Also, keep in mind that sometimes passive solicitation just doesn't resume at all (a bug I haven't managed to track down yet) so you may need to talk to an NPC using active solicitation to kickstart it again.

 

Posted

 

 

 

Declining does put them on a timer (makes sense that they wouldn't ask repeatedly after you say no the first time), so after you've said no to all of them, then naturally you stop getting approached for a while. However, you're correct in that you should still be seeing the "I'm looking for a client..." message every X seconds (30, in your case). It may be that your Skyrim has a large amount of script lag or suspended stack dumps, stopping RP's scripts from doing their jobs in a timely manner. If you suspect script lag might be the problem but want to know for sure, there's a mod called Convenient Horses that comes with a script latency test in its MCM options. Ideally scripts shouldn't be taking more than 100 ms to respond.

 

On a related note, the "one client after the other" behavior you were getting when passive solicitation started working was intentional. The way it works is, it searches for a client once every X seconds, and whenever a client is found, passive solicitation is temporarily paused. Once you're done with that client (either by sexing him or declining), RP will set passive solicitation to resume, which immediately causes it to do another search, even if it has been less than X seconds since the last scan. Also, keep in mind that sometimes passive solicitation just doesn't resume at all (a bug I haven't managed to track down yet) so you may need to talk to an NPC using active solicitation to kickstart it again.

 

 

 

thanks for the clarification. so it seems like I can reproduce the behavior you're talking about (passive solicitations don't resume). I tested inside of the Bannered Mare, after accepting one patron and turning all the rest down, I no longer see the "I'm looking for a client message". The last time I saw this message was immediately after declining the last patron. I tried waiting for 7 game hours, and still did not see the message afterwards. So I guess once no eligible clients were available, I guess the script stopped running? What's odd though is even after waiting 7 hours, which I think should be more than enough time to reset their timers (unless timer is based on real time and not game time), the script does not restart even if I turn in my earnings with the innkeeper and take on another job. It will say "I'm looking for a client" once I take the new job, but it will not show the message again (ie it doesn't show every 30 seconds as it should), until I begin dialogue with someone. It seems like as soon as I begin a dialogue and use the option to ask if they want a good time, the script immediately fires up again and I see "I'm looking for a client" immediately after closing the dialogue, even if I decline the client I initiated dialogue with. I also want to point out this is precisely what happened when I first got the passive solicitation to work too: I accepted the job and stood outside of bannered mare by the fountain during daytime, and was not solicited once for 30 real minutes. Then as soon as I began dialogue with a npc and closed the window, I noticed the "I'm looking for a client message", and everyone approached one by one. 

 

Interestingly, whenever this bug occurs, it does seem like the script completely shut down. What I mean is, once I turned away all clients and they're all on their timers, and I take another prostitution job from the innkeeper and wait the 30 seconds, if I do not see "I'm looking for clients" again, and talk to the innkeeper, the dialogue option resets to its default state. The option to turn in my earnings does not show up, and I know there is an option to turn in even if I have 0 clients, because I distinctly remember the innkeeper mocking me for not getting any business. So after the script runs and is shut down, the innkeeper's RP options are defaulted to the looking for work option, despite being on the job still. Not sure if this info helps but just something I noticed

Posted

This isn't really a bug, I think, but it was still a problem. The system that decides a target for the "Home Delivery" quest doesn't seem to be very discerning.

 

On my first attempt at that quest, I was given the name of a woman on the farms outside of Whiterun. When I went into the place to talk to her, she considered me an intruder and just kept repeating "You're not supposed to be in here." She never left the house, so I was unable to complete the quest and needed to reload. My second attempt was even stranger. I was told to go see "Bandit" in Whiterun. I followed the marker, and it led me to an empty spot in the Jorvaskkar. No matter how long I waited, no bandits appeared. Probably didn't think I was worth the risk, the coward.

 

Anyway, the first problem (if it's common enough to warrant a fix) might be solved by making these quests temporarily boost your relationship with the target to the point where they won't consider you to be an intruder. Though that might not even work. It would be imperfect, at best: if your target isn't considered the owner of the place where they live (like someone's spouse), then it wouldn't help at all. The second problem is... I don't even know. Maybe that could be solved by adding exclusions for factions like Necromancers, Bandits, etc.

 

Anyway, other than that I've enjoyed the mod! :D I still use AP&P to managed NPC whoring, but this one seems to work better for player-based slutting about. ^-^

Posted

Greetings,

 

Just adding a note regarding the passive solicitation issue gtcard brought up:

 

I tend to set solicitation to "both" in the mcm for similar reasons. I noticed, back when I used RP in the past, that sometimes turning down a client or changing cells (ie, moving to outside the inn, or back inside, etc) would end passive attempts and found that if I approached someone it would start up again. I always thought that I had to use the "Are you looking for a good time?" dialog option (which it would seem is extraneous) but it did and does seem to work even if I get turned down.

 

Regarding Home Delivery quests:

 

I've had clients, and/or other residents, treat me as an intruder (though I can't recall ever actually being attacked or getting a bounty); I have found the door to the location locked though the quest marker is there; I have had cases where the client was wandering around doing their usual routines about town; I often have to enter dialog and then tab out to get the stages to progress; and a variety of other "bugs" most of which seem to have to do with 'conflicts' with the npcs vanilla routines etc, though there also seems to be a tendency toward Runtime error CTDs in home delivery scenes that I don't have otherwise.

 

Just to confirm things others have reported. I don't use the other radiant quests so, nothing to add on any of those.

 

Many thanks for your work revitalizing the mod!

Posted

Just a suggestion for a future update: if the player fails the food job repeatedly, the innkeeper would get angry and demand payment for the lost money, offering two options: the player would have to pay an indenization or accept the prostitute job to cover the losses. Could be an immersive way to make the transition from a simple wench to prostitute for players who role play with a "pure" character in mind. The dialogues could reflect that the character is being forced to whore herself because of the debt. :)

Posted

Just adding a note regarding the passive solicitation issue gtcard brought up:

 

I tend to set solicitation to "both" in the mcm for similar reasons. I noticed, back when I used RP in the past, that sometimes turning down a client or changing cells (ie, moving to outside the inn, or back inside, etc) would end passive attempts and found that if I approached someone it would start up again. I always thought that I had to use the "Are you looking for a good time?" dialog option (which it would seem is extraneous) but it did and does seem to work even if I get turned down.

 

I'm in the process of overhauling passive solicitation now. I could figure out how it was breaking, but not where, so I decided to implement a more robust solution that should hopefully avoid these issues altogether. It'll also follow the MCM scan interval more closely, instead of doing a scan immediately every time the player is done with a client.

 

 

 

Regarding Home Delivery quests:

 

I've had clients, and/or other residents, treat me as an intruder (though I can't recall ever actually being attacked or getting a bounty); I have found the door to the location locked though the quest marker is there; I have had cases where the client was wandering around doing their usual routines about town; I often have to enter dialog and then tab out to get the stages to progress; and a variety of other "bugs" most of which seem to have to do with 'conflicts' with the npcs vanilla routines etc, though there also seems to be a tendency toward Runtime error CTDs in home delivery scenes that I don't have otherwise.

 

Just to confirm things others have reported. I don't use the other radiant quests so, nothing to add on any of those.

 

Many thanks for your work revitalizing the mod!

 

The intruder issue is due to faction problems as mentioned above.

 

As for clients being outside doing their daily routines, this might be because you have another mod overriding actor AI packages (perhaps Immersive Citizens - AI Overhaul?). The way RP works with home jobs is, it searches for a client that's inside a home, and gives them an AI package that forces them to stay at their current location, waiting for the player. However, if another mod is telling them to do something else, they may not necessarily follow RP's commands.

 

 

Just a suggestion for a future update: if the player fails the food job repeatedly, the innkeeper would get angry and demand payment for the lost money, offering two options: the player would have to pay an indenization or accept the prostitute job to cover the losses. Could be an immersive way to make the transition from a simple wench to prostitute for players who role play with a "pure" character in mind. The dialogues could reflect that the character is being forced to whore herself because of the debt. :)

 

Maybe I'm not remembering right, but I think the innkeeper already gets angry at you if you screw up a food order, and won't give new jobs for a while. I'll keep the transition suggestion in mind, though.

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