Heyoo. If anyone took a look in Technical Support, I put out a shout which asked what kickstarted the conversations in the LoversVoice system. Well... thanks to Mem, I now know what it is... and what needed to be done.
For those unaware, Galgat made a variation of the LoversRaperS mod that included the ability to have creature dialog during sex. But due to changes made within Lovers with PK, his system doesn't work. But ask yourself about the ability to have dialog with so-named 'creatures'...... WHY THE HELL NOT? Jiggilag is certainly not an unthinking animal. He's... (shuts up). So why is it that creatures don't get the same treatment?
It's an oversite.
On examination of the scripts (again.. thank's Mem) I was able to determine that the new edits actively prohibit dialog with creatures. A system that controls character voice values never generates one used as a 'creature dialog' flag. And if used with the regularly known 'LoversVoice' system, creature dialog would be meshed together with normal sex dialog as no checks were put into the conversations, testing for **.isCreature **
To make the original LoversVoice compatible for creature dialog, you would literally need to edit every entry to test for creatures.... yikes!
A solution however is in a beta stage... and that is a twofold (or threefold?) system..
For those scripters who like to delve into Lovers with PK itself, the main Lovers system is in two parts, the Master (ESM) and Mod (ESP) files.
The ESM/Master file holds little, but it creates the actual 'LoversQuest' quest. And within, it executes the LoversQuest script which starts the system off, and creates 10 conversation topics which is set aside to hold dialog which is performed during sex.
The ESP/Mod file holds the meat of the matter, a revised version of the LoversQuest script, as well as various scripts that attaches the 10 conversation topics to reference variables which are called upon and triggerd by other scripts that are triggered when the characters are having sex.
These files are important... sure. But the ESP itself was apparently altered in a manner which prevents creature dialog...(otherwise, Galgat's system would still work). So I worked out a solution.
First, I worked out both... Lovers with PK Creature Text.ESM and Lovers with PK Creature Text.ESP. In keeping with the design of the originals, The ESM adds 10 'more' conversation topics devoted to creature dialog. And the ESP performs edits to the necessary scripts so it will call upon the new conversation topics if (and only if) a creature is having sex with an NPC.
And second, with those two files patching Lovers with PK so it can actually play creature related dialog, I have begun work upon Lovers Voice for Creatures. Finally got to the title... the build up was unbearable, eh?
And yes.... I know. It's taking THREE files to do one job. It's my hope that someone looks at the work I'm hoping to release and possibly include it into Lovers.... I got no problem with that.
So far, I got things working about fine. The player can have a good time with an animal or two, dialog changing based on the animal, if it is enslaved or not (thank you xLoversPK slave flag), and the NPC's gender. Dialog comes from both the animal when it is the aggressor (and if dialog is present for it) and from the NPC when it is the submissive one.
And heyoo... That means ogres can talk dirty now. Jiggilag can be menacing. And MehrunesDagon can force you to bear his unholy offspring (it's a Hiyoko/Tamago thing).
There ARE two points that I haven't worked out. The first is that I cannot seem to make the dialog go in reverse, having submissive animal dialog with the NPC being the aggressive one. I like to be complete! Someone will eventually make it so you can knock up a spriggan or Flame Atronach, right? But the second one is something where I need some advice.
How many effin goblin types are there??? How many minotaurs? If I was to make one entry for each individual creature in the database, the conversation topics would be hella large! I need something to shrink it down to a more nominal size. At first, I thought I could use a clothing flag already available called xLoversPkrCreatureType which I believed was set based on a script that assigned a three-digit value (or item count) based on the creature's model (ModelPathIncludes). In this, Baliwog was set to 201, Bear to 202, etc and so on. But attempting to use this in the conversation didn't work.
Other than using GetIsID. "Grummite" == 1 in the conversations, anyone have any ideas how to shorten the list?
Oh... if the list can be shortened and ammended, I do wish to put in additions to account for other mods like 'LoversBitch', 'BravilUnderground', and the like.
* == * == * == * == * == * == *
CURRENT LINKIE (WIP):
LoversVoiceForCreatures.zip 38.99KB 61 downloads