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Well here's the thing... I'm to much of a noob at modding and this is only frustrating me, Simply put I give up. If someone wants to pick this up you free to it other wise it's a dead mod. Anytime I ask questions to help me get somewhere people either get frustrated with my lack of knowledge or I end up with either more problems or more questions.

 

Again I'm done so someone can pick it up and do what they want or it's simply dead.

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Sorry to hear about the frustration, but hope you learned enough to plan another mod that is less ambitious, and that you are not just burned out by the experience.

 

I never released any of the mods I tried to create for this game, but enjoyed playing around with them. Hope you can do the same, even if you never release anything.

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  • 1 year later...

Hey if you would not mind could you post your meshes and textures that you may have made.  I would like to see what you had in mind and not just substitute with stuff that i may find elsewear.  I think this would have been a really cool mod if someone would have teamed up with you to build it.

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  • 7 months later...

I'm working on it, very slowly.

I'm using it as a way to learn my way around the geck, scripting, the whole deal.

This will be set in TTW, mainly in DC.

Here's what is done for now:

 

Removed previous world editing.

Changed the mod's name to Sexout~K9 Bitch.esp

Repurposed most forms, altered their  ID to includ K9 for easy finding.

Heavily altered the existing dialogue.

 

The following is around 10% done, I plan carefully before advancing further.

Quests:

A Dream Shop (help a woman to build a shop)

find suitable location

Buy equipment to refurbish it

Find employees to take care of the dogs

~Shop is working at this point and will earn you a small sum~ (you do own the place after all)

Find some clients

Fix some raider trouble (stolen dogs)

Final evalution depend of the subquests done.

 

Subquests linked to the employees, by completing their personal quests, you can:

open a casino (trainer 1)

Enable advanced training for dogmeat (trainer 2)

Keep other animals (trainer 3)

 

Note that I never scripted anything before, I picked it up to consolidate the few things I knew and learn the rest.

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  • 3 weeks later...

Here's the current progress:

 

I've moved away from the shop idea of the original author.

I'm making it a cabaret, the 'Creamy Dream' with a kennel in the basement.

Said cabaret and kennel are 90% done, lighted, furnished and navmeshed but only partially cluttered.

 

The main and secondaries quests are close to 50% done but no sexual content is included as of yet. The original mod author used scripts in the result boxes which is not advised anymore, that will take time for me to be proficient enough to replace it but I'm working on it.

 

Ideally, I want the sexual content to be optional, that is, the mod must be interesting to play in itself, not just wankworthy. If some player prefer to only set up the cabaret as a reliable source of income, it should be a worthwhile option.

Though consequences are not yet implemented, I'm setting the dialogues in the quests to have multiple choices possible as such.

top level topic>

1>Helpful

2>Indifferent

3>Distrustful

4>Violent

5>Seductive

6>Challenge

7>Quit

Not all choices are present every time off course, sexout choices would mostly be included in the seductive option, uncommonly popping in the other type of choices to spice things a bit.

 

On the dialogue structure side, I dislike having too many topic so I'm setting a short 'K9Q0CD.progress to X' to keep track of the chatting already done,is there a chance it could screw anything up?

 

 

Now, I mentioned I wanted to add a casino which more often than not imply adding cards, I've already planned to have the queens and Joker be the main npc of the cabaret but didn't really plan anything for the rest  what kind of image should I use for this?

Hardcore photo? sfw dog photo? drawn image? don't bother and use the original image? Or maybe a mix of all, arranged by color?

Further, the chips gained won't be tradeable for caps but for items, any suggestion for this?

 

 

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Very nice, looking forwards to playing this if I ever I do a TTW play-through.

 

May I ask if you plan to throw us FNV-only players a bone too in the meanwhile (brainstormed on this pun for hours, but not really) ?

 

There's plenty of space in Freeside, and I really wish there was some decent alternative for Oblivion's <LoversBitch> in FNV too. Would sound even better if it wasn't as simple as "click here to launch the dog sexx animations" and came with some quests, like you aim to do.

 

Thank you in any case.

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I won't be able to port the cabaret since it use three type of room pieces from the pitt, and for now finishing this is already a big undertaking. I'm not against the idea, but I don't want to promise something I'm not sure to deliver.

I'll consider making a short quest it if I finish effortlessly the current mod. Maybe a npc who want to photography some K9 sex? (something I had planed for a VIP customer)

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Not this argument again...

 

Computer is more than adequate. I don't own FO3. Don't want it.

 

In the case of this mod, the author designed it from scratch to happen in DC. That's a legitimate case of asking FNV players to use TTW.

 

I still think it should be possible to play (FNV/Sexout) mods without requirements lists hitting the bottom of the page in the future.

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Not this argument again...

 

Computer is more than adequate. I don't own FO3. Don't want it.

 

In the case of this mod, the author designed it from scratch to happen in DC. That's a legitimate case of asking FNV players to use TTW.

 

I still think it should be possible to play (FNV/Sexout) mods without requirements lists hitting the bottom of the page in the future.

Then make your own mods.

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Then make your own mods.

 

Not going to start a personal argument with you (former moderator status to boot).

 

I create mods like you, but for other games.

 

I don't have the time and motivation (yet) to invest myself in doing the same for Bethesda's games. They are 1P games, I am more confident in modding for 3P/top-view games, and not necessarily FPS/RPGs either.

 

I will continue countering the argument that wants that each mod needs to have a DLC version to be "superior" whenever I find it. 90% of the time, it's not. I will continue *asking* politely (I believe) for no-DLC mods, and be grateful for whatever is given to us. If it's not too complex, I will not ask, I can make my own for personal use.

 

You seem to be bitter I do, sorry if I am misinterpreting.

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It's just a really one note conversation you keep rehashing.

 

Mod author: I might need to require a DLC.

You: Don't!

Mod author: Why?

You: I don't have them!

Mod author: Then get them.

You: No!

Mod author: I'm telling you I might require a DLC.

You: Don't!

 

It's a cyclical conversation. NV will be 5 years old this fall, there is no compelling reason to not own the whole game.

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Unkaar is the author of this mod last time I checked.

 

Please go ahead and quote me telling him/her not not to require anything in his mod.

 

 

Just in case you had selective reading :

 

Beggars aren't exactly choosers.

 

Anything would be very welcome.

 

In the case of this mod, the author designed it from scratch to happen in DC. That's a legitimate case of asking FNV players to use TTW.

 

 

I don't go around telling mod authors how they should make their mods. I ask them if it's possible to accomodate me (and possibily other users). I do it usually by motivating my requests. Slightly different, yes ?

 

If I was a mod author for FNV, I certainly wouldn't tell my users how they should like or not my mod, what they can ask or not. If their request sounds reasonable to me, and it's possible for me to help them, I would.

 

 

PS : And no offense, but you don't sound convincing in the slightest to me. I have my personal experience of how DLC bloat can affect games. I've explained my reasons extensively on this board before, not going to repeat myself. Try again.

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Unkaar is the author of this mod last time I checked.

 

PS : And no offense, but you don't sound convincing in the slightest to me. I have my personal experience of how DLC bloat can affect games. I've explained my reasons extensively on this board before, not going to repeat myself. Try again.

 

I've seen it. Saints Row 3 and 4 are big offenders.  NV is not such a game if you don't use the pre-order packs.

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Welp, I'm currently rebuilding the cabaret (the 1st floor) to make it bigger because I forgot the space need for the toilets and kitchen. And I've notice a severe lack of Light shaped activator. Would one of you gentlemen, and/or ladies know of any resources that includes activators light?

Or eventually some tutorials to make them from the static already in game?

Currently working on: Lights, duh; Rework of the washingtown elevator (simple kitbash for now), and a dog piggy bank which will be able to double as a piggy hand grenade from the artbook.

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@Unkaar

Could these be of help to you ?

 

http://forums.nexusmods.com/index.php?/topic/289954-how-to-make-a-light-switch

http://forums.nexusmods.com/index.php?/topic/1922099-making-a-light-switch-in-the-geck

 

You probably already had a look at how ILO manages switches :

http://www.nexusmods.com/newvegas/mods/35794

 

There is also Vivanto's mod. It requires NVSE, but it could give you ideas :

http://www.nexusmods.com/newvegas/mods/39968

 

 

@Loogie

Since it doesn't look like we can have a discussion about this topic in a sensible way, I will leave you to your "beliefs". Without owning any of the preorder DLCs, I can tell you that they are the least concern in this whole issue, since they probably have the least records and probably could be merged or decactivated safely if requirements were *properly* designed.

Don't want to further monopolize the support thread of Unkaar's mod. If you want to start a new thread, to confront everyone's feedback, I am more than willing to participate in it.

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