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Sexout Affairs - Ideas, Suggestions, Discussion


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  • 7 months later...

As of now, Sexout Affairs may be considered discontinued.

 
I'm not done with modding, however. The idea will live on in my new mod SexoutIntimacy Repopulated. It will be a mix of SexoutAffairs, SexoutConsequences/"Hump the Mojave" and Wasteland/Casinos Repopulated. It will be based on and make heavy use of t3589's SexoutIntimacy (formerly known as Sexout Dynamic Relationship Layer), which will make it much easier for me to focus on creating new characters and sexy situations a lot faster and I won't have to bother too much with scripting every feature from scratch. It is still in development, but already in a playable state, however both mods are missing features and still need a lot of fine-tuning.

 

Currently SOIR features 21 new NPCs, complete with some custom dialog, a side-quest, and a couple of unmarked side-quests. It will not be geared towards male PCs exclusively, but will be playable with both male/female characters, as well as straight/bi/gay characters. 
 
Some screenshots:

 

 

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I will open up a new thread, when it is well tested, so it won't break anyone's games. If however anyone is interested in helping me test SOI Repopulated right now, you can reply either in this thread, the SOI/SODRTL thread or send me a pm. It would be advantageous if you know how SOI/SODRTL work, since there isn't that much documentation for it out yet.

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I haven't really decided yet. 

 

On one hand, there is a lot of cool stuff that you can do with her, and I think I would be able to salvage some of it over to the new mod. On the other hand, this would mean that the mods would be incompatible with each other and that you most likely lose all progress (if that is still of concern). 

 

It will probably come down to me trying to port the content over and depending on how well that goes.

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It's looking good so far on the SOA porting front. 

 

Unfortunately, I'm not going to be able to port all of the content 1 to 1, but I think that all the additional features of SOI will compensate for that fact. I also redid the Mojave Express. I let the Nash's sleep in the back room and added the 1st floor for the building. 

 

Some screenshots:

 

 

 

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There was actually enough room, so I made a second "apartment unit" as well. I'm not quite sure who is going to live there yet, or if I leave it as a small player home.

 

Is she going to ask you to move in :D.. Oh.. maybe she can live upstairs and the couple can live downstairs.. :) In any case this is so cool. I think I will have to revisit this sometime soon.

 

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There was actually enough room, so I made a second "apartment unit" as well. I'm not quite sure who is going to live there yet, or if I leave it as a small player home.

 

Is she going to ask you to move in :D.. Oh.. maybe she can live upstairs and the couple can live downstairs.. :) In any case this is so cool. I think I will have to revisit this sometime soon.

 

 

 

That was a feature in SOA (at least you could use her bed and her containers after a certain point). 

I moved the Nash's stuff in that downstairs backroom, because it would have been weird, if you go past their bed to reach the first floor, since the stairs are on the back of the building.

 

I'm still not so sure when it would be a good time to release. At the moment I'd only consider Goodsprings, NCRCF and Sloan "done". I'm currently working on Primm and am going to do the Mojave Outpost next.

 

But the offer from a few posts back still stands, if anyone is brave enough to test, I'll give out download links and you can check it out right away.

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There was actually enough room, so I made a second "apartment unit" as well. I'm not quite sure who is going to live there yet, or if I leave it as a small player home.

 

When I had the idea, my thought was that the rooms would be courier crash pads between runs. Most of the rooms would spend most of the time empty but every once in a while we might have a random Courier crash for a night or two. I even thought of setting it up that the dead kid out front (Daniel Wyand, Courier 5) had some stuff in one of the rooms, like he'd come through after finishing a run at the worst possible time.

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The random couriers are actually a cool idea. That way I could fit even more characters in there, without having to explain them as a couple, family or any other reason why they might live together. 

 

Do you have any specific characters or ideas for characters in mind?

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There was actually enough room, so I made a second "apartment unit" as well. I'm not quite sure who is going to live there yet, or if I leave it as a small player home.

 

When I had the idea, my thought was that the rooms would be courier crash pads between runs. Most of the rooms would spend most of the time empty but every once in a while we might have a random Courier crash for a night or two. I even thought of setting it up that the dead kid out front (Daniel Wyand, Courier 5) had some stuff in one of the rooms, like he'd come through after finishing a run at the worst possible time.

 

KC is a genus.. a pure genus.. :D

 

The random couriers are actually a cool idea. That way I could fit even more characters in there, without having to explain them as a couple, family or any other reason why they might live together. 

 

Absolutly awesome idea. Gives a great excuse to return time and time again.

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There was actually enough room, so I made a second "apartment unit" as well. I'm not quite sure who is going to live there yet, or if I leave it as a small player home.

 

When I had the idea, my thought was that the rooms would be courier crash pads between runs. Most of the rooms would spend most of the time empty but every once in a while we might have a random Courier crash for a night or two. I even thought of setting it up that the dead kid out front (Daniel Wyand, Courier 5) had some stuff in one of the rooms, like he'd come through after finishing a run at the worst possible time.

 

 

I went with it now. The plan is that the player gets access to the pad, if the sheriff situation in Primm is resolved in a way that Nash approves of. It's going to be a pretty basic apartment, with a couple of containers for storage, a bed and an oven, that can be used for cooking. There will be some random flavor items in there as well, but nothing overpowered. I also made a custom map for the "work area" with the computer. Maybe I'll do a couple of custom posters as well, since I'm getting sick of putting up the same posters, paintings and signs again.

 

I have currently one (male) courier that will live in this room occasionally and with whom you will have to share the room, if he's in town. I'm still in the planning phase on how I will implement his traveling schedule, specifically how I can use that mechanic for multiple characters.

 

Inga will share her room at a certain point as well now. The requirements will be similar to how it was previously. I also went ahead and implemented "gifts from the strip", which was hinted at during dialog, but never lead to something. I totally forgot that this was in there. In any case, there are now three items in the world, that you can find/buy and give to her for relationship boosts and to spruce up her place some. The other gifts you used to be able to give her will work as well. 

 

All the sex sequences I had in SOA will be replaced by SOI functionality though. The player will now be the one that leads her to places, not the other way around. I kind of liked that she used to take charge, but I feel that it's not worth the hassle, if I can just take existing functionality. 

 

Some WIP screenshots of the apartment:

 

 

 

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