Jump to content

Development Blog & Updates


Reginald_001

19,601 views

Development Blog & Updates

This is the blog where new developments for Ivy are talked about, shown and discussed.

Have an idea for Ivy's new version? Come here to suggest it!

Interested in the latest developments? Come here to check it out!

 

Current Development Status:

Finished development.

 

Current development status:

- Working on finalizing 5.2. for release to testers. Will take weeks more.

- Preparing 6.0 with the VA, working on finding the perfect sound for Ivy.

- Working on the Multi Follower Mod that will be officially supported by Ivy.

 

Currently there are 2 known bugs & issues:

1) Sometimes Ivy incorrectly disables her teleporter, thinking that the BOS is in the vicinity, or disables it even after the player has made the BOS and enemy.

 

CAUSE: Unknown, cannot be reproduced.

WORKAROUND: No known work-around at this time, but it only happens VERY sporadically.

FIXED: This should be fixed in 5.2. Cannot be reproduced by myself or testers, but new safeguards should solve that in 5.2.

 

2) Sometimes Ivy 'hangs' in a talking scene with settlers, making her unresponsive.

 

CAUSE: Fast traveling when Ivy just started this scene, or is in the middle of it. It's sometimes hard to recognize because she could still be 'walking towards' her speaking partner. After fast travel, this partner is lost, locking her until she close enough to that speaking partner (e.g. the settler she wanted to speak to).

WORKAROUND 1: Find the QUESTID for quest name: _ivy_SpeaksWithNPC then reset that quest like this:

 - Type 'help _ivy_SpeaksWithNPC' in the console, press enter, then note down the Quest ID.

- Type 'ResetQuest <Quest ID>

 

WORKAROUND 2: Go back to the settler she was speaking with, backtracking the settlements you recently visited usually fixes the problem.

FIXED: This has been fixed in 5.2.

Edited by Reginald_001

92 Comments


Recommended Comments



Thanks to you Reginald_001  I'm enjoying Ivy 5.1.  Great job!

I'm sad that Ivy's voice memory banks got damaged but looking forward to her new voice in 6.0.   I also know it is a lot of work to process Text-To-Speech input  and save that to an audio file.  Even a fast system like Amazon Polly would take a long time to create all of Ivy's audio files. 

 

Also hope you feel better.  Just getting over some flu myself.

Cheers, mythic

Link to comment

Just above the Special Thanks in the mod 's post the following 2 lines are posted.

 

 

WARNING: Using Ivy with multi follower mods will result in lack of functionality for Ivy.
Ivy allows you to travel with Dogmeat as a secondary companion if you use a suitable mod to enable that functionality.

 

 

I would appreciate "suitable mods" suggestions.  I don't want to pick an unsuitable mod and find out later that I've missed some of Ivy's content due to my selection.  I've looked through this blog and the mod post and found nothing that even hinted at a suitable mod.  'Suitable mod' is rather vague, and some hint of what constitutes one in these two lines in the mod description would be very helpful.

Link to comment
36 minutes ago, dosfox said:

Everyone's Best Friend (Dogmeat and Companion At Same Time - No Console - No Hack) worked well with Ivy 4.0. Ivy 5.1 seems to be more sensitive to multi-companions and i ended up dismissing Dogmeat in this playthrough. Use with caution.

Thank you for the heads-up about this mod.  I saw that during my search earlier, and thought it it might be suitable,since it's directed at Dogmeat.  I guess I'll keep looking.

 

For Ivy 4.0, you could use a multi-follower mod (even though it was unsupported) as long as you established Ivy as your first companion (I used UCF).  Ivy 5.1 doesn't appear to allow that activity.

Link to comment
3 hours ago, Decopauge123 said:

Thank you for the heads-up about this mod.  I saw that during my search earlier, and thought it it might be suitable,since it's directed at Dogmeat.  I guess I'll keep looking.

 

For Ivy 4.0, you could use a multi-follower mod (even though it was unsupported) as long as you established Ivy as your first companion (I used UCF).  Ivy 5.1 doesn't appear to allow that activity.

I don't think you'll find a more suitable Dogmeat mod than Everyone's Best Friend.

 

I also tried Unlimited Companion Framework with Ivy5.1 for a day or two, and while it didn't appear to interfere with Ivy's activities, there were all sorts of problems when it came to recruiting/dismissing vanilla companions e.g. especially not being able to properly dismiss them. Going back to the save before starting multi-companioning was the only fix.  Reginald_001's advice to dismiss Ivy5.1 while using other companions is of course the best advice. Let's hope that Ivy 5.2 or 6.0 will be more friendly to the vanilla companions!

 

Edit: BTW, if you are using Unlimited Companion Framework you don't really need a separate Dogmeat mod.

Link to comment
On 1/12/2020 at 4:14 AM, Decopauge123 said:

For Ivy 4.0, you could use a multi-follower mod (even though it was unsupported) as long as you established Ivy as your first companion (I used UCF).  Ivy 5.1 doesn't appear to allow that activity.

Strange. 5.1 should be MORE compatible, not LESS compatible. Check the fact sheet for more info on MF mods:

 



aft_xdi_fact_sheet.jpg.a8546bb277c00eb5bd4056da39f20e35.jpg

Link to comment
39 minutes ago, dosfox said:

I'm sorry, i should have been more clear that i dismissed Dogmeat because of his vanilla stupidity, not because of his interaction with Ivy! It just seemed he was more stupid than usual, running across my line of fire and trying to be deleted while i was scrapping. BTW I love it how Ivy hangs around the workshop while in building mode. Dogmeat used to do that too with v.4.0 but doesn't with 5.0. (for me anyway) I dismissed Dogmeat before upgrading to v5.1, will probably recruit him again when i'm doing less building.

I am working on a mod that sends all companions into 'flee/get out of the way' mode as soon as the player enters workshop mode. That should relieve the stress. I had the same issues with companions running in my way (especially DARRYL from the Extended Lore Project mod I'm working on). I fixed that by making him flee the player while in workshop mode. If in workshop mode, you come close, he flees 1500 units away from you (e.g. 15 meters).

Link to comment

Development Update

I've been working steadily every day on Ivy to add some features and redesign parts of her Service Menu to allow for more functionality. The Service Menu is now split into two parts: Regular Services (e.g. memory archive, get out of powerarmor, etc..) and Erotic Services (e.g. profanity filters/dynamic erotic stories/Ivy's OWN erotic memories).

 

And I made this a thing. Yes this is a thing now.. Ivy can do CARD GAMES.

You can place bets and if you're lucky win some money too!

 

The video is work in progress and there's still some debug messages but it gives a good idea of what playing blackjack with Ivy looks like:

 

Link to comment

The player no longer needs to look for money-Ivy brings him from prostitution and Radio, and now from cards.☺️

Link to comment
6 minutes ago, Fiona159 said:

The player no longer needs to look for money-Ivy brings him from prostitution and Radio, and now from cards.☺️

Just remember.. the house always wins. :P

Link to comment
28 minutes ago, Reginald_001 said:

Just remember.. the house always wins. :P

I'm an old cheat-I hope I can cheat Ivy too :P

Link to comment

Will your additions (new affinity Quest, etc) be usable if we have already maxed affinity?

Or are we talking new game required?

Looking forward to what you have coming!

 

Link to comment
2 hours ago, fred200 said:

Will your additions (new affinity Quest, etc) be usable if we have already maxed affinity?

Or are we talking new game required?

Looking forward to what you have coming!

 

If you are in high affinity they will kick off automatically. I'm designing 5.2 specifically so it can be used with 5.1. (e.g. upgrade/bugfix).

6.0 Will likely require a new game as I'm rewriting Ivy's kernel to veer away from the vanilla follower framework as much as possible.

 

In other news. Blackjack is now working 99% after some latent bugs popped up in the initial build. :)

 

 

Link to comment
On 1/11/2020 at 11:34 AM, dosfox said:

LUUUUUVING this HyperCombat!!! But at the moment if we want to use Ivy's Hypercombat on an enemy we have to:

Spoiler

1. Identify Target

2. Locate Ivy (usually having to turn around and lose focus on target)

3. If Ivy is not close enough, Teleport her to player, then turn around again to locate her.

4. Select Ivy (and suffer the lag as you drag out of her focus)

5. Reacquire target (the smarter ones have already taken cover or shot you by now!)

6. "Shoot" Ivy at target

 

An improvement may be to actually select Ivy when the NX2C Local Teleport Signal is used.  If we could select Ivy with the Teleport Signal and not be forced to focus on her, a Hypercombat attack could be reduced to:

 

1. Identify target

2. Press Teleport hotkey

3. Shoot Ivy at target.

 

Is this possible!? Even out of combat this would be useful as we usually teleport Ivy to either talk or trade with her anyway.

 

Has this already been discussed somewhere else?

Link to comment
20 hours ago, Reginald_001 said:

That's very strange. Because Ivy was developed with this mod active from day 1 and I have had it active without *any* issues with any version of Ivy.

Thank you for the information, Reginald-001.  I looking forward to exploring the Wasteland with Ivy 5 and Dogmeat at my side, just as I did with Ivy 4 and Dogmeat (the only difference will be that this time Ivy and Dogmeat will be my only companions).

Link to comment
8 hours ago, dosfox said:

Has this already been discussed somewhere else?

Yes, at length when I tried to implement it. But it's physically impossible in the engine or I'm too stupid to do it. I don't have access to the code that identifies targets, unfortunately. So no way for me to make a hotkey. :(

 

 

Link to comment
3 hours ago, Reginald_001 said:

Yes, at length when I tried to implement it. But it's physically impossible in the engine or I'm too stupid to do it. I don't have access to the code that identifies targets, unfortunately. So no way for me to make a hotkey. :(

That was on Discord? Bugger, missing so much stuff not being able to get on there. A 1-key TeleCombat weapon would be supercool, but I was interested in whether it was possible to select Ivy with the already established Teleport Signal hotkey (instead of the Enter key) and then manually aim her. No reply necessary. Hope you're over that flu btw.

Link to comment
14 minutes ago, dosfox said:

That was on Discord? Bugger, missing so much stuff not being able to get on there. A 1-key TeleCombat weapon would be supercool, but I was interested in whether it was possible to select Ivy with the already established Teleport Signal hotkey (instead of the Enter key) and then manually aim her. No reply necessary. Hope you're over that flu btw.

Even before that. I tried several times. But it's either very difficult or impossible to implement. Any implementation would be finicky at best. :(

Link to comment

Please forgive me in English. I found an egg. When lvy was in the elevator. He whistled. It was F.E.A.R. 2 at the beginning. So happy to see this. Is there a plan to add F.E.A.R. 2 story elements. I like Alma.

Link to comment
17 hours ago, sv200347 said:

Please forgive me in English. I found an egg. When lvy was in the elevator. He whistled. It was F.E.A.R. 2 at the beginning. So happy to see this. Is there a plan to add F.E.A.R. 2 story elements. I like Alma.

Finally! Someone caught the reference! :D

Nah it's just an Easter Egg. Although an appearance of Alma would be awesome.

Link to comment
9 hours ago, dosfox said:

So "I am a leaf in the wind. Watch how I soar." is a Firefly/Serenity reference?

I'd be very very surprised if it wasn't TBH

Link to comment
19 hours ago, kchurchjr said:

I'd be very very surprised if it wasn't TBH

Thanks. It's good to check. We had been arguing here for months what Ivy's Elevator Whistle Tune was - everything from an old Russian battle hymn to a jazz transposition  of The Good The Bad and the Ugly!  Now we know. It's a real joy finding all these scifi and gaming tributes in Ivy's dialogue.

Link to comment
1 hour ago, dosfox said:

Thanks. It's good to check. We had been arguing here for months what Ivy's Elevator Whistle Tune was - everything from an old Russian battle hymn to a jazz transposition  of The Good The Bad and the Ugly!  Now we know. It's a real joy finding all these scifi and gaming tributes in Ivy's dialogue.

First 40 seconds of the intro. :)

 

 

Link to comment

Development update for Ivy 5.2

- I rescripted her HyperCombat from SCRATCH. I completely moved all attacks and script work into the main hyper combat script and out of the dialogue topics (that sometimes didn't work, causing the attacks to fail). Now ALL of her attacks, once initiated, work. Unless the target has some kind of defense. For instance, I once saw her teleport to a raider boss, who then picked her up and smacked her onto the ground, after which she teleported back to me, quite hurt in her feelings.. Besides those very rare vanilla combat encounters, her hyper combat is now stable as fuck. If she engages in it, her target is usually dead before they hit the ground.

- Attacks are more bloody with added effects and Ivy speaks consistently about the types of attack she's engaged in.

 

Other major updates in 5.2 will be:

- Black Jack (95% finished, still need to iron out some small stuff.. e.g. where Ivy cheats, by suddenly drawing again after 'staying'..).

- She now un-equips her gun when you speak to her, making room for over 600 custom animations spread throughout her dialogue.

- Many small minor bug dialogue condition tweaks, e.g. Ivy no longer speaks about the Switchboard, unless the player knows about it, etc..etc..etc.. (many of those, making her more consistent in her remarks).

- Ivy now stays quiet from idle and sexy chatter, for at least 40 real time seconds after combat is finished. She will no longer remark on looting and such, nor will she engage in situational awareness remarks. This simulates her (and you) gathering yourself after combat, keeping a respectful silence after something so serious.

- Many small bug fixes and tweaks.

 

Ivy 5.2. is coming within several weeks and will be released to the internal testing team soon.

Link to comment

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use