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Relationship Dialogue System SE 2.6


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Relationship Dialogue System SE

 

I did NOT create this mod. That honor belongs to the Talented Guffel

I only converted it for Skyrim Special Edition, and have shared it with you with their permission.

 

If you enjoy this mod, click on the link and give Guffel some love, and check out their other mods!

 

The following copied from the original LE page:

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RDS

 

 

 

 

 

 

Relationship Dialogue System

 

 

 


Foreword:
A lot of mods add NPC to the world, but seldom with the option for interaction. Even in vanilla many
NPC have more than one line of dialogue or only just a greeting line. That always bothered me and I tried
to come up with a solution. Making a dialogue tree would get old very soon regardless of its size. Even
complex trees or randomized answers would be learned fairly quickly.
Something like a chatbot would be needed, but that would be impossible
...I kept thinking on that idea

 

Description:

 

RDS tries to have any kind of conversation with all NPC. It does it by adding a dialogue tree valid for all NPC.
Since actual lines wouldn't fit for the various NPC or situations I didn't even try to make those. RDS uses
general phrases like "He starts to comment on the weather." or "She friskily flirts with you." and you can
respond in the same way with actions like "Talk", "Flirt" or "Insult". This approach leaves enough room for
interpretation and role-play in nearly every situation.

 

Which line a NPC chooses depends on different factors, but mainly on its arousal and mood. All lines are arranged
in a coordinate system ranging from 8 to -8 in both directions. This gives a 17 by 17 grid, with 289 lines
in total. The X-axis represents the arousal, the Y-axis the mood. The area of a negative X means high sexual
interest and a positive X no sexual interest respectively. Positive Y means good mood, while negative Y is bad
mood. The grid then looks roughly like in screenshot 1.

 


Depending on the actions you choose, you influence the NPCs arousal and mood and so shift the position on the
grid, giving the conversation a "natural" development. I tried to implement all general types of interaction
including insults, threats, demanding sex or gold as well as offering kisses or sex.
At the end of each dialogue an individual affection value is saved depending on your choice of actions.
The affection is linked to the vanilla disposition ranks and both are adjusted if the other one sinks or
rises.
A high affection causes a pull toward +Y and a negative affection to -Y respectively.

 

A random NPC will approach you if you every time you visit a different location. You can set a cooldown in the MCM.

 

To make not all NCP behave the same each gets assigned a random personality out of five: dominant, confidant,
normal, compassionate or shy. Each personality reacts differently to your action.
Additionally they have a sexuality, a preference and the chance of a special trait. At the beginning of the
dialogue you have to choose a type of behavior and if it matches the NPCs preference it gets a small arousal buff or
debuff if unmatching. The sexuality is as strait forward as homo, hetero and bi, respectively it gives a small
arousal debuff if you are not a potential partner.

 

All attributes are rolled out when a dialogue is started for the first time and saved permanently saved.
During a conversation all attributes can be seen and changed in the MCM.

 

Trait have various affects and can be seen in the technical section.

 

Installation:
Just use MO2 or Vortex

 

Note:
I had problems with NPCs which were yet in the arousal faction, therefore I recommend using the Arousal Widgets mod and setting it to "Force calculation", the widgets can be turned off.

 

The technical section:

Spoiler

A NPC line followed by a player action is called a turn.
All (de-)buffs are applied with the player action.
At the start of a new dialogue X and Y start at 0 and the initial mood lies between 4 and -4.
At the begin of the NPC turn values for X and Y are calculated in the folloing order:

 

mood
arousal
affection
personality
random modificator
trait
cap at 8 / -8

 

mood
mood is a quickly changeing value. It's capped at +10 but open to the negative end. It provides a + or - to Y
equal to half its value. The mood change each turn is added up and the total it added to the affection at the
end of the dialogue.

 

arousal
arousal provides + or - to X. The strengh of the pull increases exponentally with hight or lower arousal.

 

arousal: 0-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100
X : +5 +4 +2 +1 -2 -3 -6 -9 -12 -15

 

Affection
Affection add + or - to Y. This modificator is cumulative to the mood. But since mood can only reach a upper
value of +5 X, affection is needed to reach the to Y lines.

 

affection: 0-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100
Y : 0 +2 +3 +4 +5 +6 +7 +8 +9 +10 (minus for negative affection)
X : +1 +1 +3 +4 +5

 

Personality
The personalities can be seen as diffrent origins or starting position on the grid. Also the have a "magnetic"
pull of into this origin area. This makes it realatively hard to get an NPC out of its personalities "corner".
The diagramm in screenshot 2 is a reference sketch. I'll make a more detailed one later.

 

Random modificator
At the end of the calculation -1, 0 or 1 it added to X and Y to add some shaking and reduce predictability.

 

Traits

 

Perverted: always -4 X

 

Cruel: always -3 Y, X is capped at 4

 

Prude: always +4 X-axis

 

low self-esteem: always +2 X and -1 Y-axis

 

cold: X and Y capped at 6 / -6, can't reach any "extreme" lines, never asks for/ demands sex, never starts fights ect.
not available as Friend with benefits

 

cunning: always -3 X and +3 Y, this trait is removed after the firt time sex through RDS
this guy only wants into your pants for once

 

romantic: +3 Y if X > 0

 

abusive: +2 Y if Y < -5, this guy gets pulled into the bragging/ insulting/ sexist area
-2 Y if Y > -1
-1 X if X > -1

 

charming: always +2 Y

 

************************************************************

 

Sexuality adds -4 to arousal each turn, if the player is not a potential partner.

 

Special actions and lines:

 

If X = -8 the NPC will ask for sex. If the player accepts the NPC will follow you. You can start the animation with
a new dialogue option. The propability of an aggressive animation can be set in the MCM.
If also Y is -4 or lower the NPC will demand sex. If you accept, the animation will eighter start on the spot, or
if close enough the NPC will walk up to a marker and stat the animation there. I placed 16 markers in the world in cities and
villaged at quiet places.

 

At Y = -8 and X = -1, 0 or 1 there is a chance that the NPC starts a fight. The chance can be set in the MCM.
The fight is started the same way as the fight as player action. The fight doesnt't alarm guard or cause bounty. The fight ends
if eighter participant is on 20% health. A fith always causes -20 affection.

 

At (-8|8), the upper right corner, the NPC will ask to become friends with benefits. If you accept a sex animation will start.
The NPC gets saved as Friend with Benefits. Every 24 hours (MCM) RDS checks for close FWB and they approach you for sex. You can
also ask them any time for it or end the agreement.

 

Demanding Sex or Gold it handled as vanilla intimidation. When successful the NPC will hand over some gold or follow for the sex
animation. The chance of a aggressive animation it the same a above (MCM).
If the intimidation fails the NCP eighter fights or flees, chance (MCM). If, he flees for 1 hour.

 

When offering a kiss or sex the NPC need to have a minimun arousal (MCM) to accept.
When kissing a SL animation is played. It will interruped the dialogue, but the NPC will approch you again and continue were
you left off.

 

To check the NPC attributes in the MCM, press ESC to end the dialogue and open the menu. With leaving the menu
the NPC will approach again and continue were you left off.

 

If you enjoy my conversion work and would like to toss a coin to my coffee fund, you can visit my Patreon ~ Nomkaz


What's New in Version 2.6

Released

  • improved internal functions so much I call it a new version instead of a fix
  • added a slider to set a custom reputation threshold for the kidnapping scene
  • added an option for approaches to require a line of sight (LOS)
  • added the requirement for NPCs to have detected the player to approach
  • added the requirement for NPCs to have detected the player for the naked and sex witness system
  • added a check if the player is animating in a sexlab scene (I really thought I already did this versions ago)
  • added a diagnostics section in the "debug" tab of the MCM menu that displays quests with their respective stage. Clicking on the number will reset the quest.
  • added a check that makes it impossible to form a relationship outside of one of the 9 vanilla holds, because RDS can only process these holds. This mainly affects the DLC locations.
  • fixed NPCs not asking for or always refusing relationships.
  • fixed "partners" sending kidnappers after the player
  • changed when a "partner" moves in, they will be associated as the partner of the selected hold. Therefore they only can move in when there is not already a partner in that hold.


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