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Posted

ehm, completely unrelated, but what happened to chicgeek?

When I found this mod, i thought I check out her youtube, to get an even better feel for her voice, and leave a subscription and all... But all social medias lead to nothingness?

Posted

Best. Fucking. Companion. Ever.  

 

It's worth replaying all of Fallout 4 just to have her as a companion.  Spectacular job!

 

My only complaint, if I had one, is that if anything screws up, it's really difficult to undo the damage.  She suddenly stopped following me, and I had to experiment with a whole bunch of console commands to get her as a follower again.  I had the recruit dialog and option, but those didn't work.  So I had to do several console commands to get her back, and it wasn't as simple as the two standard commands to recruit someone.  If I can sort out what I did, I'll post it. 

Posted
On 7/10/2019 at 5:21 PM, Reginald_001 said:

The Dunning Kruger Effect and how it shaped Ivy's Development Update

This is a long one, folks.. got some things to say.. I finished up RR, adding Ivy integration, think I found a way to integrate Ivy without having RR to slave Ivy's mod as a separate branch, looking into that now. That would be pretty exciting (for me). Went through everything I did for Nuka World so far; to prepare for the final lap of development for that. I finished the book (not sure if I wrote that before). And had a small brainstorm on Far Harbor content.

 

This was a major breakthrough for me. I always had problems with filling aliases, never really grasping the underlying mechanisms with keywords and how to dynamically fill aliases. I'm still struggling with a lot of that. But now that I figured out I can use keywords to fill certain aliases, integration should be much easier to create and I should be able to create less dependencies as well for Ivy's base mod. I'm not suffering from the DK effect, I know I still need to learn a lot, but with persistence.. I'm getting there.

 

Created detailed testing instructions and am thinking about the best way to distribute the test build for Ivy.

I will need only a few testers and each will get a specific build, tailored to them, differing from the base build in slight manners hard to find if you don't have the base release. In this way if it ever leaks, I'll know exactly who has leaked it and they will face some (legal) hell EU style..

 

Important Development Update

I am working on a set of security measures that Ivy will employ to actively block certain mods or race-changes through scripting, these include some well known multi-follower mods such as AFT and MF. If these mods are enabled, Ivy will inform you that she will unrecruit automatically after 5 loads, giving you time to clear out these conflicting mods. She will remain ingame but you will not be able to recruit her. Override the recruitment through the console or another mod and she will not like that at all. These scripts are fully embedded into her base code and the source will not be made available. If you remove the scripts, Ivy will not function (at all). Basically put, the security measures have been put inside her heart and you'll need to rip it out in order to remove them, killing her in the process...

 

The reason I did all this is that for every 9 out of 10 support requests, at one point or another these mods were at the source of the problems... But also to make users aware of what exactly works and what does not. I think that in-game feedback from Ivy herself is a far superior way to inform players of incompatibilities than forcing them to read some long FAQ. The help should be there, when players need it, not before.

 

Race Mods

Other mods that Ivy will never (ever) allow are mods that turn her into Hentai races (nonanku or whatever the F# it's called), or anything like that, don't even bother to ask me to make her compatible with such race altering mods, it will never happen and Ivy will not function with such mods active (she will not work, her quests will not run, you will not find her in the basement). Ivy is very much aware of her base code and if you tamper with it, this will reflect in game. Some alterations to her base code are punishable by in-game death by Ivy.. (good luck to you if you ever make her that mad).

 

Other race mods will be allowed (e.g. the Servitron or mods that turn her into a robot/synth body).

Each mod must be added as exclusion to Ivy's base mod, forcing a new release to the public, so a myriad of race mods that are allowed will already be in her first release. New ones can be added at request.

 

Ivy will allow a lot of modding and customization.

Having said all that, Ivy will allow 99.9% of all normal changes, such as hair mods, skin mods, changing her looks, clothing, base stats etc..etc.. almost everything except for her race can be modded. A special mod-kit and instructions on how to mod Ivy will be made available for modders, so they can add her to anim frameworks, implement custom keywords, etc..etc..etc.. all by using her 'API' esp file. So do not worry about being able to customize Ivy to your liking this will mostly be possible, except for modding her to a custom race.

 

How to bypass the AFT / MF block

I will allow you to bypass Ivy's blocking of multi-follower mods, you will need to add the companionivy_multifollower_override.esp file into your load order. It will embed itself into Ivy thereby voiding her warrantee (I will know that it's active through logging and Load Orders). This will make it so that unsuspecting users (those that don't know what they're doing and are suffering from the Dunning Kruger effect) will become aware that they are actively seeking out to use a mod that breaks their warrantee. If you take this out of your load order before asking for support, Ivy will break and support will not be given (at least, by me, I'm sure there are always helpful people around).. :)

 

Ivy's Size

Ivy's size is fixed in her base scripts (the ones I put into her heart) this cannot be overridden. Change her size through 'setscale' in the console and Ivy will tell you to fuck off (basically) and grow back to normal size in the blink of an eye. Do it to her many times and you will fuck up her mood, causing her affinity to drop. Do it too much and she might get so pissed off that she'll turn her HyperCombat on you..

(For those that didn't get the hint by now, most of these security measures are put in place to prevent modders from turning Ivy into a child)

 

How to bypass the Race lock

You can't, never will be able to.

 

Last Thing To Say About That

- I am keeping an eye on the multi follower mods and their development.

- Should specific patches come out that fix the underlying issues then I will always be open re-examine my stance on them.

- Should specific bugs or incompatibilities pop up in Ivy's security systems then exceptions can be made for certain mods (e.g. False Positives will be dealt with). But I think I did this right and I don't think there will be any issues there. Testing will/should reveal them before release.

 

Very last thing to say about Multi Follower mods.

I am working on a proof of concept for my own multi follower mod (It's just a little sperm cell right now so don't get your panties in a twist yet :P), one without the issues that the others come with, by creating a whole new implementation of the follower scripts from scratch, making it so that for each integration part; the right follower is automatically chosen, or can be overridden by users through MCM. The mod should allow Ivy to function properly (and as designed) without the interference of other scripts. Under such circumstances Ivy would be fully supported (and aware) of multiple followers.

Luckily for me I only use two companions, Ivy and Heather. Darlene is fanastic but not my taste. Looks like I am probably going to start a new playthrough when Ivy 5.0 drops just to experience the bazzare, the intmate, the comedy and the sorrow again?. Glad my namesake got some research done that actually makes sense?.

Posted
8 hours ago, Azzhat said:

Just a quick question, you stated that the next update is this season right? That being summer.

When Reg said summer, think somewhere along the lines of late August or September. Expect it around then, so if it is earlier it will be a pleasant surprise.

 

Posted
3 minutes ago, Adviser69 said:

When Reg said summer, think somewhere along the lines of late August or September. Expect it around then, so if it is earlier it will be a pleasant surprise.

 

Okay cool. I couldn't remember if it was actually in summer. And I don't have the patience to scroll through 89 pages of comments.

Posted
1 hour ago, thatcatcameback said:

So what does the upcoming version add? Is it the quest to dive into Ivy's mind? Or is that already in version 4?

In short? 3000+ new lines of dialogue, more Situational Awareness (SA) and more integration with quests, a far deeper backstory than the current 4.0 version. A whole new 'kernel' and base as ESM (from ESP) with multiple affinity quests, a whole new combat system unique for Fallout called 'HyperCombat', which enables Ivy to utilize her teleporter during combat (upgradeable and configurable). A slew of new background content in the form of holotapes and notes that you can find spread throughout the commonwealth that are pertinent to Ivy's backstory which will trigger new dialogue when found. Multiple add-ons and quests. DLC (AFTER the 5.0 release).

 

Add-ons in the planning and making/finished for Ivy (among others).

 

- The Museum of the History of Pornography (A workshop add-on like Vault 88 specific to Ivy)

- Ivy's Porn Collection (Collect 78 unique pornography magazines that trigger unique dialogue by Ivy when found)

- Nuka World DLC.

- Far Harbor DLC

- Vault 88 DLC

- Mechanist DLC

 

Much, much more than I can say in one simple post, which reminds me that I will need to do a full write-up soon on all features and differences.

Posted
10 hours ago, thatcatcameback said:

Thanks for answering. Not really used to that from the modder themselves. Have a great day.

You're welcome. A few pages back you will find many videos showing off the new features to be released in 1.5.

I maintain a development log and contact with users on a daily basis.

Posted

Just wanted to say that I love your work. Ivy is on my essential list and I'm currently waiting on my next playthrough on your next update. Awesome stuff and I love your attention to detail. 

Posted

Hi Reginald and friends fans of Ivy

 

I recently started using the Extended Dialogue Interface (XDI), https://www.nexusmods.com/fallout4/mods/27216

and even discussed a bit about this mod here, I really liked it by expanding the response to some dialogues to more than 4 as the vanilla standard, or I loved it, it was much more interesting to play

 

I am using the current version of Ivy and XDI and did not notice any damages, but I am worried if I will have any problems in this or the next version.
For example: o The SEX MOD was horrible with XDI, the default options of the mod simply do not appear with the text orginial but with generic texts of the XDI, the functions themselves are in the options with generic texts but it is horrible to go testing to find out .. .

For what I've read, XDI is not very friendly with short conversations that do not give possibility to follow the dialogue, as in the options of A SEX MODE, and exchange the original text with other generics,

 

So even without noticing some problem with using it and Ivy, from what I understand the XDI may not work well with Ivy or mess up too much

I saw in this other mod made for Heathess Castim:
Heather Casdin - Extended Dialogue Interface (XDI) Patch - SPANISH https://www.nexusmods.com/fallout4/mods/29693
that it looks like you need to do a compatibility pacth

I went to try to understand the process, to see if I could help in any way. but...


for what I saw here, in this article by the author of XDI, Guide for Modders https://www.nexusmods.com/fallout4/articles/552
 

Spoiler

★ Guide for Modders ★

To make use of additional dialogue options, you need to flag your scene as XDI-enabled.

This is as simple as adding the XDI keyword to your scene.

First, enable multiple masters so that you can load Fallout4.esm and XDI.esm at the same time. Navigate to your Fallout 4 directory (same folder as the exe) and create a CreationKitCustom.ini file. Ensure that you have the following inside the INI:

[General]
bAllowMultipleMasterLoads=1


In the Creation Kit, in addition to loading your plugin, also make sure to select the XDI.esm masterfile. This only needs to be done once - after the keyword is added, XDI.esm will subsequently be loaded automatically.

In your scene, right click in the Alias Keywords section and select Add, then choose the XDI keyword.

(Alias Keywords is actually a misnomer - this keyword is only added to the scene and not to any of your aliases.)

 

It seems to me that for every scene of animation has to be included a line of code, I imagine that in the case of Ivy with thousands of animations this would be very complicated for someone like me much less than beginner in the subject,

 

so I ask the experts:

Is there a simple way to do this pacth or fix, so Ivy can also take advantage of XDI?
Or is it something to forget?

Posted
14 minutes ago, urbanoantigo said:

<cut>

As most of the player dialogue has been replaced with actual sound files ripped from the original voice files, I expect this to be far less of an issue with the 5.0 version of Ivy.

 

1 hour ago, rpt001 said:

Just wanted to say that I love your work. Ivy is on my essential list and I'm currently waiting on my next playthrough on your next update. Awesome stuff and I love your attention to detail. 

Thanks for the kind words, it's really appreciated!

Posted
Just now, Fiona159 said:

XDI completely breaks the dialogues of the current version of Ivy.

Correct. Because the player uses shared dialogue exclusively. So 'service menu' still translates to 'Yeah' or something like that.

This will stay in the 5.0 version but it's used far less.

 

I still am 100% convinced this is something that XDI needs to fix 'on their end'... they can't expect modders to be able to have access to the original voiceactors to create unique lines.. like 'Hey I want anal'.. never going to happen.

Posted
2 hours ago, Reginald_001 said:

Correct. Because the player uses shared dialogue exclusively. So 'service menu' still translates to 'Yeah' or something like that.

This will stay in the 5.0 version but it's used far less.

 

I still am 100% convinced this is something that XDI needs to fix 'on their end'... they can't expect modders to be able to have access to the original voiceactors to create unique lines.. like 'Hey I want anal'.. never going to happen.

I still prefer Full Dialogue Interface anyway. Got as much functionality as XDI, but works on the shared dialogue strings so there isn't really any conflict.

Posted
8 hours ago, urbanoantigo said:

so I ask the experts:

Is there a simple way to do this patch or fix, so Ivy can also take advantage of XDI?
Or is it something to forget?

I'll take a look into this and have a response before Oct. release date. It sounds familiar to me and like Reginald said, it is an XDI issue, not his. I'll also look into FDI (Full Dialog Interface), I don't have anything loaded for FO4, nor have I seen what I still may have in my NMM. I can't remember which one I used. But I will say, if one is easier to integrate than the other....well no need to say more on what will take place.

Posted
35 minutes ago, DontBlnkBadWolf said:

I'll take a look into this and have a response before Oct. release date. It sounds familiar to me and like Reginald said, it is an XDI issue, not his. I'll also look into FDI (Full Dialog Interface), I don't have anything loaded for FO4, nor have I seen what I still may have in my NMM. I can't remember which one I used. But I will say, if one is easier to integrate than the other....well no need to say more on what will take place.

Many thanks for your willingness.


MOre use XDI, and...
playing a little moreI, I noticed that it disrupts "all the mods" that have a menu of options, not only the companions, for example: A Sex Mod, Lovers Embrace ...

of the impression that in practice it only works well with simple vanilla content ...

I had to disable XDI here

Posted
On 6/21/2019 at 10:13 PM, Nebuchadnezzer2 said:

That's precisely the 'fix' in the posts on XDI's nexus page.


Someone repacked & has kept updating, the XDI.dll and has a readme for adding the two necessary lines to XDI's settings.ini.
Which lets the user see both the dialogue and prompt side by side, rather than one or the other.
Shame it's not packed into XDI by default, but eh.

 

@Reginald_001 Just had a bit of a Deja Vu moment just now...

 



@urbanoantigo, @Fiona159, @Adviser69 [if you decide to change over from FDI] & @DontBlnkBadWolf :

Take a look at XDI's Posts, namely the long one started by Elfykins, with Wolfmark replying to it. [It's still on the first page, for me]
Short version: Wolfmark's kept a slightly altered DLL of XDI updated, which adds one or two options to XDI, with a readme.txt that covers installation and adding the lines to XDI's settings.ini [can copy-paste from it, into the settings.ini].

It is, effectively, the best of both worlds, with the shortened lines plus the original prompts displayed.

Posted
Spoiler

 

Hi, I thought your tip was great,

I tested but here with me it did not work, the game closes every time it will open a menu of conversations not Vanilla or the menu,
I'll check, maybe the solution there is not for these versions of FO4 or FSE, it's a shame, because it's great to have several response options like XDI offers, but ...
the complications that come together do not seem to be something that compares

 

 

EDIT:

I was careless, I did not notice the date of the forum posts, they are old and the last FIX there is from before the current version 1.3.8, of course it would not work ... https://www.nexusmods.com/fallout4/mods/27216?tab=files
 

So in summary ....
the most current version available does not yet have a wide working with various MODs ...
sorry, will continue to be disabled until it has, but I hope that soon, is a great idea and greatly improves the game experience

Posted

Another topic

 

I have noticed that the SEX MOD  https://www.nexusmods.com/fallout4/mods/29674
has a ring that the player can use to order any person in the game that is in a trance with him or another character, but the curious thing is that he also has the option to "follow me" without impacting the escort that is already there with you,


I think this feature is thought to approach another character and I'll follow you to a room or a more reserved environment for sex, but I found another use for this feature:

I went with Ivy to the farm Abernathy, after the original dialogue in which Mr Blake asks revenge for the death of his daughter, after activating the mission I used the ring and called him to follow me, I left the ring and went on to fulfill the mission and Mr Blake accompanied me, seemingly without prejudice to Ivy,

31347-1524693547-1148281295.jpeg.d6618d7b2cae16b6c7044fd31f8e859c.jpeg


after completing the mission and retrieving the pendant and delivering it to him in the basement of the same base, I reequipped the ring and dispense it, from there he returned to the farm and continued with Ivy normally

 

31347-1524693594-408397183.jpeg.d8522bab94f6a268fbe69546ed81c722.jpeg

 

it was glorious for him to be able to participate in the revenge mission and to get out of the know with the pendant  ?
 

 

I told you this because:

 

I think there might be something useful in this mod for compatibility projects or creating a new multi-player mod for Ivy

I imagine that in this case as the NPC companion does not have any dialogue out of its original place, maybe that's why I did not realize I'm going to cram Ivy, but if by the recruit is recruited by the ring a companion of the principals, like Cait, Curie ..., for having a dialogue can get in the way of Ivy,

Anyway, I think this case might be useful

Posted

Yes they are using the follower package for that. It wouldn't be hard (at all) to create a mod that lets you make anyone a follower in the game. You can make a quest that fills aliases based on keywords (or factions), add a keyword (or faction) to an NPC and it would run the follower package. In fact I've used the basic follower package for Ivy's 'light' recruitment (e.g. those times where you need to travel with Ada, for example).

Posted

I like to setscale the females in FO4 to between .94 and 1. I imagine Piper to be a .94, Cait a .97, Vex [LL Companion] is a 1.04 In my game she (Vex) is jacked (Full muscular) and is usually a heavy machine gunner, I have around 10x the mob spawns in addition to extras roaming around in big packs, so I need a Heavyweight, or two depending on the mission, I'm also a multi-follower user, (but I try to manage my shit without constantly pestering the content creators to handle my problems for me). Honestly, pretty happy about the multi follower .esp you've decided to add), is it possible to have any down scaling below .94/.95 this be an issue for Ivy? It's not really a huge deal, but I do hope it's possible, and not any extra work for you. If it's inconvenient then well fuck it, Ivy will just be a tall girl (Not unlike several supermodels).

I don't think .94 is creepy, much lower (Read .93/.92) than that and it gets super dicey, for my comfort level at least.

If you're like Nope, 1.0 or gtfo, I totally get and support that, for the exact the reasons you are doing it.

Also, having seen the work living large, I don't think the DK effect plays much of a role, but you being humble and grounded and not letting the praise get to your head is... fuck yeah man. Do you have a Patreon? I'd like to buy you a cup of coffee.

Posted

@urbanoantigo Have a scroll to the bottom of the Elfykins/Wolfmark interaction, Wolfmark's got a google drive link to an updated .138 version. Am using it myself.

 

13 hours ago, Reginald_001 said:

Yes they are using the follower package for that. It wouldn't be hard (at all) to create a mod that lets you make anyone a follower in the game. You can make a quest that fills aliases based on keywords (or factions), add a keyword (or faction) to an NPC and it would run the follower package. In fact I've used the basic follower package for Ivy's 'light' recruitment (e.g. those times where you need to travel with Ada, for example).

Makes me wonder why people haven't done 'multi-follower lite' stuff like that already.

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