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HARDSHIP: Beggar Whore (Upcoming mod) Video preview links


Tentacus

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Posted

I definitely share that concern, fortunately Horizon's brutal economy will all but guarantee I'll still be a complete pauper by the time I reach any manner of civilization. That I can start now means that I'll be able to sort all the uninteresting stuff like getting all the configurations tweaked just right.

 

Thanks for the quick reply!

Posted

UPDATE:

 

I made some tweaks to the Proposition topic. Originally you could only make small talk (How are you today Sir/Ma'am?) Before becoming a prostitute. I decided I missed it, so I made it permanent but on a short timer so you have to greet someone to get the confident proposition option which will appear after. This makes a certain amount of sense as if you are guaging the NPCs mental state before propositioning them. In addition I made a less formal "How's it going" version for greeting returning customers, and a nervous one for greeting returning rapists... Though you still only get the formal version before you are an established whore  (> 4 dates)

Posted

Soooo when I added the Rexford "House party" I kinda forgot the tendency of NPCs that you bring into Rexford of NEVER LEAVING ON THEIR OWN. (I was on only 4 hrs of sleep) Maybe it's just me, Maybe it has to do with the Fixed Hotel Rexford mod... which I can't live without, but any NPCs I dismiss in there including regular Hardship Johns just stay where I left them... Hell even followers don't always follow you out. It's like goddamn Hotel California... You can never leave. So the solution I came up with isn't elegant but it works: I added a new utility function to the Hardship menu. 

 

After you finish with a John in Rexford, go to the utility menu, and select "Remove Stuck NPC in Rexford" The next person you talk to while inside there will be teleported to the street in front of the hotel, where their stupid AI will start working again. This can also be used on Hired Gunners, My Mercenaries from Mercs and safe passage and any other NPC.

Posted
9 hours ago, Tentacus said:

Soooo when I added the Rexford "House party" I kinda forgot the tendency of NPCs that you bring into Rexford of NEVER LEAVING ON THEIR OWN. (I was on only 4 hrs of sleep) Maybe it's just me, Maybe it has to do with the Fixed Hotel Rexford mod... which I can't live without, but any NPCs I dismiss in there including regular Hardship Johns just stay where I left them... Hell even followers don't always follow you out. It's like goddamn Hotel California... You can never leave. So the solution I came up with isn't elegant but it works: I added a new utility function to the Hardship menu. 

 

After you finish with a John in Rexford, go to the utility menu, and select "Remove Stuck NPC in Rexford" The next person you talk to while inside there will be teleported to the street in front of the hotel, where their stupid AI will start working again. This can also be used on Hired Gunners, My Mercenaries from Mercs and safe passage and any other NPC.

Hi, I am curious about how you, or anyone else, adds NPCs... 

 

In the example of your Rexford House Party, are NPCs created especially for player interaction or have they been teleported to the Rexford (i.e. existing NPCs)?...

 

If created, can you not add some code to disable them after a certain time?

If created, and then manually teleported outside into the street in front of the hotel, will this mean that GoodNeighbor's population will just increase over time?

If existing NPCs teleported into the hotel for House Party use, again can you not add some code to teleport them back to where they came from?

 

So I guess I am asking if NPCs used in mods are originals or copies and how they can be managed.

 

Thanks.

Posted
1 hour ago, FO4Life said:

Hi, I am curious about how you, or anyone else, adds NPCs... 

 

In the example of your Rexford House Party, are NPCs created especially for player interaction or have they been teleported to the Rexford (i.e. existing NPCs)?...

 

If created, can you not add some code to disable them after a certain time?

If created, and then manually teleported outside into the street in front of the hotel, will this mean that GoodNeighbor's population will just increase over time?

If existing NPCs teleported into the hotel for House Party use, again can you not add some code to teleport them back to where they came from?

 

So I guess I am asking if NPCs used in mods are originals or copies and how they can be managed.

 

Thanks.

Lots of mods, especially mods that involve slavery or abduction use clones. A good example of this is Paradise Halls for Skyrim. Sometimes mods that involve the player being assaulted at night etc... will also generate generic NPC types like Raiders/Bandits...

 

There are no random or created NPCs in this mod. It's all interacting with the real actors in the world, no clones or other such nonsense. This is important to me on an immersion level. It also means the final mod will have a warning that you could fuck up your save. (Unlikely but maybe possible. I can't remember if I disable essential on abduction or not for instance) But that's why the Utility functions are there to minimize the possibility that you can fuck up your save. I want you to be able to actually play the game and use this mod.

 

As for the technical how of how it works It involves a combination of keywords and quest aliases.  The only NPCs that come to Rexford or homeplate are the ones you invite. (up to 7 plus any regular Hardship "date" that might be following you.)

 

I actually did consider a timer for the Rexford problem but In the end I felt it was better for the player to choose when and if stuck NPCs leave. If they get stuck in the lobby for instance maybe you want them to just hang out there until the cooldown runs out ;) Also if I'd used a timer they could just pop out of existance right in front of you, With my dialogue they say "Oh look at the time. I'd better go" then it fades to black, and when it fades back they are gone.

 

As for what they do when in the street If they are a local they resume their normal routine. If it's someone you've brought in from outside they'll head back to wherever you got them. This wasn't a problem in Homeplate where everybody left when you were done with them. I guess Rexford is so nice they just want to Loiter ;)

 

Anyway when I woke up this morning I had another little idea that might help with immersion in this regard and add a little to the gameplay so we'll see if that pans out.

 

I hope that cleared things up.

Posted

 

I have a lot of interest about this mod, and apparently I am not the only one, judging by this thread. Not meaning to second guess your release-worthiness standards, but I would be more than happy and grateful to try out an unfinished / beta version (and report any bugs I encounter), if you would like to release such a version. I am not actively playing a game (as in a real playthrough), rather trying out all sorts of stuff, so I don't mind screwing up savegames. TY!

Posted
4 hours ago, Tentacus said:

I hope that cleared things up.

Yep... totally clear and an interesting insight. Thank you. Looking forward to the release!

Posted
1 hour ago, SAC said:

 

I have a lot of interest about this mod, and apparently I am not the only one, judging by this thread. Not meaning to second guess your release-worthiness standards, but I would be more than happy and grateful to try out an unfinished / beta version (and report any bugs I encounter), if you would like to release such a version. I am not actively playing a game (as in a real playthrough), rather trying out all sorts of stuff, so I don't mind screwing up savegames. TY!

Again it has more to do with me wanting to make sure the requirements are all in place. The current version of "The one patch to bang them all" causes some serious issues with tags. and this mod requires tags to function properly. It's pretty clear that One patch will be a STANDARD requirement for all AAF mods eventually. They are working on One Patch 2.0 which will integrate AAF Themes into that mod, so the plan is to wait for that. However if they take an unreasonable amount of time, or if 2.0 comes out and still has problems I will go ahead and release this with the original requirements listed in the early post.

 

It appears Halstrom himself is handling integrating Themes into One Patch and Themes will go away after that if I understand correctly so it would be kinda dumb to release a mod now with that as a requirement.

Posted

In my ongoing quest to turn "bugs" into features. I created a more immersive way to get customers out of Hotel Rexford. If you work there for Mister Raymond you can now offer to walk the customer out, then you can either bring them to a spot where you wish for them to stay inside the hotel or have them leave (teleport out) You can also engage them in a little small talk/buttering them up for repeat business.

 

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If you are freelancing in the hotel you'll still have to use the utility menu, as the staff isn't supposed to know you are hooking in there.

Posted

Testing update:

 

Tweaked Rexford sandbox package so waiting johns won't wander the entire hotel. Did the same with Mister Raymond (Occasionally he decides to do some welding in the basement, hopefully this fixes that). Fixed a minor oversight that's been in the code since nearly day one, where the "begging rejection" keyword wasn't removed after prostitution. 

 

Teana has had bizarre luck with orgasm dice rolls, only coming after being raped by Ghoul guards, so now I am RPing that she has developed a Ghoul fetish, but is too ashamed to invite them to the Hotel. :)

20190903103143_1.jpg.19d971a4abc574dd5d37fb07d8ee6a0e.jpg

 

The hotel stuff is working smoothly and is pretty fun. It was the right choice to add it. One guy didn't teleport but instead walked all the way from third rail to Rexford when invited. I have ABSOLUTELY no idea how this is possible (Maybe if Moveto() fails the engine will resort to travel?) but as far as bugs go it seems harmless.

 

Posted

It turns out Mister Raymond didn't need fixing. It's just how I have his packages set up. If you don't want him hanging out in the basement you just have to ask him to follow you, then send him back to Rexford, that'll resume his initial sandbox package. That may not have been a bug, but I did find a bug in his dialogue trees and fixed it. *sigh* 

 

EDIT: Shit there is a lot of Dialogue weirdness with the Rexford Staff. They all say the stuff that DC guards are supposed to say after they rape you, and Fred Allen just tries to rape you when first talking to you somettimes (which should never happen He's supposed to be harmless) Clearly I've been careless with some conditionals. Good thing I decided to focus on testing Goodneighbor.

 

I forgot to mention that in addition to the pressure to make enough to keep Mister Raymond happy you can get your time stolen by having to service the hotel staff for free. Like the guards you can opt out of this by closing Beggar whore mode though.

 

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Posted

Update:

 

I fixed up those Rexford staff dialogue bugs, and as long as I was in there added a little extra flavor bantor, cause... 1600+ lines of dialogue just wasn't enough.

 

Back to testing.

Posted

 

LOL, I'm doing a little mod to learn all this a bit (it's a porn studio) and I was mentally exhausted by finishing my first 4 dialogues with the 4 responses of the porn director. 1,600 is total madness. ?

 

Any advice for a newbie who is starting and has no fucking idea of programming? It will be a long road, but I hope to reach the end.

Posted
2 hours ago, JBpy said:

 

LOL, I'm doing a little mod to learn all this a bit (it's a porn studio) and I was mentally exhausted by finishing my first 4 dialogues with the 4 responses of the porn director. 1,600 is total madness. ?

 

Any advice for a newbie who is starting and has no fucking idea of programming? It will be a long road, but I hope to reach the end.

Hard.jpg.3e31efdda242fa2a79777e15e66cacaf.jpg

 

Not gonna lie hadn't taken the longview in quite a while. It's terrifying how many more pages down it goes... and that's just one fucking topic! (Though the biggest one by far)

 

For papyrus stuff, just look at other people's code. That's pretty much what I did. You should know the info on Bethesda's official site is invaluable, but also incomplete and sometimes even wrong.  The Nexus CK forum and the CK help topic here on LL in the Tech support forum are really helpful.

 

Learn coding basics sooner rather than later... I did not do this. Put all your properties on a quest script and link to them with your fragment scripts using KmyQuest.

 

If you are going to have multiple dialogues that need the same script fragment a handy thing to do is what I call the funnel method. Have all your alternative dialogues then lead to a single dialogue that has the fragment. This is how I do the "follow me" script for Hardship. So like if your proposition is successful the john will say one of many random things, Then say "Let's go somewhere more private" and that's the one with the script.

 

Remember that dialogue topics don't have to be linear, you can jump around in them at will as long as you name the phases.

 

Remember there is always more than one way to do things and you can do a lot with a little. For instance my mod doesn't use quest stages AT ALL. In fact DLYH is the only released mod I've made that does.

 

Finally... Don't make mods with 1600 plus lines of dialogue ?

 

A porn studio mod sounds great. You thinking something along the lines of Coito Ergo Sum?

 

 

Posted
2 hours ago, JBpy said:

 

LOL, I'm doing a little mod to learn all this a bit (it's a porn studio) and I was mentally exhausted by finishing my first 4 dialogues with the 4 responses of the porn director. 1,600 is total madness. ?

 

Any advice for a newbie who is starting and has no fucking idea of programming? It will be a long road, but I hope to reach the end.

https://www.youtube.com/user/Seddon4494/featured, good resource.

Posted
15 hours ago, mashup47 said:

I used Seddon's tuts while learning, as well as DarkFox127's though his are for Skyrim. Unfortunately there are just a lot less dedicated Fallout 4 CK Tutorials. About 75% of Skyrim CK/Papyrus info is applicable to FO4, but the differences can and will bite you in the ass. :) Probably the biggest one is how Timers work completely differently. My favorite difference though is how you can directly attach keywords to actors in Fallout 4. That's another piece of advice right there... KEYWORDS are the secret sauce. You can do a lot of things with Keywords.

 

UPDATE:

 

Found a surprising amount of typos and fixed them. I think this is a good sign that It's getting polished and hopefully I am past the worst bugs.

 

I'm finding whoring in Rexford with my new additions is everything I always wanted it to be. I had thought about ways to have customers come to the hotel all throughout development but they always seemed too complex/not worth it until I had the brainstorm about house parties. Now it works like a charm.

 

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All the great furniture in Rexford is giving me a new appreciation for Savage Cabbage as well. When I remember to turn Furniture on ;) 

 

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I'm going to be busy the next few days so, don't expect any updates after today. Hopefully next week will bring good news and I can start preparing to release this thing.

Posted

Excellent news! I really only play Skyrim and FO4 because of dedicated developpers and modders like yourself. Really looking forward to trying out your mod :)

I'm thinking of combining it with a goody-goody, normal/semi-dominant vampress (Sanguinaire) and to rp her downfall into a bipolar whore (submissive/blood thirsty)... I'm working on a character now who combines AAF SEU with Sanguinaire, which works very nicely anyway, but your mod will take it to an entirely new level!

Posted

Just a quick note that I'm back home and testing again. The fixes I did on Thursday but didn't have time to test seem to have all worked out. So-far so good. I had to tweak the landing position of the Goodneighbor guards in the Statehouse Cell, when taking the player in for "questioning". I'm satisfied with it now.

 

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Posted

Testing update:

 

I may have found a small problem with my house party system. It seems I may not be able to teleport an NPC from one interior cell to another. I think I know an easy solution for this though. Simply first teleport them to the outside door of the destination (Homeplate or Rexford) then inside. If it works, I'll fix it when I have some time tomorrow, if not it'll just be a small limitation that you have to work around..

Posted

Probably not the best place to vent... but I had another compiled script just get corrupted sitting around on my hard drive. I was able to replace it with an old backup, but this has me super paranoid. unfortunately something extremely fucked up is going on with my ability to compile scripts making it IMPOSSIBLE for me to batch recompile them all. (see my post here)

 

Because this mod makes extensive use of fragments it's a non trivial number of scripts I have to worry about.  :( Since the scope of this mod is so wide it's easy to miss when one function just stops working. In this case it was the pimp didn't take your cash to count it... so he thought you made nothing and punished you. ?

 

Anyway... Just venting.

Posted
44 minutes ago, maddadicusrex said:

Note, hand placed on your shoulder and whispering in your ear, "There, there, It's going to be allright.."?

Just had a little panic attack... venting helped. I think I found all the problematic scripts and recompiled them one at a time... It's still unbelievably frustrating how absolutely haunted/posessed the CK behaves at times.

Posted

UPDATE:

 

My teleportation fix idea didn't work. If you invite someone to Homeplate while in the Duggout Inn they won't teleport but they seem to always walk there on their own. If you invite somebody to Rexford from the Third Rail they fill the alias but almost never actually go anywhere (ONCE I had a guy walk) 

 

So... since I have no idea why this happens... I just did a workaround. I added yet another teleport option to the utility menu "Party Guests Teleport". If you are in Rexford, or Home Plate and select this, it will teleport any of the guests who aren't already there to the player. I would imagine you'd need this to invite Danny sullivan from the Gate too, and maybe Becky in her basement.

 

20190904162536_1.jpg.753a3d4bf799271f6556edf0438ffab8.jpg

 

I need a vacation.

Posted

UPDATE:

 

After getting some input from Flashy I figured out a better way to do the house party travel that doesn't involve teleporting. I feel kind of dumb because the Quest aliases already had the right packages (with a little adjustment) The teleportation was never necessary. Now they will immersively walk to the locations. 

 

If they get stuck or lost though you can still use the utility teleport I added last night.

 

Weirdly I found a bug while testing this though. There is a ghoul in the third rail that doesn't display the proposition dialogue. I am guessing there is something weird about the way his race is set up.

 

EDIT: After looking at the ghoul in the CK, he was perfectly normal, so I reloaded my save and tried my NPC KEYWORD RESET utility, and that totally fixed him. Weird... never seen that one before. Man, am I glad I added all these utility menu functions.

 

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