nomkaz Posted August 18, 2019 Posted August 18, 2019 Relationship Dialogue System SE View File 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: ----------------------------------------------------------------------- RDS Relationship Dialogue System Foreword:A lot of mods add NPC to the world, but seldom with the option for interaction. Even in vanilla manyNPC have more than one line of dialogue or only just a greeting line. That always bothered me and I triedto come up with a solution. Making a dialogue tree would get old very soon regardless of its size. Evencomplex 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 Submitter nomkaz Submitted 08/18/2019 Category Adult Mods Requires SexLab Framework SE, Fuz Ro D-Oh SE, Sexlab Aroused Redux SE Regular Edition Compatible No
spammertonsmith Posted August 20, 2019 Posted August 20, 2019 How do you think this plays with other dialogue mods? RDO, FCO, Better Dialogues, SL Diaglogues, etc?? Does it just add new options? 3
methven69 Posted August 20, 2019 Posted August 20, 2019 This looks good but when I use it some NPC'S Become invisible to the game no dialogue or options work, MY slave lost all options and dialogue when using with Paradise Halls, removed mod and all was fine so there seems to be problem
nomkaz Posted August 25, 2019 Author Posted August 25, 2019 This mod only edits dialogue, it contains no mesh or texture edits, so I have no idea why your NPCs would be invisible.
phillout Posted September 8, 2019 Posted September 8, 2019 My character was approached by a rabbit asking for sex. Those bunnies don't know when to stop, do they?.. I've checked, and while the mod checks for creatures, it doesn't check for animals. The correct way of checking is to check subject's keywords - ActorTypeAnimal and ActorTypeCreature.
Bluegunk Posted September 15, 2019 Posted September 15, 2019 On 8/20/2019 at 1:50 AM, spammertonsmith said: How do you think this plays with other dialogue mods? RDO, FCO, Better Dialogues, SL Diaglogues, etc?? Does it just add new options? + 1 from me. Having had a quick test run, it seems Guffel/Your mod fits well. It has its own Dialogue tree and does not appear to interfere with the other mods. It fired up, gave me a flirt with a (not yet acquired) follower and a good sex scene. Excellent stuff! BUT it would be handy to be fully reassured. Also - I am being chatted up by animals, pigeons and horses, etc. I don't know if you noticed, but in the Support Forum for Guffel's original mod there were a couple of patches made. One was to stop the animal issues, and one to correct an arousal calculation. It might be worth patching these in? 1. From Halleaon https://www.loverslab.com/topic/69058-relationship-dialogue-system-11-11102018/page/7/ post #175 (bottom of page - latest) 2. From Guest https://www.loverslab.com/topic/69058-relationship-dialogue-system-11-11102018/page/8/ post #187 with a patch for Sexlab Aroused. But this one would need checking for SSE's SLA. An ESL version would be a boon in my stuffed load order! Good stuff, Nomkaz, and thank you! And thanks to Guffel too.
Unkaar Posted September 21, 2019 Posted September 21, 2019 I agree, merging the patch in and making the mod an esl would be ideal for the people who can't do it themselves.
Murderdevil Posted September 22, 2019 Posted September 22, 2019 This mod seems unfinished. The character dialogue would say how much they enjoyed my company and even give me the arousal message. But at the end they'd always trend into hating me. Or the opposite, they'd hate everything I say, threaten me, and then suddenly tell me they admired me. Seems too complicated for it's own good. 2
Parky Posted October 4, 2019 Posted October 4, 2019 It would nice to be not asked for dialogue when aiming and sneaking, or weapons drawn 3
Santr Posted November 29, 2019 Posted November 29, 2019 How do I get an NPC show up in the Debug window? Engaging them in conversation doesn't do it and neither does SL's default 'N' key. Mod's description says "During a conversation all attributes can be seen and changed in the MCM", but to access the MCM one has to press 'Esc', which exits the conversation. ?
Azurahawk Posted November 30, 2019 Posted November 30, 2019 Encountered a bug. Speak to a NPC and the dialogue automatically ends. Due to this, I can't build relationship or have sex with the NPC. 3
Moo53 Posted November 30, 2019 Posted November 30, 2019 Is it me or the NPC arousal doesnt increase, only the PC? 1
Bluegunk Posted December 1, 2019 Posted December 1, 2019 On 9/8/2019 at 6:32 PM, phillout said: My character was approached by a rabbit asking for sex. Those bunnies don't know when to stop, do they?.. I've checked, and while the mod checks for creatures, it doesn't check for animals. The correct way of checking is to check subject's keywords - ActorTypeAnimal and ActorTypeCreature. I have had this problem and pulled the mod, after pigeons and all sorts of creatures were approaching me. Funny to start with, but soon becomes intolerable. How can this actively be fixed, please? Is it scripted? I could not see any checks for creatures, or anything. Can keywords be added somewhere? (I had a look but I don't understand enough to know how or where). I know with the LE version PD suggested: To really fix animal approaches you need to check potential actors to have the ActorTypeNPC keyword when filling the alias. Race checks are unnecessary then. I still had carriage horses starting conversations with me until I changed that. If I knew how to change it, I'd do it myself! If someone could advise how to do it please?
JAK003 Posted December 2, 2019 Posted December 2, 2019 On 11/29/2019 at 11:22 PM, Azurahawk said: Encountered a bug. Speak to a NPC and the dialogue automatically ends. Due to this, I can't build relationship or have sex with the NPC. I've been having the same issue with a custom follower mod (Daedric bitches Mod to be specific). 3
AxeMEMES Posted December 9, 2019 Posted December 9, 2019 On 11/30/2019 at 3:15 PM, Moise said: Is it me or the NPC arousal doesnt increase, only the PC? its the same for me. does anyone know a fix????????
anonymous324 Posted December 18, 2019 Posted December 18, 2019 I like this mod. I like it a lot. But the grammar mistakes and the weird dialogue were immersion breaking. I edited a parts of the dialogue in CE to read better. I... think the ESP is all you need? There aren't any script edits. CE modding is not my thing and CE/Archive.exe is blowing up spectacularly when attempting to export as a BSA. Contents: * Prefix player dialogue options with the action the PC is taking ** "The weather is nice today" => "[Small Talk] The weather is nice today" ** The language choices make it difficult to tell what some dialogue option even do. Until I loaded up CE, I had no idea "Your just lush enough for me to talk to" mapped to "Lecture". ** I still have no idea what the sentence even means but whatever, the mod is more playable now * Various dialogue responses from the active NPC have been edited to read better in English, or to clean up grammatical errors Testing: * Created a clean save w/ LiveAnotherLife * Spawned named NPCs * Spoke with NPCs * Verified changes are present SexLab_RelationshipDialougeSystem_v2_.rar sexlab_rds_dialogue_cleanup.sha1 2
anonymous324 Posted December 18, 2019 Posted December 18, 2019 Neeeeever mind . I fucked up some of the anchors and various dialogue options fell off. Don't use that esp.
Bluegunk Posted December 19, 2019 Posted December 19, 2019 OK - thanks for trying! This mod would shine if it was tidied up a bit. Good on you for trying I have a number of dialogue mods. In game, I often don't recall which line leads to something innocent, and which one leads to an instant sex scene - a bit of an issue when family are around! ? One (Sexlab Eager NPCS) can be identified in the dialogue because [SLEN] appears by the dialogue in the on-screen menu. Might it be worth adding [SRN] as an identifier for this mod??? Just a thought. Could also do with preventing chickens, horses, pigeons and earthworms stopping by for a chat, too (as per comment above).
0wnyx Posted December 24, 2019 Posted December 24, 2019 how do i enter the menu again ? how do i turn off all approaches... if u have a lot of npc in one area u will find yourself in a conversation windmill. they will log on you and you must answer to everyone of them by scrolling the answers... its immersion breaking, relations should be a side effect in skyrim, this mod makes the game a relationship simulator and a bad one at that. it would be better if only the player could decide to approach npcs.
Azurahawk Posted December 27, 2019 Posted December 27, 2019 Yea. This mod needs some clean up sadly. I much prefer this over SLEN simply due to immerse build's with relationship vs lets fuck right away. I know Dialogues have that similar setup, but it's more simple whereas this mod is more diverse and complex. I hope someone is fixing this mod up. That or the mod author is aware of the bugs, and is doing everything to fix those bugs.
Ragnaroy Posted January 3, 2020 Posted January 3, 2020 I also like the build up but the writing is... nonsensical, it's almost funny 1
anonymous324 Posted January 6, 2020 Posted January 6, 2020 Is there still a port of the 1.1/not-2.0 release?
Gorillaaaa Posted January 8, 2020 Posted January 8, 2020 Can somebody help me fix this. NPC starting to talk to me all fine but when i push ,,Yes i'm free to talk" or something like that dialogue just stopping and for a sec NPC trying to talk to me again till i select no or ESC button. Did i install some mod that is fighthing with each other or i set up something wrong. A little ss from console
anonymous324 Posted January 16, 2020 Posted January 16, 2020 testing around and it seems certain followers are locked out of the mod? Interacting with Gregor or the recruitable follower in the Silverblood-Inn enters an infinite loop of: start rds dialogue -> npc says a line -> conversation immediately ends and exits to normal mode -> dialogue is now ForceGreet -> repeat
Azurahawk Posted January 30, 2020 Posted January 30, 2020 I do apologize, but as much as I want to keep and support this mod I had to uninstall it. A few things to report in regards to why: 1. Mod creates a heavy script bloat, which lags the game to the extreme. Does not play well with Sexlab Approach. It's either one or the other, and Approach has a stable feature vs Dialogues. A patch maybe needed if wish to have both play together. 2. I mention about stable. This mod has some dialogue issues in regards to the choice of personality per NPC. Some of which work, where as others do not. Plus to add in, when the dialogue goes sour and the NPC threatens the player, nothing happens, ends the dialogue, and creates a forcegreet choice instead when talking to the NPC again. With that said, soon as the stability has finally been met on this mod, it be an excellent candidate to replace mods like Approach and/or Dialogues. In its current state though, I personally can't start using it. Will keep an eye on updates for this mod.
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