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[mod] Dirty Talk ( RJW SpeakUp Addon)


Azaz3l

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Posted

It would be cool if some of the interactions were race-specific, like a humanoid insect pawn telling her victim to stop struggling so she can lay her eggs in them.  It would probably require either race-specific patches, or checks for certain hediffs like ovipositor, etc.  If you can get it to work with different stages of "broken" then you can also make it work with the genital hediffs one would logically assume.

Posted

I have both Oty icons for sex interactions and Dirty Talk installed, but Oty's icons do not appear, only default hearts. What can be the reason of it?

 

Posted (edited)
1 hour ago, Sygge said:

I have both Oty icons for sex interactions and Dirty Talk installed, but Oty's icons do not appear, only default hearts. What can be the reason of it?

 

Shouldn't happen unless you're using an old version. Try downloading again.

 

Edit: Unless you mean it just doesn't show the icon for the initiator in the social log. This is because OTY's mod isn't updated. 

image.png.039bc1d77403cc744e0d038d558b7ec1.png

Edited by Azaz3l
Posted
14 hours ago, grantman56 said:

It would be cool if some of the interactions were race-specific, like a humanoid insect pawn telling her victim to stop struggling so she can lay her eggs in them.  It would probably require either race-specific patches, or checks for certain hediffs like ovipositor, etc.  If you can get it to work with different stages of "broken" then you can also make it work with the genital hediffs one would logically assume.

It would be cool, but I can't do it at the moment. I'm checking for the pawn's thoughts (dizzy, my body feels broken) to make broken body dialog. The only reason these thoughts are referable in the xml is because there is c# code in SpeakUp that makes it so. There is no such code for checking for hediffs. I can try to cobble together something to replicate what SpeakUp does but for hediffs, but I've already perused through the code and it seems pretty over my head.

Posted

New update:

-Add dialogue variations for stages of broken body
-Pawn's overall opinions of each other will change how they refer to one another

 

Also put files on github and added manifest file so version checking should work from now on.

Posted

Absolutely amazing mod Azaz!

I got one question tho.

Is there any way to make the speechbubble stay longer on screen?

I feel like the duration of the text is too short.

Posted

@Azaz3l this mod keeps getting better and better, nice work!

just one thing I noticed, there doesn't seem to be any special dialogue for double penetration

it may be a niche thing but anyone who plays a lizardman with a hemipenis, or a bionic terminator with two, towering archo-dongs might appreciate it

Posted
On 8/8/2021 at 9:29 PM, Azaz3l said:

Shouldn't happen unless you're using an old version. Try downloading again.

 

Edit: Unless you mean it just doesn't show the icon for the initiator in the social log. This is because OTY's mod isn't updated. 

image.png.039bc1d77403cc744e0d038d558b7ec1.png

I have the same problem.

Chat is only text, not Oty icons.

Posted

I found the problem. Compared with the dialog box, the icon display time is too short. Unless it is the original speed, you can't see the icon at all, the icon that flashes by.

A setting button should be given so that players can set the length of time the icon appears

 

Posted
On 8/9/2021 at 3:29 AM, IrooE said:

Absolutely amazing mod Azaz!

I got one question tho.

Is there any way to make the speechbubble stay longer on screen?

I feel like the duration of the text is too short.

You can adjust the text duration in Interaction Bubble's settings. "Ticks to start fade"

 

21 hours ago, SingleForLife said:

@Azaz3l this mod keeps getting better and better, nice work!

just one thing I noticed, there doesn't seem to be any special dialogue for double penetration

it may be a niche thing but anyone who plays a lizardman with a hemipenis, or a bionic terminator with two, towering archo-dongs might appreciate it

Will try to get it done for the next update.

 

1 hour ago, amrolee said:

I found the problem. Compared with the dialog box, the icon display time is too short. Unless it is the original speed, you can't see the icon at all, the icon that flashes by.

A setting button should be given so that players can set the length of time the icon appears

 

I can look into a way to adjust the icon duration but it might not be possible for me.

Posted

I am sorry to be a bother, but could anyone explain what this error actually is and if it will be an issue? I seem to be awful at actually getting mods up and running, even following most guides.

image.png.f23cb3aee80a3cd370c002e69e2bf010.png

Posted
2 hours ago, Lady Anri said:

I am sorry to be a bother, but could anyone explain what this error actually is and if it will be an issue? I seem to be awful at actually getting mods up and running, even following most guides.

image.png.f23cb3aee80a3cd370c002e69e2bf010.png

I guess it's trying to compare your installation of the mod with the current Github version but gets confused by an unexpected symbol, should be safe to ignore

 

@Azaz3lmaybe ^this points to were the 'version >=0.0.0' error might be coming from?

Posted
33 minutes ago, SingleForLife said:

I guess it's trying to compare your installation of the mod with the current Github version but gets confused by an unexpected symbol, should be safe to ignore

 

@Azaz3lmaybe ^this points to were the 'version >=0.0.0' error might be coming from?

Oh I see! Thank you so much. I feel like I break something new whenever I try these things so it's reassuring to know it might not be me!

Posted
3 hours ago, SingleForLife said:

I guess it's trying to compare your installation of the mod with the current Github version but gets confused by an unexpected symbol, should be safe to ignore

 

@Azaz3lmaybe ^this points to were the 'version >=0.0.0' error might be coming from?

https://steamcommunity.com/sharedfiles/filedetails/?id=2539414951&searchtext=speakup

^If you look at the comments of this mod, which is also dependent on speakup, it also has reports of the 0.0.0 error. It just seems to be some problem with MM and speakup. As for the red log error, I have no idea. I've looked throughout the manifest for errors and have found none. The xml error is coming from something in MM. I've tried editing the manifest down to the point where there weren't even 15 lines and the error still read "expected token '='. Line 15" If the problem is coming from MM/speakup I can't do anything about it, but the errors seem harmless.

Posted

Updated to 1.0.5

 

Changelog:

-Colonists will now grunt/moan during sex instead of chatting about unrelated topics
-Colonists will now react to sex
-Colonists will now chat about their sex life with friends
-Added (imperfect) animal interaction/bestiality dialog
-Added a bit of dialog/support for C0ffee's RJW Ideology Addons, Milkable Colonists, RJW Orgy Event, and Sexperience. 

-Added double penetration dialog

Posted
1 hour ago, ZelkovaSerrata said:

I dunno if it's super necessary, but I'd maybe put a warning that it's only compatible with 1.3 somewhere on the main page. Just a suggestion.

Why? It's written in the file page:

 

bild.png.f0439bbc9c5f1326f465e926a55e68eb.png

Posted
12 minutes ago, dovahnurse said:

Why? It's written in the file page:

 

bild.png.f0439bbc9c5f1326f465e926a55e68eb.png

Did that just now because of the comment :P

  • 5 weeks later...
Posted

hey, could you help me figure something out?
for some reason, the only text that shows with animal pawns are the generic ones, like "*inserts dick into x*" or "*vaginally mounts x*", none of the custom dialogue that you created.
I'm not sure why it is happening, but it seems like something is overwriting your interaction text. it works fine for humanoid pawns.
also it was kindof working on another save, a broken save from 1.2. which is especially weird, because that save is unplayable because the UI is broken, but for some reason the dirty talk text actually worked in that save.

Posted
18 hours ago, IriX640 said:

hey, could you help me figure something out?
for some reason, the only text that shows with animal pawns are the generic ones, like "*inserts dick into x*" or "*vaginally mounts x*", none of the custom dialogue that you created.
I'm not sure why it is happening, but it seems like something is overwriting your interaction text. it works fine for humanoid pawns.
also it was kindof working on another save, a broken save from 1.2. which is especially weird, because that save is unplayable because the UI is broken, but for some reason the dirty talk text actually worked in that save.

I've fixed it in the update I'm working on. It happens because in the current version I tried checking if either participant was a human by checking if their "kind" was colonist, but humans can have many different kinds like "grenadier" etc. and only starting colonists will be "colonist" kind. In the next update the mod will be dependent on Humanoid Alien Races so that SpeakUp can check if participants are human or not.

Posted
5 hours ago, Azaz3l said:

I've fixed it in the update I'm working on. It happens because in the current version I tried checking if either participant was a human by checking if their "kind" was colonist, but humans can have many different kinds like "grenadier" etc. and only starting colonists will be "colonist" kind. In the next update the mod will be dependent on Humanoid Alien Races so that SpeakUp can check if participants are human or not.

ahh, gotcha. well I am glad it wasn't something I did on my end. looking forward to that next update, then!

Posted

I wanted to work on making some of my own dialogue as well. if you don't mind me asking some questions:
how are you checking with the dependency on HAR? is there a kind=humanlike tag created by HAR maybe? also, isn't there a kind=animal tag in vanilla? also, I was reading the speakup wiki that you cant use != operatorss, but I noticed that you did. do they only work in certain situations or something? I'm excited to see how you are handling the kind checks in the new update, I am sure that will answer most of my questions so that I can write some of my own as well.

Posted

Great mod!  After using SpeakUp with RJW, the lack of word balloons around lovin' couples was kind of jarring.

 

Now, if I might offer some ideas/suggestions:

 

1 - References to the genital sizes of the participants, like "I can barely fit my mouth around you!", "You're so fuckin' tight!", "S-slowly, please, baby," or "We're practically make for each other!" Though this could get very complicated very quickly if you factor in relationship values (someone with a high opinion of a poor chap with a micropenis probably won't snicker "Is it in yet?" at the start of sex) and whether the sex is consensual or not ("Is that all?  I can barely feel it!", "Please, no, you'll split me in half!", etc.)

 

2 - Word balloons for masturbatin' pawns.  Could be self-pitying ("Another lonely night..."), or they could voice their fantasy ("She's wearing nothing but a muffalo wool cape..."), or maybe they'll moan the name of their crush or absent lover.

 

3 - References to past sex events to replace/enhance the "How's your sex life?" question, like "My ass is still sore, but it was so worth it!" or "I can still taste you. *wink*"  Or maybe a laughing "Come on, you of all people should know the answer to that question!"

Posted (edited)

@Azaz3l

 

Awesome Job! Tried to do something similar (smaller scale) some time ago, but didn't see it through.

 

I noticed you repeat a lot of code, so I thought maybe that can be changed to make maintenance and expansion a bit easier.

 

Was quite frustrating, spent far too much time trying to apply RulePacks, which didn't work for my approach, but making the InteractionDef Parent not Abstract finally seems to work out. So all children can inherit the same rule strings.

 

Modified file attached, only consolidated the most general rule strings and it's already down more than a third.

RapeReply.xml

Edited by bunt776
wrong tag

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