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Relationship Dialogue System (04/10/2021)

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RDS is an extensive dialogue mod that allows for nearly any kind of interaction and has NPCs dynamically react to the player reputation.

 

Relationship Dialogue System

Summary:

RDS adds the following features to the game:

  1. The generic dialogue minigame: A dialogue for all NPC that allows for small-talk, flirting, bullying and more. [done]
  2. Contextual approaches from NPC to invite the player to drink, shame them as a whore, try a pick-up line or blackmail the payer who has cheated on their spouse and more. [done]
  3. A reputation system that tracks the players sexual partners and how often they are seen naked or have sex in public. NPCs will then change their behavior based on the players purity or whore-status. [done]
  4. Form a relationship and even move in together with your partner. Have one sweetheart in every hold, but make sure they never hear from each other. Get love-letters when your partner is traveling. [done]

 

Description: (for more details please check the LE description)

I. Generic Dialouge: The generic dialogue “minigame” can either be started by talking to any NPC using the line “Hello, are you free to chat?” or by NPCs approaching. Then you can choose out of a total of 21 options to manipulate the conversation. The first 16 options can be used to move the dialogue into a specific direction. This should be very intuitive, and the NPC will react in a realistic fashion. When you are friendly or funny you will form a friendship. If you’re flirty you’ll go more into the direction of sex. If you’re mean the NPC will get angry or offended. The main purpose of this dialogue is to give you the ability to roleplay your character as you imagine it. For that, you can set your characters overarching behavior in the MCM. Secondary it serves to trigger sex animations, brawling, friends-with-benefits and relationships.
The course of the dialogue is achieved by changing the NPCs arousal and affection points. The latter is a value between -100 and 100 used by RDS to measure how much the NPC likes you and they will be more friendly or angry, accordingly. With each dialogue option used these values are adjusted.
Additionally the NPC will change these values depending on their personalities and traits. After the dialogue ends the NPCs vanilla relationship rank is adjusted according to its new affection value.
At the beginning of the dialogue you’ll receive a notification about whether the NPC is attracted to you based on their sexuality. After that, every other turn a notification will display how the NPC feels. You can use this to move the dialogue into the direction you want.

 

II. Reputation: The reputation system consist of a value of 100 points and is counted for each hold separately. The reputation is reduced for the following cases:

 

  1. A NPC can see the player naked (doesn’t count for sex partners)
  2. A NPC can see the player having sex (doesn’t count for the sex partners)
  3. A NPC has no LOS, but is within 3 meters of the player having sex (means it can hear the player)
  4. The number of different sex-partners (multiple times with one partner don’t stack)

One reduced the reputation doesn’t recover again. But the reputation loss is saved per NPC and therefor the only way to regain reputation is to kill of the witnesses. Additionally, sex witnesses can spot the player cheat on their spouse if the players partner lives in the same hold.
Based on the reputation and the players cheating-status other events and contextual approaches are triggered.

 

III. Contextual Approches: Next to the generic dialogue RDS features a multitude of contextual approaches. That means NPC approaches with specific intention which are triggered randomly but based on your reputation. The idea is to have the NPC react to your overall behavior and add new feeling of consequence to the world. Some approaches are simple flavor dialogue, while others are longer social interaction or hook-ups.

 

IV. Relationships: In RDS is it possible to form a relationship with any unmarried NPC once your affection rises above 60. This will turn the NPC into your partner and give them a special set of dialogue. You can have one partner in each hold and even have them parallel to your vanilla spouse. The vanilla spouses are not affected by RDS dialogues and events. You are also able to invite your partner to live with you in any of your owned vanilla homes. Your partner will then move to their new home and move around the surroundings. Depending on their personality they will litter around and demand you to clean up. Your partner also might invite friends over. Sometimes your partner leaves to go on their own adventures and might send you love-letters to remind you of them. But be careful if you decide to cheat on them. Some will forgive you; some will break up.

 

 

Installation:
Just use Vortex or Mod Organizer

 

Known Issues:

I've encountered a display bug during dialogues. It can happen that you can't scroll further down through the options, but still have the little arrow at the scroll bar, indicating that there're more options available. To fix this just use the arrow down or S key to have the list display all options.

 

Compatability:

RDS is compatable with Relationship Dialogue Overhaul. They sond similiar, but do very diffrent things.

RDS should be compatable with Special Edition, since it only contains dialogue and scripts. But untested so far.

 

Permission:

Please do not alter or re-upload this mod without my expressed permission.

 


  • Submitter
  • Submitted
    10/04/2021
  • Category
  • Requires
    Sexlab Framework, SexLab Aroused (Redux or Extended), Fuz-Roh-Do(h)
  • Regular Edition Compatible
    No

 

Posted

Hey,

great to see that mod for SE!

 

One thing, I've never realized yet, for the reputation system

52 minutes ago, Guffel said:

One reduced the reputation doesn’t recover again.

 

How about changing that, so that "honorable actions" (killing dragons, helping NPCs as in the Hearthfire stuff, doing Jarl quests ...) can raise the reputation again, maybe with different impact, so that helping some guy next door helps less in gaining reputation than killing a dragon or helping the Jarl? Maybe there's some other stuff, that could help a bit to gain reputation again? "Normal" work, like chopping work, charity like giving some gold to a beggar, that kind of stuff?

Posted
Spoiler
21 minutes ago, Mister X said:

Hey,

great to see that mod for SE!

 

One thing, I've never realized yet, for the reputation system

 

How about changing that, so that "honorable actions" (killing dragons, helping NPCs as in the Hearthfire stuff, doing Jarl quests ...) can raise the reputation again, maybe with different impact, so that helping some guy next door helps less in gaining reputation than killing a dragon or helping the Jarl? Maybe there's some other stuff, that could help a bit to gain reputation again? "Normal" work, like chopping work, charity like giving some gold to a beggar, that kind of stuff?

 

This is actually old information. The current version now has a daily recovery rate that can be adjusted in the MCM.

I forgot to take that out of the description.

Posted
3 minutes ago, psychsucks said:

Is this compatible with Sexlab Approach Redux?

 

Yes, both mods can work in parallel.

Posted

Looks great, thanks. One question( well, few actually :P):

- any chance for voiced version, with generic voice types and unique followers like Vex, Astrid, etc?

- polygamy option, and an option to include married npcs?

- possibility of some kind of integration with Separate Orgasm mod? ( so it can affect their personality: from lowering their disposition, to increasing it, turning them into nymphomaniacs, etc)

Posted
18 hours ago, MuchW0W said:

anyone running and testing this with RDO :D i noticed the description said untested.. 

I have both + more to say installed aswell seem to work fine so far

Posted

@Guffel I have a (dormant) installation of a previous version of RDS in my savegame (mod has been inactive for the longest time, but is still installed). I've disabled it some time ago, since it wasn't what I imagined it would be (or rather wanted it to be).

 

I love the idea of the mod and I also love the idea of the minigame, so I'd like to give it another try. However I have a few questions:

  • Can I upgrade to this new version, or does it need a new game/clean save? Are clean saves even a thing anymore? It doesn't say in the installation instructions (or maybe I'm blind)
  • How has the dialog minigame evolved? I've quit using RDS, since it didn't make a lot of sense to me the last time around. It seemed arbitrary and the spoken dialog didn't match the outcomes. Like talking about the weather 5 times only for the dialog ending with something like "xxx utterly despises you" (paraphrasing) I get that the system isn't supposed to be "in your face", but since it has a lot of moving parts, it felt a bit unresponsive (if that makes sense)
  • I also couldn't anticipate what was needed for the extra dialogue to show up. Explanation: At a certain point I only had the small talk topics that advance the axis values, but I didn't have any of the other topics, like leave me alone, goodbye, coerce, etc. 
  • How has the approach system come along since the last versions? I've switched to Approach Redux, since it seemed more robust to me.
  • Does it use the reputation from Fame or is the in-built system required. If so, does it still mercilessly spam notifications, like in the last version? :D

Please excuse the wall of text and don't take any of these questions the wrong way. I really like and appreciate what you are doing.

Posted

Hi, I found the following errors in the package RDS_partnerLeavingMK

 

[00:01] RDS_partnerLeavingMK [PACK:E004A833]
[00:01]     PACK \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [E0034B60] < Error: Could not be resolved >
[00:01]     PACK \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Could not resolve alias>

 

Posted

This mod makes my horse start a dialogue with me when I mount, dismount or pass by. How can I solve this?

Posted

your download file mansion sse  !

because i like your mod that i leave my little comments .

 

on a new start with only 40 plugins ( no zaz and no dd only 4000 animations ) nothing to say it could conflict with ).

( clean papyruslog of 14 ko , no crash , no ctd ) .

 

bugs that pops out more and more exemple  can not sleep in my bad anymore ( the bad is not recognised not even deleting the mod  ) . sometimes while in discussion with someone the same one starts conversation on top . only in breezehome ( do not have other houses to test ) the mod see you sleep is prevented from working , ( related as i settled with lydia and was working before ). 

also i believe the dialogue needs some work !

 

i do not feel like testing it more and i know CK is a pain but at least it breaks less than scripts .

 

pity as it was amusing .

  • 2 weeks later...
Posted

It has huge potential but it was pretty buggy when I played it some NPCs were breaking if you exit out of dialogue early and they couldn't be interacted with E again after that plus pretty much all of the dialouge makes no sense and doesnt flow (needed more lines also) IMO no offence.

 

Apart from that its a great mod no offence intended. ?

Posted

The idea is interesting, but badly done, as a few comments said already people seem to react more randomly than from the context to what you say, plus it's always the same lines which can be said, there is no evolution (at least not during a single talk, maybe later if you succeed to change your status).

The debug screen seems broken : it seems impossible to select an active npc for it, at least it's not the one under the cross hair.

And there are obvious bugs like animals (especially the horses) starting conversations...

And to make matters worse, the author doesn't seem to care about what is posted in this thread...

Oh well, yet another mod which is barely a start and which doesn't evolve from there.

 

The dialogs in skyrim are messy anyway and it would probably be very hard to make a good version of this with the current dialog system...

Posted
6 minutes ago, zelurker said:

The idea is interesting, but badly done, as

The comment is intesting, but badly done.

Reading the description and the comments before is recommended.

Posted
3 hours ago, zelurker said:

The idea is interesting, but badly done, as a few comments said already people seem to react more randomly than from the context to what you say, plus it's always the same lines which can be said, there is no evolution (at least not during a single talk, maybe later if you succeed to change your status).

The debug screen seems broken : it seems impossible to select an active npc for it, at least it's not the one under the cross hair.

And there are obvious bugs like animals (especially the horses) starting conversations...

And to make matters worse, the author doesn't seem to care about what is posted in this thread...

Oh well, yet another mod which is barely a start and which doesn't evolve from there.

 

The dialogs in skyrim are messy anyway and it would probably be very hard to make a good version of this with the current dialog system...

I agree with T-lam.

Guffel is one of the best modder in Skyrim as far as I know. The idea is very innovative and refreshing.

He just started to write his brand new idea of mod here. Dialog system is very complicated and time consuming as far as I know.

We need cheering him up rather than discourage him. Thanks Guffel for your effort and time !!!!!!!!!

Posted (edited)

This mod has a very interesting idea that is hard to find in any other mod, especially made decently. Because of that I had my worries and after reading comments I was almost sure to just pass on this mod and kept only works of Babo (Baka [factoryclosed]) as my “relationship” mods. After reading some more comments from legacy Skyrim version, which were more positive, I decided to at least test it.

 

Initially, I tested it very briefly to see how broken the mod is. I “had fun” with debug page (it works fine, you just need to use spell on certain npc first) and everything seemed to be working as intended without any bugs, so I was hopeful.

I’ve spent ~15 hours playing with this mod, risking potentially my save, but nothing broke, npcs were behaving as described, my relationships were improving, some npcs asked me out and no animal was talking to me (but I didn’t spend that much time around them, although I tested it on horse, going on and off them, I couldn’t start the conversation with follower dog either). I didn’t get to make a Partner in my main save yet, but I tested it with debug on other character, and it worked fine, same with inviting them to your house and breaking up works too (npc doesn’t stay after that in your home nor does he have the Partner dialogue options any longer).

Really the only problem I have found was a typo in debug page of mcm, when instead of “Partner” there is “Patner” (or something similar, I can’t remember exactly). But there is also a critique of random responses when talking with npcs. It sounded as a serious flaw for me, but when I encounter it in game, I found out it’s not that bad. Yes, the npcs don’t make a conversation with you as you would expect from a vanilla Skyrim npc, but they rather use sentences that symbolize what is the general topic of your conversation and the rest must be filled by your imagination. If you are starting by talking about the weather and npc replies with something like “I like talking with you” it doesn’t mean he replies directly to the thing you said, but (for me) he changes the topic or puts that message inside the talk about the weather. I personally like that system and I don’t know if it would be even possible to make this great library of response to varies topics in sense of engine limits.

 

To conclude, I didn’t explore this mod thoroughly, but from what I’ve seen, I can say it’s a very well-made mod, technically and conceptually speaking. I would love to see author work on it and expend it, but even if he wouldn’t (as he stated of thinking about retiring from modding) this mod is good enough already.

Edited by Assada
  • 1 month later...
Posted

Just got kidnapped by some jealous ho and her lizard man goons, fucked til my ass fell out, and then dumped into the wilderness miles away butt naked save for my trusty hammer and woodcutting axe.  Was living comfortably being all romantic in the tavern and playing my flute (not that flute!) to pay for the room, and now I'm miles away in the middle of a river.

 

10/10 procedurally-generated storytelling.

 

Will my dumbshit city boy Breton bard find his way back to his lover's arms or will he eat the wrong berries and die horribly from Argonian-inflicted anal fissures, dysentery, and a busted right arm?  Find out next time on Dragon Ball Z.

  • 2 weeks later...
Posted

Yes the mod improved quite a lot since my last test, the animals don't initiate a conversation anymore, but you can initiate a conversation with an animal (well, just don't do it !). There are still some weirdness, I had a follower who kept asking for sex using this mod, I finally gave her some, and after the cool down delay it was back as if nothing had happened, telling me she was very hot right now, which was totally false, her arousal was at 0 ! So I just blocked further interactions with her and it worked.
Also an interaction with a guard who wanted to get me drunk one time, you don't have the option to stop drinking, so despite the fact that I refused the sex, he got me drunk anyway (I guess the drunk effect is from the needs mod I use, sunhelm). It wears off after a while, so it's an interesting experience to try to play with that, but it would be nice to have the option to stop drinking in this case !

The most important point : it seems very stable, so it can be tried to have a little fun... all in all good experience, congratulations to the author, even though it can still be improved, it has some good ideas inside !

  • 4 weeks later...
Posted

I've been trying this mod with AE and the functions seem to work but the npc dialogue responses do not appear only the players after a short pause.
I do like the control this mod gives for interactions.

I just noticed I had Fuz Ro Bork installed which isn't compatible with Fuz Ro Doh so switched back over and Npc dialogue now appearing in AE again.

Posted

Anyone have an idea as to what each of the personalities do? I've been treating them like their name implies but after looking through the dialogue tree and realizing I was WAY wrong about what I assumed some of the dialogue was and meant I'm kind of worried now.

Posted

Nice mod, though there are some typos that could use cleaning up as well as an issue with "ForceGreet" not causing an approach, instead it's just added into the usual dialogue menu for the player to select it. Not sure if it's just a mod conflicting (I'm using FlowerGirls, in case that causes some kind of conflict? Vortex didn't mention any conflicts at all however) or if it's something more people have noticed?

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