Carven Posted July 26, 2022 Posted July 26, 2022 (edited) I misunderstood a little, I experimented with a female NPC being a male. She fell in love with me, what's next? How to activate animation? How to breed for sex? what dialogues are responsible for what? Â Edited July 26, 2022 by Carven
Carven Posted August 29, 2022 Posted August 29, 2022 Tell me how to remove the filter of married women? I want to have love relationships with those women and girls who have husbands, but some flag filters this and does not allow the relationship to develop further than a like. Maybe you can remove the check through tesedit, which line to edit?
chang7710 Posted August 31, 2022 Posted August 31, 2022 This is great mod, but there is problems. Player's talking initiation work incorrectly. When i initiate talking, Conversation is over and NPC force to talking to me then there is "Forcegreet". Also player's talking initiation cooldown doesn't work. So player can start RDS conversation limitless. Really, Really amazing mod, but looks like not complete. 1
TheDragonBorn Posted October 24, 2022 Posted October 24, 2022 This mod works perfect for all of my NPC's except lydia. whenever i agree to chat with her the dialogue closes.
TheMysticYam Posted December 21, 2022 Posted December 21, 2022 My biggest problem with this mod is that when I use Holtzfrau's Gender Bender to make my character a futanari, it uses dialog intended for male characters (e.g. handsome instead of beautiful). I am fully aware that this is because the mod I use to make my characters futanari changes their SL gender to male, but surely a workaround could be found...
Jesus Christ Denton Posted March 5, 2023 Posted March 5, 2023 An option to prevent active followers from approaching without having to block and unblock would be a good QOL feature. Other than that, solid mod.
LynErso666 Posted March 5, 2023 Posted March 5, 2023 (edited) On 12/20/2022 at 8:47 PM, TheMysticYam said: My biggest problem with this mod is that when I use Holtzfrau's Gender Bender to make my character a futanari, it uses dialog intended for male characters (e.g. handsome instead of beautiful). I am fully aware that this is because the mod I use to make my characters futanari changes their SL gender to male, but surely a workaround could be found... O wow, like Sexlab Hormones who it has a setting "Treat Futa as Female", that is valid, and accurate. Edited March 5, 2023 by LynErso666
LynErso666 Posted March 5, 2023 Posted March 5, 2023 (edited) On 8/29/2022 at 10:35 AM, Carven said: Tell me how to remove the filter of married women? I want to have love relationships with those women and girls who have husbands, but some flag filters this and does not allow the relationship to develop further than a like. Maybe you can remove the check through tesedit, which line to edit? What no that's a thing??? O wow I didn't notice that. Married men seem to approach me all the time. But I thought this mod wasn't get anymore updates? So for now, use the debug spell, and FORCE that mfer to be in a relationship with you. If you have Proteus or something else, u can remove any obstacle preventing marriage, and NFF also has that option, I believe. Â But I've never seen the dialogue for marriage work on this mod at all, for a female protage at least. I've been using this for years, and it just cuts out of the dialogue. I don't think that was ever really finished. It could be that it works on charming personalities and whatnot, but those are boring so I disable them. Edited March 5, 2023 by LynErso666
OTC Posted April 1, 2023 Posted April 1, 2023 There appears to be a bug with the generic NPC approach. If the generic approach is selected as the NPC approach scene, the approach system essentially hangs indefinitely, and the player is unable to begin the dialogue game with any NPC, even the one selected by the approach system (thereby breaking mod functionality more-or-less entirely).  My debug attempts show that the internal dialogue quest fails to properly assign the ActiveNPC alias for some reason, and the AI package that starts the ForceGreet package (initiating mod dialogue with the player) throws an error on evaluation, thus never executing. Since the dialogue quest depends on stages to continue, the quest hangs on the same stage (stage 10 in rds_DialogueQuest) forever.  Furthermore, the approach script is dependent on a flagging boolean sceneIsRunning to know whether new approaches can be executed, but this flag is only reset upon successful termination of the current approach. Even resetting the buggy dialogue quest via the MCM still causes the NPC approach system to break entirely, as it waits for a flag that will never be set to false again.  What's weird is that it appears to only be the generic dialogue script that causes this issue. The other approaches seem to work fine, and they also appear to use the same script (specifically, they access the same Main.RandomNPC[] array in rds_npcapproachscript.psc) to populate their own ActiveNPC aliases. Thus, I am suspicious whether it is a problem purely on my end. Could others report if they also have this issue? 1
Qwert_yyy Posted July 7, 2023 Posted July 7, 2023 And so, I read the comments from several pages of versions of this mod to get some answers. I remember the way this mod worked for me and now understand a little more the extent of the problems. In general, I would not advise anyone to play with this mod while it is in this state. There are actually many mods that have bugs, but not on the scale of this one. This mod will require you to first learn all the bugs and bugs and then remember how to solve them. You will also have to constantly keep in your head what you can and cannot do, otherwise you will ruin your walkthrough. Oh yes, you also have to observe not very serious bugs that will break your immersion, but this will happen all the time. With all due respect to the author, I can see how much effort was put in, and how much time was spent... But in that case, I do not understand why this mod has not been updated for so long and why such a great mod has not been completed, but literally thrown away in an unfinished form. I hope the author is doing well, besides no one is immune from fatigue. Just decided to pour my resentment and regret here. Very promising, but very unfinished mod. 4
OTC Posted July 22, 2023 Posted July 22, 2023 (edited) On 7/7/2023 at 2:21 PM, Soldream said: And so, I read the comments from several pages of versions of this mod to get some answers. I remember the way this mod worked for me and now understand a little more the extent of the problems. In general, I would not advise anyone to play with this mod while it is in this state. There are actually many mods that have bugs, but not on the scale of this one. This mod will require you to first learn all the bugs and bugs and then remember how to solve them. You will also have to constantly keep in your head what you can and cannot do, otherwise you will ruin your walkthrough. Oh yes, you also have to observe not very serious bugs that will break your immersion, but this will happen all the time. With all due respect to the author, I can see how much effort was put in, and how much time was spent... But in that case, I do not understand why this mod has not been updated for so long and why such a great mod has not been completed, but literally thrown away in an unfinished form. I hope the author is doing well, besides no one is immune from fatigue. Just decided to pour my resentment and regret here. Very promising, but very unfinished mod. I concur. I've poked around a bunch in the internal files of this mod, and while I can say I am very impressed by the sheer scale and scope of the work accomplished, it is also extremely problematic.  To illustrate my point: I found a "solution" for the earlier bug I reported above. It's a timing issue. It seems that the problem only occurs when the cooldown is set to 0 (which is possible via the MCM, btw). As for why this is the case -- I've stumbled around for quite a few hours in the source files, and frankly, I have no idea and I don't want to find out, because so much of the mod is based on setting values in one place and requiring said values to be correct in a bunch of other places in order to not break entire quests.  I don't want to come off as a hater of Guffel, because I am genuinely impressed with how much they have achieved. They're a far better mod creator than I am, I would never have been able to come up with an equivalent on my own. However, this mod is absolutely, critically full of race conditions on a fundamental level, and desperately needs a rebuild to at least use safer Papyrus scripting techniques.  For example: the mod uses RegisterForUpdate() in order to check mod events (and does not unregister them!), which is now generally considered A Bad Idea™ because these events become baked into the save files; if something breaks (not uncommon in this mod) or the mod is uninstalled partway through a playthrough, you now have a bunch of event listeners just sitting there waiting for an event that will never fire again. These days, it's considered far safer to use RegisterForSingleEvent() and RegisterForSingleEventGametime() instead, and simply reregister whenever needed.  Sadly, despite my genuine interest and appreciation of this mod, I have to agree and say that this mod is dangerous to use in its current condition. I doubt it will brick your save entirely, but you risk it breaking halfway through and becoming so much dead weight in the savefile (particularly given my previous example with the event listeners). Perhaps one day this rebuild will happen; I might be able to give a hand if somebody else organises an effort, but as of now I do not have the time or experience in CK/Papyrus to do this myself. Until that day, use this mod at your own risk -- or use it as a personal project to poke around in and figure out how CK works and marvel at the sheer breadth of what Guffel managed despite my previous bellyaching, because it is indeed impressive! -- but not in any serious playthrough. Edited July 22, 2023 by OTC 3
Alexandra The Nord Queen Posted August 3, 2023 Posted August 3, 2023 Hello! My mod just stopped to work. Suddenly, when I try to start the conversation, the dialogue chat closes automatically, then i must restart the attempt. In other words, i can't keep the conversation because the dialogue closes even with NPC accepting saying "Yes of course!". I tried ReSaver to clean Scripts, reinstall the mod, but the problem persists. Any ideas?
Funkstille Posted January 3, 2024 Posted January 3, 2024 My follower wants to kidnapp me  Dialog: -If I survive ... I will find you and I´ll end you! -* whimper in pain * -You showed me a whole new world of pleasure! Thank you! If I answer, i find myself at random places without equipment.  ESC brakes the following function and lets my follower go slowly in my direction and starts the dialog again. If i run to a new place, it might take days until my follower reaches me.  How can i turn the kidnapp by follower off. Regards funkstille
aPoPhus Posted March 5, 2024 Posted March 5, 2024 Has anybody had this come up in game "relationship dialog system storage array full" Â Is this something to worry about & Is it something I can Fix? Â Thank you in Advance
Guffel Posted March 9, 2024 Author Posted March 9, 2024 Hello everybody, Â I was inactive on this forum for the last 2 years and didn't pay attention to anything. But out of curiosity I started reading this treat and ended up reading all postings. I noticed that the opinions about RDS vary widely, but the positive side prevails. Â I want to comment that I'm very much aware of most of the reported bugs, while some I never encountered myself. Â The big problem is that I started working on RDS as a generic dialogue mod that was supposed to work with any NPC and location at the cost of being somewhat un-immersive. And then I began to add more and more features on top for about 3 years. Eventually, it reached the point where even I lost the overview and didn't know what effects what anymore. I had no clue where to start fixing anymore and just gave up. I also want to add that I don't have any formal training in coding and taught me everything by myself with the CK wiki, YT videos, and trial and error. Â In retrospect, I think I wanted to much and should rather have created multiple more concise mods for the different features. I even thought about doing a rewrite, but today I'd take a completely different approach, resulting in a completely diffrent mod. In conclusion, I don't think I'll touch RDS again. I don't think it's worth the time I'd have to spend on research that I could also spend on a new mod. It would be different if I had an idea where to start, but like this, I don't really want to try to untangle this. 5
NismoMan Posted April 14, 2024 Posted April 14, 2024 On 3/9/2024 at 6:37 PM, Guffel said: Hello everybody, Â I was inactive on this forum for the last 2 years and didn't pay attention to anything. But out of curiosity I started reading this treat and ended up reading all postings. I noticed that the opinions about RDS vary widely, but the positive side prevails. Â I want to comment that I'm very much aware of most of the reported bugs, while some I never encountered myself. Â The big problem is that I started working on RDS as a generic dialogue mod that was supposed to work with any NPC and location at the cost of being somewhat un-immersive. And then I began to add more and more features on top for about 3 years. Eventually, it reached the point where even I lost the overview and didn't know what effects what anymore. I had no clue where to start fixing anymore and just gave up. I also want to add that I don't have any formal training in coding and taught me everything by myself with the CK wiki, YT videos, and trial and error. Â In retrospect, I think I wanted to much and should rather have created multiple more concise mods for the different features. I even thought about doing a rewrite, but today I'd take a completely different approach, resulting in a completely diffrent mod. In conclusion, I don't think I'll touch RDS again. I don't think it's worth the time I'd have to spend on research that I could also spend on a new mod. It would be different if I had an idea where to start, but like this, I don't really want to try to untangle this. Hey Guffel, Â Been enjoying this mod quite a bit for the past couple of playthroughs. Honestly what kept me so attached to it is the infidelity part tbh, my toon is a cheating scum and having to hide and engage in "sensual" activities behind her spouse's back was entertaining in its own. It's one of the few mods, if not the only one, that address this and it's sad to learn you're letting go of this one. Â Regardless, you do what you think is best. It's all about having fun in the end 2
Transmogrifier Posted June 25, 2024 Posted June 25, 2024 On 3/9/2024 at 8:37 AM, Guffel said: I noticed that the opinions about RDS vary widely, but the positive side prevails. It is a very good mod. It's best feature is the way it allows NPCs to initiate dialogue, which gives the interactions an adventitious feel that is intriguingly immersive On 3/9/2024 at 8:37 AM, Guffel said: I want to comment that I'm very much aware of most of the reported bugs, while some I never encountered myself. I experienced only one bug that is a big problem. A guard tried to jump my bones and then she wouldn't go through with it, preferring to get back on patrol. I couldn't get her debugged or anything, so it seems to have screwed up all other sex that proceeds from RDS dialogues.  On 3/9/2024 at 8:37 AM, Guffel said: I also want to add that I don't have any formal training in coding and taught me everything by myself with the CK wiki, YT videos, and trial and error. That's impressive and inspiring  On 3/9/2024 at 8:37 AM, Guffel said: In retrospect, I think I wanted to much and should rather have created multiple more concise mods for the different features. I even thought about doing a rewrite, but today I'd take a completely different approach, resulting in a completely diffrent mod. In conclusion, I don't think I'll touch RDS again. I don't think it's worth the time I'd have to spend on research that I could also spend on a new mod. It would be different if I had an idea where to start, but like this, I don't really want to try to untangle this. We're all looking forward to your next project!
danna233 Posted November 29, 2024 Posted November 29, 2024 (edited) This could have been the best relationship mod ever. When my character's current lover caught him cheating and threw a real tantrum, it really livened up the game and added realism. We have dozens of mods of all sorts of perversions that break the world and immersion, and there is nothing that imitates real relationships. It's a shame this mod has been abandoned. Edited November 29, 2024 by danna233 2
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