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Something about Persuasion


LostData751

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Posted

Hello everyone at LoversLab.
 

I want to ask if anybody knows of any mod or ways that allows modifying the Persuasion wheel selection disposition gains or losses, also a way to determine, change or some way to check each NPCs "preferences" on the persuasion options.

 

The point is to make a mod that tailors personalities and preferences that has some form of integration and interaction with the Lovers API and respective mods since I realized raising disposition doing a small mini-game to increase disposition for Lovers (and regular gameplay) interactions is one of the most dull and boring things, with the idea of having the persuasion wheel only to check on these preferences for each NPC. Ideally having control on which can be chosen for each NPC.

 

I know it's already possible to do what I want. However, with no control on which "preferences" are chosen, this is why I ask if anybody has any other information in the Persuasion minigame or any hidden values that there is little to no documentation, or whether they are simply unobtainable or unmodifiable.

Posted
37 minutes ago, LostData751 said:

Hello everyone at LoversLab.
 

I want to ask if anybody knows of any mod or ways that allows modifying the Persuasion wheel selection disposition gains or losses, also a way to determine, change or some way to check each NPCs "preferences" on the persuasion options.

 

The point is to make a mod that tailors personalities and preferences that has some form of integration and interaction with the Lovers API and respective mods since I realized raising disposition doing a small mini-game to increase disposition for Lovers (and regular gameplay) interactions is one of the most dull and boring things, with the idea of having the persuasion wheel only to check on these preferences for each NPC. Ideally having control on which can be chosen for each NPC.

 

I know it's already possible to do what I want. However, with no control on which "preferences" are chosen, this is why I ask if anybody has any other information in the Persuasion minigame or any hidden values that there is little to no documentation, or whether they are simply unobtainable or unmodifiable.

I didn’t understand why this is necessary, if there is no real new mini-game with a graphical interface and the capture of actor behavior procedures,

, but you yourself can create such a mod with the getdisposition, moddisposition x command .

 

To avoid such piling up, in my time I made a lovers random - where a partner pushes you towards you, undresses with animation and leads you to a bed or a free path grid node. It works quickly and without unnecessary headaches.

 

 

Posted

??? You can see what will happen if you use one of the 4 options. When you move the cursor over an option you'll see the NPC's face, so before you click the option you'll know if his disposition is going to increase or decrease. Whether it's a lot or a little .  Face look angry, little grim, little smile, very pleased.

 

Do you want exact numbers?

In a real conversation you don't know how your conversation partner will react. That you see it in oblivion before you click it is cheating.

And when you get close to an NPC you can see if he likes you by his face and often he will say something before you talk to him that will tell you if he likes you.

 

And you can change the disposition with the mini game, spells, own personality, sex with the NPC (+1 or 2 disposition with each AdultPlayPlus sex), or rape the NPC to lower his disposition.  Get more fame for good citizens. Or get more infamy until even bandits like you and stop attacking you. (yes that is possible)

 

The disposition system is okay....  The wheel mini game I don't particularly like it. A system with dialog options would be better... but for that the game system would have to recognize in which situation you are.  A male Player would flirt with a female NPC he want's to fuck but not with a trader or beggar. With a beggar you would talk about the injustice in the world, that the rich get everything ....

The wheel system is not a pretty but simple solution. And there are many ways to influence an NPC.

 

And most Lovers mods use the disposition.  Adult playPlus 75+ to fuck with an NPC, 90+ if virgin or married.

In Joburg and LoversRapers you can set the disposition in the ini above which value he does not rape you.

LoversHookers Player will get almost no customers if nobody likes him.

...

A disposition system is in almost all lovers mods where it makes sense.

What do you want to change or add ?

Posted

Yeah I can't seem to find anything that indicates there even is a factor that determines these things.  Did you test to make sure they're not just randomly decided?  They might just be generated per npc when you meet them for the first time each game, or something.

 

Pretty sure it can't be tied to anything like attribute spread or confidence and responsibility values, because then every guard would have the same likes and dislikes.  I haven't used the construction kit very much, and when I did play with it was like ten years ago, but I don't remember anything that let me set likes and dislikes in that.  I honestly have no idea what factors, if any, are used to determine how an npc is programed to have a specific like or dislike.  My best guess would be that it's randomized, but having never felt the need to test that, I can't be sure.

 

If it is random, though, there must be some equation somewhere to randomize it, and then the values must just get written into the save file, so I guess the first thing to find is whether it is random per new game or not, and if it is then you'll probably be best off to figure out where those values get saved.  Maybe something can be done to pick up those value as they're assigned, but you'd still need to find where they come from and where they go, I'd imagine.

 

If it isn't random, though, I'd have no clue where to find them because like... the data has to be SOMEWHERE, right?

 

Maybe if an npc does have the same options on each new game, spawning some copies of them might be a good idea, just to make sure RefIDs don't impact it somehow, those are the ones that get generated for each instance of something in the game, right?

Posted

If you look at any character's dialog, the PERSUASION tab shows that all dialog responses are the same among all NPCs and classes... no change.

 

However, if you go and look at 'GAME SETTINGS' within the editor, you may eventually find values such as iPersAdmireAggr, iPersAdmireConf... iPersBoastStre... and others.  So values governing boasting, admiring and the like are apparently governed by an NPC's own stats to some degree.  There are curve values in play as well as a point system applied on success or failure towards a given choice.

 

Having examined the systems, I have not seen any interaction between editable scripts and the Persuasion Wheel itself and believe it is an integrated part of the engine.

 

The only thing that I could see being editable would be custom PERSUASION tab dialog for those interacted somehow.  Currently, none of the Persuasion dialog has any 'conditions'.  If you wish to add new Persuasion dialog (ie adding some ADMIREDISLIKE topic), you could... and add your own tokens to make it LAPF related... like if your NPC has 50 animal sex tokens or your Player is in the SlaveTrainer faction something :P

 

  • 3 weeks later...
Posted
On 3/25/2022 at 9:09 PM, Just Checking said:

Yeah I can't seem to find anything that indicates there even is a factor that determines these things.  Did you test to make sure they're not just randomly decided?  They might just be generated per npc when you meet them for the first time each game, or something.

This is what I was talking about, I looked on the Extended construction set and was looking for this information. Also tried checking with TES4Edit to know if there was anything.

I started new games and spoke with 2 NPCs, trying to use a different character and these 2 NPCs had the same like/dislike choices.

 

Related to NPC copies, I have not tested this yet and I would need to check on more NPCs to understand where is the information located.

On 3/27/2022 at 10:47 AM, LongDukDong said:

The only thing that I could see being editable would be custom PERSUASION tab dialog for those interacted somehow.  Currently, none of the Persuasion dialog has any 'conditions'.  If you wish to add new Persuasion dialog (ie adding some ADMIREDISLIKE topic), you could... and add your own tokens to make it LAPF related... like if your NPC has 50 animal sex tokens or your Player is in the SlaveTrainer faction something

While this is my idea of having the responses create tokens for other checks in a mod that depends on them for other types of interactions, I initially wanted to know if it was possible to have checks generate tokens on NPCs by "checking" the options said NPCs would like/dislike, without first requiring an interaction for each NPC. That or having conditions be met on checks directly.

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