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BananasManiac's - 2B Idle Chatter


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Posted

New Version - 1.1.0

  • Added ~100 new voice lines
  • Added Location based voice lines for inn, city and store
  • Changed how often dialogue triggers => should be faster now
    • Added description to mod page on how to adjust trigger rate
  • Added voice files from new random voice model that doesn't use any pre-existing voice lines
Posted
On 7/13/2023 at 6:25 AM, BananasManiac said:

I'm always open to add additional topics. Any suggestions?

Maybe different roleplay scenarios?

Something like additional dialogue topic that opens up different dialogue answers/responses, also triggering different set of animations:

Like Good/Bad maid, Loyal/Cheating wife, Obedient/Disobedient Sex slave, Nymphomaniac, Dominatrix, etc.

 

Posted
1 hour ago, Kanerah said:

Very fun mod. Is it possible to add voice lines that also trigger during sex animations?

I will look into it. It depends on how well the voice lines can be generated for sex scenes.

 

1 hour ago, Kanerah said:

Maybe different roleplay scenarios?

Something like additional dialogue topic that opens up different dialogue answers/responses, also triggering different set of animations:

Like Good/Bad maid, Loyal/Cheating wife, Obedient/Disobedient Sex slave, Nymphomaniac, Dominatrix, etc.

 

 

I don't plan on adding actual dialogue, only idle commentary.

If you have any mods you want to see integrated, I'm all ears.

Posted

I wish I knew more about modding and I would make just a standard follower mod like this that utilizes vanilla voices. I think that is what he/she means when referring to normal voices

3 hours ago, BananasManiac said:

What normal voices are you referring to?
You mean of the core 2b follower mod?

 

Posted
On 7/17/2023 at 3:42 AM, BananasManiac said:

I will look into it. It depends on how well the voice lines can be generated for sex scenes.

 

 

I don't plan on adding actual dialogue, only idle commentary.

If you have any mods you want to see integrated, I'm all ears.

Idle commentary only, I could see it working with SLSO ( Separate Orgasms), or ZAZ ( when she's equipped with any equipment)

Posted
1 hour ago, Kanerah said:

Idle commentary only, I could see it working with SLSO ( Separate Orgasms), or ZAZ ( when she's equipped with any equipment)

I tried creating some voice lines for sexlab scenes, but it doesn't sound good. I think I could add lines when she sees someone else having sex.

 

Zaz/dd equipment might be fun, but there are so many different types of equipment that it would be a ton of work to create multiple lines for each.

Posted
4 hours ago, Forest_Chankla said:

Would love some idle chatter about Serana in the party with 2b being jealous and some player home flirting or offers of pampering.

Player home dialogue could be a fun additiona. I need to check how that could be triggered.

Posted (edited)
On 7/14/2023 at 9:37 PM, BananasManiac said:

 

Oh, I love that idea. I would have to look into how exactly I could trigger those topics.

 

SexLab adds an actor currently animating to the AnimatingFaction faction, which should be easy to check for via conditions.

 

Dialogue for 2B commenting on the player interfacing with another actor would need to validate the conditions that the player is in the AnimatingFaction faction (GetPCInFaction) while 2B is not (GetInFaction).

 

Dialogue for commenting on NPC/NPC action needs to validate that neither the PC nor 2B are in that faction, while someone else nearby is (IsInSameCurrentLocAsRef/Alias?).

 

Might have to check the cell for actors in that faction with FindAvailableActorByFaction (see below) to fill in aliases in the quest form that can be used with the IsInSameCurrentLocAsRefAlias condition in the dialogue.

 

A VR-compatible scanner function is used in the Being A Cow mod if it is of any concern.

 

Spoiler

Snippets from SexLabFramework.psc

;/* IsActorActive
* * Checks if the given actor is active in any SexLab animation
* *
* * @param: ActorRef, the actor to check for activity in a SexLab Animation.
* * @return: True if the actor is being animated by SexLab, and False if it is not.
*/;
bool function IsActorActive(Actor ActorRef)
    return ActorRef.IsInFaction(Config.AnimatingFaction)
endFunction

 

 

;/* FindAvailableActorByFaction
* * Searches within a given area for a SexLab valid actor with or without the specified faction
* *
* * @param: Faction FactionRef - The faction that will be checked on the actor search.
* * @param: ObjectReference CenterRef - The object to use as the center point in the search.
* * @param: float Radius [OPTIONAL] - The distance from the center point to search.
* * @param: int FindGender [OPTIONAL] - The desired gender id to look for, -1 for any, 0 for male, 1 for female.
* * @param: Actor IgnoreRef1/2/3/4 [OPTIONAL] - An actor you know for certain you do not want returned by this function.
* * @param: bool HasFaction [OPTIONAL true by default] - If False the returned actor won't be part of the given faction, if True the returned actor most be part of the given faction.
* * @return: Actor - A valid actor found, if any. None if no valid actor found.
*/;
Actor function FindAvailableActorByFaction(Faction FactionRef, ObjectReference CenterRef, float Radius = 5000.0, int FindGender = -1, Actor IgnoreRef1 = none, Actor IgnoreRef2 = none, Actor IgnoreRef3 = none, Actor IgnoreRef4 = none, bool HasFaction = True)
    return ThreadLib.FindAvailableActorInFaction(FactionRef, CenterRef, Radius, FindGender, IgnoreRef1, IgnoreRef2, IgnoreRef3, IgnoreRef4, HasFaction)
endFunction

 

Also, Serana or any specific follower/NPC can be checked for with the IsInSameCurrentLocAsRef condition. Then validate the condition that the PC is the cell owner and that the PC is also in the same location as 2B with IsInSameCurrentLocAsRef targeting the PC.

 

For the glory of mankind.

Edited by slizer40000
Posted
On 7/19/2023 at 9:47 PM, slizer40000 said:

 

SexLab adds an actor currently animating to the AnimatingFaction faction, which should be easy to check for via conditions.

 

Dialogue for 2B commenting on the player interfacing with another actor would need to validate the conditions that the player is in the AnimatingFaction faction (GetPCInFaction) while 2B is not (GetInFaction).

 

Dialogue for commenting on NPC/NPC action needs to validate that neither the PC nor 2B are in that faction, while someone else nearby is (IsInSameCurrentLocAsRef/Alias?).

 

Might have to check the cell for actors in that faction with FindAvailableActorByFaction (see below) to fill in aliases in the quest form that can be used with the IsInSameCurrentLocAsRefAlias condition in the dialogue.

 

A VR-compatible scanner function is used in the Being A Cow mod if it is of any concern.

 

  Reveal hidden contents

Snippets from SexLabFramework.psc

;/* IsActorActive
* * Checks if the given actor is active in any SexLab animation
* *
* * @param: ActorRef, the actor to check for activity in a SexLab Animation.
* * @return: True if the actor is being animated by SexLab, and False if it is not.
*/;
bool function IsActorActive(Actor ActorRef)
    return ActorRef.IsInFaction(Config.AnimatingFaction)
endFunction

 

 

;/* FindAvailableActorByFaction
* * Searches within a given area for a SexLab valid actor with or without the specified faction
* *
* * @param: Faction FactionRef - The faction that will be checked on the actor search.
* * @param: ObjectReference CenterRef - The object to use as the center point in the search.
* * @param: float Radius [OPTIONAL] - The distance from the center point to search.
* * @param: int FindGender [OPTIONAL] - The desired gender id to look for, -1 for any, 0 for male, 1 for female.
* * @param: Actor IgnoreRef1/2/3/4 [OPTIONAL] - An actor you know for certain you do not want returned by this function.
* * @param: bool HasFaction [OPTIONAL true by default] - If False the returned actor won't be part of the given faction, if True the returned actor most be part of the given faction.
* * @return: Actor - A valid actor found, if any. None if no valid actor found.
*/;
Actor function FindAvailableActorByFaction(Faction FactionRef, ObjectReference CenterRef, float Radius = 5000.0, int FindGender = -1, Actor IgnoreRef1 = none, Actor IgnoreRef2 = none, Actor IgnoreRef3 = none, Actor IgnoreRef4 = none, bool HasFaction = True)
    return ThreadLib.FindAvailableActorInFaction(FactionRef, CenterRef, Radius, FindGender, IgnoreRef1, IgnoreRef2, IgnoreRef3, IgnoreRef4, HasFaction)
endFunction

 

Also, Serana or any specific follower/NPC can be checked for with the IsInSameCurrentLocAsRef condition. Then validate the condition that the PC is the cell owner and that the PC is also in the same location as 2B with IsInSameCurrentLocAsRef targeting the PC.

 

For the glory of mankind.

Using the factions sounds like a good idea.

 

The mod is currently not using any scripts and I would like to keep it that way if possible.

I will have to think about possible comments that 2B would make in that situation and then I will put them in the next bigger update.

Posted (edited)

Can this be counted as a replacement for the dubbing of the original? The truth is that I don't know what the original voiceover was, I just saw that it has now been removed.

And by the way, do I really need SS2B.esp? It's just an add-on to her combat part, right? 

Edited by Soldream
Posted
6 minutes ago, Soldream said:

Can this be counted as a replacement for the dubbing of the original? The truth is that I don't know what the original voiceover was, I just saw that it has now been removed.

And by the way, do I really need SS2B.esp? It's just an add-on to her combat part, right? 

SS2B should be the follower, so you would need it.

 

I don't have MCO installed so it's just a normal follower for me without the fancy moves.

The author still has the mod with voices in his discord that is linked on his nexus modpage.

Posted

General Question:

 

Is there any other 2B Follower mod that I should extend support for?

It shouldn't be that complicated to add support for other 2B follower mods if anyone wants that.

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