nyaalich Posted February 9, 2014 Posted February 9, 2014 Come on. You can't say that and then not tell us what happened.
zippy57 Posted February 9, 2014 Posted February 9, 2014 True. You'd probably need to have an MCM toggle for every location and it would just end up a big mess. You could use Sexout's scanner, run a GetDistance, then run a GetFactionRelation and only allow interactions if there are no Enemies in the area. EDIT: Of course, that method wouldn't be entirely reliable either, since enemies aren't always Enemies...
t3589 Posted February 9, 2014 Author Posted February 9, 2014 @nyaallich: Give me every situation you can think of during which you would not like to be interrupted or foiled? I can only think of 2 from our discussions. 1. While enemies are about. 2. While picking locks. Are there any others? Can you foresee any others?
Atreides__ Posted February 10, 2014 Posted February 10, 2014 I know this is the main thread and probably asked but is this mod going to have player male characters support or it's just intended for female players?. I'm testing the current version and looks pretty cool and in good direction right now!.
t3589 Posted February 10, 2014 Author Posted February 10, 2014 I know this is the main thread and probably asked but is this mod going to have player male characters support or it's just intended for female players?. I'm testing the current version and looks pretty cool and in good direction right now!. Yes male PC support is planned, but not in yet. TY!
nyaalich Posted February 10, 2014 Posted February 10, 2014 I've brainstormed, but I haven't played to try to lure Charon into more INCONVENIENT FLIRT TIMES NAO! Enemies are nearby While lockpicking While hacking (on the chance that you fail and have to try again) While looting multiple corpses While sneaking Honestly, I think an AreEnemiesNearby check, IsSneaking check, and an IfMenuMode (but obviously not dialogue menumode), wait 1-2 seconds check would probably be all that would be needed. Of course, I don't know how disruptive the menumode check would be to things in general. I found the menumodes listed below from the GECK wiki. This is also assuming that I'm interpreting some of the actions correctly. 1008 = Container 1014 = LockPick 1055 = Hacking 1057 = Computers (No fucking idea how this is different from hacking, but I added it) EDIT: Reiteration that I don't want to cajole you into some "more trouble than it's worth" solution. You've already shot me down a few times. I can take the hit. ; )
t3589 Posted February 10, 2014 Author Posted February 10, 2014 Well if that's all of them it might be worth trying. The reason I shoot you down is that this looks like a bottomless pit to me. I'm afraid to do it this way, and then every time I turn around, there's another check to add. Then before you know it I'm re-writing a companion system. I'm not against trying though. Worst case is that I'll scrap the idea if it becomes overwhelming and we can fall back on the companion toggle.
zippy57 Posted February 10, 2014 Posted February 10, 2014 1055 = Hacking 1057 = Computers (No fucking idea how this is different from hacking, but I added it) It's possible the hacking minigame and the actual terminal interface are two separate MenuModes.
nyaalich Posted February 10, 2014 Posted February 10, 2014 @Zippy: Thanks. : ) I would imagine that the hacking one would be the only one that's needed as that it automatically goes to the terminal entries afterwards. T: How does rape save work/how is it supposed to work? Charon was in DRL mode (i.e., not companion mode). Guy in Gomorrah apparently is tired of fully clothed people and goes after me. The resist is unsuccessful, but there's no true animation. There's the 3rd person and then the end of sex animation. My character does not re-equip clothing. Possible Factors outside of DRL: This particular guy (and so also possibly the cell) was from an Assassin's Guild mod. The cell was in the lower level of Gomorrah, but I don't know if it was swapped for a duplicate that had this guy in it and a trapdoor to their safehouse. I mention the cell just because I thought you said something about non-vanilla cells causing problems with something.
t3589 Posted February 10, 2014 Author Posted February 10, 2014 The mode doesn't affect rescue in any way. Was the companion standing right next to you? If so, it could have happened so fast you didn't notice anything. ie. stopsex was cast while in the process of switching to UFO cam for initiating sex, so everything went down before you pulled back far enough to see it. By the time you did, sex was already stopped. However, your rescuer should engage in dialogue at that point (5 seconds after rescue) and dress you again. So I don't know what's going on. EDIT: I'm going to try something stay tuned. I think what happened was everything I said above, plus you have knockdown timers running for rape. If I set the rescue dialogue delay to the knockdown timer, it should keep it from firing dialogue before you get up. Which is probably why you never got dressed. You have to get the rescue dialogue to get dressed. Did you get any 'player is unconscious' messages as if the companion was trying to initiate dialogue but couldn't? EDIT EDIT: Updated the OP. Try it now if you can recreate it. You should get the dialogue and dressed, but you'll prob miss the companion pulling out their gun and rushing over to stop things if they're right next to you. In my opinion no one should try to rape you with your companion hanging around. It doesn't make sense. I think I do need a couples check after all. I'm wondering if it isn't funky because of some mod. They should only try and rape you if they're evil, when it's late, and no one else is around, unless they're in a gang faction. Makes me wonder about that NPCs stats. If two of you were in the room, why did he think he could get away with it? Forgot to add cells don't matter.
nyaalich Posted February 10, 2014 Posted February 10, 2014 He just stood there looking as bored as he always does. I agree that it makes 0 sense for an attempt to occur if you have a companion nearby. There was no dialogue attempt, but I also didn't get "player is unconscious." With the assassin guy, I heard 2 whistles before I got "they're coming to get you," but I didn't see anyone else in the room, and the console didn't mention anyone else looking at me. The other odd thing was that it happened in the Gomorrah casino as well with an Omerta thug (which I suppose would count as being a member of a gang?). The resist worked that time, fwiw. Both attempts happened at ~11 in the morning, iirc. My charisma is maxed at 10, and I was wearing a merchant's outfit, which unlike a few other outfits, I have neither marked as pretty or sexy in the MCM mod that goes with Eval that I can never remember the name of. : P I can try to recreate it next time I get a chance to play. Really fucking weird.
t3589 Posted February 10, 2014 Author Posted February 10, 2014 OK Omertas Thugs are neutral. Resist will always work on them. So that means the other one has to be evil. GetIsAlignment Evil or Very Evil should return true in the console. If it doesn't then something is wrong. If it does, then that at least tells me where to look for the timing mistake, 11am? EDIT: Bingo! Found it. Will upload fix shortly. Evil alignments that aren't in a gang were missing the nearby population and time of day check. Good catch! EDIT EDIT: Done. Shouldn't happen from now on with your companion around. Let me know if it does.
BogBrush82 Posted February 11, 2014 Posted February 11, 2014 Would be interesting to to see how Jericho would respond to the lone wanderers flirting. I can't really see him as a "Chocolates and roses" kind of guy.
nyaalich Posted February 11, 2014 Posted February 11, 2014 @T: I tried it 4 times. The last time naked with a charisma boosting hat. : D Got invitations to lunch and...other stuff. No "out to get you" occurred. FYI: the guy that got away with it was at Evil (-500 karma). So un/fortunately, I cannot tell you if rescue is working as designed now. @BogBrush82: I believe that there are plans down the road to add basic personalities. If you're running TTW, you will be pleased to know that you can give Jericho teddy bears.
t3589 Posted February 11, 2014 Author Posted February 11, 2014 Glad it's working. I'm pretty sure rescue will work as intended now, so no problem. No need to leave one thing broken just to test the other thing. Yes personalities are planned. Though there will be two sets of personalities applied. One for the named NPC, which is primarily static. And one for the bedroom, which can change.
nyaalich Posted February 11, 2014 Posted February 11, 2014 Forgot if I mentioned it before, but Date: Eat Dinner isn't working. Just stands there. Regular eating activities work fine. Haven't tried the Date: Drink option to verify that one yet.
t3589 Posted February 11, 2014 Author Posted February 11, 2014 Forgot if I mentioned it before, but Date: Eat Dinner isn't working. Just stands there. Regular eating activities work fine. Haven't tried the Date: Drink option to verify that one yet. There is only one eat dialogue choice for dinner. So whether you're on a date or not when you choose eat dinner it's the exact same thing. If they have no idles to go to they might just stand there. Also sometimes packages get screwy because of AI packages re-eval and they get confused. Try opening dialogue with him when he's stuck, then say goodbye. It should jar him into the eat package if he was stuck because his AI package got confused. In other words if eat works in one situation and not in another, it's the situation that's effecting things, not a failure of the eat package. We just need to find what's causing it in that particular situation, if it's not stuck AI packages that is. For that I'd need more info, namely where it occurred and what idles were available in that area. EDIT: OK the only thing it might have been on my end was a redundancy check I had in place for beginning dates. I have removed it. Update in the OP. Try that one and let me know if he still get's stuck?
t3589 Posted February 11, 2014 Author Posted February 11, 2014 Well I found out why that redundancy was there. Removing it broke date sex. Updated the OP with a fix, sorry. Hopefully that's all squared away now. Let me know if it isn't?
nyaalich Posted February 11, 2014 Posted February 11, 2014 I went back to a previous pre-date save, but still got the same thing. Tried once in the player home mod that I have and then once at the GS Prospector's Saloon. Tried talking, but no change. AI package was Follow (getcurrentaipackage = 1).
t3589 Posted February 11, 2014 Author Posted February 11, 2014 I went back to a previous pre-date save, but still got the same thing. Tried once in the player home mod that I have and then once at the GS Prospector's Saloon. Tried talking, but no change. AI package was Follow (getcurrentaipackage = 1). Try telling him to wait, then do the date, then eat. If it works then, I 'm going to suspect your companion follow has taken over.
nyaalich Posted February 11, 2014 Posted February 11, 2014 It probably has, but FWIW, companion mode is off. Nevertheless, I'll try it.
t3589 Posted February 11, 2014 Author Posted February 11, 2014 It probably has, but FWIW, companion mode is off. Nevertheless, I'll try it. Companion mode should be off. Otherwise you shouldn't get the dialogue to begin the date. Has your companion ever walked over and sat down on eat before? Or does he always stand in place and eat because of follow? Or maybe he sits when the idle in is range for follow, but when it's not in range he switches back to companion follow? Try getting close to an idle he can accept if you're not already. EDIT: When you say eat activities work, do you mean when he asks you? Or when you ask him while not on a date?
nyaalich Posted February 11, 2014 Posted February 11, 2014 Testing and questing makes for shoddy memories. During a date, he stands there performing his regular restless idles. No eating. If he initiates an activity meal, it works fine. I'll have to recheck what happens when I initiate an eating activity.
t3589 Posted February 11, 2014 Author Posted February 11, 2014 @nyaallich: Updated the OP with all the things we discussed before. Now companions should be automated, and slip into danger mode automatically when enemies are near. You'll have to tell him to relax after he enters danger mode, so he knows when it's OK to resume. I'm still looking into the PC initiated eat. EDIT: Updated again due to a booboo on my part that doesn't effect companions. I've tested the PC initiate eat function thoroughly and have yet to have any problems. However, I should note that I'm not testing with a companion, or on a date. I have yet to discover why that matters somehow, as it shouldn't.
BogBrush82 Posted February 12, 2014 Posted February 12, 2014 @BogBrush82: If you're running TTW, you will be pleased to know that you can give Jericho teddy bears. Wait. A hard-ass, gun toting ex-raider with a venomous attitude, murderous credentials, and a huge fondness for teddy bears? Seems legit. Seriously though, for some reason it seems to make sense. Maybe that's just the crazy in him, and that perhaps it's a reminder to himself that there's more to life than just killing things, even though it's really the only thing he's ever known how to do.
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