t3589 Posted April 1, 2014 Author Posted April 1, 2014 OK made a lot of progress tonight. Still nothing playable, but all of the basics are in and I'm starting to build the dialog. The next build should be somewhat playable tomorrow. I'm so tired right now I don't even feel like going into everything I've done. So I'll just say... Sneak Peek: - Dialog now resembles a back and forth conversation. ie. Flirt with me will you? I'll return the flirt and raise you an affection before you get to say goodbye. Wait, where do you think you're going? Tomorrow: Flirt/Affection/Small Talk/Commitments and more.
BoondockSaint Posted April 1, 2014 Posted April 1, 2014 It's nice to see the new project progressing. I'll install it ASAP! EDIT: I played this a bit. I've been approached by a couple of named NPCs. In Novac, that ex-pilot old lady. First she approached and started her vanilla dialogues. Ok, she is interested. But she must be sooo interested as when I woke up in the motel room she was standing there and started a dialogue as soon as the PC woke up. That was scary O_0 And in my way from Nova to Boulder City, after killing three raiders that spawn behind a billboard, she appeared again, far from Novac. I guess she was following my PC...creepy. Another one: the named (cannot remember now) female NCR NCO at the gate of Helios One approached to star a dialogue. Thing is, I was far enough from her that her action would be considered AWOL. So, I'd reduce the distance a NPC would approach the PC to hit on him/her.
BruceWayne Posted April 6, 2014 Posted April 6, 2014 Hey T, first off I'd like to say that I absolutely love this mod! This is exactly what I've been missing in my game.With that out of the way, I have a couple of questions:Will the rebuild encompass all the features of previous versions at some point? I was (very pleasantly) surprised how much it does and I also like the fact that it introduces actual gameplay features and combines features of other mods, that I no longer need to use because of that (like Hookups, BR for random, SOSex and some others).Will you replace the placeholder dialogue with actual dialogue or will you "describe" the dialogue taking place? Despite its current "blandness" I quite like the fact that the dialogue is a bit ambiguous. It doesn't force me to choose things my character would never say or forces dialogue on NPCs they would never say. If you've already written thousands upon thousands of new lines in your new build or the general consensus is "actual dialogue", disregard what I've said. I can cope either way. In case you're still open for suggestions, I have tons of those too.
t3589 Posted April 6, 2014 Author Posted April 6, 2014 This new one will eventually have everything the old one did and more. I'm well on my way to building up a finer grain of detail. Someone may take over the layer template to fill it out with dialog, but I probably won't. The new one already has a slew of dialog placeholder changes. I would like to eventually have real dialog specific to each individual. That's a bit down the road though. I would say you should try the new one before you offer suggestions, but it's not quite ready for play. If you're still playing with the prototype, you're in for a treat when you see what's in the new one. I just finished up 'foreplay' and 'making out' yesterday, today I was going to get some actual sex in there. I've been trying to move towards playability as fast as I can, but every time I make a little progress I find some new twist or feature that I can add. So slowly but surely it's coming together. It's already several times more detailed than the prototype, with a whole lot more freedom (at 1/3 of the code). Hopefully by tomorrow I'll at least have a way to 'seal the deal'. Once I get most of the general relationship related stuff I can move on to prostitution and stalkers (date rape is already in functionally, minus the start sex). Onward and upward. EDIT: Sneak peek. - Go somewhere private and make out. - Making out can become foreplay, but doesn't necessarily have to. - Foreplay can become sex, but again doesn't have to. - Embrace, hold, cuddle, touch, grope, fondle, kiss, bite, and lick have all been added as options with different affects. - Unlock your partners desires like the combination on a safe to whip them into a sexual froth. - NPCs can lose control if you lead them on and pull the rug out from under them. - Starting sex too soon can kill the moment. - Choosing foreplay/make out options they don't like can kill the moment. - Ask for a commitment before sex. - NPCs may ask you for a commitment before sex (mostly straight females). EDIT EDIT: Female NPCs Approach Dialog is currently blank. I'm going to flesh out the males and then copy it over. Stay tuned.
t3589 Posted April 8, 2014 Author Posted April 8, 2014 Ok, there should be enough in the latest build to start complaining about things that don't work again. lol Suggestions about the things that are currently in are also welcome. The processing cycles are really long now (5 min), so don't expect fireworks right off the bat. I'm open to suggestions about how long/short this should be. Stalkers has its foot in the door, but is incomplete. Stalkers will work entirely differently than before. More on this later. I'm going to come back to stalkers later and start adding activities for now. Some new indicators have been added to the console. Emotional == easily affected by affection, Virile/Fertile == easily affected by flirt, Friendly == easily persuaded toward commitment. EDIT: Uploaded a new one with auto include enabled and cycles dropped to 3 min. I don't think I'll put the 'hang out' activity option back in because now you can literally hang out and stuff should happen. EDIT EDIT: 13s a charm. Fixed the scan stutter finally (it came back in 12).
BruceWayne Posted April 8, 2014 Posted April 8, 2014 Strange, I don't seem to get any dialogue at all. Not even the NPC settings wether or not to include them. It worked fine in yesterday's build though. Edit: I started from a clean save.
t3589 Posted April 8, 2014 Author Posted April 8, 2014 Hmm works fine here. I wonder did you clean save to before Back In The Saddle was completed?
nyaalich Posted April 8, 2014 Posted April 8, 2014 I'm uncertain exactly how much mod you are doing besides the backbone of the mod, but you could consider adding a "Reminder: Date Detected" message for the player on load until s/he has completed Back in the Saddle.
BruceWayne Posted April 8, 2014 Posted April 8, 2014 No, I clean saved mid-game. I was using one of your last prototypes before the rebuild, before that. The only dialogue I managed to get was a [Drunk] option after I came out of a barter menu.
t3589 Posted April 8, 2014 Author Posted April 8, 2014 [Drunk] doesn't belong to this mod. Check NPC inv for tokens? Still looking around to see what it could be. EDIT: I think it might have something to do with tracking. I'm just guessing though. It tracks who you have and have not spoken to, and I think the answer might be in there. It makes sense to me late game.
BruceWayne Posted April 8, 2014 Posted April 8, 2014 Checked Mick, Ralph, Willow, Chet, a bunch of randoms, some mod NPCs and none of them have tokens. Here is my load order, if that helps: FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm iHUD.esm AWorldOfPain(Preview).esm Project Nevada - Core.esm Project Nevada - Equipment.esm Project Nevada - Extra Options.esm JIP Selective-Fire.esm Sexout.esm SexoutCommonResources.esm SexoutStore.esm SexoutSoliciting.esm ELECTRO-CITY - CompletedWorkorders.esm ELECTRO-CITY - Highways and Byways.esm New Vegas Redesigned II.esm Project Nevada - Cyberware.esp Project Nevada - Rebalance.esp Lings.esm NVWillow.esp Weapons.of.the.New.Millenia.esm Lone Gunman's Tools of Trade.esm Primary Needs HUD.esm NevadaSkies.esm T6M Jeans Outfit.esp populatedcasino-medium.esp Mission Mojave - Ultimate Edition.esp DarNifiedUINV.esp CASM.esp Readius_NV.esp The Mod Configuration Menu.esp The Weapon Mod Menu.esp Project Nevada - Cyberware Additions.esp Project Nevada - Rebalance Complete.esp Project Nevada - All DLC.esp MMUE-CP-PNCore.esp Casino Exchange All.esp ManualReload.esp 1nivVSLArmors.esp 1nivPNSLPatch.esp 1SBSteamOutfit.esp DragonskinTacticalOutfit.esp epock.esp merccustom.esp Type 6.esp BlackMountainThugArmorT6m.esp T6M Combat Uniform NV.esp Sunglasses Shipment.esp Tailor Maid - NV.esp Neckchains.esp T6M Under Wear.esp PinkPrincessSuitEN.esp CNR_Beta.esp ME3 - MirandaRace.esp New Vegas redesigned- Honest Hearts.esp AWOPLowLootGeneral.esp AWOPLowLootMWeaponsArmor.esp AWOPLowLootSkillBooks.esp MMUE-CP-AWOP.esp Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp Weapons.of.the.New.Millenia.Store.esp dD - Enhanced Blood Main NV.esp Immersive Karma.esp KillingKarmaFix.esp dD-Reduced Ragdoll Force.esp WeaponModsExpanded.esp WMX-ModernWeapons.esp WMX-DLCMerged.esp MMUE-CP-WMX.esp The Groovatron NV.esp MojaveDelight.esp Veronica.esp Weapons.of.the.New.Millenia.Leveled.Lists.esp SideburnsBeardShort.esp Sideburns.esp SmallerTalk.esp SexoutLust.esp SexoutZAZ.esp SexoutWillow.esp SexoutAffairs.esp SexoutFadeToBlack.esp SexoutClothingEval.esp SexoutCheckMeOut.esp SexoutCharacterResize.esp SexoutBangatron.esp SexoutSpunk.esp SexoutFleshedOut.esp SexoutSexAssault.esp DYNAVISION 3.esp Follower Home Marker.esp JIP Companions Command & Control.esp Bashed Patch, 0.esp SexoutDRT.esp SexoutDRL.esp NevadaSkies - Ultimate DLC Edition.esp Total active plugins: 98 Total plugins: 115
t3589 Posted April 8, 2014 Author Posted April 8, 2014 And you're not running? Walk, don't run. EDIT: Uploaded a new copy with a patch for late game starts (after you've already talked to everyone) that fixes initial conviction settings.
t3589 Posted April 8, 2014 Author Posted April 8, 2014 CoCd to freeside, went to mick and ralphs, clean saved, ran, nothing happened. Loaded up, started walking, console reported both mick and ralph were out of my league. lol
BruceWayne Posted April 8, 2014 Posted April 8, 2014 No, walking and your updated file didn't make any difference, unfortunately. The appearance score is the only thing that shows in the console for me. I have "scof'd" all your quest variables in a text file. Is there maybe some leftover NX variable in my savegame that prevents your mod from handing out tokens, maybe?
t3589 Posted April 8, 2014 Author Posted April 8, 2014 Well the appearance quest isn't running according to your file, which it should be. Also the evaluation process is running in DRL, but it has no ref. Other than that I don't see anything. I started a fresh game since the prototype, so I don't know. Still looking into it.
BruceWayne Posted April 8, 2014 Posted April 8, 2014 Alright, I went back to my very first save in DocMitchel's house, did Back in the saddle and it seems like everything works like it should. NPC's had tokens and dialogue appeared for Chet after it said that he is "virile". The NPCEval quest vars are populated and DRT was doing its thing. I think, that excludes most load-order/mod-related reasons for it not working midgame?! I'll include another scof from my Goodsprings try. I did the scof as soon as the first "Trudy doesn't swing that way" message appeared. Then I went back to my midgame save and tried startquest on both quests that weren't running, but after a couple of seconds both shut down again. The DRL one had completely reset after that, with every quest var showing 0.
BruceWayne Posted April 8, 2014 Posted April 8, 2014 I think I found something: Just had a look at my .csv file for that particular mid-game save. It had still values related to DRL, DRT in there. Maybe those prevent stuff from happening? I had to zip it, because apparently I'm not allowed to upload .csv files. SavegameCSV.rar
t3589 Posted April 8, 2014 Author Posted April 8, 2014 Yeah the eval quest not having a ref isn't a problem, it's supposed to sanity and die after it runs. The appearance quest not running was the only thing I saw previously that was something that should never happen. Probably residue from the prototype. lol Chet was emotional in my last test. Got a save with a friendly + virile doc mitchell. I'm dieing to get activities back in there because all he wants to do right now is the only thing he can do, ask for sex. EDIT: Tweaking compatibility (moving it to its own process) currently. Update real soon. EDIT EDIT: Updated. Should run much smoother now and process a bit faster. I separated compatibility and evaluation. Now if they aren't compatible they don't get run through eval. Moving on to eating activities (been thinking about it since last night). @ Bruce: sorry about your save game. I appreciate the report just the same. ty
BruceWayne Posted April 9, 2014 Posted April 9, 2014 No problem. I really want to see this mod succeed. It would be cool to use the save(s) I already have, but if that doesn't work out, so be it. I totally understand that making my existing game work is not a top priority and neither should it be at this point in development. Nevertheless, I went a little further yesterday before going to bed and wanted to see if I can get it to work and found out that leftover NX variables don't seem to be the problem for the scanner not kicking in. I did a complete sexout/NX clean save and it still didn't work. There has to be something that prevents the scanner from picking up if I don't complete "Back in the saddle". I had a look at the code, but couldn't make out the culprit. I saw, that there is one instance where the scanner isn't supposed to start if MQ02 isn't completed. Maybe there is some funny business going on there?
BoondockSaint Posted April 9, 2014 Posted April 9, 2014 Happening to me something like BruceWayne says. First the NPC approach and star dialogue, you can "add", "remove" his/her. But after adding 'em, no new dialogue related to this mod appears. I'll cleansave and update.
t3589 Posted April 9, 2014 Author Posted April 9, 2014 If your save contains a loaded copy of the prototype it's no good. The copy in the OP is not meant to transition in any way from the prototype. The prototype is dead. Meanwhile... v16 was broken due to author error (I forgot a bunch of stuff, sorry). This new one is testing out pretty good so far. Eating is in, but I've tried to get a hit for several hours an no one has ever asked me to eat to test it. I've been groped by about everyone in town in goodsprings though. I had to start a fresh game with this copy too, but it was because I wanted to exclude someone who I set to include previously, but didn't clear on a clean save. So, mileage may vary.
nyaalich Posted April 9, 2014 Posted April 9, 2014 Eating is in, but I've tried to get a hit for several hours an no one has ever asked me to eat to test it. I've been groped by about everyone in town in goodsprings though. Of course they don't. You've got quite the reputation.
BoondockSaint Posted April 9, 2014 Posted April 9, 2014 I'm going to start a new game to test if Yukichigai Patch runs better than Mission Mojave, thus I'll run this new version in a clean save. A technical question: to have a fresh new game you have to play through the entire PC creation process (thus, all those messages appearing), or the game actually begins when you first step out Doc Mitchells House? Just asking, since I'll create a new PC anyway. On a different note, checking Dracomies' screenshots for his mod 'NV Redesigned', he gave to Sergio (a Freeside King), feminine facial looks as he doesnt seem to be straight. And yeah, ITTR that NPC with feminine manners in his dialogues. Feminine manners dont make you gay, but maybe he's to be considered to be added to the gay NPC list.
nyaalich Posted April 9, 2014 Posted April 9, 2014 Yeah. New game = New game. Suffer through Doc Mitchell and his mustache.
t3589 Posted April 10, 2014 Author Posted April 10, 2014 Updated again. Fixed some dialog refs not clearing. Running fair on my end. Now that I'm done correcting my mistakes (ftm), I can maybe move on to afterglow. And test eat if I can get a hit (they all just want to feel me up). I use an alt start mod. I usually load the game up with all the Sexout related mods disabled, begin fresh via alt start (bypasses doc mitchell wake up scene), get situated (establish base etc.), then make an SO free save, then use that as a starting point.
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