BruceWayne Posted April 10, 2014 Posted April 10, 2014 Which alt start do you use? I've been having a look at this one for testing purposes: http://www.nexusmods.com/newvegas/mods/45739/? Do we still have to go through Back in the saddle to start the mod or does it bypass that check now?
nyaalich Posted April 10, 2014 Posted April 10, 2014 That is an excellent question. T! could do an "is mod loaded" check to remove the "Back in the Saddle" quest. Of course (meh), TTW users that actually start in the vault (Doc Mitchell takes so much gloriously less time!) wouldn't be able to start DRL really until they traveled to NV and did that quest.
t3589 Posted April 10, 2014 Author Posted April 10, 2014 That's the one I'm using Bruce. It doesn't bypass anything but the Doc Mitchell scene. You can also start at a random location instead of GS. I'm thinking maybe I should take the quest delay off again. I added it by request to the prototype because someone was getting interrupted while doing the tutorial. But this new copy works differently so maybe it isn't needed? Personally I was doing fine just loading the mod when I wanted to begin it. Any suggestions? EDIT: OK I went ahead and uploaded a new copy with the start delay removed. We'll see how this goes.
BruceWayne Posted April 10, 2014 Posted April 10, 2014 Cool, I'll check it out. Maybe something like an activator? Like a consumable that gets added when the mod is first loaded and starts all the scripts (just set some init variable) once it is consumed? Further down the line, once all the gameplay features are implemented, I'd maybe go with MCM or a more sophisticated "alt-start-mod-check" that let's it start whenever you tell it to. Edit: No check would work too.
t3589 Posted April 10, 2014 Author Posted April 10, 2014 Well I never really needed the check. But now that it works differently, plus you now have more control (adding removing NPCs) that I don't really see being interrupted at the beginning of the game being an issue. Now you should be able to just hold off loading the mod until you're ready for it. EDIT: You TTW people... I feel pressured to get FO3, even though I probably won't play it. lol
nyaalich Posted April 10, 2014 Posted April 10, 2014 IKNORITE! You got rid of my patch. I can take a hint. The patch tried to set sexuality for NPCs even though that was much less defined in FO3, but it also put certain NPCs off-limits. Like your dad.
t3589 Posted April 10, 2014 Author Posted April 10, 2014 IKNORITE! You got rid of my patch. I can take a hint. The patch tried to set sexuality for NPCs even though that was much less defined in FO3, but it also put certain NPCs off-limits. Like your dad. It still does all that, just without lists. In order to auto include named NPCs, auto exclude, and set sexuality, a patch is still needed. If you want to make as new one I'll sure put it up there. Here are the current settings for vanilla FNV. This is all you need. I'd add TTW but don't have the refs. ; Set Default Bi NPCs IgnacioRivasREF.NX_SetEVFl "SODRT:Att:bBi" 1 MannyVargasREF.NX_SetEVFl "SODRT:Att:bBi" 1 VMS18CarlyleStClairREF.NX_SetEVFl "SODRT:Att:bBi" 1 VMS21JoanaREF.NX_SetEVFl "SODRT:Att:bBi" 1 ; Set Default Gay NPCs ArcadeREF.NX_SetEVFl "SODRT:Att:bGay" 1 CFHRichardsRef.NX_SetEVFl "SODRT:Att:bGay" 1 JimmyRef.NX_SetEVFl "SODRT:Att:bGay" 1 vMOMajorKnightREF.NX_SetEVFl "SODRT:Att:bGay" 1 ; Set Default Lesbian NPCs CorporalBetsyRef.NX_SetEVFl "SODRT:Att:bLesb" 1 VeronicaREF.NX_SetEVFl "SODRT:Att:bLesb" 1 ; Set Excludes PrimmRubyNashRef.NX_SetEVFl "SODRT:bExcluded" 1 PrimmJohnsonNashRef.NX_SetEVFl "SODRT:bExcluded" 1 VESGSGeckomanNPC.NX_SetEVFl "SODRT:bExcluded" 1 Other than that everyone in the SCR named NPC list gets auto added, but that's not a huge issue it just means you'll have to add them through dialog instead. At least until I get FO3, or like you said make another patch.
nyaalich Posted April 10, 2014 Posted April 10, 2014 How does it work with gay/lesbian characters if you're the opposite sex? Do you still get the "allow" prompt and then just have to try even harder? Is there any visible indicator in DRL that says "HEY THIS NPC IS NOT STRAIGHT!"?
t3589 Posted April 10, 2014 Author Posted April 10, 2014 Incompatibility is based on several things. Sexual Orientation, Alignment, and XP Level, so far. Incompatibility is also oriented to the POV of the NPC. ie. It's how they see themselves in relation to you. If an NPC thinks they are not compatible with you, they will a. spam console with either 'Out of your league' == too high XP Level, or 'Doesn't swing that way' == not romantically interested in the PC. Incompatible named NPCs are still auto added, and you may also choose to add generics who are not compatible with you through dialog. Once they are added, you can 'work' on them. ie. My PC is female, Trudy doesn't swing that way, so I add her and begin to have conversations with her on occasion. At some point if I continue to do this and don't piss her off too much she may come around to become 'bi curious'. If I succeed, she turns bi and then she becomes 'compatible'. I hope that's clear, sorry. I get to explaining things and find I have to read it twice before it makes sense. More coffee.
BruceWayne Posted April 10, 2014 Posted April 10, 2014 Okay, I've managed to start a new game and everything seems to work okay on the technical side. I'm using the alt start mod and tried a few different random starting locations and it works anywhere (yay). I've talked to a couple of people, had the option to add/not add them and got spoken to several times. They whistled like in the prototype and came to my character, though they used their standard greeting the first time around. I'm not sure if that's intended or not, but after that, if they started a conversation I got their DRL dialogue. I've been trying to progress to something more than dialogue, but I seem to always say the wrong things. A few tips on what to do and how to progress would be appreciated. Or a small explanation on how the gameplay is supposed/not supposed to play out.
t3589 Posted April 11, 2014 Author Posted April 11, 2014 Yeah I had a slew of neat new stuff to stick in but got called away on a service call earlier. What are you trying to accomplish? EDIT: Alright had to get back to my lucky box. There isn't a whole lot to do right now except eat and flirt and give affections. So if you're just trying to have sex, wear something naughty and find a virile/fertile to flirt with. EDIT EDIT: Uploaded my latest copy. I was making time when I got called away and now I forget where I left off. I think incompatible eating and player asking them to eat is in now. Playing catch up. Added another hint to the OP. Turns out if you sit down across from them, and they are compatible, all you have to do is wait. They'll talk to you eventually. Hints: - Different clothing gives different levels of attention from different NPCs. - Stand in place next to an NPC long enough and you'll get noticed. - Find someone who was listed in the console as virile/fertile or kinky (for now, this will be removed later). - The goal is to have a relationship, there are no rules or quests. - NPCs should act/react like people is the expectation of how it 'should' work. Within reason and where practical of course.
nyaalich Posted April 11, 2014 Posted April 11, 2014 I notice that you're generally doing 1 file as a daily rebuild. I'm assuming that a clean save is required/recommended before each update?
t3589 Posted April 11, 2014 Author Posted April 11, 2014 I make changes to both files. As I progress, I absorb things into the tracker from the layer if it can be. Right now the only thing I can think of to clean save for would be eating. Once a day you get 3 eats. The first 3 eats are given out at mod start. So if you want to have 3 eats right away, then clean save. Otherwise, you'll have to wait for the next new day to get them. EDIT: New build posted. Drinking is in. Eating improvements added. Fixed some broken dialog conditionals. Soon to come, do drugs together.
BoondockSaint Posted April 12, 2014 Posted April 12, 2014 I'm having again the same problem as before with this last release (24a). I can 'add a npc' but no more dialogue after It. Previous version 20140421a was working. Also, When the mod begins to actually work in game? I mean, I think It starts when Sunny sends you to pick the root and the flower, amirite? As NPCs behave when are checking the PC, they draw/undraw their weapons. This makes Sunny to draw/undraw her varmint rifle a few times. But when you star any dialogue with her, the weapon is unequipped and she adopt the hand to hand stance. And Its weird when she sends you to pick a couple of veggies while standing in a boxing stance. Could be this solved If the mod is triggered after you craft the healing powder? Just an idea. Again, thanks for all the work.
t3589 Posted April 12, 2014 Author Posted April 12, 2014 I'm not sure about the dialog problem. The only time I can think that dialog wouldn't appear is with NPCs that the player has made angry or upset or NPCs that are added by other mods. For example, Sgt. Arkus from AWOP. The dialog the authors of that mod gave her locks all other dialog out, and you have to use SmallerTalk to quickly initiate a conversation, say goodbye as fast as you can, then the dialog from DRL will show in the SmallerTalk initiated conversation. This is the very reason include and exclude were added. So that these dialog troubled NPCs can be excluded. If you're talking about dialog not showing with vanilla NPCs, I really don't know what to say other than clean save. If it's due to the player pissing them off, simply move on to something else for a while and come back to them after they've cooled off. The dialog will come back. The start delay has been removed completely. If you want to get situated before the mod begins, simply refrain from loading it until you're ready. Note to all: Something else to note is that this mod now cycles at a very leisurely pace. If you're in a hurry, you're extremely likely to become frustrated. This is an anti-poser mod. If you just want to pose the relationship and get to the sex, you might be better off using an instant gratification mod. This mod is not meant to be the entire focus of the game. If you're clicking through dialog in a rush, or repeatedly re-initiating conversations in the same instance, you're pretty much guaranteed to be disappointed. Trying too hard will usually just piss off the NPC. The way to get the very best results from this mod is to simply play the game, forget this mod as a primary focus, and just let things happen. This mod gives NPCs a will of their own so to speak. Sometimes that will, will not be the players will, and there is no formula or method to ensure that it will be. EDIT: Update in the OP. Fixed tracker NPC distance trigger. EDIT EDIT: Confirmed. Started mod, walked into Doc Mitchell's, saved, kept reloading until I got a 'virile' Doc Mitchell. Sat down across from him in the chair, initiated a conversation. Chose small talk. He returned affection. Chose small talk again. This time he returned flirt. Left it at that, not wanting to ruin my 2 successes. Sat. Waited. 3 min. He got up walked to the kitchen. I followed. Sat down at the table across from him. Waited. 2 min. He initiated a conversation. Flirted. Sat again. Kept from being tempted to try and risk playing the dialog odds to try and manipulate him further. 4 min. He asked me for a liquid lunch. I happened to have a bottle of scotch on me. I gave it to him. We went to the living room and he drank my scotch, the bastard (and got an alcohol token from sexoutdrugging I think). Next time I'll bring two bottles. Etc, etc... <whispers> Read the book..... EDIT EDIT EDIT: RL is slowing me down a bit. I have a new copy to upload but I'm experimenting with stalker behavior trying to get that finalized. Bear with me, it's happening.
t3589 Posted April 16, 2014 Author Posted April 16, 2014 Update in the OP. Partying and Stalking have been added. NOTE: Anyone can now be a stalker. Anyone. I'm wondering if anyone knows how/if addictions apply to NPCs? I know that NPCs often lose their spells (withdrawals) due to transitions and game reloads. I know that I can identify an addict by those withdrawal spells, but will any of those spells ever be present long enough and reliably enough to use those as indicators on NPCs? I'm thinking I may have to implement my own addiction tracking separate from the vanilla way before partying actually works as intended. Any advice?
zippy57 Posted April 16, 2014 Posted April 16, 2014 The wiki claims that checking for the withdrawal spell returns correctly even if they're not currently in withdrawal, though I have no idea how reliable that is for NPCs. You may end up having to check NPCs for the spell and then saving an NX variable to tell yourself that you detected it.
t3589 Posted April 16, 2014 Author Posted April 16, 2014 The wiki claims that checking for the withdrawal spell returns correctly even if they're not currently in withdrawal, though I have no idea how reliable that is for NPCs. You may end up having to check NPCs for the spell and then saving an NX variable to tell yourself that you detected it. Ty Sir. Funny thing is I had NX addiction tracking in and removed it thinking 'Oh well I'll just use the vanilla spells.'. If what the wiki says works that would be tits.
nyaalich Posted April 16, 2014 Posted April 16, 2014 What is partying? Also, you were saying that you were hanging out around Doc Mitchell for X amount of minutes. How does this translate to companions w/ their alert/relax stuff?
t3589 Posted April 16, 2014 Author Posted April 16, 2014 Partying needs some work still. It's where you and an NPC go somewhere private and either drink or do drugs. It can also be used as a lure when the PC becomes addicted for NPCs that just want to get you alone (stalkers). Yes. Hanging out is now literal. Just spending time together with an NPC can progress their interest. Companion toggles probably won't be needed unless you walk everywhere you go.
Contessa Posted April 17, 2014 Posted April 17, 2014 Kinda tough to follow without actual dialogue but I can't seem to stop trying every update you post of this mod. You got something special brewing here, I believe. It's pretty interesting as is.
t3589 Posted April 17, 2014 Author Posted April 17, 2014 @Contessa: ty. Stop peeking it isn't finished yet! lol OK I smoothed out a whole lot, fixed a few things. Removed most of the console garbage. Added some messaging. A few words on stalkers: Stalkers and rapists are now two different things. I'm calling stalkers NPCs who are more or less sex bullies. You can still have a relationship with them, and you may even prefer one if your PC is sub. They will literally stalk you. Literally. If your PC is dom however, they're easy enough to put in their place and/or avoid. Though when several of them get together they become bolder and less predictable. They may also offer drugs/booze if you're an addict, in order to try and keep you under their thumb/lure you into a secluded area. They will force themselves on you at opportune moments. As lovers they won't stalk you but will try and push you around. I'm still debating whether or not I should add gang rapists on top of stalkers, or just make it easier for gang members to become stalkers? Other notes: You'll notice the only thing that the console reports anymore are personality traits. ie. Virile/Fertile, Friendly/Nice, Sensitive/Emotional, Creepy/Kinky, and there will be many more. These are representative of the beginnings of me working out personality profiles. If we can come to a consensus on some of them I would be glad to automatically apply them to certain NPCs. I'm still toying with the idea of making sets of custom 'presets' that can be initiated with a single NX setting. But I mean, should Chet be sensitive? Should Trudy be kinky? Or should I just leave it vanilla stats based random so you never know what you're going to get? I'm eager for opinions on this matter. My default is the laziest way, but this could be really nifty.
Contessa Posted April 17, 2014 Posted April 17, 2014 Applying personality traits to certain NPC's would be wonderful. I say you should try the easiest method first and see how it works out before attempting to put personalities on certain characters. Then again I know nothing of such things but that's how I'd go about it. Having unique personalities on characters would make it easier for people to pursue really any kind of relationship they were interested in. Someone could be very dominating, someone else could be very submissive. Applying such things to NPC's would probably be very time consuming but would ultimately be rewarding for those of us who want more depth to relationships and having options as to what type you wanted. The possibilities are pretty limitless with the unique persona options.
zippy57 Posted April 17, 2014 Posted April 17, 2014 I'm always for anything that allows other mod creators to allow better interactivity between mods. The ability to specifically set certain personality traits on certain NPCs would be extremely helpful to allow characterization to remain consistent (though I must admit I'm going to be finding someone to forcibly disable this plugin on most of its NPCs since the few that aren't "off-limits" have specific romance arcs). I have a personal plugin that expands interaction with a lot of NPCs and a personality on your end would save a lot of scripting on my end.
nyaalich Posted April 17, 2014 Posted April 17, 2014 Are you envisioning one personality variable or more? Personality. Personality and sexuality (as in bedroom-demeanor). Personality and sexuality and favorite member of the Rat Pack (I like NPC 3! He's so dreamy!).
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