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[Wip] Intimacy Project


t3589

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Posted

As it stands you can set every aspect of the attribute profile already.  ie. Virile simply means the NPC has a 'libido'(which you can set) lower than 10, which translates to wanting sex after 10 doses of 'desire'(which you can also set).

 

Don't misunderstand me, I should have used more specific terms.  This mod has two areas of personality to cover.  Personality Profiles (dialog), and Attribute Profiles.  I'm talking about the latter.  Attribute Profiles.

 

So what I mean is, for example, instead of having a chance that Doc Mitchell is x,y,z... (just an example)

- Doc Mitchell always prefers oral and genital, but not anal (by setting the preference NXs).

- Doc Mitchell is always sensitive (by setting the heart NX).

- Doc Mitchell is never virile (by setting the libido NX).

- Doc Mitchell may or may not be friendly (by NOT setting the trust NX and letting it auto generate).

- Doc Mitchell may or may not default to Dom (by NOT setting the Dom NX and letting IT auto generate).

- Doc Mitchell never defaults to Sub (by setting the Sub NX).

- etc.

 

See what I'm getting at?  All the pieces are already in.  If we can come to a consensus within context I could make sure certain personalities are already set and never random.  Then once we get them straightened out, we can make presets of them that can be applied all at once interchangeably.  ie. Set Trudy to the Doc Mitchell attribute profile, instead of her own.

 

Sorry about that, I got my terms mixed up.  Personality profiles will be sets of dialog variations.  Anyway update in the OP.  Starting to get fun to play again on my end.  Might need a clean save as the pub sex prudes are back in.  Fixed a few odds and ends too.

Posted

While I think setting certain NPCs to a specific profile is a good solution, I think that somewhere down the line an in-game option to set NPC profiles would be excellent. Not only for when someone wants NPC x to have attributes and personality y and z, but also to cover mod NPCs that have not been set and that would automatically default to random or would not be covered at all.

 

 

Posted

The problem I'm having with attributes is in finding a solution that won't conflict.  Let's say one mod sets xNPCs attributes one way and another mod sets them another.  If I set defaults, then both mods will know what to expect and both can adjust in their own way, without overriding one another.

 

Each mod will be able to serve up its own dialog personality, no problem.  It's the threshold attributes that present a problem, as these are primarily static, set once, and speak directly to an aspect of the NPCs personality.

 

For example:

 

when Affection > Heart

set Affection to 0

add 1 to Disposition

 

Affection is a count attribute.  Multiple mods can set affection and they won't ever conflict.  Heart on the other hand is a threshold attribute.  It determines how much affection an NPC needs before adding disposition.  If multiple mods try and set it on the same NPC they'll conflict.  So my solution was to hard code the thresholds by consensus, then all mods will know what the thresholds are, and can thereby make adjustments to the amount of count attributes they hand out.

 

Man I hope that makes sense.  Personally I really enjoy the variety of not knowing what kind of NPC attributes to expect.  I just don't see a good way for mods to customize threshold attributes without saying 'this mod conflicts with this other mod'.  The easiest way around it that I can see is to come to a consensus on some NPCs for some of their attributes.

 

I'm still just thinking things thru right now.  I realize it will likely solve itself if no one ever uses the tracker as a resource.

Posted

I'd say just allow the conflicts. If someone installs two mods that change the same NPC, that's their mistake, just as it is with every other type of FNV mod.

Posted

lol  I like the way you think Zippy.

 

I've been thinking...  What if?  What if the tracker were a required master for mods using it?  Hear me out.

 

If mods simply added their options to the setup dialog, we could make it to where as the PC is setting initial inclusions/exclusions, they could also choose mod authors.  So let's say you have two mods.  One changes xNPC and one changes yNPC, but both change zNPC.  Therefore, when they go to set up zNPC, they get a choice of which mods attribute settings to use?

 

I think that would be really neat.  But again we're back to requiring a master, not to say that is a deal breaker, but it is what it is.

 

EDIT: I think I have an idea that will work well.  I'll add it here sometime soon.  Update is in the OP with a slew of fixes.  Including the humpy jumpy sex anims.  Set a bunch of default settings back to default from test mode.  Running smooth on my end.  Still plugging away at it.

Posted

I started a new run through NV yesterday and I decided to give this a try.

 

So, I'm not really sure how to use this mod. I've skimmed about 20 pages of this thread, but there are still things I can't figure out. I'll look through the esps and see what I can decipher, but can anyone post/link me to a brief digest about how to use and debug this mod?

 

Two small issues to report, btw: I'm having the same issue BoondockSaint described where I can add nameless NPCs but they won't have any dialogue afterward. Also, some NPCs (Sunny, for instance) don't have any options at all.

 

 

 

 

Posted

Aww.  That you're angry face makes me sad face.

 

The thing is that T3589 had a working prototype, and he is in the process now of rebuilding it into both a framework that other mods can use as well as a mod that stands on its own.  So a lot of the functionality has changed/is changing, and a large portion of the functions (though I don't know that there's a one-to-one way to qualify that) haven't been rebuilt into the current files.

 

I haven't really had the chance to use the newer files, so I cannot speak to how it's working/should work.

Posted

I started a new run through NV yesterday and I decided to give this a try.

 

So, I'm not really sure how to use this mod. I've skimmed about 20 pages of this thread, but there are still things I can't figure out. I'll look through the esps and see what I can decipher, but can anyone post/link me to a brief digest about how to use and debug this mod?

 

Two small issues to report, btw: I'm having the same issue BoondockSaint described where I can add nameless NPCs but they won't have any dialogue afterward. Also, some NPCs (Sunny, for instance) don't have any options at all.

 

I'll start a fresh game and see if I can re-create the issue.  Is your PC male or female?

 

Are you adding NPCs preemptively, and then immediately starting up a dialog with them after adding them?

 

EDIT: Fresh game, male PC, added female NPC, waited a couple of minutes, initiated dialog, casual dialog displayed.  Added 'don't rush' to hints and tips.  This mod is an anti-poser.  Those seeking instant gratification are likely to be disappointed with this mod.

 

EDIT EDIT: Wow the ladies really come at you as a male.  I haven't had a chance to try the male side until now.

Posted

The key to the utilization of this mod is to play the game.  I'm sensing that people are becoming frustrated and I think I understand why.  If you're used to playing mods where there is a specific announced goal (like a quest mod), or mods that have dialog combinations that you can 'look up' and/or learn how to always apply the desired effect (like a poser mod), you should not expect that from this mod because you will be heavily disappointed.

 

How to be successful in this mod:

- Rule #1 is Be Patient, this will solve most of your problems.

- Forcing a relationship, like in real life, is usually a big turn off.  Give them space.  Don't smother them.

- If you play a female PC, you shouldn't have to do anything but look good, and they will come to you.

- If you play a Male PC, if a woman instantly approaches you for sex, you SHOULD be suspicious.

- Also if you play a Male PC, being too eager puts the NPC in control of the relationship.  If you're always asking them for this or that, they wear the pants.  Which leads to...

- Play the relationship game.  Be aloof/mysterious.  Give them just enough to interest them and then let them come to you.  If they're asking you for this and that, you have more control.

- And lastly, any goals are purely your own.  ie. The goal of my female PC is generally to 'fall in love and settle down', and the goal of my male PC is generally 'to get laid as many times and as often as the opportunity presents itself'.  Though they often get switched somewhere along the way.  You make the call!

 

Hope that helps.

 

Posted

 

I'll start a fresh game and see if I can re-create the issue.  Is your PC male or female?

 

Are you adding NPCs preemptively, and then immediately starting up a dialog with them after adding them?

 

EDIT: Fresh game, male PC, added female NPC, waited a couple of minutes, initiated dialog, casual dialog displayed.  Added 'don't rush' to hints and tips.  This mod is an anti-poser.  Those seeking instant gratification are likely to be disappointed with this mod.

 

EDIT EDIT: Wow the ladies really come at you as a male.  I haven't had a chance to try the male side until now.

 

 

My PC is female. I didn't really use the mod (aside from flirting with Chet to make sure it was working) for the first hour or two of gameplay. I wrapped up Goodsprings, dealt with Primm, went to Mojave Outpost, and realized the people there didn't have any options (named and nameless NPCs).

 

After fast traveling back to Goodsprings, I found that Sunny and Trudy had lost their casual dialogue. Ringo and Chet still had theirs. Lastly, I checked up on a Goodsprings Settler and added him through dialogue. I checked him both immediately afterward and after 5 mins for the quest to cycle. I also noticed that the 'someone seems interested' messages died down significantly over the course of playing.

 

I messed with my load order a bit (my old ENB was buggy and for a couple new mods I found on nexus), so that might have affected it. I'll make another run down to the outpost later tonight to see if I can reproduce it. Are there any useful console commands for checking NPC personality, disposition, and so forth?

Posted

 

My PC is female. I didn't really use the mod (aside from flirting with Chet to make sure it was working) for the first hour or two of gameplay. I wrapped up Goodsprings, dealt with Primm, went to Mojave Outpost, and realized the people there didn't have any options (named and nameless NPCs).

 

After fast traveling back to Goodsprings, I found that Sunny and Trudy had lost their casual dialogue. Ringo and Chet still had theirs. Lastly, I checked up on a Goodsprings Settler and added him through dialogue. I checked him both immediately afterward and after 5 mins for the quest to cycle. I also noticed that the 'someone seems interested' messages died down significantly over the course of playing.

 

I messed with my load order a bit (my old ENB was buggy and for a couple new mods I found on nexus), so that might have affected it. I'll make another run down to the outpost later tonight to see if I can reproduce it. Are there any useful console commands for checking NPC personality, disposition, and so forth?

 

 

Went to Mohave Outpost, 7 NPCs tried to hit on me.  Are you sure you're walking and not running?  Also do you have a weapon equipped?  Dialog will disappear temporarily if you piss them off, which is really easy to do if they're incompatible, which Trudy and Sunny would both be if you're playing a female PC.  Give them some space, it will return.

 

'Someone seems interested' only applies to NPCs that you have not met.  If you've met them, it will no longer display this message.  Some NPCs will have the balls to approach you, others are shy.  Just because you see the interested message doesn't mean someone is coming at you.  If they're shy, you'll have to get close to them before they'll initiate dialog.  If you hear a whistle, someone definitely has something to say.

 

Checking their inventory may give some clues.  Other than that, you get to know their personality by getting to know them better through the course of your interaction.

 

EDIT: @ Angry: I'm not saying there isn't a problem somewhere.  If there is, I just need to find it before I know what to do about it.  Thank you for the report.  Always appreciated.

 

Posted

Yeesh, I feel like a fool. :-/

 

I probably should have mentioned this, but last time I teamed up with Sunny to breeze through primm as a non-combat character. I made my mad dash to the outpost without her this time, and the caravaneers were all over me. Then I grabbed Willow and sure enough everything stopped. So I guess followers inhibit relationships? Common sense strikes again.

 

And now that I've stumbled out of that problem, some feedback:

 

First off, I think this is a fantastic mod! I wish there were more files like this, especially if they had modders even half as dedicated as you are, t.

 

I love the conversation system. It can be a bit unpredictable, but it also suits New Vegas in a way. It feels a lot like blackjack - trying to get as far as possible without crossing any boundaries. If, down the line, you could add a few new responses to make it a little (but not a lot!) more clear where you stand I feel like it would be significantly improved. As it stands, it seems a bit too easy to respond to a flirt with affection, but return a turn-off. :lol:

 

And back to followers: I agree with the idea, but I feel like shutting everything down is a bit too harsh. Having a friend at your side can be a wet blanket for sex and romance, but it shouldn't prevent you from meeting new people or being ogled at. I'm not sure what your plans are for this feature, but I like having one or two companions with me and dismissing them seems like a lot of trouble for a stroll through town.

 

Posted

He may or may not have added "looks like a couple" for companions.  Previously, I found it odd that dudes would come up and hit on me when I was in a committed relationship and Charon gave 0 fucks about it.

 

The walking/running thing is the biggest thing to remember.

 

T!:  Perhaps you could add a companion check to add a dialogue toggle "track just friends"/"track romantic relationship".  In the real world, it is sometimes difficult to figure out when two people are involved vs. just friends sometimes (seem really close but no PDA).  Perhaps this could be the in-game equivalent of the "we hang out and joke around, but it's not like we're doin' it" dynamic.

 

Of course, as a result, if you do get involved with a non-companion NPC, they could periodically express jealousy/doubt over that since you're tromping all over the Mojave with this person instead of them for days at a time sometimes.

Posted

Has anyone gotten the dialogue to work with a companion, and/or have any TTW users gotten it to work with a FO3 character?

 

EDIT:  Pretty/Sexy/Classy/Dominant 17.  Walked.  Sat.  Unequipped weapon.  Told Charon to wait.  Fired Charon to another location.  No approaches/dialogue.

 

With him again, waited 24 hours.  Nothing.  Waited 24 hours again.  Nothing.

Posted

@Angry: Ty for the feedback.  That shut down is in there like nyaallich said, so you don't get pestered when you're with your special someone.  I can expand it though.  How about if you only look like a couple if you're compatible?  I'd go with the toggle idea, which is already built in.  I could just say if you're in a commitment at all then you look like a couple.  But then should strangers be able to know that just by looking?  It makes sense to me that if you look compatible you would most likely look like a couple.  Thoughts?

 

Also, love triangles are planned (probably when I expand on jealousy/inhibitions).  The dialog are simply placeholders at this point, selectable authors/settings on setup dialog is also planned.

 

Hint: Responding to a flirt with affection successfully is very similar to currency exchange.  Use it at the right times to empty out their desire, while filling their affection at the same time.

 

@nyaalich:  Ty.  Worry and reassurance are planned.  Does he have any tokens on him?  If so which ones?  Did you even get the setup dialog yet?

 

Posted

This almost shows "dwarf-fortressque" qualities in terms of the complexity of character interactions and awareness. :D

 

My two cents on the "should NPCs hit on you, if you are in a relationship, marriage, etc" is: absolutely, they should. If their advances are friendly, you have the option to decline, so I don't see the harm in them doing it anyway. If anything, it expands roleplay opportunities for your character to "resist temptation" or get some extra opportunities in for those that are less "monogamistic" inclined.

 

As for the confusion in the conversation system earlier, I think one of the "problems" at the moment is, that there is currently no way to tell which action had which effect in the long run. Sure you get the result for the current conversation topic, but in the prototype for example, I could always check the console to see the effect of my actions, which I really liked, because I could kind of figure out what to do and what not to do next. 

Posted

At some point I want to add:

- An intercept action of some kind (Hey Sister, He's with me, now piss off!).

- An option to tell one NPC to get along with another NPC (Love triangles).

- And an option to recruit a third party for sex, when the current partner is into it (read: when you can get away with it).

 

The couples thing made good sense to me mainly as a protection against stalkers.  Now that things have changed perhaps I should only apply it to stalkers.  ie. Travel in numbers for safety, instead of travel in numbers for toggle?

 

Those stats in the prototype were never meant to be permanent.  I did think about, like in LoversPK, one of those mods somewhere had an overlay that popped up when you hovered over the NPC with the pointer.  SO I'm not ruling out some kind of indicators at some point I just have to figure out what.  You shouldn't have to check the console every few minutes to play anyway, so that's not really a solution in the long run.

 

When I do enticements here soon you should at least be able to pick out the 'naughty' NPCs.  Remember these are the base settings.  They are meant to present the widest range in attributes possible.

 

The plan is to then selectively alter these base settings by attribute profiles, which will probably accompany a dialog profile (personalities).  So you open setup dialog, do your include/exclude, then hit a. default randoms, b. attribute profile, c. another attribute profile, etc.  Then choose a dialog author, default,b,c, etc.  Which leaves every NPC open for dialog authors to alter multiple times over.

 

For example: Let's say I choose the attribute profile for Doc Mitchell from modA, then the dialog profile (personality) from modB.  ModB happens to include mood variations.  Which means they provide more variety.  But I like the attribute settings from modA(because they make Doc Mitchell more manageable), even though I'm not going to use the modA dialog profile... this time.

 

At least, that's what I think about late at night when the power goes out.

Posted

lol! :lol:

 

Some kind of overlay would be really cool. Though I imagine that wouldn't be easy to pull off. I agree that checking the console every so often is not optimal, especially because you aim to tailor this mod to be "seamless" in every other way. A partial solution might be to give NPCs a status dialogue option which opens up a pop-up menu box which shows the current progress. It's not as intricate as a "hover-over" gamemode solution, but might serve useful to check attributes, personality, etc. Might be good for debug too, to see if everything works as intended and NPCs don't have options because they "don't want to" because of their personality/attributes/mood or if something went wrong.

 

I'd definitely be interested to work on some NPCs and give them some personalities, sometime in the near future. Plus, a system like this does sound exactly like it could be used for my Affairs mod. I could write some attribute/personality profiles for NPCs relatively easy, whip up some general dialogue for backstory, give them some daily routines and could thus expand really quickly, without having to worry too much about meta functionality, which this mod provides in spades.

 

(That's what I was thinking about late at night lately. :D )

Posted

Is there a limit to how far/long an NPC would follow you attempting to engage in conversation? I've had a line of NPC's suddenly appearing in the strangest circumstances. If there isn't, would it be possible to put one in this mod? Like they only follow you for a certain amount of time then cut off and "Give up".

 

I had a funny moment where some Powder Gangers followed me all the way to Sloan then started slaughtering the Miners. ;)

Posted

Stalkers will tail you for some time.  You should check behind you occasionally and see if anyone looks suspicious.  They'll follow you waiting for you to become vulnerable.  Regular NPCs if they are shy, and you get too far away, they'll give up on their dialog.  Regulars NPCs that aren't shy will launch right into startconversation, and if you walk away they'll probably still have startconversation.

 

Stalkers won't walk right up to you, but will follow at a distance.  They will only engage if A. You're alone, B. There are more than one stalker stalking you (makes them bold), or C. They think no one can spot them (be careful in alleys/secluded spots outdoors).  I may need to fine tune that stuff to mitigate those kind of things.

 

EDIT:  @Bruce:  I'd be glad to buildref willow in and set her however you like with multiple options.

 

@All: Any modder with any mod that wants me to set things a certain way for their NPCs, all you have to do is say the word.  Though this will mainly apply to NPCs with hard story arcs that really need to be set up a certain way out of necessity.  I don't want to say 'start sending me dialog profiles' yet as we're not quite there, not to mention some behind the scenes planning regarding that.

Posted

OK try this new one.

- accompanying companions should now allow for approaches, but may decrease them.

- on the other hand, accompanying companions will no longer 100% prevent stalkers, but may deter them.

- added a limit on the distance that approaches fire.  Try and lead some powder gangers into sloan now and see if it's any better.

Posted

I will give it a shot. The issue wasn't really them following but for some reason they were hostile to Sloan and after they tried talking to me they proceeded to slaughter everyone there. It could have been the NCR-CF Mod I had installed so I'm going to try the previous version without and then this one and see if there's a difference.

 

Losing Sloan is a minor inconvenience, but that could be a larger issue later on if say an important NCR NPC follows you into hostile territory and you don't notice it. That could already have been accounted for, I'm just throwing out thoughts.

 

 

I have been unable to replicate that series of events. Perhaps it was just one of those oddities that happens in a vacuum. I'll keep trying though. :P

Posted

New version in the OP.  This one will require an untouched save game.  A clean save won't do it, and will probably crash your game.

 

- Removed tracker setup dialog.

- Added Master Controls.

- Added Attributes View.

- Added Attribute Cheats.

 

Now everyone is auto added and it's up to you to remove them if they get in your way.  A new item 'Little Black Book' has been added.  Equipping this item will A. Pause the system until unequipped, and B. Reveals the Master Control dialog.  This item is equipped by default on mod start, you must unequipped it to resume the mod.

 

After the NPC has been acquired by the system, you should be able to use the master controls to view an NPCs current attributes.  Setting attribute traits cannot be undone, though they can be replaced with another attribute trait.

 

You can also completely reset compatible NPCs by excluding them and then including them again.

Posted

This one will require an untouched save game.  A clean save won't do it, and will probably crash your game.

What is this...I don't even...

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