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[Wip] Intimacy Project


t3589

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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...

 

 

It was Bruces idea. lol

 

Did you ever get this to work in TTW or are you still having problems?

 

Posted

Alright, I gave it a spin.

 

At first the menu seemed to work fine, but not for long unfortunately. I've set up my character without drt/drl active, set up all mods and started in GS with the alternative start mod and loaded both drt/drl after I had done that. I went to Chet first and everything seemed to work okay, the menu popped up after selecting the setup option. Went on to other folks and either didn't get an option at all (seemed to reflect wether or not they'd talk to me at all) or after selecting the option, no pop-up menu appeared. They still had the menu token in their inventory, which prevented them to display the dialogue option. After I've removed the token, the option reappeared, but again no menu. I've restarted a couple of times and found out that DocM's options never worked for me at all and afterwards Chet's options didn't work either.

 

After a look at the code, it seems that the OnAdd block for the token doesn't seem to complete, since the showmessage command is not conditional and should be displayed everytime. 

Posted

@Bruce:  Which copy?  I'm pretty sure I fixed that in v.09.  Try the latest one and that should be remedied.  I had yet to put in checks to prevent the script from dieing if they hadn't been setup by the system yet.  Now it should warn you and die peacefully.

Posted

The one that was available earlier today (08a).

 

Edit: Alright 11a seems to do the trick. The popup fired everytime, though Doc, Pete and Sunny say that I should wait a couple of minutes. 

Posted

The one that was available earlier today (08a).

 

Edit: Alright 11a seems to do the trick. The popup fired everytime, though Doc, Pete and Sunny say that I should wait a couple of minutes. 

 

I should probably put another warning in there.  It will always give the delay message if the NPC is incompatible.

 

Posted

I don't understand. Incompatible, as in excluded from the mod? Or incompatible because my char hasn't yet enough appeal to have a chance with them? I thought this is ought to be set with the options menu (at least include/exclude).

 

 

Posted

No, compatibility has several factors.  Firstly, sexual orientation.  The list of Vanilla NPC orientations are listed in the OP.  All others are assumed straight currently.  I've only added confirmed NPCs, though I'd like to add more.  I've always thought of Beatrix as bi, but can't prove it.  That sort of thing.

 

Secondly, alignment affects compatibility, but not retro actively.

 

And lastly, level differences can render some NPCs temporarily incompatible (read: out of your league).

 

Are we talking about Willow here?  Shouldn't she be bi?

 

Anyway if an NPC is incompatible it simply means you have to persuade them over time.  If successful, you'll peek their bi curiosity and they'll turn.  So no one is locked out permanently except a few NPCs that need to be (ie. Casino staff).

 

Update in the OP with a better warning message.

 

Posted

Anyway if an NPC is incompatible it simply means you have to persuade them over time.  If successful, you'll peek their bi curiosity and they'll turn.  So no one is locked out permanently except a few NPCs that need to be (ie. Casino staff).

Two questions:

 

Is there a way for a mod to lock an NPC's orientation?

Is the permanent lock out done by a list that mods can add to?

Posted
Two questions:

 

Is there a way for a mod to lock an NPC's orientation?

Is the permanent lock out done by a list that mods can add to?

 

 

Just set one of these to 1 or all of them to 0.  They're already locked in the sense that players can't pick and choose for themselves other than through the course of a relationship.

ref.NX_SetEVFl "SODRT:Att:bBi"
ref.NX_SetEVFl "SODRT:Att:bGay"
ref.NX_SetEVFl "SODRT:Att:bLesb"
ref.NX_SetEVFl "SODRT:Att:iConviction" ; Set this really high 1-100 to make the orientation stick by weight.
Posted

Ah okay.

 

I agree that Willow should be considered bi. But I can't say how well she plays with this mod, since I haven't tried anything with her yet. I suspect that there will be wonkiness involved, since she (or rather the mod) is quite sensitive in regards to her packages and scripted behaviours. The only savegames where I'm far enough in her quest, unfortunately all had the prototype active, so I can't try them out. Ultimately it's not that bad, because she comes with her own romance quest, though some of the advanced features would sure be nice to have.

 

I quite like that no one is set in stone in terms of their compatibility. It gives the whole thing a sense of actual challenge.

 

Here is some info regarding the vanilla chars that are affected by either confirmed bachelor (gay/bi) and cherchez les femmes(lesbian/bi): 

 

http://fallout.wikia.com/wiki/Confirmed_Bachelor

http://fallout.wikia.com/wiki/Cherchez_La_Femme

 

I guess there are potentially more chars that could be considered bi. But if they are not set in the script, I think the mechanic that you can spur their bi-curiousness if you "try hard enough" is quite effective in determining wether or not the player wants them to be one or the other. 

 

If in doubt all characters have rather extensive info on the wiki as well. 

Posted

Doesn't have to be anytime soon as this is obviously still in its very early stage, just a request/reminder that once you've got more things set in stone that you update the SODRTracker spoiler in the OP to have expected ranges for variables like iFidelity and iJealousy.

 

On the topic of Willow, excluding her from the system might be the best bet as unless this mod is closely watching her variables it will likely break her packages and have her in two different relationship states at once.

Posted

Too busy for testing since I checked in last.  Was thinking about starting a new game to see if that did it (if that's what Bruce's untouched clean save was all about).

Posted

Doesn't have to be anytime soon as this is obviously still in its very early stage, just a request/reminder that once you've got more things set in stone that you update the SODRTracker spoiler in the OP to have expected ranges for variables like iFidelity and iJealousy.

 

On the topic of Willow, excluding her from the system might be the best bet as unless this mod is closely watching her variables it will likely break her packages and have her in two different relationship states at once.

 

The expected ranges are generally 0-100, but can be anything you want them to be really.  For example I might set an NPCs orientation and then set their conviction to 1000, just to make sure they are extremely set on being that orientation.  So generally 0-100, but with thresholds they can literally be anything.  I'll make more notes in the OP sometime.  There are plenty of caveats I need to post.

 

The only reason I mentioned willow is because I thought Bruce might be testing this on her.  If not, then we can cross that bridge when we get to it is my view.

 

EDIT:  Updated the NX MasterList in the OP with some descriptions.

Posted

Too busy for testing since I checked in last.  Was thinking about starting a new game to see if that did it (if that's what Bruce's untouched clean save was all about).

 

No I just made a major change that required it was all.  I was joking when I said it was Bruces fault.

 

I am eager to hear if this works for TTW users, and what I can do to make it work if it doesn't?

 

EDIT: OK I think I got a handle on the public nudity finally.  Took me a few copies to fix it.  Moving on to, oh I don't know, something, next.

Posted

Nice! I'll test out the new version when I get a chance.

 

Speaking of Willow, I fiddled around with adding her and Niner a couple days ago. DRT really doesn't like them for some reason; it'll process NPCs from other mods, companions while they're following, and both at the same time, just not those two. I peeked a little under the hood to see what might be happening, and ended up playing with their stats (faction, esssentiality, etc) to make sure they didn't abort the base scan script, but no dice. I might try buildreffing Niner in another esp to figure out how to force him in from outside -- poor guy doesn't really have any other way to get action.

 

As for something to move on to, what about Amra's kissing anims? It seems as if the player can currently only initiate hugs and kisses as foreplay. It would be nice to have a stage of the relationship that was not yet sexual but more affectionate/steamy than conversation options. Especially if they had animations!

 

Another idea: you can kind of cheat the mod currently by quicksaving in between short conversations of one or two [Flirt]s or [Affection]s. I would love to see a mechanic that rewarded the longer, riskier conversations. Something like:

- 5x Hit Combo! +1 Libido!

- Three successful [Affection]s! Heart reaching critical levels! -> Free [Affectionate Kiss]!

Dunno how you would set/check variables for the branch conditions, though. You can compare dialog vars with globals...can globals be changed? If so, that could help on a per-conversation basis without resorting to an absurd number of spells and tokens.

Posted

Nice! I'll test out the new version when I get a chance.

 

Speaking of Willow, I fiddled around with adding her and Niner a couple days ago. DRT really doesn't like them for some reason; it'll process NPCs from other mods, companions while they're following, and both at the same time, just not those two. I peeked a little under the hood to see what might be happening, and ended up playing with their stats (faction, esssentiality, etc) to make sure they didn't abort the base scan script, but no dice. I might try buildreffing Niner in another esp to figure out how to force him in from outside -- poor guy doesn't really have any other way to get action.

 

As for something to move on to, what about Amra's kissing anims? It seems as if the player can currently only initiate hugs and kisses as foreplay. It would be nice to have a stage of the relationship that was not yet sexual but more affectionate/steamy than conversation options. Especially if they had animations!

 

Another idea: you can kind of cheat the mod currently by quicksaving in between short conversations of one or two [Flirt]s or [Affection]s. I would love to see a mechanic that rewarded the longer, riskier conversations. Something like:

- 5x Hit Combo! +1 Libido!

- Three successful [Affection]s! Heart reaching critical levels! -> Free [Affectionate Kiss]!

Dunno how you would set/check variables for the branch conditions, though. You can compare dialog vars with globals...can globals be changed? If so, that could help on a per-conversation basis without resorting to an absurd number of spells and tokens.

 

If they are marked essential, they'll be ignored by the system.  It may be that they shouldn't be added.  If a companion has their own relationship system my default position is probably going to be to exclude them.  At least until I can get around to testing the more popular ones and working out the details.

 

I'm not exactly keeping current with what's going on with Amra's anims, though I do stop in from time to time to see what's new.  Last I heard the animations had body issues.  Have these issues been solved?  The foreplay dialog is simply a placeholder for anims, due to the lack of anims to fit them.

 

Long conversations are entirely possible already.  Some of them simply require that you return to the top level to continue.  This is intentional for several reasons that I won't bore you with (TLDR).

 

Custom companion and dialog authors should be able to take the parts I'm providing and piece together something more intricate and detailed with as many branches as they desire.  Think of DRLayer as a template, instead of a fully featured dialog plugin.

 

Also, if you want to punish yourself by reloading the mod every conversation to get around failures, more power to you. lol  Though you'll probably end up outsmarting yourself, as failure is required in this mod, and is an integral part of the ups and downs of a relationship.  ie. If you never fail, you won't have access certain features of this mod, both current and planned.

Posted

Okay, T!.  You and me gots to have words.

 

Didn't get to try w/ NV companions, but Charon and Jericho both came up with "NPC not setup/incompatible.  Try in a few minutes."  Tried a few minutes IRL, in game, waited an hour, waited 24 hours.  Nope.

 

I did get some dialogue options w/ NPCs in FO3.

 

Do you have some sort of drugging from afar thing going on?  I don't have SO Drugging installed.  Maybe it was a freak thing and I accidentally somehow clicked on alcohol in my inventory.  Don't know.

 

What I know is that I got a "someone is checking you out from a distance," then my vision went black and white.  Went inside.  Vision was blue monochrome (could be my Halloween lights making it blue), and then after a little while longer, I got the blurry vision effect and then it went back to normal.

 

I'm a bit confused as to when you have to equip the black book for getting the options w/ an NPC and when you don't.  I've gotten it naturally with some but not others.  I get [Casual] options with women who are straight (Trudy is set to straight, isn't she? Anyway, others for sure.), although not with all men even w/o a companion.  I don't think that I have any of the NV sex perks (black widow, etc.) on the character.  My NG settings are Bisexual for player and all NPCs.  Don't know if those are taken into account.  Appeal is 17.

 

How does "out of your league" work?  FWIW, Charon is neutral, charisma 3, but I'm uncertain of his level in game.  I didn't see an AV that I could check for that.  I know for a fact that "below your league" usually doesn't stop people IRL.

 

How do lonely vs. friendly commitment settings work?  I played with them, but I didn't see a stat change.  Is it possible that the menu isn't updating?  Commitment stayed at 9% on both settings.

 

Glad that you built in cheats.  :D

Posted

I think I can answer a few of those: 

 

T said somewhere that essential chars are excluded. FO3 has the nasty habit of using essential characters quite frequently so there might be some incompatibilities there. This not so much an issue with FNV as there are only two essential entities in the entire game (Vendortron and Yes Man, so you can complete the game if you killed everyone else). There are some mods that introduce essential characters (or turn them essential, like some FO3 companion mods) and I think that FNV companions are essential in non-hardcore mode. In essence, maybe the exclusion of essential characters is not so much needed, as there aren't any of note or the ones that are (companions in non-hardcore) should be included to begin with. 

 

You need to equip the black book prior to conversation with an NPC to get the "cheat" dialogue option [sODRTCONN]. The casual dialogue option should appear independently from that, given that you have high enough appeal, the NPC isn't pissed and the NPC is not excluded (either with cheats, being essential or as defined from the mod). The black book is unequipped after the dialog is concluded and you exit the cheat menu and you have to equipt it again if you want to go back to the options.

 

 

Posted

Fascinating.  I do have a Companions Essential mod/set my comps to essential.  I'm curious why essential ones are excluded.

 

EDIT:  I'm also confused why the black book is equipped at the start of the game.  Just to refresh your appeal stats?

 

EDIT EDIT:  @BW:  I remember back when I used to be the resident expert on DRL.  Modder's pet.  :P

Posted

@nyallich: Check their inventory maybe?  You shouldn't have to wait more than 120 seconds tops.  I don't know anything about drugging or lights or any of that.  This mod doesn't apply any visual effects.

 

The black book is strictly for customization.  You don't ever have to equip it if you don't want to.  The only reasons for equipping it would be to view their stats, exclude them, re-include them after excluding them, or cheat.

 

You should have dialog with incompatibles now.  It looks the same as compatible dialog, but isn't.  Out of your league would be an NPC who is at a level higher than your level plus your charisma.  It's only forward facing, so lower shouldn't matter.  GetLevel in the console will tell you.

 

Changes to the attributes view take place slowly. ie. Let's say you flirt twice and then immediately check stats.  You won't see the change until the next cycle.  Lonely and friendly speak to their eagerness to commit.

 

I can't think of anything that would have shut Charon down.  Nothing has really changed that would exclude him.  Even if the system sees him as incompatible you should still get dialog.  I'd check his inventory every 2 min or so and see what changes.  I expect if he has both an included token, and foreplay tokens, then he should be ready for action.  If he has an included token and and incompatible token, then the system is seeing him as incompatible for some reason.

 

Equipping the black book halts everything while equipped.  I kept forgetting to unequip it so I made it auto for convenience.  Thanks, and let me know if you find anything.

Posted

It's equipped to begin with so you can get situated before NPCs begin hitting on you.  A sort of, when you're ready to begin, unequip.  Essentials were excluded out of habit really.  Also I test exclusively in hard core mode, so I'm not sure how things work in a non-hardcore game.  I could turn off essential checking and see if that helps?

 

What's weird is that the prototype had essentials excluded also?  So unless you recently began setting him to essential, I don't see how he used to work?

Posted

Nope!  Always essential.  Jericho would have been essential as well assuming that the NV companions essential mod applied it to him.  Was essential just to exclude robot/computer NPCs?

 

Lonely/Friendly Commit:  I could swear I saw a var shift after I toggled something else.  That made me think that there was something viewable for a threshold, I guess.

 

I think I checked the inventory after the first "incompatible" message, but there wasn't anything in it (not surprising?).

Posted

Hmmm.  Well the exact same bit of code that was in the prototype is the same bit of code that excludes essentials in the new versions?  I do them as a checklist.  ie.  Let's see who do we not want?  Let's exclude dead, disabled, children, creatures, essentials...  Just a habit really to put it in the list.  Some things you repeat so often that you stop questioning why you even do it.

 

Try the update in the OP.  I've disabled essential checking.  If that works then we'll know what's up.

 

The stats view is all calculated for you.  The percentages are the percentage of that particular NPCs threshold that is full.  ie. Love 50% means Heart threshold is 50% full of affection.

 

EDIT: He's not opposite alignment from you is he? 'GetIsAlignment Neutral'.

 

Correct.  He should get an incompatible token first (temporarily because he hasn't been set up yet), then he should have no tokens (while being set up), then he should have included token (stage 1 setup complete), then he should have foreplay tokens (setup complete and you should no longer get the message).  The cycle is every 120 seconds roughly (give or take 0-60 seconds).  Though the cycle pauses when you equip the black book.

Posted

Yay it works!  (only tested on Charon)

 

He's neutral, and I'm currently neutral.  I usually play good (although some motherfuckers deserve to be offed).  I'm working towards playing my first Legion playthrough, and while I realize that the devs weren't given enough time to make the Legion more rounded instead of "the bad guys," I'm expecting my karma to drop.  : P

 

EDIT:  How do karma difference work?  Is it just that good/evil are incompatible, or does neutral factor in as well?

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