t3589 Posted June 9, 2014 Author Posted June 9, 2014 That's just it. Orientations in this mod are not static, even without the randoms. On one hand I can see the benefit of using the NG orientation. It would mean that this mod and other mods could all see them as the same orientation, at least, until this mod changes their orientation by persuasion. lol I probably need to dig around and figure out how NG determines orientation and how those lists actually work. This is just one example of a huge list of variables that I eventually want to conform to, but am waiting on others to come to a consensus on. For example I want to switch to the agreed upon NX vars from the modders NX vars post. A lot of those mirror what I've got going on in this mod. Then there are variables that I eventually want to hand off to other tracking mods that do it better. For example this mods Lust attribute has been a temporary attribute from the get go, and has always been waiting to incorporate its lust tracking with Spunk. This mod (the tracker part) has always been intended to be a sort of SCR for relationships. As such, I have always planned to tie into all of the framework/tracking mods vars, and it was never my intention to try and keep this mods data to itself. It just seems that way now because I need these things in place to move forward. So yeah I appreciate you guys pointing out these things. Even when I already know about them. lol
zippy57 Posted June 9, 2014 Posted June 9, 2014 All I can suggest is that if a mod has already set an NPC's orientation then you probably should treat that as a set thing and not let this mod change it.
t3589 Posted June 9, 2014 Author Posted June 9, 2014 The tracker of this mod doesn't, unless the mod using the tracker (in this case the example layer), tells it to do so. There are also NX flags in the tracker that mods can set on their NPCs to explicitly skip all, some, or none of the processing. So far you can have it selectively include/exclude processing of approaches, appearance, attributes, records, etc. That's why I say 'a sort of' SCR for relationships. The end goal of the tracker is for modders to be able to set a few NX vars, write their own dialog, and instantly apply an approach/relationship system to their mod. The point is to bridge the gap between the more artistic modders, and the more technically inclined modders among us. ie. With the technical aspect out of the way, artists have more freedom to.... art?
Halstrom Posted June 9, 2014 Posted June 9, 2014 Yeah I get the feeling we perhaps need someone to write a few esp's that populate the SexoutNG lists with the major named NPC's, sorta like flavour packs. I'm not sure there are too many mods that do actually set majore NPC's sexual orientations, besides gender there's also other sex orientations too of course like Dom/Sub, Toys & Critters.
nyaalich Posted June 9, 2014 Posted June 9, 2014 Way earlier in the thread, we talked/speculated on some NPC sexual preferences (although, a lot of the focus may have been on FO3 since there weren't same-sex perks).
t3589 Posted June 9, 2014 Author Posted June 9, 2014 I think Zippy meant that if a modder sets a custom NPC/Companion to a certain orientation, it should remain that way. I couldn't agree more. Likewise, the example layer of this mod has an example of holding on to the orientation settings. In other words, in the example I didn't want other mods to be able to make anyone any ol orientation, just as modders might do with their customs, only on a grand scale. Which is another reason I didn't use the NG NPC orientation lists. ie. NGs settings were giving the player control of orientation. And that conflicted with my layer mods orientation settings, just as zippy is pointing out. EDIT: Think of it this way. You make a custom NPC, you create a context around that NPC, you set the NPCs orientation to fit the context, and then someone comes along and sets it, and the context becomes completely meaningless.
t3589 Posted June 9, 2014 Author Posted June 9, 2014 I was responding to Halstrom's post. lol So was I. Sorry. It's like in traffic 'I'm not honking at you, I'm honking at the guy two cars in front of you.'.
nyaalich Posted June 9, 2014 Posted June 9, 2014 Played some today. Questions/Observations. 1) Random Goodsprings Settler was interested. I don't have small talk or smaller talk installed (on purpose). Says a line of dialogue to me and then exits. Perhaps you should check whether or not those mods are loaded? 2) Have you built mind games into this? Invited to Party. Accept Party. Turn Off. ...? 3) Started a new game due to installing a new version of a mod that required it. Did my NV to DC to NV stuff. COC'ed to Underworld. COC'ed to Goodsprings General Store. Random Underworld ghoul follows me through time and space to assault me. Had Charon with me the whole time. There were also ghouls in Underworld, and I think that I may have even seen Chet before I exited. I know that stalkers are supposed to be different. I probably just glitched it, but I figured that I'd mention it. 4) Got the "Walk with Me" activity. Dialogue choice ended up in Turn Off. No more activity dialogue options. Went into the saloon because I forgot what I was doing before I was interrupted. Left the cell to go to the workbench. Went to access Charon's inventory when I see the activity dialogue on the menu again. He was following behind me as opposed to walking independent of me.
ChancellorKremlin Posted June 9, 2014 Posted June 9, 2014 I tried the latest version and I've also come across what nyaalich mentioned about the turn offs. I'm finding it really hard to actually progress with pretty much anyone. My base appeal hovers between 8-12, through variations in Clothing Eval of pretty, sexy and classy, sometimes with just an outfit, sometimes with combinations and higher thresholds, but mostly I get something along the lines of: Flirt > Small Talk > Activity - Drink - > Flirt > Turn Off > Date > Turn Off followed by rejection pretty much to anything other than eat, drink or smalltalk, that is, any of the more interesting options. Being an 8 charisma with +2 added to it and wearing nice clothing, it seems really hard to think I'm getting turned down so often.
t3589 Posted June 10, 2014 Author Posted June 10, 2014 1. I'll get some ismod checks in there at some point. 2. I just fixed partying. Looked it over again. I'm not sure what's wrong. Only 3 types of NPCs should ever ask you to party. a. addicts, b. stalkers, or c. uninhibited., and only 1 type of NPC should ever say Turn Off. a. NPCs that aren't addicts or stalkers or uninhibited. So I'm not sure how they are asking if they're also rejecting. I suspect something screwy with the withdrawal spells. They ask when withdrawal returns positive, then say turn off because the withdrawal no longer returns positive. Though I'm just speculating. How it would get from one to the other in the course of the same conversation I have no clue. 4. Walk With Me exits the conversation and has no dialog choices. How you get from there to turn off is beyond me. Walk With Me is usually but not always an attempt by the NPC to lure you away from other NPCs they see as competition. They ask you to walk with them, the activity has begun. You can then either follow them around for the duration of the activity or go on your way. I think I see what you're saying now though. You mean when talking to them during the activity you get turn off? If so, yeah that'll happen. @CK: The flow of dialog you've outlined is rather confusing. So They Flirt > You Small Talk > Dialog Exits = a single issue to deal with. I'm not sure where each of your problems begin and end in other words. If you just mean that your PC is hot and you're not getting enough positives, here's a tip. Charisma only guarantees one thing in this mod. That NPCs are more likely to pay attention to you. That's it. That's all it does. It does not make NPCs like you. It may enhance the affection NPCs already have for you. It will likely even enhance the NPCs desire to sleep with you. But it will not make them like you all by itself. And this is highly intentional! lol Think of it this way. I think my wife is the most beautiful woman in the world, but at the same time I am under no delusion that she's 'hot'. I mean, she's hot to me, but that currency doesn't have an exchange rate in the rest of the world. lol You see what I'm getting at? The viewpoint of this mod will be (speaking of the layer, not the tracker): - There is so much more to a relationship than being hot. - NPCs that are shallow will respond to what's on the surface. - NPCs looking for something more meaningful, will respond to something more meaningful. If you want to ensure a lot of positives in a short time, then you should appeal specifically to one or the other. ie. Try putting on something that looks easy or slutty. I bet every shallow NPC gives you tons of positives. On the reverse, try working the dialog to build up a meaningful relationship. I bet by day 2 of doing that, they'll give you the more 'valuable' positives. EDIT: I should also add that the appeal base determined by the tracker, is just a base. It represents outward appearances only. The layer takes this base and uses it in calculating attraction. Therefore, your actual attraction is probably much higher than the base number you're seeing. The reason the appeal base is displayed and attraction isn't, is that appeal is attached to the player, while attraction is attached to the individual. ie. Every NPC has their own personal attraction, or lack thereof, to the player.
t3589 Posted June 10, 2014 Author Posted June 10, 2014 Update in the OP. I've fiddled with partying some more. Let me know if it still happens. I've also added a reset button to the conn, and fixed exclude/include which was broken. Now you can exclude and it isn't permanent. Include will show up on the conn incompatible message if they're excluded, so you can bring them back in at a later time. The reset button is in the conn attributes menu. You'll probably have to wait a min or two for them to be processed after reset. EDIT: Tested the reset button and fixed it up a bit. Working quite well on my end.
nyaalich Posted June 10, 2014 Posted June 10, 2014 Only 3 types of NPCs should ever ask you to party. a. addicts, b. stalkers, or c. uninhibited., and only 1 type of NPC should ever say Turn Off. a. NPCs that aren't addicts or stalkers or uninhibited. IIRC, Charon's inhibition was somewhere between 40-55%. Other two shouldn't apply unless addict is arbitrarily assigned to NPCs.
t3589 Posted June 10, 2014 Author Posted June 10, 2014 Only 3 types of NPCs should ever ask you to party. a. addicts, b. stalkers, or c. uninhibited., and only 1 type of NPC should ever say Turn Off. a. NPCs that aren't addicts or stalkers or uninhibited. IIRC, Charon's inhibition was somewhere between 40-55%. Other two shouldn't apply unless addict is arbitrarily assigned to NPCs. No, addict isn't assigned at all by this mod. They'll need a vanilla addiction withdrawal running, however that works. Supposedly once the game pegs them as an addict it returns true on those withdrawals, even if they aren't actually running. Or something like that. I may need to put back the addiction tracking I had going way back when. Drats! Are you sure he wasn't a stalker? Thanks. Let me know if it happens with this new one.
nyaalich Posted June 10, 2014 Posted June 10, 2014 Shouldn't be. O.o I've had other stalkers in previous games. Never got a stalker message in the new game. Just 20 billion "Someone is staring at your legs." ; P EDIT: Haven't d/led the latest, but I'll get it and install it before playing again.
nyaalich Posted June 10, 2014 Posted June 10, 2014 Also, can you use DRL just for immersion without sexin'/commitin' up people? Why would you? I don't know. I just like the idea of shooting the shit w/ Trudy or other people that I like. I realize that could be a gateway to vendor discounts or random gifts ("Hey...you're the one that's been helping out Freeside" sort of deal). Cool idea, but I'm not requesting that.
t3589 Posted June 10, 2014 Author Posted June 10, 2014 Put on some pants! Update in the OP. Lots of little changes. - Initial attributes now account for same sex compatibles (bonuses). - Solo sex is now a real preference (now all prefs are possible at once). - Sexual prefs now ensure the NPC gets at least one. - Sexual prefs are no longer permanent, and change dynamically (over time/after sex/stalkers).
t3589 Posted June 10, 2014 Author Posted June 10, 2014 Also, can you use DRL just for immersion without sexin'/commitin' up people? Why would you? I don't know. I just like the idea of shooting the shit w/ Trudy or other people that I like. I realize that could be a gateway to vendor discounts or random gifts ("Hey...you're the one that's been helping out Freeside" sort of deal). Cool idea, but I'm not requesting that. Yeah someone way back in the thread here mentioned basic friendships. I still feel the same way. Though I could probably be talked into expanding the incompatible interactions at some point. I've been eyeballing them upon occasion with ideas.
nyaalich Posted June 10, 2014 Posted June 10, 2014 Heh. It was probably me with similar wording. ; P Just verifying how stuff works now. I had the option with Trudy. Don't know if it accounted for the Bisexual setting in NG in the previous version. So I was curious.
t3589 Posted June 10, 2014 Author Posted June 10, 2014 Funny you should mention her. She seems to like to come up Bi in this version when the PC is set to Bi. A lot! No clue why. I got tired of resetting her and just let her be Bi. You mean the option to shoot the shit with her? You should be able to do that with all incompatibles. Though right now its like skating on thin ice (they're easy to piss off if you say the wrong thing). It accounts for the PC setting SexoutNG to BiSexual. But that only guarantees that a percentage of the population will be Bi, and there is no telling who that percentage will be.
nyaalich Posted June 11, 2014 Posted June 11, 2014 1) Selected either Flirt or Affection. Got Turn Off. Immediately conversation reinitiated by him with Fool Around. Instant end of conversation w/o giving me options to respond. Maybe I interrupted him during package change? 2) Walk with me. Was walking away from Primm anyway. He started walking back towards it. Activity dialogue. He stands there for awhile. Another activity dialogue. I stand around for awhile. He starts moving away (actually away from Primm this time). Activity dialogue. Stands there until Finished is triggered. 3) Right after that, was asked on a date. Didn't not realize that the date meant right fucking now until I went to go trade and saw the option. Oops? How was I to know that 2 AM on a Monday morning was prime date time? Maybe there is a "date tonight?" option. I don't know. Use your words, T!. ; ) EDIT: More on Trudy: Trudy was watching Sunny sleep. Cheyenne wasn't bothered. How long has this been going on, Trudy?
t3589 Posted June 11, 2014 Author Posted June 11, 2014 1) Selected either Flirt or Affection. Got Turn Off. Immediately conversation reinitiated by him with Fool Around. Instant end of conversation w/o giving me options to respond. Maybe I interrupted him during package change? 2) Walk with me. Was walking away from Primm anyway. He started walking back towards it. Activity dialogue. He stands there for awhile. Another activity dialogue. I stand around for awhile. He starts moving away (actually away from Primm this time). Activity dialogue. Stands there until Finished is triggered. 3) Right after that, was asked on a date. Didn't not realize that the date meant right fucking now until I went to go trade and saw the option. Oops? How was I to know that 2 AM on a Monday morning was prime date time? Maybe there is a "date tonight?" option. I don't know. Use your words, T!. ; ) EDIT: More on Trudy: Trudy was watching Sunny sleep. Cheyenne wasn't bothered. How long has this been going on, Trudy? 1. You pissed him off right before he approached. lol He was all 'OK, I'm going to make my move. Just a little shot of courage. Here we go...', then you come along and flirt 'NO no no, you're ruining it for ME!', 'Wanna fool around.... you know what? To hell with it!'. rofl I know what causes that btw, I'll look into fixing it. 2. That's how Walk With Me works. You don't always have to go anywhere. You just have to stick with them. It's sort of like a moving hang out. Though the more NPCs that there are around, the more likely they'll lead you away from where everyone else is. 3. Dating works like this: - PC or NPC asks for date. - PC or NPC agrees to date. - NPC will now display 'Date Dialog' until you go on the date. A. If you select date dialog during the day, the NPC should return casual dialog options minus activities (this is your reminder). B. If you select date dialog during the evening - dawn, the NPC should return 'Let's go.', meaning they're following you for the date. So literally you can have several dates during the course of the evening with the same or many NPCs. Many times at the end of a date, if it's not too late in the morning, they'll ask for a date again. This means they want to continue the date, which you can do immediately, or you can save them for the next day. Your choice.
t3589 Posted June 11, 2014 Author Posted June 11, 2014 1) Selected either Flirt or Affection. Got Turn Off. Immediately conversation reinitiated by him with Fool Around. Instant end of conversation w/o giving me options to respond. Maybe I interrupted him during package change? It wasn't anything you did. Update in the OP. I think this is fixed now. Let me know.
t3589 Posted June 11, 2014 Author Posted June 11, 2014 Big shift in this update. Funny story using the usable toilets mod. I was at the saloon in goodsprings. Went to the restroom to have a slash and closed the door behind me. Right in the middle of it all, Ringo comes barging in 'Do that somewhere else!'. lol This led to a complete overhaul of the public sex/nudity system. NPC detection (for the most part) is now LOS. Let me know if I broken anything. Enjoy peeing in peace!
Recommended Posts
Archived
This topic is now archived and is closed to further replies.