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Posted

Thank you for your work, this mod is great! Just a suggestion: would be interesting addition; if possible; that your spouse, lover, wife etc. would be approched by other NPCs, if you don't maintain the relationship, thus making it constantly useful. Could add the possible characteristics of being adamant/unfaithful etc. to NPCs to spice up relationships. 

  • 2 weeks later...
Posted (edited)

Cool mod.

If there was still the possibility of getting paid for sex, it would be possible to install it alone and get rid of many gameplay mods.

Can you make a version, which would launch not Sexlab, but Ostim Standalone. Or a choice.

Edited by Nea_Bessy
Posted

Great mod, I noticed these errors spammed in the logs. I made some changes to your script. Let me know if this will break something. Possibly should have an else in there and still do the other command. Fantastic mod BTW,

error cooldown script.jpg

cooldown script edit.jpg

Posted
On 7/2/2024 at 1:43 AM, gg7base said:

Great mod, I noticed these errors spammed in the logs. I made some changes to your script. Let me know if this will break something. Possibly should have an else in there and still do the other command. Fantastic mod BTW,

error cooldown script.jpg

cooldown script edit.jpg

Thank you so much for your help, bro! I really love help like this because i'm just amateur. I was a beginner who had only learned Python for 2-3 weeks when I started making this mod with Chat GPT. So, I really appreciate this kind of help. I'm gonna fix that script. Thank you again!

Posted
On 6/17/2024 at 2:23 PM, Doc_Oc said:

Sounds a small bit like SLEN (Sexlab, Eager NPCs) which is a staple of my load order. Will DEF try this

 

please tell me if you find it compatible

Posted
21 hours ago, chang7710 said:

Thank you so much for your help, bro! I really love help like this because i'm just amateur. I was a beginner who had only learned Python for 2-3 weeks when I started making this mod with Chat GPT. So, I really appreciate this kind of help. I'm gonna fix that script. Thank you again!

   Sorry about this but one more error lol. I'm just glad some one made a mod like this so I didn't have to!

extends refalias.jpg

Posted
On 7/2/2024 at 8:12 PM, notfriendsftw said:

please tell me if you find it compatible

I have not seen any conflicts, so far anyhow. So far, so good :) If something does come up, I'll let you know!

Posted
18 hours ago, gg7base said:

   Sorry about this but one more error lol. I'm just glad some one made a mod like this so I didn't have to!

extends refalias.jpg

Thank you, bro! It's ok to report errors repeatedly. Because i don't have much time to test my mod in game. I really appreciate you.

Posted (edited)
9 hours ago, genericuser27 said:

Can you get raped by NPCs with this mod?

I think it's possible. But there is many rape mods. So that's not my goal.

Edited by chang7710
Posted

Is there a way to stop bandits from approaching you?  For example you are sneaking into a dungeon and then an approach scene begins (XX Bandits want to approach you). 

Posted (edited)

Omg thank u so much. it's a lil too barren rn, but Ima track the hell outta this. I'd love to see a mod replace Relationship Dialogue System by...you know, working more than %20 of the time and not being as outdated as bronze. Much luv, and all the luck, hope u slay ur way to giving all the scene features RDS has. We really need a dam full-fledged all-encompassing relationship, dating sim, and rage-sex typa mod for Skyrim. Every attempt in the past has ended in...well, just oblivious objective nothingness, so thx so much  for starting this.

Edited by LynErso666
Posted
22 hours ago, B3juc0 said:

Is there a way to stop bandits from approaching you?  For example you are sneaking into a dungeon and then an approach scene begins (XX Bandits want to approach you). 

Function OnGainLOS(actor akViewer, objectreference akTarget)
                            
    
  If !(akViewer.isHostileToActor(PlayerRef)) && !(PlayerRef.IsBleedingOut()) && !(PlayerRef.IsSneaking()) && !(PlayerRef.IsUnconscious()) !(PlayerRef.IsInCombat())
 
    Float Chance = utility.RandomFloat(1, 100)
    if Chance <= 33.3
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeHello(akViewer, PlayerAlias.IMP1)
    elseif Chance > 33.3 && Chance <= 66.6 && (akViewer.GetActorBase().GetSex() != PlayerBase.GetSex()) && !akViewer.IsChild()
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeFlirt(akViewer, PlayerAlias.IMP2)
    elseif Chance > 33.3 && Chance <= 66.6 && (akViewer.GetActorBase().GetSex() == PlayerBase.GetSex()) && akViewer.HasKeyword(Homo) && !akViewer.IsChild()
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeFlirt(akViewer, PlayerAlias.IMP2)
    elseif Chance > 66.6 && Chance <= 100
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeGift(akViewer, PlayerAlias.IMP3)
    endIf
    (A_CoolDown as CoolDownScript).AddInitiatve(akViewer)
    
  EndIf
    
    
EndFunction

 

I added this Bold part to the InitiativeEffectScript to stop unwanted approaches, Haven't tested yet, still looking at the alias scripts 

Posted
59 minutes ago, gg7base said:

Function OnGainLOS(actor akViewer, objectreference akTarget)
                            
    
  If !(akViewer.isHostileToActor(PlayerRef)) && !(PlayerRef.IsBleedingOut()) && !(PlayerRef.IsSneaking()) && !(PlayerRef.IsUnconscious()) !(PlayerRef.IsInCombat())
 
    Float Chance = utility.RandomFloat(1, 100)
    if Chance <= 33.3
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeHello(akViewer, PlayerAlias.IMP1)
    elseif Chance > 33.3 && Chance <= 66.6 && (akViewer.GetActorBase().GetSex() != PlayerBase.GetSex()) && !akViewer.IsChild()
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeFlirt(akViewer, PlayerAlias.IMP2)
    elseif Chance > 33.3 && Chance <= 66.6 && (akViewer.GetActorBase().GetSex() == PlayerBase.GetSex()) && akViewer.HasKeyword(Homo) && !akViewer.IsChild()
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeFlirt(akViewer, PlayerAlias.IMP2)
    elseif Chance > 66.6 && Chance <= 100
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeGift(akViewer, PlayerAlias.IMP3)
    endIf
    (A_CoolDown as CoolDownScript).AddInitiatve(akViewer)
    
  EndIf
    
    
EndFunction

 

I added this Bold part to the InitiativeEffectScript to stop unwanted approaches, Haven't tested yet, still looking at the alias scripts 

Also the same for AcquaintanceEffectScript

 

 

Function OnGainLOS(actor akViewer, objectreference akTarget)

 If !(akViewer.isHostileToActor(PlayerRef)) && !(PlayerRef.IsBleedingOut()) && !(PlayerRef.IsSneaking()) && !(PlayerRef.IsUnconscious()) && !(PlayerRef.IsInCombat()) ;----Added------------

    Float Chance = utility.RandomFloat(1, 100)
    if Chance <= 50
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeHello(akViewer, PlayerAlias.IMP1)
    elseif Chance > 50 && (akViewer.GetActorBase().GetSex() != PlayerBase.GetSex()) && !akViewer.IsChild()
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeFlirt(akViewer, PlayerAlias.IMP2)
    elseif Chance > 50 && (akViewer.GetActorBase().GetSex() == PlayerBase.GetSex()) && akViewer.HasKeyword(Homo) && !akViewer.IsChild()
        ( A_NPCinitiative as InitiativeQuestScript).InitiativeFlirt(akViewer, PlayerAlias.IMP2)
    endIf
    (A_CoolDown as CoolDownScript).AddInitiatve(akViewer)
    
     EndIf ;----Added---------------
    
EndFunction

Posted
On 7/6/2024 at 1:02 PM, B3juc0 said:

Is there a way to stop bandits from approaching you?  For example you are sneaking into a dungeon and then an approach scene begins (XX Bandits want to approach you). 

It's exactly the strange approaching I was worried about. And I'm just grateful that gg7base fixed it again. LOL

Posted (edited)
On 6/17/2024 at 9:32 PM, DayTri said:

Very cool to see a new mod like RDS and MCG.

 

OP, maybe you will consider blackmail features in the future?

I'm sorry. I think it's too far and complicated. I do think it's a good idea but i'm satisfied with the current features of my mod, so I don't plan to add any new ones.

Edited by chang7710
Posted
On 7/7/2024 at 7:48 AM, chang7710 said:

I'm sorry. I think it's too far and complicated. I do think it's a good idea but i'm satisfied with the current features of my mod, so I don't plan to add any new ones.


O nooooo! SO many years now I've been waiting for a mod to even come close to how useful and amazing that (now trashy and broken) RDS mod is 😰 Thiz haz been a heartbreaking follow.

Posted (edited)
18 hours ago, TheLoverLabCriminal said:

an issue follower want to initiate talk but never do what the issue ?

Do you use Nether's follower mod? If you are using that mod and it manages your followers, then Nether's follower mod will control the follower's AI, preventing my mod's AI from working properly. Anyway, the important thing is that if there's a mod that continuously manages the follower's AI, my mod's AI might not work properly.

Edited by chang7710
Posted
9 hours ago, chang7710 said:

Do you use Nether's follower mod? If you are using that mod and it manages your followers, then Nether's follower mod will control the follower's AI, preventing my mod's AI from working properly. Anyway, the important thing is that if there's a mod that continuously manages the follower's AI, my mod's AI might not work properly.

ye I do is there is a way to deactivate the ai thingy from nehter follower ?

Posted
5 hours ago, TheLoverLabCriminal said:

ye I do is there is a way to deactivate the ai thingy from nehter follower ?

 

Idk if that's possible, maybe if u disable every feature related to sandboxing and the follower doing things like crafting. But better yet, use a vanilla follower with an NFF Token (use console command "help NFF 4 MISC" to find and then use "openactorcontainer 1" to place in NPC inventory) and that will keep NFF away from them AND make sure (in the Slots page) the follower is moved to the vanilla game slot, if it still doesn't work. 

Posted
On 7/9/2024 at 3:37 PM, TheLoverLabCriminal said:

an issue follower want to initiate talk but never do what the issue ?

I had this happen also but it resolved itself after a save reload.

The problem is most likely a combination of implementation and Skyrim engine buggery

 

In the NPCInitiative quest the forcegreet package on the imcoming alias NPC is expecting a forcegreet topic

 

In my game the problem never reappear.

 

The fix if it gets wonky again is to change the first topic subtyoe to Forcegreet and then branch to subtopics for choosing the initiative type initiativeflirt etc.

Does anyone else have this issue?

initiative.jpg

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