Heinzelman Posted May 18 Author Posted May 18 6 hours ago, Error09072001 said: i just tried to do the mansion quest and it seems i can't continue it , when it tells me to go to santiago , it just gives me the normal options , like to ask for days of and stuff but nothing about the quest edit , i made it work ,aparently you need to visit trudys diner before the quest , otherwise it bugs out , but now i'm stuck at the last part of quest when you go back to Santiago , nvm , i just restarted the game and reloaded the save and it works , weird though Conclusion i just finished the quests , amazing work , really cool , i really enjoyed the General Reputation , the humiliation and stuff , would have been cool if there was an option to like deny it a little bit , out of embarrassment , instead of just having 2 options that are still , well i am a whore now , like , deny it and slowly beeing forced into taking their money and fucking them , either way , great mod , great update 10/10 WE WANT MORREEE Please ! quick idea for future , would be hot to have a quest where Nate "your husband" comes looking for you after he survived being shot ,and he finds you while being fucked buy a group of people , and he joins afterwards him telling you he is disgusted with what you became and leaves forever (i'm a bit fucked up in the brain , but it would be hot ngl ) Thanks for your Feedback. It's reassuring to know that you were able to play to the end. The issue with santiago is a dialog conflict. I should increase the priority for the quest. On the other hand, his regular dialog only appears if the player adresses him, while he is able to start the dialog for the mansion quest by himself. 41 minutes ago, msmfoster said: So what happens if you shoot the Triggermen who come looking for you? I tried it earlier and it worked well. Funny, with MSMA (the bimbofication mod)P even working as a whore she can't get enough sex to satisfy her cravings. I dont know what happens if you shoot them. Didn't thought about that But it is a good question, when I have time, I have to look if they are at least protected.
msmfoster Posted May 18 Posted May 18 8 hours ago, Heinzelman said: Thanks for your Feedback. It's reassuring to know that you were able to play to the end. The issue with santiago is a dialog conflict. I should increase the priority for the quest. On the other hand, his regular dialog only appears if the player adresses him, while he is able to start the dialog for the mansion quest by himself. I dont know what happens if you shoot them. Didn't thought about that But it is a good question, when I have time, I have to look if they are at least protected. So systems like MSMA can interfere with dialogue. Even getting near Santiago with cravings could issue a willpower request which would interrupt that. Hence it's a good idea to have bypass by initiating the conversation. Given that the Old Neighbourhood likely only understand violence. Consider an escalating violence cycle that ends with a price on your head (random ambush chance) or you decide to clear out the joint and end it. Based on the theme of the missions (I can't do the Unlikely Valentine related one). You may want to consider a Director of the Institue one, Brotherhood Sentinel, Railroad post Rockets Red Glare. Although I suspect if they clued in she's the Institute they may just let her walk away and realise she was 'just bored.'
MSM_Alice Posted May 18 Posted May 18 (edited) Hmmm.... maybe I also need some more finesse options that "craving-induced loss of control/craving/toss oneself at the nearest male" system. But as far as I know, I do a test for IsInScene (among many other tests). But maybe the player or Santiago) is not considered in a scene when the greeting line hasn't yet been completed, and the scene hasn't started in earnest. Maybe I need to run a test for IsTalking on the target and skip targets that are already talking. Or have an option of running that quest with a really low priority. ( right now it is somewhere in the middle, I think) After all, it is not reasonable to expect all the players will be able to keep their cravings in check during important missions. Edited May 18 by MSM_Alice
Heinzelman Posted May 18 Author Posted May 18 1 hour ago, msmfoster said: So systems like MSMA can interfere with dialogue. Even getting near Santiago with cravings could issue a willpower request which would interrupt that. Hence it's a good idea to have bypass by initiating the conversation. Given that the Old Neighbourhood likely only understand violence. Consider an escalating violence cycle that ends with a price on your head (random ambush chance) or you decide to clear out the joint and end it. Based on the theme of the missions (I can't do the Unlikely Valentine related one). You may want to consider a Director of the Institue one, Brotherhood Sentinel, Railroad post Rockets Red Glare. Although I suspect if they clued in she's the Institute they may just let her walk away and realise she was 'just bored.' 1 hour ago, MSM_Alice said: Hmmm.... maybe I also need some more finesse options that "craving-induced loss of control/craving/toss oneself at the nearest male" system. But as far as I know, I do a test for IsInScene (among many other tests). But maybe the player or Santiago) is not considered in a scene when the greeting line hasn't yet been completed, and the scene hasn't started in earnest. Maybe I need to run a test for IsTalking on the target and skip targets that are already talking. Or have an option of running that quest with a really low priority. ( right now it is somewhere in the middle, I think) After all, it is not reasonable to expect all the players will be able to keep their cravings in check during important missions. I am not sure if I understand it right. I meant this little checkbox. It makes the difference if the NPC can start the conversation or only the player: Most of the time I check this box, because in most cases I want to leave the control to the player. But sometimes not, either because I forgot it 🙃 or sometimes on purpose. For example when Santiago collects your daily earnings or the different comments from the triggermen in the club or when I think it would feel more natural, like on a longer sequence of scenes.
MSM_Alice Posted May 18 Posted May 18 (edited) 2 hours ago, Heinzelman said: I am not sure if I understand it right. I meant this little checkbox. It makes the difference if the NPC can start the conversation or only the player: Most of the time I check this box, because in most cases I want to leave the control to the player. But sometimes not, either because I forgot it 🙃 or sometimes on purpose. For example when Santiago collects your daily earnings or the different comments from the triggermen in the club or when I think it would feel more natural, like on a longer sequence of scenes. Yes, but even if it requires player activation, while the line that starts the scene (LP_DateHancock_Town5) is being said, wether it was done automatically OR via player activation, the scene itself is not considered started yet. So because there is no scene yet, the Player.IsInScene() check (that I have set up early, in the quest conditions) returns false in that time window, so the "loss of control " quest proceeds with its own scene. I do have a PlayerIsInConversation condition secondary check in the specific Topic conditions, ( the topic that starts the loss ofcontrol scene) which I assumed should have returned true, and acted as a blocker, since the NPC is really talking to the player, and it was meant to catch exactly this type of situation (NPC talking to the player but the formal scene not started yet) and it hsould prevented the "loss of control" line from firing, but apparently, alt least for msmfoster, it did not work, since it apparetly interfered with dialogue still. Edited May 18 by MSM_Alice
MSM_Alice Posted May 18 Posted May 18 (edited) The elegant solution on the MSMA side ( that should protect all " Talkers to the player" from Triggerwoman Reborn quests, but also all talkers in general from being interrupted by a player craving out of control dialogue) is simply me adding a new condition there 🙂 and maybe lowering the priority of that quest some more. I will do that on the next version. Edited May 18 by MSM_Alice
msmfoster Posted May 18 Posted May 18 22 minutes ago, MSM_Alice said: Yes, but even if it requires player activation, while the line that starts the scene (LP_DateHancock_Town5) is being said, wether it was done automatically OR via player activation, the scene itself is not considered started yet. So because there is no scene yet, the Player.IsInScene() check (that I have set up early, in the quest conditions) returns false in that time window, so the "loss of control " quest proceeds with its own scene. I do have a PlayerIsInConversation condition secondary check in the specific Topic conditions, ( the topic that starts the loss ofcontrol scene) which I assumed should have returned true, and acted as a blocker, since the NPC is really talking to the player, and it was meant to catch exactly this type of situation (NPC talking to the player but the formal scene not started yet) and it hsould prevented the "loss of control" line from firing, but apparently, alt least for msmfoster, it did not work, since it apparetly interfered with dialogue still. I haven't tried it yet, but sometimes shit happens. At least player initiated means I can recover, but initiating it again. I was just using your mod as an example of one that could interrupt possibly. It has in the past, but you've done an excellent job of tightening the proverbial screws.
MSM_Alice Posted May 18 Posted May 18 (edited) 3 minutes ago, msmfoster said: I haven't tried it yet, but sometimes shit happens. At least player initiated means I can recover, but initiating it again. I was just using your mod as an example of one that could interrupt possibly. It has in the past, but you've done an excellent job of tightening the proverbial screws. Got it. So it didn't actually happen this time with Santiago? Was the case more of a theoretical case? The IsPlayerInConversation actually worked, did what it was supposed to do, and allowed Santiago to say his line /start the scene uninterrupted? ( by MSMA atleast) Edited May 18 by MSM_Alice
msmfoster Posted May 18 Posted May 18 7 minutes ago, MSM_Alice said: Got it. So it didn't actually happen this time with Santiago? Was the case more of a theoretical case? The IsPlayerInConversation actually worked, did what it was supposed to do, and allowed Santiago to say his line /start the scene uninterrupted? ( by MSMA atleast) I'll know when I test it, and I'll let you know if it fails. So yes, theoretical because I've encountered such situations before.
Heinzelman Posted May 18 Author Posted May 18 (edited) 1 hour ago, MSM_Alice said: The elegant solution on the MSMA side ( that should protect all " Talkers to the player" from Triggerwoman Reborn quests, but also all talkers in general from being interrupted by a player craving out of control dialogue) is simply me adding a new condition there 🙂 and maybe lowering the priority of that quest some more. I will do that on the next version. So it is more like a priority issue? I'll have a look into my mod tomorrow. It may be possible, that i forgot to adjust the value on my quest. Edited May 18 by Heinzelman
22yuzhang Posted May 19 Posted May 19 I hope you can add more seductive-themed quest scenarios in your mods. Also design more plots where the player gets trapped, surrounded or captured by enemies. Give players multiple clear choices to decide their next move: surrender voluntarily, fight to the last, or persuade enemies to stall time and carry out a backup plan. Besides, please add more well-written adult-oriented content that fits the authentic post-apocalyptic wasteland setting and storyline perfectly.
22yuzhang Posted May 19 Posted May 19 I hope you can add more seductive-themed quest scenarios in your mods. Also design more plots where the player gets trapped, surrounded or captured by enemies. Give players multiple clear choices to decide their next move: surrender voluntarily, fight to the last, or persuade enemies to stall time and carry out a backup plan. Besides, please add more well-written adult-oriented content that fits the authentic post-apocalyptic wasteland setting and storyline perfectly.
MSM_Alice Posted May 19 Posted May 19 (edited) 7 hours ago, Heinzelman said: So it is more like a priority issue? I'll have a look into my mod tomorrow. It may be possible, that i forgot to adjust the value on my quest. Probably you don't need to do anything (at least as far as MSMA systems are concerned). It was a hypothetical scenario outlined by msmfoster, more likely to be experienced with mods that start scenes without filtering with such extra conditions, and not something he had experienced directly and recently, specifically with MSMA and TriggerwomanReborn combo (I had wrongly assumed it was something that had actually happened recently, and not just a hypothetical). Odds are, the IsPlayerInConversation condition I have there actually works there and prevents any issue. I will still add ISTalking prevention condition too for extra safety, for the sake of a scenario when there is a dialogue between two NPCs that the player eavesdrops on, then the NPC includes the player in the conversation. Like McDonough's argument discussion with Piper at the first entry in Diamond city, where Piper suddenly includes the player in the discussion mid-way. There IsTalking helps, IsPlayerInConversation does not. Edited May 19 by MSM_Alice 1
Aylis Posted May 19 Posted May 19 This here looks interesting. Got to see if I can add it to the guide. More options and/or locations are always good. 😊 1
woodrealmelf Posted May 19 Posted May 19 hello want to ask if starting the Bait on the line quest, is it still possible to join old neighbor or switch sides?
Heinzelman Posted May 19 Author Posted May 19 33 minutes ago, woodrealmelf said: hello want to ask if starting the Bait on the line quest, is it still possible to join old neighbor or switch sides? Hello, the old neighborhood quests will only start if you did not start the Bait on the line quest. So basically you can only join one of these two factions in one playthrough.
Heinzelman Posted May 19 Author Posted May 19 (edited) 14 minutes ago, Catblackpanzer said: Sorry, I wonder why the chem box is disappear? Hello, by default this quest just points to the center of the location, which seems like a floating marker in the middle of nowhere. This means you have to look for the item in the area around the marker. If you cant find it, look into the triggerwoman manager holotape (can be obtained anytime via the MCM) and change the marker to directly point to the item instead. You can also change the setting in the MCM (works only for the next instance of this type of quest). So in short, by default this quest shows where you need to go to search with your eyes, but if this is too difficult, you can change it to directly expose the item you look for. Edited May 19 by Heinzelman 1
Catblackpanzer Posted May 19 Posted May 19 6 minutes ago, Heinzelman said: Hello, by default this quest just points to the center of the location, which seems like a floating marker in the middle of nowhere. This means you have to look for the item in the area around the marker. If you cant find it, look into the triggerwoman manager holotape (can be obtained anytime via the MCM) and change the marker to directly point to the item instead. You can also change the setting in the MCM (works only for the next instance of this type of quest). So in short, by default this quest shows where you need to go to search with your eyes, but if this is too difficult, you can change it to directly expose the item you look for. Thank you so much, but i got one more question, when I went to the dimond city prison, its to far away to talk to prisoner, but if I try to unlock the cell, I get shot by the guard.
Heinzelman Posted May 20 Author Posted May 20 6 hours ago, Catblackpanzer said: Thank you so much, but i got one more question, when I went to the dimond city prison, its to far away to talk to prisoner, but if I try to unlock the cell, I get shot by the guard. Have you tried it from that angle? 1
Catblackpanzer Posted May 20 Posted May 20 Thank you very much, I really enjoy your mod!! Its sad that when I download Little Pawn and enter good neiberhood, I get kick out the game, even if its my first time to enter good neiberhood 1
Heinzelman Posted May 20 Author Posted May 20 4 hours ago, Catblackpanzer said: Thank you very much, I really enjoy your mod!! Its sad that when I download Little Pawn and enter good neiberhood, I get kick out the game, even if its my first time to enter good neiberhood Try to change the loadorder. Either my Mod in the bottom or put any mod that edits Goodneighbor lower than mine.
Gubbe73 Posted May 20 Posted May 20 So nice see it is updated! So if i understand correctly, to be able to do "all" of the new quests you need to be general of minutemen and not have started unlikely Valentine? And absolutely not go to the busstation and start the Fenway quests? Anything else i should think of? (Personally i had loved if it had been a "transistion from old neighbourhood to Fenway. Like it was for the other Girl in Fenway. Maybe one of them from Fenway gang could buy your services and for some ... tasks or so and heavy debt... be able to switch gang?) But that is only because i really like your mods and all playtroughs i want to play it all 🙂 1
Heinzelman Posted May 20 Author Posted May 20 26 minutes ago, Gubbe73 said: So nice see it is updated! So if i understand correctly, to be able to do "all" of the new quests you need to be general of minutemen and not have started unlikely Valentine? And absolutely not go to the busstation and start the Fenway quests? Anything else i should think of? (Personally i had loved if it had been a "transistion from old neighbourhood to Fenway. Like it was for the other Girl in Fenway. Maybe one of them from Fenway gang could buy your services and for some ... tasks or so and heavy debt... be able to switch gang?) But that is only because i really like your mods and all playtroughs i want to play it all 🙂 Yes, but if youre not the general now, this particular quest can still start later as soon as you have become general. The little check for the 3 new quests can run any time when a new client is supposed to spawn (depending on the chance in the MCM), so there is no need to hurry to become general I already thought about a buyout option for the player from the Old Neighborhood. But for a different opportunity. Currently its just an idea or nice to have, I'll see how this idea turns out. 1
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