astymma Posted February 14, 2012 Author Posted February 14, 2012 Release Version 1.2.0 Â Added proper check for GetSleeping. Â Previous check was if 1 == refTarget.getSleeping when it should have been if refTarget.GetSleeping > 0 Â GetSleeping has 5 return values ranging from 0 to 4 with >0 being various stages of being asleep or getting into or out of bed, etc..
Insidiator Posted February 15, 2012 Posted February 15, 2012 OK, small problem. When talking to an NPC with a drawn weapon while smallertalk is activated, their weapon disappears. They don't holster it, it justa vanishes. Also, if attacked while weaponless, they neither figh nor run away. They just stand there. Pretty sure it's SmallerTalk cause disabling it fixed the issue.
astymma Posted February 15, 2012 Author Posted February 15, 2012 OK' date=' small problem. When talking to an NPC with a drawn weapon while smallertalk is activated, their weapon disappears. They don't holster it, it justa vanishes. Also, if attacked while weaponless, they neither figh nor run away. They just stand there. Pretty sure it's SmallerTalk cause disabling it fixed the issue. [/quote'] Â Hmm, I'll take a look into this... I saw something similar happen for me but I wasn't aware SmallerTalk was doing it...
Guest xalien Posted February 15, 2012 Posted February 15, 2012 I've been seeing it too, never made a connection to smaller talk though.
astymma Posted February 15, 2012 Author Posted February 15, 2012 I've been seeing it too' date=' never made a connection to smaller talk though. [/quote'] Â This may have something to do with my ResetAI token, I'll check there first.
astymma Posted February 15, 2012 Author Posted February 15, 2012 Hmm as far as I can tell, this is directly related to StartConversation which is a major pain in the ass. I'm going to have to figure out some way of determining if an NPC is on a specific patrol/roam package that equips a weapon and forcibly re-equip their weapon on dialogue exit. I don't even know IF I can do that since the main point of people using SmallerTalk here is to initiate a sex act so if I forcibly re-equip a weapon it will just get removed by Sexout. Looks like I'll have to do some experimenting on how to fix this...
prideslayer Posted February 15, 2012 Posted February 15, 2012 You don't have to worry about sexouts role in it. It has its own rules for equpping and unequpping stuff, so if you do reequip it, sexout will remove and reequip it afterwards as normal. Â If it's still in their inventory, the NPCs should reequip it on their own though, just like they do with armor. The dialog callbacks in sexout use startConversation and I haven't added any (or heard of a need to add) any special weapon handling alongside it..
astymma Posted February 15, 2012 Author Posted February 15, 2012 Release v1.2.1 Â Adds a fix that will detect if a weapon is equipped, unequip it, add the SmallerTalk tokens, then re-equip the weapon .2 seconds later. Tested and appears to be working correctly... let me know if you see anything odd like them swapping weapons and NOT re-equipping the weapon they were wearing and other odd stuff like that. Â This fix was due to the Fallout engine having a bug with AddItem and EquipItem causing weapons to disappear and become unusable... yay bugs!
prideslayer Posted February 15, 2012 Posted February 15, 2012 Bugs vs. Fixes. The ultimate team deathmatch, older than any videogame.
astymma Posted February 15, 2012 Author Posted February 15, 2012 Bugs vs. Fixes. The ultimate team deathmatch' date=' older than any videogame. [/quote'] Â Great Flood comes to mind... ultimate bug fix lol. Â
astymma Posted February 18, 2012 Author Posted February 18, 2012 Release v 1.2.2 Â Reverted to armor based tokens instead of miscitem tokens. Miscitem tokens were showing up in vendor inventories as objects that could be purchased and for the life of me I couldn't figure out how to hide them so I reverted to armor tokens that can be set non-playable and thus be hidden from player view in pipboy inventory and vendor windows and loot windows. I'm still attempting to fix the bug where this author uses massively long run-on sentences though...
Nonsense667 Posted February 18, 2012 Posted February 18, 2012 I'm still attempting to fix the bug where this author uses massively long run-on sentences though... Â Fight the power! Â [video=youtube]
astymma Posted February 19, 2012 Author Posted February 19, 2012 Release v1.2.3 Â Companion Wheel conversations are now enabled by default but it's now an MCM toggle whether you want them to happen or not. Some companion wheel enabled companions were working just fine, to include Cass, but others with very strict dialogue trees like Bella were not. Now, it's an option for you to set yourself.
revanag Posted February 22, 2012 Posted February 22, 2012 I have problem with SmallerTalk and Sexout plugins which uses it for dialog. For example discounts ( sexoutsex also confirmed ): When starting dialog with npc for the first time I don't have option for offering myself. However they appear after opening and closing barter menu.
astymma Posted February 22, 2012 Author Posted February 22, 2012 I have problem with SmallerTalk and Sexout plugins which uses it for dialog. For example discounts ( sexoutsex also confirmed ): When starting dialog with npc for the first time I don't have option for offering myself. However they appear after opening and closing barter menu. Â If an NPC has dialogue, SmallerTalk is not involved in the process. If the NPC has only goodbye flagged responses (meaning that their response doesn't open a dialogue window, just gets said and you're returned to normal gameplay), then SmallerTalk will initiate a conversation that goes "What's up?" followed by you saying "nothing much... and you?" and them saying "Same ol', same ol'...". If you aren't seeing that in your conversation, then SmallerTalk isn't even involved in what you're doing and you need to report your issue in the thread of SexoutSex or SexoutDiscounts.
ChancellorKremlin Posted February 23, 2012 Posted February 23, 2012 I'm still attempting to fix the bug where this author uses massively long run-on sentences though... Â Fight the power! Â [video=youtube] Â Wow, that was amazing. Watched the whole thing, gotta love Stephen Fry! Â Â Â Â
ChancellorKremlin Posted March 14, 2012 Posted March 14, 2012 Is it just me, or do these last few versions really require you to properly press the E button to get people to talk? I often find myself straining to get it to work, either continuously pressing E, or just tapping it repeatedly. Â As I remember, some of the previous versions worked quite well, ie just pressing it once as per normal conversations. Has anyone else noticed this?
sbseed Posted March 14, 2012 Posted March 14, 2012 i use custom key for the use/talk function.... middle mouse for me. and yea it can take more than one click for the conversations to trigger etc. not sure if it is something to do with these mods or lag, but it can get a little annoying.
ChancellorKremlin Posted March 14, 2012 Posted March 14, 2012 Well, my point is that in the previous version of SmallerTalk, it was usually just the 'one' click or press of the button that did the trick.
sbseed Posted March 14, 2012 Posted March 14, 2012 could be, but then again it could also just be one of those random things from the game engine itself lol.
astymma Posted March 14, 2012 Author Posted March 14, 2012 The release post for version 1.1.8 (last post, page 8) clearly said that the new method works by you pressing E then waiting 3 seconds and they'll walk back over to you and start the conversation. You should only need to press it once. The MCM screen also has a slider so you can set the timer from 1 to 10 seconds instead of the default 3. So yes, the new versions use a different start method which works differently than before. This change was required in order to not ruin dialogue responses that were both goodbye flagged AND say once flagged which were always fairly important responses like faction rep reward scripts or quest completion scripts. Â I am not seeing any of the behavior you're describing and it works as expected for me. I hit E once, wait for the timer, they walk over to me and start the conversation.
ChancellorKremlin Posted March 14, 2012 Posted March 14, 2012 Thanks astymma, I'll see if what is happening in my game matches what you've described, I am a very impatient person by nature, so it is possible that it is indeed working. Â I was unaware of the slider, so I will try and adjust that too. Thanks for suffering my noobish mistakes and helping me out nevertheless.
astymma Posted March 14, 2012 Author Posted March 14, 2012 Thanks astymma' date=' I'll see if what is happening in my game matches what you've described, I am a very impatient person by nature, so it is possible that it is indeed working. Â I was unaware of the slider, so I will try and adjust that too. Thanks for suffering my noobish mistakes and helping me out nevertheless. [/quote'] Â No problem at all. I'm surprised this hasn't been raised more often since it was a complete change of the firing mechanism for the mod.
astymma Posted March 14, 2012 Author Posted March 14, 2012 The change in 1.1.8 actually added a new "feature" to SmallerTalk that wasn't intended but is very useful to players. It now handles two types of NPC's so you can interact with them using Sexout and Sexout mods. Â The first type is what SmallerTalk was designed to handle. NPC's who would just say something and then close the dialogue window (goodbye flagged responses). They are handled as usual by hitting E and waiting for the timer to force them to start a conversation. Â The second type are the NPCs who *do* have dialogue but their dialogues are so full of very regimented replies that the Sexout mod topics don't appear. With them you can just set the timer slider high enough to where you can open a dialogue and then close it before the timer runs out and then they will walk over and start the conversation just like an NPC with only goodbye flagged responses would (and have the Sexout mod dialogue topics).
sbseed Posted March 14, 2012 Posted March 14, 2012 is that the part for actors a/b or is it b/c for the threesome's etc.?
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