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Posted

Btw @t3589 there is a small bug with first timers when you solicit them. Getting a successful proposition that leads to [First Timer] then gives you the usual [Follow], [Foreplay], etc options. But if you select [Follow] when you get to a private area, the option for [Proposition] shows up again. If you don't select it, you won't get paid - so you effectively have to use it twice, which is not how the other propositions work.

 

Then, I've noticed every [1st Timer] basically complains at the [Lewd] and [Demand] foreplay minigames, and always says "More Later' if you go with [Foreplay]. It's only possible to get to 1st base with 1st timers, because they are always complaining and saying more later, making them a waste of time, from a soliciting POV (which may be intended)

 

Just wanted to ask if this is the intended behaviour? Also, the double proposition has to be a bug though, right?

Posted
On 2/20/2022 at 7:13 PM, t3589 said:

 

It is essentially a relationship framework intended for dialog authors.  Although, proof of concept examples are included that make it playable.

 

who are the proof of concept npcs? and how should it progress? for instance, if one of the characters is a follower like Rose, does she slowly build up to allowing sexual interactions? does the NPC do anything automatically like hugging the PC or approaching them for sex? i want to know because this is apparently the closest mod to alot of the immersive skyrim sexlab mods, but it's also been suggested for use in replicating any presumably intimate relationship automatically, from one between parent and child as there are mods that allow the PC to reproduce and bring their child along as a follower.

 

i cant find alot of hard information on the mechanics, who it effects and how.

Posted (edited)
16 hours ago, gwyllgi said:

who are the proof of concept npcs? and how should it progress? for instance, if one of the characters is a follower like Rose, does she slowly build up to allowing sexual interactions? does the NPC do anything automatically like hugging the PC or approaching them for sex? i want to know because this is apparently the closest mod to alot of the immersive skyrim sexlab mods, but it's also been suggested for use in replicating any presumably intimate relationship automatically, from one between parent and child as there are mods that allow the PC to reproduce and bring their child along as a follower.

 

i cant find alot of hard information on the mechanics, who it effects and how.


As I have spent a lot of time using SOI, I can try and answer some of your questions. T dawg can pitch in if I've missed anything or if I'm in error.

As far as I'm aware, there are no proof of concept NPCs. You install the mod, then enable the mod in the apparel settings. There are various readmes and textfiles in the mod folder you can read for more details. It will ask you for a start dialogue key. This will be the key that starts all your SOI related dialogue. Next step, usually, in the settings, I enable 'Enable All' and set sensitivity to x3. Then, put some clothing on, and use the apparel settings in the mod to describe the clothing you are wearing - this will influence how NPCs react to you. If you set it to skimpy, short skirt, crotchless, sexy, slutty, looks like a prostitute, etc - well, NPCs will treat you as such. 

The mod normally adds NPCs themselves. (You can enable the debug colors in the settings, which will give NPCs blue/red hues, which are useful indicators they are reacting to you in some form, though it is a bit vague) However, I normally manually add an NPC by holding left shit + your conversation button. This will force-bring the mod's menu on that NPC, and will tell you whether they are excluded, reserved, banned, or available. Enable them, and then give them 2-3 mins to package. You can do this to other NPCs while the previous NPC is packaging.

 

Do this in a few areas, such as bars, towns, locations with NPCs, and soon you'll have a "network" of NPCs the mod can use. Then simply walk around, interact with them, use your talk button, suggest activities, dates, eat/drink/relax with them, build relationships and go by their responses. Eventually you'll have romantic encounters and the NPCs express romantic/sexual interests in you. And then you take it from there. There is a marriage option where you can exchange rings.

 

You can approach any NPC for sex/romantic feelings, but whether they reciprocate is up to them and previous interactions. It will take time. Change what you are wearing, spend some days away, speak to others, etc. Your charisma stat also plays a big part for sexual attraction.

As for babies, I don't know, as I've never used that part of the mod. Bear in mind, all the dialogue is done via placeholder text prompts. so you have to imagine the interactions - you won't read something that was pre-written for the interactions.

 

Hope that helps!

Edited by ChancellorKremlin
Posted (edited)
On 2/28/2022 at 10:17 AM, ChancellorKremlin said:

Btw @t3589 there is a small bug with first timers when you solicit them. Getting a successful proposition that leads to [First Timer] then gives you the usual [Follow], [Foreplay], etc options. But if you select [Follow] when you get to a private area, the option for [Proposition] shows up again. If you don't select it, you won't get paid - so you effectively have to use it twice, which is not how the other propositions work.

 

Then, I've noticed every [1st Timer] basically complains at the [Lewd] and [Demand] foreplay minigames, and always says "More Later' if you go with [Foreplay]. It's only possible to get to 1st base with 1st timers, because they are always complaining and saying more later, making them a waste of time, from a soliciting POV (which may be intended)

 

Just wanted to ask if this is the intended behaviour? Also, the double proposition has to be a bug though, right?

 

I think the designation of first timer was for the purpose of a freebie?  First time is on the house sort of thing?  Still poking around trying to find it in the dialog.

 

EDIT: Okay I figured it out.  Yes that's why proposition is still there.  The deal hasn't been sealed yet.  So yes intended.  It's to give the opportunity to give a freebie or proposition again and discuss terms.

 

Edited by t3589
Posted

Hi there.

 

My apologies if it was asked already but i am building a TTW 3.3 mod setup, testing mods, including sexout related mods. Is it compatible with TTW?.

 

Thank you!

Posted
5 hours ago, Atreides__ said:

Hi there.

 

My apologies if it was asked already but i am building a TTW 3.3 mod setup, testing mods, including sexout related mods. Is it compatible with TTW?.

 

Thank you!

 

I know some people have used it in the past.  No idea what TTW version.  Nothing in the SexoutFNVQuest.esp is written for it, so you may have to set FO3 NPC defaults up for yourself.

 

I would guess it probably works, but you'll get some out of context interactions due to the quest esp not setting any defaults.  I.e. no contextual orientations, couples relationships, reserved/excluded NPCs.  It could potentially break quests because of the latter.

 

Posted
On 3/10/2022 at 3:23 AM, t3589 said:

 

I know some people have used it in the past.  No idea what TTW version.  Nothing in the SexoutFNVQuest.esp is written for it, so you may have to set FO3 NPC defaults up for yourself.

 

I would guess it probably works, but you'll get some out of context interactions due to the quest esp not setting any defaults.  I.e. no contextual orientations, couples relationships, reserved/excluded NPCs.  It could potentially break quests because of the latter.

 

 

Good morning,

 

I have been testing the mod and it is not causing any issues but i can't start a conversation with NPCs including generic ones. Whatever i do i get an excluded popup. I suppose the mod would need to be tweaked in GECK to make conversations compatible with TTW NPCs.

 

Still thank you for answering!

Posted
4 hours ago, Atreides__ said:

 

Good morning,

 

I have been testing the mod and it is not causing any issues but i can't start a conversation with NPCs including generic ones. Whatever i do i get an excluded popup. I suppose the mod would need to be tweaked in GECK to make conversations compatible with TTW NPCs.

 

Still thank you for answering!


Have you tried manually forcing it by holding down the shift key + whatever dialogue key you assigned and then adding them manually? I find quite a few NPCs are initially excluded for whatever reason, but if I add them manually it is OK. 

Posted
3 hours ago, ChancellorKremlin said:


Have you tried manually forcing it by holding down the shift key + whatever dialogue key you assigned and then adding them manually? I find quite a few NPCs are initially excluded for whatever reason, but if I add them manually it is OK. 

 

I forgot the shift key combo. Thank you, that worked!

Posted (edited)

Good evening again,

 

Sorry for double posting and being a butthurt but checking the in-game mod settings i found there is a pregnancy setting but i can't find the feature explanation in the mod documentation. Does it work?. Is it a placeholder or a sexout pregnancy integration?.

 

Thanks!

 

EDIT: I just uploaded a picture to explain it better.

 

 

Captura.JPG.391675721bf29f6d20d6e28a2de00d7e.JPG

Edited by Atreides__
Posted
43 minutes ago, Atreides__ said:

Good evening again,

 

Sorry for double posting and being a butthurt but checking the in-game mod settings i found there is a pregnancy setting but i can't find the feature explanation in the mod documentation. Does it work?. Is it a placeholder or a sexout pregnancy integration?.

 

Thanks!

 

EDIT: I just uploaded a picture to explain it better.

 

 

Captura.JPG.391675721bf29f6d20d6e28a2de00d7e.JPG

 

It's a simplified, very basic pregnancy alternative that I still need to flesh out.  I haven't had the chance to test it much, and I haven't had any feedback.  So as far as I know it should work.

 

As it stands, it's more of a consequence for irresponsible encounters than a way to start a family.  If I remember correctly, I think it only applies to female PCs currently.

 

Posted (edited)

I will check it out, thanks for the answer!. What kind of feedback do you need?. Since i am testing mods right now, i could try to help you with the feedback if you need it. Dialogues seems to work fine overall, I just tested romancing some random dude in Megaton(Using TTW).

Edited by Atreides__
Posted

So sometimes when an NPC is visiting the player home, they walk out the door and kinda disappear. Like, I'll have to find their reference ID and enable them, just to find them again. Usually, they return to their regular packaging just fine, but in some cases, they seem "stuck" in their visiting activity. Or, occasionally (very rarely), they get stuck in a [Travel Greeting] loop, and are basically un-resetable. Meaning, putting in the command line to reset them via referenceid.nx_setevfl "soi:sys:reset" 1 , isn't even able to reset them. I've gone through the various command lines, included in the files provided, Attempting to remove whatever packaging is going on or disable them, and it unfortunately, doesn't work. Something similar happens as well, if an NPC doesn't speak to you after being intimate. If they immediately return to the activity without speaking to the PC, they'll sometimes be permanently stuck rocking a hard on, until I go in and remove it from their inventory, on top of being stuck in the activity. Also, NPCs can give the PC Irradiated food/drinks/booze, but if the PC gives them the same stuff, then the message "Nothing from nothing leaves nothing" pops up every time.

 

Oh, and what exactly does cuckold do? Are the NPCs cool with you banging/flirting with other people? Because I had a spouse NPC that had that fetish, and he got super pissed over me hitting on another guy. Like, I got hit with [jealous] and got limb damage from him, after I got to first base with another guy NPC, after I stopped from going any further, while I was testing it out.  Which, in retrospect, is pretty hilarious to me, since the Spouse NPC immediately went [sexual] and [devoted] right after. Did he regret hurting me or something? I'm playing around with making dialogue for my game, and I'm just trying to get more context and clarity on somethings. I do wish the PC dialogue could also use some that NPCs use. Things such as being able to use [Hateful], in response to an NPC doing something awful like forcing/raping the PC. If only because [Reject] or [Ignore] seem too mild. I get that those responses are just place holders, but It'd be a bit easier to work on dialogue if I had a specific dialogue choice in the response, that relates to that.

 

And can I just say the re-playability on this mod is so damn high. Nothing is ever the same, when I test out a new game. Something new always crops up and I just love it. I got caught up in doing one of the DLCs, and spent maybe two weeks away ingame from a lover. Who, upon me entering an area that I can receive calls in, took it upon himself to let me know just how much he not only disliked me, but also wanted to bang me again. EVERY DAY he called me, for 4 days straight, when I was in that area, just to tell me that. Finally went to confront his bitchy ass, and suddenly he's Mister devoted and fond, right after I got into an argument with him that pretty much devolved into insults and ignoring each other, which culminated into him offering me a gift, and me accepting it. 

 

Then, there's the NPC, that I said absolutely NOTHING to, who came out of processing hating my guts. This asshole ran to me from across the room, the minute he was added in, just to insult me. He came out with a -85 disposition and was ready to argue relentlessly. The second I set foot into that cell, he's right there, ready to fight. Well, screw you too, White Glove. I hate you too.

 

Then, when I decided to play a dominate play through, I got called [Overbearing] from a spouse, because of my being super aggressive and argumentative. Which, yeah that's quite accurate and funny that they came to that conclusion.

 

The pregnancy bit, I hope you add more to it, and flesh it out. Using it, is so much easier than the actual Pregnancy Mod and it's requirements. I did notice something interesting, when my PC was pregnant and informed her Spouse, the pregnancy terminated after the 2nd trimester, and the Spouse NPC was a lot more affectionate than usual. This guy has a 98 heart level, and was pretty evil, so it was way out of his normal behavior to act like that. I wasn't sure if there's something in the code that makes the NPCs realize that the PC lost the pregnancy? I was just surprised at the change in behavior. I'm guessing it was maybe just random, since after like a week, he went back to his normal standoffish behavior. But that would be such a neat addition, if that was the case. Especially dialogue modding wise.

 

I really hope you do come back to this mod, there's so much amazing potential here, and it's such a favorite of mine now.

Posted
16 hours ago, Atreides__ said:

I will check it out, thanks for the answer!. What kind of feedback do you need?. Since i am testing mods right now, i could try to help you with the feedback if you need it. Dialogues seems to work fine overall, I just tested romancing some random dude in Megaton(Using TTW).

 

Right now just feedback on problems and the process to duplicate them.  I can't possibly test every variation this mod offers by myself.

 

 

8 hours ago, CherryNebula said:

So sometimes when an NPC is visiting the player home, they walk out the door and kinda disappear. Like, I'll have to find their reference ID and enable them, just to find them again. Usually, they return to their regular packaging just fine, but in some cases, they seem "stuck" in their visiting activity. Or, occasionally (very rarely), they get stuck in a [Travel Greeting] loop, and are basically un-resetable. Meaning, putting in the command line to reset them via referenceid.nx_setevfl "soi:sys:reset" 1 , isn't even able to reset them. I've gone through the various command lines, included in the files provided, Attempting to remove whatever packaging is going on or disable them, and it unfortunately, doesn't work. Something similar happens as well, if an NPC doesn't speak to you after being intimate. If they immediately return to the activity without speaking to the PC, they'll sometimes be permanently stuck rocking a hard on, until I go in and remove it from their inventory, on top of being stuck in the activity. Also, NPCs can give the PC Irradiated food/drinks/booze, but if the PC gives them the same stuff, then the message "Nothing from nothing leaves nothing" pops up every time.

 

Oh, and what exactly does cuckold do? Are the NPCs cool with you banging/flirting with other people? Because I had a spouse NPC that had that fetish, and he got super pissed over me hitting on another guy. Like, I got hit with [jealous] and got limb damage from him, after I got to first base with another guy NPC, after I stopped from going any further, while I was testing it out.  Which, in retrospect, is pretty hilarious to me, since the Spouse NPC immediately went [sexual] and [devoted] right after. Did he regret hurting me or something? I'm playing around with making dialogue for my game, and I'm just trying to get more context and clarity on somethings. I do wish the PC dialogue could also use some that NPCs use. Things such as being able to use [Hateful], in response to an NPC doing something awful like forcing/raping the PC. If only because [Reject] or [Ignore] seem too mild. I get that those responses are just place holders, but It'd be a bit easier to work on dialogue if I had a specific dialogue choice in the response, that relates to that.

 

And can I just say the re-playability on this mod is so damn high. Nothing is ever the same, when I test out a new game. Something new always crops up and I just love it. I got caught up in doing one of the DLCs, and spent maybe two weeks away ingame from a lover. Who, upon me entering an area that I can receive calls in, took it upon himself to let me know just how much he not only disliked me, but also wanted to bang me again. EVERY DAY he called me, for 4 days straight, when I was in that area, just to tell me that. Finally went to confront his bitchy ass, and suddenly he's Mister devoted and fond, right after I got into an argument with him that pretty much devolved into insults and ignoring each other, which culminated into him offering me a gift, and me accepting it. 

 

Then, there's the NPC, that I said absolutely NOTHING to, who came out of processing hating my guts. This asshole ran to me from across the room, the minute he was added in, just to insult me. He came out with a -85 disposition and was ready to argue relentlessly. The second I set foot into that cell, he's right there, ready to fight. Well, screw you too, White Glove. I hate you too.

 

Then, when I decided to play a dominate play through, I got called [Overbearing] from a spouse, because of my being super aggressive and argumentative. Which, yeah that's quite accurate and funny that they came to that conclusion.

 

The pregnancy bit, I hope you add more to it, and flesh it out. Using it, is so much easier than the actual Pregnancy Mod and it's requirements. I did notice something interesting, when my PC was pregnant and informed her Spouse, the pregnancy terminated after the 2nd trimester, and the Spouse NPC was a lot more affectionate than usual. This guy has a 98 heart level, and was pretty evil, so it was way out of his normal behavior to act like that. I wasn't sure if there's something in the code that makes the NPCs realize that the PC lost the pregnancy? I was just surprised at the change in behavior. I'm guessing it was maybe just random, since after like a week, he went back to his normal standoffish behavior. But that would be such a neat addition, if that was the case. Especially dialogue modding wise.

 

I really hope you do come back to this mod, there's so much amazing potential here, and it's such a favorite of mine now.

 

Some of the things you mention have been fixed.  What version are you running?  Did you start a new game since updating?  Reset is in the manager dialog btw.

 

I need to be able to duplicate these problems to fix them.  So if something goes wrong, I need to know the process that got you there.  Telling me something went wrong isn't enough.

 

I don't remember why I didn't include the irradiated items.  I've added them in just now for the next copy.  We'll see if it breaks something.

 

The cuckold fetish should protect the PC from the 'cheater' opinion.  It doesn't necessarily mean they will never get angry, especially if they have a hot temper attribute, or if they don't like the NPC the PC is messing around with.  It will probably increase their desire/lust though.

 

Remember the dialog are examples you can use to write your own mod.  It's not going to have every variation in it.  It's literally a test of both the functions underlying the dialog results scripts and the conditioning.

 

If you're just editing what's there without an understanding of those two things, then I would suggest you get more familiar with them.  There are plenty of script result and dialog condition examples to implement your own [Hateful] entry.

 

Knowing what NPCs are going to say and how they will behave always bored me.  One of the prime reasons I made this mod.

 

I am back to this mod? lol  I've uploaded a new copy 6 times in the last 2 weeks already.  Right now I'm just trying to fix things.  After that I will probably add more to it.

 

Posted (edited)

I just wanted to say that I played Intimacy for a very long time.

After a while I decided to add my own dialogues and started messing with the GECK.

 

This is the point where things become boring. Not because I was working at the mod, but because it took away any surprise from it. Looking at the scripts and dialogue topics, trying to understand them, then writing responses was interesting and exciting.

 

But when I started playing with my own dialog tweaks... all the fun was gone. Knowing why they said that or this, and all the variables behind a specific behavior... was like re-re-re-playing "back in the saddle" quest. I removed my plugin, but I couldn't unlearn what I already knew about NPCs actions.

 

SexoutIntimacy is still at pos. 10 in my list, just under Coito Ego Sum. But even I play FNV pretty much daily, I think it's been months since I opened the SOI settings.

The mod is great, and complex and immersive. But playing it as a framework breaks the 4th wall.

 

All those years I waited for someone else to write the dialogues, and help this mod deliver the amount of fun it's suppose to deliver, but it didn't happened.

I now doubt anyone will do it - people are less and less interested in FNV. However, I still hope t5389 will.

 

 

Edited by tahadar
Posted
On 3/18/2022 at 1:21 AM, t3589 said:

 

Right now just feedback on problems and the process to duplicate them.  I can't possibly test every variation this mod offers by myself.

 

 

 

Some of the things you mention have been fixed.  What version are you running?  Did you start a new game since updating?  Reset is in the manager dialog btw.

 

I need to be able to duplicate these problems to fix them.  So if something goes wrong, I need to know the process that got you there.  Telling me something went wrong isn't enough.

 

I don't remember why I didn't include the irradiated items.  I've added them in just now for the next copy.  We'll see if it breaks something.

 

The cuckold fetish should protect the PC from the 'cheater' opinion.  It doesn't necessarily mean they will never get angry, especially if they have a hot temper attribute, or if they don't like the NPC the PC is messing around with.  It will probably increase their desire/lust though.

 

Remember the dialog are examples you can use to write your own mod.  It's not going to have every variation in it.  It's literally a test of both the functions underlying the dialog results scripts and the conditioning.

 

If you're just editing what's there without an understanding of those two things, then I would suggest you get more familiar with them.  There are plenty of script result and dialog condition examples to implement your own [Hateful] entry.

 

Knowing what NPCs are going to say and how they will behave always bored me.  One of the prime reasons I made this mod.

 

I am back to this mod? lol  I've uploaded a new copy 6 times in the last 2 weeks already.  Right now I'm just trying to fix things.  After that I will probably add more to it.

 

 

 

I did not realize you updated that quickly. Looks like I'm a couple versions out. My bad!  I'll go give the new files a test spin, and see how they go.

  • 1 month later...
Posted

Goddamn it, T. I haven't laughed this hard in so long. So apparently flashers are a thing now, and they really do strike without warning. Just minding my own business, hanging out with an NPC and suddenly [Flasher] and yep, that is a totally naked man. Who just carries on, like he didn't just show me his business. To say I was surprised, is a terrible understatement and now I'm just looking at every NPC with suspicion, because I just don't trust that there isn't going to be a errant dick making an appearance. Bravo, my guy. Absolutely brilliant!

Posted (edited)

I pretty much play a non lewd playthrough, and I don't want too skimpy outfits to be used - is there any way to use GECK to increase the appeal formulas so that I stand a chance wearing non-slutty clothing (as a guy)? I'm already using chems to boost my charisma since my guy has only one of it by default.

Edited by pervishanon
Posted
23 hours ago, CherryNebula said:

Goddamn it, T. I haven't laughed this hard in so long. So apparently flashers are a thing now, and they really do strike without warning. Just minding my own business, hanging out with an NPC and suddenly [Flasher] and yep, that is a totally naked man. Who just carries on, like he didn't just show me his business. To say I was surprised, is a terrible understatement and now I'm just looking at every NPC with suspicion, because I just don't trust that there isn't going to be a errant dick making an appearance. Bravo, my guy. Absolutely brilliant!

 

I still haven't gotten that one to fire in testing.  Should only come up for NPCs with the exhibitionist fetish.

 

 

4 hours ago, pervishanon said:

I pretty much play a non lewd playthrough, and I don't want too skimpy outfits to be used - is there any way to use GECK to increase the appeal formulas so that I stand a chance wearing non-slutty clothing (as a guy)? I'm already using chems to boost my charisma since my guy has only one of it by default.

 

You can set outfits to anything you want in the apparel settings.  They don't have to be skimpy.  Also everything doesn't hinge on charisma.  The PCs appeal also scales with level and opinions.

 

So get some levels under your characters belt and save a few towns and it should be fine.  I often do 'ugly' character runs myself.

 

It won't lock the PC out of anything, it's just a slower build up than if you arrive on the scene as the most handsome/beautiful character in town.

 

  • 1 month later...
Posted

Having some trouble with sex starting.

 

The mod is working fine for a while, but then after successfully using the mod for hours (including sex), whenever I initiate sex now it comes up with the following error in the console:

 

[SexoutIntimacy.esm] NPCNAME (NPCID): fnSOISetSex: No Actors!

[SexoutIntimacy.esm] NPCNAME (NPCID): fnSOISetSex: No Act Types Defined!

[SexoutIntimacy.esm] NPCNAME (NPCID): fnSOISetSex: Try Again!

 

It seems to do this on repeat while standing near the NPC in question. It doesn't seem to matter which NPC it is - this error comes up regardless.

 

I've tried resetting affected NPCs, force restart in the menu, completely uninstall and reinstall the mod (including saving the game while the mod is uninstalled and then re-installing). None of this has worked to fix the issue.

 

Unsure if its related but a few of the NPCs also appear to be stuck in the activity dialogue. They aren't actually doing an activity but they are still stuck as such. This seems to be baked in to the save file, because this is the same for the affected NPCs even after I reinstall.

 

Any ideas?

Posted

FalloutNV engine is very sensitive. If scripts (like Sexout) use the engine too much in a singular playthrough, the engine silently crashes.

If you notice this happening. quit FNV and restart and go back to a save where the script still worked.

Posted
On 6/26/2022 at 7:39 AM, subs1728 said:

Having some trouble with sex starting.

 

The mod is working fine for a while, but then after successfully using the mod for hours (including sex), whenever I initiate sex now it comes up with the following error in the console:

 

[SexoutIntimacy.esm] NPCNAME (NPCID): fnSOISetSex: No Actors!

[SexoutIntimacy.esm] NPCNAME (NPCID): fnSOISetSex: No Act Types Defined!

[SexoutIntimacy.esm] NPCNAME (NPCID): fnSOISetSex: Try Again!

 

It seems to do this on repeat while standing near the NPC in question. It doesn't seem to matter which NPC it is - this error comes up regardless.

 

I've tried resetting affected NPCs, force restart in the menu, completely uninstall and reinstall the mod (including saving the game while the mod is uninstalled and then re-installing). None of this has worked to fix the issue.

 

Unsure if its related but a few of the NPCs also appear to be stuck in the activity dialogue. They aren't actually doing an activity but they are still stuck as such. This seems to be baked in to the save file, because this is the same for the affected NPCs even after I reinstall.

 

Any ideas?

 

I've encountered this once testing groups.  Tweaked the script a bit and couldn't reproduce it.  The 'try again' message means the scanner isn't picking anyone up, so the script repeats until the scanner finds an NPC.

 

I've tweaked it again for the next copy.  I think dborg2 is probably right though.  Things tend to get screwy at high fps as well.
 

Posted
14 hours ago, dborg2 said:

FalloutNV engine is very sensitive. If scripts (like Sexout) use the engine too much in a singular playthrough, the engine silently crashes.

If you notice this happening. quit FNV and restart and go back to a save where the script still worked.

 

13 hours ago, t3589 said:

 

I've encountered this once testing groups.  Tweaked the script a bit and couldn't reproduce it.  The 'try again' message means the scanner isn't picking anyone up, so the script repeats until the scanner finds an NPC.

 

I've tweaked it again for the next copy.  I think dborg2 is probably right though.  Things tend to get screwy at high fps as well.
 

 

Thanks guys, I'll keep that in mind.

Posted

So I'm trying to play around with tweaking things via console commands-mostly just dropping a beacon thing that lets me dance where ever I put it, but when I enter the command to drop a beacon I'm getting this error:  SCRIPTS: Script 'SysWindowCompileAndRun' line 1: Script command ".nx_setevfl" not found. I'm using the command line from the API exactly. I also tried seeing if it was just related to that particular command, and ".nx_setevfl" is not recognized with any commands found in the api. For example, if I'm trying to tweak things like Temper for an NPC, lets say Pacer, I bring up the command console, click on him, type .nx_setevfl "soi:atr:temper" 89

 

It'll give me the script command error. Everything is current and up to date-from NX to NVSE and all requirements. so I'm not sure what the problem is. The mod itself works fine, it's just console commands from the API no longer are recognized. I wasn't sure if it was an error on my end or just something in the mod? I'm using SOI version 2.7.7

 

 

 

 

Posted (edited)
2 hours ago, CherryNebula said:

So I'm trying to play around with tweaking things via console commands-mostly just dropping a beacon thing that lets me dance where ever I put it, but when I enter the command to drop a beacon I'm getting this error:  SCRIPTS: Script 'SysWindowCompileAndRun' line 1: Script command ".nx_setevfl" not found. I'm using the command line from the API exactly. I also tried seeing if it was just related to that particular command, and ".nx_setevfl" is not recognized with any commands found in the api. For example, if I'm trying to tweak things like Temper for an NPC, lets say Pacer, I bring up the command console, click on him, type .nx_setevfl "soi:atr:temper" 89

 

It'll give me the script command error. Everything is current and up to date-from NX to NVSE and all requirements. so I'm not sure what the problem is. The mod itself works fine, it's just console commands from the API no longer are recognized. I wasn't sure if it was an error on my end or just something in the mod? I'm using SOI version 2.7.7

 

 

 

 

 

You only need the dot if you're manually typing in the reference.  Like someref.nx_setevfl.  If you open the console and click on the NPC you don't need it.  So click on the NPC while in the console.  You should see their reference at the top of the screen indicating they are selected.  Then type nx_setevfl "soi:atr:temper" 89 without the leading dot.

 

EDIT:  Also you should check out the 'profiles.txt' example in the api directory.  It'll save you a lot of typing.

 

Edited by t3589

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