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I'm now 100% convinced the physics bug is xNVSE.  Was able to reproduce the bug every single time on a new game with only MCM, OHud, Darn, and xNVSE installed.

 

It seems to affect NPCs running packages with the 'Weapons Unequipped' flag checked.  The bug occurs when there is a mismatch between saved states and load state.

 

So for example.  Trudy's travel package to the saloon is flagged weapons unequipped, but her package going home at night is not.  She does not receive a weapon until after Ghost Town Gunfight.

 

If the vanilla function 'setrestrained' is used while she is running a weapons unequipped package, she tries to re-evaluate her inventory.  But since she's running a WE package, she can't equip her weapon.  This is where the bug begins.  Though it won't show up until her saved state does not match her load state.

 

So enter saloon, open console, setrestrained 1, close console, open console, setrestrrained 0, leave the saloon, save.  Now she is saved as having no weapon equipped.

 

Once she heads home for the night while running a package without the weapons unequipped flag set, she equips her weapon.  This is when the bug becomes evident.

 

If I remove her weapon prior to her loading into the cell, her equip state matches her saved state and the bug will not occur.  Likewise, if I force her to equip a weapon while inside the saloon, exit the saloon then save.  Her saved state is that of having a weapon equipped.

 

So when she loads into a cell while running a package with the weapons unequipped flag unchecked.  She then loads into the cell and equips her weapon.  No bug because it matches her previous saved state.  So it works both ways.

 

I've found I can avoid the bug if I uncheck her weapons unequipped packages so her weapon is always equipped.  I can also avoid it by removing her weapons so she has nothing to equip.  As long as her equip state on load matches her previously saved equip state, everything is fine.

 

I can use a JIP function as an alternative to setrestrained.  The problem is that it only works when the NPC is already standing up.  If they are sitting, they get up to complete dialog packages.  The only thing I've found that keeps them in their seat during dialog is setrestrained.

 

It's a vanilla function and it works fine absent xNVSE.  So that's where we are on the physics bug front, for those that are interested.

 

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  • 1 month later...

I got to learn something new, with this newest playthrough. Don't ever trust an NPC, with a pregnancy fetish. I thought, oh the first time it happened, maybe was a fluke, when I chose to be safe and used protection, that my gal ended up pregnant. Whatever. Shit happens. But the second time? I finally caught on to that sneaky buttwipe, NOT equipping the condom. He got me twice. TWICE. Not gonna be a third time. I checked his inventory and not only are the two there that I gave him to use, but the third one, when he tried that shit again. Diaphragm and female condom, put a stop that that, pretty quick. Only NPC, that has ever done that, out of all the others.

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  • 3 weeks later...

Hey @t3589

 

nice to see you still working on this. How have you been? I guess it's been a while.... :D

 

Anyway, I saw FNV free on the Epic Store the other day and took that as an opportunity to get back into FNV (on Steam of course)

 

I just got around installing SOI mid-playthrough and I can still see why I loved it all those years ago (8 now I think???)

 

However I also quickly started to notice the things I've noticed back then, and that's a lack of understanding what is going on... :D  

 

Before I start reading 111 pages of posts on the off-chance that there is an answer somewhere, I think I might just ask a few questions

 

Some intel on my game:

Female char, high INT/CHA, good Reps ((except PGs), high Karma, SOI installed mid-game (lvl. 14 or so), game is running as stable as FNV can run.... 

 

I've been adding Factions like Gamblers and some random named NPCs in the few locations I've visited around the Strip and Casinos. The one thing I've noticed with almost every NPC is, that their first interaction with my char is an insult lol. Like almost all of them (Post-GS Ringo might have been an exception) Even Veronica, which I added, when she was in sandbox mode immediately started to argue and insult my char. Tbh, I'm not sure what's going on. I kind of get the gamblers getting ornery (is that the right word? :D) but some of the named ones didn't make any sense to me. I've installed all the SOI modules.

 

I really don't want to start playing with rolling console output again... Maybe it's the clothes? Already rumors going around? The char had Sexout interactions prior to installing this.

 

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46 minutes ago, BruceWayne said:

Hey @t3589

 

nice to see you still working on this. How have you been? I guess it's been a while.... :D

 

Anyway, I saw FNV free on the Epic Store the other day and took that as an opportunity to get back into FNV (on Steam of course)

 

I just got around installing SOI mid-playthrough and I can still see why I loved it all those years ago (8 now I think???)

 

However I also quickly started to notice the things I've noticed back then, and that's a lack of understanding what is going on... :D  

 

Before I start reading 111 pages of posts on the off-chance that there is an answer somewhere, I think I might just ask a few questions

 

Some intel on my game:

Female char, high INT/CHA, good Reps ((except PGs), high Karma, SOI installed mid-game (lvl. 14 or so), game is running as stable as FNV can run.... 

 

I've been adding Factions like Gamblers and some random named NPCs in the few locations I've visited around the Strip and Casinos. The one thing I've noticed with almost every NPC is, that their first interaction with my char is an insult lol. Like almost all of them (Post-GS Ringo might have been an exception) Even Veronica, which I added, when she was in sandbox mode immediately started to argue and insult my char. Tbh, I'm not sure what's going on. I kind of get the gamblers getting ornery (is that the right word? :D) but some of the named ones didn't make any sense to me. I've installed all the SOI modules.

 

I really don't want to start playing with rolling console output again... Maybe it's the clothes? Already rumors going around? The char had Sexout interactions prior to installing this.

 

 

Hey hey! Look what the cat dragged in.  Always good to see a familiar face.  Hope you're doing well.

 

It's probably just a series of bad generation rolls (bad randoms).  They can begin with disposition in the negative.  Nothing serious.  Argue back at them a bit and they should lighten up.

 

Veronica:  You're such a dick!

My Character: Stop pretending. You know you want me.

 

Careful with NPCs like gamblers.  NPCs from a spawn (not static), even when persistent have a tendency to respawn as other NPCs.  So gamblers that you add as a female can respawn as a male and vice versa next time the game decides to respawn them.  They can also respawn as a different race.  Static NPCs don't have this problem.

 

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Thanks, I'm doing great.

 

Well, I'm not a statistics expert, but to me it looks like the results are really skewed in favor of assholes... :D Not that I mind for the randos, but okay... lol

 

So, when I argue with them they lighten up? What do the other options do? Ignore makes them think I'm a snob, that much I figured out already... :D

 

I've made a short(ish) video demonstrating what I mean. It starts with adding Crocker, he immediately starts insulting and slapping(?). At some point I enabled tdt to have a look at what's going on, but I can't tell anymore. 

Also what do the red/blue flashes mean? 

What's going on with the population counter at the top?

I've noticed NPCs randomly falling down after installing SOI? I think it happens around 10:40 in the vid

 

So many, questions... :D

 

 

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5 minutes ago, BruceWayne said:

Thanks, I'm doing great.

 

Well, I'm not a statistics expert, but to me it looks like the results are really skewed in favor of assholes... :D Not that I mind for the randos, but okay... lol

 

So, when I argue with them they lighten up? What do the other options do? Ignore makes them think I'm a snob, that much I figured out already... :D

 

I've made a short(ish) video demonstrating what I mean. It starts with adding Crocker, he immediately starts insulting and slapping(?). At some point I enabled tdt to have a look at what's going on, but I can't tell anymore. 

Also what do the red/blue flashes mean? 

What's going on with the population counter at the top?

I've noticed NPCs randomly falling down after installing SOI? I think it happens around 10:40 in the vid

 

So many, questions... :D

 

 

 

Not really skewed.  Just bad luck.  It happens.  I only got 3 in my current run out of 40 or so.

 

If you enable visual feedback in the control terminal you'll get a visual report every cycle.  Red = Compatible / Blue = Incompatible.

 

Lol  watching the vid.  He doesn't like her.  Argue back.  Don't be sorry.  Clothes aren't going to make him like her, though it may make him want to bang her.  Disposition is going up during the conversation.  Just need to get him above 0.  Definitely a 'got off on the wrong foot' start.  Just need to get past it.

 

Queue debug gives the most relevant information.  The others are just clutter.

 

Looks like he also has feminine behavior set " SOI:Bhv:Gender" = 1

 

Lol he's trying to go to bed and she keeps pestering him.

 

If you have the BugFix enabled it resets them on scan.  Disable it and they won't 'fall down', but you may get physics issues.  If you look two posts up I explain the physics bug.

 

The population is telling you how many NPCs are paying attention.  EX: 1 of 10 = There are ten NPCs nearby, but only one of them is aware of your presence.  It displays because you turned on scan debug.

 

So yeah, just looks like bad luck is all.

 

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28 minutes ago, t3589 said:

 

Looks like he also has feminine behavior set " SOI:Bhv:Gender" = 1

 

Lol he's trying to go to bed and she keeps pestering him.

 

 

lol 

 

Ahh, okay. I didn't even notice that all started when I turned debug on. I thought one of these guys went to stealth mode and was waiting for an ambush. I partially remember that feature... :D

 

 

I'm probably not going to turn off the bugfix, that shit is hilarious. lol

 

So all, in all, get their dispo above 0, then they start to behave themselves, got it... Is it still the case that if you go over100 dispo some of these other variables start to change, like heart/love or idk what else?

 

Anyway, thanks for the (surprisingly quick) answers. I've still got a ton of fun with this mod. I wish I had more time like back in the day to continue what I started. Though come to think of it, that was probably way too ambitious. The outspoken dialog also took a bit away from the system, which should be front and center in this mod. Although, maybe two or three words of explanation/visual feedback (other than console) what each reply does, would be awesome... :D 

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On 5/14/2023 at 10:00 PM, CherryNebula said:

I got to learn something new, with this newest playthrough. Don't ever trust an NPC, with a pregnancy fetish. I thought, oh the first time it happened, maybe was a fluke, when I chose to be safe and used protection, that my gal ended up pregnant. Whatever. Shit happens. But the second time? I finally caught on to that sneaky buttwipe, NOT equipping the condom. He got me twice. TWICE. Not gonna be a third time. I checked his inventory and not only are the two there that I gave him to use, but the third one, when he tried that shit again. Diaphragm and female condom, put a stop that that, pretty quick. Only NPC, that has ever done that, out of all the others.

 

If you enabled condom use they will all have condoms even if it doesn't show up in their inventory.  But yes, they can lie about birth control.

 

 

11 hours ago, BruceWayne said:

 

lol 

 

Ahh, okay. I didn't even notice that all started when I turned debug on. I thought one of these guys went to stealth mode and was waiting for an ambush. I partially remember that feature... :D

 

 

I'm probably not going to turn off the bugfix, that shit is hilarious. lol

 

So all, in all, get their dispo above 0, then they start to behave themselves, got it... Is it still the case that if you go over100 dispo some of these other variables start to change, like heart/love or idk what else?

 

Anyway, thanks for the (surprisingly quick) answers. I've still got a ton of fun with this mod. I wish I had more time like back in the day to continue what I started. Though come to think of it, that was probably way too ambitious. The outspoken dialog also took a bit away from the system, which should be front and center in this mod. Although, maybe two or three words of explanation/visual feedback (other than console) what each reply does, would be awesome... :D 

 

All attributes are static save two (SOI:Atr:Tolerance/SOI:Atr:CommitLmt).  Tolerance changes according to their Chem/Booze usage.  Commitment limit has a chance to change upon reaching a milestone, but can also change through dialog.

 

Other than that, only meters can change (SOI:Mtr:Disposition). They are all capped at -100/+100, so even if you go over/under they'll reset back to min/max.

 

I didn't think it was too ambitious.  I just think at the time this needed so much work that it was near impossible to keep up with it.  The degree to which it would take away from the system is proportional to the variety of dialog.  So one or two lines might seem out of place, but if you have lines for the majority of the eventualities I think it would be fine.  Granted that's a tall order.

 

I'm not sure I understand what you mean by 'explanation/visual feedback other than the console'?  If I can improve it I'll certainly try.  All of the main 'modes' produce in dialog indicators.  For example: PC says [Disposition], NPC responds [Mutual] indicating they have acquired the 'Fondness' mode.

 

Personally I find it's a lot more fun when you don't peek at the console output, though it does help to gain a better understanding of what's going on when you first begin to play with it.

 

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I totally agree with not peeking at the console. However, the systems involved are very opaque at the moment (to me at least), which means that if you are not familiar with it, it can be difficult to discern what is going on.

 

I guess what I mean by visual feedback is that there should be some kind of indicator showing what's happening. Right now, I can only see through the console if there's a change in disposition or one of the other two changes (if there are any). Also, all these NPCs have a really cool and complex variety of stats that define them, but it's hard to understand them without peeking at the console or observing closely, but that only works if you know what to look for.

 

And since you asked for it, here is a rough idea :D 

 

Spoiler

In the example from my video, I would have never guessed that Crocker had female behavior until you told me. So, it would be great to have some kind of visual overlay, like that JIP C&C thingie, for instance. I have no idea how feasible that is, considering the guy who made it also created some of the most popular NVSE expansions, and I think the FNV UI is written in flash. But then again, it was the early 2010s when it came out. lol 

 

So, in this "dream UI" I'm thinking there is some kind of a small stat overview that fills up as you go.

  • It only shows, when you are talking through the hotkey with the NPC.
  • It doesn't show number values, but a predefined set of adjectives that describe that value in whatever number of reasonable intervals, like "cold hearted, reasonable, bleeding heart" or something to that effect.
  • Dispo doesn't need to be spelled out either, but changes are displayed with a +/- toast in this overlay
  • Fondness or any other states that can be achieved could also be shown here
  • It also shows events like "sneaking suspicion" or "x is at looking at PCs y" or "saw PC doing z"

I mean these things are already tracked, it would only be a matter of exposing that data, right? The dialog itself could be kept ambiguous, but the "lessons" learned would be shown to the player.

There wouldn't be much to show for fleeting acquaintances, but for NPCs the player knows there could be quite a bit to show, what they learned about that particular character and how their relationship looks like.

 

 

Anyway, while I was playing I had some more questions/observations pop up:

 

  • What does the Set player brothel interior actually do? Can we have brothels with SOI now? How does that work? Is it only for the PC or can we recruit "help"?
  • I have noticed a series of approaches where "x has something to say" would pop up, the NPC would come up but it would only be a zoom in/out, as if they have no valid topic. 
  • The bugfix that makes the NPCs fall down sometimes doesn't allow them to get up afterwards. They are laying on the floor and activating them normally opens their inventory. Activating them with the SOI hotkey makes them orient to the player, still laying on the floor, but nothing else. They seem to reliably reset after changing cells.

 

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8 hours ago, BruceWayne said:

I totally agree with not peeking at the console. However, the systems involved are very opaque at the moment (to me at least), which means that if you are not familiar with it, it can be difficult to discern what is going on.

 

I guess what I mean by visual feedback is that there should be some kind of indicator showing what's happening. Right now, I can only see through the console if there's a change in disposition or one of the other two changes (if there are any). Also, all these NPCs have a really cool and complex variety of stats that define them, but it's hard to understand them without peeking at the console or observing closely, but that only works if you know what to look for.

 

And since you asked for it, here is a rough idea :D 

 

  Reveal hidden contents

 

Anyway, while I was playing I had some more questions/observations pop up:

 

  • What does the Set player brothel interior actually do? Can we have brothels with SOI now? How does that work? Is it only for the PC or can we recruit "help"?
  • I have noticed a series of approaches where "x has something to say" would pop up, the NPC would come up but it would only be a zoom in/out, as if they have no valid topic. 
  • The bugfix that makes the NPCs fall down sometimes doesn't allow them to get up afterwards. They are laying on the floor and activating them normally opens their inventory. Activating them with the SOI hotkey makes them orient to the player, still laying on the floor, but nothing else. They seem to reliably reset after changing cells.

 

 

It is feasible, I'm just trying to understand what 'new' information would be conveyed that isn't already represented (other than a cheat sheet)?

 

It doesn't mean he has female behavior.  It means he prioritizes actions according to the 'feminine/passive' as opposed to the 'masculine/active'.  Think Yin-Yang.  It's simply a variation in personality.

 

I wasn't calling attention to it to say it's wrong, but rather to point out something that is somewhat out of the ordinary.  Usually males acquire the masculine behavior setting from the random gen(2).

 

Which is kind of the point to playing random gen NPCs.  It allows you to discover the NPCs quirks through interaction.  If everything was announced, there's nothing to discover.  Nothing to differentiate them.

 

I think it might make more sense if you check out the profiles.txt file in the api directory of the main package.  You can use it as a bat file to set NPCs however you like.  It will probably give you more insight concerning the settings.

 

Just view it as a conversation/negotiation (forget numbers and settings ftm).  There are no correct/incorrect choices.  If they want to tell you how they're feeling, they will tell you in no uncertain terms.  There won't be any mistaking it within the dialog.

 

When you hotkey them, their opening line will be a status greeting. [Casual/Familiar/Lover/Partner/Spouse]  Granted these are generalizations, but this allows you as the player to assign a wider selection of adjectives/real dialog to them yourself.

 

For example this is how I read your interaction with Crocker.

Crocker: [Casual greeting] "(Unfamiliar) Can I help you?"
PC: [Chat] <insert whatever you thought she said here>
Crocker: [Small Talk] "Look I'm a little busy here."

 

Next conversation.

 

Crocker: [Casual Greeting] "(Irritated) What is it?"
PC: [Chat] <insert whatever you thought she said here>
Crocker: [Disliked] "I don't have time for your bullshit right now!"

 

And it goes on from there until...

 

Crocker: "Is it okay with you if I get some sleep?", "Geez you people...". lol

 

The +/- is also already indicated within the dialog.  If you're having a good conversation it's a plus, and you'll know without a doubt when it's negative by what they say.  Sometimes it's neither.

 

I've put in a lot of QoL like this in recent versions in the form of messaging at the top left of the UI.  If it can help atmosphere/timing or present some new hidden information that isn't just a cheat sheet I'll definitely try and put it in.

 

The player brothel setting is mainly so TTW players can work a brothel.  Since they can't access the Wrangler and Gomorrah which both have hard coded marker locations.

 

Yes you can have brothels.  Though 'have' might be too subjective a term. lol  It works by acquiring patrons.

 

If you work the Wrangler (Complete Wang Dang Atomic Tango), or Gomorrah Courtyard (ask the receptionist for work after completing Bye Bye Love to replace Joana), your patrons will visit you there from all over (no Casino NPC mods needed, no uniform needed).

 

The player can be a pimp, or have a pimp either way.  I've only ever manually tested this (never in the wild).  NPCs can be set as prostitutes, though interactions with other NPCs are implied (also untested).

 

The null dialog I would have to see what topic they were trying to land.  It does mean they have no valid topic.  Something went wrong.

 

Sometimes they bug out and it doesn't complete.  If you stay put for a moment it should correct itself and they'll get up normally.  All the reset is doing is 'resurrectactor 1' on them to re-establish their skeleton/physics.  Save, quit game, load save also fixes the physics issue.

 

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Nevermind me, I still have the feeling I haven't even seen a fraction of what the mod does and that usually makes me want to poke in the innards to see how the magic is done.  I've been playing a bit this afternoon and yeah, I see a lot of what you say now. Kind of funny how that goes, I remember feeling the exact same way back in the day. lol

 

All the RNG assholes I've been rolling might have also thrown me a bit off. lol I definitely started seeing more variety once I further into it.

 

I totally get the implied dialog thing, it gives a lot of room for interpretation. I've played similar mods for the other Beth-Games, which can get old really fast, because everything is spelled out (with cringe-y dialog usually) and repeated constantly. Nevermind the fact, that none of those come even close in terms of what they try to do (and not accomplish) as this one. :D 

 

SOI is kind of like playing Dwarf Fortress without the Graphics mods lol

 

As for the notes at the top, I tend to miss them sometimes. But yeah, it beats tdt and message boxes... :D 

 

Thanks for your patient answers, I really appreciate it.

 

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11 hours ago, BruceWayne said:

Nevermind me, I still have the feeling I haven't even seen a fraction of what the mod does and that usually makes me want to poke in the innards to see how the magic is done.  I've been playing a bit this afternoon and yeah, I see a lot of what you say now. Kind of funny how that goes, I remember feeling the exact same way back in the day. lol

 

All the RNG assholes I've been rolling might have also thrown me a bit off. lol I definitely started seeing more variety once I further into it.

 

I totally get the implied dialog thing, it gives a lot of room for interpretation. I've played similar mods for the other Beth-Games, which can get old really fast, because everything is spelled out (with cringe-y dialog usually) and repeated constantly. Nevermind the fact, that none of those come even close in terms of what they try to do (and not accomplish) as this one. :D 

 

SOI is kind of like playing Dwarf Fortress without the Graphics mods lol

 

As for the notes at the top, I tend to miss them sometimes. But yeah, it beats tdt and message boxes... :D 

 

Thanks for your patient answers, I really appreciate it.

 

 

No I totally get it.  We've all been trained by traditional mods trying to exhaust all dialog options looking for the correct pattern that wins the prize.  Who can blame us?

 

This is a framework to facilitate RP.  Its job is to provide 'set pieces' for the players imagination.  Heavy RPrs like myself and Cherry will pick up on it quite easily (CherryNeb is next level at this).

 

By all means, crack them open and poke around.  The dialog esp is a showcase of functions.  It's meant to be tinkered with/customized/forked/re-released.

 

I don't mind the 'cringe' dialog so much of itself.  I mean I love dad jokes and bad movies. lol  I think it's more an issue of variety.  There's a dopamine hit upon both the expectation and the experience of discovering new dialog.  As long as you can keep that rolling along it'll be fun (cringe or no cringe).

 

Ah Dwarf Fortress, an ode to Shari Lewis and the song that never ends. lol

 

Btw what outfit is that in your vid?  How did you get so much bounce?  What NPC overhaul are you using there?
 

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13 hours ago, t3589 said:

 

No I totally get it.  We've all been trained by traditional mods trying to exhaust all dialog options looking for the correct pattern that wins the prize.  Who can blame us?

 

This is a framework to facilitate RP.  Its job is to provide 'set pieces' for the players imagination.  Heavy RPrs like myself and Cherry will pick up on it quite easily (CherryNeb is next level at this).

 

By all means, crack them open and poke around.  The dialog esp is a showcase of functions.  It's meant to be tinkered with/customized/forked/re-released.

 

I don't mind the 'cringe' dialog so much of itself.  I mean I love dad jokes and bad movies. lol  I think it's more an issue of variety.  There's a dopamine hit upon both the expectation and the experience of discovering new dialog.  As long as you can keep that rolling along it'll be fun (cringe or no cringe).

 

Ah Dwarf Fortress, an ode to Shari Lewis and the song that never ends. lol

 

Btw what outfit is that in your vid?  How did you get so much bounce?  What NPC overhaul are you using there?
 

 

For me it's also not so much about "winning", but rather to know what can and can't be done. or to see/know that all still works like intended. I agree, sometimes it does feel a bit like playing the slots and getting that buzz when the answer changes, actual dialog or abstraction alike. 

 

The outfit is part of this mod: https://www.nexusmods.com/newvegas/mods/78559 There are a couple more that are really nice in there and I agree, the person who did the bounce on this is definitely a connoisseur....  :D If you look closely the char is actually a fully face-rigged Miranda from Mass effect with a different hair do. I can't remember where I got that one, it was in my old mod folder from back in the day.

 

I was really surprised to see how many (really good) mods came out in the last 8 years I haven't played FNV. I kind of felt the scene was dead by 2015/2016.

Especially all the NVSE extensions that came along. Hot-loading mods?! I would have really dug that one back in the day.

 

I'm already poking around with FNVEdit again, I fear it's not much longer that I install the GECK again... lol

 

 

 

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On 6/5/2023 at 12:32 PM, BruceWayne said:

 

For me it's also not so much about "winning", but rather to know what can and can't be done. or to see/know that all still works like intended. I agree, sometimes it does feel a bit like playing the slots and getting that buzz when the answer changes, actual dialog or abstraction alike. 

 

The outfit is part of this mod: https://www.nexusmods.com/newvegas/mods/78559 There are a couple more that are really nice in there and I agree, the person who did the bounce on this is definitely a connoisseur....  :D If you look closely the char is actually a fully face-rigged Miranda from Mass effect with a different hair do. I can't remember where I got that one, it was in my old mod folder from back in the day.

 

I was really surprised to see how many (really good) mods came out in the last 8 years I haven't played FNV. I kind of felt the scene was dead by 2015/2016.

Especially all the NVSE extensions that came along. Hot-loading mods?! I would have really dug that one back in the day.

 

I'm already poking around with FNVEdit again, I fear it's not much longer that I install the GECK again... lol

 

 

 

 

I had the same experience.  Once I got back into it I was pleasantly surprised at all the new stuff.

 

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I'll be damned, I did a double take when I saw that username popping up in this thread! Welcome back man! @BruceWayne

 

As T said, always nice to see an old face returning. T's SOI continues to be one of the best mods for FNV, and it's always my first port of call when I come back to New Vegas. I've taken a bit of a hiatus over the past few months, but know for a fact I'll return at some point in the future. Couldn't even begin to go through all the changes that have been implemented since you were last here. Hit me up if you have any questions as I'm fairly well versed in SOI, but my biggest piece of advice would be to just play the game with SOI installed and observe how things progress. Eventually you'll be able to start "feeling" the mod doing its thing, and understand it more or less intuitively. There'll still be a lot of stuff hidden behind the curtain, but T is always on hand to help with those.

Anyway, welcome back and enjoy man!

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6 hours ago, espguy said:

So what exactly the mod does? The description wasnt very clear.

 

The description is clear actually, it just isn't comprehensive.  This is intentional.  Partly to encourage you to get your hands dirty and do some digging (buried treasure).  Partly to discourage those who have no interest in doing so.

 

But primarily, it's because presenting an exhaustive description of everything it does would require me to write a short novel.

 

From the last sentence of the description: "Full documentation is included in the packages.".  Granted that's not entirely true, as it's still WIP.  Though there is enough there to get you started if you want to play test the dialog/quest hooks.
 

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I added in a NPC that turned out to be a total psycho. I got my ass handed to me and ended up pregnant. I went ahead with it to test out responses, and my same sex partner noticed I was obviously plumping up, asked me if I was pregnant, and nailed me with an unfaithful response. I just wanted a new buddy to hang out with, in an area I was frequenting constantly, courtesy of hard core mode. I have 3 other NPCs that I'm familiar with (one in the same area as the psycho one), who were just pleasant and respectful, so I thought yay new friend. Is there dialogue choices, that convey that no, I was not unfaithful, I just ended up someone's bitch, because I decided to go with a sneaky little thief build, with absolutely shit stats in strength. So she's pissed at me, no matter how much I argue and deny. She won't break up with me, but still wants to argue that I'm a two timing whore. She still loves me though, so there's that I guess. He's still a total creep, and another NPC that SAW the assault, is now extorting me? For being a victim of assault by the other NPC, because he knew I was in a relationship (when I flatout rebuffed him and let him know that I was spoken for), I guess because I ended up submitting and it's just assumed by him that I was all for it? And when I refused his extortion, he robbed me. Oh and the kid got born, and mr. assaulter is bothering me for child care, because I got curious what type of behavioral changes would happen, if he knew it was his. So relationship ruined, pushy assaulter is obsessed now and is hitting me up for child support, and I'm being extorted. God damn it, man.

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5 hours ago, CherryNebula said:

I added in a NPC that turned out to be a total psycho. I got my ass handed to me and ended up pregnant. I went ahead with it to test out responses, and my same sex partner noticed I was obviously plumping up, asked me if I was pregnant, and nailed me with an unfaithful response. I just wanted a new buddy to hang out with, in an area I was frequenting constantly, courtesy of hard core mode. I have 3 other NPCs that I'm familiar with (one in the same area as the psycho one), who were just pleasant and respectful, so I thought yay new friend. Is there dialogue choices, that convey that no, I was not unfaithful, I just ended up someone's bitch, because I decided to go with a sneaky little thief build, with absolutely shit stats in strength. So she's pissed at me, no matter how much I argue and deny. She won't break up with me, but still wants to argue that I'm a two timing whore. She still loves me though, so there's that I guess. He's still a total creep, and another NPC that SAW the assault, is now extorting me? For being a victim of assault by the other NPC, because he knew I was in a relationship (when I flatout rebuffed him and let him know that I was spoken for), I guess because I ended up submitting and it's just assumed by him that I was all for it? And when I refused his extortion, he robbed me. Oh and the kid got born, and mr. assaulter is bothering me for child care, because I got curious what type of behavioral changes would happen, if he knew it was his. So relationship ruined, pushy assaulter is obsessed now and is hitting me up for child support, and I'm being extorted. God damn it, man.

 

This should be on the front page of this mod for people asking the question what this mod does... lol

 

I've been playing over the weekend and got some questions:

 

What actually does [Desire] convey? Is it a statement of intent or more like a question?

What does the handset do? 

In line with the story from @CherryNebula, is it actually possible to have platonic relationships? All I've seen until now is [Chat] and Small Talk when talking to NPCs that I know are incompatible. (Well not true, sometimes my char gets insulted or argued with.. lol)

The pregnancy settings are a system unique to the mod and do actual pregnancies or do I need the pregnancy mod for that?

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6 hours ago, CherryNebula said:

I added in a NPC that turned out to be a total psycho. I got my ass handed to me and ended up pregnant. I went ahead with it to test out responses, and my same sex partner noticed I was obviously plumping up, asked me if I was pregnant, and nailed me with an unfaithful response. I just wanted a new buddy to hang out with, in an area I was frequenting constantly, courtesy of hard core mode. I have 3 other NPCs that I'm familiar with (one in the same area as the psycho one), who were just pleasant and respectful, so I thought yay new friend. Is there dialogue choices, that convey that no, I was not unfaithful, I just ended up someone's bitch, because I decided to go with a sneaky little thief build, with absolutely shit stats in strength. So she's pissed at me, no matter how much I argue and deny. She won't break up with me, but still wants to argue that I'm a two timing whore. She still loves me though, so there's that I guess. He's still a total creep, and another NPC that SAW the assault, is now extorting me? For being a victim of assault by the other NPC, because he knew I was in a relationship (when I flatout rebuffed him and let him know that I was spoken for), I guess because I ended up submitting and it's just assumed by him that I was all for it? And when I refused his extortion, he robbed me. Oh and the kid got born, and mr. assaulter is bothering me for child care, because I got curious what type of behavioral changes would happen, if he knew it was his. So relationship ruined, pushy assaulter is obsessed now and is hitting me up for child support, and I'm being extorted. God damn it, man.

 

Try the new one.  I've added forced pregnancy tracking and edited the dialog.  You'll still have to try and convince them, but at least it's considered in the dialog now.  Completely untested, let me know how it goes.

 

Thank you for pointing this out. 

 

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42 minutes ago, BruceWayne said:

 

This should be on the front page of this mod for people asking the question what this mod does... lol

 

I've been playing over the weekend and got some questions:

 

What actually does [Desire] convey? Is it a statement of intent or more like a question?

What does the handset do? 

In line with the story from @CherryNebula, is it actually possible to have platonic relationships? All I've seen until now is [Chat] and Small Talk when talking to NPCs that I know are incompatible. (Well not true, sometimes my char gets insulted or argued with.. lol)

The pregnancy settings are a system unique to the mod and do actual pregnancies or do I need the pregnancy mod for that?

 

Most all of the terms used convey sentiment.  This is so dialog authors can write more specific dialog within a broad categorization.  Which sort of answers your other question.

 

Not only are platonic relationships possible with incompatibles, but also with compatibles.  For example flirting can be an innocent bit of play between good friends that aren't necessarily interested in an intimate relationship.  Not to mention incompatibles can become 'bi curious'.

 

SOIntimacy Pregnancy is independent of Sexout Pregnancy.  I originally did this because there were variables I needed to track that Sexout Pregnancy didn't provide at the time.  It's a simplified system compared to Sexout Pregnancy.  You can use either, but Sexout Pregnancy won't be tracked.  You only need the baby backpack assets from Sexout Pregnancy installed.

 

The handset is to make and receive calls.  Though you won't always be able to find a signal unless you're in a location where transceivers/receivers are present (radio towers/ham radios/radios).  You'll hear an audio cue when you're getting a call.  You can either answer/ignore/turn off the handset.

 

EDIT: Forgot to mention.  The choices are rather basic until the NPC becomes familiar with your character.  This just takes time.  In technical terms it's based on queue cycles.  So for example if I think an NPC should already be familiar with my character I'll set 'SOI:Scn:Cycle" to 100 on them.  Otherwise just spend time with them and they'll open up with more dialog options.

 

Edited by t3589
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On 6/11/2023 at 4:34 AM, t3589 said:

 

Try the new one.  I've added forced pregnancy tracking and edited the dialog.  You'll still have to try and convince them, but at least it's considered in the dialog now.  Completely untested, let me know how it goes.

 

Thank you for pointing this out. 

 

 

Tried it out and it works perfectly. I got the [Adopted] response, almost every time. The one time it failed, was with the NPC who actually fathered the kid. He wanted to argue with me about it. Which ended with me just arguing and smacking him, until his submission level hit around 300, and he just kept apologizing. Maaaybe a bit overly aggressive on my part, but man, he assaulted me, extorted me, and argued over fathering it. Felt like he earned catching those hands.

 

I do have another possible issue, though. I went ahead and tested it all out pretty extensively, but then after 2 kids, every single pregnancy was lost immediately after birth, every time. Ran the debug, and it didn't turn anything up. Ran the included bug fix, and turned pregnancy off/on after a couple months ingame time, and it still persists. Just wasn't sure if maybe there's a cap on kids, or if there's something maybe stuck in processing. I did try it out in a couple new games, and it happens almost always after 2-3 kids.

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4 hours ago, CherryNebula said:

 

Tried it out and it works perfectly. I got the [Adopted] response, almost every time. The one time it failed, was with the NPC who actually fathered the kid. He wanted to argue with me about it. Which ended with me just arguing and smacking him, until his submission level hit around 300, and he just kept apologizing. Maaaybe a bit overly aggressive on my part, but man, he assaulted me, extorted me, and argued over fathering it. Felt like he earned catching those hands.

 

I do have another possible issue, though. I went ahead and tested it all out pretty extensively, but then after 2 kids, every single pregnancy was lost immediately after birth, every time. Ran the debug, and it didn't turn anything up. Ran the included bug fix, and turned pregnancy off/on after a couple months ingame time, and it still persists. Just wasn't sure if maybe there's a cap on kids, or if there's something maybe stuck in processing. I did try it out in a couple new games, and it happens almost always after 2-3 kids.

 

The labor debug is set to always on.  I fixed a bug a while back that requires a new game.  When I did that I increased the limit to 10, though there are still hard limits on the same type of offspring.  There are only so many offspring NPCs.

 

However I did add a sort of failsafe that should switch them when you run out.  There are 3 NPCs of each sex for each race.  What is your characters race set to?  What are the races/sex of your current offspring?  What is the race of the father set to?

 

Can you get me the following info on the current pregnancy (the one that is failing)?

 

Spoiler

;Current Pregnancy

Player.NX_GetEVFo "SOI:Prg:InfantRace"

Player.NX_GetEVFl "SOI:Prg:InfantGirl"

Player.NX_GetEVFl "SOI:Prg:InfantBoy"

Player.NX_GetEVFl "SOI:Prg:Count"

 

;Parents Race

ref.NX_GetEVFo "SOI:Prg:Offspring"

 

 

In the meantime I'll try and add more debug to the process.  In one of my current test runs I have a character on her 4th child.  I'll try and play it out and see if I can find anything.

 

Once I know the info above, we can change the variables and see if it succeeds.  That should identify the problem.

 

Edited by t3589
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10 hours ago, t3589 said:

 

The labor debug is set to always on.  I fixed a bug a while back that requires a new game.  When I did that I increased the limit to 10, though there are still hard limits on the same type of offspring.  There are only so many offspring NPCs.

 

However I did add a sort of failsafe that should switch them when you run out.  There are 3 NPCs of each sex for each race.  What is your characters race set to?  What are the races/sex of your current offspring?  What is the race of the father set to?

 

Can you get me the following info on the current pregnancy (the one that is failing)?

 

  Hide contents

;Current Pregnancy

Player.NX_GetEVFo "SOI:Prg:InfantRace"

Player.NX_GetEVFl "SOI:Prg:InfantGirl"

Player.NX_GetEVFl "SOI:Prg:InfantBoy"

Player.NX_GetEVFl "SOI:Prg:Count"

 

;Parents Race

ref.NX_GetEVFo "SOI:Prg:Offspring"

 

 

In the meantime I'll try and add more debug to the process.  In one of my current test runs I have a character on her 4th child.  I'll try and play it out and see if I can find anything.

 

Once I know the info above, we can change the variables and see if it succeeds.  That should identify the problem.

 

 

That might actually be it then. My character is set to hispanic, and the dad is set to white. The one from the forced pregnancy, is white as well, and I ended up with three boys. So that would just be hitting the limit, then. The only other pregnancy that actually went through successfully after, was a ghoul one. I'll set the father to a different one, and see how that goes.

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On 6/13/2023 at 2:57 PM, CherryNebula said:

 

That might actually be it then. My character is set to hispanic, and the dad is set to white. The one from the forced pregnancy, is white as well, and I ended up with three boys. So that would just be hitting the limit, then. The only other pregnancy that actually went through successfully after, was a ghoul one. I'll set the father to a different one, and see how that goes.

 

You don't have to set anything manually.  Enable 'select race' in the pregnancy settings in the control terminal.  When the character goes into labor a pop up should appear.  This will allow you to set the infant race to whatever you want during birth.  It's a bypass to the NX settings.

 

EDIT:  I think I've fixed this for the next copy.  Testing it now.  Unfortunately it will require a fresh game if your character has ever been prego.  Otherwise the accounting will be off.

 

EDIT EDIT: New one up should fix the issue.  Now the accounting happens at impregnation, instead of labor.  If there aren't any offspring NPCs available, impregnation will not occur.  I may add more NPCs if I ever get around to adding more facegen variations.

 

You shouldn't have to start a new game as long as your character is NOT currently pregnant.

 

Edited by t3589
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