RogueMage Posted March 28, 2015 Posted March 28, 2015 Who is AWG Bulldog? What mods are you using to modify the wrangler? Hornsby was added to the ban list for the next copy. AWG Bulldog is one of the vanilla Wrangler Guards, I just renamed him with your tool. I am using Populated Casinos medium. I have the problem that there is no reaction with the people again. The console output looks different though. Made a bunch of screenshots and sorted by filename: http://s1118.photobucket.com/user/RogueMage/library/SODRTL%20NoReaction?sort=4&page=1 Edit: Using this mod that adds some NPCs to the Prospector Saloon and the M. Outpost. No AWOP with this character. http://www.nexusmods.com/newvegas/mods/54801/?
t3589 Posted March 28, 2015 Author Posted March 28, 2015 (edited) Who is AWG Bulldog? What mods are you using to modify the wrangler? Hornsby was added to the ban list for the next copy. AWG Bulldog is one of the vanilla Wrangler Guards, I just renamed him with your tool. I am using Populated Casinos medium. I'm using PopCasinos full. The screens you posted all look proper. You might try a clean save/start a fresh game or wait for the next copy and try it. I'll post one shortly. EDIT: New copy uploaded. Should improve this situation. Let me know. Edited March 30, 2015 by t3589
RogueMage Posted April 2, 2015 Posted April 2, 2015 Started a new game with the latest version and I am now level 10. Until now it did not get stuck, but I ran into other situations: a. I ran along the railroads from Jean's to Sloan. There were quite a lot of Powder Gangers (Increased Wasteland Spawns) and as I was not yet liked at this time I got theses stalker warnings. So far nothing special. But visiting Eddy the PGs gave me 'ann odd look' and started following me without doing anything to me. So I got 5 PGs following me around in the Jail. I think something is messed up here. Stalker are set to hardcore and it worked with one PG before. [Force] -> [submit] -> [Positive Response]. b. I got stuck in an endless loop. In the Prospector Salloon one settler talked to me [solicitation] -> [Not here]. In the bathroom I spoke to him again and got [solicitation] and after clicking that I could choose between: [Prostituion], Goodbye. Choosing [Prostitution] took me back to [solicitation]. An endless loop. Edit: to a.: getting the stalkers to agree to an activity got two ot the meanwhile 6 to rape me. The other ones seemed to get a fix when I was leaving the NCRCF by using the doors and not by fast travel. After leaving one after another showed up and wanted to rape me. I hope that fixed it. Back at the Prospector Salloon the script(s) did stop working again, no console output for debug anymore. Luckily restarting the game helped this time. to b.: After restarting the game the same settler tried solicitation again, but this time it worked without the loop. I also got some more questions: What is the reason for the landmarks exactly? I know it is for the player home... What do I do with a mobile home and what for multiple homes? I recognized that I can have activities with more than one npc. Is this wanted, a bug or a feature. For example: I can have supper with one npc, hang out with another and drink with a third at the same time? Should I avoid doing this or is it some kind of group feature? Edit 2: Just got a [solicitation] and the patron followed me when another one spoke to me [solicitation]. So I had two customers following me. The second one was waiting until I finished the first one. Shouldn't this be avoided? The first customer might not like the second one waiting and watching him, well, not everyone I guess. Edit 3: I could not get rid of 2 PGs who I defended agains. They followed me everywhere outside. So they accompanied me to the outpost and the NCR did not care and then they fought a pack of nigthstalkers with me, which killed one of them. The other one is still following me. If I fast travel they stay at the point where I started the fast travel. Edit 4: I am around level 20 now and it stops working very often now. I have to restart the game and until now this starts the scripts again. It happens often after combat and fast travel.
t3589 Posted April 3, 2015 Author Posted April 3, 2015 I have none of these problems. I don't know what else to do except keep adding debug until you see something. Landmark is currently only for one static, non-mobile player home.
RogueMage Posted April 3, 2015 Posted April 3, 2015 I have none of these problems. I don't know what else to do except keep adding debug until you see something. Landmark is currently only for one static, non-mobile player home. I installed the new version. Thx for this. I got stuck once in the Wrangler with it. The last outpout in the console was: SODRTL(ERROR): MAIN QUEST RUNNING SODRTL(ERROR): BASE LIST ADDED SODRTL(ERROR): BASE SPELL ADDED After restarting my game all started working again. I recognized that these three lines showed up here and there but nothing got stuck.
t3589 Posted April 3, 2015 Author Posted April 3, 2015 I installed the new version. Thx for this. I got stuck once in the Wrangler with it. The last outpout in the console was: SODRTL(ERROR): MAIN QUEST RUNNING SODRTL(ERROR): BASE LIST ADDED SODRTL(ERROR): BASE SPELL ADDED After restarting my game all started working again. I recognized that these three lines showed up here and there but nothing got stuck. That tells me that everything is running as it should be. So either something is going wrong in the scanner, or restarting bypasses the delays that were put in place for a reason. ie. Nothing is happening, because nothing is supposed to happen for one reason or another. If you see the above you should also at least see Population Count coming from the scanner. If you see Population Count, the scanner is working. I've added more lines to the scanner to try and pin down the reason NPCs are being ignored.
RogueMage Posted April 3, 2015 Posted April 3, 2015 That tells me that everything is running as it should be. So either something is going wrong in the scanner, or restarting bypasses the delays that were put in place for a reason. ie. Nothing is happening, because nothing is supposed to happen for one reason or another. If you see the above you should also at least see Population Count coming from the scanner. If you see Population Count, the scanner is working. I've added more lines to the scanner to try and pin down the reason NPCs are being ignored. I always get output from the scanner debug with info like locked, notvisible, banned. The Scanner does not stop and as you say it displays a popcount(x). The other debug function does not deliver output if it happens. After clearing the console with CLS I used a stop watch to measure realtime. Within 12 minutes I got one message after 7 minutes and 12 seconds: GetVATSValue 6,15 -> 0,00. This message came up three more times in irregular points of time. Nothing else. If everything is working, the NPC might not do a thing but I have entries like this: SODRTLQualify:Abort(NCRTrooper):CycleDelay:11 This CycleDelay is then counting down and after that it shows the values for this NPC like: SODRTLRecordEval(NCR Trooper):Budget: 120 SODRTLAppearanceEval(NCR Trooper):Recognized: 0 Speaking to the most NPC only gave me the customized option and this option chosen 'This NPC is not yet ready...'. It seems that the creatons of the characters did not go on. It did not. I made a save after this 12 minutes and restarted the game. After SODRTL was initialised (message) the first thing happend was that it started to check and create the NPCs/values: SODRTLCompatibilityEval:(NCRTrooper):Compatible: 1 (and all the other values if it processes a character the first time) Another info: I got a <no name> again: SODRTLScan:(<no name>): Locked SODRTLScan:(<no name>): NoVisual SODRTLScan:(<no name>): Disabled SODRTLScan:(<no name>): Undetected
t3589 Posted April 3, 2015 Author Posted April 3, 2015 (edited) I always get output from the scanner debug with info like locked, notvisible, banned. The Scanner does not stop and as you say it displays a popcount(x). The other debug function does not deliver output if it happens. After clearing the console with CLS I used a stop watch to measure realtime. Within 12 minutes I got one message after 7 minutes and 12 seconds: GetVATSValue 6,15 -> 0,00. This message came up three more times in irregular points of time. Nothing else. If everything is working, the NPC might not do a thing but I have entries like this: SODRTLQualify:Abort(NCRTrooper):CycleDelay:11 This CycleDelay is then counting down and after that it shows the values for this NPC like: SODRTLRecordEval(NCR Trooper):Budget: 120 SODRTLAppearanceEval(NCR Trooper):Recognized: 0 Speaking to the most NPC only gave me the customized option and this option chosen 'This NPC is not yet ready...'. It seems that the creatons of the characters did not go on. It did not. I made a save after this 12 minutes and restarted the game. After SODRTL was initialised (message) the first thing happend was that it started to check and create the NPCs/values: SODRTLCompatibilityEval:(NCRTrooper):Compatible: 1 (and all the other values if it processes a character the first time) Another info: I got a <no name> again: SODRTLScan:(<no name>): Locked SODRTLScan:(<no name>): NoVisual SODRTLScan:(<no name>): Disabled SODRTLScan:(<no name>): Undetected Everything you describe is normal. Except the null ref. Either the ref disappeared in the middle of a scan, or the NPCs name is null. I'll add some more info. EDIT: OK try this one. The scanner should now return ids. Edited April 3, 2015 by t3589
RogueMage Posted April 3, 2015 Posted April 3, 2015 Everything is normal.. Have you changed the output to the console? The whole time I am playing with it, I am checking with the console to learn how the npcs react etc at least twice in a minute. I always had output to read. Well, the <noname> got me an ID 0B009797 and I looked it up in FNVEdit: It is from IWS (Increased Wasteland Spawns) http://www.nexusmods.com/newvegas/mods/38623/?
t3589 Posted April 4, 2015 Author Posted April 4, 2015 Everything is normal.. Have you changed the output to the console? The whole time I am playing with it, I am checking with the console to learn how the npcs react etc at least twice in a minute. I always had output to read. Well, the <noname> got me an ID 0B009797 and I looked it up in FNVEdit: It is from IWS (Increased Wasteland Spawns) http://www.nexusmods.com/newvegas/mods/38623/? I'm going to guess that IWS doesn't play nicely with this mod.
BoondockSaint Posted April 6, 2015 Posted April 6, 2015 Hey t3589, Will this mod be compatible with the upcoming 'the Frontier'?
t3589 Posted April 6, 2015 Author Posted April 6, 2015 Hey t3589, Will this mod be compatible with the upcoming 'the Frontier'? It's a bit early on my end to say definitively, but I don't see why not. I've just recently started to gather together bits from the alpha in preparation to begin work on a beta copy. The beta will move further in the direction of a modders resource. If a modder then wants to use it to add dialog to Frontier NPCs so they can have relationships, that's exactly the purpose the esm was made for.
LadyM Posted April 30, 2015 Posted April 30, 2015 I have been loving this mod. I'll be happy to help you test it and let you know my results. I am running JIP and this mod to see if they can work together so if that's something you would like to know about I can post screenshots. It is from IWS (Increased Wasteland Spawns) http://www.nexusmods.com/newvegas/mods/38623/? Years ago when I first started playing FNV, I wanted IWS to work so badly but it was really buggy back then and I wouldn't be surprised if it was still buggy. It just messed with too many cells.
TheBoss777 Posted May 7, 2015 Posted May 7, 2015 I'm loving this mod so far, but I've had an issue and I've got a handful of questions.So, the issue. I've been working on Corporal Betsy with my character and things have gone mostly well. We've been on a single date, and when I've gone back to do another, when I say "Date Now" nothing happens. She gets date dialogue, but refuses to follow, instead following out her routine. I can do all of the date stuff, but like I said, she doesn't follow, so I'm basically confined to whichever tent she's in, and when we're in the middle of an activity, she'll sometimes just walk to the next activity. I've tried reloading the save multiple times and waiting a day or two before starting the date, but nothing so far. As for my questions:1. There's settings in the control terminal to set up extra landmarks- what are those for?2. I've noticed there's a "Propose" option under the Lover Activities section- what does that entail? Will an NPC Propose to your character?
t3589 Posted May 7, 2015 Author Posted May 7, 2015 I'm loving this mod so far, but I've had an issue and I've got a handful of questions. So, the issue. I've been working on Corporal Betsy with my character and things have gone mostly well. We've been on a single date, and when I've gone back to do another, when I say "Date Now" nothing happens. She gets date dialogue, but refuses to follow, instead following out her routine. I can do all of the date stuff, but like I said, she doesn't follow, so I'm basically confined to whichever tent she's in, and when we're in the middle of an activity, she'll sometimes just walk to the next activity. I've tried reloading the save multiple times and waiting a day or two before starting the date, but nothing so far. As for my questions: 1. There's settings in the control terminal to set up extra landmarks- what are those for? 2. I've noticed there's a "Propose" option under the Lover Activities section- what does that entail? Will an NPC Propose to your character? I'll look into it. I think I still have a save with a Betsy relationship. They were originally for automatic date locations that never got added, but were left in for possible future features. Propose is the option to enter into a commitment. Yes, NPCs will propose if that's what they want out of the relationship. Strapped for time lately, but slowly working out preparations for a new version.
TheBoss777 Posted May 8, 2015 Posted May 8, 2015 I'm loving this mod so far, but I've had an issue and I've got a handful of questions. So, the issue. I've been working on Corporal Betsy with my character and things have gone mostly well. We've been on a single date, and when I've gone back to do another, when I say "Date Now" nothing happens. She gets date dialogue, but refuses to follow, instead following out her routine. I can do all of the date stuff, but like I said, she doesn't follow, so I'm basically confined to whichever tent she's in, and when we're in the middle of an activity, she'll sometimes just walk to the next activity. I've tried reloading the save multiple times and waiting a day or two before starting the date, but nothing so far. As for my questions: 1. There's settings in the control terminal to set up extra landmarks- what are those for? 2. I've noticed there's a "Propose" option under the Lover Activities section- what does that entail? Will an NPC Propose to your character? I'll look into it. I think I still have a save with a Betsy relationship. They were originally for automatic date locations that never got added, but were left in for possible future features. Propose is the option to enter into a commitment. Yes, NPCs will propose if that's what they want out of the relationship. Strapped for time lately, but slowly working out preparations for a new version. Thanks. I've tried a few different things to fix it- reloading back to the last save, right after the first date ended, going off and doing things for a few days, and the like. Nothing seems to work, as she's still stuck. As far as I can tell, there's no difference in my character from the first date to the second, either.
LadyM Posted May 15, 2015 Posted May 15, 2015 I'm loving this mod so far, but I've had an issue and I've got a handful of questions. So, the issue. I've been working on Corporal Betsy with my character and things have gone mostly well. We've been on a single date, and when I've gone back to do another, when I say "Date Now" nothing happens. She gets date dialogue, but refuses to follow, instead following out her routine. I can do all of the date stuff, but like I said, she doesn't follow, so I'm basically confined to whichever tent she's in, and when we're in the middle of an activity, she'll sometimes just walk to the next activity. I've tried reloading the save multiple times and waiting a day or two before starting the date, but nothing so far. As for my questions: 1. There's settings in the control terminal to set up extra landmarks- what are those for? 2. I've noticed there's a "Propose" option under the Lover Activities section- what does that entail? Will an NPC Propose to your character? I'll look into it. I think I still have a save with a Betsy relationship. They were originally for automatic date locations that never got added, but were left in for possible future features. Propose is the option to enter into a commitment. Yes, NPCs will propose if that's what they want out of the relationship. Strapped for time lately, but slowly working out preparations for a new version. Thanks. I've tried a few different things to fix it- reloading back to the last save, right after the first date ended, going off and doing things for a few days, and the like. Nothing seems to work, as she's still stuck. As far as I can tell, there's no difference in my character from the first date to the second, either. They stick in the Date Pending state. I just reset them. If they're receptive they come right back again but I avoid using that option. I just can't get the same interactions from M/M as I do M/F.
t3589 Posted May 16, 2015 Author Posted May 16, 2015 They stick in the Date Pending state. I just reset them. If they're receptive they come right back again but I avoid using that option. I just can't get the same interactions from M/M as I do M/F. The save I have is F/F with Betsy. Dating seems to work fine for me. Date pending means it's not time for dating yet (After 6PM game time).
LadyM Posted May 17, 2015 Posted May 17, 2015 They stick in the Date Pending state. I just reset them. If they're receptive they come right back again but I avoid using that option. I just can't get the same interactions from M/M as I do M/F. The save I have is F/F with Betsy. Dating seems to work fine for me. Date pending means it's not time for dating yet (After 6PM game time). Oh thank you for that! I didn't know! I can't get my M/M's to do anything. What settings do I need for them to work? 0, 0 or -1, -1 set in sexoutng? When I'm playing with M/F I have had 3 companions amaze me in how active they are: Driver Nephi, Scrambler and Ranger Jackson. All 3 have gone through all sorts of your interactions and it's been a blast but I just can't get anything out of them with my M/M. They don't even approach me with a flirt or anything, I always have to initiate it. Also, is there anyway of including Lt Hayes from Primm in this? He's the one I want the most and there's never any chance at all with him, there's never a dialogue choice. I just keep him around for sex now but I'd sure love to date him! BTW, I made a vid showing off your mod: I'll make a better one once I get my guys to work! If not, I'll make a full blown sequence for you with M/F but I'm really hoping for the M/M to kick in.
Sagebrush61 Posted June 10, 2015 Posted June 10, 2015 I'm really enjoying this mod, it's exactly what I was looking for. I've encountered an oddity at Mojave Outpost and am wondering if there is a solution. I made the mistake of accepting a date from a female NCR Trooper. I have a date pending, but her daily schedule has her going to sleep at 4:00 pm and not waking up until 4:00 am. If I speak to her when she's sleeping she will get up, but there are no dialogue options and she immediately goes back to bed. She's never up during legal dating time of 6:00 pm onward so we are always stuck in [date pending] mode. Is there a way around this or do I have to leave her waiting and wanting until the end of the game?
t3589 Posted June 10, 2015 Author Posted June 10, 2015 Just a quick heads up. I'm about halfway thru the beta release which is coming along nicely (rebuilt from the ground up as a single esm). Tons of changes, improvements, and expansion to detail are on the way. Many, if not all of the problems experienced in the current copy will magically disappear. Also, testing and support for the current copy is hereby discontinued, because it's more or less a pile of spare parts compared to the beta. A little taste: - set your own hotkey to initiate only this mods dialog. - NPC to NPC relations/interactions. - meet somewhere for dates. - negotiate pay numerically. - real time dialog tracking. - radio communications. - two way solicitation. - NPC worry mode. - lots lots more. The focus of the alpha copy was heavily on the play tester. It also prioritized NPCs in a very generic sense (trying to include everyone). The beta will move the focus towards building something modders can use. As a result, in game customization will be limited. Though I will begin to post the details modders will need to manipulate the system however they like. This esm will include a set of generic default dialog placeholders. Named NPCs, especially companions, will now be top priority. Generic NPCs, not so much. More to come. @Sage: Best bet would probably be to forget about her and move on to an NPC that works. The outpost generics have been nothing but problems really. I generally avoid the place as far as serious relationships. The rest of them are only good for soliciting imo.
OneWayVector Posted June 11, 2015 Posted June 11, 2015 Sounds very intriguing, looking forward to the changes! Originally I thought it would be a nice idea to allow the player to act as the messenger for NPC to NPC interaction; either by delivering letters, rumours, direct talking etc... The idea that the player can make or break relations by carrying out or even better never delivering messages can allow for tangled messes! Lookin forward to it!
t3589 Posted June 11, 2015 Author Posted June 11, 2015 Originally I thought it would be a nice idea to allow the player to act as the messenger for NPC to NPC interaction; either by delivering letters, rumours, direct talking etc... The idea that the player can make or break relations by carrying out or even better never delivering messages can allow for tangled messes! I came to the conclusion that the vanilla game has already determined any NPC to NPC relationships by the time the PC arrives in the world. So I probably won't be doing that. What I mean by NPC to NPC is the interactions between 2 or more NPCs with which the PC is in a current relationship. Or in other words, the application of the PC to NPC relationship tracking to NPCs that the PC has brought together by way of their relationship. I'm imagining scenarios like: - The PC talks their girlfriend into a 3way, and as a result, their girlfriend falls for the other NPC, and begins cheating on the PC behind their back. - The PC can't take xNPC anywhere because they're always starting fights with NPCs who are checking the PC out. - The PCs boyfriend takes them on a date and keeps staring at the waitresses tits during dinner. The main idea being to give the NPC the same capability to threaten the relationship that the PC has. You mention delivering messages, which brings me to radio communications. If I can pull it off, I would like to have some way to be able communicate at a distance. For this I imagine: - Jealous/Horny/Lonely/Crazy NPCs who pester the PC with calls wanting to know where they are, what they're doing, when they'll be back, etc. - Crazy NPCs, who, if you don't radio them and check in they come looking for you at the most inconvenient times. - Checking in with NPCs over the radio to mitigate longer absences. - Patrons who radio the PC to make prostitution appointments. Just a few ideas I've been entertaining.
LadyM Posted June 11, 2015 Posted June 11, 2015 I really love this mod. The only request I have is please beef up the M/M relations with non- 'official' companions forced-recruited NPCs. I have the sexoutng set to -1.0 for male npc and player but can never get past friendly dialogue. M/F is ready, a few NPCs as I've mentioned earlier, react almost immediately by adding the Control Freak option. My Male PC/Male NPC ie Scrambler, Lt Hayes never get the Control Freak option. It would be awesome if they could! Keep up the great work with this mod, I really enjoy the prompts and actions.
t3589 Posted June 11, 2015 Author Posted June 11, 2015 I really love this mod. The only request I have is please beef up the M/M relations with non- 'official' companions forced-recruited NPCs. I have the sexoutng set to -1.0 for male npc and player but can never get past friendly dialogue. M/F is ready, a few NPCs as I've mentioned earlier, react almost immediately by adding the Control Freak option. My Male PC/Male NPC ie Scrambler, Lt Hayes never get the Control Freak option. It would be awesome if they could! This mod doesn't use the NPC orientation settings in NG at all. It only uses the PC orientation setting. Try setting the PC to Gay in NG, and then set this mod to 'match' orientation. Scrambler is a default rapist (lvl 2 Stalker). Lt. Hayes is excluded for some reason I've long forgotten.
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