t3589 Posted June 27, 2015 Author Posted June 27, 2015 OK I've changed my mind again. Once I began putting everything together I came to several conclusions about the foreplay mini game. So for now I'm keeping it, though it will change a bit. Ideas I'm working out: - Making 'passes' as a gateway to foreplay. - Separating foreplay as an independent conversation outside of sex. ie. Foreplay commences upon a successful pass, instead of being boxed up within the sex conversation. - The probability of foreplay actually leading to sex (as opposed to just being a make out session), being dependent upon 'base' metering. ie. 1st, 2nd, 3rd, Sex. With reward anims marking the completion of stages. - Fast tracking sex with the option to explore new sexual boundaries. ie. Start sex according to the NPCs prefs immediately or choose the explore dialog and convince them into Top, Bottom, New positions, etc. - Possibly a menu on sex start, that allows the player access to the flagging system. More to come. Thoughts are welcome.
sarenarcturus27 Posted June 27, 2015 Posted June 27, 2015 t3589, I have been away from fallout for many months now. I came back to see your mod still developing with depth and complexity like a well aged, prestigious wine. Your a persistent individual, and probably your own worst critic. Your focus on your vision for perfection (or the closest achievable thing to it) is admirable. I salute you. To the most in-depth, complex mod focused on social extrapolation and sociological simulation available for Fallout.
ButchDiavolo Posted June 27, 2015 Posted June 27, 2015 t3589, I have been away from fallout for many months now. I came back to see your mod still developing with depth and complexity like a well aged, prestigious wine. Your a persistent individual, and probably your own worst critic. Your focus on your vision for perfection (or the closest achievable thing to it) is admirable. I salute you. To the most in-depth, complex mod focused on social extrapolation and sociological simulation available for Fallout. I second this wholeheartedly.
nyaalich Posted June 27, 2015 Posted June 27, 2015 What sarenarcturus said. Seriously. Flagging system? Not following. Dom/sub, etc.? I know that you said that you were working on the beta with some rewrites. Don't know how much you're rewriting it. Do you want current issues? Question: People are either compatible or incompatible (or banned, but that's irrelevant for the question). Is it possible to turn casual into friendly dialogue? I know that you can ignore or reject, but I've not followed it long enough to see how that impacts other relationships.
t3589 Posted June 27, 2015 Author Posted June 27, 2015 What sarenarcturus said. Seriously. Flagging system? Not following. Dom/sub, etc.? I know that you said that you were working on the beta with some rewrites. Don't know how much you're rewriting it. Do you want current issues? Question: People are either compatible or incompatible (or banned, but that's irrelevant for the question). Is it possible to turn casual into friendly dialogue? I know that you can ignore or reject, but I've not followed it long enough to see how that impacts other relationships. The SexoutNg flagging system. ie. Instead of unlocking anim by anim, assign flags to access entire groups. Something like: - Sex dialog exits and menu pops up with flags that the player can set. - Some will be standard so the player can access variations (stand, lay, kneel). - Others will be unlocked through sexual exploration (69, Cowgirl, Zaz, etc.) Just a way to expand position proclivities so there can be some measure of the level of 'kink' an NPC will or won't agree to. The beta is more of a complete rebuild than a rewrite. Technical issues with the alpha shouldn't apply (most if not all of them have been crushed already). Play/function issues sure. I had a 'friend zone' setting at one point that did that. But I figured if you don't want a relationship with them, you could simply exclude them. The only way Casual can move to Friend in the new one is by prolonged absence, or break up. @All: Thank you for your encouragement and appreciation.
nyaalich Posted June 27, 2015 Posted June 27, 2015 Okay. So a general thing or two that might not get caught in the transfer. I took a look at your [Relax Here] script when I was trying to track down a different mod that was creating companion issues. Currently, it's set to trigger the relaxation from the dialogue for NV vanilla companions only. I forget what criteria makes the dilaogue option appear. Anyway, you might consider filtering on factions. Boone uses one player faction while Arcade uses another. Why? Cause due to how they're setup, you can tell that two different people worked on them. I'm seeing [Customize] for robots. I would suggest excluding by robot voice type. Can't remember what mod I was working on when I figured out that that was how I needed to handle some condition. Anyway, dere you go, dere.
t3589 Posted June 29, 2015 Author Posted June 29, 2015 Okay. So a general thing or two that might not get caught in the transfer. I took a look at your [Relax Here] script when I was trying to track down a different mod that was creating companion issues. Currently, it's set to trigger the relaxation from the dialogue for NV vanilla companions only. I forget what criteria makes the dilaogue option appear. Anyway, you might consider filtering on factions. Boone uses one player faction while Arcade uses another. Why? Cause due to how they're setup, you can tell that two different people worked on them. I'm seeing [Customize] for robots. I would suggest excluding by robot voice type. Can't remember what mod I was working on when I figured out that that was how I needed to handle some condition. Anyway, dere you go, dere. The relax actually should work for any companions. What you're noticing there is that it only accounts for vanilla companion 'waiting' states. Any companion refs that I don't have available to set their waiting state get a fake waiting state. Though I can't remember why I didn't just give them all a fake waiting state...? I think I let the robot through because I wanted to support some android mod or something. It's been a while. It's coming along nicely. I can tell it won't be long because I'm starting to have fun horsing around with it. Soon soon, you're a balloon.
nyaalich Posted June 29, 2015 Posted June 29, 2015 Pregnancy is including robots, isn't it? (or it was talked about some where..I think there's android support for ARES (name?) race). I also recall that a Protectron penis model happened recently. So the purpose of [Relax Here] is to not actually set them to wait? Just make them sandbox in whatever room you're in? Haven't used it in a bit, so I don't remember what it was doing regarding the dialogue options after telling the companion to relax. I do know that I was surprised when I left the room and was followed.
t3589 Posted June 30, 2015 Author Posted June 30, 2015 Pregnancy is including robots, isn't it? (or it was talked about some where..I think there's android support for ARES (name?) race). I also recall that a Protectron penis model happened recently. So the purpose of [Relax Here] is to not actually set them to wait? Just make them sandbox in whatever room you're in? Haven't used it in a bit, so I don't remember what it was doing regarding the dialogue options after telling the companion to relax. I do know that I was surprised when I left the room and was followed. Yeah if they're a companion they need to be put into wait or they'll keep following you. I haven't gotten to this part yet in the beta but I'll figure something out. It was mainly to give an option to sandbox in the player home. I put it in because I got tired of the broken companion sandbox mod, and wanted something to replicate that.
BruceWayne Posted June 30, 2015 Posted June 30, 2015 Works like a charm for me. Even without telling them to wait. The only thing I've noticed is, that the option isn't available everywhere.
ButchDiavolo Posted July 2, 2015 Posted July 2, 2015 Hi T, Very exciting to see the BETA uploaded! I of course downloaded it immediately and played around with it for a while, but I can't really figure it out. Do we need to download and install all 3 files? And are you going to post a new description/ wiki for it?
LadyM Posted July 2, 2015 Posted July 2, 2015 I can't figure it out either. I went to Scrambler and now I don't even have the option to talk to him. I'll put the old version in until you explain this one more. I did all the settings although it crashed when I clicked on the home interior setting. I'll keep my eye on your updates and replies and when I understand how to handle Scrambler and Lt Hayes, I'll put the beta back in!
BruceWayne Posted July 2, 2015 Posted July 2, 2015 The data file adds sounds and the likes. Since t is updating the mod constantly it's in an extra archive, so you don't have to download the same stuff over and over again. The last template plugin is a modder's resource for poeple who want to set up NPCs using the intimacy system. *ahem* It does work though. With it, you can give DocMitchell two different (non-random) character profiles (Hopeless Romantic and Sex-starved pervert). T rebuilt the mod with the new features of NVSE 5 and NX 16 in mind, so it naturally hasn't yet all the stuff included that was in the alpha.
nyaalich Posted July 2, 2015 Posted July 2, 2015 Can confirm. I can't speak to the prostitution quests (I'm assuming that's what Scrambler and Lt. Hayes are dealing with), but I know that right now, it's very basic functionality before he starts putting all the frills back on. I played with it a bit, and it's pretty cool. : D Everyone starts off as a friend. You can Include people individually or the entirety of a location (e.g., Goodsprings). While I didn't get to the point of activities, a hotkey is used to initiate talking. So regular conversation menus are less cluttered. Didn't try it with no-name NPCs, but this may circumvent the need for Smaller Talk (/theory). NPCs have more personality/moods. You know how you used to be able to Flatter/Small Talk with friends? Now they do that to you. Sometimes you talk to someone, they small talk/compliment/etc. back and that's that. Other times, they'll want to continue conversing. OMGNEAT! That concludes my not-book report.
LadyM Posted July 2, 2015 Posted July 2, 2015 How are you guys able to 'talk' to the NPC? I get no options at all, not like we used to. Am I missing something what is the hot key?
nyaalich Posted July 2, 2015 Posted July 2, 2015 Re: area, I'm not certain if it's actually by area (NPC lives in the cell(s) named X) or if it's by faction. Haven't popped open the GECK to cause trouble...err, be nosy...um, educate myself. Anyway, I've got a mod that gradually has NPCs move into Goodsprings. They weren't automatically added to SOI. Maybe I didn't give it enough time. Not that it's a problem. They can always be manually added. But that's where my lack of area at the time vs. faction comes into question. T: I notice that sometimes after an NPC is included, they go through the color effect multiple times. Thought that it was just until I talked to them, but then I saw Trudy walking around 12+ hours - a day or two later and she went through the shading (note to others, not Spunk shading) process again. Got both pink and green with Easy Pete. First time I saw green. Don't know if the multiple shadings mean that they're been re-added based on some stat change/category. Can't remember it happening to Charon, but then I don't think that I was ever in a different cell than him. Seeing green made me uncomfortable ("wait...does that mean that he's a stalker?"). If they do have different meaning, for the eventual beta, it would be good to have it all be the same color so that we don't know what we're getting ourselves into. If it's a simply means of testing for right now, I totally understand. You have to assign a hotkey. There's an armor that's something like SOI controls. That's where you can set some stuff, including the hotkey.
LadyM Posted July 2, 2015 Posted July 2, 2015 Oh is that what that custom courier outfit is for? OH thank you so much for the help!
nyaalich Posted July 2, 2015 Posted July 2, 2015 No. Not the custom courier outfit. There should be something that says SOI Controls. I could be wrong about where it is. Might be under the AID section. Fun Fact: Custom courier armor is an armor that T likes and that I've never actually installed, apparently. No idea what it looks like on a chick, but it looks like a Wasteland Grunt outfit on guys. Possibly with gloves. Can't remember if there were gloves in his inventory.
BruceWayne Posted July 2, 2015 Posted July 2, 2015 Seeing as t and I had/have a lengthy conversation about the beta and I picked his head about how stuff works, I think I can answer some of these questions: You need to enable the mod via SOIntimacy Controls. It's an apparel item that has to be equipped. If you leave the pipboy a popup appears and asks you to enable, disable and enable the manager. You also have to set a hotkey to initiate conversations. You can change the hotkey later with the control console. If you've enabled the mod, equipping the controls opens up a terminal where you can alter some settings and enable debug for example. You can also use it to define attributes for your gear, to which NPCs will react. I think the custom courier outfit is added, because t got tired of restarting and collecting all the gear again and again. (That's an assumption) The flashing means that a NPC is currently processed. There are 4 processing cycles, in which the system assigns stats. If the NPC flashes green, it means that they are ready. SmallerTalk is only needed to enable intimacy with NPCs that are not added via script, or you can't talk to, because they have no GREETING. If a NPC is in the system you don't need Smallertalk anymore. Anyway, I've got a mod that gradually has NPCs move into Goodsprings. They weren't automatically added to SOI. Maybe I didn't give it enough time. Not that it's a problem. They can always be manually added. But that's where my lack of area at the time vs. faction comes into question. Seeing as I currently add some "Intimicized" NPCs to Goodsprings, which mod is that (for compatibility reasons)? Or did t give you a copy of mine (which is totally fine, but the copy he had was a little broken).
LadyM Posted July 2, 2015 Posted July 2, 2015 I'm only able to set my hotkey and then I can't do anything with it- I hit it and nothing happens. I'm not sure where the conversations are, using the E button to talk like usual or am I supposed to have new prompts? Or am I missing the original dialogue system in brackets? I think I'm having some mod trouble that I'm either not looking in the right places (has it changed that much from before? in my game it has) or it's not working right in my game yet. EDIT!!! Ok I'm leaving my silliness up in case it will help others. When you bind your key, even though the message clears it, make sure you don't have it bound anywhere else in case the mod didn't pick up on it at the time of binding. I found the key I used was taken by another mod. Once I cleared that it's fucking awesome!! Thanks t!!!
BruceWayne Posted July 2, 2015 Posted July 2, 2015 As I said (or tried to say) in my previous post, NPCs need to be processed at least once in order to appear. If you add Goodsprings in the terminal, that will add all valid NPCs in Goodsprings. If you can't initiate a conversation with someone, go into the terminal and enable the manager. There should now be a dialogue option [Enable Intimacy] for every NPC. Do that and they should start flashing. If they flash green they are good to go.
LadyM Posted July 2, 2015 Posted July 2, 2015 Wow! Lt Hayes works! Both him and Sgt McGee work but I used to get the control freak mode with Sgt McGee but I no longer have any way to customize both McGee and Hayes. But for Lt Hayes, I finally have a way to communicate with him. Thank you so much t!! This is just awesome! If there is anyway to make them customizable so I can pick a profile (I want Hopeless Romantic) for Lt Hayes that would be incredible! But this is just wonderful what you've done so far.
BruceWayne Posted July 2, 2015 Posted July 2, 2015 I hope you mean t, because I haven't done anything. (yet) Since it is a pretty early version, I think/hope control freak mode will be back in a future update.
t3589 Posted July 2, 2015 Author Posted July 2, 2015 OK the beta isn't actually playable just yet. I'm working on it though, then I'll start working on the wiki. For now it's up there just to horse around with, but it is far from a completely play testable copy. Lots of missing or open ended features atm. Just bear with me and it will come together in the next few days. If you want to get your head around customization take a look at the profile template. It has everything noted in the main quest that is needed to set up your own profiles.
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