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Sexout Intimacy


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Posted

 

Hi Bruce :) I wil check out your plugin :) In fact I just downloaded it for that :D. I hope I can make sense of it though...

 

Too bad the copy/paste won't make it work magically... Steep learning curve, here I come!

 

Ninja-ed edit: That is ok, I will check your plugin and see if I can find some pointers there. I appreciate the help

 

So perhaps what I was trying to do just isn't working either because I was just trying to copy and paste the profile sheet also.  I look forward to some more instruction on how to do this! :D

 

Take your time T, we're having fun just checking out what you've done already!

 

 

Better instructions are coming.  The commented section in the main quest is for setting NPCs explicitly through scripts.  The template is currently set up to NOT use the explicit method, and use the dialog results method instead.

 

In other words, read the main quest commented section to understand what each setting does, but the stuff you want to edit is in fact in the dialog results, and that's the part that works the way you're probably thinking (uncomment, set, and save.).

 

 

Posted

Well, I guess I will hold off playing around with it until you say it is ready to, T. I am pretty excited about this mod though...

 

You're welcome to play with it as it is.  But it helps to know what to expect.

 

Posted

Well, I guess I will hold off playing around with it until you say it is ready to, T. I am pretty excited about this mod though...

 

I'd suggest grabbing BruceWayne's SexoutIntimacyRepopulated (SOIR) and playing around with them to get an early understanding and preview. (Thankies Bruce)

 

One can only imagine how much better it will be in future once full working features, dialogs, maths, calculations and all that other fancy clockwork beneath this mod that makes it tick are implemented and get better.

 

As it is right now I'm having fun testing certain things out and mainly experimenting with Bruce's NPCs and the profiles with them.

 

Also recommend you Follow the thread to get notifications instantly of new posts. Upper right corner.

 

Q2bvDxK.png

 

--

 

T, in the original SODRL there was <Control Freak Mode> and in there was an option to re-name NPCs, in future will a naming option be added back in?

For naming NPCs now I use SetNameEx in console followed by the name I want but upon loading a save the names are lost.

Of course I can go into GECK to re-name NPCs it's just more convient to do it on the fly in-game. (Especially to Generic no-named NPCs such as Goodsprings Settler)

Posted

 

T, in the original SODRL there was <Control Freak Mode> and in there was an option to re-name NPCs, in future will a naming option be added back in?

For naming NPCs now I use SetNameEx in console followed by the name I want but upon loading a save the names are lost.

Of course I can go into GECK to re-name NPCs it's just more convient to do it on the fly in-game. (Especially to Generic no-named NPCs such as Goodsprings Settler)

 

 

Yes.  The renamer will be back I promise.

 

Posted

Curious:  Is arguing working?  Ceding only gets me a negative reaction.  I've had arguments about dates, but then I also got an angry argument out of what seemed like nowhere (that said, I may have loaded into a save mid-activity).  Don't know if [info] would have given any info on why, but all I've gotten from talking have been positive responses.  Using the romantic profile (from yours), and the only thing I can think of is talking, although keeping it to small talk with other people.  Maybe it was an arbitrary thing, like he stubbed his toe and therefore, fuck the world.

 

Just curious as to what might be going on (or not going on) mechanically.  Seems like the variables go to crazy negative numbers after I install a new version sometimes.  Maybe it's connected, maybe not.  I don't have a log for you, and I haven't been watching the variables religiously.

 

I did start an activity outside, but then Nevada Skies started a radiation storm, so I went inside Mick and Ralph's.  The activity continued.  Maybe he considered that a walking away still?

 

I think I've fixed arguing.  You should only get a negative when ceding if they are angry now (it was on 50/50 random).  Some stats run in the negative, others are not supposed to.  Let me know which ones and I'll figure out what's going on.

 

lol This happens to me often with NVSkies.  You said the activity continued?  If he thought it was walking away the activity should be over.  If you still got activity dialog (which would be desirable imo, storms happen) then he should be fine.  Did he come with you in Mick and Ralphs?  Maybe I misunderstand.

 

Posted

Was really trying to figure out if it was missing functionality or user error.  The activity continued inside.

 

BTW - don't forget to add "Back" to the new [sOI Settings] dialogue option.  ; )

Posted (edited)

Was really trying to figure out if it was missing functionality or user error.  The activity continued inside.

 

BTW - don't forget to add "Back" to the new [sOI Settings] dialogue option.  ; )

 

Doh!  Danke.

 

 

EDIT:  Fixed it.

Edited by t3589
Posted

 

 

I think I've fixed arguing.  You should only get a negative when ceding if they are angry now (it was on 50/50 random).  Some stats run in the negative, others are not supposed to.  Let me know which ones and I'll figure out what's going on.

 

 

 

 

 

Hi - thanks for the great work to make an plausible AI. Looking forward for the final version  :shy:

 

Desire, lust and dispossition now get negative values sometimes, since the last updates. Hope it helps.

 

An other observation, processing seems to stop when error messages like this apear

 

Error in script 19051e2f

Operator:= failed to evaluate to a valid result

File : SexoutSpunk.esp Offset: 0x0291 ( or 0x02AC) Command let

 

 

Is it possible that your mod conflicts with spunk? Or is this something else? ( Debug messages of spunk are switched off )

Posted

 

 

 

I think I've fixed arguing.  You should only get a negative when ceding if they are angry now (it was on 50/50 random).  Some stats run in the negative, others are not supposed to.  Let me know which ones and I'll figure out what's going on.

 

 

 

 

 

Hi - thanks for the great work to make an plausible AI. Looking forward for the final version  :shy:

 

Desire, lust and dispossition now get negative values sometimes, since the last updates. Hope it helps.

 

An other observation, processing seems to stop when error messages like this apear

 

Error in script 19051e2f

Operator:= failed to evaluate to a valid result

File : SexoutSpunk.esp Offset: 0x0291 ( or 0x02AC) Command let

 

 

Is it possible that your mod conflicts with spunk? Or is this something else? ( Debug messages of spunk are switched off )

 

If I'm not mistaken that error can happen even without this mod.

Posted

 

Hi - thanks for the great work to make an plausible AI. Looking forward for the final version  :shy:

 

Desire, lust and dispossition now get negative values sometimes, since the last updates. Hope it helps.

 

An other observation, processing seems to stop when error messages like this apear

 

Error in script 19051e2f

Operator:= failed to evaluate to a valid result

File : SexoutSpunk.esp Offset: 0x0291 ( or 0x02AC) Command let

 

 

Is it possible that your mod conflicts with spunk? Or is this something else? ( Debug messages of spunk are switched off )

 

 

Desire and lust can be negative.  Disposition isn't supposed to I don't think, will look into it.

 

No that's Spunk.  Nothing to do with this mod.

 

 

 

Posted

The Apparel settings I select via ::SOL Controls:: don't stick such as Sexy, Skimpy, Submissive etc.

 

Is SexoutClothingEval.esp obsolete and interfere or is there any factor as to why the settings don't/won't save?

 

(Would understand if this part is WIP / Not Functional Yet), I run nvse_loader.exe as Administrator / FalloutNV.exe properties set as Administrator for full permission rights to write/read.

Posted

The Apparel settings I select via ::SOL Controls:: don't stick such as Sexy, Skimpy, Submissive etc.

 

Is SexoutClothingEval.esp obsolete and interfere or is there any factor as to why the settings don't/won't save?

 

(Would understand if this part is WIP / Not Functional Yet), I run nvse_loader.exe as Administrator / FalloutNV.exe properties set as Administrator for full permission rights to write/read.

 

Using the latest version?  This was broken several copies ago, has since been fixed.  Just tested on Sexy with the latest.  Persisted across saves as expected.

 

I no longer use clothing eval personally, but you should be able to use it along side this mod.  They do essentially the same thing, and setting some things in one will also set them in the other.

 

Posted

Here are a couple of pictures of the next set of NPCs:

 

 

Xc2zKmK.jpg

O95Pny9.jpg

KjbZIvO.jpgJUo8Btb.jpg

 

 

I'm going to release them as soon as I've finished their AI and gave them a couple of things to do. I'm also working on custom dialog profiles, two of which are almost finished (custom dialog entries for Josie and "townies"), and two are still in the works (Wastelanders and Powder Gangers). I think once I'm done with them, SOI will be "complete" enough to interact with them more fully. It works pretty well already, but I hesitate to release before all the core features of SOI are in and I don't have to add or change around too much. I'd also like to implement a couple of vanilla quest hooks, like there were in the alpha. At that point, SOI Repopulated will get its own thread and I won't hijack this one anymore. ;)

Posted

Here are a couple of pictures of the next set of NPCs:

 

 

Xc2zKmK.jpg

O95Pny9.jpg

KjbZIvO.jpgJUo8Btb.jpg

 

 

I'm going to release them as soon as I've finished their AI and gave them a couple of things to do. I'm also working on custom dialog profiles, two of which are almost finished (custom dialog entries for Josie and "townies"), and two are still in the works (Wastelanders and Powder Gangers). I think once I'm done with them, SOI will be "complete" enough to interact with them more fully. It works pretty well already, but I hesitate to release before all the core features of SOI are in and I don't have to add or change around too much. I'd also like to implement a couple of vanilla quest hooks, like there were in the alpha. At that point, SOI Repopulated will get its own thread and I won't hijack this one anymore. ;)

 

Looks fantastic.  It's getting there.  From now on there probably won't be any changes to what's already there, just new additions.  I expect there are a few things I've missed as usual too.

 

The only realized core features still missing (unless I forgot one) are:

- Sexual Exploration

- Living Together

- NPC to NPC

- Prostitution

- Morality

- Quests

- Gifting

 

The unrealized ideas are:

- Long Distance Comms

- Find PC

 

 

Posted

 

The Apparel settings I select via ::SOL Controls:: don't stick such as Sexy, Skimpy, Submissive etc.

 

Is SexoutClothingEval.esp obsolete and interfere or is there any factor as to why the settings don't/won't save?

 

(Would understand if this part is WIP / Not Functional Yet), I run nvse_loader.exe as Administrator / FalloutNV.exe properties set as Administrator for full permission rights to write/read.

 

Using the latest version?  This was broken several copies ago, has since been fixed.  Just tested on Sexy with the latest.  Persisted across saves as expected.

I no longer use clothing eval personally, but you should be able to use it along side this mod.  They do essentially the same thing, and setting some things in one will also set them in the other.

 

Got rid of SexoutClothingEval.esp, made a new save without SDRL, loaded up said new save with fresh loaded SDRL (v20150714.05B).

 

[Apparel Settings] > [Wear] > [Outfit]

- Any settings selected in here work and stick for me.

 

[Apparel Settings] > [Other] > [Addon 1] or [Addon 2] or [Addon 3], seems to be the same for Neck.

- Any settings selected in here do not stick for me.

 

So, I opened up the GECK and then the clothing item and under Biped Object changed it from BodyAddOn1 to Upperbody, saved.

 

In game the clothing is now seen by ::SOL Controls:: as an [Outfit] rather than [Addon 1] and settings stick, so I guess this is a workaround.

Posted (edited)

 

Got rid of SexoutClothingEval.esp, made a new save without SDRL, loaded up said new save with fresh loaded SDRL (v20150714.05B).

 

[Apparel Settings] > [Wear] > [Outfit]

- Any settings selected in here work and stick for me.

 

[Apparel Settings] > [Other] > [Addon 1] or [Addon 2] or [Addon 3], seems to be the same for Neck.

- Any settings selected in here do not stick for me.

 

So, I opened up the GECK and then the clothing item and under Biped Object changed it from BodyAddOn1 to Upperbody, saved.

 

In game the clothing is now seen by ::SOL Controls:: as an [Outfit] rather than [Addon 1] and settings stick, so I guess this is a workaround.

 

 

No clue.  Tested AddOns, 'pretty' setting persists across saves.  What clothing item?  Which setting specifically won't stick?

 

EDIT: Try the new one.  I think I've found the problem.

 

Edited by t3589
Posted

EDIT: Try the new one.  I think I've found the problem.

Okay that seems to have resolved it, Thankies.

Those not yet implemented core features have got me hyped.

Posted

I'm starting to work out gifting.  I think I'm going to split them into categories based on the attributes they modify. So:

 

- Sentimental Gifts (Softens Heart)

- Sexy Gifts (Increases Libido)

- Sorry Gifts (Resolves Conflicts)?

- Charity Gifts (Increases Wealth)?

- Anything else?

 

These categories won't determine standardized gifts, but rather, each NPC will have their own definition of what gifts belong to which category.  ie. A sentimental gift to one NPC may be categorized differently (a sexy gift) or not at all to another NPC.

 

Just brainstorming.

 

Posted

I'm starting to work out gifting.  I think I'm going to split them into categories based on the attributes they modify. So:

 

- Sentimental Gifts (Softens Heart)

- Sexy Gifts (Increases Libido)

- Sorry Gifts (Resolves Conflicts)?

- Charity Gifts (Increases Wealth)?

- Anything else?

 

These categories won't determine standardized gifts, but rather, each NPC will have their own definition of what gifts belong to which category.  ie. A sentimental gift to one NPC may be categorized differently (a sexy gift) or not at all to another NPC.

 

Just brainstorming.

 

Party Gifts?  Give booze and drugs?  or is that sexy gifts?

Posted (edited)

 

I'm starting to work out gifting.  I think I'm going to split them into categories based on the attributes they modify. So:

 

- Sentimental Gifts (Softens Heart)

- Sexy Gifts (Increases Libido)

- Sorry Gifts (Resolves Conflicts)?

- Charity Gifts (Increases Wealth)?

- Anything else?

 

These categories won't determine standardized gifts, but rather, each NPC will have their own definition of what gifts belong to which category.  ie. A sentimental gift to one NPC may be categorized differently (a sexy gift) or not at all to another NPC.

 

Just brainstorming.

 

Party Gifts?  Give booze and drugs?  or is that sexy gifts?

 

 

Think of it in terms of what effect it would have on the NPC.  I want gifts to mimic some of the old control freak functions.

 

You already give booze/drugs during parties if you're the one who is 'buying'.  Or if you mean something different, what would it alter on the NPC?  I want these to be sort of events, not your every day thing.  So I probably won't do any gifts that just make them horny, etc. etc.

 

I'm also planning to create some way for the player to 'find out' what the NPCs magic gifts are.  Ideally, some sort of clue/hint system.  So the scope can be rather broad.  ie.  Doc Mitchell wants a tire iron for valentines day.

 

EDIT: Favorite food/drink/booze/drugs will be a part of this, though those will only give temporary gains.  Gifts will be a more permanent effect.

Edited by t3589
Posted

Hey T, I had a thought.  How about lying?  Perhaps if we had a few more things in our Orientation like Prostitute, Junkie, Alcoholic, Nympho/equivalent for males, frigid/equivalent for males, you know a couple more things to round out the PCs portrait and then implement lying.  So if we've picked prostitute in the orientation and lie about it, our PC can get a reaction.

 

Also I notice they ask if I'm bisexual but I have straight selected on the sexout NG settings.  But if we lie and they ask if bisexual and my settings are straight then that would be a lie.  LOL  Just thinking out loud I guess, I wanted to run this idea by you! ;)

Posted

 

Think of it in terms of what effect it would have on the NPC.  I want gifts to mimic some of the old control freak functions.

 

You already give booze/drugs during parties if you're the one who is 'buying'.  Or if you mean something different, what would it alter on the NPC?  I want these to be sort of events, not your every day thing.  So I probably won't do any gifts that just make them horny, etc. etc.

 

I'm also planning to create some way for the player to 'find out' what the NPCs magic gifts are.  Ideally, some sort of clue/hint system.  So the scope can be rather broad.  ie.  Doc Mitchell wants a tire iron for valentines day.

 

EDIT: Favorite food/drink/booze/drugs will be a part of this, though those will only give temporary gains.  Gifts will be a more permanent effect.

 

 

Hm - what about factors like timing/mood etc? Especially erotic presents must come from the right person and in the right mood, otherwise they have more an insulting or embarrising effect. Other presents may just have no effect, when they come in the wrong moment, or an even bigger one if the timing is right.

 

I think that would make gifting more realistic and challenging. 

Posted

So is SODRL now known as SOI (Sexout Intimacy?)

 

Sorry, been away a few days, out of the loop.

 

@ Bruce

 

Loving the new NPCs mate!

 

@ T

 

T, you had an AWOP compatibility patch in the previous version? Am I okay to use the old one or is there a new one available? 

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