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Sexout Intimacy


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Posted

@Sage: Sex is the most untested and incomplete function of this mod currently.  It will probably be the last thing I tackle.

 

@MRM:  I'm working on it.

Posted

@Sage: Sex is the most untested and incomplete function of this mod currently.  It will probably be the last thing I tackle.

 

@MRM:  I'm working on it.

 

@Sage: Will fix this soon.  Females need a dildo in inventory to go topsies on another female when you specify vaginal sex (hence the error).

 

@MRM: Decreased stalker chase time.  Also dancing has always been available while on dates, but dates haven't worked until recently for anyone to see it.

 

@Everyone: New copy up.  Prostitution framework is in.  Still needs work.

 

Posted

I have a problem with animations that might be related to your mod - after some time anymation stop working for me. The debug messages of sexout told me this

 

fnSARF: Locked actorA (00099CFE -- Lieutenant Hayes).
fnSARF: Not proceeding, actorB (00000014 -- Ayla) already locked.
fnSARF: Unlocking (00099CFE -- Lieutenant Hayes) in abort.
 
Is it possible that an actor is still blocked by previous actions? in an other case working or not working of animations depended of the options I picked, that made me think it could have someting to do with your mod. Or is this somthing else?
 
 
An other point. My female PC had today a straight female stalker bug or feature? 
 
Edit: I had a problem regarding dating and dancing. When I date a NPC and he followed me somewhere else, after dancing for a few seconds the NPC is going "home", even so the activity/date has not ended yet.
 
Edit 2: New problem - after some while or after adding to many NPCs the mods seem to stop working - no reaction from NPCs and no debug messages from your mod any longer in current game
Posted

T, there is a problem with the animations from using FORCE.  When I used that I selected 'be on top' and it put the male on top during the animation but it was supposed to be a female animation.  I might not be understanding the force I thought it was for him (NIner) to force himself on me, not me on Niner.  Which would explain the wonky animation.



Edit 2: New problem - after some while or after adding to many NPCs the mods seem to stop working - no reaction from NPCs and no debug messages from your mod any longer in current game


I actually had something similar I'm still working on to figure out.  I was in Primm for a few days hanging out with Lt Hayes and Sgt McGee.  Their intimacy was working great, I even had a date with McGee but when I returned to Goodsprings there was no Intimacy settings anymore.  They were still in place but the hotkey no longer worked.  I tried to reset the hotkey and it still didn't work.  Now this was on some NPCs that were not included in Bruce's mod although his mod stopped working as well.  I need to investigate this further but there may be a problem with being away from the tagets for a long period of time, in different cells and the targets no longer work.  The targets that stopped working were NOT my companions.  I just was playing around with Bruce's mod getting to know his NPCs as well as a few of mine.  I also had several NPCs that had been intimitized.

Posted

T, there is a problem with the animations from using FORCE.  When I used that I selected 'be on top' and it put the male on top during the animation but it was supposed to be a female animation.  I might not be understanding the force I thought it was for him (NIner) to force himself on me, not me on Niner.  Which would explain the wonky animation.

 

Edit 2: New problem - after some while or after adding to many NPCs the mods seem to stop working - no reaction from NPCs and no debug messages from your mod any longer in current game

I actually had something similar I'm still working on to figure out.  I was in Primm for a few days hanging out with Lt Hayes and Sgt McGee.  Their intimacy was working great, I even had a date with McGee but when I returned to Goodsprings there was no Intimacy settings anymore.  They were still in place but the hotkey no longer worked.  I tried to reset the hotkey and it still didn't work.  Now this was on some NPCs that were not included in Bruce's mod although his mod stopped working as well.  I need to investigate this further but there may be a problem with being away from the tagets for a long period of time, in different cells and the targets no longer work.  The targets that stopped working were NOT my companions.  I just was playing around with Bruce's mod getting to know his NPCs as well as a few of mine.  I also had several NPCs that had been intimitized.

 

I've noticed that behavior as well. What happens is, that one NPC wants to approach you with something (flirt/rumor/affection/etc) and until they do, all interactions with other NPCs are blocked. I bet if you go back to the NPCs you've last been able to speak to and who have an interaction still lined up, you can talk to them just fine. Hang around them for a while until they do what they wanted to do. That should unlock the other NPCs as well. 

Posted (edited)

Force is incomplete, but yes it's the PCs use of force.

 

The queue is a pass through.  It does not block any actions at all.  ie.  When an NPC approaches the PC, the other NPCs will continue to pass through the queue.  The queue never stops processing, and never locks out the next NPC in line.  So I don't know what's going on there.

 

Also, when the hotkey doesn't work, it should display a message and debug as to why it isn't working.  I'll look into it and maybe add some more debug.

 

EDIT:  Also you could try turning on the scan debug and see if they are being kept out of the queue for any reason.

Edited by t3589
Posted

I've noticed that behavior as well. What happens is, that one NPC wants to approach you with something (flirt/rumor/affection/etc) and until they do, all interactions with other NPCs are blocked. I bet if you go back to the NPCs you've last been able to speak to and who have an interaction still lined up, you can talk to them just fine. Hang around them for a while until they do what they wanted to do. That should unlock the other NPCs as well.

I actually tried that.  I went back to Primm where I'd just had the date with Sgt McGee and the hotkey and the mod worked fine.  When I returned to Goodsprings, I hit up Kenny, TDog, Harry & Harry's wife and was unable to have any interaction with them.  At that point I removed the mod and started over.  If it happens again, I'll try it your way, Bruce!

Force is incomplete, but yes it's the PCs use of force.

 

The queue is a pass through.  It does not block any actions at all.  ie.  When an NPC approaches the PC, the other NPCs will continue to pass through the queue.  The queue never stops processing, and never locks out the next NPC in line.  So I don't know what's going on there.

 

Also, when the hotkey doesn't work, it should display a message and debug as to why it isn't working.  I'll look into it and maybe add some more debug.

 

EDIT:  Also you could try turning on the scan debug and see if they are being kept out of the queue for any reason.

 

T, I keep the scan debug on, next time I'll take screens of it should it happen again.  The only one I have disabled is the register debug, should I have that one on as well?

 

btw, after weeks of testing, I finally got up to Lover status with Niner!  OH HAPPY DAY!! chairspin.gif

Posted

No you shouldn't need the registry debug.  You should only need the scan debug to check if they are being blocked by the scanner.  Other than that it's probably best to leave it off, otherwise it will be extremely difficult to see anything except the scan debug as it runs so often.

 

Also, if the hotkey isn't working, it should tell you why in debug.  But you won't catch it if the scan debug is on, because the scan debug will quickly fill up the screen and you'll miss it.

Posted

 

Also, if the hotkey isn't working, it should tell you why in debug.  But you won't catch it if the scan debug is on, because the scan debug will quickly fill up the screen and you'll miss it.

 

I actually looked for that, but the debug says nothing at all. 

 

Hotkey debug works though, as It shows that tables or doors are invalid for instance, while the non-responsive NPCs show no debug message at all. 

 

Once their stuck (for the lack of a better word) "dosomething" has processed and actually did something, they all start homing in because they got their greetings queued up, if they are still close nearby.

 

My suspicion is that the PC is reserved by some process or action, and thus is prevented from initiating dialog with NPCs. (since all the quests have a non-reserved PC/NPC as condition, which would prevent the topics from being valid)

 

Edit: I should add that otherwise the debug works as it should, i.e. it shows they are invalid if they're sleeping, etc.

Posted (edited)

It might be the absent script.  Are all these NPCs returned to after an absence of greater than 1 day?

 

EDIT:  Wait I'm corn-fused. So regular debug (stats) stops working but the hotkey debug works?

Edited by t3589
Posted

What I tried to say is, all debug works as it should. The unresponsive NPCs don't show any hotkey-debug information though.

 

This happened to me a couple of times in the Prospector Saloon with NPCs I don't have any relationship greater than acquaintance status.

 

The pattern is this:

 

Talk to a NPC multiple times, another NPC across the room picks up a flirt or rumor, but is still doing their thing, like eating, sitting, drinking. Cycles and stages proceed normally, but no NPC, with the exception of the NPC across the room who picked up the action, can be talked to with the hotkey.

 

It works fine most of the time, but the above happened to me at least twice.

Posted (edited)

What I tried to say is, all debug works as it should. The unresponsive NPCs don't show any hotkey-debug information though.

 

This happened to me a couple of times in the Prospector Saloon with NPCs I don't have any relationship greater than acquaintance status.

 

The pattern is this:

 

Talk to a NPC multiple times, another NPC across the room picks up a flirt or rumor, but is still doing their thing, like eating, sitting, drinking. Cycles and stages proceed normally, but no NPC, with the exception of the NPC across the room who picked up the action, can be talked to with the hotkey.

 

It works fine most of the time, but the above happened to me at least twice.

 

Ok now I understand.  I've uploaded a new copy with more debug reporting.  I'll check into this and see what I can find.

 

EDIT: Well I think I may have gotten it.  I did find a mistake in the hotkey script.  How it relates to this problem I don't really understand yet. lol  We'll see if this does the trick.  New copy up, more debug and a script fix.

 

Edited by t3589
Posted

Unfortunately, the added debug in the tracker script drowns out all other debug, as it runs every frame, and not only if the key is pressed.

 

Edit: 

 

 

if (0 < (IsFormValid rTarget)) && (0 < (IsReference rTarget))
   Call fnSOISetProfl rTarget
   let rConv := rTarget
   let rTarget := 0
  else
   dbprintc "%n (%i):SOITrackerQst:InvalidREF!" rTarget rTarget ; <---- This line
   let rTarget := 0
  endif

 

 

Posted

Huh.  I was thinking the "invalid ref" was because I was doing a new game and focusing on FO3 people.  Couldn't get Burke or Ringo to finish being added (when I was trying to troubleshoot what was going on).  I did see that they both periodically had some function along the lines of AbortRun.  My character is currently negative karma, but Burke is also negative karma.  Uncertain what's going down, but there you go.

Posted (edited)

Unfortunately, the added debug in the tracker script drowns out all other debug, as it runs every frame, and not only if the key is pressed.

 

Edit: 

 

 

if (0 < (IsFormValid rTarget)) && (0 < (IsReference rTarget))
   Call fnSOISetProfl rTarget
   let rConv := rTarget
   let rTarget := 0
  else
   dbprintc "%n (%i):SOITrackerQst:InvalidREF!" rTarget rTarget ; <---- This line
   let rTarget := 0
  endif

 

 

 

lol  Yeah I was in a hurry and ran out the door just after.  I'll fix it.

 

 

EDIT: New copy posted.

Edited by t3589
Posted

I'm currently looking into gifts. I was wondering if it is possible to have multiple gifts of the same kind per NPC? (for example two different libido gifts, three for hearts, four for temper, etc)

 

Or would they overwrite each other, if I were to register multiple gifts of the same purpose for a single NPC?

 

Posted

It only keeps the one on them so yes it would overwrite them.  I could probably change that setting to hold more.  I'll look into it.

Posted

Oh! I didn't know a beta version is out. Checking the first post from time to time and I didnt notice the good stuff is in the 'download' link. Gonna try this out.

 

Still building it back up so don't expect a fluent run just yet.  Been busy this week also and haven't had a chance to push it forward for a few days now.  Hopefully I'll get a good long day of testing in this weekend.  Don't forget to try out Bruces mod too.

 

Posted

Btw, I'm "halfway" done with porting SexoutAffairs over to my new mod. There is some stuff I'm not going to bother with porting, since SOI has better features in this regard, but there is still some cool extra stuff (at least for Inga) that isn't available for others. 

 

Part of the reason I was asking for "more" presents was, that I could couch all the stuff you could give her previously, in SOI's gift system. (for that to actually work as it used to, I'd need to be able to define her favorite foods/drinks as well) Atm, her presents are a "best of" of all the old stuff, and I was hoping to finally implement some other stuff that I hinted at as well. It wouldn't be bad if I couldn't, since most of it could be done in dialog with manual adjustments just as well. I'm not sure for how many characters this is going to be relevant at this point anyway.

 

Unrelated thing I've just noticed: Do we need to have our own music tracks for dancing to work? When I tried, both characters started to dance, but the NPC quit soon after and ended the dance/date without further notice. 

Posted

Btw, I'm "halfway" done with porting SexoutAffairs over to my new mod. There is some stuff I'm not going to bother with porting, since SOI has better features in this regard, but there is still some cool extra stuff (at least for Inga) that isn't available for others. 

 

Part of the reason I was asking for "more" presents was, that I could couch all the stuff you could give her previously, in SOI's gift system. (for that to actually work as it used to, I'd need to be able to define her favorite foods/drinks as well) Atm, her presents are a "best of" of all the old stuff, and I was hoping to finally implement some other stuff that I hinted at as well. It wouldn't be bad if I couldn't, since most of it could be done in dialog with manual adjustments just as well. I'm not sure for how many characters this is going to be relevant at this point anyway.

 

Unrelated thing I've just noticed: Do we need to have our own music tracks for dancing to work? When I tried, both characters started to dance, but the NPC quit soon after and ended the dance/date without further notice. 

 

Yeah I still need to work out a good gift hinting system and also do favorites on every trade interaction.  (ie. Fav food/drinks/booze/drugs).

 

The music in the data pack are just track changing noises.  I think they only play for a second or two so you have to add your own music.  Just note that the length of your music will also be the length of the dance.  I guess I could stick the vanilla tracks back in there, but my thinking was, it would increase the size of the download and also, who doesn't add their own music anyway?

 

Posted

I liked the music you had.  I never add music to any mod, I run so much already music files are just overkill but if the mod comes with it, then I keep it.

Posted

Hey, T, there are 2 prompts that need to have Confess.

 

1.  "Is Easy"

2.  "Is Sex Icon"

 

Neither of these have "Confess" as a reply.  I would like to have that added please because she is an easy sex icon! LOL

Posted

If the topics are [Opinions], you don't need to confess, because they already have that opinion of you.

 

If it was one of mine, there is a good chance that it'll be missing (or rather have the wrong responses). Just noticed that a couple of topics are broken, because the topics are based on an earlier version of SOI and I didn't notice that the responses for a bunch of topics have changed (for example, atm you can't agree to do any activities with them, if they approach you).

 

Will be fixed asap.

 

 

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