BruceWayne Posted August 11, 2015 Posted August 11, 2015 Yeah okay, I figuered. What does "give you an Odd look" mean? Just saw it flash right now and I remember it from earlier builds. Honestly she's not really doing anything if you want have your Mod take preference. And we are now a couple. It just happened. I want to thank everybody for all the advice. I couldn't have done it without you. I would have been cursed to forever remain a filthy Casual. Any more advice to continue progression and even just what new avenues this now opens up. Also I have 600 Influence over her. Yeah. EDIT: Nevemind Couple stuff, we're married. So yeah. If possible for the future would there be a way to implement rings and a chapel for this stage? Just as a nice visual? Also had sex with her, Aggravation hasn't gone down. Still at 23. I'm not sure what the "right" way to lower aggravation is, but if you have an argument with her and [excuse] yourself, aggravation will go down. Had lots of arguments with one NPC and managed to get aggravation down to -30 at some point, using this method.
t3589 Posted August 11, 2015 Author Posted August 11, 2015 Yes sex definitely clears it. So you picked it up again somehow. The only way to get aggro is through dialog/infidelity/breakup/absence.
t3589 Posted August 11, 2015 Author Posted August 11, 2015 (edited) Hmm. Guess I'll just have to have more sex. Well it is possible that they ran through at exactly the right moment and picked it up again. I've dealt with that in the next copy jic. EDIT: What Bruce said. Winning arguments gives you XP points in dealing with the problems of the relationship. Risk vs. Reward. But this experience will spill over into other disagreements as well. ie. Unlocking excuses to get out of things gracefully. Edited August 11, 2015 by t3589
BruceWayne Posted August 11, 2015 Posted August 11, 2015 Ah, yes that's right. I've noticed my argue level going up afterwards, which made it possible to win a couple of arguments by [argue]. I can't remember what the effects on the stats were though.
t3589 Posted August 11, 2015 Author Posted August 11, 2015 (edited) Ah, yes that's right. I've noticed my argue level going up afterwards, which made it possible to win a couple of arguments by [argue]. I can't remember what the effects on the stats were though. They're mainly escape clauses applied to whatever context the dialog is in. So an NPC could say, ask for a date. And instead of risking an ignore/rebuff or some other such dialog used to say no, you use an 'excuse' that you've earned through experience in settling your differences. Excuses never return negative results and often nullify any that are present. EDIT: Added catch for sandbox/guard/patrol packages from other mods. Expanded dialog. Edited August 11, 2015 by t3589
t3589 Posted August 11, 2015 Author Posted August 11, 2015 Removed the catches in the previous copy. I don't think I'm going to be able to account for custom companion packages taking over without screwing other things up. It sounds like willow has concrete shoes just like I use (explicitly maintaining a package on her). Does she even flinch at all when she's sandboxing and tries to make an approach?
BruceWayne Posted August 11, 2015 Posted August 11, 2015 Just an FYI, because you said you added catches for packages for other mods. I've been testing just now and was looking for a specific NPC. Couldn't find him in the usual places where he should be, so I moved myself with the console to him. He was standing in the Wilderness in Black Mountain (pretty much in the center of the map) doing nothing. I then had to prid and move him back to the PC in Goodsprings and upon resetting his AI, he resumed normal procedures (apparently). I haven't touched that NPC in the GECK in ages. I don't know if that is an engine bug, or a bug on my side (never happened before though, 100+ cycles in) or if it has something to do with the recent changes.
t3589 Posted August 11, 2015 Author Posted August 11, 2015 Just an FYI, because you said you added catches for packages for other mods. I've been testing just now and was looking for a specific NPC. Couldn't find him in the usual places where he should be, so I moved myself with the console to him. He was standing in the Wilderness in Black Mountain (pretty much in the center of the map) doing nothing. I then had to prid and move him back to the PC in Goodsprings and upon resetting his AI, he resumed normal procedures (apparently). I haven't touched that NPC in the GECK in ages. I don't know if that is an engine bug, or a bug on my side (never happened before though, 100+ cycles in) or if it has something to do with the recent changes. Well I removed them because I noticed that SOIR NPCs were getting picked up in the catch as well, and that's no good. It didn't add any packages, it just aborted the queue for guard/patrol packages and aborted running actions if they were sandboxing and the sandbox didn't belong to this esm. What's weird is, I have used the center of the map as a destination for flee packages in the past (in the alpha). But nothing currently sets that destination in the esm.
BruceWayne Posted August 11, 2015 Posted August 11, 2015 That's weird. I think there is a vanilla bug with companions, where they run off to this location sometimes too.
KRSG Posted August 12, 2015 Posted August 12, 2015 (edited) Removed the catches in the previous copy. I don't think I'm going to be able to account for custom companion packages taking over without screwing other things up. It sounds like willow has concrete shoes just like I use (explicitly maintaining a package on her). Does she even flinch at all when she's sandboxing and tries to make an approach? There is some twitching when she is sandboxing in her face, but not with just approaches. It's pretty much whenever she notices me. EDIT: Are the excuses finite? Or can I use them an unlimited amount of times depending upon the severity of the argument? Edited August 12, 2015 by KRSG
t3589 Posted August 12, 2015 Author Posted August 12, 2015 Removed the catches in the previous copy. I don't think I'm going to be able to account for custom companion packages taking over without screwing other things up. It sounds like willow has concrete shoes just like I use (explicitly maintaining a package on her). Does she even flinch at all when she's sandboxing and tries to make an approach? There is some twitching when she is sandboxing in her face, but not with just approaches. It's pretty much whenever she notices me. EDIT: Are the excuses finite? Or can I use them an unlimited amount of times depending upon the severity of the argument? You earn them and either save or spend them.
KRSG Posted August 12, 2015 Posted August 12, 2015 Well, in the latest version as of Midnight, Willow will actually stop her package sandboxing, get off the wall she was leaning on and come flirt with me. Whereas before I had to initiate Dialog with her. It was just a matter of catching her. Will continue to test.
t3589 Posted August 12, 2015 Author Posted August 12, 2015 Quick heads up. Current SexoutNG Beta isn't handing out tokens after sex (at least for me). You may want to drop back to stable for a minute while it's sorted out.
KRSG Posted August 13, 2015 Posted August 13, 2015 Don't know what happened, but my saves wouldn't load. So new game. I'll once again be having Willow so I'll be able to test all new stuff early on.
Sagebrush61 Posted August 13, 2015 Posted August 13, 2015 When I revert to the stable version of Sexout NG female/female sex does not work. I get the same abort due to 9.1 which I reported previously. This is with a strap-on from the Sexout Store in Courier's inventory. This also happens during F/F oral sex, although strangely in at least 2 cases F/F anal sex did work, it doesn't seem to be strictly a strapon problem, maybe tags or a timing thing. When I use the latest Sexout NG beta sex works every time, but afterwards we are still "Casual" instead of being lovers (I assume this is the result of no tokens being handed out?). Either way I go, the relationship can't really progress to the next level, so I guess I'll go kill Gecko's for a while until it get's sorted out. On a completely unrelated note, my Friend Ranger Ghost hinted that she thought a Trenchcoat would make a sexy gift. I have never seen an item in New Vegas labelled "Trenchcoat", everything I've seen that I would call a trenchcoat is always some sort of "Duster". If I give Ranger Ghost a Sheriff's Duster will that satisfy her Flasher Fetish or do I need to search harder for a Trenchcoat?
KRSG Posted August 13, 2015 Posted August 13, 2015 (edited) Seems the Flirt thing was once a blue moon type thing. Hasn't happened since. Also, I've noticed that she has trouble initiating approaches when sitting down. I'll be right next to her, the DoFlirt will trigger and nothing will happen. Seems to be only when she is sitting down. Also, might be an issue with the original mod, but some of the eating Activities will have do them while leaning against the wall. While some do it while sitting. Just something I've noticed. Not really complaining like I think it's a bug. One thing though is everytime I start the game up, the Lust Attribute always starts out negative, before rising.l Is there a command that can be inputted that will show the different Attributes? Not to manipulate them, but just to check them. EDIT: After an Interaction, is it normal for the Lust Attribute to fall in the negatives once the NPC is satisfied? We hung out, was able to initiate a Make-Out mini-game, brought her Inhibition level to 0 from 61, then "Scored", she was satisfied, I didn't push it as it was the first session. Checked Debudg to see if Afterglow was in effect and saw that Lust was at -78. I'm guessing if it is, it's to simulate the NPC calming down from the "Adrenaline". Also Willow seems to pick and choose when the SOI Approaches take priority over Sandboxing. She got off a wall to walk over to me. Will continue to test out. EDIT: Looks like the issue seems to be during Activities. Twice during a Hang Out I had to speak with Willow to initiate a Flirt. Edited August 14, 2015 by KRSG
t3589 Posted August 13, 2015 Author Posted August 13, 2015 @ Sage: Gifts aren't complete. Those are test gifts. @ KRSG: Check debug in the console or output to scof by typing scof "output.txt" in the console and then reading the text file it creates in your game directory. Also, testing this mod will be restricted to SexoutNG stable. At least until I figure out why I don't seem to know how to get it to work properly anymore.
KRSG Posted August 14, 2015 Posted August 14, 2015 How do the "Cycles" and "Stage" aspects all correlate with each other? One has to be at a certain Cycle for events to happen right?
t3589 Posted August 14, 2015 Author Posted August 14, 2015 How do the "Cycles" and "Stage" aspects all correlate with each other? One has to be at a certain Cycle for events to happen right? No. It's just an internal counter to lend order to the queue. Feel free to ignore it.
t3589 Posted August 15, 2015 Author Posted August 15, 2015 New one up with PC side commitments in, plus a few fixes. The new stalker mod setting currently does nothing. Should be good to go with the SexoutNG beta now.
t3589 Posted August 17, 2015 Author Posted August 17, 2015 New copy up. Lots of changes and fixes. New data pack also with some minor changes. Added solo sex back in. Along with the sex music for solo sex dancing, so be sure to customize the song files (Sex01-03.mp3). Fix for fem on fem strapons (just make sure the actorA/C female has a strapon in inventory). You must choose genital/anal for this to work. If it doesn't work let me know the exact strapon item as it may not be in the list (tested fine with 'The Penetrator' from Sexout Store). Added a new experimental flag selection feature to solo sex only for now. So try solo sex and let me know if you have any problems. If it works out I'll do the same thing for the other sextypes. Feel free to recommend anims you would like to see in certain selections. Currently fem on fem has the least (dance/handjob). Later these may be unlocked by skill.
MRM18870 Posted August 17, 2015 Posted August 17, 2015 Yeah it might need some tweaking. Hints should be working. You have to be with the NPC you got the hint from when you check reminders though. If they're not there, they won't show up (Dates display all the time regardless). For some reason the hints still don't work for me :-( - no matter how long the NPC is close to me Added solo sex back in. Along with the sex music for solo sex dancing, so be sure to customize the song files (Sex01-03.mp3). what exactly do you mean by this? Masturbation? starting with the usual key for it or somehow else? and how to start solo dancing? an other issue. when the npc ask "continue activity" and you make a suggestion ( like eat for example ) and npc says no, then the activity ends. somehow I find this a little frustrating. The NPC is intrested in an other activity and let you guess without any hint what he might have in mind which one? I think that should work somehow different. MAybe he make a suggestion, or you have the option you decide or something like this or why not use smalltake to give hint what kind of activity this NPC like most?
t3589 Posted August 17, 2015 Author Posted August 17, 2015 (edited) @MRM: You have to have gotten a hint from that NPC before it will display one. Also, it's not a matter of time with the NPC. Just stand in front of them so they notice you when you hit the reminder button. Currently Solo is loosely defined as non penetrative sex acts that aren't oral. This may change when I begin sorting out more anims. It's started the same as any other sex act. The continue activity phenomenon is due to adding back in the negative responses. I'll get to it eventually. EDIT: Try the new one. Continue Activity fixed. Edited August 17, 2015 by t3589
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