7KeysCurtain Posted February 14, 2016 Posted February 14, 2016 Well I've added some debug for the next copy that should tell you when the ref is invalid and try to remove them from the date list (this is the script error you posted). I'm still not sure what happened though. Could be the re-spawn problem. Might be related to renaming them. I'll try dating some renamed NPCs to see if I can find anything. Who was Karl before he was Karl exactly? Thanks, I'm not sure either. Would it be advised at this point NOT to SOI enable any NPC from IWS (Increased Wasteland Spawns) or rePOPULATED Wasteland? And only SOI enable Vanilla NPCs due to the various known or unknown issues relating to non-vanilla NPCs?
t3589 Posted February 14, 2016 Author Posted February 14, 2016 Thanks, I'm not sure either. Would it be advised at this point NOT to SOI enable any NPC from IWS (Increased Wasteland Spawns) or rePOPULATED Wasteland? And only SOI enable Vanilla NPCs due to the various known or unknown issues relating to non-vanilla NPCs? I just tested it with a renamed NPC. Seemed to work fine. I used to use repop wasteland but I don't remember this specific issue. I stopped using it because it's a complete mess and imo is an outdated and broken mod (check it out for yourself in FNVEdit). I think IWS does re-spawn them, not positive. I'm not going to say don't use them, but I will say that I do not use them and I haven't seen these kind of issues since I dropped them. I've never seen this issue with popcasinos either, but I dropped popcasinos to try out Gomorrah Redesigned from NVRedesigned, which adds some NPCs to the casinos (never had a problem with pop casinos other than a bit of lag). The way I play is also a factor. I tend to establish very few relationships, and don't feel the need to add everyone I see (especially random NPCs by the wayside that are not even remotely related to my PCs story line). Favoring quality over quantity.
7KeysCurtain Posted February 14, 2016 Posted February 14, 2016 After re-loading a prior save everything went well this time, SOI checked for dates as displayed in a top left message, showed "Karl (2100C1F4):fnSOIDateMove:DateSelected!" He walked towards me and said [Date Now?] I said yes and we got teleported to the home interior landmark I set and did the Date activity successfully. Scrapped rePOP, generally been well with IWS and all the IWS SOI enabled NPCs I've enabled are still in their original locations, same apparel and same name I set them in SOI re-namer (& no lost stats) so I'll keep IWS otherwise the Wasteland just feels empty to me personally, as my maps of activity show I generally just hang around 3 - 4 locations and enable the NPCs inside just those locations only and interact with them as I go back and forth between them roleplaying what ever it is I'm playing as at the time. In the end it was a spontaneous issue - one that I've never had before in all my time of SOI (Dating).
t3589 Posted February 14, 2016 Author Posted February 14, 2016 After re-loading a prior save everything went well this time, SOI checked for dates as displayed in a top left message, showed "Karl (2100C1F4):fnSOIDateMove:DateSelected!" He walked towards me and said [Date Now?] I said yes and we got teleported to the home interior landmark I set and did the Date activity successfully. Scrapped rePOP, generally been well with IWS and all the IWS SOI enabled NPCs I've enabled are still in their original locations, same apparel and same name I set them in SOI re-namer (& no lost stats) so I'll keep IWS otherwise the Wasteland just feels empty to me personally, as my maps of activity show I generally just hang around 3 - 4 locations and enable the NPCs inside just those locations only and interact with them as I go back and forth between them roleplaying what ever it is I'm playing as at the time. In the end it was a spontaneous issue - one that I've never had before in all my time of SOI (Dating). Weird. You should try Underwater Home. I've got a quick start esp I use for it, if you'd like I can send it to you. When I begin a game, I just place the entrance right there in Goodsprings by the truck below Docs house. Then as I move through the wasteland, I move the entrance to new locations where I'd like to frequent at that moment. Makes testing a lot easier when you can take your home with you, plus it's a great player home mod (hot tub).
7KeysCurtain Posted February 14, 2016 Posted February 14, 2016 I haven't tried Underwater Home in years, I do use the Alternative Start mod but always select it so I start off/spawn in Goodsprings. I remember one time I did a "always on the move" road-trip style SOI playthrough, I took a Portable Tent (mod) with me that I slept in and took SOI NPCs inside along the way. (Basically a portable home, just not as nice as Underwater Home of course.) Sure thing with that esp, do SOI NPCs take advantage/use anything inside the Underwater Home? (General sandbox, seating, hot tub? etc). At the moment it wouldn't fit my roleplay/immersion (cash strapped character) but I can easily start another fresh save and make it so it is.
t3589 Posted February 14, 2016 Author Posted February 14, 2016 I haven't tried Underwater Home in years, I do use the Alternative Start mod but always select it so I start off/spawn in Goodsprings. I remember one time I did a "always on the move" road-trip style SOI playthrough, I took a Portable Tent (mod) with me that I slept in and took SOI NPCs inside along the way. (Basically a portable home, just not as nice as Underwater Home of course.) Sure thing with that esp, do SOI NPCs take advantage/use anything inside the Underwater Home? (General sandbox, seating, hot tub? etc). At the moment it wouldn't fit my roleplay/immersion (cash strapped character) but I can easily start another fresh save and make it so it is. Trudy loves the hot tub. Doc Mitchell passes out on the bed and I can't get rid of him. Easy Pete helps himself to my food stock. So yeah, it's pathed. I'll send you the file tomorrow.
MRM18870 Posted February 14, 2016 Posted February 14, 2016 I did change some of the population count calculations recently trying to fix stalkers. Where was the location exactly? Note that with the latest copy, if any NPCs are very near, they'll count as present population. This includes NPCs in adjacent rooms. The distance may need adjusting though. For example: If Josie is in the restroom next to the restroom you're in, she's going to know what you're up to, and therefore will count as present population. If you use the [Follow] option from the greeting, they won't follow you long. If you're seeking privacy, they should follow you for 3 minutes roughly. But it does expire if you take too long. Also, you might want to look into a mod that modifies timescale. The default timescale is 30, so if you're playing on default time will pass rather quickly, and thereby increase the chances of absences (if a mission or two is taking you several days to accomplish, absence may become a problem for you). Although absence shouldn't really hit you very hard in the trust department, unless you come back to a ton of rumors, which in turn could increase PC reputation, which in turn will definitely hit trust hard. The location I had trouble to find a private place was King's School of Impersonation - Freeside is also a problem, I went now always to the old station, which is far enough from any NPC. I had an other problem, that might be related to this. I had a drink with Josie in the Saloon recently, but I was unable even to talk to her unless Harry leaves the Saloon. The mod was simply to busy processing other NPCs ( according to the log ) and it seems that the mod sometimes prefer other NPCs then the one you have an activity with. This happens to me again with Pacer in the Wrangler. He did not react to the hot key any more, and in the log I only saw Santiago ( who was on the other side of the room ) and some random Gambler processing, while Pacer was completely ignored. The following did not last 3 minutes, it stopped just after the first try. Well the absence itself did not hit hard, and I don't had much rumors - but one wrong rumor seems to be enough. I will look for the mod with the timescale - however, is it possible to make your partner/Spouse a companion - this could avoid long absence times
t3589 Posted February 14, 2016 Author Posted February 14, 2016 (edited) The location I had trouble to find a private place was King's School of Impersonation - Freeside is also a problem, I went now always to the old station, which is far enough from any NPC. I had an other problem, that might be related to this. I had a drink with Josie in the Saloon recently, but I was unable even to talk to her unless Harry leaves the Saloon. The mod was simply to busy processing other NPCs ( according to the log ) and it seems that the mod sometimes prefer other NPCs then the one you have an activity with. This happens to me again with Pacer in the Wrangler. He did not react to the hot key any more, and in the log I only saw Santiago ( who was on the other side of the room ) and some random Gambler processing, while Pacer was completely ignored. The following did not last 3 minutes, it stopped just after the first try. Well the absence itself did not hit hard, and I don't had much rumors - but one wrong rumor seems to be enough. I will look for the mod with the timescale - however, is it possible to make your partner/Spouse a companion - this could avoid long absence times Try the new one and turn on scan debug. It will tell you exactly who is aware of the PCs presence, as well as the current population count. Then if you find an NPC who is aware of the PCs presence that should not be, let me know. Is Josie compatible? If not, she'll take longer to process than compatible NPCs. The hotkey should always work, and if it doesn't, it should tell you in debug the reason. No clue on failed following. Cannot reproduce. Will keep trying. One rumor is not enough (takes at least 3), unless you're still playing a save from an old copy. When was the last time you began the mod fresh? If any NPC has a PCRep of 0, you need to set them to 1 or restart the mod. If any NPC has an action profile set to 0 (nx_getevfl "SOIntimacy:GenderPriority"), you need to restart the mod. These two recent changes WILL break things if you don't tend to them. Companions should work, but some of the vanilla companions will probably need special attention. Which I'll get to eventually. Though you should note that 'no absence at all' can turn out just as bad as 'long absence'. Short absences are a good thing. EDIT: If any NPC from SOIR doesn't set the action profile correctly, that NPC will be broken until Bruce fixes the initial settings, or you set it manually. Edited February 14, 2016 by t3589
liniul Posted February 14, 2016 Posted February 14, 2016 Hello, Just a quick question I would like answered 'cause 60 pages is far to much to read and Im a bit lazy but lovable too How the hell do you get a date with this mod! I want more intimacy and less talking . Thank you in advance
t3589 Posted February 14, 2016 Author Posted February 14, 2016 New one up. Fixed a few things related to absences. Also re-wrote spunk tracking. Now spunk is tracked to specific locations on the PC body, and will be hidden if covered with clothing. For example: If the PC has pants on spunk leaking onto the crotch or anus can no longer be detected by the NPC. For the most part just washing up should now do the trick (no douche needed). This along with the absence tweaks should alleviate a lot of bad rumors.
t3589 Posted February 14, 2016 Author Posted February 14, 2016 (edited) @MRM18870 - Found the follow bug and was able to reproduce it. Should be fixed now. Let me know. EDIT: You're not crazy! lol Thank you for sticking to your guns and reporting it. Edited February 14, 2016 by t3589
JerseyWalrus Posted February 15, 2016 Posted February 15, 2016 Hey T, how do you get someone to follow you somewhere else for a date? The past couple dates my character has gone with Sunny have been at the Prospector Saloon since I can't seem to get them anywhere else. Also, is Kiss supposed to vanish after one kiss? I was able to get one kiss from Sunny and a Maybe Later to a Make Out but they never showed up again. Grope has been in its stead.
MRM18870 Posted February 15, 2016 Posted February 15, 2016 . Is Josie compatible? If not, she'll take longer to process than compatible NPCs. The hotkey should always work, and if it doesn't, it should tell you in debug the reason. No clue on failed following. Cannot reproduce. Will keep trying. Josie was compatible and I don't think it is a SOIR problem, because it happens with regular NPCs too. It happens ( not always ) when there are many other NPCs around and in the debug a lot of NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A2A):fnSOIQueue:Following! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A2A):fnSOIHotKey:Selected! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! Reisender Händler (001650BC):fnSOIQueue:Delayed: 1 NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! Prospektor (0016315A):fnSOISoclEval: Reisender Händler (001650BC):Compatible! Prospektor (0016315A):fnSOISoclEval:Social: 5 Prospektor (0016315A):fnSOIQueue:CYCLE: 4 Prospektor (0016315A):fnSOIQueue:STAGE: 0 NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! Ranger Ghost (00140DAC):fnSOIQueue:Delayed: 2 NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! appears. Somehow those Action detected loops can block NPCs, even those you have an activity with.
t3589 Posted February 15, 2016 Author Posted February 15, 2016 (edited) Hey T, how do you get someone to follow you somewhere else for a date? The past couple dates my character has gone with Sunny have been at the Prospector Saloon since I can't seem to get them anywhere else. Also, is Kiss supposed to vanish after one kiss? I was able to get one kiss from Sunny and a Maybe Later to a Make Out but they never showed up again. Grope has been in its stead. They're more or less just placeholders meaning, 'make a pass'. Kiss is still there. They are available based on the mood and opportunity of the encounter. So for example if kiss was available, it means the opportunity to steal a kiss has presented itself. Sort of like when you're on a date, and you're debating within yourself whether or not to put your arm around her. Appropriate timing, courage, opportunity, receptiveness, etc. . Is Josie compatible? If not, she'll take longer to process than compatible NPCs. The hotkey should always work, and if it doesn't, it should tell you in debug the reason. No clue on failed following. Cannot reproduce. Will keep trying. Josie was compatible and I don't think it is a SOIR problem, because it happens with regular NPCs too. It happens ( not always ) when there are many other NPCs around and in the debug a lot of NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A2A):fnSOIQueue:Following! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A2A):fnSOIHotKey:Selected! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! Reisender Händler (001650BC):fnSOIQueue:Delayed: 1 NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! Prospektor (0016315A):fnSOISoclEval: Reisender Händler (001650BC):Compatible! Prospektor (0016315A):fnSOISoclEval:Social: 5 Prospektor (0016315A):fnSOIQueue:CYCLE: 4 Prospektor (0016315A):fnSOIQueue:STAGE: 0 NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! Ranger Ghost (00140DAC):fnSOIQueue:Delayed: 2 NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! NCR Trooper (00178A28):fnSOIAction:Talk! NCR Trooper (00178A28):fnSOIQueue:Action Detected! appears. Somehow those Action detected loops can block NPCs, even those you have an activity with. I'll look into it. However there should be no way for it to block anything. The scanner populates a list with all the NPCs in the room, and then goes through that list. It doesn't exclude any NPC from that list based on whether or not they have an activity (or anything else), nor does it skip over any NPC in the list that is eligible. For example: The NCR Trooper is being pushed through the scanner. This is why you see it so much. He has no delays. However the next NPC in the list is always the next NPC in the list. It must run them, because they are in the list. The previous NPC in the list has zero bearing on the next NPC in the list. It will process them no matter what, just because they are in the list. In short, every time you see 'Action Detected!' it's processing everyone in the room (not just him), and only he came out with something to act upon. The rest are simply running on their normal delay. You could try setting your cycle speed down a notch and see if that makes any difference? I'll look it over and see if I spot anything. EDIT: Also, as I said before you need to turn on scan debug. It will tell you precisely, exactly, why they are not processing. Edited February 15, 2016 by t3589
MRM18870 Posted February 15, 2016 Posted February 15, 2016 O.K., here a new log. Now with scan debug and default cycle speed. This time i tried to talk to Ranger Jackson, but he did not react. The file started where I tried to talk to him ( hot key selected ) Edit: However NPCs remembers that I wanted to talk to them. When I leave the cell, spend some time elsewhere and come back, then they react as soon as I enter the cell again. LOG.txt
t3589 Posted February 15, 2016 Author Posted February 15, 2016 O.K., here a new log. Now with scan debug and default cycle speed. This time i tried to talk to Ranger Jackson, but he did not react. The file started where I tried to talk to him ( hot key selected ) Edit: However NPCs remembers that I wanted to talk to them. When I leave the cell, spend some time elsewhere and come back, then they react as soon as I enter the cell again. Well according to debug there is no indication that he has even been added. Though the hotkey should tell you this. Try this one and send me the debug for it. How did you add Ranger Jackson?
MRM18870 Posted February 15, 2016 Posted February 15, 2016 I added him via add manager ( add all ). He was added, I talked to him before. And he approached me later when I reentered the cell. Edit: He was already at cycle 13 at this time I will try the new one
t3589 Posted February 15, 2016 Author Posted February 15, 2016 I added him via add manager ( add all ). He was added, I talked to him before. And he approached me later when I reentered the cell. Edit: He was already at cycle 13 at this time I will try the new one OK I think I've found at least part of the problem. Try the new one from the downloads section. When you see "Action Detected!" followed by "Talk!", this should not keep happening endlessly. He should well... talk. If he's not talking or approaching to talk, something is wrong. I think it has to do with a stuck spell, which should be fixed in the new one. Also, how far away is the Trooper who is looping? If he's not right next to you, he should approach. If he is right next to you, he should talk. If he does neither, then he must be stuck.
MRM18870 Posted February 15, 2016 Posted February 15, 2016 I played more than one hour with the new one, and so far the problem does not appear any more. Only sometimes the reaction take a few seconds, but I guess that is the price I have to pay when i always add all NPCs ...
t3589 Posted February 15, 2016 Author Posted February 15, 2016 I played more than one hour with the new one, and so far the problem does not appear any more. Only sometimes the reaction take a few seconds, but I guess that is the price I have to pay when i always add all NPCs ... New one on the way soon. The scanner steps the delay depending upon the number of NPCs the scanner has to process. It's there for lag prevention (ex: Pop Casinos Full). So if there are more than 5-10 NPCs around, it will probably take a second or two extra to cycle.
t3589 Posted February 16, 2016 Author Posted February 16, 2016 Hey T, how do you get someone to follow you somewhere else for a date? The past couple dates my character has gone with Sunny have been at the Prospector Saloon since I can't seem to get them anywhere else. I guess I only answered part of your question, sorry. If you set your interior and exterior player home landmarks, you should be able to invite them to your place. If you have the motel key from Novac, you should be able to invite them to the motel room. How to set player home landmarks: Stand in front of your player home door and enable the exterior landmark. Go inside your player home living area (I like to drop mine somewhere near the front door), and enable the interior landmark. When you enable the landmarks you should stand where you want them to appear, and face the direction you want them to face. Also when you select [Date Now] they will begin following you. You should then be able to take them wherever you want to go. When you reach your destination, hotkey them and select [Date Here] to begin the date. Optionally when you agree to the date, you should be able to [Meet At My Place], [Meet At Motel]. In either case you need to be located just outside/inside the agreed meeting place. If you wait for them inside, they'll knock on your door. You can also tell them [i'll Come Pick You Up], in which case you just need to go get them when you're ready. Dates can begin starting at 20.00 hours. If you're meeting a date, just be at the location at 20.00 hours or every hour afterwards until early morning. Note that once you have met an NPC for a date at either the player home or the motel room, they will know where that location is. It's not that important right now, but later (when I expand features) this will give them the ability to 'visit' either of those locations spontaneously. So if you don't want them popping in on you later, don't invite/meet at a location where you don't want them to show up unexpectedly. Some NPCs will also get lost and remain outside the meeting place after the date is over. Just use the [Follow] dialog option from the greeting to take them back to where they belong (Doc Mitchell). Hope that helps.
fhy Posted February 16, 2016 Posted February 16, 2016 I am using Sexout Soliciting and it makes me unable to talk with SOI to NPCs in the Motel room and Outpost bar (Soliciting make Changes to motel and makes you able to hook up with npcs at the bar). I have uninstalled the mod and SOI works just fine in motel and bar now still figured it be Worth knowing.
t3589 Posted February 16, 2016 Author Posted February 16, 2016 I am using Sexout Soliciting and it makes me unable to talk with SOI to NPCs in the Motel room and Outpost bar (Soliciting make Changes to motel and makes you able to hook up with npcs at the bar). I have uninstalled the mod and SOI works just fine in motel and bar now still figured it be Worth knowing. If any mod uses the agreed upon notnow, restricted, or places the cell in the restricted cell list, this engine will respect them. This mod is intended to be an engine that modders can control to create mods like Soliciting. Sexout Soliciting is the 'real deal' polished, finished mod. If any mod author wants to integrate this engine, they will be completely capable of doing so. The problem right now is, why would any modder waste their precious time integrating this engine when it goes through so many changes, so frequently? I sure wouldn't. You'd be pestered to work on your mod every time I made a change/mistake. because it would break. So as it stands currently, we're squarely in a state of 'Waiting for me to get my shit together'. This is probably why SOIR isn't being worked on, and it's the correct position to take imo. This mod has turned out to be far more complicated than I had imagined almost 3 years ago and I make a lot of mistakes. It has also turned out to be a lot more rewarding personally speaking. But what some may not understand is, this is just the meat and potatoes. The icing on the cake will be after it gets out of beta, and modders can begin to use it (including myself). Think of a dynamic companion mod, where you never see the same repetitive dialog/relationship through an entire play through. Where you can select your companions/any NPCs personality from an endless list of options, and the outcome isn't always the same. Where dialog authors can produce hundreds of variations of what the NPC might say at any given moment, without doing any heavy lifting script-wise. Everything currently in this mod is there as an example, not the finished product. So... if you're playing this mod, whether you know it or not, you're testing it at this point (beta). When you're playing Soliciting, you're actually playing the mod. lol
Sagebrush61 Posted February 16, 2016 Posted February 16, 2016 All I can say is that for being unfinished and in the testing state this mod adds a tremendous amount of roleplaying to New Vegas. And it mostly works pretty well. I can't imagine playing Vegas without it anymore.
t3589 Posted February 16, 2016 Author Posted February 16, 2016 All I can say is that for being unfinished and in the testing state this mod adds a tremendous amount of roleplaying to New Vegas. And it mostly works pretty well. I can't imagine playing Vegas without it anymore. Danke. When I'm not running into bugs/mistakes and I get a nice long session of play with it, I have a lot of fun too. I love how things just 'happen'. Or better put I really enjoy the autonomy of it, and the unexpected situations that arise never cease to surprise me. I really get a kick when it fits right in to the story line. Those moments are a riot.
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