t3589 Posted March 5, 2016 Author Posted March 5, 2016 Hi Btw.... planing to port this to F4? Just asking Way too early to tell. First I'll need the editor and the game. Also color me unimpressed, because I don't believe it's worth the current price.
t3589 Posted March 6, 2016 Author Posted March 6, 2016 New one up. A few fixes and a couple new additions. - Now you can invite NPCs to join you in your current activity with another NPC (currently works with eat,drink, and party only). - Expanded social evaluation with the initial framing for NPCs to fall for one another. Needs lots more work.
t3589 Posted March 6, 2016 Author Posted March 6, 2016 (edited) Well apparently I've been blocked from uploading anything to LL by CloudFlare. So I guess I'll be out of commission until it's resolved. EDIT: Got it uploaded today from another box. Carry on. Edited March 7, 2016 by t3589
7KeysCurtain Posted March 8, 2016 Posted March 8, 2016 T, What happens if you increase the range/process area of SOI? Any reason for the current range or what negative things may happen by doing so?I'm guessing since it will have to process/track/update more SOI NPCs stats and that being in a heavy populated area may cause 'slowness' or cause other issues?I'm currently playing inside the Crimson Caravan area and there's around 15 SOI NPCs inside the walls I have enabled but if I would like a particular SOI NPC to update stats/process/interact with me I have to be near them, SOI won't process them even though they can see me and I can see them aswell as many other SOI NPCs making it feel as if the range limit is a let down.(If possible) Just got me wishing SOI terminal had a range adjuster option to experiment with, similar to how Update has the [stable], [Double], [Full] options.My PC is good in terms of hardware and my FNV with all the mods I have doesn't have stutter or lag thanks to careful management of mods.I could see strain on SOI if one was using heavy population mods inside areas such as casinos or Camp McCarran with [Auto-Add] enabled. Sorry if this is a stupid question/request.
t3589 Posted March 8, 2016 Author Posted March 8, 2016 T, What happens if you increase the range/process area of SOI? Any reason for the current range or what negative things may happen by doing so? I'm guessing since it will have to process/track/update more SOI NPCs stats and that being in a heavy populated area may cause 'slowness' or cause other issues? I'm currently playing inside the Crimson Caravan area and there's around 15 SOI NPCs inside the walls I have enabled but if I would like a particular SOI NPC to update stats/process/interact with me I have to be near them, SOI won't process them even though they can see me and I can see them aswell as many other SOI NPCs making it feel as if the range limit is a let down. (If possible) Just got me wishing SOI terminal had a range adjuster option to experiment with, similar to how Update has the [stable], [Double], [Full] options. My PC is good in terms of hardware and my FNV with all the mods I have doesn't have stutter or lag thanks to careful management of mods. I could see strain on SOI if one was using heavy population mods inside areas such as casinos or Camp McCarran with [Auto-Add] enabled. Sorry if this is a stupid question/request. If they are out of range, they should only be skipped if a. there is no line of sight, or b. they don't detect the PC. In other words, if you can see them and they can see you, but they aren't processing, then the game has decided that they are either out of line of sight or the PC is undetected. If the PC IS detected and they have line of sight, they should process out of range. I did switch to a static range a few copies back. It used to have a perception based override to detection, which caused several problems. I could probably put in such a feature, but I can also guarantee that it will cause problems with prioritization among other things. For example: You're waiting for the NPC next to you to process in some way, but you have to wait until the NPCs on the other side of the lot process before it gets back to the NPC standing next to you. Not trying to shoot you down, but just curious for another angle of solution. This is going to sound like a smartass comment any way I put it, but what is the reason you don't want to just walk over to them?
7KeysCurtain Posted March 8, 2016 Posted March 8, 2016 If they are out of range, they should only be skipped if a. there is no line of sight, or b. they don't detect the PC. In other words, if you can see them and they can see you, but they aren't processing, then the game has decided that they are either out of line of sight or the PC is undetected. If the PC IS detected and they have line of sight, they should process out of range. I did switch to a static range a few copies back. It used to have a perception based override to detection, which caused several problems. I could probably put in such a feature, but I can also guarantee that it will cause problems with prioritization among other things. For example: You're waiting for the NPC next to you to process in some way, but you have to wait until the NPCs on the other side of the lot process before it gets back to the NPC standing next to you. Not trying to shoot you down, but just curious for another angle of solution. This is going to sound like a smartass comment any way I put it, but what is the reason you don't want to just walk over to them? Good to know information about the scanner, didn't know that but glad. Thought so I play SOI just about every day so I felt this change (in a bad way) hence me bringing this up. I don't know what/if it can be done but I Imagined some sort of "smart tech" in the scanner to function similar to how Beamforming [2] works but instead each wave/scan prioritizes SOI NPCs closest to the PC first before processing further away/out of range SOI NPCs. No problem, it's what I do of course when I'm wanting/open to interact with them, I suppose it's because I'd like further distant SOI NPCs (that have eye sight) to still be able to interact with the PC without the PC having to go walk near them because of a low scan range hindering me even though I am within the same area as them and can see them and vice versa. Here's a drawn up theory to show what I mean & propose, as for what can be done and what's possible of course depends on you, I'm just a player so I don't know the advanced techy parts of how things work in the underlying layer and what the engine can do etc so apologies for anything not feasible or if I come off as dumb.
t3589 Posted March 8, 2016 Author Posted March 8, 2016 (edited) If they are out of range, they should only be skipped if a. there is no line of sight, or b. they don't detect the PC. In other words, if you can see them and they can see you, but they aren't processing, then the game has decided that they are either out of line of sight or the PC is undetected. If the PC IS detected and they have line of sight, they should process out of range. I did switch to a static range a few copies back. It used to have a perception based override to detection, which caused several problems. I could probably put in such a feature, but I can also guarantee that it will cause problems with prioritization among other things. For example: You're waiting for the NPC next to you to process in some way, but you have to wait until the NPCs on the other side of the lot process before it gets back to the NPC standing next to you. Not trying to shoot you down, but just curious for another angle of solution. This is going to sound like a smartass comment any way I put it, but what is the reason you don't want to just walk over to them? Good to know information about the scanner, didn't know that but glad. Thought so I play SOI just about every day so I felt this change (in a bad way) hence me bringing this up. I don't know what/if it can be done but I Imagined some sort of "smart tech" in the scanner to function similar to how Beamforming [2] works but instead each wave/scan prioritizes SOI NPCs closest to the PC first before processing further away/out of range SOI NPCs. No problem, it's what I do of course when I'm wanting/open to interact with them, I suppose it's because I'd like further distant SOI NPCs (that have eye sight) to still be able to interact with the PC without the PC having to go walk near them because of a low scan range hindering me even though I am within the same area as them and can see them and vice versa. Here's a drawn up theory to show what I mean & propose, as for what can be done and what's possible of course depends on you, I'm just a player so I don't know the advanced techy parts of how things work in the underlying layer and what the engine can do etc so apologies for anything not feasible or if I come off as dumb. Try this test copy. I've doubled the range. Though I'm not sure if it will behave any differently as long as game engine detection is a factor. You're right about all of the above, but I would have to ignore/remove game engine detection and create my own form of 'fake' detection to accomplish that. In other words range isn't the determining factor of whether or not they process, detection/LOS is. Range is really only there to mitigate the sample size. Even if the range was unlimited, if the PC isn't detected or has no line of sight, they still won't process. For example: The PC goes to the GS Saloon restroom for privacy. Sunny is out of line of sight in her usual spot. With the game engine detection, she doesn't detect you either, which makes the restroom private. With a fake detection method based on range, if the PC is within her range, the PC is detected, and there's no way to escape it other than getting out of range. This would make the restroom 'never' private. In short I think the problem you're having is with the game engine detection system. Sure I could tell the NPC to detect the PC, even if the game says they don't. But what I don't even want to attempt, is to write every exception/variation of every NPC in every scenario/circumstance. Which is the direction it was heading with the fake detection in, and why I took it out. Anyway, try this test copy. I'll mull it over some more and see if I can come up with anything. EDIT: Re-upped with another test copy. Made some minor tweaks to the scanner. This one may work. If it does I'll probably put in a range setting. Let me know. EDITx2: Doing some testing. The only problem I see with increasing the range so far, is the elimination of private locations. NPCs that do not detect the PC according to the game engine will now become present population on LOS alone. Which means those secluded areas located in exteriors (behind bldngs etc.) are now vulnerable to LOS (peering eyes from far away), regardless of whether or not the PC is actually detected. Rendering them not so secluded anymore. EDITx3: Yep. Increasing range decreases privacy and increases the chance of being busted. So I can either a. Ignore the game detection, and use LOS to (falsely imo) trigger NPCs to process, or b. Rely on the game detection system to (correctly imo) trigger processing, which I favor and is what the original settings were balanced against range for (why you need to walk over to them). It's pretty much the same as enemy NPCs. Enemy NPCs acquire LOS all the time, sometimes possibly before you even see them. But they don't attack because the game engine has determined that the player is undetected. It goes without saying that there are a ton of shortcomings with the vanilla game. The detection system being one of them. The only way around that is to write my own detection system, which would be like reinventing the wheel imo. Fixing the games poor implementation of detection to improve the mod sounds a lot like 'not fun for little benefit'. The only real benefit being 'Now I don't have to walk a few yards!' that I can tell. I've put in some range test options for the next copy, but I do expect inconsistencies equal to or greater than the inconsistency of NPCs seemingly seeing the PC but not detecting them. EDITx4: Uploaded new copy with experimental range options. Edited March 9, 2016 by t3589
7KeysCurtain Posted March 9, 2016 Posted March 9, 2016 Try this test copy. I've doubled the range. Though I'm not sure if it will behave any differently as long as game engine detection is a factor. You're right about all of the above, but I would have to ignore/remove game engine detection and create my own form of 'fake' detection to accomplish that. In other words range isn't the determining factor of whether or not they process, detection/LOS is. Range is really only there to mitigate the sample size. Even if the range was unlimited, if the PC isn't detected or has no line of sight, they still won't process. For example: The PC goes to the GS Saloon restroom for privacy. Sunny is out of line of sight in her usual spot. With the game engine detection, she doesn't detect you either, which makes the restroom private. With a fake detection method based on range, if the PC is within her range, the PC is detected, and there's no way to escape it other than getting out of range. This would make the restroom 'never' private. In short I think the problem you're having is with the game engine detection system. Sure I could tell the NPC to detect the PC, even if the game says they don't. But what I don't even want to attempt, is to write every exception/variation of every NPC in every scenario/circumstance. Which is the direction it was heading with the fake detection in, and why I took it out. Anyway, try this test copy. I'll mull it over some more and see if I can come up with anything. EDIT: Re-upped with another test copy. Made some minor tweaks to the scanner. This one may work. If it does I'll probably put in a range setting. Let me know. EDITx2: Doing some testing. The only problem I see with increasing the range so far, is the elimination of private locations. NPCs that do not detect the PC according to the game engine will now become present population on LOS alone. Which means those secluded areas located in exteriors (behind bldngs etc.) are now vulnerable to LOS (peering eyes from far away), regardless of whether or not the PC is actually detected. Rendering them not so secluded anymore. EDITx3: Yep. Increasing range decreases privacy and increases the chance of being busted. So I can either a. Ignore the game detection, and use LOS to (falsely imo) trigger NPCs to process, or b. Rely on the game detection system to (correctly imo) trigger processing, which I favor and is what the original settings were balanced against range for (why you need to walk over to them). It's pretty much the same as enemy NPCs. Enemy NPCs acquire LOS all the time, sometimes possibly before you even see them. But they don't attack because the game engine has determined that the player is undetected. It goes without saying that there are a ton of shortcomings with the vanilla game. The detection system being one of them. The only way around that is to write my own detection system, which would be like reinventing the wheel imo. Fixing the games poor implementation of detection to improve the mod sounds a lot like 'not fun for little benefit'. The only real benefit being 'Now I don't have to walk a few yards!' that I can tell. I've put in some range test options for the next copy, but I do expect inconsistencies equal to or greater than the inconsistency of NPCs seemingly seeing the PC but not detecting them. EDITx4: Uploaded new copy with experimental range options. Regardless of the road blocks & short comings at no fault of your own I think it was a good learning experience atleast (for you mainly) -- to get this looked into now & out of the way with what is / what can be done or not and to know the limits of both the engine, what elements you can control and work with and where to put most your own focus and time. I appreciate you looking into this none the less and there's no hard ship from me I understand. You knows what's best in the end. I'm happy you put in an experimental range option (for now while we test of course). Did some testing regarding this and range set to Triple: Been playing for around 40 minutes, things seem normal for now but I'll keep testing around to see how things play out in other locations, will edit if anything comes up negative. --- When a SOI NPC asks the PC if they want to do [Chems?] the following options present.[Agree][Excuse][Rebuff][ignore]Is it possible to add [Not Here] so that the PC can lead the SOI NPC to a private area to do chems? To prevent un-wanted rumors & for self-immersion reasons.For now when I get invited to do [Chems?] but I'm out in the open around other SOI NPCs I'll decline even though I would like to. Has me saying to myself out loud "Sure... but not here lol."Also does PC being high on chems or drunk (or a mix of both) show to some SOI NPCs (like Stalkers) as an exploit or that you're vunerable?
t3589 Posted March 9, 2016 Author Posted March 9, 2016 (edited) Try this test copy. I've doubled the range. Though I'm not sure if it will behave any differently as long as game engine detection is a factor. You're right about all of the above, but I would have to ignore/remove game engine detection and create my own form of 'fake' detection to accomplish that. In other words range isn't the determining factor of whether or not they process, detection/LOS is. Range is really only there to mitigate the sample size. Even if the range was unlimited, if the PC isn't detected or has no line of sight, they still won't process. For example: The PC goes to the GS Saloon restroom for privacy. Sunny is out of line of sight in her usual spot. With the game engine detection, she doesn't detect you either, which makes the restroom private. With a fake detection method based on range, if the PC is within her range, the PC is detected, and there's no way to escape it other than getting out of range. This would make the restroom 'never' private. In short I think the problem you're having is with the game engine detection system. Sure I could tell the NPC to detect the PC, even if the game says they don't. But what I don't even want to attempt, is to write every exception/variation of every NPC in every scenario/circumstance. Which is the direction it was heading with the fake detection in, and why I took it out. Anyway, try this test copy. I'll mull it over some more and see if I can come up with anything. EDIT: Re-upped with another test copy. Made some minor tweaks to the scanner. This one may work. If it does I'll probably put in a range setting. Let me know. EDITx2: Doing some testing. The only problem I see with increasing the range so far, is the elimination of private locations. NPCs that do not detect the PC according to the game engine will now become present population on LOS alone. Which means those secluded areas located in exteriors (behind bldngs etc.) are now vulnerable to LOS (peering eyes from far away), regardless of whether or not the PC is actually detected. Rendering them not so secluded anymore. EDITx3: Yep. Increasing range decreases privacy and increases the chance of being busted. So I can either a. Ignore the game detection, and use LOS to (falsely imo) trigger NPCs to process, or b. Rely on the game detection system to (correctly imo) trigger processing, which I favor and is what the original settings were balanced against range for (why you need to walk over to them). It's pretty much the same as enemy NPCs. Enemy NPCs acquire LOS all the time, sometimes possibly before you even see them. But they don't attack because the game engine has determined that the player is undetected. It goes without saying that there are a ton of shortcomings with the vanilla game. The detection system being one of them. The only way around that is to write my own detection system, which would be like reinventing the wheel imo. Fixing the games poor implementation of detection to improve the mod sounds a lot like 'not fun for little benefit'. The only real benefit being 'Now I don't have to walk a few yards!' that I can tell. I've put in some range test options for the next copy, but I do expect inconsistencies equal to or greater than the inconsistency of NPCs seemingly seeing the PC but not detecting them. EDITx4: Uploaded new copy with experimental range options. Regardless of the road blocks & short comings at no fault of your own I think it was a good learning experience atleast (for you mainly) -- to get this looked into now & out of the way with what is / what can be done or not and to know the limits of both the engine, what elements you can control and work with and where to put most your own focus and time. I appreciate you looking into this none the less and there's no hard ship from me I understand. You knows what's best in the end. I'm happy you put in an experimental range option (for now while we test of course). Did some testing regarding this and range set to Triple: Been playing for around 40 minutes, things seem normal for now but I'll keep testing around to see how things play out in other locations, will edit if anything comes up negative. --- When a SOI NPC asks the PC if they want to do [Chems?] the following options present. [Agree] [Excuse] [Rebuff] [ignore] Is it possible to add [Not Here] so that the PC can lead the SOI NPC to a private area to do chems? To prevent un-wanted rumors & for self-immersion reasons. For now when I get invited to do [Chems?] but I'm out in the open around other SOI NPCs I'll decline even though I would like to. Has me saying to myself out loud "Sure... but not here lol." Also does PC being high on chems or drunk (or a mix of both) show to some SOI NPCs (like Stalkers) as an exploit or that you're vunerable? On the contrary, I don't always know what's best. Which is why I put it in for testing in spite of my own misgivings. It was the way it was because I went through almost a year of trial and error to get it there. That and the limitations of the detection system. Further, there is the difference in rendering. Your game may render NPCs much farther away than my game does. Which may make it seem like they should see you, but are still undetected. The better your rig, the more likely it is that you'll experience this. Because of this I decided not to pursue the accounting for the render distance settings of every individual game, and stick with what the vanilla game detection decides. Not so much a learning experience as a remembering why I did things a certain way experience. I go through this all the time. I find something that looks odd in the scripts, I say to myself 'this doesn't seem right' and I change it. Only to find out 2 weeks later (and for the third time), 'Oh yeah, that's why I had that there, because it keeps x,y,z from breaking.'. Long established parts of the mod have been visited many many times (and the reasons that it is the way it is are forgotten many times). The first and second SS are vulnerable during the day. The first from patrols/guards, the second from a couple of workers that eat their lunch or whatever behind that building. Granted this may be just in my game. Interiors are less likely to be affected for the simple reason that you have walls/whatever to nullify LOS. But since all of those NPCs were sleeping, you could have done it right next to them and they still wouldn't detect you. I think we can make that happen. There is already similar dialog when the PC asks the NPC to party (too many people). I don't think being drunk does anything yet for vulnerability. EDIT: I may even split the rumors for partying. Where boozing it up doesn't illicit any noticeable reaction from present population, but chems do. EDITx2: Added privacy options to partying dialog in the latest copy. EDITx3: Hint. Giving them their favorite booze or chem lowers inhibitions when it exceeds their tolerance. Edited March 11, 2016 by t3589
MRM18870 Posted March 12, 2016 Posted March 12, 2016 Just a few questions about the new features. How exactly do I invite an other NPC to an activity? I had a drink with versonica, and tried to add a further NPC, but it seems as if that where still 2 different activities at the same time. In the latest copy you added some "pimp dialogue" - but when did this apply? Is this for NPCs like the Garrets? ( who are still reserved in my game ) Edit: Just another idea for party - what about party locations? I understand that someone don't want to drink booze on the open street, and therefor look for privacy. But at places like the Wrangler, where many others drink too? IMHO something like that would be ideal for party with more than 2 people.
t3589 Posted March 13, 2016 Author Posted March 13, 2016 Just a few questions about the new features. How exactly do I invite an other NPC to an activity? I had a drink with versonica, and tried to add a further NPC, but it seems as if that where still 2 different activities at the same time. In the latest copy you added some "pimp dialogue" - but when did this apply? Is this for NPCs like the Garrets? ( who are still reserved in my game ) Edit: Just another idea for party - what about party locations? I understand that someone don't want to drink booze on the open street, and therefor look for privacy. But at places like the Wrangler, where many others drink too? IMHO something like that would be ideal for party with more than 2 people. Invites are available only when you are asked to conduct an activity while currently in an activity. For example: You're already eating with NPCa, then NPCb walks up and asks you for an activity. From there you can either invite NPCb to your current activity with NPCa, or start a completely separate activity with NPCb. The pimp functions are just the initial framing. Atm only stalkers make the offer to recruit [Protection]. I may remove boozing from privacy eventually.
Sagebrush61 Posted March 13, 2016 Posted March 13, 2016 I've encountered something of a permissions problem in the Atomic Wrangler. I was "Hanging Out" with a bodyguard and he walked up the back stairs towards the second floor. When I followed him he suddenly said "you'd better get out of here if you know what's good for you". In previous playthroughs I've encountered the same before when hanging out with James or Francine Garret except it was going up the front stairway. There seems to be a certain spot where they think you are trespassing in the bar area. It's only a little problem as usually you can stay in the activity while waiting near the doors or bar. However, on occasion Francine will move into the kitchen area behind the bar and you get the abandon activity warning. I don't know if this is a solveable problem, maybe there is some way to give you permission to trespass when you are in an activity plus a little grace period after the activity ends so you can run back to the common area and avoid disposition hits for trespassing? Just some thoughts. Gloria Van Graff will do something similar when she moves into the private area behind her store area, makes it hard to socialize when your activity partner goes aggro because you were following them around like a little lovesick puppy
t3589 Posted March 13, 2016 Author Posted March 13, 2016 I've encountered something of a permissions problem in the Atomic Wrangler. I was "Hanging Out" with a bodyguard and he walked up the back stairs towards the second floor. When I followed him he suddenly said "you'd better get out of here if you know what's good for you". In previous playthroughs I've encountered the same before when hanging out with James or Francine Garret except it was going up the front stairway. There seems to be a certain spot where they think you are trespassing in the bar area. It's only a little problem as usually you can stay in the activity while waiting near the doors or bar. However, on occasion Francine will move into the kitchen area behind the bar and you get the abandon activity warning. I don't know if this is a solveable problem, maybe there is some way to give you permission to trespass when you are in an activity plus a little grace period after the activity ends so you can run back to the common area and avoid disposition hits for trespassing? Just some thoughts. Gloria Van Graff will do something similar when she moves into the private area behind her store area, makes it hard to socialize when your activity partner goes aggro because you were following them around like a little lovesick puppy The VanGraffs should have been reserved, but it looks like I forgot to put them in (did so for the next copy). James and Francine are already reserved. The guard shouldn't be too much of a problem. I can extend the range on activities a bit for the next copy. Something to note is that you shouldn't have to be attached at the hip when in an activity. The way I play is probably why this hasn't stood out as a problem for me. Though I have gotten that line before from a Garret guard while on the stairs directly above the bar (clearly not trespassing). Here's a hint that might help out. Try not following them around for hang outs. They shouldn't travel far enough to abandon the activity if you just sit still. The base definition of hang out could be read, 'don't leave'. And that's really the only requirement the hang out activity entails. When someone asks me to hang out, my instinct is to get a beer and plop down on the sofa and let them continue to do whatever they do. Not to follow them around. If someone asked me to hang out at a casino, I'd probably play slots or mingle with the crowd. That being said, here is what's happening technically speaking. The package revolves around the NPCs current location and has a range within the range for abandonment. They won't go far enough from that spot to trigger abandonment if you just stay near the spot where you first initiated the activity. But if you follow them around, you're essentially giving them more leash. Because every time you talk to them it reapplies the package to their current location, which moves the radius to where they're standing. It rolls through the cell allowing you to experience new locations within that area.
MRM18870 Posted March 14, 2016 Posted March 14, 2016 The VanGraffs should have been reserved, but it looks like I forgot to put them in (did so for the next copy). James and Francine are already reserved. The guard shouldn't be too much of a problem. I can extend the range on activities a bit for the next copy. two of the guards are a bigger problem then Francine and James. They go upstairs ( I think to the private room of the Garrets ) and never return at some point in the game. No idea what trigger this. James and Francine on the other side are always there between 8 pm and midnight ( dating time )
t3589 Posted March 14, 2016 Author Posted March 14, 2016 The VanGraffs should have been reserved, but it looks like I forgot to put them in (did so for the next copy). James and Francine are already reserved. The guard shouldn't be too much of a problem. I can extend the range on activities a bit for the next copy. two of the guards are a bigger problem then Francine and James. They go upstairs ( I think to the private room of the Garrets ) and never return at some point in the game. No idea what trigger this. James and Francine on the other side are always there between 8 pm and midnight ( dating time ) They run sleep packages at 22.00, 14.00, and 6.00 hours for a duration of 8 hours. Then they run patrols when not sleeping. No idea why patrols wouldn't be working. Will look into it.
MRM18870 Posted March 14, 2016 Posted March 14, 2016 The VanGraffs should have been reserved, but it looks like I forgot to put them in (did so for the next copy). James and Francine are already reserved. The guard shouldn't be too much of a problem. I can extend the range on activities a bit for the next copy. two of the guards are a bigger problem then Francine and James. They go upstairs ( I think to the private room of the Garrets ) and never return at some point in the game. No idea what trigger this. James and Francine on the other side are always there between 8 pm and midnight ( dating time ) They run sleep packages at 22.00, 14.00, and 6.00 hours for a duration of 8 hours. Then they run patrols when not sleeping. No idea why patrols wouldn't be working. Will look into it. I hope you don't get me wrong here - just to make it clear, I think the guards who not return is not a problem with your mod, it's a problem that is already in the vanilla game. But because there is no quest with them anyway, I assume Obsidian did not care to fix it. However, they do return if I lock-pick the room and sneak in.
t3589 Posted March 14, 2016 Author Posted March 14, 2016 (edited) I hope you don't get me wrong here - just to make it clear, I think the guards who not return is not a problem with your mod, it's a problem that is already in the vanilla game. But because there is no quest with them anyway, I assume Obsidian did not care to fix it. However, they do return if I lock-pick the room and sneak in. No no. I know it isn't. But I want guards in my game too. I just did some testing and it appears that the guards are sort of broken (vanilla). What happens is the Guards go to bed top floor locked room via sleep package. But because the player isn't in the same space as they are, they never initiate the patrols again. If you enter the locked room upstairs, they will evp and start their AI packages correctly. If you never enter that room, they get stuck in sleep package limbo. I just went up, picked the lock, exited, then there were guards again. EDIT: Even though I loath fixing the vanilla game, I may look into a way to kick them in the ass when you enter the wrangler. Edited March 14, 2016 by t3589
Nems87 Posted March 15, 2016 Posted March 15, 2016 Hey man, ill try to be short, and sorry for bad english. I am using your mod for long time. Later its worked like: lots of "small talks" and different options was shown with progress in relationships (like flirt, flattery, activities, and stuff). As i understend, later versions have some kind of a new model. Now even talking with some new NPC i got not only "small talks" but affections, flattery, flirts. With relationships goes forward, i got sometimes activities and stuff. But i have some kind of problem. In some moment, pritty short, its like all my progress in relationship goes to 0 with all NPCs. I had different activities, and then suddenly only small talks and stuff, but not any activities at all. Reloading later save sometimes helps, but mostly not. Maybe you can advice something. Can it be somekind of mod script or its a bug? P.S. In later versions after all talks like affections, flirts, and flattery, there is begins a moment when NPCs only smalltalking. Now its happens to, but if i relaunch the game, i again can have different "talks" with NPC, without of waiting some time. I had idea, that this somehow delete all progress, that was before, but lately had play with one NPC without relaunching the game, and my progress with it just disapierd on third day.
t3589 Posted March 16, 2016 Author Posted March 16, 2016 Hey man, ill try to be short, and sorry for bad english. I am using your mod for long time. Later its worked like: lots of "small talks" and different options was shown with progress in relationships (like flirt, flattery, activities, and stuff). As i understend, later versions have some kind of a new model. Now even talking with some new NPC i got not only "small talks" but affections, flattery, flirts. With relationships goes forward, i got sometimes activities and stuff. But i have some kind of problem. In some moment, pritty short, its like all my progress in relationship goes to 0 with all NPCs. I had different activities, and then suddenly only small talks and stuff, but not any activities at all. Reloading later save sometimes helps, but mostly not. Maybe you can advice something. Can it be somekind of mod script or its a bug? P.S. In later versions after all talks like affections, flirts, and flattery, there is begins a moment when NPCs only smalltalking. Now its happens to, but if i relaunch the game, i again can have different "talks" with NPC, without of waiting some time. I had idea, that this somehow delete all progress, that was before, but lately had play with one NPC without relaunching the game, and my progress with it just disapierd on third day. There are only so many interactions per day. Once they're exhausted, small talk is the only remaining placeholder. Other than that I would need to see the debug to know if there's a problem. Open the console and type SCOF debug.txt, then attach the debug.txt file to your post here and I'll look it over.
Nems87 Posted March 16, 2016 Posted March 16, 2016 Well, trying command SCOF debug.txt, i got an error. Something like: Syntax Error. Reference is not allowed in this context. Missing parametr Stryng. Cant find debug.txt file. Is it supposed to apper in root folder? Anyway, thank you for response.
t3589 Posted March 16, 2016 Author Posted March 16, 2016 Well, trying command SCOF debug.txt, i got an error. Something like: Syntax Error. Reference is not allowed in this context. Missing parametr Stryng. Cant find debug.txt file. Is it supposed to apper in root folder? Anyway, thank you for response. Bah. It needs quotes, sorry. scof "debug.txt" It should be located in your game directory.
MRM18870 Posted March 16, 2016 Posted March 16, 2016 Or you can use the mod Auto SCOF http://www.nexusmods.com/newvegas/mods/55898/?
Nems87 Posted March 16, 2016 Posted March 16, 2016 Or you can use the mod Auto SCOF http://www.nexusmods.com/newvegas/mods/55898/? Thanks man. Seams very usefull thing.
Nems87 Posted March 16, 2016 Posted March 16, 2016 Well, trying command SCOF debug.txt, i got an error. Something like: Syntax Error. Reference is not allowed in this context. Missing parametr Stryng. Cant find debug.txt file. Is it supposed to apper in root folder? Anyway, thank you for response. Bah. It needs quotes, sorry. scof "debug.txt" It should be located in your game directory. Yes, now all ok:) So, i played just a couple of minutes, mb you need more? Now seams all fine, even after game relaunch, i got only smalltalks with RIngo, as it supposed on my save. But anyway, with sometime progress suddenly just like disapiers, and begins from the start. debug.txt ConsoleOutputFile - 3_16_2016.txt
t3589 Posted March 16, 2016 Author Posted March 16, 2016 Yes, now all ok:) So, i played just a couple of minutes, mb you need more? Now seams all fine, even after game relaunch, i got only smalltalks with RIngo, as it supposed on my save. But anyway, with sometime progress suddenly just like disapiers, and begins from the start. You have to turn on debug in mod settings from the control terminal.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now