Nems87 Posted March 16, 2016 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. Oh... Ok.
Nems87 Posted March 16, 2016 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. So here i have like 2 days talking with same NPCs and added 1 more Goodspring Settler (Житель Гудспрингс). Sorry for lots of foreign words. But mb you can see anything usefull. With most of this NPCs i have many hours of gameplay, but no any activities from them, like they see me first time. Sometimes they have some progress, but it disapiers later. debug.txt
t3589 Posted March 16, 2016 Author Posted March 16, 2016 (edited) So here i have like 2 days talking with same NPCs and added 1 more Goodspring Settler (Житель Гудспрингс). Sorry for lots of foreign words. But mb you can see anything usefull. With most of this NPCs i have many hours of gameplay, but no any activities from them, like they see me first time. Sometimes they have some progress, but it disapiers later. Nothing really stands out. What makes you think you're losing settings exactly? Are you using a mod manager? You might want to try starting a fresh game if you haven't in a long while. EDIT: Getting [small Talk] does not indicate anything. In fact, in the long run it should be the placeholder you see the most. EDITx2: One thing I did notice is an extremely high field setting. It has to do with NPC > NPC interactions, and is probably an indicator that one of the NPCs charisma is set to some outrageous number. Edited March 16, 2016 by t3589
MRM18870 Posted March 16, 2016 Posted March 16, 2016 Somehow I think the payoff when you get busted does not work as it should. I pay 100 caps, but not even one minute later I get busted again from the same person, and then from an other person. I thought paying off means you have a license for one day or so, or did I misunderstood this? An other problem I have, the 30 second abandoned timer for leaving an activity is not always working. Sometimes I only get the massage minus 70 seconds and the activity is abandoned. This often happens when I went into an other cell for sex, but after sex, the NPC return to the previous cell.
t3589 Posted March 16, 2016 Author Posted March 16, 2016 Somehow I think the payoff when you get busted does not work as it should. I pay 100 caps, but not even one minute later I get busted again from the same person, and then from an other person. I thought paying off means you have a license for one day or so, or did I misunderstood this? An other problem I have, the 30 second abandoned timer for leaving an activity is not always working. Sometimes I only get the massage minus 70 seconds and the activity is abandoned. This often happens when I went into an other cell for sex, but after sex, the NPC return to the previous cell. I think I've fixed the permit problem. Will post it shortly. I'm not sure I understand the activity problem. Something like?: - PC and NPC start an activity - NPC follows PC to another cell (drops return marker) - PC and NPC have sex - NPC returns to location (where you began the follow) - Abandon message displays - PC follows NPC back to location? More details please? Why aren't they speaking to you after sex? Is this prostitution sex? Are you following them back to the original location they followed you from?
MRM18870 Posted March 16, 2016 Posted March 16, 2016 It was prostitution as well as non prostitution sex. I think the problem is just, that it take one or two seconds with talk after sex, but if the cell is very small ( a tent for example ) they leave the cell to soon. However this would not be such a problem, it the timer would work as intended - PC and NPC start an activity - NPC follows PC to another cell (drops return marker) - PC and NPC have sex - NPC returns to location (where you began the follow) - Abandon message displays - PC follows NPC back to location? pretty much this
t3589 Posted March 16, 2016 Author Posted March 16, 2016 (edited) It was prostitution as well as non prostitution sex. I think the problem is just, that it take one or two seconds with talk after sex, but if the cell is very small ( a tent for example ) they leave the cell to soon. However this would not be such a problem, it the timer would work as intended - PC and NPC start an activity - NPC follows PC to another cell (drops return marker) - PC and NPC have sex - NPC returns to location (where you began the follow) - Abandon message displays - PC follows NPC back to location? pretty much this Try the new one and let me know. They shouldn't rush out the door before afterglow takes effect anymore. Also if they have an activity they should now stay put until you speak to them. EDIT: The only way they should leave immediately anymore is if they're trying to get out of paying you. EDITx2: Weren't you the one having low ammo payouts? I recently found a bug in the ammo barter, and while I was there I boosted the ammo payout a bit. Let me know how that goes too if you get a chance. Edited March 16, 2016 by t3589
MRM18870 Posted March 16, 2016 Posted March 16, 2016 NPCs don't run away anymore, thats good still the timer starts often with minus 70 seconds if you get out of range during an activity Ammo: well, I watched some payouts, one time 5 x 5,56, another tome 5x 5,56 + 3 x 44er, the best so far 13x 5,56 and 3x 44er - I think it's better now, but still the net worth of ammo seems to be much lower then what I get from others in caps or other currency ( usually 90 - 200 caps as long as the NPC is not short of money )
Nems87 Posted March 16, 2016 Posted March 16, 2016 So here i have like 2 days talking with same NPCs and added 1 more Goodspring Settler (Житель Гудспрингс). Sorry for lots of foreign words. But mb you can see anything usefull. With most of this NPCs i have many hours of gameplay, but no any activities from them, like they see me first time. Sometimes they have some progress, but it disapiers later. Nothing really stands out. What makes you think you're losing settings exactly? Are you using a mod manager? You might want to try starting a fresh game if you haven't in a long while. EDIT: Getting [small Talk] does not indicate anything. In fact, in the long run it should be the placeholder you see the most. EDITx2: One thing I did notice is an extremely high field setting. It has to do with NPC > NPC interactions, and is probably an indicator that one of the NPCs charisma is set to some outrageous number. Yes, i have mod manager. Deal not in smalltalk. When i add some NPC after couple of days of chatting, activities menus can be shown for chose, but then suddenly i can only chatt with it again without activities, like it seeies me first time. Well anyway its must be something personal bug or something else. But i thank you for you response
t3589 Posted March 16, 2016 Author Posted March 16, 2016 Nothing really stands out. What makes you think you're losing settings exactly? Are you using a mod manager? You might want to try starting a fresh game if you haven't in a long while. EDIT: Getting [small Talk] does not indicate anything. In fact, in the long run it should be the placeholder you see the most. EDITx2: One thing I did notice is an extremely high field setting. It has to do with NPC > NPC interactions, and is probably an indicator that one of the NPCs charisma is set to some outrageous number. Yes, i have mod manager. Deal not in smalltalk. When i add some NPC after couple of days of chatting, activities menus can be shown for chose, but then suddenly i can only chatt with it again without activities, like it seeies me first time. Well anyway its must be something personal bug or something else. But i thank you for you response No idea. Could be the NPC liked another NPC and forgot about the PC. I know Mod Manager has had problems clearing settings before, though I've never used it to know what to tell you. That field setting was extremely high. Which either means there's a bug or an NPC has been set at an unusual charisma number. I found this once in my own game. 'GetAV Charisma' returned 156 for Trudy. No clue how it happened. In any case the NPC with that high field flag is going to ignore you for a long long time (or at least until I can release a fix). lol NPCs don't run away anymore, thats good still the timer starts often with minus 70 seconds if you get out of range during an activity Ammo: well, I watched some payouts, one time 5 x 5,56, another tome 5x 5,56 + 3 x 44er, the best so far 13x 5,56 and 3x 44er - I think it's better now, but still the net worth of ammo seems to be much lower then what I get from others in caps or other currency ( usually 90 - 200 caps as long as the NPC is not short of money ) New one up should fix the activity timer and the follow timer. It isn't supposed to be an equivalent payout to cash. That is intentional. Though if you're lucky, under certain circumstances you'll make more that way (rarely).
t3589 Posted March 17, 2016 Author Posted March 17, 2016 Beware the new one. It has heavily experimental changes to the scanner. The green/red visual indicators have been replaced. Now you can go into debug settings and enable Visual Feedback. This should allow you to see which NPCs are processing and when. Should run through crowds a lot faster as well. This will affect cycle speed a great deal (double and full are actually fast instead of 'not slow'). Don't say I didn't warn you. lol
Sagebrush61 Posted March 17, 2016 Posted March 17, 2016 Could you explain what the [social] dialog option is conveying? My pc said [social] to her friend Diane at Red Rock Drug lab. [Positive] response. Then Diane started getting on Jack's nerves, he said something to her and she went to a Delay Cycle of 91. Kind of feel like I provoked a lovers spat between them so I don't know if I was saying "let's be BFF's, maybe do some Chems sometime" or "Jack's no good for you, maybe you should be with me instead". It was entertaining, but I suppose I should have a better idea what message I am sending, it could be a long time before I can get a 3-way party going on with Jack and Diane. No peeling off those "Bobby Brooks" behind the shade tree for Courier Six.
t3589 Posted March 17, 2016 Author Posted March 17, 2016 Could you explain what the [social] dialog option is conveying? My pc said [social] to her friend Diane at Red Rock Drug lab. [Positive] response. Then Diane started getting on Jack's nerves, he said something to her and she went to a Delay Cycle of 91. Kind of feel like I provoked a lovers spat between them so I don't know if I was saying "let's be BFF's, maybe do some Chems sometime" or "Jack's no good for you, maybe you should be with me instead". It was entertaining, but I suppose I should have a better idea what message I am sending, it could be a long time before I can get a 3-way party going on with Jack and Diane. No peeling off those "Bobby Brooks" behind the shade tree for Courier Six. lol @BBs Jack and Diane are a couple. Which is a function that has yet to be expanded. So for now it will probably be near impossible to get in between them unless you set them manually. Still needs a lot of work there. I've tweaked social evaluation a bit for the next copy to manage couples better. [social] is more or less you telling them to get along with others 'Don't cause a scene/You're embarrassing me/Be nice/etc' . I think it only appears during tension.
t3589 Posted March 18, 2016 Author Posted March 18, 2016 New one up. Big scanner overhaul to improve prioritization with the range options. Now NPCs should process from near to far. Still a bit choppy for me in crowded areas (tested mainly at ACES Theater). Debug can also be set selectively now.
duckbills Posted March 18, 2016 Posted March 18, 2016 Beware the new one. It has heavily experimental changes to the scanner. The green/red visual indicators have been replaced. Now you can go into debug settings and enable Visual Feedback. This should allow you to see which NPCs are processing and when. Should run through crowds a lot faster as well. This will affect cycle speed a great deal (double and full are actually fast instead of 'not slow'). Don't say I didn't warn you. lol How long has cycle speed been a thing? I'm assuming that sets how often NPCs are polled to (potentially) approach the NPC? I just played a bit & turned cycle speed up & definitely noticed NPCs approaching much more frequently. Can't say for certain if it was faster even without the higher cycle speed, but I definitely appreciate that setting. I imagine the performance impact will mean I won't want it on Full all the time, but if I'm in an activity or two I bet it'll be handy to have that set to Full. Thanks for the continued development.
t3589 Posted March 18, 2016 Author Posted March 18, 2016 (edited) How long has cycle speed been a thing? I'm assuming that sets how often NPCs are polled to (potentially) approach the NPC? I just played a bit & turned cycle speed up & definitely noticed NPCs approaching much more frequently. Can't say for certain if it was faster even without the higher cycle speed, but I definitely appreciate that setting. I imagine the performance impact will mean I won't want it on Full all the time, but if I'm in an activity or two I bet it'll be handy to have that set to Full. Thanks for the continued development. That was before I tuned it up today. Should be fine now. The last copy was extremely approach heavy. Cycle Speed alters the cycle stages per pass. Stable is a single stage per pass. Double is 2 stages per pass (half a cycle). Full is a full cycle per pass (all stages). No sweat. EDIT: More info. Stable = 1 cycle per 60 seconds. Double = 1 cycle per 30 seconds. Full = 1 cycle per 15 seconds. Granted these are rough estimates. Times may run slightly longer or shorter depending upon the situation. Edited March 18, 2016 by t3589
MRM18870 Posted March 19, 2016 Posted March 19, 2016 For the first time I had the "join us" option ( after many hours of gameplay ) - unfortunately only get a negative response, so still don't know if it works well - but it seems to happen rarely - What happens quite often however is, that I have an activity with one NPC, and an other one suggest an other activity, or solicitation. Is it possible to add some dialogue options for those cases too? For example, join our current activity or, yes as soon as I am finished with my current activity. - An other problem I had is bring down inhibition level when the NPC is either dominant or submissive. Because now you often have to deal with the fact, that your dirty talk options are "wrong" for this NPC. Is this intention? Is there a way to compensate this? - Is there a way to bring down Envy level? It seems that the value can only rise. Edit: There is currently no cycling in the silver rush - it seems as if NPCs there can not be added at all
Sagebrush61 Posted March 19, 2016 Posted March 19, 2016 I was resting in the Motel Room in Novac, saw the message "Checking for Visitors". Nothing happened so I opened the console out of curiosity and saw the following error message: "Error in script 0d0a6540 Attempting to call a function on a NULL Reference or base object File: SexoutIntimacy.Esm Offset: 0x0264 command:Let" I don't know if it means anything but since I never see Intimacy errors I thought I'd report it just in case it is important. I don't think I've ever had anyone to the Motel in Novac on this playthrough except for Corporal Betsy and she isn't a lover, just a casual, so maybe it's just saying "no-one knows where you live so no-one can visit you fool"
t3589 Posted March 20, 2016 Author Posted March 20, 2016 (edited) For the first time I had the "join us" option ( after many hours of gameplay ) - unfortunately only get a negative response, so still don't know if it works well - but it seems to happen rarely - What happens quite often however is, that I have an activity with one NPC, and an other one suggest an other activity, or solicitation. Is it possible to add some dialogue options for those cases too? For example, join our current activity or, yes as soon as I am finished with my current activity. - An other problem I had is bring down inhibition level when the NPC is either dominant or submissive. Because now you often have to deal with the fact, that your dirty talk options are "wrong" for this NPC. Is this intention? Is there a way to compensate this? - Is there a way to bring down Envy level? It seems that the value can only rise. Edit: There is currently no cycling in the silver rush - it seems as if NPCs there can not be added at all Join was put in as another option to help mitigate your second question. The dialog option you suggest is already in as a placeholder. When you're busy, [Maybe]/[ignore]/[Rebuff]/[Join] are all options used to avoid taking on another activity/action until you're done with your current one. Personally I think 'yes as soon as I am finished with my current activity' fits squarely into [Rebuff/Maybe]. If you're asking for an option that is guaranteed to nullify any negative feelings the NPC may have about the situation, the answer is no. Though there will probably be more options as NPC>NPC interactions are fleshed out. The join option was the first in that series. Dirty talk isn't the only way to lower inhibitions. Another tip would be to find out their favorite booze/chem and party with them. If successful, this will hand out a larger lump sum inhibition drop than dirty talk ever can. Personally when I am presented with foreplay options that I know will put the NPC off, I use [Comply] to avoid them. If that's not available, I'll shoot for the middle ground [Any Mutual] because if it does give a negative, it gives the least negative. Envy ticks off very slowly much like infidelity. Currently it only accumulates due to social tension. Your best bet would be to remove them from the tense situation that is causing them to be envious (the PC and some other NPC together). Envy only happens for NPCs that are not committed. So if you make said NPC a Girlfriend/Boyfriend, they will no longer accumulate envy. Also note that I haven't really tested envy and it was always kind of a placeholder for an expandable function. It probably needs more fine tuning as a result. The NPCs at the Silver Rush are set to reserved. If you want to find out why, open the console, select a VanGraff, and type nx_clrevfl "SOIntimacy:Reserved" 2 Note that many reserved NPCs are currently just my way of making a list of NPCs that need special attention before they can be released into the wild. So just because they're reserved doesn't mean they will always be so. The main issue with the VanGraffs is the location/AI packages. Which makes it nearly impossible to have a relationship with them 'in game context' until those exceptions are addressed. EDIT: An important point about this mod is learning to say no. Many games have conditioned us to avoid negatives like saying no. In this mod, negatives are an important part of the experience. So much so, that there are certain 'positive' situations that cannot occur unless you accumulate some negatives. Being afraid to say no will limit your possibilities with this mod tremendously. I was resting in the Motel Room in Novac, saw the message "Checking for Visitors". Nothing happened so I opened the console out of curiosity and saw the following error message: "Error in script 0d0a6540 Attempting to call a function on a NULL Reference or base object File: SexoutIntimacy.Esm Offset: 0x0264 command:Let" I don't know if it means anything but since I never see Intimacy errors I thought I'd report it just in case it is important. I don't think I've ever had anyone to the Motel in Novac on this playthrough except for Corporal Betsy and she isn't a lover, just a casual, so maybe it's just saying "no-one knows where you live so no-one can visit you fool" I think I've fixed this in the latest copy. It shouldn't have broken anything though. Thanks for the heads up. Edited March 20, 2016 by t3589
MRM18870 Posted March 20, 2016 Posted March 20, 2016 Join was put in as another option to help mitigate your second question. The dialog option you suggest is already in as a placeholder. When you're busy, [Maybe]/[ignore]/[Rebuff]/[Join] are all options used to avoid taking on another activity/action until you're done with your current one. Personally I think 'yes as soon as I am finished with my current activity' fits squarely into [Rebuff/Maybe]. If you're asking for an option that is guaranteed to nullify any negative feelings the NPC may have about the situation, the answer is no. Though there will probably be more options as NPC>NPC interactions are fleshed out. The join option was the first in that series. No, I don't ask for an option that give you a guarantee for no negative reaction, just for an option that lower the chance. If you think about it, when you suggest an activity with someone, and he/she says no, the reason for saying no makes a difference. If there is no obvious reason for him/her saying no ( and it happens more then once ) you start to think he/she don't want an activity at all, but he/she just don't say so outright. If you actually see that he/she is busy, it's a different issue. There will still be some ***holes who think they are the center of the world and will react negative, but most will probably not even ask, if they see you are already in an activity and are not interested in a group activity Dirty talk isn't the only way to lower inhibitions. Another tip would be to find out their favorite booze/chem and party with them. If successful, this will hand out a larger lump sum inhibition drop than dirty talk ever can. Personally when I am presented with foreplay options that I know will put the NPC off, I use [Comply] to avoid them. If that's not available, I'll shoot for the middle ground [Any Mutual] because if it does give a negative, it gives the least negative. I was not aware that food/drink etc is already working, I will test this . Otherwise I had an idea as a solution, that you have mainly gently/submissive option when you wear clothes that are flagged as submissive, and firm/dominant option if you wear clothes that are flagged as dominant Envy ticks off very slowly much like infidelity. Currently it only accumulates due to social tension. Your best bet would be to remove them from the tense situation that is causing them to be envious (the PC and some other NPC together). Envy only happens for NPCs that are not committed. So if you make said NPC a Girlfriend/Boyfriend, they will no longer accumulate envy. Also note that I haven't really tested envy and it was always kind of a placeholder for an expandable function. It probably needs more fine tuning as a result. Hm, how slowly? I increased envy with Veronica in the beginning of my latest game quite early to 15. I stopped anything that increased envy, but still- 20 hours of game-play later envy is still on 15( and this value never changed all the time + most of the time I had veronica as a companion )
sexxy117 Posted March 20, 2016 Posted March 20, 2016 So when I play through with this mod, all I've gotten was npcs going to me stating [busted] then I have a choice between bribing or saying no basically and they say [insult]. Is this supposed to be the case or do I have the mod installed wrong. What is exactly supposed to happen?
t3589 Posted March 20, 2016 Author Posted March 20, 2016 Join was put in as another option to help mitigate your second question. The dialog option you suggest is already in as a placeholder. When you're busy, [Maybe]/[ignore]/[Rebuff]/[Join] are all options used to avoid taking on another activity/action until you're done with your current one. Personally I think 'yes as soon as I am finished with my current activity' fits squarely into [Rebuff/Maybe]. If you're asking for an option that is guaranteed to nullify any negative feelings the NPC may have about the situation, the answer is no. Though there will probably be more options as NPC>NPC interactions are fleshed out. The join option was the first in that series. No, I don't ask for an option that give you a guarantee for no negative reaction, just for an option that lower the chance. If you think about it, when you suggest an activity with someone, and he/she says no, the reason for saying no makes a difference. If there is no obvious reason for him/her saying no ( and it happens more then once ) you start to think he/she don't want an activity at all, but he/she just don't say so outright. If you actually see that he/she is busy, it's a different issue. There will still be some ***holes who think they are the center of the world and will react negative, but most will probably not even ask, if they see you are already in an activity and are not interested in a group activity Dirty talk isn't the only way to lower inhibitions. Another tip would be to find out their favorite booze/chem and party with them. If successful, this will hand out a larger lump sum inhibition drop than dirty talk ever can. Personally when I am presented with foreplay options that I know will put the NPC off, I use [Comply] to avoid them. If that's not available, I'll shoot for the middle ground [Any Mutual] because if it does give a negative, it gives the least negative. I was not aware that food/drink etc is already working, I will test this . Otherwise I had an idea as a solution, that you have mainly gently/submissive option when you wear clothes that are flagged as submissive, and firm/dominant option if you wear clothes that are flagged as dominant Envy ticks off very slowly much like infidelity. Currently it only accumulates due to social tension. Your best bet would be to remove them from the tense situation that is causing them to be envious (the PC and some other NPC together). Envy only happens for NPCs that are not committed. So if you make said NPC a Girlfriend/Boyfriend, they will no longer accumulate envy. Also note that I haven't really tested envy and it was always kind of a placeholder for an expandable function. It probably needs more fine tuning as a result. Hm, how slowly? I increased envy with Veronica in the beginning of my latest game quite early to 15. I stopped anything that increased envy, but still- 20 hours of game-play later envy is still on 15( and this value never changed all the time + most of the time I had veronica as a companion ) The full assessment of whether or not the PC is 'with' someone is still wip. As this gets completed things will start to make more sense, and NPCs (as you say) will decide not to interrupt at all. If envy is lower than her jealous attribute, you can safely ignore it. Having feelings of envy and returning positive for the 'envious' mode are two different things. In other words, just because they have envy points doesn't necessarily mean they are 'envious' (though they remember if they were). I might be able to make some adjustments that factor in dom/sub apparel. Just remember that the point is to create core functions that can be applied to various situations. Just as you mention with the reasons for saying no to an activity. I'm not going to flesh out every variable possibility of what [Rebuff] can mean (rebuff doesn't always return a negative btw). Likewise with foreplay options.
t3589 Posted March 20, 2016 Author Posted March 20, 2016 So when I play through with this mod, all I've gotten was npcs going to me stating [busted] then I have a choice between bribing or saying no basically and they say [insult]. Is this supposed to be the case or do I have the mod installed wrong. What is exactly supposed to happen? They probably think you're trying to prostitute in their territory. Yes, saying sex bribe to the wrong NPC can be tricky. I wouldn't try a sex bribe on an NPC that isn't obviously compatible, it's better to just pay them off. But even then some compatibles won't go for it either. There's no telling what will happen when you encroach upon a community.
MRM18870 Posted March 21, 2016 Posted March 21, 2016 I had a problem with the recent version. During a strip dance in the wrangler, an ( dance ) activity with an other NPC automatically started, after music stopped he come to me and ask for continue activity ( I had to manually toggle menus for seeing this ). However, the PC was invisible afterwards. Dirty talk isn't the only way to lower inhibitions. Another tip would be to find out their favorite booze/chem and party with them. If successful, this will hand out a larger lump sum inhibition drop than dirty talk ever can. A question about this, how can I make use of this when the NPC invites me?
t3589 Posted March 21, 2016 Author Posted March 21, 2016 I had a problem with the recent version. During a strip dance in the wrangler, an ( dance ) activity with an other NPC automatically started, after music stopped he come to me and ask for continue activity ( I had to manually toggle menus for seeing this ). However, the PC was invisible afterwards. Dirty talk isn't the only way to lower inhibitions. Another tip would be to find out their favorite booze/chem and party with them. If successful, this will hand out a larger lump sum inhibition drop than dirty talk ever can. A question about this, how can I make use of this when the NPC invites me? How recent? I just posted a new one this morning. If they provide their favorite it should work. Also on a date/visit you may be asked to provide sometimes. There's also wearing their favorite sexy gifts (lowers inhibition).
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