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Sexout Intimacy


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Posted (edited)
Thanks for your quick response  :D
 
The problem is that for some reason with "sexoutintimacy.esp" the active FEMALE COMPANION during the sex puts again the armor / outfit that she brings in the moment  the sex scene begins.
In practice, the companion initially strips and all is well then after a certain number of seconds she puts  again her armor / outfit. (with tinitimacy.esp not acitive, via fomm, the problem does not appear)
 
If I change the armor / outfit tha the companion wear, she puts again that .... logically if the companion is already naked at the time at which the sex is naked for al sex scene...  :P
 
This happens to me is starting sex through dialogue (sexout Sex) or using other sexout mod that do arise the lsesso by a button (sexout rapist, sexout hotkey).
 
I do not know if it will happen even with sex emerged from a dialogue of Intimacy but I fear that will happen, indeed, I think some "intimacy.esp" script interferes with the sexout sex scene and delete the script that makes stripping the companion woman when the sex start and the companion dresses  (or triggers the script that puts again the armor at companion)  ;)
 
I remember that this problem only occurs with companion woman.
 
thanks for your attention to the problem  :blush:

 

 

 

 

I could not recreate this.  Could you try initiating sex with SOI and see what happens?  Again, SOI doesn't touch undressing unless you initiate sex with SOI.

 

EDIT:  Try the new one.  I've added an automatic pause during sex initiated by other mods.

 

Edited by t3589
Posted

 

 

 

 

I could not recreate this.  Could you try initiating sex with SOI and see what happens?  Again, SOI doesn't touch undressing unless you initiate sex with SOI.

 

EDIT:  Try the new one.  I've added an automatic pause during sex initiated by other mods.

 

 

Okay;  I try soon  :shy:

the strange is that with no active esp file of Intimacy the redress of companion does not happen, the mysteries of the scripts   :P  :P  :D

Posted

I just throw in two things that came into my mind while playing

 

- When you get a negative response when you confirm/deny a rumor/opinion - shouldn't there be two separate negative responses? Because negative response could mean two different things

 

a ) I don't believe you/you lie   or

b )  I believe you, but I don't like your answer

 

the second thing is

 

male as well as female can be masculine or feminine - the only one who could be both at the same time is the PC - shouldn't   there be NPCs as well who are flexible in this regard?

 

btw there is a minor issue with this - my female PC had sex with a feminine male - he "offered" me a gift, but in fact expected one. And genital bottom + solo bottom  - tit-fuck don't make much sense with him for anatomical reasons wink.png

 

Edit - btw, if a NPC asks "Drink?" or "Lunch?" I think it should be somehow made clear if he/she invites you or wanted to be invited

Posted

I just throw in two things that came into my mind while playing

 

- When you get a negative response when you confirm/deny a rumor/opinion - shouldn't there be two separate negative responses? Because negative response could mean two different things

 

a ) I don't believe you/you lie   or

b )  I believe you, but I don't like your answer

 

the second thing is

 

male as well as female can be masculine or feminine - the only one who could be both at the same time is the PC - shouldn't   there be NPCs as well who are flexible in this regard?

 

btw there is a minor issue with this - my female PC had sex with a feminine male - he "offered" me a gift, but in fact expected one. And genital bottom + solo bottom  - tit-fuck don't make much sense with him for anatomical reasons wink.png

 

Edit - btw, if a NPC asks "Drink?" or "Lunch?" I think it should be somehow made clear if he/she invites you or wanted to be invited

 

We've been over this.  I'm not going to define every variable meaning.

 

NPCs are already able to change their gender profile through gameplay.  Gender profiles have nothing to do with orientation, that's separate.

 

I'll look into the sex issue.

 

You mean who is expected to provide during a trade?  I can probably do that.

Posted

 

 

 

NPCs are already able to change their gender profile through gameplay.  Gender profiles have nothing to do with orientation, that's separate.

 

I'll look into the sex issue.

 

You mean who is expected to provide during a trade?  I can probably do that.

 

 

I am aware that gender profile has nothing to do with orientation, nevertheless some people practice both - I never observed any changes, but I meant an gender profile equivalent to bisexual anyway

 

Yes, I mean whether you get a drink or if you are expected to give one. Its sometimes meh, when you think you get one, but instead the other want one and you don't have a drink in your inventory

 

Posted

Could Generic NCR Troopers within the City of Vegas belong to the Tourist or Gambler groups?  I have the Group Manager set to NCR [Named], Strip to [Disable] and Gamblers and Tourists set to [Enable].  I'm seeing a couple of NCR Troopers (not MP's) within the city auto-add.  I don't mind, one of them was kind of cute and took a liking to my Courier (I gave her a name and she hasn't de-spawned yet),  just making sure I understand which group setting is adding them.

Posted

 

I am aware that gender profile has nothing to do with orientation, nevertheless some people practice both - I never observed any changes, but I meant an gender profile equivalent to bisexual anyway

 

Yes, I mean whether you get a drink or if you are expected to give one. Its sometimes meh, when you think you get one, but instead the other want one and you don't have a drink in your inventory

 

 

 

Both would = neither in practice.  What you're essentially asking for is a positive setting for a negative sum.  Ex: A setting that tells the NPC to ignore another setting, as opposed to setting the ignored setting to zero.  As far as activity trades are concerned, they should provide some variation, but retain a tendency toward one or the other.

 

I usually just prepare for both.  Try the new one.  I've split things up and added some indicator dialog.  Barely tested.

 

[Accept]/[Provide] [Ask]/[Give]

 

 

Could Generic NCR Troopers within the City of Vegas belong to the Tourist or Gambler groups?  I have the Group Manager set to NCR [Named], Strip to [Disable] and Gamblers and Tourists set to [Enable].  I'm seeing a couple of NCR Troopers (not MP's) within the city auto-add.  I don't mind, one of them was kind of cute and took a liking to my Courier (I gave her a name and she hasn't de-spawned yet),  just making sure I understand which group setting is adding them.

 

I looked and I didn't see any in there.  Only MPs should auto add on the strip.  What mod is the NPC from?  I tested and couldn't recreate, but then again I'm using strip open so I probably have different NPCs.  Btw tourists are labeled 'Traveler' in game I believe.

Posted

I don't have any mods which add any NPC's.  The Trooper's are just the usual NCR Troopers on leave on the Strip.  Started adding  at the same time as Traveler did.  I think there are more of them in the area around the NCR Embassy.  The MP's all added a long time ago but these Troopers started adding recently.  Could they have added from the Strip setting?  I think I might have enabled it at one time although it is not enabled now.   I sometimes have NPC's enter the matrix when I arrive at a location because I had apparently left an area before everyone was done cooking.

Posted

I don't have any mods which add any NPC's.  The Trooper's are just the usual NCR Troopers on leave on the Strip.  Started adding  at the same time as Traveler did.  I think there are more of them in the area around the NCR Embassy.  The MP's all added a long time ago but these Troopers started adding recently.  Could they have added from the Strip setting?  I think I might have enabled it at one time although it is not enabled now.   I sometimes have NPC's enter the matrix when I arrive at a location because I had apparently left an area before everyone was done cooking.

 

That could be the case.  Troopers on the strip are in the strip faction.  I tweaked the new one a bit so that NCR don't add on the strip due to NCR being enabled (they add via the strip enabled).

 

Posted

I have sometimes still problems with NPCs being blocked ( not so bad as some versions before but still can happen )

 

You see it in the middle of the file, that NPCs can be trapped in some sort of push-action-delayed loop, or pushed-action-tracker busy loop

 

Edit: In my current play-through NPCs stopped approaching me at all ( after 6 hours of game play ) - nothing in debug indicates why, they just do not approach. ( But they are still cycling ) However, I experimented a lot with placing explosives in pockets of NPCs this time tongue.png - maybe this is somehow connected - now I wonder what happens if a NPC dies while he approaching or following you? Does the mod check from time to time if NPCs are still alive?

 

 

ConsoleOutputFile - 4_9_2016.txt

Posted (edited)

I have sometimes still problems with NPCs being blocked ( not so bad as some versions before but still can happen )

 

You see it in the middle of the file, that NPCs can be trapped in some sort of push-action-delayed loop, or pushed-action-tracker busy loop

 

Edit: In my current play-through NPCs stopped approaching me at all ( after 6 hours of game play ) - nothing in debug indicates why, they just do not approach. ( But they are still cycling ) However, I experimented a lot with placing explosives in pockets of NPCs this time tongue.png - maybe this is somehow connected - now I wonder what happens if a NPC dies while he approaching or following you? Does the mod check from time to time if NPCs are still alive?

 

Not sure.  I can promise that SOIR will break things though.  There are several dead checks in, but there may still be some instances that need attention.

 

EDIT: The problem appears to be the failure of startconversation to initiate.  When it fails, things get stuck.  Working on a once and for all fix.

Edited by t3589
Posted

With the latest version I have a problem with strip dance - after the performance my char was unable to move.

 

Corrected and posted.  Ty.

 

Posted

I've split things up and added some indicator dialog.  Barely tested.

 

[Accept]/[Provide] [Ask]/[Give]

*quietly deletes some custom modifications for the same feature* Good to see it in the base mod! =)

 

I really should either abandon this mod and release it as-is or get it done.  I've been playing without Sexout for a while to enjoy a highly stable game, but keep missing the extra layer of complexity and immersion added by SOI.

 

That, and I usually wound up spending so much time dating and hanging out with people in SOI that I often wound up just lazing around in cities, so wanted to finally finish the game for once. ;-) I'm already close to breaching the 600-hours-of-active-play barrier (on Steam FONV alone -- I have no idea how many hours I've clocked in GFWL FO3) and have yet to actually bother with the Second Battle.  Closest I ever came pre-Sexout was protecting the President.  Heh.

Posted

Fairly new to NV modding, can I just replace ESP's with new versions, or do I need to disable, reload, save, and enable the new version?

Posted

I have here a log with quite some error massages in the beginning and NPCs being blocked somehow afterwards - they approach but they could not start talking. Not in this log, but I had also a strange bug in the Wrangler. NPCs approached me but instead of starting a SOI dialogue, they started a regular dialogue ( the one you get via "e") or better said the smalltalk dialogue  because so far only noname NPCs are affected.

ConsoleOutputFile - 4_23_2016.txt

Posted

 

I've split things up and added some indicator dialog.  Barely tested.

 

[Accept]/[Provide] [Ask]/[Give]

*quietly deletes some custom modifications for the same feature* Good to see it in the base mod! =)

 

I really should either abandon this mod and release it as-is or get it done.  I've been playing without Sexout for a while to enjoy a highly stable game, but keep missing the extra layer of complexity and immersion added by SOI.

 

That, and I usually wound up spending so much time dating and hanging out with people in SOI that I often wound up just lazing around in cities, so wanted to finally finish the game for once. ;-) I'm already close to breaching the 600-hours-of-active-play barrier (on Steam FONV alone -- I have no idea how many hours I've clocked in GFWL FO3) and have yet to actually bother with the Second Battle.  Closest I ever came pre-Sexout was protecting the President.  Heh.

 

 

I know what you mean.  I've only completed the game probably 8 or 9 times in thousands of hours of play.  Most of which happened before I started modding/using mods.

 

We're conditioned by most mods to get hung up on every choice.  I think this is why it's easy to get hijacked with SOI.  It's very easy to allow it to become the center of the game, but this was never the original intent.  SOI was always meant to be played in between/along the way through the vanilla game.  Personally, I like to play out more meaningful relationships at the end of the day.

 

My PC will go home around 5-7pm, change from their adventure clothes to their casual wear, maybe go on some activities/dates.  If they're pissing me off/boring me, I may go out on the town or do some performances instead.  Then go to bed and get up and go adventuring again in the morning, maybe chat up my girlfriend before heading out for the day.  Very casual.

 

Also SOI challenges the player to role play their character.  Positives and negatives were never supposed to fall under the headings of 'good' and 'bad' choices.  The idea being that the PC isn't supposed to be a puppet to the dialog choices of the NPCs.  The desirability of a choice being determined by how likely the PC would be to take that path.

 

Lastly just a heads up.  In the near future I'm going to start finalizing things.  When I do, many variables will change.  However all the variables will be more or less permanent from then on out.  At that point I'm going to start shifting focus to supporting changes for modders.

 

That being said, you may or may not want to remove your changes.  I don't want to give the impression that the dialog included in this esm is anything but an example. The variables in the esm should allow modders to craft their dialog in any way they see fit.

 

In other words, the aim should be above and beyond the included dialog.  The included dialog isn't the 'prime' example of what can be done with the esm, but rather the 'base' example.  If you're making a mod, my advice would be NOT to rely on the included dialog, but use it to understand the variables.  Once you understand the variables, you should be able to craft dialog that reveals the included dialog for what it truly is... generic/dull in comparison.

Fairly new to NV modding, can I just replace ESP's with new versions, or do I need to disable, reload, save, and enable the new version?

 

Replace which esp?  If you're coming from an earlier version, I'd say start a fresh game.

 

Posted

I have here a log with quite some error massages in the beginning and NPCs being blocked somehow afterwards - they approach but they could not start talking. Not in this log, but I had also a strange bug in the Wrangler. NPCs approached me but instead of starting a SOI dialogue, they started a regular dialogue ( the one you get via "e") or better said the smalltalk dialogue  because so far only noname NPCs are affected.

 

Yeah I made some mistakes in the tracker clearing (errors).  New one should fix those.

 

Not sure about the approaches.  From the log provided they never arrived at the PC location.  Further the PC became keyed for some unknown reason, which shouldn't happen until the approach arrives.  If they don't know that they have arrived at the PC, they will never talk.

 

For the dialog problem, try playing without SOIR.

 

Posted

I`m getting purple eyes on half of npcs added by SOIR. Maybe NVR or TTW are cause or because I did bashed patch so i got duplicated races in Char Creation menu.

If is possible to play without it - i would gladly keep this mod :)

Posted

 

For the dialog problem, try playing without SOIR.

 

 

Does it affect "vanilla" SOI dialog? I don't have any Wrangler NPCs, and I'm pretty sure that there is nothing that should negatively affect any NPCs that aren't added by SOIR (please correct me if I'm wrong).

 

As for SOIR NPCs, Townies and Wastelanders should be updated to late march SOI standard dialog and include all the new features (unless I messed up, which is entirely possible). 

I`m getting purple eyes on half of npcs added by SOIR. Maybe NVR or TTW are cause or because I did bashed patch so i got duplicated races in Char Creation menu.

If is possible to play without it - i would gladly keep this mod :)

 

Don't bash SOIR races, they aren't meant to be playable anyway (for now). SOIR is not necessary to play SOI.

Posted

 

 

For the dialog problem, try playing without SOIR.

 

 

Does it affect "vanilla" SOI dialog? I don't have any Wrangler NPCs, and I'm pretty sure that there is nothing that should negatively affect any NPCs that aren't added by SOIR (please correct me if I'm wrong).

 

As for SOIR NPCs, Townies and Wastelanders should be updated to late march SOI standard dialog and include all the new features (unless I messed up, which is entirely possible).

 

 

It was just a guess really because I couldn't recreate it.  I haven't confirmed that SOIR was the problem.  It just made sense that NPCs returning regular dialog probably have something going on with their topic settings.  I wasn't sure where SOIR stood in light of recent topic settings changes, so I was curious if disabling it might have an effect.

 

However, if there are no SOIR set NPCs at the Wrangler, then I'd say it's safe to rule SOIR out.  My mistake.

 

Posted

I suspect something else - sometimes, when NPCs are "blocked" I used regular dialogues to break the block . Maybe that confused the mod afterwards. However, in my current play through with the latest version ( started a new game with it )  I did not have the problem so far.

Posted

However, in my current play through with the latest version ( started a new game with it )  I did not have the problem so far.

 

Inconceivable!

 

Posted

Ok here come my dumb question.  I read the first post but i don´t get  what the mod realy does. Some one explain plase. ^^

Posted

Ok here come my dumb question.  I read the first post but i don´t get  what the mod realy does. Some one explain plase. ^^

 

In short, it adds relationships to Sexout.

 

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