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Posted

This integrates crazy with UD and Assault (group add enabled) xD

still when i press hotkey response now is : Megaton settler hasn`t finished cooking yet. Stand by.

Posted

This integrates crazy with UD and Assault (group add enabled) xD

still when i press hotkey response now is : Megaton settler hasn`t finished cooking yet. Stand by.

 

That means what it says.  Turn on visual feedback in debug settings.  Then you can see when they process.

 

Posted

New one up tries to straighten out packaging behavior.  Activity behavior should be more stable now.  No telling yet what else I broke in the process.

Posted

 

This integrates crazy with UD and Assault (group add enabled) xD

still when i press hotkey response now is : Megaton settler hasn`t finished cooking yet. Stand by.

 

That means what it says.  Turn on visual feedback in debug settings.  Then you can see when they process.

 

They cook 4-5 days and always are busy. All debug options are enabled.Yep, they glow and cook. 

Landmarks are set for Megaton house. Mini  Hideout isn`t compatible.

 

Posted

 

 

This integrates crazy with UD and Assault (group add enabled) xD

still when i press hotkey response now is : Megaton settler hasn`t finished cooking yet. Stand by.

 

That means what it says.  Turn on visual feedback in debug settings.  Then you can see when they process.

 

They cook 4-5 days and always are busy. All debug options are enabled.Yep, they glow and cook. 

Landmarks are set for Megaton house. Mini  Hideout isn`t compatible.

 

 

Is your PC running?  Try walking around them.

 

Posted

Just tested a fresh start.

 

- Started mod.

- Went to terminal, set debug, set cycle speed, set stalkers, etc.

- Enabled Auto Adds in the add manager, enabled Goodsprings.

- Left the terminal.  Few seconds later the hotkey asked to be set.

- Followed the instructions, hit OK, hit 'c' key.

- Mod reported key bound to 46.

- Went up to Goodsprings settler, waited for them to enter the system.

- Hotkeyed successfully.

 

EDIT: You can add them manually, or in groups.  Enable auto adds under the add manager option in the conterm.  Then you can enable them faction by faction.  Though a few factions may still need to be added.  I usually set mine to groups, then selectively enable factions.  Then I'll add the disabled faction NPCs manually on an individual basis.  There are numerous ways to do it really.

 

EDITx2:  I rarely use the NPC manager (shift + hotkey) for anything other than renaming.

 

Thanks for explaining it T, gave this another try earlier today.

 

Followed the steps, but I am running into a few issues. Basically, have tried adding GS and some settler manually using shift + c, but whenever I try talking to them after that, it still says "NPC is still cooking" and they never seem to finish. Have left the cell, waited, returned, waited days, etc. Turned on all the debug options, and I seem to get a few going blue, then red/orange, but nothing after. What exactly is the colour coding?

 

Also, the debug seems to say SOIScnQuest: Disabled! even though I have it enabled in the apparel options control menu. 

 

Basically, I can't seem to get the NPCs to react/respond to me. 

Posted

 

Just tested a fresh start.

 

- Started mod.

- Went to terminal, set debug, set cycle speed, set stalkers, etc.

- Enabled Auto Adds in the add manager, enabled Goodsprings.

- Left the terminal.  Few seconds later the hotkey asked to be set.

- Followed the instructions, hit OK, hit 'c' key.

- Mod reported key bound to 46.

- Went up to Goodsprings settler, waited for them to enter the system.

- Hotkeyed successfully.

 

EDIT: You can add them manually, or in groups.  Enable auto adds under the add manager option in the conterm.  Then you can enable them faction by faction.  Though a few factions may still need to be added.  I usually set mine to groups, then selectively enable factions.  Then I'll add the disabled faction NPCs manually on an individual basis.  There are numerous ways to do it really.

 

EDITx2:  I rarely use the NPC manager (shift + hotkey) for anything other than renaming.

 

Thanks for explaining it T, gave this another try earlier today.

 

Followed the steps, but I am running into a few issues. Basically, have tried adding GS and some settler manually using shift + c, but whenever I try talking to them after that, it still says "NPC is still cooking" and they never seem to finish. Have left the cell, waited, returned, waited days, etc. Turned on all the debug options, and I seem to get a few going blue, then red/orange, but nothing after. What exactly is the colour coding?

 

Also, the debug seems to say SOIScnQuest: Disabled! even though I have it enabled in the apparel options control menu. 

 

Basically, I can't seem to get the NPCs to react/respond to me. 

 

 

lol you and psyseed keep hitting the same walls.  You must 'walk', not run for most NPCs to process.  Run enabled = running, even if you're not moving.  Blue means incompatible, orange means compatible, and pink has an action.

 

If that doesn't do it, then I'll need to see the debug please.  Turn on scan debug, shouldn't need NPC debug.

Posted

 

 

Just tested a fresh start.

 

- Started mod.

- Went to terminal, set debug, set cycle speed, set stalkers, etc.

- Enabled Auto Adds in the add manager, enabled Goodsprings.

- Left the terminal.  Few seconds later the hotkey asked to be set.

- Followed the instructions, hit OK, hit 'c' key.

- Mod reported key bound to 46.

- Went up to Goodsprings settler, waited for them to enter the system.

- Hotkeyed successfully.

 

EDIT: You can add them manually, or in groups.  Enable auto adds under the add manager option in the conterm.  Then you can enable them faction by faction.  Though a few factions may still need to be added.  I usually set mine to groups, then selectively enable factions.  Then I'll add the disabled faction NPCs manually on an individual basis.  There are numerous ways to do it really.

 

EDITx2:  I rarely use the NPC manager (shift + hotkey) for anything other than renaming.

 

Thanks for explaining it T, gave this another try earlier today.

 

Followed the steps, but I am running into a few issues. Basically, have tried adding GS and some settler manually using shift + c, but whenever I try talking to them after that, it still says "NPC is still cooking" and they never seem to finish. Have left the cell, waited, returned, waited days, etc. Turned on all the debug options, and I seem to get a few going blue, then red/orange, but nothing after. What exactly is the colour coding?

 

Also, the debug seems to say SOIScnQuest: Disabled! even though I have it enabled in the apparel options control menu. 

 

Basically, I can't seem to get the NPCs to react/respond to me. 

 

 

lol you and psyseed keep hitting the same walls.  You must 'walk', not run for most NPCs to process.  Run enabled = running, even if you're not moving.  Blue means incompatible, orange means compatible, and pink has an action.

 

If that doesn't do it, then I'll need to see the debug please.  Turn on scan debug, shouldn't need NPC debug.

 

 

Strange, I am walking. I always walk around with caps lock on, and I know not to run. It doesn't seem to matter. Yesterday I walked through all of Freeside, picked up two stalkers, but after half an hour of going back and forth they never seemed to do anything.

 

I'll switch NPC debug off then. Do you want it printed to a text file? if so, do you remember the console command again?

Posted

 

 

 

Just tested a fresh start.

 

- Started mod.

- Went to terminal, set debug, set cycle speed, set stalkers, etc.

- Enabled Auto Adds in the add manager, enabled Goodsprings.

- Left the terminal.  Few seconds later the hotkey asked to be set.

- Followed the instructions, hit OK, hit 'c' key.

- Mod reported key bound to 46.

- Went up to Goodsprings settler, waited for them to enter the system.

- Hotkeyed successfully.

 

EDIT: You can add them manually, or in groups.  Enable auto adds under the add manager option in the conterm.  Then you can enable them faction by faction.  Though a few factions may still need to be added.  I usually set mine to groups, then selectively enable factions.  Then I'll add the disabled faction NPCs manually on an individual basis.  There are numerous ways to do it really.

 

EDITx2:  I rarely use the NPC manager (shift + hotkey) for anything other than renaming.

 

Thanks for explaining it T, gave this another try earlier today.

 

Followed the steps, but I am running into a few issues. Basically, have tried adding GS and some settler manually using shift + c, but whenever I try talking to them after that, it still says "NPC is still cooking" and they never seem to finish. Have left the cell, waited, returned, waited days, etc. Turned on all the debug options, and I seem to get a few going blue, then red/orange, but nothing after. What exactly is the colour coding?

 

Also, the debug seems to say SOIScnQuest: Disabled! even though I have it enabled in the apparel options control menu. 

 

Basically, I can't seem to get the NPCs to react/respond to me. 

 

 

lol you and psyseed keep hitting the same walls.  You must 'walk', not run for most NPCs to process.  Run enabled = running, even if you're not moving.  Blue means incompatible, orange means compatible, and pink has an action.

 

If that doesn't do it, then I'll need to see the debug please.  Turn on scan debug, shouldn't need NPC debug.

 

 

Strange, I am walking. I always walk around with caps lock on, and I know not to run. It doesn't seem to matter. Yesterday I walked through all of Freeside, picked up two stalkers, but after half an hour of going back and forth they never seemed to do anything.

 

I'll switch NPC debug off then. Do you want it printed to a text file? if so, do you remember the console command again?

 

 

SOIScanQst:Disabled! is a result of the NPC being disabled (ref.getdisabled).  This mod doesn't disable any NPCs.  Running was the only way I could reproduce a fresh NPC continuously cooking.

 

scof "debug.txt" I think

Posted (edited)

A few more NPCs started working when I exited the GS Saloon. I disabled a few superfluous NPCs outside to save on FPS, so that might be why.

 

Here's the file.

 

Well it looked like you were able to talk to at least one NPC.  However, you do have an awful lot of disabled actors.  Some of those are supposed to be disabled, but others I'm pretty sure aren't.  Try it again and turn off scan debug?  When you 'introduce yourself' with shift + hotkey, you should see a message indicating they are good to go within 60 seconds (so and so has entered the system).

 

Maybe a startup mod?  I know the AWOP NPCs in my game aren't disabled (Sgt. Whatsherface was disabled in that debug).

 

EDITx2: Try the new one.  I put a catch in so that the hotkey doesn't mislead you by letting disabled NPCs through.  Also sped up initial adds.  Now it should only be a matter of seconds before they enter the system.

Edited by t3589
Posted

Hey T, been a while since I've said anything but I haven't stopped playing at all, rather because I've had no issues to report (that I noticed/lucky me?). Good work on your behalf.

 

I've searched this thread regarding "Conceited" and there's only one post from 2014.

​Lately it's been an inconvenience to me and I don't know what to do about it if anything can be done at all or if it's my own fault?

Issue(?):

 

​In a mod called Coito Ergo Sum there's a small tribal community living in a town called Pahrump. I'm making this my new play area for SOI / RP character.

​There's a Lodge (Male Barracks) with 5 male NPCs inside. (Marcel, Stephen, Linus, Olaf, Pavel) (SexoutNG male orientation set as 1 (Straight).

On a fresh character save/game (SOI free) I go ahead and enable SOI for the first time on this save. (At the time: v20160429.02B)

​Set usual options in SOI manager, everything default I just enable all the debug options except scan and set my apparel, set hotkey.)

​So I'm inside the Lodge interior and to add these 5 men faster I enable Auto-Adds all and walk around them until they all enter the matrix)

 

​I've uploaded the debug below:

You'll see all five of them have (:fnSOIComptbltyEval:Conceited!) which from that 2014 post tells me I'm in a perma-friend-zone with them!?

(Confirmed as they greet me with Friend Greeting straight away and continue doing so.)

​I don't know what triggers SOI to set an NPC as Conceited straight off. No good for my bi-sexual horny female PC of course...

​In the same town of Pahrump I tested on one other male NPC and you can see in the debug he's fine (No Conceited).

​And for the sake of doing an isolation test I went to GoodSprings and tested Chet, also fine.

​I also tested without Auto-Adds enabled for the five men and manually added them all and same result.

​I have not encountered this issue(?) before in vanilla until now or if it's something to do with certain Coito Ergo Sum NPCs.

Thoughts T? Will provide further info if I missed anything. Appreciate the updates I always read the change logs. wink.png

ConsoleOutputFile.txt

Posted (edited)

Hey T, been a while since I've said anything but I haven't stopped playing at all, rather because I've had no issues to report (that I noticed/lucky me?). Good work on your behalf.

 

I've searched this thread regarding "Conceited" and there's only one post from 2014.

​Lately it's been an inconvenience to me and I don't know what to do about it if anything can be done at all or if it's my own fault?

Issue(?):

 

​In a mod called Coito Ergo Sum there's a small tribal community living in a town called Pahrump. I'm making this my new play area for SOI / RP character.

​There's a Lodge (Male Barracks) with 5 male NPCs inside. (Marcel, Stephen, Linus, Olaf, Pavel) (SexoutNG male orientation set as 1 (Straight).

On a fresh character save/game (SOI free) I go ahead and enable SOI for the first time on this save. (At the time: v20160429.02B)

​Set usual options in SOI manager, everything default I just enable all the debug options except scan and set my apparel, set hotkey.)

​So I'm inside the Lodge interior and to add these 5 men faster I enable Auto-Adds all and walk around them until they all enter the matrix)

 

​I've uploaded the debug below:

You'll see all five of them have (:fnSOIComptbltyEval:Conceited!) which from that 2014 post tells me I'm in a perma-friend-zone with them!?

(Confirmed as they greet me with Friend Greeting straight away and continue doing so.)

​I don't know what triggers SOI to set an NPC as Conceited straight off. No good for my bi-sexual horny female PC of course...

​In the same town of Pahrump I tested on one other male NPC and you can see in the debug he's fine (No Conceited).

​And for the sake of doing an isolation test I went to GoodSprings and tested Chet, also fine.

​I also tested without Auto-Adds enabled for the five men and manually added them all and same result.

​I have not encountered this issue(?) before in vanilla until now or if it's something to do with certain Coito Ergo Sum NPCs.

Thoughts T? Will provide further info if I missed anything. Appreciate the updates I always read the change logs. wink.png

 

Good to hear from you.  Glad you're still truckin'.

 

If PC Level + PC Charisma < NPC Level = Conceited.  Though it is not permanent.  1. As soon as you break the mentioned formula, and 2. the NPC runs through an absence check, they should lose the conceited flag.

 

EDIT: A good NPC to test this on would be Marcus (lvl30).  He's usually conceited when I first show up at Jacobstown, then breaks out of it in subsequent visits when I gain some levels under my belt.

Edited by t3589
Posted

 

 

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

 

 

​SexoutIntimacy-v20160306.03B
- added SOIntimacy:Field setting

​SexoutIntimacy-v20160317.03B
- added point limit cap to SOIntimacy:Field flag

​T, what does the Field flag do exactly in technical terms? From what I can see it causes them to loose interest in the player and Lust lowers.

​Was there any un-noted fix for SOI NPCs and them getting unusually high charisma? I quoted a post from March about it above.

​I'm getting it happening with various SOI NPCs and it's slightly annoying. (:fnSOIApprncEval:Field: 10)

​bat getav
> GetAV Charisma
GetActorValue: Charisma >> 182.00

​I've tried SetAV Charisma 5 on the affected SOI NPCs (and waited for the next cycle) but nothing changes, their Lust continues to lower.

​Any other methods I could try to possibly to fix this or will this need more looking into by you?

Posted

I have again a problem with blocking - debug tells me that the PC is keyed

 

Is there a way to remove this "key" ?

 

The first few hours of gameplay went relative well  before this happened, I had only some minor issues. For example, NPC did not follow at once after "seek privacy" - but he did when I used the hotkey again on him.

 

 

ConsoleOutputFile - 5_2_2016.txt

Posted

 

 

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

 

 

​SexoutIntimacy-v20160306.03B

- added SOIntimacy:Field setting

​SexoutIntimacy-v20160317.03B

- added point limit cap to SOIntimacy:Field flag

​T, what does the Field flag do exactly in technical terms? From what I can see it causes them to loose interest in the player and Lust lowers.

​Was there any un-noted fix for SOI NPCs and them getting unusually high charisma? I quoted a post from March about it above.

​I'm getting it happening with various SOI NPCs and it's slightly annoying. (:fnSOIApprncEval:Field: 10)

​bat getav

> GetAV Charisma

GetActorValue: Charisma >> 182.00

​I've tried SetAV Charisma 5 on the affected SOI NPCs (and waited for the next cycle) but nothing changes, their Lust continues to lower.

​Any other methods I could try to possibly to fix this or will this need more looking into by you?

 

It means they're more interested in another NPC than they are the PC.  Mostly a generic placeholder function atm.  Most all of the NPC to NPC interaction functions need lots of work.  But until the core system is working (see new fail report), I can't really work on anything else.

 

Frankly, I'm getting to the point where I'm starting to believe that I will be endlessly working on <insert approach didn't work here>.  Twice now recently,  I've wanted to pack it in and call it quits.  If I can't get these problems solved, eventually I'm going to give up and just accept the fact that I'm not capable of making this mod happen.

 

So that's where I'm at right now.  Quickly running out of 'give a shit'.

Posted (edited)

I have again a problem with blocking - debug tells me that the PC is keyed

 

Is there a way to remove this "key" ?

 

The first few hours of gameplay went relative well  before this happened, I had only some minor issues. For example, NPC did not follow at once after "seek privacy" - but he did when I used the hotkey again on him.

 

This debug doesn't tell me how the PC got keyed.  The PC can get keyed two ways.  One is when you hotkey them, the other is when they 'arrive' and initiate dialog from an approach.  Neither of these events are present in debug.

 

If an NPC approaches, and does not initiate dialog, the PC will remain keyed, and subsequently you'll always get this problem.  This problem could also be because you are adding NPCs that have been reserved because they have problems.

 

So far for me, dialog has been 100%.  It always kicks off.  Always.  A few times it has been delayed, but does initiate eventually (few seconds).  So here's what I'm going to do.  I'm going to make a special version of this mod, just for you.  It will contain messaging at every step of the process, so that you know what is going on, and what is supposed to happen at every moment.

 

It won't be playable, but at least it will allow you to let me know where things are going wrong for you.  Once and for all.

 

EDIT:  Attached copy below.  Spams messages so not really playable.  Should definitely reveal the source of the key problem.

 

Edited by t3589
Posted

I will nevertheoless go back to an older save and try to figure out where the problem first appeared. However, this was the full log of a session - I was already "keyed" in the save game - which makes me wonder, is it possible, that when you save and quit the game while a processing happens, that this may cause the problem if the processing is interrupted in the wrong moment?

 

p.s. I did not any reserved NPCs

Posted (edited)

I will nevertheoless go back to an older save and try to figure out where the problem first appeared. However, this was the full log of a session - I was already "keyed" in the save game - which makes me wonder, is it possible, that when you save and quit the game while a processing happens, that this may cause the problem if the processing is interrupted in the wrong moment?

 

p.s. I did not any reserved NPCs

 

That is possible and probably a good lead.  I may not pick up on it because of the way I save.  When I save, I have strict rules to avoid problems.  I don't just save willy nilly unless I absolutely have to.  I'll go somewhere relatively private, face a wall where no loadable objects are visible (mainly NPCS), and then save.

 

So yeah, fair possibility.  I'll try and nix the approach script on reload for the next copy.

 

EDIT:  Though thinking about it more, really you'd have to save just as they arrive at your location and initiate dialog for this to be an issue.  Or press hotkey and then save really fast before dialog happens.  I could be wrong, but I don't think this is going to be it.  You should still try that approach message copy.

 

You would literally have to press save at the exact same moment they initiated dialog (with a window of a few frames).

 

EDITx2:  If it is an issue with saving at the wrong moment, the above attached copy WILL let you know where and when it happens.

Edited by t3589
Posted

I tested it with a save that had the problem but only for short ( should I try longer ? )

 

The pop ups told me "Cassandra should approach for dialog" ( and she came )

The next was "Cassandra is in range and should standing" - this message came again and again and again....

 

Edit: There is also an NPC to NPC action in the file where one NPC was keyed - can this cause the problem ?

ConsoleOutputFile - 5_2_2016.txt

Posted (edited)

I tested it with a save that had the problem but only for short ( should I try longer ? )

 

The pop ups told me "Cassandra should approach for dialog" ( and she came )

The next was "Cassandra is in range and should standing" - this message came again and again and again....

 

Edit: There is also an NPC to NPC action in the file where one NPC was keyed - can this cause the problem ?

 

Try this one.  It should fix the NPC to NPC loop, and give more information.  From this last debug it too looks like the PC was already keyed.  So still no clues.

 

Selecting the PC in the console and doing a NX_ClrEVFl "SOI:Keyed" 2 should clear it manually.

 

EDIT:  Oh and I added a reset limit now.  They will quit the approach after 3 reset tries.

Edited by t3589
Posted

OK - the pop up now tells me that Cassandra can not initiate a dialogue because my char is already keyed for a dialog that has not been finished

 

maybe I fast traveled away from a NPC that tried to talk to me exactly at this moment? Can this be the problem? At least it seems as if the NPC who keyed me is not in the same cell. Before my first debug I did mainly regular quests and fast traveled around the map ( unfortunately I have no record of this )

 

IMHO the most simple solution for this problem would be

 

a ) clear the keys from time to time or under certain conditions ( maybe no NPC in range )

b )have a function in debug for doing so

 

Edit: found the NPC - it was Jack from the Boomers - after he talked to me, I could talk to the NPCs in the Wrangler again. It seems the problem was just that I left the hangar in the wrong moment.

Posted (edited)

OK - the pop up now tells me that Cassandra can not initiate a dialogue because my char is already keyed for a dialog that has not been finished

 

maybe I fast traveled away from a NPC that tried to talk to me exactly at this moment? Can this be the problem? At least it seems as if the NPC who keyed me is not in the same cell. Before my first debug I did mainly regular quests and fast traveled around the map

 

IMHO the most simple solution for this problem would be

 

a ) clear the keys from time to time or under certain conditions ( maybe no NPC in range )

b )have a function in debug for doing so

 

That esm was meant to be tested from a cleared state.  It won't tell you what's wrong after the fact.  It will tell you when and how the PC becomes keyed and when it is or is not cleared properly.

 

Normally I would agree with you, but my inclination would be to remove the key tracking altogether.  It was put in to track startconversation fails, but that has changed.

 

EDIT: That bastard!  OK so, better accounting for fast travel it is.  What's weird is that in my game, I have to put effort into getting away from them.  That is to say, if they get in range, and the PC gets keyed, I can try and run away but they still usually catch me with dialog.

 

On the other hand, I rarely use fast travel at all.  But I suspect if I did, when I went to open my pipboy and there was an NPC standing right next to me

getting ready to dialog I would notice it?

 

Edited by t3589
Posted

Nevertheless it helped a lot - after knowing that an incomplete dialog was the problem, I just traveled to the places I was before, and Jack could finish his small talk that blocked my char  smile.png

 

Edit: Jack was not close to me when I fast traveled, I lost him already when I left the hanger and simply did not noticed, that he wanted to talk to me. But as I mentioned before, I was doing regular quests at this time and maybe did not pay enough attention for approaches 

Posted (edited)

Nevertheless it helped a lot - after knowing that an incomplete dialog was the problem, I just traveled to the places I was before, and Jack could finish his small talk that blocked my char  smile.png

 

Edit: Jack was not close to me when I fast traveled, I lost him already when I left the hanger and simply did not noticed, that he wanted to talk to me. But as I mentioned before, I was doing regular quests at this time and maybe did not pay enough attention for approaches 

 

Right I wasn't blaming you for not noticing.  I was wondering why the mod didn't make it more evident.  I'm guessing you've got the Christmas lights turned on.  In other words, the window could only have been a matter of frames.  He got keyed, was within hotkey distance, and yet you escaped his dialog in the short time it should have taken him to kick it off.

 

EDIT:  I'll fix this soon now that I know what the problem is.  Probably tonight sometime.

Edited by t3589

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