darthnoldor Posted May 13, 2016 Posted May 13, 2016 If your save was made prior to the new dialog method, you'll definitely need to start the mod fresh. The only alternative is to go around and clear these two settings on each NPC. Then let them run through once before interacting. NX_ClrEVFl "SOI:Reg:Dialog" 2 NX_ClrEVFo "SOI:TpcReg:" 2 I have reinstalled the "old" mod intimacy and the hotkey is back to work normally ... then if I wanted to use the new mod, but without making a fresh game, I would have big problems, or the hotkey noy would work only with the npc that I have already met and with those I never seen before the hotkey work? the other functions of the intimacy mod would work in this case or it would soon crash? Thanks for the reply, I have too many hours of play with the old intimacy to restart the game before installation
Desh Posted May 16, 2016 Posted May 16, 2016 Has anyone possibly has SOI version compatible with last SOIR and could share?
t3589 Posted May 16, 2016 Author Posted May 16, 2016 There is only one copy of this mod, and that is the current copy. All previous copies are 100% guaranteed to be broken. Further, the current copy is 100% guaranteed to be incomplete. This is a work in progress. While you're welcome to use whatever copy you like, the purpose of this thread is to move things forward. I can promise that with the planned work that needs done, we'll be seeing at least 2 more releases that will require fresh starts in the future. Therefore, if you're too attached to your saves, you should probably reconsider testing this mod at all until it is complete.
ChancellorKremlin Posted May 16, 2016 Posted May 16, 2016 lol Do your worst. My hope is that once I get this in a position where Bruce wants to work on SOIR again, I can use that instead. There's plenty of NPCs imo. But in SOIR they'll be more than just scenery... True, I did enjoy SOIR's content. Hopefully he will pick it up again soon! Also, quick question(s) - is there any reason a lot of my clientele for for "solo - top"? Seems like it comes out far more often than the rest, and the outfits are usually tagged either for all three, or just ass/legs. And, has there been a change in how you get the Garrets to hire you? I did the pre-requisite quest, but I can't seem to get the topic to show up with James. Is there anything else I need to do?
t3589 Posted May 16, 2016 Author Posted May 16, 2016 Also, quick question(s) - is there any reason a lot of my clientele for for "solo - top"? Seems like it comes out far more often than the rest, and the outfits are usually tagged either for all three, or just ass/legs. And, has there been a change in how you get the Garrets to hire you? I did the pre-requisite quest, but I can't seem to get the topic to show up with James. Is there anything else I need to do? Maybe a string of bad 'random' luck? I'll look it over for adjustment. I don't think there is any dialog anymore(like in alpha). Completing the quest should enable the stage.
ChancellorKremlin Posted May 16, 2016 Posted May 16, 2016 Also, quick question(s) - is there any reason a lot of my clientele for for "solo - top"? Seems like it comes out far more often than the rest, and the outfits are usually tagged either for all three, or just ass/legs. And, has there been a change in how you get the Garrets to hire you? I did the pre-requisite quest, but I can't seem to get the topic to show up with James. Is there anything else I need to do? Maybe a string of bad 'random' luck? I'll look it over for adjustment. I don't think there is any dialog anymore(like in alpha). Completing the quest should enable the stage. Oh, so I just go up there? I don't talk to anyone or anything, just interact with the mic?
t3589 Posted May 17, 2016 Author Posted May 17, 2016 Also, quick question(s) - is there any reason a lot of my clientele for for "solo - top"? Seems like it comes out far more often than the rest, and the outfits are usually tagged either for all three, or just ass/legs. And, has there been a change in how you get the Garrets to hire you? I did the pre-requisite quest, but I can't seem to get the topic to show up with James. Is there anything else I need to do? Maybe a string of bad 'random' luck? I'll look it over for adjustment. I don't think there is any dialog anymore(like in alpha). Completing the quest should enable the stage. Oh, so I just go up there? I don't talk to anyone or anything, just interact with the mic? I think so. Though you'll need a decent charisma, the proper attire, and no more than P1 pregnancy before the menu will pop up.
ChancellorKremlin Posted May 17, 2016 Posted May 17, 2016 I think so. Though you'll need a decent charisma, the proper attire, and no more than P1 pregnancy before the menu will pop up. Managed! However, that sequence seems to be broken. I hear the record changing the music, I enter the 3rd person camera, but then, I'm immediately returned to 1st person, and nothing has happened. The console seems empty too. Happens with both strip and dance, though with the former, you see yourself going naked, before getting fully clothed again when returned to 1st person. Again, nothing seems to happen. Thoughts? Does it work on your version?
t3589 Posted May 17, 2016 Author Posted May 17, 2016 I think so. Though you'll need a decent charisma, the proper attire, and no more than P1 pregnancy before the menu will pop up. Managed! However, that sequence seems to be broken. I hear the record changing the music, I enter the 3rd person camera, but then, I'm immediately returned to 1st person, and nothing has happened. The console seems empty too. Happens with both strip and dance, though with the former, you see yourself going naked, before getting fully clothed again when returned to 1st person. Again, nothing seems to happen. Thoughts? Does it work on your version? It did the last time I tried it. Though that was at the Aces theater. It sounds like a music file issue. Did you install music files? Dance should return some debug, though it might be hard to catch if you have scan/NPC debug on also.
Deviancy Posted May 19, 2016 Posted May 19, 2016 Happens with both strip and dance, though with the former, you see yourself going naked, before getting fully clothed again when returned to 1st person. Again, nothing seems to happen. Thoughts? Does it work on your version? I had that happen at the Wrangler, sort of. I never use first person mode but when I entered the wrangler, I got the dialog to dance, strip or whatever and when I'd pick dance or strip, it appeared to trigger but then just quickly jumped into 1st person and nothing happened. I exited the game and manually installed sexoutNG data instead of using the LL version of FOMM to install it, I then went back into the game and strip and dance worked fine in the wrangler and Aces. The only place I haven't figured out yet is the Mclarran Base. When I enter that location it'll say "showtime" but I have no idea where to go at the base to do a show. I also recently added the latest SexoutNG97 beta version, was getting some old bugs with 96 that I'm hoping 97 has squashed.
t3589 Posted May 19, 2016 Author Posted May 19, 2016 Happens with both strip and dance, though with the former, you see yourself going naked, before getting fully clothed again when returned to 1st person. Again, nothing seems to happen. Thoughts? Does it work on your version? I had that happen at the Wrangler, sort of. I never use first person mode but when I entered the wrangler, I got the dialog to dance, strip or whatever and when I'd pick dance or strip, it appeared to trigger but then just quickly jumped into 1st person and nothing happened. I exited the game and manually installed sexoutNG data instead of using the LL version of FOMM to install it, I then went back into the game and strip and dance worked fine in the wrangler and Aces. The only place I haven't figured out yet is the Mclarran Base. When I enter that location it'll say "showtime" but I have no idea where to go at the base to do a show. I also recently added the latest SexoutNG97 beta version, was getting some old bugs with 96 that I'm hoping 97 has squashed. McCarren has two. One on the table in the officers mess tent, and one on the table in the mess hall tent.
t3589 Posted May 19, 2016 Author Posted May 19, 2016 I started working on NPC interactions last weekend but have been busy with work/family since. I should have some free time this weekend to try and push things forward a notch. I might even fiddle with it a little bit tonight or tomorrow night. Just a status update. I know it seems quiet here lately (which I hope means no more approach system problems).
7KeysCurtain Posted May 20, 2016 Posted May 20, 2016 Much prefer you to work at your own pace, no pressure. Rushing will do more harm than good I imagine. NPC to NPC interactions will be interesting if it's how I picture it to play out. Next step - Sentient AI SOI NPCs!
ChancellorKremlin Posted May 23, 2016 Posted May 23, 2016 Okay, figured out why the Wrangler act won't play - it's because the debug says it can't find any music (nomusic) - which is strange, as I have the Music file installed (via FOMM), and it's present in data/soundsongs/SOiIntimacy. Is that the correct folder? Here is the debug txt. EDIT: Researched the thread a bit, are the music files blank? Played them and they are all the same - they just do a "clicking" sound like a tape recorder starting and then stop abruptly after 2 seconds? SOIDance.txt
7KeysCurtain Posted May 23, 2016 Posted May 23, 2016 The files included in SOI-MusicV1.7z are placeholders and help set the directory, you're encouraged to re-name your own MP3 music tracks and put in the right location as shown. Example GIF: Note: The track length determines the total time of the act that takes place. So, If the track length of a song you use is 3 minutes long, then your in-game characters/SOI NPCS will do dance animations for 3 minutes straight. If you don't want that you'll have to use a sound editing program to edit and shorten a track if you desire. (I use Audacity, it's free and does the job). Tip: For realism/immersion and with a little more editing you can add effects like reverb to a track to give it the illusion the song is playing inside a large room (such as in the inside of Atomic Wrangler) and bouncing off surfaces making it sound like it's actually playing out of a speaker in the room that you're in in-game. Similar to how in-game radios / jukeboxes speakers automatically apply a reverb effect to the default tracks FNV plays. Sound Examples: No Effects | Reverb Added | Over Exaggerated Reverb (just for demonstration). I play with headphones by the way so don't know what these sound like on desk speakers etc.
t3589 Posted May 23, 2016 Author Posted May 23, 2016 (edited) Okay, figured out why the Wrangler act won't play - it's because the debug says it can't find any music (nomusic) - which is strange, as I have the Music file installed (via FOMM), and it's present in data/soundsongs/SOiIntimacy. Is that the correct folder? Here is the debug txt. EDIT: Researched the thread a bit, are the music files blank? Played them and they are all the same - they just do a "clicking" sound like a tape recorder starting and then stop abruptly after 2 seconds? Those clicking sounds come from the track switching placeholder files installed by the data pack. Simply install the MusicV1 pack and overwrite them to solve the issue. Then if you like, customize your music as 7Keys suggested. If you installed them already, they should have overwritten all of the track switching files from the data pack. Unless you installed the data pack after installing the music files, in which case the files in data could have overwritten the music files. On a side note I'm about to release the next copy with an overhaul to the NPC interaction system for testing. Stay tuned. EDIT: The easiest way to do this imo, is to extract the music pack to a temp directory, replace the files with my own music, repack and install with FOMM overwriting the data pack music files. Edited May 23, 2016 by t3589
t3589 Posted May 23, 2016 Author Posted May 23, 2016 New copy posted. More or less gutted the old NPC interaction framework, condensed it into a single script, and reordered how it works. This doesn't really add anything new. It just makes it easier to work on the NPC stuff moving forward. Lot's of NPC debug added. The assessment only triggers during cycle stage 3, and then only if the NPC has an action to perform. It can be hard to miss upon casual glances at the console, but should describe in a fair amount of detail what NPCs think of one another. Feedback from the debug will be used to tweak, improve, and alter the system moving forward. I just started a new game, so it might take me a minute to get into a position to test this thoroughly.
7KeysCurtain Posted May 23, 2016 Posted May 23, 2016 Good to hear! Going to get some shut eye (18 hours awake) and when I wakey wakey a long fun testing session with a new start is in order, video capture, debug and all.
fusi1ier Posted May 24, 2016 Posted May 24, 2016 Hi t3589, I hate not being able to figure out a problem, but I'm giving up and asking for your help. My problem is with gameplay from SOIOptions - I can't get the "Morale/Prostitute License" for the NCR from Dr. Kemp at McCarran. I will start a dialog with him, and he does present the [Morale License] topic, and when I click that I get a follow-up [sure] response. But after that the dialog ends and nothing happens. I have no message in the top left of the screen, and no new item appears in my inventory as a token or misc item ( though I don't know if anything should - this is the first time I tried to play as a one-woman USO for the NCR). I don't get any solicit options, in fact I'll still get some random " Busted!" dialogs from NCR troopers. If I return to him, the dialog topic to obtain the Morale License is still there, and I can go through it again (and again). Something's not firing, and I can't figure out what it is. I have attached the debug, though it's so sparse I'm not sure it will be of help. I'm on SOIOptionsv7, and your latest SOI build Thanks for any suggestions or help you may have DrKempDebug.txt
7KeysCurtain Posted May 24, 2016 Posted May 24, 2016 I've been playing for 6 hours straight on a new game start and good news is I haven't encountered any issues, all seems well visually. Approaches are working and the hotkey function isn't ceasing to function at all unlike my last save where it started to happen very often. Return To Location packages (:fnSOIReturnEval:Location:) also working fine, it used to be (maybe still is?) possible to break that by locking a door via console (same cell) that the SOI NPC wouldn't be able to get through because there's no other paths to take, the SOI NPC would just stand near the door a wall nearby not knowing what to do and SOI debug would keep trying the RTL package and then try no more. (limited number of tries or unlimited?). I did try breaking RTL by locking a door after a SOI NPC walked through and waiting for the activity to end and them to RTL, no breakage, did try several times. Q "Why are you locking doors for?" A: Toilet/Bathrooms that have doors, if I'm in there cheming with another SOI NPC I like to lock the door temporarily behind me to keep out other SOI NPCs. Or some interior rooms I like to pick a room out as my own, put down a sleeping bag + duffle bag and assume I can lock the door to keep my space private. For now, unlocking the door via console the SOI NPC to continues RTL just fine. (Nothing to do with the 2 keys SOI adds when placing a home marker by the way, I didn't do that. These are seperate buildings with their own interiors) Activities run time is good, don't know if you increased the time but in my last save activities would end very quickly (world timescale 10 with the same time mod you use in both saves). Though I'll have to continue playing even longer to see if issues start showing up down the track, if so I have Bandicam recording everything + debug. Maybe very long term play has odd effects either it be save bloat or other reasons, for example an NPC/Companion command mod I tried would literally Remove Script Packages that also happened to interfere with SOI, I got rid of that mod of course but is important for everyone to make sure other mods aren't interfering with SOI or causing breakage at no fault of T. In my last saves some SOI NPCs had cycles in the many hundreds. At first things go fine with issues showing up later down the track. All the issues mentioned are with the previous SOI versions on prior saves of course. If they present themselves again I'll inform you. Noticed the new debug info you've added such as :fnSOIMoralsEval: when being nude for example. Question: Does this look good below, all the negatives? Anything look weird T, I wouldn't tell since this is new to me. fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Same Faction:(-4)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Unfamiliar:(-3)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Promiscuous:(-60)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Free Agent:(-64)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Temper:(-63)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Jealous:(-62)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Restrained:(-63)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Platonic:(-64)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Charisma:(-60)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Intentions:(-56)fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Intimidating:(-46)fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Same Faction:(-4)fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Unfamiliar:(-3)fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Promiscuous:(-60)fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Free Agent:(-64)fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Incompatible:(-68)fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):NPC:CompatiblefnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Same Faction:(-5)fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Unfamiliar:(-4)fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Promiscuous:(-61)fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Rejection:(-67)fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Free Agent:(-72)fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Jealous:(-71)fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Restrained:(-72)fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Platonic:(-73)fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Charisma:(-68)fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Intimidating:(-40) fnSOINPCEval:Reru (000FE8A8) VS Juan (000FE8A6):NPC:Wingman Juan is Reru's Wingman or the other way around? Right now I'm playing in a favorite sweet spot of mine (Roleplay: Addict/Poor) with a handful of SOI NPCs added to start off with. For big scale testing I'll be heading to *Pahrump in Coito Ergo Sum (Town of around 50) and play as a visitor to their town. *This is a place where I had hotkey ceasing to work after long play periods and where reloading a save did not resolve it. Will see what happens as I test/play some more, might just be isolated to there, another large scale heavy NPC place I can try is 188 Trading Post.
t3589 Posted May 24, 2016 Author Posted May 24, 2016 (edited) Hi t3589, I hate not being able to figure out a problem, but I'm giving up and asking for your help. My problem is with gameplay from SOIOptions - I can't get the "Morale/Prostitute License" for the NCR from Dr. Kemp at McCarran. I will start a dialog with him, and he does present the [Morale License] topic, and when I click that I get a follow-up [sure] response. But after that the dialog ends and nothing happens. I have no message in the top left of the screen, and no new item appears in my inventory as a token or misc item ( though I don't know if anything should - this is the first time I tried to play as a one-woman USO for the NCR). I don't get any solicit options, in fact I'll still get some random " Busted!" dialogs from NCR troopers. If I return to him, the dialog topic to obtain the Morale License is still there, and I can go through it again (and again). Something's not firing, and I can't figure out what it is. I have attached the debug, though it's so sparse I'm not sure it will be of help. I'm on SOIOptionsv7, and your latest SOI build Thanks for any suggestions or help you may have Try the new options file V8. Good catch. Slight oversight in the dialog conditions. You're supposed to be presented with several options after he returns 'sure', but the options display based on the players money. I'm guessing you didn't have enough caps on you to pay, and therefore 'sure' led to no options being displayed. Should be fixed now. EDIT: Hint - Help Morales and you won't need any caps. Edited May 24, 2016 by t3589
t3589 Posted May 24, 2016 Author Posted May 24, 2016 (edited) I've been playing for 6 hours straight on a new game start and good news is I haven't encountered any issues, all seems well visually. Approaches are working and the hotkey function isn't ceasing to function at all unlike my last save where it started to happen very often. Return To Location packages (:fnSOIReturnEval:Location:) also working fine, it used to be (maybe still is?) possible to break that by locking a door via console (same cell) that the SOI NPC wouldn't be able to get through because there's no other paths to take, the SOI NPC would just stand near the door a wall nearby not knowing what to do and SOI debug would keep trying the RTL package and then try no more. (limited number of tries or unlimited?). I did try breaking RTL by locking a door after a SOI NPC walked through and waiting for the activity to end and them to RTL, no breakage, did try several times. Q "Why are you locking doors for?" A: Toilet/Bathrooms that have doors, if I'm in there cheming with another SOI NPC I like to lock the door temporarily behind me to keep out other SOI NPCs. Or some interior rooms I like to pick a room out as my own, put down a sleeping bag + duffle bag and assume I can lock the door to keep my space private. For now, opening a door via console the SOI NPC to continues RTL just fine. (Nothing to do with the 2 keys SOI adds when placing a home makrer by the way, I didn't do that. These are seperate buildings with their own interiors) Activities run time is good, don't know if you increased the time but in my last save activities would end very quickly (world timescale 10 with the same time mod you use in both saves). Though I'll have to continue playing even longer to see if issues start showing up down the track, if so I have Bandicam recording everything + debug. Maybe very long term play has odd effects either it be save bloat or other reasons, for example an NPC/Companion command mod I tried would literally Remove Script Packages that also happened to interfere with SOI, I got rid of that mod of course but is important for everyone to make sure other mods aren't interfering with SOI or causing breakage at no fault of T. In my last saves some SOI NPCs had cycles in the many hundreds. At first things go fine with issues showing up later down the track. All the issues mentioned are with the previous SOI versions on prior saves of course. If they present themselves again I'll inform you. Noticed the new debug info you've added such as :fnSOIMoralsEval: when being nude for example. Question: Does this look good below, all the negatives? Anything look weird T, I wouldn't tell since this is new to me. fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Same Faction:(-4) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Unfamiliar:(-3) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Promiscuous:(-60) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Free Agent:(-64) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Temper:(-63) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Jealous:(-62) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Restrained:(-63) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Platonic:(-64) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Charisma:(-60) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Intentions:(-56) fnSOINPCEval:Keith (000F83A5) VS Togan (000FE8A5):Intimidating:(-46) fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Same Faction:(-4) fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Unfamiliar:(-3) fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Promiscuous:(-60) fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Free Agent:(-64) fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):Incompatible:(-68) fnSOINPCEval:Keith (000F83A5) VS Dizzy (000FE8A7):NPC:Compatible fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Same Faction:(-5) fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Unfamiliar:(-4) fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Promiscuous:(-61) fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Rejection:(-67) fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Free Agent:(-72) fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Jealous:(-71) fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Restrained:(-72) fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Platonic:(-73) fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Charisma:(-68) fnSOINPCEval:Keith (000F83A5) VS Juan (000FE8A6):Intimidating:(-40) fnSOINPCEval:Reru (000FE8A8) VS Juan (000FE8A6):NPC:Wingman Juan is Reru's Wingman or the other way around? Right now I'm playing in a favorite sweet spot of mine (Roleplay: Addict/Poor) with a handful of SOI NPCs added to start off with. For big scale testing I'll be heading to *Pahrump in Coito Ergo Sum (Town of around 50) and play as a visitor to their town. *This is a place where I had hotkey ceasing to work after long play periods and where reloading a save did not resolve it. Will see what happens as I test/play some more, might just be isolated to there, another large scale heavy NPC place I can try is 188 Trading Post. I often lock doors as well but never noticed any breakage. One door I always lock is the player suite at tops. Those two goons in the hall like to barge in if I don't. Activities don't run on timescale. They run on a calculation that determines how many queue passes they want to continue the activity (mainly based on the PCs charisma). So basically the uglier the PC is, the shorter your activities will tend to be. lol It could be save bloat. I never experienced this, but then again I don't add every NPC. But more to your point, that is why I keep saying it's not a matter of the number of NPCs, so much as it is a matter of 'which' NPCs. For example the lonesome drifter. A vanilla script continuously spams evp on him. He will always break when added. Which is why he is reserved, and also an example of why I do not support 'add all' as a general guideline. Looks good. The math probably needs adjusting. Negatives are good in the NPC audit. Positive numbers means there's trouble brewing between them. The first ref is the one doing the audit, the second one is the one being audited. So Reru chooses Juan. It's also possible that Juan could turn around and choose a completely different NPC. Though I haven't seen that play out yet to test it. Just remember vanilla NPCs are the current baseline. I don't expect it to work with NPCs managed by other mods just yet. The best case imo would be for someone to integrate and add tracking/event elements into the mod. But that can't happen until I complete the core. Happy hunting. EDIT: Also note that I'm not just interested in the numbers in that debug, but also their opinions. In your opinion should Reru choose Jaun? Is there any reason why he shouldn't choose that particular NPC? Do their opinions of one another jive? That sort of thing. EDITx2: A word about the Aerotech suite. You know if you save those people in that vault (42?) they will go to Aerotech and set up residence in that empty building? I did that last play through and it helped liven up Aerotech a bit. Edited May 24, 2016 by t3589
MRM18870 Posted May 29, 2016 Posted May 29, 2016 I had a problem with the latest version I had a lot of "Error in script 1b041d55Attempting to call a function on a NULL reference or base object File: SexoutIntimacy.esm Offset: 0x0274 Command: Let" and afterwards the hotkey did not work any more Edit: It happens after 21 hours of gameplay, ConsoleOutputFile - 5_29_2016.txt
fusi1ier Posted May 29, 2016 Posted May 29, 2016 Try the new options file V8. Good catch. Slight oversight in the dialog conditions. You're supposed to be presented with several options after he returns 'sure', but the options display based on the players money. I'm guessing you didn't have enough caps on you to pay, and therefore 'sure' led to no options being displayed. Should be fixed now. EDIT: Hint - Help Morales and you won't need any caps. Thanks t3589! I've updated to V8, and gotten the "Show me the money" reply by the Doc, so it looks like we're (on the way to showing that we're) good. I haven't had a chance to play until today, and I may try the blatant hint about Morales. If any other surprises pop up, I'l holler.
t3589 Posted May 29, 2016 Author Posted May 29, 2016 I had a problem with the latest version I had a lot of "Error in script 1b041d55 Attempting to call a function on a NULL reference or base object File: SexoutIntimacy.esm Offset: 0x0274 Command: Let" and afterwards the hotkey did not work any more Edit: It happens after 21 hours of gameplay, I just corrected some mistakes in the latest copy. But I think this issue is because of saving during approaches. Something like: - NPC approaches - NPC and PC are keyed in just as the NPC arrives - you save before the NPC runs the dialog package - after reloading the save, the approach token loses the ref - NPC and PC are stuck with the keyed flag as a result Can you confirm this and recreate it?
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