Sagebrush61 Posted September 6, 2016 Posted September 6, 2016 Science? Doctors and other wizards are verboten! New one up. Should be fixed now. Success! I conducted a completely unscientific test by going back in time and inviting my date home. We had some whiskey, had some laughs, and then she went home. From sheer loneliness (no scientific curiosity here, no sirree) my Courier travelled to Mojave Outpost and there she was. Thanks for pursuing this T, it hadn't occurred to me that the NPC might be broken somehow but I've kind of grown to like her. Not sure how Christie is going to feel if her "girlfriend" starts charging her for sex in the future. But she'll cross that bridge if she comes to it.
t3589 Posted September 9, 2016 Author Posted September 9, 2016 New one up. Added an experimental solution to a problem that's been bugging me since the alpha version. That being, NPCs running sandbox packages have to get up every time the PC talks to them. Fixed a few things and added some dialog too. Needs more testing.
7KeysCurtain Posted September 9, 2016 Posted September 9, 2016 Thanks for the updates T, you too Sage, so far so good with past few days of playing/testing, some silly questions though. Ugly yet attractive? Is that normal? What does Checking Behavior mean/do? Side note I've been playing with speed [Auto] and liking it, no obvious issues so far. Rape: Is it normal to get only 2 options? Where did [submit] go? Or are there certain situations to what options shown are available? --- As for above, what do you think of adding [bribe] as an option. It could work like this: If the item(s) given a favorite of theirs then the Stalker will leave them be, this may also remove them as a Stalker towards the PC. If the value of item(s) given are of high value the Stalker depending on things like how horny/dominant they are might accept / still force regardless. If the value of item(s) given is insufficient/low value the Stalker will most likely [Negative Response] and [struggle]/[Force] the PC. A wealthy Stalker could outright refuse the bribe as they're only interested in molesting the PC. A non-wealthy Stalker might listen to what you can offer if they have a very low ledger / currency on them might accept low value offers. Does this actually do anything? Is this related to when the PC tries to [Force] someone? If not is it really needed? What exactly does "Ass!" mean? Does this mean nice butt or "I think that guy is an asshole..." after having arguments for example. Reason I ask is because it's not a fnSOIApprncEval? Loving this, compared to previous versions I don't ever re-call getting this for what ever reason and yes I've always set player home INT/EXT markers. What's the difference between the two exactly? Is there no privacy check with [Play Force] or [Pretend]? Pic above related. Don't mind us just some roleplay inception. New one up. Added an experimental solution to a problem that's been bugging me since the alpha version. That being, NPCs running sandbox packages have to get up every time the PC talks to them. Fixed a few things and added some dialog too. Needs more testing. Agreed that's always been a minor annoyance that I got use too except for when an NPC is sitting and they get up and sit back down. Good ridden. To get around this appears you are force applying a drinking package instantly after player hotkeys a SOI NPC? But incase not... this is happening.
dongding Posted September 9, 2016 Posted September 9, 2016 What exactly does the SOIRepop plugin add to the game?
t3589 Posted September 9, 2016 Author Posted September 9, 2016 (edited) @7Keys: It just means they think the NPC is not as good looking as they think they are. Besides, nobody loves like ugly people do. Checking behavior is just the third and last stage of a cycle. It's always been there, just hasn't had debug. I've added a lot of new debug to the things I've been working on recently. I too have been using the auto cycle speed setting. Submit is there it just didn't show up. It probably means the proclivity settings on that NPC are blank. For submit to show up you need at least one of the five sexual preferences set (anal/oral/genital/rough/solo). Bribes are already an option and the whole point to the infraction system for starters. Secondly, it doesn't really make sense to me to create a 'pay to get out of rape' dialog. The idea being that if they can get away with raping you, they already own you and everything on your person. This eliminates any bargaining power you may have had with such a dialog imo. Though I suppose anyone could add it. You can set dialog topics on the individual NPC. So setting something like this will hijack the stalk dialog and point it to your own custom topic: NX_SetEVFo "SOI:Tpc:Stalk" DialogPackageRef lol The rapist rumor is a joke. It does nothing (more of an insult than a rumor). Yep that means he notices that his outfit accentuates his ass. Though it doesn't necessarily mean he likes it. That 'ask' dialog is just the first. There will also be a player work one as well. Though in the future giving out that information to the wrong person could be undesirable (wip). I can't see the first ref, but it means they suspect Halfort is having sex with the player. They also see Halfort and the players relationship as 'sexual'. Yes it's an eat package. Still playing with it and working on it. New one up here in a few minutes with some improvements. What exactly does the SOIRepop plugin add to the game? It's out of date and needs to be updated. So nothing atm because it's broken. I've been updating it as I have time. EDITx2: Play Force has been corrected. Sexual Preferences have also been corrected. ty Edited September 9, 2016 by t3589
dongding Posted September 9, 2016 Posted September 9, 2016 Is this mod compatible with TTW? Because if I try to add NPCs into the list and then try to talk with them, the mod is telling me "that they#re not done cooking yet".
t3589 Posted September 9, 2016 Author Posted September 9, 2016 Is this mod compatible with TTW? Because if I try to add NPCs into the list and then try to talk with them, the mod is telling me "that they#re not done cooking yet". Couldn't tell you. Don't have FO3 to install it, sorry. Though they do have to pass through a cycle before they become active. That's what that message is telling you.
7KeysCurtain Posted September 11, 2016 Posted September 11, 2016 T, something might be wrong with the return script? (:SOIReturnScript:)Never seen this before, I don't know what happened and if I caused it by doing something or not.Seems even if they "Destination Reached!" the "SOIReturnScript:Delayed!" doesn't care or notice and keeps spitting out. Big juicy debug file from my work shift at the Wrangler start to finish. ConsoleOutputFile.txt
t3589 Posted September 11, 2016 Author Posted September 11, 2016 T, something might be wrong with the return script? (:SOIReturnScript:) Never seen this before, I don't know what happened and if I caused it by doing something or not. Seems even if they "Destination Reached!" the "SOIReturnScript:Delayed!" doesn't care or notice and keeps spitting out. Big juicy debug file from my work shift at the Wrangler start to finish. ConsoleOutputFile.txt I'm not sure I understand? What are they doing that they shouldn't be, or not doing that they should be? EDIT: I've touched up the return script in this new one. It probably needed it regardless. I'm still not sure though what the error was? Let me know if the new one works.
7KeysCurtain Posted September 11, 2016 Posted September 11, 2016 I'm not sure I understand? What are they doing that they shouldn't be, or not doing that they should be? Is it not worrying at the very high amount of ":SOIReturnScript:Delayed!" that is present, never have I seen it be that intense. Line 2933: Donald (5F0030AA):fnSOIAction:Sex! Line 3032: Donald (5F0030AA):SOIReturnScript:Location: (350CBC1D) Sex is done, Donald should now walk back to his original position: Line 3033: Donald (5F0030AA):SOIReturnScript:Reset! This completely halted that, now he will just stand still. Line 3045, 3066: Donald (5F0030AA):fnSOIQueue:Return To Location: (350CBC1D) Line 3067: Donald (5F0030AA):SOIReturnScript:Package03 He starts to make his way back for a brief second. Line 3068: Donald (5F0030AA):SOIReturnScript:Reset! Again SOI has just stopped that, now he is standing still and not making his way back. Line 3111: Donald (5F0030AA):SOIReturnScript:Delayed! Now he is stuck in his state, not being able to return to his position. Line 147634: Donald (5F0030AA):SOIReturnScript:Delayed! 144523 lines later and about 2 hours real-time later he still hasn't returned to his location. It's not just him, you could say "5F" his not vanilla so that's probably why, not really when "Jules (0013E30A):SOIReturnScript:Delayed!" is also suffering from this and he is vanilla. Line 16245: Jules (0013E30A):fnSOIQueue:Return To Location: (350CBC1C) Line 28301: Jules (0013E30A):SOIReturnScript:Location: (350CBC1C) Making his way back. Line 28302: Jules (0013E30A):SOIReturnScript:Package02 Line 28303: Jules (0013E30A):SOIReturnScript:Reset! Not anymore he's not. Line 28422: Jules (0013E30A):SOIReturnScript:Delayed! Looks like Donald has a friend, from this point onwards he is also stuck. Basically the "SOIReturnScript:Delayed!" is going against what it's meant to do, make NPCs return to their locations. It seems some NPCs were fine and actually got "Destination Reached!" where as some NPCs won't ever get that, just a never ending "SOIReturnScript:Delayed!". The pattern being when "SOIReturnScript:Reset!" happens right after Package02 or 03 breaks them in a way, like it cancels them from returning. Also even after leaving the cell and no longer being anywhere near Donald, Jules the console will continue puking out the following non-stop. Even when disabling Donald, Jules from SOI (Left the matrix) and re-enabling them those debug lines above start puking out rapidly again.
t3589 Posted September 11, 2016 Author Posted September 11, 2016 (edited) I'm not sure I understand? What are they doing that they shouldn't be, or not doing that they should be? Is it not worrying at the very high amount of ":SOIReturnScript:Delayed!" that is present, never have I seen it be that intense. Line 2933: Donald (5F0030AA):fnSOIAction:Sex! Line 3032: Donald (5F0030AA):SOIReturnScript:Location: (350CBC1D) Sex is done, Donald should now walk back to his original position: Line 3033: Donald (5F0030AA):SOIReturnScript:Reset! This completely halted that, now he will just stand still. Line 3045, 3066: Donald (5F0030AA):fnSOIQueue:Return To Location: (350CBC1D) Line 3067: Donald (5F0030AA):SOIReturnScript:Package03 He starts to make his way back for a brief second. Line 3068: Donald (5F0030AA):SOIReturnScript:Reset! Again SOI has just stopped that, now he is standing still and not making his way back. Line 3111: Donald (5F0030AA):SOIReturnScript:Delayed! Now he is stuck in his state, not being able to return to his position. Line 147634: Donald (5F0030AA):SOIReturnScript:Delayed! 144523 lines later and about 2 hours real-time later he still hasn't returned to his location. It's not just him, you could say "5F" his not vanilla so that's probably why, not really when "Jules (0013E30A):SOIReturnScript:Delayed!" is also suffering from this and he is vanilla. Line 16245: Jules (0013E30A):fnSOIQueue:Return To Location: (350CBC1C) Line 28301: Jules (0013E30A):SOIReturnScript:Location: (350CBC1C) Making his way back. Line 28302: Jules (0013E30A):SOIReturnScript:Package02 Line 28303: Jules (0013E30A):SOIReturnScript:Reset! Not anymore he's not. Line 28422: Jules (0013E30A):SOIReturnScript:Delayed! Looks like Donald has a friend, from this point onwards he is also stuck. Basically the "SOIReturnScript:Delayed!" is going against what it's meant to do, make NPCs return to their locations. It seems some NPCs were fine and actually got "Destination Reached!" where as some NPCs won't ever get that, just a never ending "SOIReturnScript:Delayed!". The pattern being when "SOIReturnScript:Reset!" happens right after Package02 or 03 breaks them in a way, like it cancels them from returning. Also even after leaving the cell and no longer being anywhere near Donald, Jules the console will continue puking out the following non-stop. Even when disabling Donald, Jules from SOI (Left the matrix) and re-enabling them those debug lines above start puking out rapidly again. The return script runs on the player. So resetting NPCs won't do anything as long as the player still has their return token. I think the delay might be happening because of approaches. You can remove any return tokens on the player and removescriptpackage on the NPCs. Or go back to before they got the returns and try the new one. EDIT: I forgot to add. You can also try leaving the room/cell and the old return script should move them and complete. If you're at the Wrangler just walk out the front door and see what debug says then? It should be an easy way to get rid of the old return scripts that are running so you can test the new one. EDITx2: Added more debug to display the specific reasons it is delayed. Edited September 11, 2016 by t3589
7KeysCurtain Posted September 11, 2016 Posted September 11, 2016 You can remove any return tokens on the player and removescriptpackage on the NPCs. How would I do that exactly? I know about removescriptpackage. You can also try leaving the room/cell and the old return script should move them and complete. If you're at the Wrangler just walk out the front door and see what debug says then? It should be an easy way to get rid of the old return scripts that are running so you can test the new one. Added more debug to display the specific reasons it is delayed. Some testing results: Looking better. 'Fixed' the affected NPCs one by one via entering/leaving Wrangler like you said now things seem back to business. To be clear does "Approach:Delay!" mean they won't walk back to their original location because they want to approach the PC when their time in the queue comes? What about "Action:Delay!"? With the high number of NPCs (30) I have in here perhaps the queue is being overwhelmed with NPCs wanting to approach / return to locations? I've edited bUseThreadedAI=1 in the Fallout INI files to help possibly. bRunHighLevelProcess=1, bRunMiddleLowLevelProcess=0, iNumHWThreads=4 already added. Threaded AI, if it works, would likely only help in those cases where you have NPCs which are experiencing behavior lag. This doesn't happen much in the vanilla game, but can happen quite often if you have a modded area, like a city, with more than 8-10 NPCs in an area, and load the area while they are all processing packages. Threaded AI "should" help alleviate this "lag" somewhat, provided that the engine is even designed to work with threading in this build. --- Not related if I can ask, how goes that idea of height, hair color, eye color, age? or rather what's being worked on at this point or maybe what's next in store. You mentioned you're updating SOIR? Glad to hear I wonder if Bruce will continue working on it in due time. On page 1 you have "- sex performance, - search for player" under ToDo but they've been there for a long while hence me asking.
t3589 Posted September 11, 2016 Author Posted September 11, 2016 You can remove any return tokens on the player and removescriptpackage on the NPCs. How would I do that exactly? I know about removescriptpackage. You can also try leaving the room/cell and the old return script should move them and complete. If you're at the Wrangler just walk out the front door and see what debug says then? It should be an easy way to get rid of the old return scripts that are running so you can test the new one. Added more debug to display the specific reasons it is delayed. Some testing results: Looking better. 'Fixed' the affected NPCs one by one via entering/leaving Wrangler like you said now things seem back to business. To be clear does "Approach:Delay!" mean they won't walk back to their original location because they want to approach the PC when their time in the queue comes? What about "Action:Delay!"? With the high number of NPCs (30) I have in here perhaps the queue is being overwhelmed with NPCs wanting to approach / return to locations? I've edited bUseThreadedAI=1 in the Fallout INI files to help possibly. bRunHighLevelProcess=1, bRunMiddleLowLevelProcess=0, iNumHWThreads=4 already added. Threaded AI, if it works, would likely only help in those cases where you have NPCs which are experiencing behavior lag. This doesn't happen much in the vanilla game, but can happen quite often if you have a modded area, like a city, with more than 8-10 NPCs in an area, and load the area while they are all processing packages. Threaded AI "should" help alleviate this "lag" somewhat, provided that the engine is even designed to work with threading in this build. --- Not related if I can ask, how goes that idea of height, hair color, eye color, age? or rather what's being worked on at this point or maybe what's next in store. You mentioned you're updating SOIR? Glad to hear I wonder if Bruce will continue working on it in due time. On page 1 you have "- sex performance, - search for player" under ToDo but they've been there for a long while hence me asking. RemoveItem ItemRef 1 You can click on the PC and type 'inv' to get the ref. Not sure what happened to that null ref. Approach just means the player has an approach from some NPC. I don't remember why I put that in there honestly. Probably so that if they had an approach they would finish that before returning. Not sure why I made it read 'any' approach as a delay. I might need to remove that. Action just means they have an action to perform, and should finish that before running the return. Recently I've been working on that damned 'AI sandbox that won't sit still' that's been driving me crazy for so long. That and tweaking things here and there. Lots of dialog changes too. Not really sure what to tackle next. SOIR is probably going to be a while. Every time I sit down with it, I have to do things over again because of newer changes. I could be lazy with it and update it as is for current, but it would just get broken again when I add new things. Best to wait and then do it all at once. I wanted to expand performances so that modders have a way to set them up for sex acts as opposed to dancing. I have an idea how I want to do this but I'll need to build an example. And to build an example I need to get to a part in the game where it fits. I also wanted to expand visits so that NPCs come looking for the PC on occasion. I'm just not sure what to base it on yet. Do they miss the PC? If so, what is that based on? Do they think the PC is up to no good, or in trouble? What would those be based on? What would make an NPC brave the dangers of the open world and leave the relative safety of their territory? That sort of thing. Still thinking about the 'fetishes'. I'll probably add them one by one. Adding things is very situational for me. I play until something happens that makes me think 'Something ought to happen here that isn't happening.', or 'It would be neat if this happened here.'. Then I go about making it happen. So I don't really have any particular priority to how I go about it. Suggestions are always welcome on what you'd like to see next.
Sagebrush61 Posted September 12, 2016 Posted September 12, 2016 I wouldn't mind seeing visitations. I think the reasons for the visit would vary based upon the nature of the relationship with the Courier. An uncommitted Lover might visit as a bootie call, it's been too long since they saw each other and nostalgia starts making the sex they had seem really fantastic. A Friend might visit based upon Disposition and time apart, they like the Courier and decide to drop in to hang out or have a beer, if this kindles a spark of something more, interesting. Someone in a committed relationship might visit because they missed their girl/boyfriend. If it's a more jealous individual, maybe it would be more likely to be due to hearing rumors that the Courier was specializing in Group Sex with the Kings or something (or maybe hearing some Badass Wastelander killed the DeathClaws in Quarry Junction). Seems like a Stalker type would be much more likely to travel across the Mojave out of potential jealousy or to "check up" on the Courier. If an NPC is unarmored and lightly armed it seems like they would be most likely to drop in if you had a place nearby, rather than braving the DeathClaws of I -15 or Scorpion Gulch just to visit. Given my Courier's poor track record of getting dates, maybe visits shouldn't be strictly tied to being invited on a date, or maybe knowing one Home means they might have heard that you had a room in Novac. The idea's for fetishes seem interesting, and since I installed BodyMorphs I can now tweak my characters dimensions somewhat. I'm looking forward to SOIR for the new characters, but I can see why you wouldn't want to keep re-doing it over and over again when you make changes to Intimacy. Those are my thoughts, they're free, so you can use em or not as you see fit.
t3589 Posted September 12, 2016 Author Posted September 12, 2016 I wouldn't mind seeing visitations. I think the reasons for the visit would vary based upon the nature of the relationship with the Courier. An uncommitted Lover might visit as a bootie call, it's been too long since they saw each other and nostalgia starts making the sex they had seem really fantastic. A Friend might visit based upon Disposition and time apart, they like the Courier and decide to drop in to hang out or have a beer, if this kindles a spark of something more, interesting. Someone in a committed relationship might visit because they missed their girl/boyfriend. If it's a more jealous individual, maybe it would be more likely to be due to hearing rumors that the Courier was specializing in Group Sex with the Kings or something (or maybe hearing some Badass Wastelander killed the DeathClaws in Quarry Junction). Seems like a Stalker type would be much more likely to travel across the Mojave out of potential jealousy or to "check up" on the Courier. If an NPC is unarmored and lightly armed it seems like they would be most likely to drop in if you had a place nearby, rather than braving the DeathClaws of I -15 or Scorpion Gulch just to visit. Given my Courier's poor track record of getting dates, maybe visits shouldn't be strictly tied to being invited on a date, or maybe knowing one Home means they might have heard that you had a room in Novac. The idea's for fetishes seem interesting, and since I installed BodyMorphs I can now tweak my characters dimensions somewhat. I'm looking forward to SOIR for the new characters, but I can see why you wouldn't want to keep re-doing it over and over again when you make changes to Intimacy. Those are my thoughts, they're free, so you can use em or not as you see fit. Currently this is what's supposed to be working. When the player is at any of the interior marker locations (home,motel,hotel,theater,brothel) they can have visitors. You may have noticed the message 'Checking for visitors'. The qualifications so far are: - The visitor must know the location. I just put in dialog so that they can acquire the locations without invite. - Visitors with low inhibitions may show up for no particular reason. - The visitor must have a behavior to perform (flirt/sex/date/etc). - If the visitor has a key, they just show up. If not, they knock. - The visitor must be at least a lover (commitment level 2). And that's it, in case you want to test it out. You can set NPC knowledge of the location with: NX_SetEVFl "SOI:Rcd:ACES" 1 ; ACES Theater *Special NX_SetEVFl "SOI:Rcd:Gomorrah" 1 ;Gomorrah Room NX_SetEVFl "SOI:Rcd:PCHome" 1 ;Player Home NX_SetEVFl "SOI:Rcd:PCHotel" 1 ;Atomic Wrangler Room NX_SetEVFl "SOI:Rcd:PCMotel" 1 ;Novac Motel Room Personally I've been wanting some kind of 'spend the night' function as well. Not exactly sure how to go about it yet. There used to be a 'no show' function when waiting for dates, but I thought that was unnecessarily cruel so I removed it. When I said expand visits (player search in the todo), I meant the NPC just showing up regardless of location (portable visit). For example: The players jealous girlfriend shows up while they're banging someone else behind the dumpster 5 towns away. Or their worried spouse shows up in the middle of dungeon crawling to make sure they're okay. That kind of thing. The idea for fetishes really came out of pregnancy and how to go about calculating physical attraction while the actor is pregnant. Kinks are tough to work out when you try and base them on something other than a completely random chance. A pregnancy kink could belong to just about anyone imo. It's not something you can pin down to say 'stalkers would do it'. lol
7KeysCurtain Posted September 12, 2016 Posted September 12, 2016 Just putting this idea out there, don't know if it's been mentioned before nor am I assuming it's feasible for this mod now or in future. I'm not perfect so no doubt questions will come to mind about certain things that I don't realize or understand from a modders POV. I'll let the pictures speak for themselves and you can imagine how it would work. Keep It Simple: It doesn't need to be complicated or too technical either so this signal strength / short range / long range stuff could be scrapped. OR... "So... does every NPC have a radio? How do they get them?" Bought from traders, stores, found or the PC could gift them a radio and share stations. Since groundwork has already been laid somewhat with the visitation system this may be a good way to stay in contact with distant SOI NPCs. As to avoid "You haven't spoken to X for 10 days" and SOI NPCs missing the PC, developing rumors etc. Via [Ask Thoughts] SOI NPCs might request to share radio frequency channels with the PC.When the SOI NPC or PC no longer wishes to be contacted via radio can block and stop receiving their RFC. Additional: http://fallout.wikia.com/wiki/NCR_emergency_radio = shows long range radio usage in Mojave exists aswell and these are all around the game world. As for Fallouts whacky lore and alternative universe/years (fusion powered vehicles?)... ...We could assume https://en.wikipedia.org/wiki/SCR-536 is equivalent of https://en.wikipedia.org/wiki/Professional_mobile_radio
t3589 Posted September 12, 2016 Author Posted September 12, 2016 Just putting this idea out there, don't know if it's been mentioned before nor am I assuming it's feasible for this mod now or in future. I'm not perfect so no doubt questions will come to mind about certain things that I don't realize or understand from a modders POV. I'll let the pictures speak for themselves and you can imagine how it would work. Keep It Simple: It doesn't need to be complicated or too technical either so this signal strength / short range / long range stuff could be scrapped. OR... "So... does every NPC have a radio? How do they get them?" Bought from traders, stores, found or the PC could gift them a radio and share stations. Since groundwork has already been laid somewhat with the visitation system this may be a good way to stay in contact with distant SOI NPCs. As to avoid "You haven't spoken to X for 10 days" and SOI NPCs missing the PC, developing rumors etc. Via [Ask Thoughts] SOI NPCs might request to share radio frequency channels with the PC. When the SOI NPC or PC no longer wishes to be contacted via radio can block and stop receiving their RFC. Additional: http://fallout.wikia.com/wiki/NCR_emergency_radio = shows long range radio usage in Mojave exists aswell and these are all around the game world. As for Fallouts whacky lore and alternative universe/years (fusion powered vehicles?)... ...We could assume https://en.wikipedia.org/wiki/SCR-536 is equivalent of https://en.wikipedia.org/wiki/Professional_mobile_radio Very nifty. Looks like you have it all worked out already. lol I've wanted to add long distance comms for a long long time. I imagined it almost exactly as you have it here. Though I've also debated the practicality of it over and over with myself, which is mainly why I haven't pursued it yet. My notes: - On/Off Switch would be required (if they can reach you anytime, they will). - Transmission indicator tone aggro while dungeon crawling. - Possible broadcast interception/monitoring. - Time of day/weather interference. - Answering machine (not really). - Pocket dialing (just a goof). - Triangulate/reveal location. - Signal jamming. It will definitely take some work. I also think it would be somewhat superfluous to players that use fast travel. Modders would be able to hijack the transmission greeting topic and have the NPC say whatever they like, which would definitely be neat.
7KeysCurtain Posted September 12, 2016 Posted September 12, 2016 Quite some notes you have there... seems my "Keep It Simple" thing wasn't needed when you have thought deeper than I could have. - On/Off Switch would be required (if they can reach you anytime, they will). Yes.- Transmission indicator tone aggro while dungeon crawling. Sounds neat and great for immersion minded people alike.- Possible broadcast interception/monitoring. Oh now that sprung up all sorts of interesting scenarios, lol. Getting caught cheating anyone? Blackmail? Gossip not for certain ears.- Time of day/weather interference. Can't speak for everyone but I have used weather mods since they first came out.- Answering machine (not really). ...Hmm, In Player homes? [Check Messages] [1 Message from TotallyNotAStalker] [Flirt] [End Of Message].- Pocket dialing (just a goof). If your radios push-to-talk button is loose and easy to push in or sometimes gets stuck. Could allow eavesdropping? - Triangulate/reveal location. Without extra equipment doing this with just a portable radio alone seems like quite a feat though I can see it being possible in certain situations.- Signal jamming. A NPC would have to be a real prick to do that but I can see a paranoid lover / stalker setting up such a thing in secret. It could also be done out of revenge / hate. I guess all this is easier said than done, might be over-complicating things? Could you start off with something basic and build upon? Test as we go.
7KeysCurtain Posted September 12, 2016 Posted September 12, 2016 (edited) Ah right, thanks. I'm not sure what's better, to keep what's in now because there is good reason to or to remove it and see if good (or bad) comes from it. Testing testing. They stay seated when I hotkey them, this wasn't until recently, in the past they would get up, sit down or their sandbox would make them go walk/sit elsewhere. Are there still issues or tweaking needed regarding this? Do you mean the soda drinking thing they do sometimes now? Makes sense, agreed. - Set them up for sex acts as opposed to dancing. *"A good night is when the famous [Requirement: Sex Icon] PC is doing a strip performance on stage at Gormorrah.How ever you haven't experienced Vegas until you go to Bukake Night - The Gomorrah's most popular sinful event.Numerous gamblers and the like will come up to stage to get handjobs & blowjobs from the PC." - Okay, where in the game does *this tie into, what to hook into?Something in http://fallout.wikia.com/wiki/How_Little_We_Know maybe?After reading that seems this can go either way depending on which way the PC goes, consensual or forced, depends. - Do they miss the PC?Yes, make use of that "X hasn't spoken to the PC for X days".As for what do they miss about the PC? Friends miss the company. Lovers miss the sex. Partners get worried. Stalkers get curious. - Do they think the PC is up to no good, or in trouble?Paranoia from a Partner could come from public affections/flirts between PC and NPCs, this may want them to 'check' what the PC is up to.NPC to NPC conversations about what they've seen or heard the PC getting up too, even if they're just lies and false rumors. "Better safe than sorry."Jealously, Envy and general insecurities or feeling threatened of another NPC. Doing things that cause loss of Trust. "Am I really the best she can get?" "What if she falls for him?" "He's richer and taller and better looking than me.", "That guy has been checking out my partner...", "She's now talking to him, about what though...", "That guy is confident.", "Should I intervene? No he's much stronger than me.", "Okay now they're walking off together.", "Better ask around later if anyone saw where they went, would be too obvious for me to tail them, atleast during the day.", "Did.. he just grope her, enough is enough."Rumors. If you were to make use of Sexout Wear & Tear: The NPC knows he/she doesn't have any STDs nor does the PC.Later on down the track the PC gives their NPC Lover/Partner an STD, this raises massive suspicion from the NPC thinking you've slept around unprotected. Pregnancy: I didn't get her pregnant so who did? What the fuck is going on here. - What would make an NPC brave the dangers of the open world and leave the relative safety of their territory?Not just any NPC, high STR/END characters should feel more confident to do so. Take in what weapons they have and their DMG/DPS and armor.I don't expect a weak poor chem addict armed with only a crow bar to walk across the wastes just to have a cup of tea with the PC. Love: is... if not the most powerful human emotion, it makes people of all backgrounds and types do stupid things for ones they love. Never underestimate someone with nothing to loose. To walk the wastes and risk its dangers if it means you could embrace a partner and be together, you bet. We have apparel fetishes so naturally I'm going to mention branching into body such as height, age, hair color, eye color, pregnancy for more fetish options.A impoverished PC in the eyes of a wealthy NPC might give them ideas. Sugar Daddy? You can't rush art: Not putting any stress or pressure on you. Work on what makes sense and don't be afraid to experiment or ask us to test and if we like or dislike something.Don't feel let down by mistakes you've made, we're all human. Think outside the box. Radios. --- Edit: At what time interval does the "Checking for visitors" run? How often? Got a bunch that know about my player home but getting no visitors what so ever.Edit x2: I had SOI Paused, silly me, still curious and would like to know though. --- And that's it, in case you want to test it out. You can set NPC knowledge of the location with: NX_SetEVFl "SOI:Rcd:ACES" 1 ; ACES Theater *Special NX_Settee "SOI:Rcd:Gomorrah" 1 ;Gomorrah Room NX_SetEVFl "SOI:Rcd:PCHome" 1 ;Player Home NX_SetEVFl "SOI:Rcd:PCHotel" 1 ;Atomic Wrangler Room NX_SetEVFl "SOI:Rcd:PCMotel" 1 ;Novac Motel Room Edit x3: May have found an issue after doing this. NPCs will still do [Ask: Player Home] or work location and the only two options given are as follows: Seems like they shouldn't be asking if I already told them or "set NPC knowledge" via console. Verified: An NPC who I did not tell my work location/home location too works fine. Edit x4: Nice! Is there an underlying list of kinks an NPC can have (now or in future?). Edit x5: If I'm out of sight how is he able to see (identify) me and what's taking place? Edited September 13, 2016 by 7KeysCurtain
t3589 Posted September 12, 2016 Author Posted September 12, 2016 Ah right, thanks. I'm not sure what's better, to keep what's in now because there is good reason to or to remove it and see if good (or bad) comes from it. Testing testing. They stay seated when I hotkey them, this wasn't until recently, in the past they would get up, sit down or their sandbox would make them go walk/sit elsewhere. Are there still issues or tweaking needed regarding this? Do you mean the soda drinking thing they do sometimes now? Makes sense, agreed. - Set them up for sex acts as opposed to dancing. *"A good night is when the famous [Requirement: Sex Icon] PC is doing a strip performance on stage at Gormorrah. How ever you haven't experienced Vegas until you go to Bukake Night - The Gomorrah's most popular sinful event. Numerous gamblers and the like will come up to stage to get handjobs & blowjobs from the PC." - Okay, where in the game does *this tie into, what to hook into? Something in http://fallout.wikia.com/wiki/How_Little_We_Know maybe? After reading that seems this can go either way depending on which way the PC goes, consensual or forced, depends. - Do they miss the PC? Yes, make use of that "X hasn't spoken to the PC for X days". As for what do they miss about the PC? Friends miss the company. Lovers miss the sex. Partners get worried. Stalkers get curious. - Do they think the PC is up to no good, or in trouble? Paranoia from a Partner could come from public affections/flirts between PC and NPCs, this may want them to 'check' what the PC is up to. NPC to NPC conversations about what they've seen or heard the PC getting up too, even if they're just lies and false rumors. "Better safe than sorry." Jealously, Envy and general insecurities or feeling threatened of another NPC. Doing things that cause loss of Trust. "Am I really the best she can get?" "What if she falls for him?" "He's richer and taller and better looking than me.", "That guy has been checking out my partner...", "She's now talking to him, about what though...", "That guy is confident.", "Should I intervene? No he's much stronger than me.", "Okay now they're walking off together.", "Better ask around later if anyone saw where they went, would be too obvious for me to tail them, atleast during the day.", "Did.. he just grope her, enough is enough." Rumors. If you were to make use of Sexout Wear & Tear: The NPC knows he/she doesn't have any STDs nor does the PC. Later on down the track the PC gives their NPC Lover/Partner an STD, this raises massive suspicion from the NPC thinking you've slept around unprotected. Pregnancy: I didn't get her pregnant so who did? What the fuck is going on here. - What would make an NPC brave the dangers of the open world and leave the relative safety of their territory? Not just any NPC, high STR/END characters should feel more confident to do so. Take in what weapons they have and their DMG/DPS and armor. I don't expect a weak poor chem addict armed with only a crow bar to walk across the wastes just to have a cup of tea with the PC. Love: is... if not the most powerful human emotion, it makes people of all backgrounds and types do stupid things for ones they love. Never underestimate someone with nothing to loose. To walk the wastes and risk its dangers if it means you could embrace a partner and be together, you bet. We have apparel fetishes so naturally I'm going to mention branching into body such as height, age, hair color, eye color, pregnancy for more fetish options. A impoverished PC in the eyes of a wealthy NPC might give them ideas. Sugar Daddy? You can't rush art: Not putting any stress or pressure on you. Work on what makes sense and don't be afraid to experiment or ask us to test and if we like or dislike something. Don't feel let down by mistakes you've made, we're all human. Think outside the box. Radios. Still working on the whole 'stay seated/sit still" thing. Though I think this next one will do it. The current copy is slightly out of whack. I'll post it soon. My idea for a live sex show involved an anonymous audience all wearing creepy masks. lol Those are all good ideas.
t3589 Posted September 14, 2016 Author Posted September 14, 2016 Ah right, thanks. I'm not sure what's better, to keep what's in now because there is good reason to or to remove it and see if good (or bad) comes from it. Testing testing. They stay seated when I hotkey them, this wasn't until recently, in the past they would get up, sit down or their sandbox would make them go walk/sit elsewhere. Are there still issues or tweaking needed regarding this? Do you mean the soda drinking thing they do sometimes now? Makes sense, agreed. - Set them up for sex acts as opposed to dancing. *"A good night is when the famous [Requirement: Sex Icon] PC is doing a strip performance on stage at Gormorrah. How ever you haven't experienced Vegas until you go to Bukake Night - The Gomorrah's most popular sinful event. Numerous gamblers and the like will come up to stage to get handjobs & blowjobs from the PC." - Okay, where in the game does *this tie into, what to hook into? Something in http://fallout.wikia.com/wiki/How_Little_We_Know maybe? After reading that seems this can go either way depending on which way the PC goes, consensual or forced, depends. - Do they miss the PC? Yes, make use of that "X hasn't spoken to the PC for X days". As for what do they miss about the PC? Friends miss the company. Lovers miss the sex. Partners get worried. Stalkers get curious. - Do they think the PC is up to no good, or in trouble? Paranoia from a Partner could come from public affections/flirts between PC and NPCs, this may want them to 'check' what the PC is up to. NPC to NPC conversations about what they've seen or heard the PC getting up too, even if they're just lies and false rumors. "Better safe than sorry." Jealously, Envy and general insecurities or feeling threatened of another NPC. Doing things that cause loss of Trust. "Am I really the best she can get?" "What if she falls for him?" "He's richer and taller and better looking than me.", "That guy has been checking out my partner...", "She's now talking to him, about what though...", "That guy is confident.", "Should I intervene? No he's much stronger than me.", "Okay now they're walking off together.", "Better ask around later if anyone saw where they went, would be too obvious for me to tail them, atleast during the day.", "Did.. he just grope her, enough is enough." Rumors. If you were to make use of Sexout Wear & Tear: The NPC knows he/she doesn't have any STDs nor does the PC. Later on down the track the PC gives their NPC Lover/Partner an STD, this raises massive suspicion from the NPC thinking you've slept around unprotected. Pregnancy: I didn't get her pregnant so who did? What the fuck is going on here. - What would make an NPC brave the dangers of the open world and leave the relative safety of their territory? Not just any NPC, high STR/END characters should feel more confident to do so. Take in what weapons they have and their DMG/DPS and armor. I don't expect a weak poor chem addict armed with only a crow bar to walk across the wastes just to have a cup of tea with the PC. Love: is... if not the most powerful human emotion, it makes people of all backgrounds and types do stupid things for ones they love. Never underestimate someone with nothing to loose. To walk the wastes and risk its dangers if it means you could embrace a partner and be together, you bet. We have apparel fetishes so naturally I'm going to mention branching into body such as height, age, hair color, eye color, pregnancy for more fetish options. A impoverished PC in the eyes of a wealthy NPC might give them ideas. Sugar Daddy? You can't rush art: Not putting any stress or pressure on you. Work on what makes sense and don't be afraid to experiment or ask us to test and if we like or dislike something. Don't feel let down by mistakes you've made, we're all human. Think outside the box. Radios. --- Edit: At what time interval does the "Checking for visitors" run? How often? Got a bunch that know about my player home but getting no visitors what so ever. Edit x2: I had SOI Paused, silly me, still curious and would like to know though. --- And that's it, in case you want to test it out. You can set NPC knowledge of the location with: NX_SetEVFl "SOI:Rcd:ACES" 1 ; ACES Theater *Special NX_Settee "SOI:Rcd:Gomorrah" 1 ;Gomorrah Room NX_SetEVFl "SOI:Rcd:PCHome" 1 ;Player Home NX_SetEVFl "SOI:Rcd:PCHotel" 1 ;Atomic Wrangler Room NX_SetEVFl "SOI:Rcd:PCMotel" 1 ;Novac Motel Room Edit x3: May have found an issue after doing this. NPCs will still do [Ask: Player Home] or work location and the only two options given are as follows: Seems like they shouldn't be asking if I already told them or "set NPC knowledge" via console. Verified: An NPC who I did not tell my work location/home location too works fine. Edit x4: Nice! Is there an underlying list of kinks an NPC can have (now or in future?). Edit x5: If I'm out of sight how is he able to see (identify) me and what's taking place? Checking for visitors runs every few minutes when the player is at one of the locations. I'll check out the dialog conditions. There should always be at least one choice when they ask. Kinks are barely there atm. Just me playing with how I should go about it. So far there is only one kink and that's pregnancy. The debug you posted is just telling you how many they are able to acquire. Currently the pregnancy kink does nothing even if they acquire it. Out of sight just means they overheard. I put it in because NPCs from adjacent rooms were bursting in to interrupt. Player identity isn't really connected to the virtue check. It's just that it runs at the top of every cycle pass (virtue check or not). If the player is incognito, the identity should reflect that. I've fixed a whole mess of broken stuff related to visits, dates, and invites in this recent copy. I've also added some goodbye dialog with some options for ending activities/dates. Dates are no longer limited to one activity and can be extended much like [Continue Activities] does for activities. The player can transition from a date into a visit by asking them to stay for a while. In addition, the player can also ask for nightcaps now.
7KeysCurtain Posted September 14, 2016 Posted September 14, 2016 - Out of sight just means they overheard. Whoa I did not know they could do that, oh shit... lol. Guess a bunch of people know now... - Checking for visitors runs every few minutes when the player is at one of the locations. Before asking I tried to see if I could time it myself, for me seems like every in-game hour if I'm lucky. Time scale 10. Also every time there's a check does the "Checking for visitors" message show every time? Or are there silent checks? - If the player is incognito, the identity should reflect that. In SOI does incognito mean: out of line of sight / hidden from view, mask? What does the console say to reflect this if anything? As for the additions, changes and fixes, good to know, nice work, glad that [Nightcap] works now. Sleep over fun eh?
t3589 Posted September 14, 2016 Author Posted September 14, 2016 - Out of sight just means they overheard. Whoa I did not know they could do that, oh shit... lol. Guess a bunch of people know now... - Checking for visitors runs every few minutes when the player is at one of the locations. Before asking I tried to see if I could time it myself, for me seems like in-game every hour if I'm lucky. Time scale 10. Also every time there's a check does the "Checking for visitors" message show every time? Or are their silent checks? - If the player is incognito, the identity should reflect that. In SOI does incognito mean: out of line of sight / hidden from view, mask? What does the console say to reflect this if anything? As for the additions, changes and fixes, good to know, nice work, glad that [Nightcap] works now. Sleep over fun eh? Most NPCs won't react to simply overhearing though. Visitor checks have nothing to do with timescale. Enter location = check in 15 seconds, and roughly every 1-7 minutes afterwards. You should always see the message. Incognito = disguised/masked. It should read 'Mysterious' as opposed to 'Identified' in debug. That's actually what I'm working towards is some kind of 'spend the night' function. You can get NPC nightcap requests from regular activities now too (at night/not at locations).
7KeysCurtain Posted September 14, 2016 Posted September 14, 2016 When overhearing do they know who is getting it on? Assume or a way for them to know? Do they keep a memory of who if so?I've seen "Suspected Sex" in console and I always wondered how even though I was out of sight I was just assuming either spunk (if I didn't wash up) or lover/partner sharing what happened through NPC <-> NPC conversation or they in a way saw me and my lover/partner walk out from behind where we had a quickie and thought "Yeah those two just fucked...". Be if there's other ways they can figure out or know when the PC has just got it on. Alright thanks for the info, I'll see how it goes. Spend the night: If the player home the PC and NPC are in and if it has a spare bed (this is open to anyone to use/no permission issues) maybe the NPC that stays over for the night could use it?
t3589 Posted September 14, 2016 Author Posted September 14, 2016 When overhearing do they know who is getting it on? Assume or a way for them to know? Do they keep a memory of who if so? I've seen "Suspected Sex" in console and I always wondered how even though I was out of sight I was just assuming either spunk (if I didn't wash up) or lover/partner sharing what happened through NPC <-> NPC conversation or they in a way saw me and my lover/partner walk out from behind where we had a quickie and thought "Yeah those two just fucked...". Be if there's other ways they can figure out or know when the PC has just got it on. Alright thanks for the info, I'll see how it goes. Spend the night: If the player home the PC and NPC are in and if it has a spare bed (this is open to anyone to use/no permission issues) maybe the NPC that stays over for the night could use it? They have some very basic deductive reasoning abilities, yes. They don't really keep track of 'busted' history outside of being caught cheating no. Though if they break up the act, they will record it in their relationship stats with the player (not necessarily a list of names). I'll probably do it independently of bedding. Basically I just want them to be there in the morning, and not glitch out when the player is sleeping. The long term goal being to get spouses to virtually live at the player home. Though I'll probably run some kind of sleep sandbox at certain times if a bed is available and the player is awake. What I would love to see would be the NPC walking around in their undies, but so far this has been a real nightmare to try and make happen reliably across all NPCs. It just bugs me when they are alone with the player and they get dressed immediately after sex. Seems like they shouldn't be in such a hurry granted the context.
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