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Posted

I have a couple of small questions.  A powder ganger in NCRCF asked me [Rumor:Stays in Novac].  This made me smile, but I had to [Deny] because this character hadn't been to Novac yet.  Am I correct in thinking it would break something if I confirmed the rumor when I did not yet have a place in Novac, but would at some point in the not too distant future?  Doesn't matter a lot because he and his buddies are scheduled for a visit from NCR troopers very soon.

 

Second, if you have set a home location, had a lover there for a date and then decide to change your home landmark will they know to go to the new location for visits or would you have to update them in conversation or by inviting them to the new location on a date?  I haven't done it, just wondered if I would mess things up by doing so.

 

Happy Trails.

 

 

Posted

I have a couple of small questions.  A powder ganger in NCRCF asked me [Rumor:Stays in Novac].  This made me smile, but I had to [Deny] because this character hadn't been to Novac yet.  Am I correct in thinking it would break something if I confirmed the rumor when I did not yet have a place in Novac, but would at some point in the not too distant future?  Doesn't matter a lot because he and his buddies are scheduled for a visit from NCR troopers very soon.

 

Second, if you have set a home location, had a lover there for a date and then decide to change your home landmark will they know to go to the new location for visits or would you have to update them in conversation or by inviting them to the new location on a date?  I haven't done it, just wondered if I would mess things up by doing so.

 

Happy Trails.

 

It shouldn't break anything in either case.  They won't visit a location the PC isn't at.  If you disable the player home marker, then there won't be a home for them to visit.  If you move it, they should proceed to the new location.

 

Posted

- added temp nudity at locations

 

Whew, odd addition but probably a stepping stone for something else coming? The underwear thing you've being longing to do after sex etc.
Plenty of my serviced patrons (all male) at Atomic Wrangler are now walking around schlongs flapping freely for all to see in the main room.
I could see this being good in a [Night Cap] / sleep over sense with a lover/partner being relaxed at Player Home or Novac Motel Room.
As for work rooms such as the Atomic Wrangler bedroom it's suited but only if they redress before leaving the room?

Posted

- added temp nudity at locations

 

Whew, odd addition but probably a stepping stone for something else coming? The underwear thing you've being longing to do after sex etc.

Plenty of my serviced patrons (all male) at Atomic Wrangler are now walking around schlongs flapping freely for all to see in the main room.

I could see this being good in a [Night Cap] / sleep over sense with a lover/partner being relaxed at Player Home or Novac Motel Room.

As for work rooms such as the Atomic Wrangler bedroom it's suited but only if they redress before leaving the room?

 

I haven't gotten that far to test.  I'm still trying to sort out dates/visits.  They are supposed to redress when they leave, but yes it's just a clothing test more or less.  A stepping stone to have them wear other outfits reliably (or go nude).  I'll probably turn it off in this next one.  New one coming soon.

Posted (edited)

New one up.  I think I'm done patching up loose ends ftm.  Should be a lot less buggy now.

 

EDIT:  Found another walk away loophole.  Fixed it.  Tested [Goodbye] > [stay] > Save Game successfully.  Tested player sleep successfully (they were still there in the morning and visiting).  Returns should work correctly now (needs more testing).  An invite should carry any returns the NPC already has to the invite location as well (nightcap bug fixed).

Edited by t3589
Posted

Is there a reason why ":fnSOIAttrbtEval:PCVirgin!" doesn't clear from a SOI NPC when they identify the PC has clearly been knocked up ":fnSOIApprncEval:Preggo: 2" etc?

Seems to me they shouldn't look at the PC as a virgin anymore if they've witnessed a genital sex act  / or know the PC had to have taken a dick to get pregnant?

 

Downloaded the newest copy and will be trying out the things you've mentioned shortly just thought I pop that question as it hit me yesterday when I saw it in console.

 

---

 

Just to be sure, Does or can SOI lock any doors in game? Sometimes the Atomic Wrangler entrance door and the door to the work room inside becomes randomly Locked, if it isn't SOI then I can trace down what ever the cause is in another mod as I think it's interfering with SOI NPCs trying to do return packages but can't because a door is locked.

(I unlock the doors through console of course to get around this but I want to stop it from happening).

Posted (edited)

Is there a reason why ":fnSOIAttrbtEval:PCVirgin!" doesn't clear from a SOI NPC when they identify the PC has clearly been knocked up ":fnSOIApprncEval:Preggo: 2" etc?

Seems to me they shouldn't look at the PC as a virgin anymore if they've witnessed a genital sex act  / or know the PC had to have taken a dick to get pregnant?

 

Downloaded the newest copy and will be trying out the things you've mentioned shortly just thought I pop that question as it hit me yesterday when I saw it in console.

 

---

 

Just to be sure, Does or can SOI lock any doors in game? Sometimes the Atomic Wrangler entrance door and the door to the work room inside becomes randomly Locked, if it isn't SOI then I can trace down what ever the cause is in another mod as I think it's interfering with SOI NPCs trying to do return packages but can't because a door is locked.

(I unlock the doors through console of course to get around this but I want to stop it from happening).

 

PCVirgin is sort of a mix between a record and an opinion. They pick it up because they think they were the first, but keep it as long as the players reputation is stable.  So even though they know the player isn't anymore, they remember them that way.  It also applies to all types of sex so, the first anal, the first oral, etc.  Not just genital.  It could probably be split up or read 'sentiment' or something more descriptive.  Ideas are welcome.

 

SOI does not lock any doors no.  Do they just stand there?  I wonder if it has anything to do with buying a room or not.  I always pay for a room at least once.  Though I think the room you're paying for is one of the rooms along the balcony, and not the player room.  Just a thought.

 

EDIT:  It looks like that door is tied to Francine's quest.  Did you do her quest line yet (recover debts/deal with whatshisface on the strip)?

 

 

Edited by t3589
Posted

Good to know, understood. Better than how I thought it operated so good work.

 

A glossary by you in future about these things would be great would it not? for players and modders imo.

New players to this might be lost and discouraged on how it operates where as long term players/testers like me whilst have a good understanding SOI still discover and learn new things either by playing or from you via questions or new things/changes in updates.

I often find myself using the thread search feature to go back on things I'm not sure about but you don't always find what you would like.

 

I've thought about volunteering to try doing this myself by collecting info posted by you throughout the thread and making a frankenstein style glossary with loose info but then again info you posted in older posts might not be valid anymore or changed so I didn't go ahead incase it does more harm than good.

 

Yes they just stand still until I unlock the door with console. I have not bought or paid for any rooms.

The room I'm speaking of is the one with its own separate interior cell yes, not the exterior ones that don't require a load screen. It's the room where they always pay up.

No I didn't do that quest line (I did do Wang Dang Atomic Tango to legally work the Wrangler floor) but now that you mentioned it I will complete it and see if there's a difference.

Posted (edited)

Good to know, understood. Better than how I thought it operated so good work.

 

A glossary by you in future about these things would be great would it not? for players and modders imo.

New players to this might be lost and discouraged on how it operates where as long term players/testers like me whilst have a good understanding SOI still discover and learn new things either by playing or from you via questions or new things/changes in updates.

I often find myself using the thread search feature to go back on things I'm not sure about but you don't always find what you would like.

 

I've thought about volunteering to try doing this myself by collecting info posted by you throughout the thread and making a frankenstein style glossary with loose info but then again info you posted in older posts might not be valid anymore or changed so I didn't go ahead incase it does more harm than good.

 

Yes they just stand still until I unlock the door with console. I have not bought or paid for any rooms.

The room I'm speaking of is the one with its own separate interior cell yes, not the exterior ones that don't require a load screen. It's the room where they always pay up.

No I didn't do that quest line (I did do Wang Dang Atomic Tango to legally work the Wrangler floor) but now that you mentioned it I will complete it and see if there's a difference.

 

Documentation will come eventually.  Don't put yourself out.  Though it's mostly intended for mod authors.  If players wants to dabble or customize using that info, that's great.  I don't think the learning curve for players should be that steep.  They only have to make game play decisions.

 

For example when I play, I don't spend a lot of time peeking into the inner workings of the mod unless I have to.  It's a lot more fun that way imo.  Further, I often forget what some things do which I enjoy.

 

Try it without any debug unless something goes wrong for a while.  It's not the same mod as it is when you're trying to anticipate interactions from peeking.

 

I bet that's it.  Once Francine hooks you up with a room I bet it does something that stops locking it.

 

EDIT: Just added some crude genealogy tracking for pregnancies.  Now what to do with it?

 

Edited by t3589
Posted (edited)

EDIT: Just added some crude genealogy tracking for pregnancies.  Now what to do with it?

 

Although crude of course, alot of questions spring to mind now or could apply in future, forgive me if I misunderstand what you've done with my questions.

But first of all that's probably a important yet missing feature in SOPregnancy so well done for having a shot if I'm imagining how you did it.

I would say once/if you complete it contribute it to merge with SOPregnancy unless the way you created it means it can only work in SOI of course. Either way I'm glad to hear!

 

[...]Chet was just used as a placeholder for the father recording system that never got completed.

 

If you use Advanced Medical Scanner all pregnancies show Chet as the father regardless of species.

(Does this interfere with what you have going or rather fix that?)

 

Questions:

 

Q1 - Why? In your mind what made you do it and what can you expect to gain from such a system or add gameplay / element wise to SOI?

 

Q2 - Will/is there a way the PC can check who the father is? Either in SOI itself or by mods such as Advanced Medical Scanner?

 

Q3 - Not to jump ahead of ourselves but I'll be the one to ask, does this mean I can set an NPC to be a sister or brother, mother, father? long shot ...cousins possible?

 

Q4 - Following Q3, a relative of the PC could help protect/scare off against perverts/stalkers or angry high tension NPCs could they not? (vice versa)

 

Q5 -  For the moment is it human only or how does non-human pregnancies work? Will you target only humans/ghouls/super mutant?

Ex: (X NPC knows that Bloatfly is the PCs offspring? possible or would rather leave out? I personally would like NPCs to know if the PC slept with a certain species and how that can change their opinion/view of the PC. "I have no interest or respect for her, she fucked X species, ugh!" or this in itself could be a kink...)

 

Q6 - Will the tracking not be a visible thing but rather stay behind the scenes? Such as an NPC knowing / finding out that X NPC is relative of PC?

Ex: [Ask Thoughts] > [X NPC is your -genealogy statue-?] > [Confirm], [Deny], [ignore]? (Idea maybe?)

 

Q7 -  Will there be a difference between how a non-relative NPC reacts/responds/convos with the PC and a non-relative NPC?

 

Q8 - A relative discovers the PC is being forced to prostitute, could they step in to help their loved one? (If not threatened by the Pimp) (I suppose I need to ask this about lovers/partners too)

 

Q9 - How deep will the tracking go? Following Q1, How it can affect NPCs opinion towards the PC or PC relative or alter their behavior.

 

Q10 - If the PC has alot of offspring and the amount of relatives in the room equals stranger NPCs how could this change the mood? Maybe a relative gets annoyed at the fact their mother or father slept around too much? lol. Following Q4 Or rather opposite a group of relatives feel stronger when together, even against threatening stronger dominant stalkers for example.

 

Depending on how you respond to these it may just bring up more questions. I'll answer the previous posts soon. Thanks.

 

---

 

I did the quest for Francine and that seems to have resolved it, I didn't know that wasn't actually my room until I did that so this whole time I've been whoring in that bounty hunters room until I took it over, haha. Thanks for reminding me.

 

Try it without any debug unless something goes wrong for a while.  It's not the same mod as it is when you're trying to anticipate interactions from peeking.

 

Preach it! I haven't played without debug in such a long while that I've forgotten the original charm and unknown from SOI.

I'm actually going to start a new character / roleplay now and do exactly that.

 

In my current save everyone is ignoring me for the greedy whore that I became. I actually feel as if no one likes me and I'm not wanted around the parts anymore, no one trusts me, rumors spread and I lost the respect of friends and literally no one visits me anymore when they used too, I can't function as a normal person when everyone sees me as a cum dump with getting knocked up being the last nail in the coffin lol, yes things could have been better or different such as not shitting where I eat, disguise masks and working (further) away from home but none the less fun was had and I learnt alot from it all and seeing how NPCs respond to the behavior of the PC in how I played out.

 

My earnings for the past 2 real world weeks of playing: (Keeping in mind my Pimp already got his half.)

 

 

jBWYcikD.jpg

 

 

I think I can say I've extensively tested the prostitute feature / stage performances @ Atomic Wrangler with James Garret as my Pimp. biggrin.png

I haven't spent this much time in the Wrangler in all my history of playing FNV. Grew a liking to the place and the people.

Edited by 7KeysCurtain
Posted

Uh -oh!  Am I going to have to explain to The King that Dixon is actually the father of "our" child? :blush:   Heartbreak Hotel indeed!

 

On the subject of Prostitution, I haven't tested it much at all, but I used it to test a mesh problem and I don't seem to be getting paid (at least not seeing a notification that caps or whatever has been added to my inventory) but there is no dialog option to [demand payment] like there used to be.  Am I missing something?

 

Since Seven Keys mentioned rumors I had a thought:  There are some pretty brutal rumors [Rumor: Cheap, Greedy, Dates Non-humans, etc.].  Looking at the possible responses I was thinking it would be nice to have a [Hurt Response] in addition to Confess, Deny, Ignore or apologize.  I can tell you from real life observation that a hurt response works when people want to deflect from a question they don't want to answer and make you feel like a bad guy when you ask something uncomfortable.  Just an idea, don't know if it would be worth trying to implement.

Posted

 

EDIT: Just added some crude genealogy tracking for pregnancies.  Now what to do with it?

 

Although crude of course, alot of questions spring to mind now or could apply in future, forgive me if I misunderstand what you've done with my questions.

But first of all that's probably a important yet missing feature in SOPregnancy so well done for having a shot if I'm imagining how you did it.

I would say once/if you complete it contribute it to merge with SOPregnancy unless the way you created it means it can only work in SOI of course. Either way I'm glad to hear!

 

[...]Chet was just used as a placeholder for the father recording system that never got completed.

 

If you use Advanced Medical Scanner all pregnancies show Chet as the father regardless of species.

(Does this interfere with what you have going or rather fix that?)

 

Questions:

 

Q1 - Why? In your mind what made you do it and what can you expect to gain from such a system or add gameplay / element wise to SOI?

 

Q2 - Will/is there a way the PC can check who the father is? Either in SOI itself or by mods such as Advanced Medical Scanner?

 

Q3 - Not to jump ahead of ourselves but I'll be the one to ask, does this mean I can set an NPC to be a sister or brother, mother, father? long shot ...cousins possible?

 

Q4 - Following Q3, a relative of the PC could help protect/scare off against perverts/stalkers or angry high tension NPCs could they not? (vice versa)

 

Q5 -  For the moment is it human only or how does non-human pregnancies work? Will you target only humans/ghouls/super mutant?

Ex: (X NPC knows that Bloatfly is the PCs offspring? possible or would rather leave out? I personally would like NPCs to know if the PC slept with a certain species and how that can change their opinion/view of the PC. "I have no interest or respect for her, she fucked X species, ugh!" or this in itself could be a kink...)

 

Q6 - Will the tracking not be a visible thing but rather stay behind the scenes? Such as an NPC knowing / finding out that X NPC is relative of PC?

Ex: [Ask Thoughts] > [X NPC is your -genealogy statue-?] > [Confirm], [Deny], [ignore]? (Idea maybe?)

 

Q7 -  Will there be a difference between how a non-relative NPC reacts/responds/convos with the PC and a non-relative NPC?

 

Q8 - A relative discovers the PC is being forced to prostitute, could they step in to help their loved one? (If not threatened by the Pimp) (I suppose I need to ask this about lovers/partners too)

 

Q9 - How deep will the tracking go? Following Q1, How it can affect NPCs opinion towards the PC or PC relative or alter their behavior.

 

Q10 - If the PC has alot of offspring and the amount of relatives in the room equals stranger NPCs how could this change the mood? Maybe a relative gets annoyed at the fact their mother or father slept around too much? lol. Following Q4 Or rather opposite a group of relatives feel stronger when together, even against threatening stronger dominant stalkers for example.

 

Depending on how you respond to these it may just bring up more questions. I'll answer the previous posts soon. Thanks.

 

---

 

I did the quest for Francine and that seems to have resolved it, I didn't know that wasn't actually my room until I did that so this whole time I've been whoring in that bounty hunters room until I took it over, haha. Thanks for reminding me.

 

Try it without any debug unless something goes wrong for a while.  It's not the same mod as it is when you're trying to anticipate interactions from peeking.

 

Preach it! I haven't played without debug in such a long while that I've forgotten the original charm and unknown from SOI.

I'm actually going to start a new character / roleplay now and do exactly that.

 

In my current save everyone is ignoring me for the greedy whore that I became. I actually feel as if no one likes me and I'm not wanted around the parts anymore, no one trusts me, rumors spread and I lost the respect of friends and literally no one visits me anymore when they used too, I can't function as a normal person when everyone sees me as a cum dump with getting knocked up being the last nail in the coffin lol, yes things could have been better or different such as not shitting where I eat, disguise masks and working (further) away from home but none the less fun was had and I learnt alot from it all and seeing how NPCs respond to the behavior of the PC in how I played out.

 

My earnings for the past 2 real world weeks of playing: (Keeping in mind my Pimp already got his half.)

 

 

jBWYcikD.jpg

 

 

I think I can say I've extensively tested the prostitute feature / stage performances @ Atomic Wrangler with James Garret as my Pimp. biggrin.png

I haven't spent this much time in the Wrangler in all my history of playing FNV. Grew a liking to the place and the people.

 

 

When I said crude I meant very basic within a slight margin of error.  The term genealogy is probably a bit misleading because I'm referring to genealogy only as it relates to pregnancies (so far).  The information provided simply allows for a bit of deductive reasoning.

 

All it really does it keep track of insemination vs. pregnancy.  Something like:

 

- Is the actor pregnant?

- Is the actor inseminated?

- If inseminated while actor is pregnant = no parentage.

- If inseminated while actor is not pregnant = possible parent.

- If possible parent while actor is no longer inseminated, and is not pregnant = no parentage.

 

And it sort of just loops through that deductive process, keeping a list of possible parents and eliminating actors that could not be the parent.

 

For female NPCs that the player impregnates, this should be fairly accurate if there are no mods installed that have NPCs impregnate other NPCs.  For male NPCs though, you either end up with a group of candidates, or you end up with the only male NPC it could possibly be (hence the margin of error).

 

So if a female player has been inseminated by multiple male partners in a short amount of time, and then becomes pregnant, it has to be one of those NPCs (or all with multiple pregnancies).  Like I said, it's very crude.

 

 

 

NX_GetEVFl "SOI:Rcd:Maternity" ; Returns the latest pregnancy number of the mother of the players children.  So 3 would mean the player is the father of this actors 3rd pregnancy.


NX_GetEVFl "SOI:Rcd:Paternity" ; Returns the latest pregnancy number of possible fathers of the players children.  So 2 would mean that this actor is 'potentially' the father of the players 2nd pregnancy.  And any actor that returns any other number, is definitely not the father of the 2nd pregnancy.

 

 

 

Just something I wanted to toy with because I don't believe actual lineage tracking is ever going to be completed in either pregnancy or spunk.  I've always felt that pregnancy was an empty function, because there's nothing relational in the way it's implemented.

 

Pregnancy should be a life altering event.  Not an afterthought with zero consequence imo.

 

With things like:

- The decisions related to the long term well being of the child (schooling/career paths/passing of traditions).

- The social consequences due to the manner in which the child is raised (Opinion: Loving/Bad Mother).

- The inconveniences of raising a child (feeding/clothing/housing/emotional needs/guardianship).

- Confrontation/reconciliation over parentage.

 

It really irritates me that such a great piece of work is wasted on 'Get pregnant, watch an animation, abandon the child and/or skip parenting, and go on about your busy day.'.

 

In short, I'm looking at ways to make pregnancy meaningful so that I don't always have the urge to uninstall it.  As it stands, it's just another novelty that adds nothing to actual game play or story line.  That's just my opinion.

Posted (edited)

Uh -oh!  Am I going to have to explain to The King that Dixon is actually the father of "our" child? :blush:   Heartbreak Hotel indeed!

 

On the subject of Prostitution, I haven't tested it much at all, but I used it to test a mesh problem and I don't seem to be getting paid (at least not seeing a notification that caps or whatever has been added to my inventory) but there is no dialog option to [demand payment] like there used to be.  Am I missing something?

 

Since Seven Keys mentioned rumors I had a thought:  There are some pretty brutal rumors [Rumor: Cheap, Greedy, Dates Non-humans, etc.].  Looking at the possible responses I was thinking it would be nice to have a [Hurt Response] in addition to Confess, Deny, Ignore or apologize.  I can tell you from real life observation that a hurt response works when people want to deflect from a question they don't want to answer and make you feel like a bad guy when you ask something uncomfortable.  Just an idea, don't know if it would be worth trying to implement.

 

There should be a [Pay Up] dialog choice upon hotkey greeting if they owe the player.

 

I see what you're saying and I don't disagree.  But you have to remember that the opinions you referred to as brutal are only worded in that way because they are only examples of the application of tracking.  A mod author might word them differently or have them fit contextually within a crafted conversation that may let the player down easier.

 

As far as tracking goes I think [Deny] probably fits that placeholder. Ex: How could you even say such a thing?  At which point they back down to avoid an argument, or they double down their opinion.

 

On the other hand, if you meant there should be some kind of new tracking/function that is not provided for in [Deny] feel free to lay it on me and I'll see what I can come up with.

 

For example: In what case would there be no possible resistance in response to an [Emotionally Wounded] dialog choice?  If [Wounded] doesn't work on them, might they double down?  If they might hold to the opinion, then the example of function and tracking is already present [Deny], and therefore needs no new dialog choice.

 

In other words, if an [Emotionally Wounded] dialog choice is simply going to be a copy of the tracking and functions of the [Deny] dialog choice, then it becomes unnecessary imo.

 

Let me know what you think?

 

 

EDIT:  What I think I meant above was actually [Deny] and not [Argue], sorry.  Edited to reflect that.  The idea being that a wounded response implies denial.  Denial being a broad term to represent functions/tracking.  The manner is which the player denies [Deny:Hurt]/[Deny:Angry]/[Deny:Half Hearted] etc. all fit within the function/tracking of that single dialog choice [Deny].

 

 

 

Edited by t3589
Posted

 

 

 

There should be a [Pay Up] dialog choice upon hotkey greeting if they owe the player.

 

I see what you're saying and I don't disagree.  But you have to remember that the opinions you referred to as brutal are only worded in that way because they are only examples of the application of tracking.  A mod author might word them differently or have them fit contextually within a crafted conversation that may let the player down easier.

 

As far as tracking goes I think [Argue] probably fits that placeholder. Ex: How could you even say such a thing?  At which point they back down to avoid an argument, or they double down their opinion.

 

On the other hand, if you meant there should be some kind of new tracking/function that is not provided for in [Argue] feel free to lay it on me and I'll see what I can come up with.

 

For example: In what case would there be no possible argument in response to an [Emotionally Wounded] dialog choice?  If [Wounded] doesn't work on them, might they argue?  If they might argue, then the example of function and tracking is already present [Argue], and therefore needs no new dialog choice.

 

In other words, if an [Emotionally Wounded] dialog choice is simply going to be a copy of the tracking and functions of the [Argue] dialog choice, then it becomes unnecessary imo.

 

Let me know what you think?

 

 

I guess [Argue] would pretty much fit the bill for what I was thinking.  We can [Confess] or [Deny] and then [Argue] would be re-direct the question back onto the NPC.  I was thinking of a [Wounded] response as being something that a more submissive Courier might use while [Argue] would be more of a Dominant function, and the NPC's response might be influenced by the hard or soft-hearted traits.  That's probably putting too fine of a distinction on things and would unnecessarily complicate matters.

 

I didn't see the [Pay up] dialog choice (I remember seeing it in the past), but we were actually still within a [Drink] activity at the time.  I'll look again once I get my PC out of "The Big Empty".  Got Old World Blues over the weekend and discovered that if I don't  turn off Hardcore Mode my Courier arrives at destination and promptly falls dead from Thirst or Hunger, not enough time to even access inventory.  Kind of an odd design decision for a DLC to abstract travel but not account for the player having food and water in their inventory.

Posted

 

 

 

 

There should be a [Pay Up] dialog choice upon hotkey greeting if they owe the player.

 

I see what you're saying and I don't disagree.  But you have to remember that the opinions you referred to as brutal are only worded in that way because they are only examples of the application of tracking.  A mod author might word them differently or have them fit contextually within a crafted conversation that may let the player down easier.

 

As far as tracking goes I think [Argue] probably fits that placeholder. Ex: How could you even say such a thing?  At which point they back down to avoid an argument, or they double down their opinion.

 

On the other hand, if you meant there should be some kind of new tracking/function that is not provided for in [Argue] feel free to lay it on me and I'll see what I can come up with.

 

For example: In what case would there be no possible argument in response to an [Emotionally Wounded] dialog choice?  If [Wounded] doesn't work on them, might they argue?  If they might argue, then the example of function and tracking is already present [Argue], and therefore needs no new dialog choice.

 

In other words, if an [Emotionally Wounded] dialog choice is simply going to be a copy of the tracking and functions of the [Argue] dialog choice, then it becomes unnecessary imo.

 

Let me know what you think?

 

 

I guess [Argue] would pretty much fit the bill for what I was thinking.  We can [Confess] or [Deny] and then [Argue] would be re-direct the question back onto the NPC.  I was thinking of a [Wounded] response as being something that a more submissive Courier might use while [Argue] would be more of a Dominant function, and the NPC's response might be influenced by the hard or soft-hearted traits.  That's probably putting too fine of a distinction on things and would unnecessarily complicate matters.

 

I didn't see the [Pay up] dialog choice (I remember seeing it in the past), but we were actually still within a [Drink] activity at the time.  I'll look again once I get my PC out of "The Big Empty".  Got Old World Blues over the weekend and discovered that if I don't  turn off Hardcore Mode my Courier arrives at destination and promptly falls dead from Thirst or Hunger, not enough time to even access inventory.  Kind of an odd design decision for a DLC to abstract travel but not account for the player having food and water in their inventory.

 

 

See above I meant deny not argue.  A wounded response implies either [Deny:Hurt] or [Confess:Hurt] imo.  So either way it's just splitting up dialog that's already there was what I was trying to say.

 

Yeah I think it doesn't show until the activity is complete.  I think there was a reason for that but I can't remember.  I'll look into it and see if I can get it into activities as well.  Maybe it's on the second tier activity dialog?  I can't recall atm.

 

I had that problem too with IMCNNV and blood alcohol tracking.  I don't know what has changed but maybe my character weight settings had something to do with it (I think that's how it calculates).  With an older PC I had, who was also very slight, they would fall over dead while partying due to alcohol poisoning on hardcore.  With the one I'm running now I haven't seen that happen even when guzzling moonshine.

 

I play on hardcore/very difficult + difficulty settings (even more difficult, but not the most difficult) from PN.  I haven't wandered into any of the DLCs lately (since I added pause).

 

Posted (edited)

New one up.  Expanded visitors to include all contacts and fixed the broken visit move script (probably why no one has been getting visitors).  There should be a lot more visitors now.  Also, added experimental stalker home invasions (why to be careful about who knows the location). 

 

EDIT: Home invasion only applies to the player home location currently btw.  Tested once successfully.  The packaging once they get inside is probably still iffy.

Edited by t3589
Posted

Even though I've started a fresh game it got me wondering about all sorts of stats with my previous game and character in all that time spent playing (3 weeks).

I was wondering if you could made certain stats available for viewing via a 'Stats' menu of sorts? I don't know what info is saved or not nor what is/isn't possible so SIA.

 

Some ideas:

 

 

 

::[sOI Stats]::

[Total SOI NPCs Enabled: 26]

[Overall Cycles Combined: 117]

[Total SOI Sex Acts: 18]

[Total Rough Sex Acts: 1]

[Of Which Was Safe Sex: 4]

[Total Oral: 8]

[Total Anal: 6]

[Total Genital: 4]

[Total Lovers: 3]

[Total Partners: 0]

[Total Rumors Spread: 6]

[Times Caught In The Act: 1]

[Times Caught Cheating: 0]

 

[Total Solicited: 3]

[Negotiations Failed: 1]

[Negotiations Succeeded: 2]

[Total Caps Made: 82]

[bonus From Bartering: 10]

[bonus From Tip: 0]

[Forced Prostitution: 0]

[Total Owed To Pimp: 0]

[Total Paid To Pimp: 0]

 

[Total Chem Activities: 4]

[Total Booze Activities: 7]

[Total Dance Activities: 3]

[Total Eat Activities: 4]

[Total Drink Activities: 6]

[Total Dates Activities: 2]

[Total Hangs Outs: 4]

[Total Night Caps: 0]

[Total Walks Completed: 3]

[Total PC Home Visits: 1]

[Total Work Visits: 0]

 

[Total Stalkers: 1]

[successful Escapes: 0]

[Failed Escapes: 1]

[stalkers Resists Succeeded: 0]

[stalkers Resists Failed: 1]

[Force Attempts Made: 0

[Force Attempts Succeeded: 0]

[Force Attempts Failed: 0]

[Total House Invasions: 0]

[Times Rescued: 0]

[NPC Slaps Made: 0]

[PC Slaps Made: 2]

 

 

Posted

Even though I've started a fresh game it got me wondering about all sorts of stats with my previous game and character in all that time spent playing (3 weeks).

I was wondering if you could made certain stats available for viewing via a 'Stats' menu of sorts? I don't know what info is saved or not nor what is/isn't possible so SIA.

 

Some ideas:

 

 

 

::[sOI Stats]::

[Total SOI NPCs Enabled: 26]

[Overall Cycles Combined: 117]

[Total SOI Sex Acts: 18]

[Total Rough Sex Acts: 1]

[Of Which Was Safe Sex: 4]

[Total Oral: 8]

[Total Anal: 6]

[Total Genital: 4]

[Total Lovers: 3]

[Total Partners: 0]

[Total Rumors Spread: 6]

[Times Caught In The Act: 1]

[Times Caught Cheating: 0]

 

[Total Solicited: 3]

[Negotiations Failed: 1]

[Negotiations Succeeded: 2]

[Total Caps Made: 82]

[bonus From Bartering: 10]

[bonus From Tip: 0]

[Forced Prostitution: 0]

[Total Owed To Pimp: 0]

[Total Paid To Pimp: 0]

 

[Total Chem Activities: 4]

[Total Booze Activities: 7]

[Total Dance Activities: 3]

[Total Eat Activities: 4]

[Total Drink Activities: 6]

[Total Dates Activities: 2]

[Total Hangs Outs: 4]

[Total Night Caps: 0]

[Total Walks Completed: 3]

[Total PC Home Visits: 1]

[Total Work Visits: 0]

 

[Total Stalkers: 1]

[successful Escapes: 0]

[Failed Escapes: 1]

[stalkers Resists Succeeded: 0]

[stalkers Resists Failed: 1]

[Force Attempts Made: 0

[Force Attempts Succeeded: 0]

[Force Attempts Failed: 0]

[Total House Invasions: 0]

[Times Rescued: 0]

[NPC Slaps Made: 0]

[PC Slaps Made: 2]

 

 

 

That's a great idea.  A lot of these things are already tracked, but some of them aren't.  I'll add this to my notes for the planned character sheet feature.

 

 

Posted (edited)

New one up.  Lots of changes instead of fixes:

 

- Stalkers with commitment levels higher than 1 can stalk when angry.

- The Offer/Ask dialog fixes the decline after accepting activity bug.

- Absence evaluates based on a pattern instead of a static scale.

- Young/Old fetish has been added.  NPCs can acquire both.

- Stacked sex actions can now lead from sex into more sex.

- A courier response opt out for ask work location.

- All NPCs get the genital proclivity by default.

 

Notes on absence: NPCs will now meter the players absence based on a regular pattern.  In other words, an NPC that has grown accustomed to seeing the player every 3 days, will not count the player absent unless the player is missing for more than 3 days.  It's how often they're used to seeing the player that matters now, and not a static number of days.

 

This may take a bit to kick in as the player moves through the population.

 

EDIT: Found a bunch of creature compatibility problems (Marco seems to like Meansonofabitch and thinks he's pretty.).  Fixed and uploaded.

 

EDITx2:  How is it that Marco has a charisma of 2 but MSoB has 5?  Seems all wrong.

Edited by t3589
Posted

Okay so, solo sex with SMs was broken.  Fixed that.  Also nightcap invites to the motel resulted in the NPC leaving immediately.  Turns out they needed to re-evaluate packages.  However, I remember removing the evp from the sandbox package.  Why I can't recall, so you might keep your eye on NPCs during sandbox (hang out activity) and report any issues.  New one up.

 

Posted (edited)

Golden work, thanks. I'll see how all of it comes together as I play on and report anything not seeming normal. (Will have to turn on debug if so, don't want to do that this run).

 

Could you update post #2 (Book/Template) with anything that might need adding with all the new updates.

 

As for MSoB and Marco, you're right and now that I know that I cannot leave it be, so I changed MSoB to have 1 CHR/INT.

(I've heard MSoB say "I'm glad MSoB is on our side." lol... so yep he deserves that low INT. Marcos CHR raised to 4.

 

---

 

- added courier response dialog

What does this mean exactly?

 

- removed forced prostitution dialog

How does Pimping work now then without that dialog? Or am I mixing/confused with something else?

Edited by 7KeysCurtain
Posted

Golden work, thanks. I'll see how all of it comes together as I play on and report anything not seeming normal. (Will have to turn on debug if so, don't want to do that this run).

 

Could you update post #2 (Book/Template) with anything that might need adding with all the new updates.

 

As for MSoB and Marco, you're right and now that I know that I cannot leave it be, so I changed MSoB to have 1 CHR/INT.

(I've heard MSoB say "I'm glad MSoB is on our side." lol... so yep he deserves that low INT. Marcos CHR raised to 4.

 

---

 

- added courier response dialog

What does this mean exactly?

 

- removed forced prostitution dialog

How does Pimping work now then without that dialog? Or am I mixing/confused with something else?

 

Updated the big big book.

 

Did you look up their defaults?  I was just reporting what they were set to in my game, which is unreliable.  I've decided not to trust charisma settings until I figure out what sets Trudy to 150+ charisma every single game.  She starts at her default, but somewhere along the way every single time she ends up in the 150+ club.  Been halfheartedly trying to solve that one for almost 3 years now.  Drives me up the wall.

 

It means you can respond [Courier] to [Ask Work Location] now.  They don't get any info, and the player doesn't get second tier dialog (minor inconvenience).  This is also why I added pattern tracking to absence.  A courier shouldn't be expected to be home every single night in this setting imo.

 

Forced prostitution really needs a scene and can't be boiled down into one generic function.  Instead, stalkers will now solicit the player sometimes instead of forced sex (with possible infractions for saying no).  The [Protection] dialog is still there (how you get pimps).

 

On a side note: Watch the players lust now as it can be altered by your dialog choices (very minor, just tinkering).

Posted (edited)

Poor Marco needs to start visiting some of the residents in his own building if he's starting to think that MSOB is pretty.  Just saying ;)

 

What's even funnier is when I fixed it they started bickering so much they forgot all about my PC until Marco went to bed.  Then it turns out that MSoB is good aligned, so he asks for solo sex, then breaks it all up with [Decency].  Fixed that too.

 

EDIT: Favorites were broken.  Fixed and uploaded.  Compliments should be back now.

Edited by t3589
Posted

Did you look up their defaults?  I was just reporting what they were set to in my game, which is unreliable.

 

In the GECK I changed MSoB to have 1 CHR/INT from the defaults below.

 

 

oLTW1jlI.jpg ttsLoWIW.jpg

 

Who at Obsidian thought it was right to give that dumb brute 4 INT most importantly when MSoB says to himself "I'm glad MSoB is on our side.".

He is vacuous and has a speech impediment so no he doesn't have a CHR 5 in my world.

He only knows who is bad (Fiends) who is good (Westside) how to put one foot in front of another and how to swing fists.

Besides that no other INT abilities, speaking vanilla of course without SOI to make him a thing of interest.

Other actually intelligent Super Mutants such as Marcus of Jacobstown who...in the GECK has a default INT of 3!?...yeah right Obsidian, lol.

 

Side question, do NPCs with "No low level processing" affect SOI in any way?

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