t3589 Posted September 23, 2016 Author Posted September 23, 2016 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. 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? Yeah that makes no sense. I guess it didn't matter what they were set to for their purposes. Probably different people working on them independently. Then as a result, neither of them were ever compared to any other NPC (MSoB is Ricks job, I'm only working on Marco...). As to the question, not that I know of.
7KeysCurtain Posted September 24, 2016 Posted September 24, 2016 (edited) On my new character / save role-playing as Hunter (Alternative Start: Hardcore) that has settled down in Novac, I'll occasionally travel between Novac & 188 to trade. For some odd reason and at no certain time I'll return to my Novac Motel room and there will be SOI NPCs inside? They leave straight away and nothing is said. Just letting you know incase you can get it to happen in your game but if it's no fault of SOI then I'm not sure why. I'm still early on in this save so I've never invited anyone to my room nor shared locations / home keys. Yes I did pay for the room from front desk. FYI In the past when I played SOI heavily at Novac this never happened. If there's anything you'd like me to do next time this happens I'll do it (getcurrentaipackage?). Up until now I've had all debug off per your preach but I've turned that on now so if it happens again I'll post the log but I won't be looking at it myself. --- - Did any of them participate in a visit or date? I'm early in this new game and character so I haven't had a single visit or date nightcap yet, all I've done so far is activities such as drink/eat/hangout and that was performed away from my Novac room and with other NPCs none of the 4 pictured above, I haven't had asked any NPCs to follow me nor have I had anything sexual/lead to locations/seek privacy interactions yet (virgin character still). I'll see how it goes and if it happens again, either with the same NPCs or others. Edited September 24, 2016 by 7KeysCurtain
t3589 Posted September 24, 2016 Author Posted September 24, 2016 (edited) On my new character / save role-playing as Hunter (Alternative Start: Hardcore) that has settled down in Novac, I'll occasionally travel between Novac & 188 to trade. For some odd reason and at no certain time I'll return to my Novac Motel room and there will be SOI NPCs inside? They leave straight away and nothing is said. Just letting you know incase you can get it to happen in your game but if it's no fault of SOI then I'm not sure why. I'm still early on in this save so I've never invited anyone to my room nor shared locations / home keys. Yes I did pay for the room from front desk. FYI In the past when I played SOI heavily at Novac this never happened. If there's anything you'd like me to do next time this happens I'll do it (getcurrentaipackage?). Up until now I've had all debug off per your preach but I've turned that on now so if it happens again I'll post the log but I won't be looking at it myself. Weird. Did any of them participate in a visit or date? EDIT: A couple copies back I temporarily broke the homing beacons. It would cause the SOI:Loc: settings to clear too soon. As a result, the backup function kicked in which would move the NPC to either the player home exterior or the motel exterior on visit ending. This only occurs when a homing location is not found though. That's literally the only placement function there is near the motel exterior. NPCs are only placed in the interior due to either dates or visits (nightcap is both a date and a visit). So I don't know. I think if there were no dates or visits to that or any other location, then they got in there some other way (SOI didn't put them there). A couple copies back I also had a problem with the follow package getting stuck. If they are following the PC, they will teleport with the PC. Just relaying this info for further study. I'll keep an eye out for it. Edited September 24, 2016 by t3589
7KeysCurtain Posted September 24, 2016 Posted September 24, 2016 Did I need to place Interior/Exterior Home markers at the Novac Motel room? That's my only home, but just now I got my first date of this run and I have the option of [invite Home], [invite Motel] both of which are the same room in my game of course, is that a problem and will picking either option be bad or good? If I pick [invite Motel] that sounds dirty as in "Yeah come back to my hehe motel room and we can do a things." (They Grope you when you ask their suggestion for an activity at Motel) but if I pick [invite Home] that's showing them where I live at the same time? Or..? Yeah mind boggled silly me. Of course there is the [Date Now] option and I don't even have to go anywhere near the Motel/Home room. Should I remove those markers and just treat the Motel room as a well...motel room and not a home? Could a Stalker invade [Motel] or only [Home]? I could get one of those Novac home mods from Nexus rather and set the Home markers there. When you're situated in Novac how do you play things out T? What do you treat the Motel room as?
t3589 Posted September 24, 2016 Author Posted September 24, 2016 Did I need to place Interior/Exterior Home markers at the Novac Motel room? That's my only home, but just now I got my first date of this run and I have the option of [invite Home], [invite Motel] both of which are the same room in my game of course, is that a problem and will picking either option be bad or good? If I pick [invite Motel] that sounds dirty as in "Yeah come back to my hehe motel room and we can do a things." (They Grope you when you ask their suggestion for an activity at Motel) but if I pick [invite Home] that's showing them where I live at the same time? Or..? Yeah mind boggled silly me. Of course there is the [Date Now] option and I don't even have to go anywhere near the Motel/Home room. Should I remove those markers and just treat the Motel room as a well...motel room and not a home? Could a Stalker invade [Motel] or only [Home]? I could get one of those Novac home mods from Nexus rather and set the Home markers there. When you're situated in Novac how do you play things out T? What do you treat the Motel room as? I've update the new one with marker restrictions. There's no need to mark any location that already has static markers. Doing so will probably break things related to invites/dates. If you disable the player home markers at the motel it should be fine. You won't be able to enable them there with the new copy. I use the motel mainly to avoid being discovered. NPCs that are love interests I take/send to the player home. NPCs that just want sex/patrons I take/send to the motel. I try to keep these two groups separate so they don't bump into one another. Stalkers can only invade the player home atm. I'll probably expand this later within reason. Also setting the home marker isn't required. You could always leave it disabled and just live in the motel. The only downside being one less place to go. You could also reverse them. So live at the motel, then set a building as your player home to use for rendezvous.
MRM18870 Posted September 24, 2016 Posted September 24, 2016 Bug or feature? When I accept a dance activity with one of the Kings Members, the other Kings start shooting at me .... ( had this twice so far )
7KeysCurtain Posted September 24, 2016 Posted September 24, 2016 (edited) Bug or feature? When I accept a dance activity with one of the Kings Members, the other Kings start shooting at me .... ( had this twice so far ) Ha...maybe those other King are jealous of ones talented grooves baby. Anyways I couldn't replicate, danced with a couple of Kings with no hostility at any point. Just to confirm - what happens when YOU ask them to dance? Does it still happen? Are they vanilla Kings? Factions is what matters here and I can't see why a SOI dance activity would alter factions. (T?) --- Side notice: The [Dance] option no longer shows if the PC has selected it before, either this is on purpose as a cool-down thing before it shows again or it's a bug? Edited September 24, 2016 by 7KeysCurtain
t3589 Posted September 24, 2016 Author Posted September 24, 2016 Bug or feature? When I accept a dance activity with one of the Kings Members, the other Kings start shooting at me .... ( had this twice so far ) The only aggro in SOI is the fight dialog and the force dialog. Other than those, SOI doesn't initiate aggro without the players consent. Debug probably won't help either because there's no aggro, and therefore no debug accounting for it. So, new one on me. Was the player wearing faction clothing? If you can tell me how to reproduce it reliably I'll look into it.
MRM18870 Posted September 24, 2016 Posted September 24, 2016 The only aggro in SOI is the fight dialog and the force dialog. Other than those, SOI doesn't initiate aggro without the players consent. Debug probably won't help either because there's no aggro, and therefore no debug accounting for it. So, new one on me. Was the player wearing faction clothing? If you can tell me how to reproduce it reliably I'll look into it. Clothing was SC Pants from one of the Kozzz mods, so no faction clothing ( at least as far as I know ) Anything else that could matter? Edit: I doubt that it will help much, but I made a short video of that scene. bandicam 2016-09-25 01-00-05-110.zip
t3589 Posted September 24, 2016 Author Posted September 24, 2016 (edited) The only aggro in SOI is the fight dialog and the force dialog. Other than those, SOI doesn't initiate aggro without the players consent. Debug probably won't help either because there's no aggro, and therefore no debug accounting for it. So, new one on me. Was the player wearing faction clothing? If you can tell me how to reproduce it reliably I'll look into it. Clothing was SC Pants from one of the Kozzz mods, so no faction clothing ( at least as far as I know ) Anything else that could matter? Edit: I doubt that it will help much, but I made a short video of that scene. Are you sure they were shooting at the player? It almost looks like they're shooting at something off camera and the player just got caught in the crossfire. EDIT: Yeah that's strange. I don't know. Edited September 24, 2016 by t3589
t3589 Posted September 24, 2016 Author Posted September 24, 2016 Bug or feature? When I accept a dance activity with one of the Kings Members, the other Kings start shooting at me .... ( had this twice so far ) Ha...maybe those other King are jealous of ones talented grooves baby. Anyways I couldn't replicate, danced with a couple of Kings with no hostility at any point. Just to confirm - what happens when YOU ask them to dance? Does it still happen? Are they vanilla Kings? Factions is what matters here and I can't see why a SOI dance activity would alter factions. (T?) --- Side notice: The [Dance] option no longer shows if the PC has selected it before, either this is on purpose as a cool-down thing before it shows again or it's a bug? The dance option is limited because it's the king of activities when it comes to gains. I've added a negative response for the next copy so that it doesn't disappear.
t3589 Posted September 24, 2016 Author Posted September 24, 2016 The only aggro in SOI is the fight dialog and the force dialog. Other than those, SOI doesn't initiate aggro without the players consent. Debug probably won't help either because there's no aggro, and therefore no debug accounting for it. So, new one on me. Was the player wearing faction clothing? If you can tell me how to reproduce it reliably I'll look into it. Clothing was SC Pants from one of the Kozzz mods, so no faction clothing ( at least as far as I know ) Anything else that could matter? Edit: I doubt that it will help much, but I made a short video of that scene. Which King was it? Was it the one that stands there after the 'go stop Pacer' scene?
MRM18870 Posted September 25, 2016 Posted September 25, 2016 Ha...maybe those other King are jealous of ones talented grooves baby. Anyways I couldn't replicate, danced with a couple of Kings with no hostility at any point. Just to confirm - what happens when YOU ask them to dance? Does it still happen? Are they vanilla Kings? Factions is what matters here and I can't see why a SOI dance activity would alter factions. (T?) --- Side notice: The [Dance] option no longer shows if the PC has selected it before, either this is on purpose as a cool-down thing before it shows again or it's a bug? A shootout out of jealousy would be somehow a nice feature . I don't know jet what happens when I ask them, because I did not suceed so far ( best I got was a maybe ) Which King was it? Was it the one that stands there after the 'go stop Pacer' scene? I am not sure if it was the King who appeared to report about the Pacer-shoutout at the station- but it doesn't seem to matter anyway, I had the same when Pacer offered a dance activity and I had this with one of the other kings too.
t3589 Posted September 25, 2016 Author Posted September 25, 2016 New one up with a couple of critical fixes. Both of which lead to an infinite loop of returning to location. - The regular follow function was incorrectly dropping return markers. - The return to location function was not clearing properly. After a nightcap visit all went well with Doc Mitchell. However, upon returning to Goodsprings Doc was found wandering in his front yard (returning to a location marker in a buried cell). I then used the regular follow function to drag him back into his house. However, the regular follow dropped another return marker in his front yard. So once inside, and after passing through the queue, Doc would return to his front yard. Rinse, repeat. Should be fixed now.
t3589 Posted September 26, 2016 Author Posted September 26, 2016 (edited) Ha...maybe those other King are jealous of ones talented grooves baby. Anyways I couldn't replicate, danced with a couple of Kings with no hostility at any point. Just to confirm - what happens when YOU ask them to dance? Does it still happen? Are they vanilla Kings? Factions is what matters here and I can't see why a SOI dance activity would alter factions. (T?) --- Side notice: The [Dance] option no longer shows if the PC has selected it before, either this is on purpose as a cool-down thing before it shows again or it's a bug? A shootout out of jealousy would be somehow a nice feature . I don't know jet what happens when I ask them, because I did not suceed so far ( best I got was a maybe ) Which King was it? Was it the one that stands there after the 'go stop Pacer' scene? I am not sure if it was the King who appeared to report about the Pacer-shoutout at the station- but it doesn't seem to matter anyway, I had the same when Pacer offered a dance activity and I had this with one of the other kings too. This can only happen for 3 reasons as far as I know. - Mod initiating combat - Player crime - Faction rep You can try 'GetActorCrimePlayerEnemy' and 'GetActorFactionPlayerEnemy' on each of the NPCs. You could also try 'IsTrespassing' on the player. Just open the console, click on the actor, and type the commands. If any of them return 1 at least you'll know why. How would be another question. I'll try and do some testing when I get back to Freeside. An easy way to test dancing is: ;Make sure the NPC doesn't already have an action with debug. ;Make sure the NPC is not already engaged in an activity. ;Set these all at once BEFORE you exit the console! NX_SetEVFl "SOI:Act:Dance" 2 ;Set dance together = 2. NX_SetEVFl "SOI:Scn:Push" 1 ;Push through the scanner immediately. NX_SetEVFl "SOI:Scn:Action" 1 ;Inform the scanner of an action to perform. ;Exit the console. The NPC and the player should begin a dance activity. EDIT: Fixed it. Edited September 26, 2016 by t3589
7KeysCurtain Posted September 26, 2016 Posted September 26, 2016 (edited) Something broken with the [Landmarks] in newest updates? --- All good now. Thanks. Edited September 26, 2016 by 7KeysCurtain
t3589 Posted September 26, 2016 Author Posted September 26, 2016 (edited) Something broken with the [Landmarks] in newest updates? They are probably disabled because the player is at a location that already has static markers. Try this new one. I've added the landmark entries for static markers. If it still doesn't display any landmarks then something is wrong. EDIT: Tested fine for me at the usual locations. Edited September 26, 2016 by t3589
t3589 Posted September 26, 2016 Author Posted September 26, 2016 Bug or feature? When I accept a dance activity with one of the Kings Members, the other Kings start shooting at me .... ( had this twice so far ) This should be fixed now. It was due to the radios being activated during dances. Guess the Kings are touchy about turning their radios off.
MRM18870 Posted September 27, 2016 Posted September 27, 2016 Bug or feature? When I accept a dance activity with one of the Kings Members, the other Kings start shooting at me .... ( had this twice so far ) This should be fixed now. It was due to the radios being activated during dances. Guess the Kings are touchy about turning their radios off. Yep, seems to be ok now, I just had a dance activity without shooting something else is some odd to me. When a NPC ask me for my home location I can tell them "Novac Motel" - the funny thing about it - in my current play-through I have never been there - I went directly from Goodsprings to New Vegas. The only room I can curenty see as "home" is the personal room in the Wrangler. One suggestion for prostitution. When a patron wants unsafe sex, I think an option "ask for extra money" would be plausible.
t3589 Posted September 27, 2016 Author Posted September 27, 2016 (edited) Bug or feature? When I accept a dance activity with one of the Kings Members, the other Kings start shooting at me .... ( had this twice so far ) This should be fixed now. It was due to the radios being activated during dances. Guess the Kings are touchy about turning their radios off. Yep, seems to be ok now, I just had a dance activity without shooting something else is some odd to me. When a NPC ask me for my home location I can tell them "Novac Motel" - the funny thing about it - in my current play-through I have never been there - I went directly from Goodsprings to New Vegas. The only room I can curenty see as "home" is the personal room in the Wrangler. One suggestion for prostitution. When a patron wants unsafe sex, I think an option "ask for extra money" would be plausible. It's called a lie. Ya big fibber. If the money they offer isn't enough, you have the option to say no. There are already numerous opt-outs along the way during negotiations and sex. I think there are two solutions here. Option A: I add more options that circumvent saying no. Option B: The player chooses to say no. Not to bust your balls or anything, but you should really get more used to saying no with the default dialog. It's designed that way. There literally are no right or wrong choices. My PC says no continuously to all sorts of interactions (in fact I enjoy arguing), and none of my PCs relationships have suffered (trust me, they get over it). [solo Top] > [Cancel] > [Coerce] > [Make Out] > [Oral Top] > [Cancel] > [Negative Response] > [Argue] > [Argue] > [Argue] = That asshole should have selected something my PC wanted, and not something they didn't. In short, twisting and turning is less likely to get you what you want with the default dialog. It will get the NPCs what they want more often than not. You're more likely to get what you want by asserting yourself. Those dialog choices aren't there to be avoided as hurdles, but simply to express the PCs position. That being said, if you think the effects of saying no are too steep or too light, that's something I can tinker with and try to balance out. Let me know how it goes. EDIT: Think of it this way. If you want NPCs to walk all over the PC, avoid saying no. If you want them to respect the PC, say no more often. EDITx2: Btw, sometimes they lie when they agree to [safe Sex]. They say yes, take the condom, but then don't use it. lol Just remembered that. Edited September 27, 2016 by t3589
MRM18870 Posted September 27, 2016 Posted September 27, 2016 It's called a lie. Ya big fibber. How can my char lie about Novac Motel if she didn't even know about it? She was never in Novac, she can not know that there is a Motel, and there is a room waiting for her. If the money they offer isn't enough, you have the option to say no. There are already numerous opt-outs along the way during negotiations and sex. I think there are two solutions here. Option A: I add more options that circumvent saying no. Option B: The player chooses to say no. Not to bust your balls or anything, but you should really get more used to saying no with the default dialog. It's designed that way. There literally are no right or wrong choices. My PC says no continuously to all sorts of interactions (in fact I enjoy arguing), and none of my PCs relationships have suffered (trust me, they get over it). [solo Top] > [Cancel] > [Coerce] > [Make Out] > [Oral Top] > [Cancel] > [Negative Response] > [Argue] > [Argue] > [Argue] = That asshole should have selected something my PC wanted, and not something they didn't. In short, twisting and turning is less likely to get you what you want with the default dialog. It will get the NPCs what they want more often than not. You're more likely to get what you want by asserting yourself. Those dialog choices aren't there to be avoided as hurdles, but simply to express the PCs position. That being said, if you think the effects of saying no are too steep or too light, that's something I can tinker with and try to balance out. Let me know how it goes. EDIT: Think of it this way. If you want NPCs to walk all over the PC, avoid saying no. If you want them to respect the PC, say no more often. Well, I do often say no if the price is to low. However if this safe sex/unsafe sex dialogue begins, it is like starting a second negotiation. I think an other option might be to put this safe/unsafe into the first negotiation
7KeysCurtain Posted September 27, 2016 Posted September 27, 2016 (edited) EDITx2: Btw, sometimes they lie when they agree to [safe Sex]. They say yes, take the condom, but then don't use it. lol Just remembered that. That's even more worrying with Sexout Wear & Tear STDs. But how can the PC let them know they're not happy if they do that. A way you can get back at them for doing so besides killing? "You fucking dolt... what are you thinking!?" PC can bring up [issues] against the offending NPC > [No Condom During Safe Sex] > NPC could: (Dialog just being example). [Apologize] Imagine: (Can provide PC a BunX) "Sorry for that.", "I honestly forgot. (truth)", "I apologize, but don't worry I'm clean. (truth if they really are)" [Excuse] Imagine:"Yeah what ever forgot to put it on ok? (bullshit)", "It must have slipped off or something?", "Won't happen again. Promise...(possible lie)". [insult] Imagine: "Piss off bitch those things take away the pleasure", "So what whore?", "Like I give a fuck, slut.". [ignore] Imagine: "...", "...", "...". (Could also ignore if they're not clean of STDs). [Retaliate] Imagine: "You fucking speaking to me bitch? -slaps-", "-slaps- Watch your tone woman.". or... [Laughs] Imagine: (Laughs at the PC for bringing it up? Maybe a sadistic/prick NPC who thinks the PC is a worthless weak whore could laugh.) --- To add I like to think above responses would be from unfamiliar NPCs/Lovers/Stalkers/Certain Rotten/Low Loyalty Patrons. Partners that have Love for the PC wouldn't want to risk/impregnate/have kids with the PC unless both were happy with the decision. --- Regarding MRM's suggestion about bartering for more if they want un-safe sex. Patrons do offer/pay more for un-safe sex do they not? I thought they did? Is moving [safe Sex] or [unsafe Sex] to the beginning of negotiations the way to try this? If they want un-safe sex and the PC is comfortable (already took BunX before hand) should be able to ask for more for that kind of service. Edited September 27, 2016 by 7KeysCurtain
Sagebrush61 Posted September 27, 2016 Posted September 27, 2016 Just finished an extended date. They met at [Hotel] room of the Wrangler. After an activity he said goodbye, Courier asked him to stay awhile. A couple more activities then happened and they adjourned to the Lucky 38 for a [Nightcap]. Some booze, drugs and sex later they said goodnight. He went to bed in the Master Bedroom, she slept in another bed. In the morning they said hello and her date went home. It was a pretty complex chain of events and it went really smoothly from start to finish. Thought it might be nice to hear about something working exactly as planned and a good time was had by all
t3589 Posted September 27, 2016 Author Posted September 27, 2016 It's called a lie. Ya big fibber. How can my char lie about Novac Motel if she didn't even know about it? She was never in Novac, she can not know that there is a Motel, and there is a room waiting for her. If the money they offer isn't enough, you have the option to say no. There are already numerous opt-outs along the way during negotiations and sex. I think there are two solutions here. Option A: I add more options that circumvent saying no. Option B: The player chooses to say no. Not to bust your balls or anything, but you should really get more used to saying no with the default dialog. It's designed that way. There literally are no right or wrong choices. My PC says no continuously to all sorts of interactions (in fact I enjoy arguing), and none of my PCs relationships have suffered (trust me, they get over it). [solo Top] > [Cancel] > [Coerce] > [Make Out] > [Oral Top] > [Cancel] > [Negative Response] > [Argue] > [Argue] > [Argue] = That asshole should have selected something my PC wanted, and not something they didn't. In short, twisting and turning is less likely to get you what you want with the default dialog. It will get the NPCs what they want more often than not. You're more likely to get what you want by asserting yourself. Those dialog choices aren't there to be avoided as hurdles, but simply to express the PCs position. That being said, if you think the effects of saying no are too steep or too light, that's something I can tinker with and try to balance out. Let me know how it goes. EDIT: Think of it this way. If you want NPCs to walk all over the PC, avoid saying no. If you want them to respect the PC, say no more often. Well, I do often say no if the price is to low. However if this safe sex/unsafe sex dialogue begins, it is like starting a second negotiation. I think an other option might be to put this safe/unsafe into the first negotiation Because if we follow that reasoning, the player will invariably end up with only two options. [Argue] and [ignore] Unless you're saying that I should leave the player home response always available? But then isn't the inconsistency of not knowing about Novac equal to the inconsistency of not having a player home? If not, then the player is left with two choices before they get to Novac. Either give out the home location (which may or may not exist), or argue/ignore. Further, players like me would not be able to divide up NPCs until I reach Novac. Which leaves me with only one real choice, which is to argue/ignore until I get to Novac (in spite of player home being available). I welcome any suggestions. When safe/unsafe sex was added way back before the alpha, there were female condoms and STD meds. Granted I haven't seen these items in a long time in game. They used to be available from the doctors at SexoutStore, as well as the clinic and Sexout Drugging. This could probably be rectified, and I've already started looking into it. The point though is that when you haggle over safe/unsafe sex, you're not haggling over whether or not they will wear a condom. What you're really arguing over is whose responsibility it is to carry the burden of protection. There is nothing that prevents the player from wearing a condom, using BunX, douches, STD meds, etc (or at least there didn't used to be). I hand the conch back to you.
t3589 Posted September 27, 2016 Author Posted September 27, 2016 Just finished an extended date. They met at [Hotel] room of the Wrangler. After an activity he said goodbye, Courier asked him to stay awhile. A couple more activities then happened and they adjourned to the Lucky 38 for a [Nightcap]. Some booze, drugs and sex later they said goodnight. He went to bed in the Master Bedroom, she slept in another bed. In the morning they said hello and her date went home. It was a pretty complex chain of events and it went really smoothly from start to finish. Thought it might be nice to hear about something working exactly as planned and a good time was had by all lol I had a similar experience the other day. Slept in the same bed, the NPC got up in the morning right along with the player, then took a shower and used the PCs computer. It was very cool. I'm telling you the Under Water Home + Usable Toilets mods really are tits when it comes to testing. Yes it goes against my characters backstory. Yes it breaks immersion. Yes it is frivolous. But hands down it has the most variety for a fleshed out test of visitation. When NPCs [stay For A While] at my player home, they sit and eat, take showers, use the toilet, use the computer, do push ups, relax in the hot tub, sleep in the players bed, sit on the floor and hang out. It's pretty damn slick. I highly recommend it for testing visitation. Lot's of fun, even if my character could never afford such a place.
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