Jump to content

Sexout Intimacy


Recommended Posts

Posted

Problem with latest version with propositions.

 

 

pzJTOIYk.png

 

 

 

John Howie (28018810):fnSOIPCID:Identified!

John Howie (28018810):fnSOIQueue:CYCLE: 60

John Howie (28018810):fnSOIQueue:STAGE: 1

John Howie (28018810):fnSOIQueue:SPEED: 2

John Howie (28018810):fnSOIQueue:Checking Gains!

John Howie (28018810):fnSOIGainEval:Negative: 11

John Howie (28018810):fnSOIGainEval:Positive: 14

John Howie (28018810):fnSOIGainEval:Base: 17

John Howie (28018810):fnSOIQueue:Checking Appearance!

John Howie (28018810):fnSOIApprncEval:Appeal: 19

John Howie (28018810):fnSOIApprncEval:Appealing!

John Howie (28018810):fnSOIApprncEval:Legs!

John Howie (28018810):fnSOIApprncEval:Ass!

John Howie (28018810):fnSOIApprncEval:Girly!

John Howie (28018810):fnSOIApprncEval:Intellectual!

John Howie (28018810):fnSOIApprncEval:Charismatic!

John Howie (28018810):fnSOIApprlEval:Clothing Value: 26

John Howie (28018810):fnSOIApprlEval:Outfit Quality: 2

John Howie (28018810):fnSOIApprlEval:Value Add: 9

John Howie (28018810):fnSOIApprlEval:Appeal: 9

John Howie (28018810):fnSOIQueue:Checking Attributes!

John Howie (28018810):fnSOIAttrbtEval:PCReputation: 1

John Howie (28018810):fnSOIAttrbtEval:Conviction: 85

John Howie (28018810):fnSOIAttrbtEval:Envy: 1

John Howie (28018810):fnSOIAttrbtEval:Aggravation: 63

John Howie (28018810):fnSOIAttrbtEval:Attraction: 39

John Howie (28018810):fnSOIAttrbtEval:Inhibition: 73

John Howie (28018810):fnSOIAttrbtEval:Tension: 100

John Howie (28018810):fnSOIAttrbtEval:Desire: 100

John Howie (28018810):fnSOIAttrbtEval:Lust: 100

John Howie (28018810):fnSOIQueue:Checking Behavior!

John Howie (28018810):fnSOISelfEval:Compatible!

John Howie (28018810):fnSOISelfEval:Familiar!

John Howie (28018810):fnSOISelfEval:Angry!

John Howie (28018810):fnSOISelfEval:Single!

John Howie (28018810):fnSOISelfEval:Nervous!

John Howie (28018810):fnSOISelfEval:Alone!

John Howie (28018810):fnSOIBehvrEval:DoActivity: 1

John Howie (28018810):fnSOIBehvrEval:DoFlirt: 2

John Howie (28018810):fnSOIBehvrEval:DoSex: 2

John Howie (28018810):fnSOIBehvrEval:ActionM!

John Howie (28018810):fnSOIBehvrEval:Actions: 5

John Howie (28018810):fnSOIPCID:Identified!

John Howie (28018810):fnSOIQueue:Action!

John Howie (28018810):fnSOIAction:Talk To: Lyla!

John Howie (28018810):fnSOIAction:Approach!

John Howie (28018810):SOIApprchScript:Approaching!

John Howie (280174F4):fnSOIPkgSet:Remove: (3312AB70) at (0)

John Howie (28018810):fnSOIPkgSet:Apply: 13

John Howie (28018810):fnSOIPkgSet:SOIWalkToPC!

John Howie (28018810):SOIApprchScript:Arrived!

fnSOIDialogEval:(John Howie):Says:(330F07FD):To:(Lyla)

John Howie (28018810):fnSOIDialogEval:Clear!

John Howie (28018810):SOITrackerQst:Running!

John Howie (28018810):fnSOITrackrAdj:SOLust: 56

John Howie (28018810):fnSOITrackrAdj:SOLust: 57

John Howie (28018810):fnSOITrackrAdj:SubLvl: 1

John Howie (28018810):fnSOITrackrAdj:ForePlay: 2

John Howie (28018810):fnSOITrackrAdj:SOLust: 58

John Howie (28018810):fnSOITrackrAdj:DomLvl: 24

John Howie (28018810):fnSOITrackrAdj:SubLvl: 0

John Howie (28018810):fnSOITrackrAdj:ForePlay: 8

John Howie (28018810):fnSOITrackrAdj:DomLvl: 25

John Howie (28018810):fnSOITrackrAdj:ForePlay: 14

John Howie (28018810):fnSOITrackrAdj:SOLust: 59

John Howie (28018810):fnSOITrackrAdj:SOLust: 60

John Howie (28018810):fnSOITrackrAdj:SubLvl: 1

John Howie (28018810):fnSOITrackrAdj:ForePlay: 18

John Howie (28018810):fnSOITrackrAdj:SOLust: 61

John Howie (28018810):fnSOITrackrAdj:DomLvl: 24

John Howie (28018810):fnSOITrackrAdj:SubLvl: 0

John Howie (28018810):fnSOITrackrAdj:ForePlay: 24

John Howie (28018810):fnSOITrackrAdj:SOLust: 62

John Howie (28018810):fnSOITrackrAdj:DomLvl: 23

John Howie (28018810):fnSOITrackrAdj:SubLvl: -1

John Howie (28018810):fnSOITrackrAdj:ForePlay: 26

John Howie (28018810):fnSOITrackrAdj:SOLust: 63

John Howie (28018810):fnSOITrackrAdj:DomLvl: 22

John Howie (28018810):fnSOITrackrAdj:SubLvl: -2

John Howie (28018810):fnSOITrackrAdj:ForePlay: 32

John Howie (28018810):fnSOITrackrAdj:SOLust: 64

John Howie (28018810):fnSOITrackrAdj:SubLvl: -1

John Howie (28018810):fnSOITrackrAdj:ForePlay: 34

John Howie (28018810):fnSOITrackrAdj:SOLust: 65

John Howie (28018810):fnSOITrackrAdj:DomLvl: 21

John Howie (28018810):fnSOITrackrAdj:SubLvl: -2

John Howie (28018810):fnSOITrackrAdj:ForePlay: 40

John Howie (28018810):fnSOITrackrAdj:Inhibition: 71

John Howie (28018810):fnSOITrackrAdj:DomLvl: 22

John Howie (28018810):fnSOITrackrAdj:ForePlay: 37

John Howie (28018810):fnSOITrackrAdj:AfterGlow: 1

John Howie (28018810):fnSOIPkgSet:Apply: 16

John Howie (28018810):fnSOIPkgSet:Standing!

John Howie (28018810):fnSOIPkgSet:SOIStay!

John Howie (28018810):fnSOIPkgSet:RemovePackage!

John Howie (28018810):SOITrackerQst:Cleared!

 

 

Thanks for the report.  This should be fixed now.  The NPC must not have had any sex type proclivities, which is why negotiate didn't show.

 

Posted

Is there any reason why I can't add any individuals? I can only do "add nearby", when I pick an NPC with left shift + hotkey and introduce myself they're still exluded.

Posted

Is there any reason why I can't add any individuals? I can only do "add nearby", when I pick an NPC with left shift + hotkey and introduce myself they're still exluded.

 

Both set the exact same setting.  Add nearby just sets it on multiple NPCs at once.

 

 

 

NX_GetEVFl "SOI:Sys:Include" ; If this is set, the NPC is added.
NX_GetEVFl "SOI:Sys:Reserved" ; If this is set, the NPC is reserved.

 

 

 

If include is set and reserved is null, they are added.  Note that included NPCs must run through prep before they are available for interaction (first cycle).  If you 'introduce', then wait for their first cycle to complete it should be fine (it's not instant).  If they won't prep/cycle, scan debug should indicate why they are being held up.

Posted

Dating safety Tip:  If you have a lover who is a Fiend from Vault 3, do not invite her for a Nightcap at Lucky 38 or Novac Motel.  Fiends, including Moto-Runner seem to go hostile when they arrive (my Home location which is Victor's Shack in Goodsprings appears to be safe).  My poor date arrived at Lucky 38, immediately spotted ED-E and pulled out this ridiculous little knife and charged saying "are you ready to die".  ED-E replied with a couple of Big Blue Bolts and all my poor Courier could do is cry while muttering "I'm never going to get laid at this rate". :(

 

In other news:  does an "alignment conflict detected" prevent a relationship from advancing.  After the death of Fiend, Courier seemed to be building a relationship with Alice Hostetler, her Love and Trust and Influence levels seemed to be rising every time I visited, but then Mr. House insisted I wipe out the Brotherhood of Steel.  Big Karma hit, leaving my Courier as a "Demon Spawn".  Suddenly her budding romance with Alice seemed to stall and she noticed the alignment conflict.  It's fixible because I have a mod that lets you add or subtract Karma in 500 point increments, but I was wondering if it's possible to romance someone when they like you a lot but have an alignment conflict?

Posted (edited)

Dating safety Tip:  If you have a lover who is a Fiend from Vault 3, do not invite her for a Nightcap at Lucky 38 or Novac Motel.  Fiends, including Moto-Runner seem to go hostile when they arrive (my Home location which is Victor's Shack in Goodsprings appears to be safe).  My poor date arrived at Lucky 38, immediately spotted ED-E and pulled out this ridiculous little knife and charged saying "are you ready to die".  ED-E replied with a couple of Big Blue Bolts and all my poor Courier could do is cry while muttering "I'm never going to get laid at this rate". :(

 

In other news:  does an "alignment conflict detected" prevent a relationship from advancing.  After the death of Fiend, Courier seemed to be building a relationship with Alice Hostetler, her Love and Trust and Influence levels seemed to be rising every time I visited, but then Mr. House insisted I wipe out the Brotherhood of Steel.  Big Karma hit, leaving my Courier as a "Demon Spawn".  Suddenly her budding romance with Alice seemed to stall and she noticed the alignment conflict.  It's fixible because I have a mod that lets you add or subtract Karma in 500 point increments, but I was wondering if it's possible to romance someone when they like you a lot but have an alignment conflict?

 

I think that's to be expected between enemies.  Not sure if anything should be done about it.  Forcing them to get along through the mod would be silly imo.

 

I haven't revisited alignment functions in a while, so they could need work.  How it is currently, I'm pretty sure a relationship would be possible between a good aligned player and an evil aligned NPC (probably mostly sex).  The other side of the coin will probably be an uphill battle, but I haven't tested it enough to know how difficult it is (maybe impossible?).

 

EDIT:  How possible do you think it should be, and based on what grounds?

 

Edited by t3589
Posted

Yeh, I'm used to Fiends shooting at me outside the vault and being relatively passive inside, I guess being drug addicts will do that to you.

 

I'm kind of thinking with alignments that it should be possible if there was already the start of a relationship there.  Happens all the time in the real world, people do things their loved ones don't approve of, but it doesn't always end the relationship.  In this case there was already a bond starting, but then my employer ordered me to "put the Brotherhood out of his misery".  I've always had issues with New Vegas' Karma system anyway.  You shouldn't gain Karma for killing, no matter how bad the person you are killing is.  And the Brotherhood doesn't meet my definition of good.  The first time I encountered them, a patrol tried to kill me just for walking through Hidden Valley at night, they didn't even have it marked with "No Trespassing" signs.  Serves them right that I returned the favor. :angry:   I'm not sure how often a player would encounter this situation anyway.  Such a big shift in Karma is fairly rare

Posted

I've been trying this out and have two wives that have never met each other, one waits in the El Rey the other has never been there and it's not marked as home.

 

While in the El Rey I got this in the console:

 

Attempting to call a null function on null reference or base object

File: SexoutIntimacy.esm Offset 0x02(incrementing numbers) Command: Let

Error in script 1e0cbc17

 

It seem the absent one was being scanned even though she was not there. It sets and evaluates her packages after quite a few of the error lines above.

 

Is this normal?

 

Edit: While I'm asking, is there any way to set up my wives so they like each other and we can all just get along, jump in the hammock and whisper sweet kumbyahs into each other's ears?

 

Posted (edited)

Yeh, I'm used to Fiends shooting at me outside the vault and being relatively passive inside, I guess being drug addicts will do that to you.

 

I'm kind of thinking with alignments that it should be possible if there was already the start of a relationship there.  Happens all the time in the real world, people do things their loved ones don't approve of, but it doesn't always end the relationship.  In this case there was already a bond starting, but then my employer ordered me to "put the Brotherhood out of his misery".  I've always had issues with New Vegas' Karma system anyway.  You shouldn't gain Karma for killing, no matter how bad the person you are killing is.  And the Brotherhood doesn't meet my definition of good.  The first time I encountered them, a patrol tried to kill me just for walking through Hidden Valley at night, they didn't even have it marked with "No Trespassing" signs.  Serves them right that I returned the favor. :angry:   I'm not sure how often a player would encounter this situation anyway.  Such a big shift in Karma is fairly rare

 

I feel the same about the karma system.  Are you using any karma mods?  I have BadKarma installed.

 

At one time alignment shifts did not apply retroactively, though they still ate away at gains.  I'm not sure if it still works that way, but that's not a bad idea.  I may put it back in for the next one if it isn't there already.  Define 'previous relationship/bond'?  At what point do you think they should 'stick'?

 

The way it is now, good aligned NPCs will consider evil aligned players as incompatible.  So in other words, it would be as difficult to establish a deeper relationship with them as it would be to turn an incompatible.  So not impossible, but difficult and time consuming.

 

 

 

I've been trying this out and have two wives that have never met each other, one waits in the El Rey the other has never been there and it's not marked as home.

 

While in the El Rey I got this in the console:

 

Attempting to call a null function on null reference or base object

File: SexoutIntimacy.esm Offset 0x02(incrementing numbers) Command: Let

Error in script 1e0cbc17

 

It seem the absent one was being scanned even though she was not there. It sets and evaluates her packages after quite a few of the error lines above.

 

Is this normal?

 

Edit: While I'm asking, is there any way to set up my wives so they like each other and we can all just get along, jump in the hammock and whisper sweet kumbyahs into each other's ears?

 

I might have fixed this in the new one I just posted.  The NPC in question was trying to return to a location.  Without debug though, I'm just guessing.

 

Yes and no.  Yes there are plenty of settings you can alter to have them get along.  But no, none of those settings will likely stick due to the dynamic nature of the system.  That being said, love triangles are not completely tested/worked out.  It's pretty much just the framing.  Which means that eventually there will probably be some setting that authors can use to institute love triangles.

 

The main problem is that this mod is designed to be dynamic.  Therefore, every 'sticky' setting I add means one more aspect that the player cannot change through game play (static = anti-dynamic).  The idea being that relationships/people can change/grow over the course of the experience.

 

So if you're looking for this mod to be something you can 'pose' just by setting a few things, you're probably going to be sorely disappointed.  Unless you're willing to continually bypass the entire system by setting things over and over again every time a change occurs due to the course of the relationship.

 

Thoughts on this are most welcome.

 

EDIT:  IMO, the best course of action would be to set the profiles of the NPCs so that they are 'most likely' to get along.  As opposed to a static setting that forces them to get along.

 

 

Edited by t3589
Posted

The only Karma mod I have is one that adds two control panels in the Goodsprings Store where you can adjust the players Karma up or down by 500 points.  I don't typically use it, but this character I wanted to remain basicly neutral, then along came the Brotherhood of Steel and I got a whole lot of bad karma for killing them.  I can't seem to remain neutral naturally while playing the game, I always wind up really good just from defending myself from people and feral ghouls that try to kill me.

 

In terms of relationship levels, I was more thinking about values for things like love, trust and influence.  What brought up the question was Alice Hostetler, I guess she liked the fact that I talked her out of robbing and killing her mother (didn't get any positive Karma for that, go figure).  She is compatible and familiar, but at the time of the big karma drop she had a love of 45, trust of 25 and influence of 45.  We hadn't done anything but a few activities like having a drink or hanging out, no making out or anything.  She seemed like a likely candidate for actually reaching the "girlfriend" relationship which I haven't seen in quite a while.  After killing the brotherhood her gain rate seemed to pretty much zero out, like the negatives were now balancing the positives.

 

So, something like instead of being tied to set levels like lover, partner or spouse - I was thinking more along the lines of how strongly the NPC seems to be attracted to the PC.  Basic compatibility.  If a potential couple is otherwise compatible I'm thinking something like the karma hit from killing a bunch of hostile strangers the NPC doesn't know probably shouldn't have that big of an impact on how the relationship moves forward.  Now if it was someone like Veronica who is a member of the Brotherhood or if you killed someone's friends or parents I would expect that to be a deal breaker.

 

Not sure if it's possible to even do it that way, if effects have to be tied to relationship levels then I think maybe people who are partners or higher should probably be resistant to karma swings breaking the relationship.

Posted (edited)

The only Karma mod I have is one that adds two control panels in the Goodsprings Store where you can adjust the players Karma up or down by 500 points.  I don't typically use it, but this character I wanted to remain basicly neutral, then along came the Brotherhood of Steel and I got a whole lot of bad karma for killing them.  I can't seem to remain neutral naturally while playing the game, I always wind up really good just from defending myself from people and feral ghouls that try to kill me.

 

In terms of relationship levels, I was more thinking about values for things like love, trust and influence.  What brought up the question was Alice Hostetler, I guess she liked the fact that I talked her out of robbing and killing her mother (didn't get any positive Karma for that, go figure).  She is compatible and familiar, but at the time of the big karma drop she had a love of 45, trust of 25 and influence of 45.  We hadn't done anything but a few activities like having a drink or hanging out, no making out or anything.  She seemed like a likely candidate for actually reaching the "girlfriend" relationship which I haven't seen in quite a while.  After killing the brotherhood her gain rate seemed to pretty much zero out, like the negatives were now balancing the positives.

 

So, something like instead of being tied to set levels like lover, partner or spouse - I was thinking more along the lines of how strongly the NPC seems to be attracted to the PC.  Basic compatibility.  If a potential couple is otherwise compatible I'm thinking something like the karma hit from killing a bunch of hostile strangers the NPC doesn't know probably shouldn't have that big of an impact on how the relationship moves forward.  Now if it was someone like Veronica who is a member of the Brotherhood or if you killed someone's friends or parents I would expect that to be a deal breaker.

 

Not sure if it's possible to even do it that way, if effects have to be tied to relationship levels then I think maybe people who are partners or higher should probably be resistant to karma swings breaking the relationship.

 

Yeah it doesn't make sense.  I'm guessing the explanation is that Alice is reacting to a drop in the number as opposed to the actual BoS event.  Which is hogwash imo.  Personally I don't consider any of the factions to be the 'good guys'.  They're just a pile of lesser evils.

 

I hate the global application of it as well.  She would have zero knowledge of the event, but then that would have required the devs to implement event level tracking and I'm assuming they didn't want to do that. lol

 

I don't really know what to do about it, other than what you mentioned.  Is she still compatible?  If so, maybe the solution is to work out what it would take to counter her dissatisfaction through game play?

 

I'll look into the alignment tracking here soon and see if I can tune it up a bit.  Maybe it's too harsh and just needs some tweaking.

 

EDIT: I think you have to get her gun and then settle things with her parents for the karma boost.  Then refusing the money will also give karma.  In my game that is.  Not sure if the BadKarma mod is doing that or vanilla.

 

Edited by t3589
Posted

 

Yeah it doesn't make sense.  I'm guessing the explanation is that Alice is reacting to a drop in the number as opposed to the actual BoS event.  Which is hogwash imo.  Personally I don't consider any of the factions to be the 'good guys'.  They're just a pile of lesser evils.

 

I hate the global application of it as well.  She would have zero knowledge of the event, but then that would have required the devs to implement event level tracking and I'm assuming they didn't want to do that. lol

 

I don't really know what to do about it, other than what you mentioned.  Is she still compatible?  If so, maybe the solution is to work out what it would take to counter her dissatisfaction through game play?

 

I'll look into the alignment tracking here soon and see if I can tune it up a bit.  Maybe it's too harsh and just needs some tweaking.

 

EDIT: I think you have to get her gun and then settle things with her parents for the karma boost.  Then refusing the money will also give karma.  In my game that is.  Not sure if the BadKarma mod is doing that or vanilla.

 

She was still compatible after the "incident", just all her gain increases seemed to stop (I think the negatives applied equalled the positives), which sort of leaves a relationship dead in it's tracks, if desire never increases you never get the opportunity to invite them to an activity.  Without activities you cant give them things or flirt which makes it hard to get over the dead spot where no progress is made.  I "fixed" it by adding positive karma which pretty much brought my character back to neutral Karma instead of really evil.  At which point the progress of the relationship went back to mostly positive.  So I kind of fixed the problem for me, but I was curious about how possible it would have been to increase the relationship when there is an alignment conflict.  If it is as difficult as getting a [Friend] NPC to try a bi experience then my chances of doing it successfully weren't very good.

 

 

Posted

 

She was still compatible after the "incident", just all her gain increases seemed to stop (I think the negatives applied equalled the positives), which sort of leaves a relationship dead in it's tracks, if desire never increases you never get the opportunity to invite them to an activity.  Without activities you cant give them things or flirt which makes it hard to get over the dead spot where no progress is made.  I "fixed" it by adding positive karma which pretty much brought my character back to neutral Karma instead of really evil.  At which point the progress of the relationship went back to mostly positive.  So I kind of fixed the problem for me, but I was curious about how possible it would have been to increase the relationship when there is an alignment conflict.  If it is as difficult as getting a [Friend] NPC to try a bi experience then my chances of doing it successfully weren't very good.

 

 

No I was essentially saying that if they are incompatible due to alignment conflicts, they will be as difficult as an incompatible.  If she's still compatible, that means you weren't incompatible due to an alignment conflict when you first met.  They will not turn incompatible due to alignment if they are already established compatible.

 

I checked and the only thing it affects on NPCs like this one is absence.  That's all alignment conflict does to the relationship if they are already compatible and the player changes alignment.  It just drops a few stats depending upon how long you've been gone, and does not (as far as I can tell) really hold them back in any significant way.

 

Though if you hardly ever see them, you can expect large drops for alignment conflict that stack on top any other negatives.  In short, I'd say your solution was just to make sure you see her more often.  So it shouldn't be as bad as previously thought.

Posted

 

 

Yeh, I'm used to Fiends shooting at me outside the vault and being relatively passive inside, I guess being drug addicts will do that to you.

 

I'm kind of thinking with alignments that it should be possible if there was already the start of a relationship there.  Happens all the time in the real world, people do things their loved ones don't approve of, but it doesn't always end the relationship.  In this case there was already a bond starting, but then my employer ordered me to "put the Brotherhood out of his misery".  I've always had issues with New Vegas' Karma system anyway.  You shouldn't gain Karma for killing, no matter how bad the person you are killing is.  And the Brotherhood doesn't meet my definition of good.  The first time I encountered them, a patrol tried to kill me just for walking through Hidden Valley at night, they didn't even have it marked with "No Trespassing" signs.  Serves them right that I returned the favor. angry.png   I'm not sure how often a player would encounter this situation anyway.  Such a big shift in Karma is fairly rare

 

I feel the same about the karma system.  Are you using any karma mods?  I have BadKarma installed.

 

At one time alignment shifts did not apply retroactively, though they still ate away at gains.  I'm not sure if it still works that way, but that's not a bad idea.  I may put it back in for the next one if it isn't there already.  Define 'previous relationship/bond'?  At what point do you think they should 'stick'?

 

The way it is now, good aligned NPCs will consider evil aligned players as incompatible.  So in other words, it would be as difficult to establish a deeper relationship with them as it would be to turn an incompatible.  So not impossible, but difficult and time consuming.

 

 

 

I've been trying this out and have two wives that have never met each other, one waits in the El Rey the other has never been there and it's not marked as home.

 

While in the El Rey I got this in the console:

 

Attempting to call a null function on null reference or base object

File: SexoutIntimacy.esm Offset 0x02(incrementing numbers) Command: Let

Error in script 1e0cbc17

 

It seem the absent one was being scanned even though she was not there. It sets and evaluates her packages after quite a few of the error lines above.

 

Is this normal?

 

Edit: While I'm asking, is there any way to set up my wives so they like each other and we can all just get along, jump in the hammock and whisper sweet kumbyahs into each other's ears?

 

I might have fixed this in the new one I just posted.  The NPC in question was trying to return to a location.  Without debug though, I'm just guessing.

 

Yes and no.  Yes there are plenty of settings you can alter to have them get along.  But no, none of those settings will likely stick due to the dynamic nature of the system.  That being said, love triangles are not completely tested/worked out.  It's pretty much just the framing.  Which means that eventually there will probably be some setting that authors can use to institute love triangles.

 

The main problem is that this mod is designed to be dynamic.  Therefore, every 'sticky' setting I add means one more aspect that the player cannot change through game play (static = anti-dynamic).  The idea being that relationships/people can change/grow over the course of the experience.

 

 

So if you're looking for this mod to be something you can 'pose' just by setting a few things, you're probably going to be sorely disappointed.  Unless you're willing to continually bypass the entire system by setting things over and over again every time a change occurs due to the course of the relationship.

 

Thoughts on this are most welcome.

 

EDIT:  IMO, the best course of action would be to set the profiles of the NPCs so that they are 'most likely' to get along.  As opposed to a static setting that forces them to get along.

 

 

Perhaps a soi:prc:shares where they will share with people that are also sharers? This could then allow threesomes to happen without prostitution and step over bad things happening in the relationship unless it becomes too unequal. 

[ask personal]

Likes sharing.

 

I think if it is another sharer witnessing sex with a sharer then there should also be no "seek privacy" unless there are also other NPCs.

 

Posted

Hey man, one question pls... Did your girlfriend slap you in to the face, while you tries to kiss her?

 

Some of them do.  Obviously not the promiscuous type, maybe looking for a committed relationship before they are ready to make out.  Guess you'll have to romance her some more.

Posted

 

Hey man, one question pls... Did your girlfriend slap you in to the face, while you tries to kiss her?

 

Some of them do.  Obviously not the promiscuous type, maybe looking for a committed relationship before they are ready to make out.  Guess you'll have to romance her some more.

 

 

Well, i mean girlfriend, that you already dating for some time. Like i said some times before, this mod have a very good idea, but realisation is awfull. Its acting sometimes so stupid and funy, that almost make me cry. I think T3589 should rebuild it totally. Im shure he really can.

  • 4 weeks later...
Posted

So, I'm probably just stupid, but I seem to have hit a wall. I've done everything instructed, and as far as I can tell, all I can do is use "Small Talk," "Follow," and "Nothing" as options when I speak to NPCs using the Hotkey.

Using Small Talk, the NPC will reply with a number of different responses (Flirtatious, Small Talk, Affable, etc), but that's it. Nothing else ever happens. No other options are presented, nothing.

I can't really find good instructions for this mod or for its mecanisms, but it seems to be solid. I either just can't figure it out, or I've done something wrong.

Posted

So, I'm probably just stupid, but I seem to have hit a wall. I've done everything instructed, and as far as I can tell, all I can do is use "Small Talk," "Follow," and "Nothing" as options when I speak to NPCs using the Hotkey.

 

Using Small Talk, the NPC will reply with a number of different responses (Flirtatious, Small Talk, Affable, etc), but that's it. Nothing else ever happens. No other options are presented, nothing.

 

I can't really find good instructions for this mod or for its mecanisms, but it seems to be solid. I either just can't figure it out, or I've done something wrong.

 

The more you converse with an individual NPC the more you'll get to know each other and the more dialog options that will open up.

In debug you can see if said NPC considers you or another NPC a Stranger, or if they're Familiar.

 

Also from what I know there is a soft limit on the amount of actions you can perform towards one NPC per game day, so if you've already exhausted alot of the same actions you'll get alot of nothing but small talk.

 

Also how many times have you hotkeyed and communicated that NPC or others? A few? 10, 20, 50? Don't expect a quick opening of luck unless you and that NPC hit it off very well, some NPCs couldn't care less about you (tension will rise if you hang around them for super long or keep pestering them) and others might find you interesting and enjoy your company, no NPC is exactly the same, different stats and all. Your apparel and looks matter more than you think it does and can affect outcomes. Post a debug TXT if you want.

 

Walk and hang around the NPC(s) in question, continue to interact with them and see if they open up more dialog options or to spending time doing activities with you (and asking them there thoughts while doing that).

 

SOI... She's a lean sometimes mean thought and time consuming machine, with that there are no good instructions besides playing and learning how things work via trial and error, becoming accustomed to how certain things play out, so trying to rush things like a puppet master will only cause you despair, lol.

 

Feel free to ask more questions and I can try help more in-depth if needed. Also don't forget about the thread search feature for certain things.

Posted

Since clothing/armor is such a big part of SOI I was curious if there were any clothing/armor mods the people in this thread would recommend using with SOI. I've got all the requirements for SCR which I know SOI uses, but I was curious if there are any other clothing/armor mods beyond those that would be good.

Posted

 

So, I'm probably just stupid, but I seem to have hit a wall. I've done everything instructed, and as far as I can tell, all I can do is use "Small Talk," "Follow," and "Nothing" as options when I speak to NPCs using the Hotkey.

 

Using Small Talk, the NPC will reply with a number of different responses (Flirtatious, Small Talk, Affable, etc), but that's it. Nothing else ever happens. No other options are presented, nothing.

 

I can't really find good instructions for this mod or for its mecanisms, but it seems to be solid. I either just can't figure it out, or I've done something wrong.

 

The more you converse with an individual NPC the more you'll get to know each other and the more dialog options that will open up.

In debug you can see if said NPC considers you or another NPC a Stranger, or if they're Familiar.

 

Also from what I know there is a soft limit on the amount of actions you can perform towards one NPC per game day, so if you've already exhausted alot of the same actions you'll get alot of nothing but small talk.

 

Also how many times have you hotkeyed and communicated that NPC or others? A few? 10, 20, 50? Don't expect a quick opening of luck unless you and that NPC hit it off very well, some NPCs couldn't care less about you (tension will rise if you hang around them for super long or keep pestering them) and others might find you interesting and enjoy your company, no NPC is exactly the same, different stats and all. Your apparel and looks matter more than you think it does and can affect outcomes. Post a debug TXT if you want.

 

Walk and hang around the NPC(s) in question, continue to interact with them and see if they open up more dialog options or to spending time doing activities with you (and asking them there thoughts while doing that).

 

SOI... She's a lean sometimes mean thought and time consuming machine, with that there are no good instructions besides playing and learning how things work via trial and error, becoming accustomed to how certain things play out, so trying to rush things like a puppet master will only cause you despair, lol.

 

Feel free to ask more questions and I can try help more in-depth if needed. Also don't forget about the thread search feature for certain things.

 

Gotcha. I'll try some more tonight and experiment a little, wait a few days, etc. If nothing works, I'll report back.

Posted

 

 

So, I'm probably just stupid, but I seem to have hit a wall. I've done everything instructed, and as far as I can tell, all I can do is use "Small Talk," "Follow," and "Nothing" as options when I speak to NPCs using the Hotkey.

 

Using Small Talk, the NPC will reply with a number of different responses (Flirtatious, Small Talk, Affable, etc), but that's it. Nothing else ever happens. No other options are presented, nothing.

 

I can't really find good instructions for this mod or for its mecanisms, but it seems to be solid. I either just can't figure it out, or I've done something wrong.

 

The more you converse with an individual NPC the more you'll get to know each other and the more dialog options that will open up.

In debug you can see if said NPC considers you or another NPC a Stranger, or if they're Familiar.

 

Also from what I know there is a soft limit on the amount of actions you can perform towards one NPC per game day, so if you've already exhausted alot of the same actions you'll get alot of nothing but small talk.

 

Also how many times have you hotkeyed and communicated that NPC or others? A few? 10, 20, 50? Don't expect a quick opening of luck unless you and that NPC hit it off very well, some NPCs couldn't care less about you (tension will rise if you hang around them for super long or keep pestering them) and others might find you interesting and enjoy your company, no NPC is exactly the same, different stats and all. Your apparel and looks matter more than you think it does and can affect outcomes. Post a debug TXT if you want.

 

Walk and hang around the NPC(s) in question, continue to interact with them and see if they open up more dialog options or to spending time doing activities with you (and asking them there thoughts while doing that).

 

SOI... She's a lean sometimes mean thought and time consuming machine, with that there are no good instructions besides playing and learning how things work via trial and error, becoming accustomed to how certain things play out, so trying to rush things like a puppet master will only cause you despair, lol.

 

Feel free to ask more questions and I can try help more in-depth if needed. Also don't forget about the thread search feature for certain things.

 

Gotcha. I'll try some more tonight and experiment a little, wait a few days, etc. If nothing works, I'll report back.

 

So, having looked at a lot of the output on the console, there's something I'm noticing.

 

I was using Corporal Betsy as my test subject- my PC is female. Talking to her a lot over the course of a few days seems to raise her disposition towards me, as well as her desire. However, she never really acts on them. When they reach the 80s, I get a continuation of the Small Talk dialogue where I can Offer (food, chems, etc), Ask (food, chems), Walk, Date, Dance.

 

Sometimes she'll say yes to that stuff (Dance appears to do nothing) and it will proceed, I assume, as planned. However, usually at the end of one of these activities (Walk, Date) all of her Desire and Disposition towards me are reset. They go back to zero, and I have to build them back up to the 80s to do anything again.

 

I might be wrong on this, but in addition to that, the Date doesn't seem to really to do much. I'll get a Date Greeting, she'll want to Walk if I let her decide, she'll ask where I work, and get a Neutral Response when I say courier. After that, she'll say goodbye. If I or her suggest a Nightcap (I tried Dance and failed every time, then offered food and got a positive response) she'll eventually say goodbye and her stats are reset.

Posted

Since clothing/armor is such a big part of SOI I was curious if there were any clothing/armor mods the people in this thread would recommend using with SOI. I've got all the requirements for SCR which I know SOI uses, but I was curious if there are any other clothing/armor mods beyond those that would be good.

 

It allows you to set clothing however you like based on your own opinions.  So there's no particular clothing mod that is necessarily tied to the system.

 

SCR clothing has the advantage of already being added to certain clothing lists by SCR.  This means most of them will already be classified one way or another.  You shouldn't need to set them or change them unless you disagree with their classifications.

 

Other than that, I like to use SoL (Spice of Life) clothing personally.  I like that it adds a whole slew of clothing all in one shot as opposed to individual clothing mods that only provide one or two items.

 

Others use piecemeal clothing, which you probably have to play with the settings to get them just right.  It's really a matter of preference.

Posted

 

 

 

So, I'm probably just stupid, but I seem to have hit a wall. I've done everything instructed, and as far as I can tell, all I can do is use "Small Talk," "Follow," and "Nothing" as options when I speak to NPCs using the Hotkey.

 

Using Small Talk, the NPC will reply with a number of different responses (Flirtatious, Small Talk, Affable, etc), but that's it. Nothing else ever happens. No other options are presented, nothing.

 

I can't really find good instructions for this mod or for its mecanisms, but it seems to be solid. I either just can't figure it out, or I've done something wrong.

 

The more you converse with an individual NPC the more you'll get to know each other and the more dialog options that will open up.

In debug you can see if said NPC considers you or another NPC a Stranger, or if they're Familiar.

 

Also from what I know there is a soft limit on the amount of actions you can perform towards one NPC per game day, so if you've already exhausted alot of the same actions you'll get alot of nothing but small talk.

 

Also how many times have you hotkeyed and communicated that NPC or others? A few? 10, 20, 50? Don't expect a quick opening of luck unless you and that NPC hit it off very well, some NPCs couldn't care less about you (tension will rise if you hang around them for super long or keep pestering them) and others might find you interesting and enjoy your company, no NPC is exactly the same, different stats and all. Your apparel and looks matter more than you think it does and can affect outcomes. Post a debug TXT if you want.

 

Walk and hang around the NPC(s) in question, continue to interact with them and see if they open up more dialog options or to spending time doing activities with you (and asking them there thoughts while doing that).

 

SOI... She's a lean sometimes mean thought and time consuming machine, with that there are no good instructions besides playing and learning how things work via trial and error, becoming accustomed to how certain things play out, so trying to rush things like a puppet master will only cause you despair, lol.

 

Feel free to ask more questions and I can try help more in-depth if needed. Also don't forget about the thread search feature for certain things.

 

Gotcha. I'll try some more tonight and experiment a little, wait a few days, etc. If nothing works, I'll report back.

 

So, having looked at a lot of the output on the console, there's something I'm noticing.

 

I was using Corporal Betsy as my test subject- my PC is female. Talking to her a lot over the course of a few days seems to raise her disposition towards me, as well as her desire. However, she never really acts on them. When they reach the 80s, I get a continuation of the Small Talk dialogue where I can Offer (food, chems, etc), Ask (food, chems), Walk, Date, Dance.

 

Sometimes she'll say yes to that stuff (Dance appears to do nothing) and it will proceed, I assume, as planned. However, usually at the end of one of these activities (Walk, Date) all of her Desire and Disposition towards me are reset. They go back to zero, and I have to build them back up to the 80s to do anything again.

 

I might be wrong on this, but in addition to that, the Date doesn't seem to really to do much. I'll get a Date Greeting, she'll want to Walk if I let her decide, she'll ask where I work, and get a Neutral Response when I say courier. After that, she'll say goodbye. If I or her suggest a Nightcap (I tried Dance and failed every time, then offered food and got a positive response) she'll eventually say goodbye and her stats are reset.

 

 

I'd have to see the debug.  She should dance when agreeing to it.  Sounds like something is off.  Some stats roll over (not a reset).

 

@All: I'm knee deep in work right now and haven't had a chance to work on this lately.  I'm also trying to put together a new gaming rig.  It may be a while before I get back in the groove, but I have lots of improvement that I want to get to (including a stat rollover replacement).  Stay tuned.

 

Posted

 

 

 

 

So, I'm probably just stupid, but I seem to have hit a wall. I've done everything instructed, and as far as I can tell, all I can do is use "Small Talk," "Follow," and "Nothing" as options when I speak to NPCs using the Hotkey.

 

Using Small Talk, the NPC will reply with a number of different responses (Flirtatious, Small Talk, Affable, etc), but that's it. Nothing else ever happens. No other options are presented, nothing.

 

I can't really find good instructions for this mod or for its mecanisms, but it seems to be solid. I either just can't figure it out, or I've done something wrong.

 

The more you converse with an individual NPC the more you'll get to know each other and the more dialog options that will open up.

In debug you can see if said NPC considers you or another NPC a Stranger, or if they're Familiar.

 

Also from what I know there is a soft limit on the amount of actions you can perform towards one NPC per game day, so if you've already exhausted alot of the same actions you'll get alot of nothing but small talk.

 

Also how many times have you hotkeyed and communicated that NPC or others? A few? 10, 20, 50? Don't expect a quick opening of luck unless you and that NPC hit it off very well, some NPCs couldn't care less about you (tension will rise if you hang around them for super long or keep pestering them) and others might find you interesting and enjoy your company, no NPC is exactly the same, different stats and all. Your apparel and looks matter more than you think it does and can affect outcomes. Post a debug TXT if you want.

 

Walk and hang around the NPC(s) in question, continue to interact with them and see if they open up more dialog options or to spending time doing activities with you (and asking them there thoughts while doing that).

 

SOI... She's a lean sometimes mean thought and time consuming machine, with that there are no good instructions besides playing and learning how things work via trial and error, becoming accustomed to how certain things play out, so trying to rush things like a puppet master will only cause you despair, lol.

 

Feel free to ask more questions and I can try help more in-depth if needed. Also don't forget about the thread search feature for certain things.

 

Gotcha. I'll try some more tonight and experiment a little, wait a few days, etc. If nothing works, I'll report back.

 

So, having looked at a lot of the output on the console, there's something I'm noticing.

 

I was using Corporal Betsy as my test subject- my PC is female. Talking to her a lot over the course of a few days seems to raise her disposition towards me, as well as her desire. However, she never really acts on them. When they reach the 80s, I get a continuation of the Small Talk dialogue where I can Offer (food, chems, etc), Ask (food, chems), Walk, Date, Dance.

 

Sometimes she'll say yes to that stuff (Dance appears to do nothing) and it will proceed, I assume, as planned. However, usually at the end of one of these activities (Walk, Date) all of her Desire and Disposition towards me are reset. They go back to zero, and I have to build them back up to the 80s to do anything again.

 

I might be wrong on this, but in addition to that, the Date doesn't seem to really to do much. I'll get a Date Greeting, she'll want to Walk if I let her decide, she'll ask where I work, and get a Neutral Response when I say courier. After that, she'll say goodbye. If I or her suggest a Nightcap (I tried Dance and failed every time, then offered food and got a positive response) she'll eventually say goodbye and her stats are reset.

 

 

I'd have to see the debug.  She should dance when agreeing to it.  Sounds like something is off.  Some stats roll over (not a reset).

 

@All: I'm knee deep in work right now and haven't had a chance to work on this lately.  I'm also trying to put together a new gaming rig.  It may be a while before I get back in the groove, but I have lots of improvement that I want to get to (including a stat rollover replacement).  Stay tuned.

 

 

I honestly don't know how to post debug logs, but I'll figure it out and do so.

 

I do remember that every time her stats would reset, there'd be some big log about phases and stages.

Posted

 

Since clothing/armor is such a big part of SOI I was curious if there were any clothing/armor mods the people in this thread would recommend using with SOI. I've got all the requirements for SCR which I know SOI uses, but I was curious if there are any other clothing/armor mods beyond those that would be good.

 

It allows you to set clothing however you like based on your own opinions.  So there's no particular clothing mod that is necessarily tied to the system.

 

SCR clothing has the advantage of already being added to certain clothing lists by SCR.  This means most of them will already be classified one way or another.  You shouldn't need to set them or change them unless you disagree with their classifications.

 

Other than that, I like to use SoL (Spice of Life) clothing personally.  I like that it adds a whole slew of clothing all in one shot as opposed to individual clothing mods that only provide one or two items.

 

Others use piecemeal clothing, which you probably have to play with the settings to get them just right.  It's really a matter of preference.

 

 

I had noticed that the SCR clothes were already classified which does make them convenient.

 

Thanks for the suggestion. I'll have to look into that and see if it fits my tastes.

 

I have one other unrelated question. Is SexoutAssault required for the rape part of this mod? I had SOI running for a while and never had anything happen. I just wanted to check since after reading SOI's description I like the way it handles rape more than SOAssault.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...