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Sexout Intimacy


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@Nyaa  Possible theory.  You approached a companion NPC for the first time, the system set them up as compatible, then you hired them as a companion and as a result, you now have an NPC with dialog that adjusts their stats but does not ever run through due to being hired?

 

@Boon  I think any gift in such an environment would be considered a symbol of hope, but that's just my take on it.  Right now it's just value based more or less, but in the future I would like to compile a list of special gift items that actually DO something.  Not to account for every item, but to attach deeper meaning to certain items as well as functions.  ie. Teddy Bears soften the NPCs heart attribute.  Sexy outfits increase libido.  etc.

 

In any case I'm getting ahead of myself.  There are 3 items I have always wanted to add to this mod, which are the traditional Valentines day 'romantic' gifts.  The game already has one of them in the form of lingerie.  But it has always bothered me that Candy, Flowers, and Perfume/Cologne weren't readily available as items.  Now at least I know the resources are there for me to make this happen.

 

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The guy with the Cold Deck Gift Shop (if I'm remembering the name correctly  : P  ) already gave permission to me to give to you for the perfume bottles and box of chocolates in it.  I think that was the only stuff of worth besides having dark lingerie versions.

 

Companion yes.  Always.  ; P  Other NPCs will eventually respond to Casual Dialog with Playful, which makes me think that processing has gone on on their end.

 

I've had noses turned up at Stimpaks.  Well.  Some people just don't want to survive in the wastes.

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Companion yes.  Always.  ; P  Other NPCs will eventually respond to Casual Dialog with Playful, which makes me think that processing has gone on on their end.

 

 

I'm going to work on this.  I'm thinking something like, process them if you're at home regardless of hire?

 

Another alternative I've been thinking of is to simply turn on companion hires, but give them the ability to unhire themselves and split when they get tired of your PCs bullshit.  More of a shotgun approach.  I'm just not sure how tolerable that would be by companion fans?

 

But that's only one problem.  The other main problems with companions are: This mod was not meant to be the entire game, but to fit in between the game.  As a result, this presents a problem when the NPC and the PC never part ways.  And of course there are problems with continuity and companion quests, but that's par for the course really.

 

Perhaps if I lengthen the cycle for companion hires, so they don't get overwhelmed from being around you 24/7 365? lol  That would solve the smothering problem at least, then I could mess with the quest stuff later.

 

EDIT: Try the new one.  I've enabled escorts.  Then use the customization terminal to set your companions NPC Pace to a slower speed if they're getting in your way too often and let me know how it goes?

Edited by t3589
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Does non-DRL conversation count against you (tactics, trade, wait, etc.)?  Previously, I think I only had aggravation whenever I got negative responses.

 

No.  Though sometimes adjustments acquired from the previous conversation can happen upon greeting.

 

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Been trying out the mod. Very nice. Managed to get [Patron] and [Lover] options. Used their functions successfully. i believe I was able to turn one [Lover] into [patron].

[Argue] seems to work fine. Does [Cold removed] mean you are on good terms with an NPC again? 

Testing has only been in starting areas and did not go past Nipton yet.

 

My Questions/Issues:

(1) [Party] option in [Friend activity] doesn't seem to go anywhere. NPC will follow but loses speech options. Am I doing it right? I tried this in Good springs, Mojave Outpost and Primm casino (after gambling re-opened because I thought I would try a "party" environment).

 

(2) One [Hang out] session turned into a date. No official [Later] comment to end the hang out. It simply went from [Hang out] + [small talk]/[Flirt]...etc respective options -> straight to [continue..]  as if we were already dating. This opened up the [Date] options.

 

(3) PC offers NPC a gift. Never got a non-sarcastic response. Gifts included assorted drugs, caps, a pistol, alcohol and even a teddy bear. What gifts/value gifts will yield positive responses?

 

(4)------You mentioned in an earlier post, [Customize Rates] should appear with 3 simultaneous [Lovers].

No option for [Customize Rates] in the menu. Conditions so far: 1 [patron], 4-5 [Lovers] (already banged them all), 1 [Date Pending], confirmed [Rumor: Prostitute]. However with [Lovers] I think I only asked for [Present] twice. Do the 3 [Lovers] all need to have given PC a [Present]?

 

CTD's:

(1) After setting up some relationships in Mojave Outpost, confirming Rumor: Prostitute, denying Rumor: Boyfriend, I left outpost to kill stuff. Fast traveled back to Mojave Outpost. Heard whistle/cat call, saw an NPC who I had [Date pending] with run up to PC, then crashed.

 

Additional note:

(1) I uninstalled the mod after making a few relationships. Started the game and made a new "clean" save (one without the plugins active). Upon re-installing the mod on the clean save, all previous configurations were the same. Former NPC's had retained relationships with PC.

 

How does this mod remember the actions that happened in previous installations? Does it use scripting (even though no scripts are in the download package)?

 

Cheers

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Been trying out the mod. Very nice. Managed to get [Patron] and [Lover] options. Used their functions successfully. i believe I was able to turn one [Lover] into [patron].

[Argue] seems to work fine. Does [Cold removed] mean you are on good terms with an NPC again? 

Testing has only been in starting areas and did not go past Nipton yet.

 

Argue is incomplete.  It's currently just a placeholder so you can remove the 'Cold Shoulder' state.  I plan to have some sort of conflict resolution conversation there, but the way I play has kept me from expanding on it.  ie.  My PC could care less who likes them and who doesn't.  If they do that's fine, but if they don't my PC solves the problem by telling them to 'go piss up a rope', moves on to someone else, and forgets they exist (kind of like RL). lol

 

 

My Questions/Issues:

(1) [Party] option in [Friend activity] doesn't seem to go anywhere. NPC will follow but loses speech options. Am I doing it right? I tried this in Good springs, Mojave Outpost and Primm casino (after gambling re-opened because I thought I would try a "party" environment).

 

Friendly dialog indicates a conversation with an NPC that is incompatible.  That being said you should see 'activity dialog' once the partying activity has begun.  I haven't tested incompatibles much, but I'll look into this.  There should be activity dialog.

 

 

(2) One [Hang out] session turned into a date. No official [Later] comment to end the hang out. It simply went from [Hang out] + [small talk]/[Flirt]...etc respective options -> straight to [continue..]  as if we were already dating. This opened up the [Date] options.

 

This is correct.  It may be somewhat confusing due to the generic dialog placeholders, but for now you'll have to fill in the gaps with your imagination.  It's just the mechanism by which multiple activities can be performed within a single get together.  It uses the date dialog because a date is nothing more than an appointment to perform an activity.  The intention was to touch on the idea that couples often find themselves unexpectedly dating.  ie.  'Is this is date?'.

 

 

 

(3) PC offers NPC a gift. Never got a non-sarcastic response. Gifts included assorted drugs, caps, a pistol, alcohol and even a teddy bear. What gifts/value gifts will yield positive responses?

 

Gifts definitely need more work.  This will change when I get around to attaching deeper meaning to certain items.  Currently, it's partially based on the NPCs level of wealth.  ie. The greater an NPCs wealth, the less impressed they will be with gifts of low value (items they already have or can buy hundreds of for themselves).

 

Try giving them a Plasma Rifle and see what they say.

 

 

(4)------You mentioned in an earlier post, [Customize Rates] should appear with 3 simultaneous [Lovers].

No option for [Customize Rates] in the menu. Conditions so far: 1 [patron], 4-5 [Lovers] (already banged them all), 1 [Date Pending], confirmed [Rumor: Prostitute]. However with [Lovers] I think I only asked for [Present] twice. Do the 3 [Lovers] all need to have given PC a [Present]?

 

This has been changed.  There are no longer any requirements to establish lovers.  Beginning prostitution has been greatly relaxed.  The key is now simply Patrons.  ie.  If you see [Patron Dialog], the wages menu should be displayed in the terminal world settings.

 

There's a slight caveat to this rule though.  Just because an NPC has the patron dialog, does not necessarily mean that they are 'finalized' as patrons.  ie. The NPC already sees themselves as a patron, but the system has not yet categorized them as such.

 

The solution is to let them run through at least once before you 'officially' consider them anything.  Yet another reason why NPCs will occasionally require some space.  Just be around them, but avoid the temptation to constantly try and manipulate them with dialog, and this should happen sooner rather than later.

 

 

CTD's:

(1) After setting up some relationships in Mojave Outpost, confirming Rumor: Prostitute, denying Rumor: Boyfriend, I left outpost to kill stuff. Fast traveled back to Mojave Outpost. Heard whistle/cat call, saw an NPC who I had [Date pending] with run up to PC, then crashed.

 

Additional note:

(1) I uninstalled the mod after making a few relationships. Started the game and made a new "clean" save (one without the plugins active). Upon re-installing the mod on the clean save, all previous configurations were the same. Former NPC's had retained relationships with PC.

 

How does this mod remember the actions that happened in previous installations? Does it use scripting (even though no scripts are in the download package)?

 

Cheers

 

I too have had this happen many times at the Outpost and I have yet to figure it out.  It does seem location based for me, as it never happens anywhere other than near the statues.  Mostly under the statues, but sometimes in front of them (the placard side).  It has never happened on the outpost side of them.  Yours is the first confirmation of this so I'll add it to known issues here soon.  I've spent days trying to figure out what's causing it and eventually gave up in favor of moving forward.

 

It remembers the NX vars set on the NPC refs.  For now you can use the customization terminal to reset NPCs individually, delete/edit the extender files associated with that save (Data/NVSE/Plugins/Extender/Saves/savefilename.fos.csv  This will affect other mods I promise), or start fresh from before you loaded this mod.

 

I'll try and address this soon with a universal reset.  Though I still recommend that you get somewhere that you want to be before testing.  I don't activate this mod myself until I'm at least level 5-9 (generally one level above the PCs Char, and always after Goodsprings/Joe Cobb/Caravan Deck).

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My Questions/Issues:

(1) [Party] option in [Friend activity] doesn't seem to go anywhere. NPC will follow but loses speech options. Am I doing it right? I tried this in Good springs, Mojave Outpost and Primm casino (after gambling re-opened because I thought I would try a "party" environment).

 

I just checked this.  There is no party option for [Friend Activities]?  The only choices are Eat/Drink/Hang Out/Walk/Nevermind.

 

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My Questions/Issues:

(1) [Party] option in [Friend activity] doesn't seem to go anywhere. NPC will follow but loses speech options. Am I doing it right? I tried this in Good springs, Mojave Outpost and Primm casino (after gambling re-opened because I thought I would try a "party" environment).

 

Friendly dialog indicates a conversation with an NPC that is incompatible.  That being said you should see 'activity dialog' once the partying activity has begun.  I haven't tested incompatibles much, but I'll look into this.  There should be activity dialog.

 

 

No dialogue after [Party] commences and NPC is [following]. I had to reload save otherwise have an NPC permanently attached.

However, I did not wait a very long time. Is the NPC expected to start conversation with PC in this case?

 

 

 

 


My Questions/Issues:

(1) [Party] option in [Friend activity] doesn't seem to go anywhere. NPC will follow but loses speech options. Am I doing it right? I tried this in Good springs, Mojave Outpost and Primm casino (after gambling re-opened because I thought I would try a "party" environment).

 

I just checked this.  There is no party option for [Friend Activities]?  The only choices are Eat/Drink/Hang Out/Walk/Nevermind.
 

 

 

 

There is usually no [Party] option. On a few occasions, [Party] has shown up. But the way you say it should come up in [Friend Activities], it is hit and miss. Not 100%.

 

Edit: In hindsight, I think [Party] came up in [Friend Acts] twice. This was with Mojave post troopers inside Laceys bar.

 

As for Eat/Drink/Hang Out/Walk/Nevermind, I think I observed something. [Hang out] is only available indoors. [Walk] is only available outdoors. Not the other way around. [Eat/Drink/Nevemind] are always available.

 

(2) One [Hang out] session turned into a date. No official [Later] comment to end the hang out. It simply went from [Hang out] + [small talk]/[Flirt]...etc respective options -> straight to [continue..]  as if we were already dating. This opened up the [Date] options.

 

This is correct.  It may be somewhat confusing due to the generic dialog placeholders, but for now you'll have to fill in the gaps with your imagination.  It's just the mechanism by which multiple activities can be performed within a single get together.  It uses the date dialog because a date is nothing more than an appointment to perform an activity.  The intention was to touch on the idea that couples often find themselves unexpectedly dating.  ie.  'Is this is date?'.

 

 

 

(3) PC offers NPC a gift. Never got a non-sarcastic response. Gifts included assorted drugs, caps, a pistol, alcohol and even a teddy bear. What gifts/value gifts will yield positive responses?

 

Gifts definitely need more work.  This will change when I get around to attaching deeper meaning to certain items.  Currently, it's partially based on the NPCs level of wealth.  ie. The greater an NPCs wealth, the less impressed they will be with gifts of low value (items they already have or can buy hundreds of for themselves).

 

Try giving them a Plasma Rifle and see what they say.

 

 


(4)------You mentioned in an earlier post, [Customize Rates] should appear with 3 simultaneous [Lovers].

No option for [Customize Rates] in the menu. Conditions so far: 1 [patron], 4-5 [Lovers] (already banged them all), 1 [Date Pending], confirmed [Rumor: Prostitute]. However with [Lovers] I think I only asked for [Present] twice. Do the 3 [Lovers] all need to have given PC a [Present]?

 

This has been changed.  There are no longer any requirements to establish lovers.  Beginning prostitution has been greatly relaxed.  The key is now simply Patrons.  ie.  If you see [Patron Dialog], the wages menu should be displayed in the terminal world settings.

 

There's a slight caveat to this rule though.  Just because an NPC has the patron dialog, does not necessarily mean that they are 'finalized' as patrons.  ie. The NPC already sees themselves as a patron, but the system has not yet categorized them as such.

 

The solution is to let them run through at least once before you 'officially' consider them anything.  Yet another reason why NPCs will occasionally require some space.  Just be around them, but avoid the temptation to constantly try and manipulate them with dialog, and this should happen sooner rather than later.

 

 

 

Ok understandable.

 

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No dialogue after [Party] commences and NPC is [following]. I had to reload save otherwise have an NPC permanently attached.

However, I did not wait a very long time. Is the NPC expected to start conversation with PC in this case?

 

There is usually no [Party] option. On a few occasions, [Party] has shown up. But the way you say it should come up in [Friend Activities], it is hit and miss. Not 100%.

 

Edit: In hindsight, I think [Party] came up in [Friend Acts] twice. This was with Mojave post troopers inside Laceys bar.

 

As for Eat/Drink/Hang Out/Walk/Nevermind, I think I observed something. [Hang out] is only available indoors. [Walk] is only available outdoors. Not the other way around. [Eat/Drink/Nevemind] are always available.

 

 

Once any activity begins, you're in that activity until they say goodbye.  Some NPCs will be more chatty than others.  Some will not say anything the whole time.  Though all of them should indicate when the activity is over.  Sometimes they'll end by saying goodbye, other times they'll end by asking for a date, sex, to continue, etc.  Hint: The more intellectual the NPC is, the greater the chance of them being talkative.

 

The party option simply does not exist in the Friend Activity choices.  If you're getting it for incompatibles, then something is wrong.  I'll try and poke around to see if I can get it to happen.

 

Yes Hang Out/Walk are actually the same activity in different places.

 

EDIT:  Here's how it should work:

-  [Party Here] > [Positive Response]

- slight pause, if the NPC is not a provider a trade window opens and the PC gives them something (drugs/booze)

- if the NPC is a provider they give the PC something (drugs/booze)

- then the party activity begins

- initiating conversation with the NPC should display [Activity Dialog] (NOTE: may have to use Smaller Talk to access it)

- NPC may or may not initiate conversation during this time

- Afterward (roughly 90 seconds), NPC says goodbye and activity ends or continues and begins another activity

- If it ends, NPC should then go back to whatever they were doing.

 

 

Edited by t3589
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In any case I'm getting ahead of myself.  There are 3 items I have always wanted to add to this mod, which are the traditional Valentines day 'romantic' gifts.  The game already has one of them in the form of lingerie.  But it has always bothered me that Candy, Flowers, and Perfume/Cologne weren't readily available as items.  Now at least I know the resources are there for me to make this happen.

 

We could consider there are 'two' lingerie sets. The sexy, and the naughty. Being the naughty a unique item (sold at M&R), It may have even more special consideration.

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No dialogue after [Party] commences and NPC is [following]. I had to reload save otherwise have an NPC permanently attached.

However, I did not wait a very long time. Is the NPC expected to start conversation with PC in this case?

 

There is usually no [Party] option. On a few occasions, [Party] has shown up. But the way you say it should come up in [Friend Activities], it is hit and miss. Not 100%.

 

Edit: In hindsight, I think [Party] came up in [Friend Acts] twice. This was with Mojave post troopers inside Laceys bar.

 

As for Eat/Drink/Hang Out/Walk/Nevermind, I think I observed something. [Hang out] is only available indoors. [Walk] is only available outdoors. Not the other way around. [Eat/Drink/Nevemind] are always available.

 

 

Once any activity begins, you're in that activity until they say goodbye.  Some NPCs will be more chatty than others.  Some will not say anything the whole time.  Though all of them should indicate when the activity is over.  Sometimes they'll end by saying goodbye, other times they'll end by asking for a date, sex, to continue, etc.  Hint: The more intellectual the NPC is, the greater the chance of them being talkative.
 

The party option simply does not exist in the Friend Activity choices.  If you're getting it for incompatibles, then something is wrong.  I'll try and poke around to see if I can get it to happen.

 

Yes Hang Out/Walk are actually the same activity in different places.

 

EDIT:  Here's how it should work:

-  [Party Here] > [Positive Response]

- slight pause, if the NPC is not a provider a trade window opens and the PC gives them something (drugs/booze)

- if the NPC is a provider they give the PC something (drugs/booze)

- then the party activity begins

- initiating conversation with the NPC should display [Activity Dialog] (NOTE: may have to use Smaller Talk to access it)

- NPC may or may not initiate conversation during this time

- Afterward (roughly 90 seconds), NPC says goodbye and activity ends or continues and begins another activity

- If it ends, NPC should then go back to whatever they were doing.

 

 

 

Ok I played around with [Party].

 

PC initiated [Party] goes nowhere, no available dialogue after NPC starts following you. Even after waiting a while/NPC following for a while, there are no options to [Party here].

 

NPC initiated [Party] works like a charm. Exactly as you described.

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Ok I played around with [Party].

 

PC initiated [Party] goes nowhere, no available dialogue after NPC starts following you. Even after waiting a while/NPC following for a while, there are no options to [Party here].

 

NPC initiated [Party] works like a charm. Exactly as you described.

 

OK I think I know what's up.  I just tested PC initiated party, worked flawlessly.  Here's what I think is going wrong, and it's somewhat my fault.

 

There's an aspect to party that I assumed, but no one else probably did.  And that is that the 'party' activity, is a 'private' activity.  The partying activity is meant as a counter culture activity.  Further, if NPCs overhear someone asking you to party, rumors are likely.  ie. We don't invite every ol' body to the bathroom to share our coke.

 

While this context is evident to me, it may not be so for everyone, and that fact just completely slipped my mind.  I think your solution will be to have the NPC follow you to a private place, the dialog should then appear.  Let me know?

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I always thought 'party' was drug-related too. That reminds something I ended up never asking: in game all drugs gotta effects, but lore says some of there are considered recreational, while other just combat-oriented. How this mod deals with that? Because I tend not to use a lot of chems (just hydra or mentats), I almost never used 'party'.

 

I mean, a NPC would accept jet, mentats or med-x to 'party'. But not hydra or psycho. Are there 'good' and 'bad' chems in the 'party' activity?

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I always thought 'party' was drug-related too. That reminds something I ended up never asking: in game all drugs gotta effects, but lore says some of there are considered recreational, while other just combat-oriented. How this mod deals with that? Because I tend not to use a lot of chems (just hydra or mentats), I almost never used 'party'.

 

I mean, a NPC would accept jet, mentats or med-x to 'party'. But not hydra or psycho. Are there 'good' and 'bad' chems in the 'party' activity?

 

It's based mainly on whether or not the substance is addictive, psychoactive, or has some sort of sex effect.  If a combat drug fits those criteria, it will count as well.

 

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I do not see a how to install?  can i use NMM?  do I need both files?

 

Rename the 7z to fomod and install with FOMM (or just install with FOMM).  You can try NMM, I don't use it.  Yes the esm does nothing on it's own.

 

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Hey t3589. Have you seen this?

 

www.nexusmods.com/newvegas/mods/57561/?

 

 

Maybe useful in some way for this mod? For example, you flip off a NPC whos looking at you. He/she approach with a 'negative response'.

Or if you get a few 'negative responses' in a row on a NPC, that could trigger the flip off animation in the pissed NPC.

 

Quite a lot of ideas, if this could be implemente in a sort of way.

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Hey t3589. Have you seen this?

 

www.nexusmods.com/newvegas/mods/57561/?

 

Maybe useful in some way for this mod? For example, you flip off a NPC whos looking at you. He/she approach with a 'negative response'.

Or if you get a few 'negative responses' in a row on a NPC, that could trigger the flip off animation in the pissed NPC.

 

Quite a lot of ideas, if this could be implemente in a sort of way.

 

lol  We've been talking about it for a couple days now.  I want it ALL!

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  • 2 weeks later...

Fanstastic Mod t3589! 

 

It took me ages to realise putting on the stealth option in the Sexout Clothing Evaluation System was the reason most NPCs could not approach my PC.

Can't wait to explore the different depths of these interactions. :)

 

Timing is such an important part of casual interaction, but I can see that system resources are dolled out quite sparingly.

If there was a way (timing respective) have Harder Characters give quicker responses, while gradually softer ones give slower responses.

 

I would imagine the response times for the mod between interactions would bore the daylights out of most players used to the

immediate gratification F-NV developers provided. :P

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Fanstastic Mod t3589! 

 

It took me ages to realise putting on the stealth option in the Sexout Clothing Evaluation System was the reason most NPCs could not approach my PC.

Can't wait to explore the different depths of these interactions. :)

 

Timing is such an important part of casual interaction, but I can see that system resources are dolled out quite sparingly.

If there was a way (timing respective) have Harder Characters give quicker responses, while gradually softer ones give slower responses.

 

I would imagine the response times for the mod between interactions would bore the daylights out of most players used to the

immediate gratification F-NV developers provided. :P

 

Thanks.  I'm having fun with it.

 

Ahh that makes sense.  This mod will ignore you if you have stealthboy active.  I'm guessing if an armor applies the effect it picks it up also.

 

There's a Game Pace setting to adjust the cycle, or you can set the cycle independently on each NPC to make some cycle faster than others.  Is that what you mean, or are you referring to something else?

 

That's because this mod doesn't attempt to make sex the central theme of the entire game.  If you're not interested in playing the actual game, yes you will probably become bored with this mod.  Also, if you're looking to 'stage' a relationship, you will probably become frustrated with this mod.  If you like to play through the game and just let things happen as part of the story, then you will probably enjoy this mod.

 

This mod includes the possibility that you may never have sex, and that you may never get into a deeper relationship, etc.  So if you're coming from a quest mod where you expect things to happen, there will probably be some culture shock involved.

 

EDIT: If that fails, there is a cheat menu in the NPC customization terminal that will give you a fair amount of control.  You filthy cheaters.

Edited by t3589
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Awe inspiring mod t3589, just what the doctor ordered.

 

This mod has, without a doubt, rapidly turned into one of my favourites and has replaced several mods in my load order. I love the way it's unobtrusive while at the same time always ticking away to add new content in the form of interactions with characters.

 

I am currently playing with TTW, and am having no problems in the Capital Wasteland. I have been approached with rumours, and have been invited for a drink on several occasions. Have not tried prostitution as yet, or been approached for sex, but I don't really spend much time in one place either so no surprises there.

 

An older character's experiences in Vegas made me want to try a complete run-through with it and I'm thinking of integrating into a mod I was working on to add a little something, as well as giving me a better way of initiating a dance. 

 

If a person is looking for as realistic as possible approach to their in-game sex, this is a close as it comes.

 

Well done, I shall follow this with great interest.

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I would agree moreuse, and it is a very ambitious achievement even with just dialogue placeholders. It fills the gap that many mods lack,which is persistent storage to relational data that is tied with NPCs interacting with the PC.

 

Even the wSex mod of The Art of Seducation and Marriage lacked NPCs initiating interactions, and that mod was the closest in design to this mod.

 

You really must try SO Dynamic Relationship Layer with SexOut Clothing Evaluation System (and its MCM frontend), it can give you more options to customise and grow your character initially.

 

I am trying to find a way to make two NPCs kill each other if my PC is trying to seduce them both. I don't know if it is possible since I have only seen PC to NPC interaction only and not NPC to NPC yet.

 

The more interesting and intensive part is filling in the placeholders with real dialogue. Some options are just plain confusing when they have the exact same label, especially in foreplay where the same entry sometimes appears in the list twice.

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Awe inspiring mod t3589, just what the doctor ordered.

 

This mod has, without a doubt, rapidly turned into one of my favourites and has replaced several mods in my load order. I love the way it's unobtrusive while at the same time always ticking away to add new content in the form of interactions with characters.

 

I am currently playing with TTW, and am having no problems in the Capital Wasteland. I have been approached with rumours, and have been invited for a drink on several occasions. Have not tried prostitution as yet, or been approached for sex, but I don't really spend much time in one place either so no surprises there.

 

An older character's experiences in Vegas made me want to try a complete run-through with it and I'm thinking of integrating into a mod I was working on to add a little something, as well as giving me a better way of initiating a dance. 

 

If a person is looking for as realistic as possible approach to their in-game sex, this is a close as it comes.

 

Well done, I shall follow this with great interest.

 

Thank you.  I couldn't have gotten this far without feedback from the community.

 

You damn TTW users...  Always with the compla... Wha wait what?  No problems in the CW?  Well then...  You damn TTW users.  Always reminding me of how much I need to get TTW so I can refine this mod to work with TTW.  Which in turn reminds me of how broke I am irl, that I can't afford, what is FO3 now, $15 bucks on steam?

 

Kidding aside, most of the customization features in this mod now are so TTW users can finagle around any problems they might encounter, because I can't test it.  I will get to this some sunny day.  Sad thing is I had FO3 years ago when it came out, not from steam, beat it, set it on a shelf, forgot it, lost it (kids probably got a hold of it).

 

The rumors system needs a lot of work still.  I plan to add a negotiation sequence to prostitution soon so you don't have to menu out to set your pricing all the time.  Lately I've been testing a more romantic play through, which takes longer to test.  It's a real challenge not to hop into bed with any ol' body you meet.  I too move through the game, and often never go back to some of the places I've been unless there's a reason to.

 

Feel free to copy the dance, integrate it, however you like.  I have to remind you that it's still alpha though.  Something to note.  The esp of this mod is merely an example.  The esm is the actual mod.  In other words, the esp is an example of how dialog/mod authors can use the esm.  ie. The esp is just me standing in for the hypothetical modder who might use the esm.  Doing the things I think a dialog/mod author might do.  It was created to be edited/taken apart/used as an example of how you can add relationships tracking to your own mods dialog.  Feel free to crack it open and tinker with it and give me feedback.  I'll post the modder vars and functions to the OP at some point.

 

Well the goal was never really to be ultra realistic.  My standard is just to a. make it make sense, and b. add in the elements that I thought were missing or felt empty when playing with sexout mods.  Mainly anticipation, challenge, consequence, dynamism, and effort.

 

 

I would agree moreuse, and it is a very ambitious achievement even with just dialogue placeholders. It fills the gap that many mods lack,which is persistent storage to relational data that is tied with NPCs interacting with the PC.

 

Even the wSex mod of The Art of Seducation and Marriage lacked NPCs initiating interactions, and that mod was the closest in design to this mod.

 

You really must try SO Dynamic Relationship Layer with SexOut Clothing Evaluation System (and its MCM frontend), it can give you more options to customise and grow your character initially.

 

I am trying to find a way to make two NPCs kill each other if my PC is trying to seduce them both. I don't know if it is possible since I have only seen PC to NPC interaction only and not NPC to NPC yet.

 

The more interesting and intensive part is filling in the placeholders with real dialogue. Some options are just plain confusing when they have the exact same label, especially in foreplay where the same entry sometimes appears in the list twice.

 

This mod has apparel settings so that Clothing Eval is not required.  In fact, you'll notice that setting some aspects in this mod will activate the same in Clothing Eval.  ie. If you enable slutty for an outfit in this mod, it will also be checked in Clothing Evals MCM settings.  Feel free to use them both however.  They shouldn't conflict.  Just know that Clothing Eval doesn't really add anything to this mod.

 

There is no fighting when they compete.  Are you saying you want them to (actual combat)?  Here's how it basically works currently.

 

LoverA and NPCHittingOnYouB/LoverB get together in the same place.  LoverA assesses the situation.  If LoverA is not threatened or intimidated by NPCB/LoverB, they will insult NPCB/LoverB to their face.  If they ARE threatened or intimidated, they'll complain to the PC instead.  In either case all parties involved (save the player) have their stats effected in some way.  Mostly negatively.

 

There are exceptions to the above however.  ie. The PCs girlfriend/wife isn't going to be intimidated/threatened as easily as some run of the mill NPC lover, and will usually do their level best to crush the competition, as well as take out their anger on the PC in the process. lol

 

Yes you really have to use your imagination for the dialog.  It's very very basic/broad/generalized.  But as I mentioned above, feel free to crack open the esp, edit it with real dialog, release it as your own mod, request that I add it in the example esp, etc. etc.  Real dialog is a long way off for me.  The very purpose of the mechanics in this mod was to give dialog authors a way to create their own relationships, without having to worry so much about scripting.

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