t3589 Posted January 29, 2020 Author Posted January 29, 2020 On 1/28/2020 at 2:14 AM, dark_lotus said: Hey T, here to bug you again, with mostly inane play questions (sorry). I am trying to make sense of a particular NPCs behavior (personality?) Now, right off the bat, this NPC, has loathed me. All he wants to do is [argue], [insult], and [wrong] -which I have no idea what that means? Is he saying my argument is wrong, or I'm wrong? Which, I have no idea what I'm wrong about. His disposition to me is literally -97, as soon as he was enabled, he got right into arguing with me and insulting me. But then, he turns around and relentlessly hounds my PC making advances and trying to give me gifts. I humored it a bit and did some activities with him, and he still acted like a massive dick. I finally got fed up and have been insulting, ignoring, and just rejecting everything from him, and it makes his disposition of me go up, and cranks up his advances towards me into overdrive? Like, does he enjoy my PC being an absolute bitch at him? Is that a fetish or something? That's funny. lol It tickles the shit out of me when they exhibit unique emergent behaviors. Yes, [Wrong] is the placeholder for contradicting the players arguments. I'd say he definitely wants to get into the PCs pants, and doesn't really seem to want an intimate relationship. I'd have to see his stats to gain any insight as to why he behaves this way. Probably has a short temper attribute. Might be a conflict of alignment as well. Evil NPCs will cozy up to good aligned PCs as a matter of conquest/corruption, but good aligned NPCs will generally loath evil PCs (though they may remain physically attracted). Rejection should decrease disposition technically, but it can also increase respect when the PC isn't a complete push-over. I suspect that's probably part of what's going on. Once the PC began to stand up for themselves by saying no, they gained respect. Respect goes a long way to promote disposition. Just a guess.
dark_lotus Posted January 30, 2020 Posted January 30, 2020 On 1/29/2020 at 9:56 AM, t3589 said: That's funny. lol It tickles the shit out of me when they exhibit unique emergent behaviors. Yes, [Wrong] is the placeholder for contradicting the players arguments. I'd say he definitely wants to get into the PCs pants, and doesn't really seem to want an intimate relationship. I'd have to see his stats to gain any insight as to why he behaves this way. Probably has a short temper attribute. Might be a conflict of alignment as well. Evil NPCs will cozy up to good aligned PCs as a matter of conquest/corruption, but good aligned NPCs will generally loath evil PCs (though they may remain physically attracted). Rejection should decrease disposition technically, but it can also increase respect when the PC isn't a complete push-over. I suspect that's probably part of what's going on. Once the PC began to stand up for themselves by saying no, they gained respect. Respect goes a long way to promote disposition. Just a guess. After I added him in, I didn't say a single word to him, before he just ran up on me and started to be a total butthole. My karma was a bit above neutral, but he was NCR, so I don't think his karma would be evil. I have a mixed reputation with them. So maybe that's a factor? That or he was just a prick. But I did find a way around his absolute dislike of me. I kept offering him booze and chems. Apparently, his tolerance is super low, and when he gets intoxicated, he turns quite friendly. 5 or so of those activities, and now he's devoted and fond, and really doesn't like the other male NPCs around him. Probably because I refuse to sleep with him, but am cool with the couple other guys around him. Funny shit. First time I ever ran across an NPC like that. I've been playing around in the GECK, trying out editing the place holders, and this just reminded me of just how many different all the variables are, and how terrible I am at editing anything.
dongding Posted March 4, 2020 Posted March 4, 2020 Is it possible to manually edit, respectively add clothing references to the empty Quality/Ass/... Clothing Form lists with FNVEdit, or will they get overwritten via a script? Also, are the chances for a character becoming bi/gay/hetero all the same or does hetero take the upper hand here when adding NPC's to the matrix?
t3589 Posted March 4, 2020 Author Posted March 4, 2020 8 hours ago, dongding said: Is it possible to manually edit, respectively add clothing references to the empty Quality/Ass/... Clothing Form lists with FNVEdit, or will they get overwritten via a script? Also, are the chances for a character becoming bi/gay/hetero all the same or does hetero take the upper hand here when adding NPC's to the matrix? The lists are static, so you should be able to add to them. They aren't populated by a script. If you set the orientation to 'Matched', it should match the orientation settings you have set in Sexout. If you set it to 'Mixed', the orientation you set in Sexout should have the higher chance. If you look at the 'profiles.txt' in the documentation, you'll see the NX settings to set them manually via the console. Though you'll probably want to set them before adding them. 1
Dapper Dan Pomade Posted March 6, 2020 Posted March 6, 2020 I'm just trying this mod out for the first time, and am a little lost. I may have a thousand questions as I work through the options, but I'll start with something hopefully obvious that I'm probably just missing: where is the auto add option in the soi controls? All I see under mod settings is Mixed/Matched Orientation, Sensitivity (haven't a clue what that means), and Include [All/Named/Unnamed].
t3589 Posted March 7, 2020 Author Posted March 7, 2020 23 hours ago, Dapper Dan Pomade said: I'm just trying this mod out for the first time, and am a little lost. I may have a thousand questions as I work through the options, but I'll start with something hopefully obvious that I'm probably just missing: where is the auto add option in the soi controls? All I see under mod settings is Mixed/Matched Orientation, Sensitivity (haven't a clue what that means), and Include [All/Named/Unnamed]. The documentation is included in the package (/docs directory).
dongding Posted March 7, 2020 Posted March 7, 2020 So, what exactly is the max amount of Neo's in your mod? I am constantly adding random Settlers, and other NPC's to the SOIFLNPCAuto formlist, and I guess that I will hit like 200 NPC's when I reach the New Vegas part of TTW. Will other NVSE scripts just get more delayed because of that? Also, if the mod is cooking one NPC in one cell, and I leave this cell, what happens to the process? Will it reset next time for the NPC, or does it cook the NPC in the background anywaY?
t3589 Posted March 7, 2020 Author Posted March 7, 2020 3 hours ago, dongding said: So, what exactly is the max amount of Neo's in your mod? I am constantly adding random Settlers, and other NPC's to the SOIFLNPCAuto formlist, and I guess that I will hit like 200 NPC's when I reach the New Vegas part of TTW. Will other NVSE scripts just get more delayed because of that? Also, if the mod is cooking one NPC in one cell, and I leave this cell, what happens to the process? Will it reset next time for the NPC, or does it cook the NPC in the background anywaY? I don't think the max can be determined as a static number. It will probably be different for everyone. Things like how many mods you have running, and how powerful your PC is will likely determine this number. All things being perfect, the limit will ultimately be determined by the engine. The engine was not designed to process a high number of NPCs. My rule of thumb is to only add NPCs you are likely to encounter on a regular basis. Anything more is a waste of processing. I never add NPCs that I will only encounter once and then never see again. Except maybe gangs in order to play out a potential dangerous encounter. Placing NPCs in SOIFLNPCAuto does not guarantee they will be added. That's a special list for certain consequential NPCs. NPCs that you add through manager dialog do not get placed in that list. Using this method will absolutely break something eventually. The manager dialog is a filter against adding NPCs that are likely to break things. If the option to add them does not display in the manager dialog, chances are you shouldn't add them at all. The auto generation of stats is staged. So if you leave the cell it should pick up where it left off. 1
dongding Posted March 7, 2020 Posted March 7, 2020 42 minutes ago, t3589 said: Placing NPCs in SOIFLNPCAuto does not guarantee they will be added. That's a special list for certain consequential NPCs. NPCs that you add through manager dialog do not get placed in that list. Using this method will absolutely break something eventually. Well, I am not putting any important quest NPC's into that list, since I know that extra packages can mess up quests and other stuff pretty badly. Quote The manager dialog is a filter against adding NPCs that are likely to break things. If the option to add them does not display in the manager dialog, chances are you shouldn't add them at all. But NPC's which I cook manually via formlists are not cooked diffferently than via Dialogue manager, are they? I am just looking for a way to randomize my encounters instead of always having fixed NPC's of whom I know will be cooked. Would actually be a nice feature if the mod would auto cook some NPC's that arent Named just for the sake of randomness.
t3589 Posted March 7, 2020 Author Posted March 7, 2020 2 hours ago, dongding said: Well, I am not putting any important quest NPC's into that list, since I know that extra packages can mess up quests and other stuff pretty badly. But NPC's which I cook manually via formlists are not cooked diffferently than via Dialogue manager, are they? I am just looking for a way to randomize my encounters instead of always having fixed NPC's of whom I know will be cooked. Would actually be a nice feature if the mod would auto cook some NPC's that arent Named just for the sake of randomness. There are many reasons not to use that list. Being a quest NPC is the very least of those factors. Suit yourself though. Yes, they are added differently. Which is why I called that list 'special'. There are two dialog options in the manager dialog. [Enable Faction] and [Enable Class] that can be used to include entire groups. Even if the NPC targeted with the dialog cannot be added. So for example let's say you Left Shift + Hotkey a non-persistent Powder Ganger. The option to include them will not be available. However, [Enable Faction] should be available. That way you can enable all Powder Gangers that are safe to incflude just by manager dialog on one of them. Same for classes. Want to include all of the Settlers or Scientists or NCR rangers in the game? Use [Enable Class]. If you know how to use the GECK you could open SexoutIntimacyQuestsFNV.esp and add 'ref.NX_SetEVFl "SOI:Sys:Include" 1' lines to the 'fnSOISetDefaults' script and it will all be done for you when the mod loads. That would be the best method, but would require a fresh start. That function only runs once when the mod initially loads. 1
dark_lotus Posted March 9, 2020 Posted March 9, 2020 Hey T, what prompts an NPC to offer to {babysit}? I know it's {lover} and up from what I've seen, but is an NPC more inclined to offer, if they think the kid may be theirs? I haven't confirmed parentage with a couple possible fathers, and so far I get it the most with them. Along with a few {lover}s that definitely aren't the dad, but they offer occasionally, but much less than the other two actual possible fathers. Also, when you let the dad know that the PC is pregnant, and you {deny} them being the dad, they tend to {argue} over it, but when you {confirm} it, they mostly {argue} over it as well, so what goes into them accepting the confirmation? Is it their general commitment level? Like Partner and up tend to be more accepting of it, or is it just based more on that particular NPCs general personality and perception of the PC? Also, what does the {bred} rumor mean? In all my playthroughs (both male and female) trying out the mod, I've never got that one. Also, I've gotten {foot fetish} a few times, but noticed it wasn't listed in the fetish.txt and wasn't sure if it actually did anything in the game, and if it did, what affects it specifically? I know if you use the sexout store, you can piece outfits together and go barefoot, so is that something that would affect that particular fetish?
t3589 Posted March 9, 2020 Author Posted March 9, 2020 1 hour ago, dark_lotus said: Hey T, what prompts an NPC to offer to {babysit}? I know it's {lover} and up from what I've seen, but is an NPC more inclined to offer, if they think the kid may be theirs? I haven't confirmed parentage with a couple possible fathers, and so far I get it the most with them. Along with a few {lover}s that definitely aren't the dad, but they offer occasionally, but much less than the other two actual possible fathers. Also, when you let the dad know that the PC is pregnant, and you {deny} them being the dad, they tend to {argue} over it, but when you {confirm} it, they mostly {argue} over it as well, so what goes into them accepting the confirmation? Is it their general commitment level? Like Partner and up tend to be more accepting of it, or is it just based more on that particular NPCs general personality and perception of the PC? Also, what does the {bred} rumor mean? In all my playthroughs (both male and female) trying out the mod, I've never got that one. Also, I've gotten {foot fetish} a few times, but noticed it wasn't listed in the fetish.txt and wasn't sure if it actually did anything in the game, and if it did, what affects it specifically? I know if you use the sexout store, you can piece outfits together and go barefoot, so is that something that would affect that particular fetish? Babysit just means they like the PC mainly (Disposition/Love). The system knows exactly who the father is. Though it's possible to convince an NPC that they are the father when they aren't. NPCs are also capable of a certain amount of deductive reasoning. Which means they will generally know when they could not possibly be the father. Devoted/Virtuous NPCs are more likely to accept fatherhood. All of these factors come in to play, including their personality. Bred is the rumor that determines the father. Confirming/Denying it successfully means they accept/reject the child as their own. Foot fetish is mainly included for mod authors to flesh out and specify foot job animations. There is no foot job animation choices in the current dialog. It's safe to ignore.
dongding Posted March 12, 2020 Posted March 12, 2020 What actually happens to a NPC which shines up blue for a second? Quote Foot fetish is mainly included for mod authors to flesh out and specify foot job animations. There is no foot job animation choices in the current dialog. It's safe to ignore. Didn't amra provice us with some animations for that fetish with the latest sexout version?
t3589 Posted March 12, 2020 Author Posted March 12, 2020 3 hours ago, dongding said: What actually happens to a NPC which shines up blue for a second? Didn't amra provice us with some animations for that fetish with the latest sexout version? Blue means the NPC is incompatible with the PC. Yes, but I didn't say there were no footjob anims. I said there were no footjob anim choices in the current dialog. The flag is 'SOI:Sex:Footjob' if you want to add them.
dongding Posted March 23, 2020 Posted March 23, 2020 Are there any special conditions that a NPC must fulfill to become a stalker during the cooking process (>NX_SetEVFl "SOI:Atr:StalkLvl higher than 0)? Or are the chances of that happening just really really low? Because I've noticed that all the NPC's that got cooked so far had a 0 value. Also, do the [FACTION] and [CLASS] templates come with predefined values, or are they completely randomized as well?
t3589 Posted March 24, 2020 Author Posted March 24, 2020 16 hours ago, dongding said: Are there any special conditions that a NPC must fulfill to become a stalker during the cooking process (>NX_SetEVFl "SOI:Atr:StalkLvl higher than 0)? Or are the chances of that happening just really really low? Because I've noticed that all the NPC's that got cooked so far had a 0 value. Also, do the [FACTION] and [CLASS] templates come with predefined values, or are they completely randomized as well? Low libido has a higer chance. Good and very good aligned NPCs won't generate stalker, though they can be set or acquire it through dialog in rare instances. Evil and very evil aligned NPCs or level three gang members have the highest chance. Neutral aligned NPCs are also possible if they have a very low libido attribute. Unless settings are explicitly defined, all NPCs generate randomly. The only preset values are in that 'fnSOISetDefaults' script I mentioned. Which primarily define vanilla orientation/couples values. 1
dark_lotus Posted March 24, 2020 Posted March 24, 2020 After watching the debug menu, when interacting with another NPC, I came across this : SOIChkVirtueResult 2 What exactly is that, and are there other result numbers? And if there are, what are they and what do they mean? I'm playing as an absolute trashbag of a PC this round, compared to the no nonsense prude of my other save, and this is the first time I saw that particular bit of information generate.
t3589 Posted March 25, 2020 Author Posted March 25, 2020 5 hours ago, dark_lotus said: After watching the debug menu, when interacting with another NPC, I came across this : SOIChkVirtueResult 2 What exactly is that, and are there other result numbers? And if there are, what are they and what do they mean? I'm playing as an absolute trashbag of a PC this round, compared to the no nonsense prude of my other save, and this is the first time I saw that particular bit of information generate. The virtue check allows NPCs to react to LOS stimuli. 1 = Rescue, 2 = Decency, 3 = Extortion, 4 = Infidelity. It doesn't necessarily mean they will react. Just that they notice and remember what's going on around them (if they see it).
dongding Posted May 19, 2020 Posted May 19, 2020 Does the Radio only work when you're doing activities with a NPC? Just clicking on the radio in my Pipboy doesn't do anything, respectively, I can't hear custom songs.
t3589 Posted May 19, 2020 Author Posted May 19, 2020 4 hours ago, dongding said: Does the Radio only work when you're doing activities with a NPC? Just clicking on the radio in my Pipboy doesn't do anything, respectively, I can't hear custom songs. Correct. It's not meant to be a custom radio station. It's only there to facilitate the event based customization of music. 1
tahadar Posted June 14, 2020 Posted June 14, 2020 @t3589 I recently made a clean save / reinstall of SOI. Had way too many people included for my taste, and I thought would be easier to clean up this way. But now, to my surprise, when I arrived to Gommorah, I've been spammed with "Gambler has enter the matrix messages" - even I have auto-add off. In less than 5 minutes my game was so laggy that it became unplayable. I panicked, exited the casino - only to be greeted with "Military Police has enter the matrix". It kinda defeates the purpose of fresh install isn't it? Went to Wrangler - same thing. I tried to pause / save the program - of course I couldnt because scanner was active. I tp-ed to Sexout Store - according to my knowledge that's a restricted cell and SOI was supposed to stop - right? But I still can't pause SOI. What can I do to stop it? (short of disabling the mod, ofc) Is there a console command to force stop the scanner? What could've caused this auto-enabling?
t3589 Posted June 14, 2020 Author Posted June 14, 2020 5 hours ago, tahadar said: @t3589 I recently made a clean save / reinstall of SOI. Had way too many people included for my taste, and I thought would be easier to clean up this way. But now, to my surprise, when I arrived to Gommorah, I've been spammed with "Gambler has enter the matrix messages" - even I have auto-add off. In less than 5 minutes my game was so laggy that it became unplayable. I panicked, exited the casino - only to be greeted with "Military Police has enter the matrix". It kinda defeates the purpose of fresh install isn't it? Went to Wrangler - same thing. I tried to pause / save the program - of course I couldnt because scanner was active. I tp-ed to Sexout Store - according to my knowledge that's a restricted cell and SOI was supposed to stop - right? But I still can't pause SOI. What can I do to stop it? (short of disabling the mod, ofc) Is there a console command to force stop the scanner? What could've caused this auto-enabling? I don't think a clean save removes NVSE variables. Might try deleting the .nvse co-saves?
tahadar Posted June 15, 2020 Posted June 15, 2020 9 hours ago, t3589 said: I don't think a clean save removes NVSE variables. Might try deleting the .nvse co-saves? If you look in csv in [data / nvse / plugins / save] at a clean save file you see there are no soi variables. So a clean install does clean those variables - or they are stored somewhere else as well. However, it does not answer my question about scanner misbehaving and how can I avoid that in the future. I understand is an old project for you, and you are probably fed up with it, becoming a chore more than a hobby, but hey, there are people out there using it. Maybe you can work your magic and come up with a solution? Later edit. Deleting the cosave broke Unethical Deeds as well. Also lust menu from Spunk does not show up anymore. I assume are others mods messed up as well. Had the message when I loaded the game "you seem to be missing cosave, sexout will reinitialize but you will have problems with other mods as well". I guess that message was right
t3589 Posted June 15, 2020 Author Posted June 15, 2020 15 hours ago, tahadar said: If you look in csv in [data / nvse / plugins / save] at a clean save file you see there are no soi variables. So a clean install does clean those variables - or they are stored somewhere else as well. However, it does not answer my question about scanner misbehaving and how can I avoid that in the future. I understand is an old project for you, and you are probably fed up with it, becoming a chore more than a hobby, but hey, there are people out there using it. Maybe you can work your magic and come up with a solution? Later edit. Deleting the cosave broke Unethical Deeds as well. Also lust menu from Spunk does not show up anymore. I assume are others mods messed up as well. Had the message when I loaded the game "you seem to be missing cosave, sexout will reinitialize but you will have problems with other mods as well". I guess that message was right What I meant to say, is that I don't think the NX variables clear with a clean save. When you say 'auto add' do you mean the 'auto include' setting in mod settings is disabled? If so, the includes that you're seeing are likely a result of the nx variable 'NX_SetEVFl "SOI:Sys:Include" 1' already being set on them from the previous save. Here's how you can test this theory. Leave auto include disabled. Find an NPC that is included, one that you don't think should be (using your example a gambler). Set 'NX_SetEVFl "SOI:Sys:Reset" 2' on them. This should clear all of their variables and remove them from the system. If they aren't re-included automatically, then that's the issue.
tahadar Posted June 16, 2020 Posted June 16, 2020 7 hours ago, t3589 said: What I meant to say, is that I don't think the NX variables clear with a clean save. When you say 'auto add' do you mean the 'auto include' setting in mod settings is disabled? If so, the includes that you're seeing are likely a result of the nx variable 'NX_SetEVFl "SOI:Sys:Include" 1' already being set on them from the previous save. Here's how you can test this theory. Leave auto include disabled. Find an NPC that is included, one that you don't think should be (using your example a gambler). Set 'NX_SetEVFl "SOI:Sys:Reset" 2' on them. This should clear all of their variables and remove them from the system. If they aren't re-included automatically, then that's the issue. Well, this is exactly how I tried to "fix" the inclusion spam. Because the scanner was busy and I could not access npc manager, I made a bat file to reset the npcs. But I never get the message "x has left the building" and when I try to interact with that NPC via manager it says "scanner is busy". Also maybe this information will help - I never let the manager to give random stats. (I never enable via NPC manager, only with bat file) I have separate bat files for a couple of achetypes: bi-normal, bi-dom, bi-sub, lesb-normal / dom / sub and hetero-normal / dom / sub. Also 1 bi-dom-stalker-rapist. (I'll attach the file for exemplification). 10 NPC total. I tried to spice things up and made a "rival" girl (11th npc), gave her super clothes, super-stats and everything but no-one ever hits on her. My PC is walking with a charmer armor taken from powder gangers while she is wearing heels, necklace, bracelet, skirt, thong, ankle necklace, stockings, nose jewel, etc (all set in apparel settings), she's bi-submissive and all the npc are crowding to interact with my PC. Maybe you are right and something seriously messed up during gameplay and maybe I should start over at level 1 at Doc Mitchell, but, man... she's level 60+ (each level legit gained) did pretty much everything except the DLCs and Hoover Dam battle and I'm not really looking forward to do them again - especially Vault 22 or Willow or Vanessa or Hope quests. Or SStore book quest ffs. Eh. bi_stalk.txt
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