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Sexout Intimacy


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14 hours ago, tahadar said:

 

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 1.58 kB · 0 downloads

If it's the scanner that's stuck, try using the force reset option located in the debug settings in the control terminal.  It should restart the scanner quest.

 

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I've seen this mod being recommended when asked of a more romance like Sexout mod, but even after reading through the description and some of the posts here, I still need to ask:

 

What does the mod do, exactly?

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1 hour ago, Razer said:

I've seen this mod being recommended when asked of a more romance like Sexout mod, but even after reading through the description and some of the posts here, I still need to ask:

 

What does the mod do, exactly?

I know it's been said in description, but is exactly what it does: gives a certain amount of ... autonomy to a number of NPCs, random or chosen by you.

 

You can romance them - or be romanced by them, have sex with them based on their own sexual kinks, experience their jealosy, anger, devotion, etc. You can take the path of an exotic dancer then devolve into a prostitute, have your own client list and make money. You can try to be an iron maiden - rejecting all their advances, or a gold digger accepting all their gifts and invitations but providing nothing in return. 

 

I have to say there are moments when you forget this is a just bunch of variables hold together by a couple of dialog scripts. There are certain stats, increasing and decreasing based on action or dialog choices you make - both for you and NPCs. When those stats reach certain thresholds, they trigger reactions from NPCs.

 

Example: my PC had a romance going on with a NPC, even they were both females and the NPC was hetero. My companions were parked in a player house in Goodsprings - all with wait or relax order, or plain dismissed there. PC was at Mormon Fort in NW, romancing that NPC, then I saw Willow (other romance interest) entering the fort, walking all the way to the tent my PC was in and slapping her, angry and jealous. This was not a scripted event. Was the result of the variables properly kicking in. 

 

Took me a dinner an a couple of gifts to calm her down, but her opinion about my PC was changed in "cheater" forever, And just like in RL, when you are enjoying yourself, your partner brings up shitty moments - this is what Willow did from that moment on. Going for a drink, dancing... everything is perfect. Asking her how she feels, - bang! You are a cheater. Mood ruined.

 

Hope that gives you an idea what this is about.

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7 hours ago, t3589 said:

If it's the scanner that's stuck, try using the force reset option located in the debug settings in the control terminal.  It should restart the scanner quest.

 

I tried that already. No luck.

 

It's OK, I know now there was something bad - my game was about 1 year old, I think I started it in august 2019, and since then I adjusted a lot of the mods I'm running - including your own, adding dialogues and tuning variables gains.

 

I started over - ugh, the horror - and now the casions are once again full, galgat pimp works again, and deathclaws no longer run from me. Quite a fresh breath to be honest. I'll let you know how this turned out for your mod. I will not start it sooner than lvl. 30 tho.

 

Cheers... and maybe you find time to add more stuff? :)

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3 hours ago, tahadar said:

I know it's been said in description, but is exactly what it does: gives a certain amount of ... autonomy to a number of NPCs, random or chosen by you.

 

You can romance them - or be romanced by them, have sex with them based on their own sexual kinks, experience their jealosy, anger, devotion, etc. You can take the path of an exotic dancer then devolve into a prostitute, have your own client list and make money. You can try to be an iron maiden - rejecting all their advances, or a gold digger accepting all their gifts and invitations but providing nothing in return. 

 

I have to say there are moments when you forget this is a just bunch of variables hold together by a couple of dialog scripts. There are certain stats, increasing and decreasing based on action or dialog choices you make - both for you and NPCs. When those stats reach certain thresholds, they trigger reactions from NPCs.

 

Example: my PC had a romance going on with a NPC, even they were both females and the NPC was hetero. My companions were parked in a player house in Goodsprings - all with wait or relax order, or plain dismissed there. PC was at Mormon Fort in NW, romancing that NPC, then I saw Willow (other romance interest) entering the fort, walking all the way to the tent my PC was in and slapping her, angry and jealous. This was not a scripted event. Was the result of the variables properly kicking in. 

 

Took me a dinner an a couple of gifts to calm her down, but her opinion about my PC was changed in "cheater" forever, And just like in RL, when you are enjoying yourself, your partner brings up shitty moments - this is what Willow did from that moment on. Going for a drink, dancing... everything is perfect. Asking her how she feels, - bang! You are a cheater. Mood ruined.

 

Hope that gives you an idea what this is about.

Dude, that is fucking wild!

 

How was it possible to build such a complex a framework a la The Sims inside New Vegas?

 

And how does it not break your game horribly?

 

And also, where can I read about how do you play such incredible thing? I thought the accompanying .txt to be kinda vague.

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1 hour ago, Razer said:

Dude, that is fucking wild!

 

How was it possible to build such a complex a framework a la The Sims inside New Vegas?

 

And how does it not break your game horribly?

 

And also, where can I read about how do you play such incredible thing? I thought the accompanying .txt to be kinda vague.

 

For starters you will need clothes. As many slots as possible. Bracelets, necklaces, hats, shoes, skirts, tops, glasses, nails, etc 

Each piece of equipment have certain stats, and you set them before starting the mod. They contribute to your (and NPC if wearing them) appearance and value.

So wearing an one piece outfit covering you from top to bottom will not do much good.

 

Then you need to set a hotkey - I use numpad . for example for interacting with NPCs in this mod.

Then start the mod using the terminal in your inventory.

You target the NPC, press shift+hotkey and you open a NPC Manager. Here you can enable that specific NPC to be part of SOI.

You wait a few seconds, you will get a message confirming that person is now enabled... and pretty much that's it. 

 

Go in a location where usually nothing happens - like Atomic Wrangler, Mormon Fort, any Strip casino.

Enable a couple of NPCs, disable running (caps lock), sit on a chair and wait a few seconds.

 

You will notice NPCs glowing red or blue from time to time. Blue means they don't match your sexual orientation, red means they do.

Blue does not mean a definitive "no". It means you need a bit more effort with them. 

Target NPC, press hotkey and magic happens. They talk to you as you were pressing E key, but they use SOI dialogue, SOI variables, reactions, etc.

 

Reds will usually come to you by themselves, hitting on you up to the point of being annoying. 

 

If you finish the Atomic tango you can dance on the scene (even topless) and at that point you might get people wanting private dance. Consenting to that will open prostitution path, meaning you go to Gommorah and ask the receptionist [Work Inquiry] then you can go down in Brimstone and start doing it for money.

 

If you finish the Aces quest you can dance at Tops too, and here you can go up to stripping.

Each NPC have a commitment level ranging from 1 to 4. Acquaintance, Lover, Partner, Spouse. Some NPCs will propose if their commitment level is high enough.

 

In order to not break the game, I use a lot of companions. Making a non-persistent NPC part of SOI can lead to weird results. For example you like the looks of a gambler, you enable him/her, you even rename that NPC, then you restart the game go in that location and see that person is not looking the same. Because gamblers have "can be all races" box checked, and they are non-persistent (they are part of a faction, without individuality). Named NPCs on the other side, even they are persistent, they have quests that can be broken if they fall in love with you then chase you across the Mojave in order to ask you out.

 

So it's easier *and safer* to have a ton of companions, set a home base, park them there and travel with 1 or 2. I have Willow, Vanessa, Jessica, Emma, Viola, Bryn, Wendy, Kia, Christine, Betsy, Lunette (tweaked to she can have sex), and ofc vanilla Veronica and Cass. Then when you feel like romancing - or being romanced - just get back "home", restart the mod (there is a feature allowing you to do it) and enjoy the drama.

 

Lol, I wrote quite a wall of text. 

Hey, @t3589 feel free to add what I missed here.

 

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17 hours ago, tahadar said:

Took me a dinner an a couple of gifts to calm her down, but her opinion about my PC was changed in "cheater" forever, And just like in RL, when you are enjoying yourself, your partner brings up shitty moments - this is what Willow did from that moment on. Going for a drink, dancing... everything is perfect. Asking her how she feels, - bang! You are a cheater. Mood ruined.

 

There are three ways to change the cheater opinion.  Through argument/debate (most difficult), through apology (medium difficulty), or through breakup (sure thing).

 

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  • 2 months later...

So it took me a bit to realize, that I was getting the shit slapped out of me by jealous NPCs. Took even longer to realize I was getting limb damage as a result. Bad BAD idea to enable a group of Powder Gangers. Because every body gets super jealous relatively quickly and angry and it just becomes a gauntlet of abuse. How are you even supposed to deal with a jealous NPC, without altering their personality? I have two jealous NCR soldiers, who do not like each other, and are constantly bombarding me with activities, but the only things they like to "talk" about is jealous, sexual, fond and devotion. I'm not pursuing either of them, beyond a fling, but I'm guessing they have other ideas? I try to do one on one time with them, offer foods, drinks, whatever they like, and they still won't chill out. I know how they respond is entirely up to the stats they get when I add them in, but is there anything in particular that's meant to calm jealous NPCs down?

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On 8/24/2020 at 1:22 PM, dark_lotus said:

So it took me a bit to realize, that I was getting the shit slapped out of me by jealous NPCs. Took even longer to realize I was getting limb damage as a result. Bad BAD idea to enable a group of Powder Gangers. Because every body gets super jealous relatively quickly and angry and it just becomes a gauntlet of abuse. How are you even supposed to deal with a jealous NPC, without altering their personality? I have two jealous NCR soldiers, who do not like each other, and are constantly bombarding me with activities, but the only things they like to "talk" about is jealous, sexual, fond and devotion. I'm not pursuing either of them, beyond a fling, but I'm guessing they have other ideas? I try to do one on one time with them, offer foods, drinks, whatever they like, and they still won't chill out. I know how they respond is entirely up to the stats they get when I add them in, but is there anything in particular that's meant to calm jealous NPCs down?

Both jealousy and anger should decay over time, if they are left alone.  NPCs that are flagged as gang members have a tendency towards conflict.  This tendency is likely to carry over into their relationships.

 

Jealousy shouldn't occur unless the NPC perceives some sort of attatchment to the player.  Patrons and pimps generally won't care who the player is giving their attentions to.  Lovers might.  Partners/spouses probably will unless they have some kind of fetish.

 

As you've mentioned, NPCs with certain stats are going to be a pain in the ass no matter what the player does.

 

- Rejecting a rival in the presence of a suitor should increase decay.  NPCs enjoy seeing the player shoot down their rivals.
- Try being absent for a few days to see if they cool off.
- When giving out attentions, try doing so away from other suitors.

- Gifting might help some.

 

In the end the best bet may be to create a profile that you can live with and apply it to troubled NPCs.
 

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  • 1 month later...

Would it be possible to have an option that every NPC who has -500 karma or more automatically gets StalkLevel 2 when getting put into the Matrix?

 

I am trying to find a reliable way to replace SexoutAssault without putting 1000 NPC ID's from various mods into a script.

 

 

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On 10/6/2020 at 2:27 AM, dongding said:

Would it be possible to have an option that every NPC who has -500 karma or more automatically gets StalkLevel 2 when getting put into the Matrix?

 

I am trying to find a reliable way to replace SexoutAssault without putting 1000 NPC ID's from various mods into a script.

 

 

The stalker attribute assignments are already based on alignment.  Karma is only relevant to the player.

 

Random assignments of stalker chances are something like:
- Very Good = Never stalker.
- Good = Can only become stalker 1 through angry dialogue.
- Neutral = Chance of stalker 1, based on low libido and gang affiliation.
- Evil and Very Evil = Chance of stalker 2, based on low libido and gang affiliation.

 

All of the above are also measured against the sensitivity setting in the control terminal x player charisma attribute.  Increasing the sensitivity setting and/or the player charisma will increase the chance of stalkers.

 

The script that determines all this is named 'fnSOISetGenerate' if you want to take a look.  Alignment is the only attribute that accurately represents karma for NPCs.

 

That being said, the best method would probably be to use 'ref.GetIsAlignment Evil' or 'ref.GetIsAlignment VeryEvil' and when it returns 'true' set them as stalkers.

 

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  • 1 month later...
On 6/16/2020 at 1:47 PM, t3589 said:

If it's the scanner that's stuck, try using the force reset option located in the debug settings in the control terminal.  It should restart the scanner quest.

 

I'm wondering if he ever fixed it, I seem to happen to be experiencing the same issue. I do not think it's the scanner though... can take npc's out via terminal interface or even for good with the console - but they come back in cooking even though marked excluded.  I think the only way to fix this for me may be to load a really old save before they got listed to begin with, and make sure they do not get in. One of my issues is my casinos are pretty populated, so there a are a ton of npcs in them, both named and generic.

 

Which leads me to another question, I figured unamed meant any npc with a generic name i.e. settler, gambler, prostitute, etc... and named meant unique, but for some reason does not seem that way? 

 

The other thing is in reading the docs it does explain some of the attributes but not all, and some are more or less in opposite direction? 'WILL NOT" vs "WILL" so it's more of experiment with those not explained as such.

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On 11/18/2020 at 11:47 AM, eflat0 said:

I'm wondering if he ever fixed it, I seem to happen to be experiencing the same issue. I do not think it's the scanner though... can take npc's out via terminal interface or even for good with the console - but they come back in cooking even though marked excluded.  I think the only way to fix this for me may be to load a really old save before they got listed to begin with, and make sure they do not get in. One of my issues is my casinos are pretty populated, so there a are a ton of npcs in them, both named and generic.

 

Which leads me to another question, I figured unamed meant any npc with a generic name i.e. settler, gambler, prostitute, etc... and named meant unique, but for some reason does not seem that way? 

 

The other thing is in reading the docs it does explain some of the attributes but not all, and some are more or less in opposite direction? 'WILL NOT" vs "WILL" so it's more of experiment with those not explained as such.

Fixed what exactly?  If "SOI:Sys:Include" is set they will come back.  Once they're in the system, removing them entails more than just clearing that tag.  "SOI:Sys:Reset" 2, resets and removes them.  Are the NPCs persistent refs?

 

Is the player performing for them?  If so, auto include might add them back in.  Try disabling it.

 

If you're having problems with excluded NPCs being added, then obviously the scanner is working.  If it wasn't, everything would stop working (including the hotkey).

 

You figured correct.  Named NPCs are checked against the 'SexoutSLActorDataNamedNPCs' list.  If they're not in it, they are considered unnamed.

 

Which attributes specifically aren't explained?  The thresholds don't all go in the same direction because they can't (without a fair amount of coding entropy).
 

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  • 2 weeks later...
On 11/21/2020 at 6:24 PM, t3589 said:

Fixed what exactly?  If "SOI:Sys:Include" is set they will come back.  Once they're in the system, removing them entails more than just clearing that tag.  "SOI:Sys:Reset" 2, resets and removes them.  Are the NPCs persistent refs?

 

Is the player performing for them?  If so, auto include might add them back in.  Try disabling it.

 

If you're having problems with excluded NPCs being added, then obviously the scanner is working.  If it wasn't, everything would stop working (including the hotkey).

 

You figured correct.  Named NPCs are checked against the 'SexoutSLActorDataNamedNPCs' list.  If they're not in it, they are considered unnamed.

 

Which attributes specifically aren't explained?  The thresholds don't all go in the same direction because they can't (without a fair amount of coding entropy).
 

I was referring to the other post where they had extra npc's in game and they had issues with one which got into the matrix. I had used  "SOI:Sys:Reset 2" when the disable did not seem to do, yet they came back into the matrix, and of course thanks, that's the key to it. The named list and a name are mutually exclusive SexoutSLActorDataNamedNPCs  then, which apparently is my issue. Many of these mods which add additional npc's actually create their own templates, etc... rather than just an instance of an existing one... i.e. the gamblers and prostitutes in populated casinos are not generic gamblers, likewise in some many of the named are entirely replaced in such mods (with exception of copied scripts and so forth), for instance I could not figure out how Roxanne - the private lap dancer in the Ghomorah even got on the matrix, turns out ACNV replaced her entirely, so is a completely different base -  so she's likely not in the SexoutSLActorDataNamedNPCs. I had set off the Autoinclude some time ago due the "greeted spam". Your clarification will let me turn it back on. 

 

Oh, and don't mind me, it's a great mod... just took me a bit of a while to figure out what's going on under-the-hood, and surprises are welcome.

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  • 5 weeks later...

Can't seem to make this work. Every single NPC in the game is excluded. and If I dont start the mod ` button or so glitches out the game, where you can't tab out of pip-boy and every encountered npc is spammed the "is excluded status" while dialogues are auto skipped with auto dialogue choices made

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  • 1 month later...
  • 1 month later...
On 2/4/2021 at 3:14 AM, Night_Fang said:

So uh how does this work I keep pressing the key and it say that npc is excluded

When your desired npc is under crosshairs, you have to press the shift key plus whatever hot key you assigned to dialogue initiation to open the npc manager dialogue 

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  • 1 month later...

Man I really wish there was some way to add some sort of sound or at least expressions to npcs / companions, just the text alone doesn't feel complete.

Even if it's sounds that have nothing to do with the characters voices, but like one of those typical sound effects for "small talk" such as people murmuring or anyone laughing to suggest a "summary" of what's going on, sort of like the black screens when players have intimate relations - SURE, it doesn't feel immersive, but what if those black screens weren't there at all? ... it loses SOME meaning of implication.

Basically effects / cinematics / animations / sounds - don't always have to be completely unique to the character to at least give it more of a legit feel, NO sounds or expressions just feels dead. 

I feel if it was possible to combine a basic animation with a sound effect that fits the topic such as this for flirting


It might go a long way to add a more REAL feel to the whole concept.

I have no idea how to mod and so I can only dream of what could be done, I imagine it's a lot of work.

So I want to end this by saying that THIS IS STILL VERY IMPRESSIVE, don't want to take anything away from it with this post but just wanted to add thoughts on the whole thing because it has SOO much potential to feel more real. Thanks to the creator for all their effort and ideas.

For the people who are not sure how to use it, I want to add a quick summary since it confused me a lot the first time using it.

1. Go to console in your inventory and activate it.
2. Exit pip boy, options will pop up, choose to set a hotkey with the options on the bottom section.
3. Use shift and hotkey on the npc you desire to involve, and it will prompt the unique dialogue menu for the mod.
4. Everything grows over time, this is not a mod that rushes things so it's better to use it as soon as you meet someone to simulate an actual feedback of relations.
5. Enjoy.

This does work for controller, tested it with my ps4 controller since I prefer playing that way.

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On 5/3/2021 at 9:32 AM, JadenKarr said:

Man I really wish there was some way to add some sort of sound or at least expressions to npcs / companions, just the text alone doesn't feel complete.

Even if it's sounds that have nothing to do with the characters voices, but like one of those typical sound effects for "small talk" such as people murmuring or anyone laughing to suggest a "summary" of what's going on, sort of like the black screens when players have intimate relations - SURE, it doesn't feel immersive, but what if those black screens weren't there at all? ... it loses SOME meaning of implication.

Basically effects / cinematics / animations / sounds - don't always have to be completely unique to the character to at least give it more of a legit feel, NO sounds or expressions just feels dead. 

I feel if it was possible to combine a basic animation with a sound effect that fits the topic such as this for flirting


It might go a long way to add a more REAL feel to the whole concept.

I have no idea how to mod and so I can only dream of what could be done, I imagine it's a lot of work.

So I want to end this by saying that THIS IS STILL VERY IMPRESSIVE, don't want to take anything away from it with this post but just wanted to add thoughts on the whole thing because it has SOO much potential to feel more real. Thanks to the creator for all their effort and ideas.

For the people who are not sure how to use it, I want to add a quick summary since it confused me a lot the first time using it.

1. Go to console in your inventory and activate it.
2. Exit pip boy, options will pop up, choose to set a hotkey with the options on the bottom section.
3. Use shift and hotkey on the npc you desire to involve, and it will prompt the unique dialogue menu for the mod.
4. Everything grows over time, this is not a mod that rushes things so it's better to use it as soon as you meet someone to simulate an actual feedback of relations.
5. Enjoy.

This does work for controller, tested it with my ps4 controller since I prefer playing that way.

 

This is a relationship framework.  It provides tracking and tools for dialog authors to create a rich set of varied dialog.  That's really all it does. 

 

So everything you're playing is simply a test of that framework.  If someone were to create a custom NPC using the framework, all of the items you listed would be addressed by them.

 

All of the provided sound files should be fully customizable by the way.  Just overwrite them.

 

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22 hours ago, t3589 said:

 

This is a relationship framework.  It provides tracking and tools for dialog authors to create a rich set of varied dialog.  That's really all it does. 

 

So everything you're playing is simply a test of that framework.  If someone were to create a custom NPC using the framework, all of the items you listed would be addressed by them.

 

All of the provided sound files should be fully customizable by the way.  Just overwrite them.

 


Yes I apologize, I was new to the community and was in love with the concept of your mod and just got greedy wanting more - I now have been trying to mod myself and see how tedious it can be.

However ! I am currently working on a mod using small talks framework - maybe I should have used your framework hmm.

The mod aims to create over 100 random short dialogue interactions with any npc, so you talk to any npc using the phrase "How are you ? what's on your mind" and they give you a random answer up to 100 different ones.

The goal is to make the answers once a day only, or maybe just once - so they don't constantly repeat themselves with the same answers. Always giving you a different answer.

I currently have 20 lines, and will be reaching the 50 mark this week.

I personally think my mod alongside yours and sexout, will give the game a lot more life and personality - regardless of voice actors.

Eventually I would make the mod available for people to add their own short dialogue interactions and hopefully we would reach at least 150.

For now I'm just in the beginning stages though, and not sure if anyone will be interested in the mod but I personally love the idea so I'm happy doing it for my own experience.

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5 hours ago, JadenKarr said:


Yes I apologize, I was new to the community and was in love with the concept of your mod and just got greedy wanting more - I now have been trying to mod myself and see how tedious it can be.

However ! I am currently working on a mod using small talks framework - maybe I should have used your framework hmm.

The mod aims to create over 100 random short dialogue interactions with any npc, so you talk to any npc using the phrase "How are you ? what's on your mind" and they give you a random answer up to 100 different ones.

The goal is to make the answers once a day only, or maybe just once - so they don't constantly repeat themselves with the same answers. Always giving you a different answer.

I currently have 20 lines, and will be reaching the 50 mark this week.

I personally think my mod alongside yours and sexout, will give the game a lot more life and personality - regardless of voice actors.

Eventually I would make the mod available for people to add their own short dialogue interactions and hopefully we would reach at least 150.

For now I'm just in the beginning stages though, and not sure if anyone will be interested in the mod but I personally love the idea so I'm happy doing it for my own experience.

 

There's no need to apologize.  I was just trying to provide some clarity.

 

Also good for you  for making your own mod.  It can be a lot of fun just trying to figure things out.

 

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  • 1 month later...

Not sure if its related to the mod, but the animations aren't working anymore for any of the activities. I managed to do some dancing and eventually some love stuff which played the animations all fine. After that any option I select doesn't play an animation and they just stand there. Not sure if I've done soemthing wrong but any assistance would be grand .

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How much intimacy does this mod offers ? there does not seems to be a marriage mod for either Fallout 3 or Vegas. Does this mod adds something to develop a meaningful relationship between player and npc, or just mindless sex ? what are the limitations of this mod ?

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On 7/6/2021 at 2:38 PM, d_cheney said:

Not sure if its related to the mod, but the animations aren't working anymore for any of the activities. I managed to do some dancing and eventually some love stuff which played the animations all fine. After that any option I select doesn't play an animation and they just stand there. Not sure if I've done soemthing wrong but any assistance would be grand .

 

What exactly do you mean? What animations? Like dancing, eating, drinking, that sort of thing?

 

On 7/10/2021 at 3:54 AM, Xtex said:

How much intimacy does this mod offers ? there does not seems to be a marriage mod for either Fallout 3 or Vegas. Does this mod adds something to develop a meaningful relationship between player and npc, or just mindless sex ? what are the limitations of this mod ?


Man, are you in for a treat. 

Basically, all of the above. It's not an exaggeration for me to say I think this is the best relationship mod for any game ever made, period. You need some patience, and I'd highly recommend you read the instructions that come with the download, but yes, this is a very sophisticated and dynamic relationship mod. You can make friends, lovers, stalkers, enemies, partners, marry, etc. It's all done via dialogue and interactions but also takes into account how long you spend with an NPC, how close, how long it's been since you last spoke to them, if you speak to anyone else (jealousy) and inherent NPC types - some like certain things, others don't. Some are possessive, some aren't, etc.

Only potential downside - which to me is actually a bonus - the dialogue system it uses is all "placeholder". As in, you get options for example for [Eat], [Drink], [Compliment], [Seduce], etc. You need to use your imagination to fill in the blanks as to what your character and the NPC might be saying. But I prefer that - so you won't see dialogue like 'Hey let's have a drink!' or 'Fancy a shag?' and so on.

If that's not a problem for you, then I  highly recommend this mod. 

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