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Sexout Intimacy


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On 8/3/2021 at 11:31 AM, dongding said:

Hmh, seems like as if the off switching seems to affect the other radio stations as well then on load.

 

I can't remember exactly why I did this, but I know it fixed something.  I could change it by requiring JIP, but I don't want to do that for just one function.  So if you want to comment it out and see what happens, it's in the main quest script (SOIQstMain).

 

;PRAD 0 SOIRadioTAREF

 

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11 minutes ago, t3589 said:

 

I can't remember exactly why I did this, but I know it fixed something.  I could change it by requiring JIP, but I don't want to do that for just one function.  So if you want to comment it out and see what happens, it's in the main quest script (SOIQstMain).

 

;PRAD 0 SOIRadioTAREF

 

 

What does the PRAD 0 function do? Can't find any documentation about. Seems to be a NVSE thing?

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7 minutes ago, dongding said:

 

What does the PRAD 0 function do? Can't find any documentation about. Seems to be a NVSE thing?

 

PRAD: PipBoyRadio  It's just a command to control the radio, but I don't think it works properly.  That line in the script says to turn off that specific talking activator, but I don't think it gets past 0.

 

Edited by t3589
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10 hours ago, t3589 said:

 

That should fire.  If it doesn't, it probably means something is wrong with your particular install.  If it does, I would first check if another mod is interfering.  Maybe dialog or packaging on that specific NPC.

 

Another thing to note with this mod is that it simulates autonomy.  Part of that means NPCs get to reject your advances.  They can say no.

 

So you can't expect a 'click for sex' experience with this mod.  You have to 'woo' them.  Get to know them.  Spend time with them.  Find out what makes them tick.  Or you could always just use the console.

 

 

Yeah they are not triggering SexoutNG is working in addition have ScorpionGang mod which is triggering properly I'm running SexoutNG 97 which I thought was more stable.

 

Loadorder

Spoiler

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
YUP - Base Game + All DLC.esm
NVInteriors_Core.esm
Simple Open Freeside.esm
MoreMojave.esm
TGMIO.esm
TLD_Travelers.esm
Sexout.esm
SexOutScorpionsGang.esp
NVInteriors_ComboEdition.esm
LFSO.esm
Simple Open Strip.esm
A World of Pain Revised.esm
oHUD.esm
SexoutCommonResources.esm
SexoutStore.esm
SexoutSlavery.esm
SexoutIntimacy.esm
YUP - NPC Fixes (Base Game + All DLC).esp
JustAssortedMods.esp
The Mod Configuration Menu.esp
JIP Improved Recipe Menu.esp
Casino Crowds.esp
MoreMojave.esp
GSCH.esp
SexoutIntimacyQuestsFNV.esp
MMDD.esp
SexoutIntimacyDialog.esp
NiyolTribalDogFollower.esp
Better Character Creation.esp
Brow Stitch.esp
Harvestable Cave Fungus.esp
Limitless Stats.esp
NV Economy Improved.esp
NVMMP.esp
Simple Interior Lighting.esp
BLEEDNV.esp
JIP Companions Command & Control.esp
LightUpAndSmokeThoseCigarettes_edisleado.esp
safehousekeys.esp
SexoutSexkey.esp
SmallerTalk.esp
SexoutAnimManagement.esp
SexoutPosNew.esp
SexoutFadeToBlack.esp
AWOPR - TLD Patch.esp
The Courier.esp
Altitude.esp

 

I understand that you have to woo them and interact with that's why I got this mod i'm just having trouble seeing any changes it sort of feels like watching paint dry, I wasn't sure if the mod was running properly because everyone is in conversation loop "Casual greeting - Chat - Small talk - end- repeat" I enabled debug mode but I don't see anything in the console apart from SOIQstQueueMon:NPCs: 1 or 0 & fnSOIRunQueue:STAGE: 1 , 2 , 3.

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13 hours ago, Donnie3941 said:

 

Yeah they are not triggering SexoutNG is working in addition have ScorpionGang mod which is triggering properly I'm running SexoutNG 97 which I thought was more stable.

 

Loadorder

  Reveal hidden contents

 

I understand that you have to woo them and interact with that's why I got this mod i'm just having trouble seeing any changes it sort of feels like watching paint dry, I wasn't sure if the mod was running properly because everyone is in conversation loop "Casual greeting - Chat - Small talk - end- repeat" I enabled debug mode but I don't see anything in the console apart from SOIQstQueueMon:NPCs: 1 or 0 & fnSOIRunQueue:STAGE: 1 , 2 , 3.

 

Well your guess is as good as mine.  I do remember someone having problems with JIPCCC before.  Though that shouldn't stop the console commands from firing.  I'd say the best bet is to disable things until you find the culprit.

 

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Yeah it seems the rest is working it's just the IntimacyQuest that's not working which is fine also thank you for the mod after playing for awhile I did start getting more responses I just wasn't sure it was all working but it seems to be this is a really nice mod and thank you for all the work you put in and the support.

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So occasionally after being intimate with an NPC during an activity, they get permanently stuck in the activity. I noticed it only happens, if the NPC doesn't talk to the PC afterwards, and just walks away, or if the NPC is in an activity and is part of threesome. I've tried out the different console commands listed in the API and none are able to fix the stuck NPC. Even resetting the NPC to end the activity, only works occasionally, and they get re-added in, with the [activity greeting] dialog. 

 

Also, sometimes when inviting an NPC home, the PC gets permanently stuck at the front door, and going forward into the PCs home, teleports the PC back to the front door. Exiting the PCs house and reentering or reloading the autosave generated when at the house, doesn't fix it. Reloading a previous save, before inviting the NPC home, is the only way to fix it that I've found.

 

Oh and sometimes an NPC gets added in (the console shows their stats and the popup in the corner will say so and so has been added), but for whatever reason when talking to them, the view kinda telescopes in and out, and they can't be spoken to again, unless you enter .nx_setevfl "soi:sys:include" 1 into the console.

 

Dunno how helpful any of this is, but those are some things I've ran across while playing.

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  • 1 month later...
  • 2 months later...
  • 4 weeks later...
On 9/27/2021 at 4:40 PM, TRUEAMERICAN93567 said:

Hello how do i fix Npc's Are Excluded

 

On 12/25/2021 at 10:36 AM, deatherino said:

Why is every single NPC excluded? 


Go into the mods settings tab and change it to include all.

If you still struggling with NPCs, HOLD Shift + whatever key you set to initiate dialogue, and then "ENABLE NPC".

 

Also, just wanted to mention how hilarious it was to have an NPC approach me and saying JEALOUS and one of my possible reactions is FOREPLAY ?

EDIT: Also, first time ever an NPC approached me started with [RESCUE TOPIC] but it was just a greeting and there were no replies. What's that about?

Edited by ChancellorKremlin
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On 1/19/2022 at 4:58 AM, ChancellorKremlin said:

 


Go into the mods settings tab and change it to include all.

If you still struggling with NPCs, HOLD Shift + whatever key you set to initiate dialogue, and then "ENABLE NPC".

 

Also, just wanted to mention how hilarious it was to have an NPC approach me and one of my possible reactions is FOREPLAY ?

EDIT: Also, first time ever an NPC approached me started with [RESCUE TOPIC] but it was just a greeting and there were no replies. What's that about?

 

Hmm.  Rescue was a special topic that was supposed to be triggered after being assaulted.  I thought there were replies?  I don't remember how far I got into it.  Did they give the PC clothing?  Was the PC naked?  Did they drive away attackers, or was this post assault?  I never actually had this fire for any of my play throughs, so I never really tested it.

 

Edited by t3589
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On 1/22/2022 at 8:28 AM, t3589 said:

 

Hmm.  Rescue was a special topic that was supposed to be triggered after being assaulted.  I thought there were replies?  I don't remember how far I got into it.  Did they give the PC clothing?  Was the PC naked?  Did they drive away attackers, or was this post assault?  I never actually had this fire for any of my play throughs, so I never really tested it.

 


I definitely wasn't naked, though I was wearing clothing tagged as topless and crotchless in the apparel settings.

Honestly, I don't think there was an Assault. It was just another normal day walking around. 2-3 different NPCs approached me with that topic. There was no reply, they gave me no clothing, and there was no interaction with other NPCs like driving away attackers or anything like that (as there was no attack that I recall).

Super cool function though, didn't even know it existed! 

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Oh, also, btw, am I misremembering this, or was there ever a function to declare a place/door your home? I could swear there used to be a function (maybe in the handset?) that allowed you to set a marker/place as your home location so you'd get visitors and nightcaps and such. 

Or was that just for the two default player homes in Novac and the tower?

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On 1/26/2022 at 5:18 AM, ChancellorKremlin said:

Oh, also, btw, am I misremembering this, or was there ever a function to declare a place/door your home? I could swear there used to be a function (maybe in the handset?) that allowed you to set a marker/place as your home location so you'd get visitors and nightcaps and such. 

Or was that just for the two default player homes in Novac and the tower?

 

Yes it should be in there.  Player Home Exterior/Interior.  There's also one for the player suite interior so you can mark the suite in case you use a suite mod that uses a different cell.  I think you have to get the suite before it shows up though?

 

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4 hours ago, t3589 said:

 

Yes it should be in there.  Player Home Exterior/Interior.  There's also one for the player suite interior so you can mark the suite in case you use a suite mod that uses a different cell.  I think you have to get the suite before it shows up though?

 


Right, I think I misunderstood the original functionality then. I thought with that, you could set any place as your home/house? But from what you are suggesting, you are referring only to the Novac/Tower houses?

Or is it that you first need to get those two, and then you can place it anywhere? Sorry I am not fully understanding. 

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3 hours ago, ChancellorKremlin said:


Right, I think I misunderstood the original functionality then. I thought with that, you could set any place as your home/house? But from what you are suggesting, you are referring only to the Novac/Tower houses?

Or is it that you first need to get those two, and then you can place it anywhere? Sorry I am not fully understanding. 

 

Yes anywhere.  The Lucky38 suite exterior is hardcoded to the strip out front.  The player home markers on the other hand are completely detached from specific locations.

 

For example I use the underground home sledgehammer to place its entrance in goodsprings, then walk a few feet from the manhole cover and place my exterior marker there.  Then I go inside and place my interior marker.

 

It just drops a marker where the PC is standing.  You can mark Docs house as your home if you wanted to.

 

EDIT:  The markers aren't restricted for good reason.  I made them that way because some player home mods (underground home for example)  have defense systems.  Since the mod doesn't set NPCs to followers, these defense systems won't recognize them as friends.  The markers allow you to 'skip' the player homes defense areas.

 

Edited by t3589
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Thanks, I understand now.

I've been testing it's functionality quite a lot more these days since I got a spouse ingame. I'm having mixed results so far. Firstly, using "Invite back home" seems to offer "Maybe later" quite regularly as a result, more so than I would have imagined. Is there any reason for this (other than random chance?)

Secondly, I'd say fairly often NPCs fail to properly teleport there. I've tried in 3x different locations, with varying results. First one was the Cistern North Cell in Westside. Marked the outside as appropriate, and then inside here:

image.png

Every time I ask NPCs home, they fail to teleport here (the x being where I do it, the arrow the direction I'm facing) so I'm wondering how much clearance I need? 

I then tried the Novac Motel, and it only worked on 1/3 of the invites I did (the other 2 failed to teleport) but then on the successful one, the NPC was using some furniture inside. When I went to talk to him, it said Scanner busy. I also noticed the Novac room pauses SOI (you get the SOI paused) message at the top, like you do a few other cells ingame, so wonder if that was the case?

The final case I achieved with the Monte Carlo Suites. The NPC successfully teleported to the area, then assumed a roaming package, using the furniture. But when I spoke to them, the only option showing was the normal "Casual Greeting" - as if it hadn't continued from the initial invite.

Also, I wanted to ask about the handset - what is its purpose? I haven't seen anything about it in the documentation, and I don't really understand when I use it, and get the Repeater: Null message, and then powering off. 

Thanks again!

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On 1/31/2022 at 3:56 AM, ChancellorKremlin said:

Thanks, I understand now.

I've been testing it's functionality quite a lot more these days since I got a spouse ingame. I'm having mixed results so far. Firstly, using "Invite back home" seems to offer "Maybe later" quite regularly as a result, more so than I would have imagined. Is there any reason for this (other than random chance?)

Secondly, I'd say fairly often NPCs fail to properly teleport there. I've tried in 3x different locations, with varying results. First one was the Cistern North Cell in Westside. Marked the outside as appropriate, and then inside here:

image.png

Every time I ask NPCs home, they fail to teleport here (the x being where I do it, the arrow the direction I'm facing) so I'm wondering how much clearance I need? 

I then tried the Novac Motel, and it only worked on 1/3 of the invites I did (the other 2 failed to teleport) but then on the successful one, the NPC was using some furniture inside. When I went to talk to him, it said Scanner busy. I also noticed the Novac room pauses SOI (you get the SOI paused) message at the top, like you do a few other cells ingame, so wonder if that was the case?

The final case I achieved with the Monte Carlo Suites. The NPC successfully teleported to the area, then assumed a roaming package, using the furniture. But when I spoke to them, the only option showing was the normal "Casual Greeting" - as if it hadn't continued from the initial invite.

Also, I wanted to ask about the handset - what is its purpose? I haven't seen anything about it in the documentation, and I don't really understand when I use it, and get the Repeater: Null message, and then powering off. 

Thanks again!

 

The Novac motel room has markers hardcoded to 'motel', so the player home markers are unnecessary unless you want it to also be your home.

 

You might try placing the marker further from the door.  NPCs have a tendency to leave immediately if it's too close.  I always take a few steps into the interior before placing them.

 

Some cells are restricted by other mods.  So if another mod sets the cell to restricted, SOI will auto-pause while in that cell.

 

A 'repeater' picks up a radio signal and re-transmits it.  It just means there is no way in the current location for the signal to reach its desired destination.  For the purposes of this mod, the handset will only work if there is a radio nearby.  It also counts those large power-line towers and antennae as 'repeaters' (mainly exterior).  So you may have to go outside or get close to one of these items for the handset to 'get a signal'.

 

I'll look into the rest sometime soonish.  I'm going to re-install and get my game going again here soon, and hopefully have some time to work on this some more.

 

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1 hour ago, t3589 said:

 

The Novac motel room has markers hardcoded to 'motel', so the player home markers are unnecessary unless you want it to also be your home.

 

You might try placing the marker further from the door.  NPCs have a tendency to leave immediately if it's too close.  I always take a few steps into the interior before placing them.

 

Some cells are restricted by other mods.  So if another mod sets the cell to restricted, SOI will auto-pause while in that cell.

 

A 'repeater' picks up a radio signal and re-transmits it.  It just means there is no way in the current location for the signal to reach its desired destination.  For the purposes of this mod, the handset will only work if there is a radio nearby.  It also counts those large power-line towers and antennae as 'repeaters' (mainly exterior).  So you may have to go outside or get close to one of these items for the handset to 'get a signal'.

 

I'll look into the rest sometime soonish.  I'm going to re-install and get my game going again here soon, and hopefully have some time to work on this some more.

 


Ah OK, I'll try and place it further from the door.

It could be that SexoutSoliciting maybe is classing that motel room as restricted, and that's why the scanner pauses in there. Is there a way to override this? I frequently use SOI on NPCs and other characters introduced by other mods.

So is the repeater kinda like a handheld radio? Like, it's function ingame would be to play music somewhere, right? Thanks for the explanation, I had no idea.

Glad to hear you may be getting back on the saddle!

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2 hours ago, ChancellorKremlin said:


Ah OK, I'll try and place it further from the door.

It could be that SexoutSoliciting maybe is classing that motel room as restricted, and that's why the scanner pauses in there. Is there a way to override this? I frequently use SOI on NPCs and other characters introduced by other mods.

So is the repeater kinda like a handheld radio? Like, it's function ingame would be to play music somewhere, right? Thanks for the explanation, I had no idea.

Glad to hear you may be getting back on the saddle!

 

More like a handheld HAM radio.  The purpose of the handset is to communicate over distances with the NPCs the player has made relationships with.  Nothing to do with music.

 

I can add a toggle at some point for restricted cells.  In the meantime you can disable it in the 'SOIQstMain' script like this:


 

Spoiler
;let iCellScn := (ListGetCount SexoutListRestrictedCell)

let iCellScn := 0

 

 

Also the NPC must have been given a handset of their own.  This can be done through dialog or you can set it on them like so:

 

Spoiler
NX_SetEVFl "SOI:Rcd:Handset" 1

 

 

 

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Just now, t3589 said:

 

More like a handheld HAM radio.  The purpose of the handset is to communicate over distances with the NPCs the player has made relationships with.  Nothing to do with music.

 

I can add a toggle at some point for restricted cells.  In the meantime you can disable it in the 'SOIQstMain' script like this:


 

  Hide contents
;let iCellScn := (ListGetCount SexoutListRestrictedCell)

let iCellScn := 0

 

 

Also the NPC must have been given a handset of their own.  This can be done through dialog or you can set it on them like so:

 

  Hide contents
NX_SetEVFl "SOI:Rcd:Handset" 1

 

 

 


Oooh OK now I get it. Thanks for the hack, I'll use it on a few cells I want things to happen in.

By the way, I've had a few relationships now and a few spouses and never gotten a dialogue to give them one. Is there a specific set of conditions you need to reach to be able to provide them with one?

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11 minutes ago, ChancellorKremlin said:


Oooh OK now I get it. Thanks for the hack, I'll use it on a few cells I want things to happen in.

By the way, I've had a few relationships now and a few spouses and never gotten a dialogue to give them one. Is there a specific set of conditions you need to reach to be able to provide them with one?

 

I think it happens automatically when you acquire a spouse/partner relationship?  I don't remember.  It should be an option in the manager dialog once they've been added to the system though [Handset Enable/Disable].

 

EDIT:  Oh and it also means they can call you.  So if you hear a mysterious beeping sound, answer your handset.

 

Edited by t3589
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  • 3 weeks later...

t3589, Have you ever listed what this mod explicitly does? I have it installed and im unsure if it's working. im new to sexout and im not as sure if a mod is working or not, especially since sexout seems alot more, rugged than sexlab. what is the order events this mod will go through if functioning well? i couldn't find a explicit description on the first page.

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On 2/17/2022 at 10:12 PM, gwyllgi said:

t3589, Have you ever listed what this mod explicitly does? I have it installed and im unsure if it's working. im new to sexout and im not as sure if a mod is working or not, especially since sexout seems alot more, rugged than sexlab. what is the order events this mod will go through if functioning well? i couldn't find a explicit description on the first page.

 

It is essentially a relationship framework intended for dialog authors.  Although, proof of concept examples are included that make it playable.

 

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