panchobobsullivan Posted July 30, 2017 Posted July 30, 2017 This would've been the perfect sexlab dialog mod for use if it wasn't the fact that a Male PC is always in the submissive role. The sameway how SLEN would've been the perfect dialog mod to intiate sex if it had a bloody option to go to a more private area before sex intiates without having to rely on another mod for it. Guess I'll just have to stick with Sexlab Romance as usual.
nonoyes Posted September 2, 2017 Posted September 2, 2017 Before I say anything, I wanna tell you this is pretty great mod and something that's been missing from Skyrim mods, and not just the lewd parts First of all, I'd like to know if the mod is still being worked on, I haven't seen any posts from OP about it I have two suggestions: The immersion factor of the mod would be improved waaaay more if unique NPCs had their preferences and traits set up beforehand according to their in-game personality and also, I'd like some way to reply to a comment the NPC gives me instead of the same optinos, so it feels more like a conversation
Villianize Posted September 5, 2017 Posted September 5, 2017 This mod is amazing. I don't know too much about using ck or tesvedit, because if so, id help with the whole male being in submissive role issue, but honestly I feel this mod deserves a lot more publicity. Immersion feels great, and amount of glitches/bugs I've experienced so far are 0
Guest Posted October 7, 2017 Posted October 7, 2017 This mod has become a staple in my playthrough, changes the game as far as RP goes, I opened up and changed alot of the dialog for my personal use, and made different races of npcs say different things, Very well done mod, thank you for your work
Guest Posted October 7, 2017 Posted October 7, 2017 Before I say anything, I wanna tell you this is pretty great mod and something that's been missing from Skyrim mods, and not just the lewd parts First of all, I'd like to know if the mod is still being worked on, I haven't seen any posts from OP about it I have two suggestions: The immersion factor of the mod would be improved waaaay more if unique NPCs had their preferences and traits set up beforehand according to their in-game personality and also, I'd like some way to reply to a comment the NPC gives me instead of the same optinos, so it feels more like a conversation If you load this up in the creation kit, click on "character" at the top, then "filtered dialog" in the drop down menu, and find the dialog for this mod, you can change conditions and dialog, for example, having NPC's of a certian race, or unique NPC's with personalize dialog, it is very time consuming (took me 3 weeks) but once it is done it gives a whole new feel to skyrim
LuckyStyler97 Posted November 5, 2017 Posted November 5, 2017 Someone having an issue with animations ? the npcs accept the sex offers but nothing happens afterward.Altough the animation starts after the kiss offer variant ....
Guffel Posted November 5, 2017 Author Posted November 5, 2017 Someone having an issue with animations ? the npcs accept the sex offers but nothing happens afterward.Altough the animation starts after the kiss offer variant .... After accepting a sex offer the npc follows you and you have to use the dialogue option "Here it's nice" to start the actual animation.
LuckyStyler97 Posted November 5, 2017 Posted November 5, 2017 Someone having an issue with animations ? the npcs accept the sex offers but nothing happens afterward.Altough the animation starts after the kiss offer variant .... After accepting a sex offer the npc follows you and you have to use the dialogue option "Here it's nice" to start the actual animation. Ok ,thank you very much and sorry for this silly question
slygothmog Posted December 11, 2017 Posted December 11, 2017 Horses! I had horses come up to me and start dialogue! I added the line - GetisCreature = 0 - to the RDS_DialogueQuest quest dialogue conditions, hopefully that will stop them doing it again. I also hope mannequins and dead people don't start as well, like they do in your other mod :/ Other than this hiccup i'm enjoying your unique approach to how relationship dialogue is handled.
Guffel Posted December 11, 2017 Author Posted December 11, 2017 8 minutes ago, slygothmog said: Horses! I had horses come up to me and start dialogue! I added the line - GetisCreature = 0 - to the RDS_DialogueQuest quest dialogue conditions, hopefully that will stop them doing it again. I also hope mannequins and dead people don't start as well, like they do in your other mod :/ Other than this hiccup i'm enjoying your unique approach to how relationship dialogue is handled. If I'm not mistaken, I tried to do this, but horses are not recognised as creature by the game, or somethink like this... at least that didn't work for me. If it works for you let me know^^
slygothmog Posted December 11, 2017 Posted December 11, 2017 6 hours ago, Guffel said: If I'm not mistaken, I tried to do this, but horses are not recognised as creature by the game, or somethink like this... at least that didn't work for me. If it works for you let me know^^ So far it seems to work, I added that line as well to the force greet quest just to make sure, then went and stood by a stables for around 15 mins ( RL ), then played the game as normal for a good 3 hours and had no horse or any creature try talking to me. I only installed your mod today so I will keep playing it and let you know if it happens again. Going to add more conditions to stop people force greeting while i'm sneaking too, damn innkeeper nearly messed up my assassination of that Orc Bard in Morthal, she came running up me just as i was about to sneak kill him while he slept. Not sure why you thought horses are not classed as creatures, they share the same keywords as all other creatures in the game ( Actortypeanimal, Actortypecreature ) and a couple more keywords so you can't reanimate them and they are immune to paralysis, with the cart horse being the exception. On a plus note I really am happy with this mod, I actually got to insult and verbally threaten Nadia Stone-Arm ( who I hate ), and things like that are sorely missed from the vanilla game, why Bethesda allow NPC's to walk all over the Dovahkiin is beyond me.
luffyboy Posted December 18, 2017 Posted December 18, 2017 @slygothmogcould you share your update to the mod when you think the improvements are finalized? (hope @Guffel is okay with that?)
Guffel Posted December 19, 2017 Author Posted December 19, 2017 9 hours ago, luffyboy said: @slygothmogcould you share your update to the mod when you think the improvements are finalized? (hope @Guffel is okay with that?) Sure, post it^^ It's not like I'm getting around to make an update any time soon...
Guffel Posted January 24, 2018 Author Posted January 24, 2018 On 21.1.2018 at 5:31 PM, Myar said: Thank you so much for this mod. It never leaves my list as it adds so much depth to the game. Are you planning to expand the system eventually (like adding a proposal option without the amulette of Mara)? You're welcome I'm playing with the idea to expand RDS, but I'm not sure if or when... currendly I'm more or less burned out when it comes to modding...
Halleaon Posted February 6, 2018 Posted February 6, 2018 So to weigh in on the talking horses issue (because it bugs the crap out of me too) the option to put in the function condition 'GetIsCreature=0' does not (I tested it in my game) and should not work because it is an obsolete condition, the developers merged both creatures and npcs into actors and so they are treated the same, and although they retain the creature keywords, GetIsCreature itself does not function (as per the creation kit wiki) I am currently however testing other options, One idea I had is to add the conditional 'GetinFaction=0' and pointed it to the sprigganpreyfaction (which horses are in with a handful of other animals) but that apparently doesn't function wtih dialogues, so now i am trying GetIsRace =0 and point it at the HorseRace as a conditional to the quests and forcegreets and I am currently testing it to see if it corrects the problem for horses (so far so good but i want to give it a few hours/days in game to verify), if it does, i'll llet you know. Another option I am considering would be to use conditionals to restrict the quests/forcegreets and dialogue by voicetype and just add in all the npc voicetypes which would exclude animals by default but that's more work than GetIsRace given the number of voicetypes to be added, so i'm trying GetisRace first. I also modified the text in my version of RDS for the fun of it just to add flavor and a little more diversity in comments and tweaking that, if I come up with a functional version that fixes the horse issue I'll post it and the fix so people can either use my updated version or correct their own.
DonQuiWho Posted February 6, 2018 Posted February 6, 2018 18 minutes ago, Halleaon said: So to weigh in on the talking horses issue (because it bugs the crap out of me too) the option to put in the function condition 'GetIsCreature=0' does not (I tested it in my game) and should not work because it is an obsolete condition, the developers merged both creatures and npcs into actors and so they are treated the same, and although they retain the creature keywords, GetIsCreature itself does not function (as per the creation kit wiki) I am currently however testing other options, One idea I had is to add the conditional 'GetinFaction=0' and pointed it to the sprigganpreyfaction (which horses are in with a handful of other animals) but that apparently doesn't function wtih dialogues, so now i am trying GetIsRace =0 and point it at the HorseRace as a conditional to the quests and forcegreets and I am currently testing it to see if it corrects the problem for horses (so far so good but i want to give it a few hours/days in game to verify), if it does, i'll llet you know. Another option I am considering would be to use conditionals to restrict the quests/forcegreets and dialogue by voicetype and just add in all the npc voicetypes which would exclude animals by default but that's more work than GetIsRace given the number of voicetypes to be added, so i'm trying GetisRace first. I also modified the text in my version of RDS for the fun of it just to add flavor and a little more diversity in comments and tweaking that, if I come up with a functional version that fixes the horse issue I'll post it and the fix so people can either use my updated version or correct their own. I was passing, and in doing so was horrified to see that there were such dissolute proposals, designed to drive a wedge between mankind and beast My steed, the worthy Rocinante was absolutely desolate to find that his verbal wisdom might be so disdained. He is a horse amongst horses, a standard bearer for his race, as, after all, 'four days were spent in thinking what name to give him, because (as he said to himself) it was not right that a horse belonging to a knight so famous, and one with such merits of his own, should be without some distinctive name, and he strove to adapt it so as to indicate what he had been before belonging to a knight-errant, and what he then was'. To now be subjected to forced silence would be an unwelcome insult, one unbecoming of such a broad minded and otherwise, utterly demented community 1
Halleaon Posted February 7, 2018 Posted February 7, 2018 2 hours ago, donkeywho said: I was passing, and in doing so was horrified to see that there were such dissolute proposals, designed to drive a wedge between mankind and beast My steed, the worthy Rocinante was absolutely desolate to find that his verbal wisdom might be so disdained. He is a horse amongst horses, a standard bearer for his race, as, after all, 'four days were spent in thinking what name to give him, because (as he said to himself) it was not right that a horse belonging to a knight so famous, and one with such merits of his own, should be without some distinctive name, and he strove to adapt it so as to indicate what he had been before belonging to a knight-errant, and what he then was'. To now be subjected to forced silence would be an unwelcome insult, one unbecoming of such a broad minded and otherwise, utterly demented community Indeed, I mean no offense to your obviously conversationally inclined steed. Clearly, he is a creature of great countenance. However, sadly, he is unique among his kind and the remaining individuals of his species must be silenced for the good of all. 2
Halleaon Posted February 9, 2018 Posted February 9, 2018 Okay, so after roughly 16 hours in game standing next to 6 horses, i'm going to post this here as it *seems* to be working properly. If anyone else gives it a test and doesn't have issues either than i'd say we're good. So, for the fix, I entered in the condition 'GetIsRace' with the value of 0 for race HorseRace "Horse" [RACE:000131FD] to both the main RDS_Dialogue Quest, RDS_PlayerApproach, RDS_NPCApproach and the Packages: RDS_forcegreet0, RDS_forcegreet10 and RDS_FWBforcegreet (probably excessive but it doesn't hurt) For those who don't' know how or can't be bothered to edit their own copy with this to stop the talking horses, I have attached my copy below. Be aware of the following: You can still approach horses, dogs, goats and chickens and have dialogue *if you want* but they should not in general, approach you. so donkeywho you can still have your rousing conversations with Rocinante, but the rest of us won't have to talk to mr. ed. Also, I have changed like 96% of the dialogue in the mod to add a little flavor, basically the dialogue is a little less generic: shy and innocent type npcs are a little more endearing, friendly npcs give you the warm fuzzies, obscene npcs are extremely lewd, arrogant npcs are creepy bastards and flirty npcs don't keep their hands (or other body parts) to themselves. You have been warned. Example new dialogue vs old: Old: He asks if you would like to be friends with benefits? New: He leans forward, his smile charming, asking if you'd be interested in exploring your sexual interests together now and then. Old: He discusses his favorite bard songs. New: He tells you about his favorite bard songs and even sings a little of one, albeit poorly to you. Old: He says he would like to see your face in ecstasy. New: He steals a gentle kiss and whispers against your lips that he would like to see your face as he makes you cum. You get the idea. There are probably some typos floating around in the dialogue, I tried to clean them all out but there is a lot of dialogue so I probably missed a few. Also, you do not need to start a new game, but I would suggest you install while standing somewhere there are no horses around, as the script will not effect horses that already have the quest applied prior to the change until you leave the area and the quest is cleaned from them. Just download the attached esp and drag and drop it into your data folder to overwrite the current one, if you hate it just uninstall rds and re-install the regular version found here on LL. RelationshipDialougeSystem.zip 2
Night-Terror Posted February 9, 2018 Posted February 9, 2018 3 hours ago, Halleaon said: Okay, so after roughly 16 hours in game standing next to 6 horses, i'm going to post this here as it *seems* to be working properly. If anyone else gives it a test and doesn't have issues either than i'd say we're good. So, for the fix, I entered in the condition 'GetIsRace' with the value of 0 for race HorseRace "Horse" [RACE:000131FD] to both the main RDS_Dialogue Quest, RDS_PlayerApproach, RDS_NPCApproach and the Packages: RDS_forcegreet0, RDS_forcegreet10 and RDS_FWBforcegreet (probably excessive but it doesn't hurt) For those who don't' know how or can't be bothered to edit their own copy with this to stop the talking horses, I have attached my copy below. Be aware of the following: You can still approach horses, dogs, goats and chickens and have dialogue *if you want* but they should not in general, approach you. so donkeywho you can still have your rousing conversations with Rocinante, but the rest of us won't have to talk to mr. ed. Also, I have changed like 96% of the dialogue in the mod to add a little flavor, basically the dialogue is a little less generic: shy and innocent type npcs are a little more endearing, friendly npcs give you the warm fuzzies, obscene npcs are extremely lewd, arrogant npcs are creepy bastards and flirty npcs don't keep their hands (or other body parts) to themselves. You have been warned. Example new dialogue vs old: Old: He asks if you would like to be friends with benefits? New: He leans forward, his smile charming, asking if you'd be interested in exploring your sexual interests together now and then. Old: He discusses his favorite bard songs. New: He tells you about his favorite bard songs and even sings a little of one, albeit poorly to you. Old: He says he would like to see your face in ecstasy. New: He steals a gentle kiss and whispers against your lips that he would like to see your face as he makes you cum. You get the idea. There are probably some typos floating around in the dialogue, I tried to clean them all out but there is a lot of dialogue so I probably missed a few. Also, you do not need to start a new game, but I would suggest you install while standing somewhere there are no horses around, as the script will not effect horses that already have the quest applied prior to the change until you leave the area and the quest is cleaned from them. Just download the attached esp and drag and drop it into your data folder to overwrite the current one, if you hate it just uninstall rds and re-install the regular version found here on LL. RelationshipDialougeSystem.zip Thanks for the fix... I love this mod and consider it the best "initiation" mod on LL. But I'm not into animal stuff and having my horse constantly try to talk to me was rather immersion breaking. I would know, as I am an Immersion Scientist. I do have a quick question though... Are the dialogue changes you made strictly for PC x Male NPC or do they also exist for PC x Female NPC?
Halleaon Posted February 9, 2018 Posted February 9, 2018 6 hours ago, Night-Terror said: Thanks for the fix... I love this mod and consider it the best "initiation" mod on LL. But I'm not into animal stuff and having my horse constantly try to talk to me was rather immersion breaking. I would know, as I am an Immersion Scientist. I do have a quick question though... Are the dialogue changes you made strictly for PC x Male NPC or do they also exist for PC x Female NPC? They exist for all dialogue both for the pc and npcs of both genders. I also specifically tweaked dialogue so the npc doesn't specify whether they think you are male or female any more so you no longer have them calling you by the wrong gender. 2
Halleaon Posted March 24, 2018 Posted March 24, 2018 Updated version with some spelling errors corrected and more mild flirt dialogue on pc's end as it was a little too aggressive. RelationshipDialougeSystem.zip 3
panchobobsullivan Posted March 29, 2018 Posted March 29, 2018 Has this been fixed yet, so the male assumes the dominant or penetrating position during animations?
Halleaon Posted March 30, 2018 Posted March 30, 2018 2 hours ago, panchobobsullivan said: Has this been fixed yet, so the male assumes the dominant or penetrating position during animations? They should do that natively based on your sexlab settings/ other installed mods. I don't have any problem with it myself.
Guffel Posted March 30, 2018 Author Posted March 30, 2018 13 hours ago, panchobobsullivan said: Has this been fixed yet, so the male assumes the dominant or penetrating position during animations? 11 hours ago, Halleaon said: They should do that natively based on your sexlab settings/ other installed mods. I don't have any problem with it myself. Exactly. I never saw this as a problem.
panchobobsullivan Posted April 1, 2018 Posted April 1, 2018 On 3/30/2018 at 2:13 PM, Guffel said: Exactly. I never saw this as a problem. When I last used this mod. The male always assumed the submissive role and the one that gets penetrated even with the settings configured correctly. I'll give it another go to see if it was something i missed or mess up sometime soon.
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