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FULLY VOICED Companion: Completely Oversexed Ivy 3.2


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Posted

A minor bug was identified in the ivy chat script, fixed.

If you already have 2.0 installed, simply download this version and overwrite the files, no new game needed!

 

Her recall Holotape function is fun as hell. She gets stuck in geometry? Simply recall and she teleports towards you. :smile:

Posted
1 hour ago, Reginald_001 said:

I've unleashed the beast.

Ivy 2.0 is available for all to download and enjoy.

Damn, I never hit a download link so fast as I have with this one!

 

Can't wait to make another go with this release. Stayed up late checking out the testbuild. I didn't have any of the issues some others seemed to be having, but I did notice one line that wasn't voiced or didn't fire correctly.

 

IIRC, it was one of her storytime/memory bank dialogues about "He was a maniac. What'd you expect from a raider?" or something very close to it—an extremely minor issue. I absolutely love her radio feature. It's very fitting to her character and overall immersion and plays at a pleasant volume. Also, it makes for nice BGM during some of her dialogue which sounds great now that you've sped up her line delivery. It definitely sounds more natural now.

I did think her radio was broken at first because you can tune it in upon vault exit, but it doesn't actually start up until you have redeemed her voucher. Maybe change the radio quest objective display trigger to after the voucher scene instead after of after the vault exit scene?

I remember most of those tracks from when I was growing up. Damn you for resurrecting my youth. Damnation Alley? Seriously? LMAO :tongue:

 

I'm not a fan of her custom body shape, but the physics on it work as expected. I don't like the all-in-one version of her dress, but it looks great on her. Overall, nothing I can't sort on my own machine with the CK/xEdit or with a LooksMenu preset.

 

Her hand cannon is pretty damn powerful. I recorded some video while testing out the PA like/dislike trigger (successful, BTW—"Ivy hated that.") during the Concord mission. She singlehandedly took out the Concord Deathclaw. Unfortunately, I missed it because I got jumped by some mongrels from behind thanks to another mod, PANPC. When I turned back around to check on her, it was dead. Sorry, can't post the vid. Too sexy for YT.

 

The dead body lingering thing, yea, that endeared Ivy to me for, like, EVER! There was a moment where she looked at the random dead settler and said, "Be at peace." So, yea, she may be a synth and mechanical and robotic in her mannerisms and mode of transport, but there's still a soul in there somewhere. Thanks for that, @Reginald_001.

 

You have done great work. Catch a breather. You've definitely earned it.

 

*side note: did you move her Dance option? I can't seem to find it.

 

**(EDITED for spelling)

Posted
1 hour ago, figarodlc said:

Most excellent! Hey all, you will NOT believe what has been integrated into Ivy since 1.5. Don't want to spoil, so just hang with her every moment you possibly can and prepare to be amazed - and not just by her dialogue.

 

Thank you so much, Reginald, for the insane amount of work you have put into Ivy and for sharing her with us. Your vision and artistic implementation are unparalleled. Every time I think I've seen it all, Ivy surprises yet again. She is by far my favourite companion. And I get the feeling you are not finished with her...:smiley:

 

15 minutes ago, DominusKaine said:

Damn, I never hit a download link so fast as I have with this one!

 

Can't wait to make another go with this release. Stayed up late checking out the testbuild. I didn't have any of the issues some others seemed to be having, but I did notice one line that wasn't voiced or didn't fire correctly.

 

IIRC, it was one of her storytime/memory bank dialogues about "He was a maniac. What'd you expect from a raider?" or something very close to it—an extremely minor issue. I absolutely love her radio feature. It's very fitting to her character and overall immersion and plays at a pleasant volume. Also, it makes for nice BGM during some of her dialogue which sounds great now that you've sped up her line delivery. It definitely sounds more natural now.

I did think her radio was broken at first because you can tune it in upon vault exit, but it doesn't actually start up until you have redeemed her voucher. Maybe change the radio quest objective display trigger to after the voucher scene instead after of after the vault exit scene?

I remember most of those tracks from when I was growing up. Damn you for resurrecting my youth. Damnation Alley? Seriously? LMAO :tongue:

 

I'm not a fan of her custom body shape, but the physics on it work as expected. I don't like the all-in-one version of her dress, but it looks great on her. Overall, nothing I can't sort on my own machine with the CK/xEdit or with a LooksMenu preset.

 

Her hand cannon is pretty damn powerful. I recorded some video while testing out the PA like/dislike trigger (successful, BTW—"Ivy hated that.") during the Concord mission. She singlehandedly took out the Concord Deathclaw. Unfortunately, I missed it because I got jumped by some mongrels from behind thanks to another mod, PANPC. When I turned back around to check on her, it was dead. Sorry, can't post the vid. Too sexy for YT.

 

The dead body lingering thing, yea, that endeared Ivy to me for, like, EVER! There was a moment where she looked at the random dead settler and said, "Be at peace." So, yea, she may be a synth and mechanical and robotic in her mannerisms and mode of transport, but there's still a soul in there somewhere. Thanks for that, @Reginald_001.

 

You have done great work. Catch a breather. You've definitely earned it.

 

*side note: did you move her Dance option? I can't seem to find it.

 

**(EDITED for spelling)

Thanks guys, greatly appreciated!

 

I was forced to remove her 'dance' dialog option for now as I had no more space. I could have added another dialog but then I was missing 2 options so I chose for this setup. I think she still dances somewhere in one of her idles though. :smile:

Posted
On 17/03/2018 at 11:27 PM, Reginald_001 said:

The voucher is completely reachable, you just need to search a bit for it. It is not in the sealed off lab.

But perhaps you want to wait one day for the new test version which will be released tomorrow, as it has over 1500 more lines of dialog and tons more options than 1.5. ;)

Thanks, I can wait! If it's in the non-sealed-off area I can have another look for it. I naturally assumed it was at that exact location but sometimes those things are a bit off.

Posted
4 minutes ago, Reginald_001 said:

 

Thanks guys, greatly appreciated!

 

I was forced to remove her 'dance' dialog option for now as I had no more space. I could have added another dialog but then I was missing 2 options so I chose for this setup. I think she still dances somewhere in one of her idles though. :smile:

Gotcha. Thanks for clearing that up. I'm off to play around with 2.0.

Posted

Wow, that was quick! I'm still only half way through checking Ivy in each of my settlements and some quest locations in between, and have three pages of notes and suggestions i was going to post. Are you still interested in feedback on v1.09?

 

Playing at level 243 and still have at least a month or two of exploring/questing/building left on this playthrough. What problems can i expect from updating to v2.0a at this stage of the game? Haven't had any major issues updating 1.03 > 1.05 > 1.09 on this same playthrough.

 

Anyway, thanks so much for creating and developing this wonderful companion. She has given a whole new perspective on this great game and i look forward to playing with her for quite some time!

Posted
12 minutes ago, dosfox said:

Wow, that was quick! I'm still only half way through checking Ivy in each of my settlements and some quest locations in between, and have three pages of notes and suggestions i was going to post. Are you still interested in feedback on v1.09?

 

Playing at level 243 and still have at least a month or two of exploring/questing/building left on this playthrough. What problems can i expect from updating to v2.0a at this stage of the game? Haven't had any major issues updating 1.03 > 1.05 > 1.09 on this same playthrough.

 

Anyway, thanks so much for creating and developing this wonderful companion. She has given a whole new perspective on this great game and i look forward to playing with her for quite some time!

Absolutely. Ivy is still very much under constant development, any feedback is more than welcome!

Enjoy playing with her!

 

You can try to clean the save and recruit her, it's just not really supported. One of her main quests has changed quite drastically and if the topics aren't reloaded you'll either miss dialogue, triggers or other options. You could miss other things like her perk, her holotape (which you only get once) etc.. I've not really tested her like that. But you can definitely try it.

Posted

Great work, loving her so far!  Some funny dialogue lol - still navigating around her - need a way to stop her charging forward when sneaking!

 

Here's my Ivy for this run thru.



20180319215411_1.jpg

20180319215404_1.jpg

Posted

Thanks guys! Really glad you are enjoying her. Meanwhile I'm getting back to crunching... found a few spots where Ivy spams the regular companion dialog lines (like regular companions do) so I'll be going over all her situational topics to make sure she doesn't repeat them at least 24 hrs after saying them. I'll proceed with the original idea for the radio (for each settlement that has at least 1 radio, Ivy will make more caps, with a maximum of 1 counting radio per settlement). With over 32 settlements that could make her radio very profitable. But it could mean Ivy might need to actually make some time to receive all these customers. I'm hoping to attach some 'real' consequences to placing these radios all over the commonwealth. What happens if too many customers knock on her door? Will she have to excuse herself from a quest so she can receive customers? What if you refuse? Will the customers get angry? Etc..etc...

 

I will also slowly start work on her main quest line (Ivy in Pornoland) which will take far longer to complete as it features a new worldspace (which takes place inside her mind, the player and Ivy will dive into her memory archives to learn about her real past). I'm slowly setting up some test mods and maps to make this a reality but it's a lot of work. I really want to make and play it. I'm just looking at the amount of work for it and am scratching my head searching for ways to make it happen. Hopefully more on that later.

 

Guess it's back to work. :smile:

Posted
37 minutes ago, SamBooka said:

I like the mod, but now ivy wont talk or trade with me (dialog options dont do anything), am i missing something. 

 

Make sure you're using the latest version of Ivy.

 

Step 1:

Open her controller holotape. Click on 'Deactivate Unit'.

Close your pipboy by pressing escape.

Press escape again until you're free in the game again.

Wait 10 seconds.

 

Step 2:

Open her controller holotape. Click on 'Activate Unit'.

Close your pipboy.

Wait 10 seconds.

 

That resets her recruitment quest and immediately recruits her as companion again.

Posted
On 3/20/2018 at 8:43 AM, dosfox said:

Playing at level 243 and still have at least a month or two of exploring/questing/building left on this playthrough. What problems can i expect from updating to v2.0a at this stage of the game? Haven't had any major issues updating 1.03 > 1.05 > 1.09 on this same playthrough.

 

On 3/20/2018 at 8:52 AM, Reginald_001 said:

...

You can try to clean the save and recruit her, it's just not really supported. One of her main quests has changed quite drastically and if the topics aren't reloaded you'll either miss dialogue, triggers or other options. You could miss other things like her perk, her holotape (which you only get once) etc.. I've not really tested her like that. But you can definitely try it.

Thanks for your quick reply Reginald_001, much appreciated!

 

Cutting long story short, this method has got me going with Ivy 2.0a:

 

1. Remove everything from Ivy's inventory.

2. (if you have Better Companions installed) Deregister Ivy as a "custom companion". Make sure the custom companion module is removed from her inventory. Stop the mod via going into Better Companions Settings Holotape -> Mod Maintenance

3. Dismiss Ivy to a small settlement where you aren't.

4. Save game, exit.

5. Uninstall Ivy 1.09

6. Uninstall Better Companions .

7. Start game, spend 24 (game) hours, save, quit

8. Start game, spend 24 (game) hours, save (SAVE_01), quit

9. Load savegame SAVE_01 with FallRim Tools Resaver. Clean "unattached script instances" only. Save file (SAVE_02).

10. Open game, load cleaned savegame SAVE_02

11. Spend 24 (game) hours, save, quit

12. Start game, spend 24 (game) hours, save, quit

13. Install Ivy 2.0a

14. Start game, enjoy

 

I found that without uninstalling Better Companions and the Resaver clean, Ivy wasn't talking much and not commenting on locations. The NX2C Holotape was not available, and her inventory items from before (1.) above had reappeared.

 

Everything now seems to be working really well. Ivy is commenting on everything and i'm hearing lots of new dialogue. The affinity quest(?) seems to be progressing properly, but haven't got to the "Shit I totally love you" stage. She has said "I love you" once outside of dialogue, but she did that in V1.09 too. She is commenting appropriately on most locations we visit.  The NX2C Holotape is in my inventory and working properly. WIVS profits are coming in daily. So far SOO good!

 

I really like the Better Companions mod because is allows you to assign specific short-, medium- and long-range weapons to any vanilla, DLC, or custom companion, and it really works. After uninstalling it at step (6.) above, I checked that it was uninstalled by recruiting Piper for a while during step (8.) above, and her Better Companions preferences were definitely gone, she was using her 10mm pistol despite having other weapons in her inventory. After installing Ivy 2.0a however, just for fun I put a katana and an assault rifle into Ivy's inventory (didn't select either of them), and have seen she is using them for short and long-range stuff while using her own .44 for most mid-range stuff! Is this Ivy's default behaviour? 

 

Sorry to hassle you with all this late-in-the-game stuff, but this is where i usually experiment with new mods. Even when i start my next playthrough in a month or two i won't be inclined to install Ivy right at the start of the game. The other companions are essential to many of the quest lines i enjoy playing. Is it going to affect Ivy's quests if I don't install and recruit her until level 50 or so? Ideally i'd love to see her recruited and interacting with at least one other companion. Ivy 1.05 worked really well with Cait & Curie under the Unlimited Companion Framework. 

 

Thanks again Reginald_001, hope you're basking in the warm glow of a successful beta release!

Posted

Does this mod perhaps edit the Sanctuary worldspace to any large degree? I've noticed I can no longer scrap most things even though I have Spring Cleaning, and it's guessed that this is because the worldspace has been changed.

Posted

*Edit*5ab23c792b591_Screenshot(593)_LI.thumb.jpg.5ba2e287b2555eb952ffbb5d27f5afb3.jpg

5ab23cc29d5b3_Screenshot(596).thumb.png.cdc4ef53b1cc0a9f32be3722969f2360.png

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4 hours ago, Scottvrakis said:

Does this mod perhaps edit the Sanctuary worldspace to any large degree? I've noticed I can no longer scrap most things even though I have Spring Cleaning, and it's guessed that this is because the worldspace has been changed.

 

*EDIT* Top screenie load order shows Ivy above Clean & Smooth and Scrap Everything, 2nd screenie shows a photo of a clean build in Sanctuary with Ivy. Third screenie shows Ivy loaded under Clean & Smooth and Scrap Everything, 4th screenie you can see the post-war houses infringing on a clean Sanctuary build. And I am unable to scrap the buildings or shrubbery.

 

Load order.

 

Nothing wrong with the mod.

 

Yes it does by virtue of the fact that Ivy's quest begins here and her quest of origin needs some items in the worldspace to be present (i.e. the workshop, which is attached to the yellow house, which is attached to the specific cell which is attached to Sanctuary Hills, etc.. The mod author most certainly does not run many of the mods you do, so the worldspace will be translated by the game conditions in which the mod was made. The things that are present in the mod author's game will not appear the same in your game due to this because the mods you use that edit that cell are not present in his/her game. 

 

I use Clean & Smooth Sanctuary and also Scrap Everything (much more powerful and far more compatible mod than Spring Cleaning from my experience) and unless I load Ivy before it, many old houses will come back around the workshop area. Load order should solve any issues you are having with scrapping in SH. I had so many problems with Spring Cleaning being dependent on far too many conditions being just right to scrap what I wanted that I opted for Scrap Everything and have had no problems whatsoever since. Not one.

 

Simply move Ivy's load order above your Spring Cleaning mod and any other mods you have that edit the Sanctuary Hills area and you should be fine.

Posted

Nothing was changed in Sanctuary other than Ivy's placement. The mod should not have anything to do with the geometry of Sanctuary. But Ill take a look.

 

(edit) Thanks @figarodlc for the elaborate reply (!)

(I'll add your instructions to the installation manual)

Posted

Hi,

 

I've been wanting to try out this mod, but I decided to wait for a milestone version to be released. Looks like this was the day... however I think this conflicts with the WIP Nora Spouse mod. Opening it in FO4Edit, I see that both mods touch on a couple of quests and the Follower Companion Quest.

 

In fact, when I first tried v2.0a, Nora immediately started walking away from the player and started to wander. Her dialog choices seemed to be stuck at "Follow" but it doesn't even do anything, and she just keeps on walking. Since Ivy's records on the Follower Quest are pretty similar to Fallout4.esm (at least, at first glance) is it safe to put the Ivy mod before the Nora one in the load order? I'm gonna try loading a save file prior to listening to Ivy's radio's message again, to see if the effect is immediate.

 

For those using Armorsmith Extended and Armor Keywords, some conflicts would also have to be resolved, since Ivy also edits some vanilla records for raider gasmasks, wedding ring, etc.

Posted
5 hours ago, kujoe said:

Hi,

 

I've been wanting to try out this mod, but I decided to wait for a milestone version to be released. Looks like this was the day... however I think this conflicts with the WIP Nora Spouse mod. Opening it in FO4Edit, I see that both mods touch on a couple of quests and the Follower Companion Quest.

 

In fact, when I first tried v2.0a, Nora immediately started walking away from the player and started to wander. Her dialog choices seemed to be stuck at "Follow" but it doesn't even do anything, and she just keeps on walking. Since Ivy's records on the Follower Quest are pretty similar to Fallout4.esm (at least, at first glance) is it safe to put the Ivy mod before the Nora one in the load order? I'm gonna try loading a save file prior to listening to Ivy's radio's message again, to see if the effect is immediate.

 

For those using Armorsmith Extended and Armor Keywords, some conflicts would also have to be resolved, since Ivy also edits some vanilla records for raider gasmasks, wedding ring, etc.

It should not conflict. The load order cascades, but you can put her before Nora. The only thing that was added to the followers quest was hacking dialog. In the worst case Ivy does not speak during hacking, or will not be able to hack at all.

 

This is the case for Armorsmith extended (and Sanctuary) as well, I only *add* stuff, never remove stuff.

(Because each mod gets its own prefix, (e.g.xx0002f1f) even if stuff would have the same id and name, it sill doesn't conflict.)

 

So any mod compatibility issues come down to load order, see @figarodlc's reply on Sanctuary, the same principles apply here.

 

Coming back to issues with Nora, this mod is not (and will never be) supported under Multi companion mods, y're'on'yer'own.

Despite that... it should work without any conflicts, unless the Nora mod does crazy things that I'm not aware of.

And all the way at the end I might load up a multi-companion mod or two to check for compatibility issues and try to create a patch for said mods, but that's a long way off, if it will happen at all.

 

2 keywords were added to 4 objects for Ivy to be able to remark on what she's wearing.

- All 3 vanilla gasmasks

- Nora (or Nate's) wedding ring.

 

Because of your input I will remove these keywords and will simply add them in script when Ivy is first recruited, that way it will never interfere with other mods.

 

Posted
18 hours ago, Reginald_001 said:

Make sure you're using the latest version of Ivy.

 

Step 1:

Open her controller holotape. Click on 'Deactivate Unit'.

Close your pipboy by pressing escape.

Press escape again until you're free in the game again.

Wait 10 seconds.

 

Step 2:

Open her controller holotape. Click on 'Activate Unit'.

Close your pipboy.

Wait 10 seconds.

 

That resets her recruitment quest and immediately recruits her as companion again.

Got it to work thanks

Posted

First off excellent work this is what is needed in the game,but I have a little problem yesterday everything was working great ,when I left the game yesterday I had Ivy sit on a couch today I started the game and told her to follow me but no matter what I do she just stays in the same spot ,but if I point to a certain spot and tell her to move there she will.

This is on a fresh game, I even tried to dismiss her but that didn't work either so I emptied her inventory quit the game ,uninstalled her started the game again saved it ,left the game and reinstalled her went to get the voucher but when I redeem her she just stands there and keeps asking for the voucher. I even tried to install manually but still no luck,it seems it only works right if I start a new game.

Posted
48 minutes ago, kavagh said:

First off excellent work this is what is needed in the game,but I have a little problem yesterday everything was working great ,when I left the game yesterday I had Ivy sit on a couch today I started the game and told her to follow me but no matter what I do she just stays in the same spot ,but if I point to a certain spot and tell her to move there she will.

This is on a fresh game, I even tried to dismiss her but that didn't work either so I emptied her inventory quit the game ,uninstalled her started the game again saved it ,left the game and reinstalled her went to get the voucher but when I redeem her she just stands there and keeps asking for the voucher. I even tried to install manually but still no luck,it seems it only works right if I start a new game.

I think the same procedure can fix it:

 

Make sure you're using the latest version of Ivy, if you already were then.

Load your old save game with Ivy on the couch:

(Otherwise you need to download the latest version and use that in a new game)

 

Step 1:

Open her controller holotape. Click on 'Deactivate Unit'.

Close your pipboy by pressing escape.

Press escape again until you're free in the game again.

Wait 10 seconds.

 

Step 2:

Open her controller holotape. Click on 'Activate Unit'.

Close your pipboy.

Wait 10 seconds.

 

That resets her recruitment quest and immediately recruits her as companion again.

If that fails, can you post your mod load order so I can take a look at what might be wrong?

Posted
4 minutes ago, Reginald_001 said:

I think the same procedure can fix it:

 

Make sure you're using the latest version of Ivy.

Load your old save game with Ivy on the couch, if you already were then:

 

Step 1:

Open her controller holotape. Click on 'Deactivate Unit'.

Close your pipboy by pressing escape.

Press escape again until you're free in the game again.

Wait 10 seconds.

 

Step 2:

Open her controller holotape. Click on 'Activate Unit'.

Close your pipboy.

Wait 10 seconds.

 

That resets her recruitment quest and immediately recruits her as companion again.

I just reinstalled it then move Ivy to the top of the load order and she seems to be working ,but if I have that trouble again I'll try your solution.

Posted
3 hours ago, Reginald_001 said:

It should not conflict. The load order cascades, but you can put her before Nora. The only thing that was added to the followers quest was hacking dialog. In the worst case Ivy does not speak during hacking, or will not be able to hack at all.

 

This is the case for Armorsmith extended (and Sanctuary) as well, I only *add* stuff, never remove stuff.

(Because each mod gets its own prefix, (e.g.xx0002f1f) even if stuff would have the same id and name, it sill doesn't conflict.)

 

So any mod compatibility issues come down to load order, see @figarodlc's reply on Sanctuary, the same principles apply here.

 

Coming back to issues with Nora, this mod is not (and will never be) supported under Multi companion mods, y're'on'yer'own.

Despite that... it should work without any conflicts, unless the Nora mod does crazy things that I'm not aware of.

And all the way at the end I might load up a multi-companion mod or two to check for compatibility issues and try to create a patch for said mods, but that's a long way off, if it will happen at all.

 

2 keywords were added to 4 objects for Ivy to be able to remark on what she's wearing.

- All 3 vanilla gasmasks

- Nora (or Nate's) wedding ring.

 

Because of your input I will remove these keywords and will simply add them in script when Ivy is first recruited, that way it will never interfere with other mods.

 

 

I loaded Ivy before Nora, and all seems to be ok. I should mention that this is with Amazing Follower Tweaks, so that may have played a part with the initial issues.

 

As for AE, it's not really a problem per se. Those items aren't made unusable in any way with the conflict, but I just wanted to provide my findings to those who rely on AE's keywords for those items.

 

So far, looking pretty good. ;)

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