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FULLY VOICED Companion: Completely Oversexed Ivy 3.2


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Posted
20 minutes ago, blutrausch2033 said:

First of all, absolutly awesome mod! :smile: But my Question: Can you Romance Ivy? And does she have her own Romance Quest?

Hallo blutrausch, Ivy is your romantic partner the instant you redeem her via the quest and she becomes your follower. She does have progressive affinity and you can reach peak affinity with some sweet dialogue from her along the way. So, ja, romance the hell out of her! ;)

Posted
1 hour ago, DeadWabbits said:

Huh. Its just that I have been searching around and seen different variations of Ivy with different hair and whatnot. Still have not even really figured out how to get her to give me quests. Working on it though lol

 

Here's a quick and dirty how-to for changing characters in game: https://www.youtube.com/watch?v=CdUPOIHaEjM too many folks asking, so I just made a vid to cover some questions. 

 

Ivy is an attention whore. Keep asking her thoughts, checking her other dialogue options and just spending lots of quality time with her. Reginald is working on more and more material for Ivy including quests and dialogue, etc. so stay tuned! :smile:

 

Posted
4 hours ago, DominusKaine said:

@figarodlc yea, stepson is always wheelin' and dealin' with his classmates and his momma (spoiled brat that he is, LMAO), but yea, he's a smart one. Deep down, I'm a softie, but he has yet to penetrate my thick armour! My monitor has 2 HDMI and 1 DisplayPort for connectivity as seen HERE, but my laptop only has... wait, I just looked. It DOES have a mini displayport! I might have to run to the store today. LOL Good excuse to get out of the house, yea?

Sweetness! I hope that works wonders for you. 

Posted
2 hours ago, figarodlc said:

Sweetness! I hope that works wonders for you. 

Turns out I already had a mini DisplayPort adapter and a DisplayPort cable. It was in use on my Mac MINI, but I DON'T have a mini DisplayPort on my laptop. It's a Thunderbolt/USB-C port, so I may still run to get a cable tomorrow possibly if I determine the b/w is better over Thunderbolt than HDMI. My only other option is to finally get a graphics amp and a dedicated vidcard for it. Considering Nvidia's latest offering is still $1000+ for a 1080 Ti and $200 for the amp. I'd rather put those funds towards something else more reasonable. A $20 cable sounds much more enticing, yea? LOL

 

On a side note, the 17in 4k screen on the lappy? Super, super crispy. Hurts my eyes if I don't run apps with Hi DPI scaling. Anyways, back to pimpin.

Posted
12 hours ago, landess said:

No. Unfortunately it has never played a sound, before or after. I decided to try some things anyways: Heather Casdin's radio does not work. I disabled that mod, WIVS - no joy. WRVR does work, I disabled that mod, WIVS - no joy. Enabled both of those mods, and made plugin load order changes. I did have Ivy as 1st .esp for maximum compatibility, so I moved Armorsmith extended down as far as I could (8 other mods required it) and then Ivy was moved right above it - 10 from the bottom. Still no change.

 

I probably did a no-no by making a new start with all mods active, so my next step would be to disable every single plugin, and start another new game and only enable Ivy once free of Vault 111. This will also give me a chance to check Heather's radio as well, since I do use her on my BOS play through....

 

Will check back later.

EDIT: Checking back - NEWS!

 

New start - no mods: Enabled Ivy once Sanctuary discovered. Radio worked, quest advanced, marker created. Ivy spoken with and quest advanced to claim voucher.

 

New start - All mods including Ivy enabled once Sanctuary discovered. Same outcome as above - success. Interesting situation noted. {Ivy wouldn't speak while PipBoy was playing WIVS}<unrepeatable, likely wrong!>. Turned off radio, spoke with Ivy, and as soon as Ivy granted claim voucher quest the Heather Casdin radio station and quest began. Toggled TCL/TGM to quickly retrieve voucher and returned. Ivy claimed as companion and normal/secondary WIVS began working per mod.

 

Conclusion: Mod should not be started until Sanctuary discovered. Change this to Vault 111 exited!

 

Recommendation: Investigate reason for Casdin radio quest hang prior to disabling/removal of Ivy discovery broadcast. Perhaps the Radio could be 'removed' from quest status and continue to play discovery broadcast until Ivy is claimed, at which point the switch to the secondary broadcast is made?

 

Side note. Because my earlier play through began with all mods active, the WIVS broadcast was never heard and advancing the quest manually by speaking to Ivy never advanced the radio part blocking the Casdin quest from triggering, so neither station played. Will try to salvage this set of saves by doing a clean install to see if both stations work as intended. New start was made for test purposes only.

That's really odd that you have problems if the mod starts pre-Vault 111.  I say this because I have been testing with Ivy 3.0 and Heather 1.03 in my mod list, both enabled before starting a new game, and it plays fine for me once I get out of the Vault.  Never tried turning it on inside the vault, but it does play outside.  I typically have finished listening to it and getting the initial quest marker before leaving the Vault fenced area (just looting gets me enough time to play the WIVS, Vault 88, Automatron, and Heather quest starts).

 

For reference, Heather is number 132/141 with her patch being 133, and Ivy is below her at 134 in my enabled plugins list, so very near the bottom of my load order.

 

Posted
41 minutes ago, LyreAB said:

That's really odd that you have problems if the mod starts pre-Vault 111.

I've seen it mentioned before that mods can get finicky if running prior to exiting the vault for the first time. Obviously this isn't an issue for most mods, but in all reality - besides mods that always run from start ( textures, replacers, etc.), there shouldn't be much besides 'alt start' mods which would need to run until exit achieved.

 

My mod list is less than 150, with only around 126 plugin/esp's. Some are pretty big like Fusion City Rising which is a requirement for HotC (Hookers of the Commonwealth). Also since my version of FO4 hasn't been updated for around a year, I know I'll likely run into issues with some mods as time goes by - thankyou very much Catastrophe Club! It's this reason I can't use the MCM which came out after I quit updating FO4.

 

Anyways, I'm not complaining at all, just tossing out info which could potentially help others as well as notify the author of how the mod is working in my situation. Also just checked and my Heather is 1.02, so no surprises that things will get strange occasionally. Also running the Willow appearance mod for her.

 

Really enjoy Ivy. Since there is so much dialogue, I realize I'll be cheating myself if I don't explore everything and everywhere. Example: I quit entering Concord Speakeasy after first character. I entered with Ivy and got a good chuckle this time around. :smile:  Combat with Ivy is hilarious, sometimes her trash talk matches exactly what I'm thinking.....

 

Taking my time and enjoying the company.

Posted
9 hours ago, alima309 said:

dude, may I ask how to make IVY to prostitute?

 

can't find the broadcast building option in workshop menu ...

For 'roleplay' purposes I can use Vinfamy's Autonomy and 'offer' my companion for sex. Vinfamy's 'Prostitution' is player only I believe - will have to look closer to see if companions can be substituted.....  edit: checked - player only

 

8 hours ago, DeadWabbits said:

Can you change her hairstyle somehow in game?

 

7 hours ago, DeadWabbits said:

Is there anyway to change ivy's looks in game?

I used the optional files to have Ivy look like the Main photo on the Mod post. The outfit was automatically changed by using Lazman's vanilla replacer.

 

5 hours ago, blutrausch2033 said:

First of all, absolutly awesome mod! :smile: But my Question: Can you Romance Ivy? And does she have her own Romance Quest?

For 'roleplay' purposes I use Vinfamy's SEU to engage in 'romance' with Ivy. She gives Lovers Embrace right out of the box.

 

*All this info is in regard to my mod use. Obviously we've learned Her prostitution is done behind the scenes with a possibility of a radiant quest for bad customers.

Posted
13 minutes ago, landess said:

I used the optional files to have Ivy look like the Main photo on the Mod post. The outfit was automatically changed by using Lazman's vanilla replacer.

Your Ivy is looking lovely, mate. I had Lazman's replacer and switched to 2Pac's instead, but Lazman's feather dress looks a lot better. They're both pretty good mods.

 

Hmm should I switch back...

Posted
8 hours ago, DominusKaine said:

So, there ISN'T supposed an actual audio file for the advert? I'm confused now. Where's the sound coming from then?

 

Honestly, you can troubleshoot it when you have time and/or completed other features/integrations. This is kind of a one-off anyway. I have a clean save now to test whenever you need me to. At least until the next round of Beth CC updates mucking everything else up. :confused: 

It's dialogue! :smile:

See the screenshots I posted above in this page.

 

As for SLM/Hair etc.. I figured not to implement this. Usually the first thing that most modders/gamers do anyway is change the NPC to suit their needs. It would be a lot of effort for something many won't use other than novelty, then import their facerips anyway...

 

Posted

ScreenShot35.thumb.png.8f76aeb173289d383582fed71ced6217.png

 

Opened 'showlooksmenu', chose preset 'Nicolette' which I had downloaded for another character I play, chose another hair style and saved for proof of concept for changing looks. There was no face/body zoom available to micromanage the appearance, but here ya go - changes doable!

Posted

Damn. Every time I start my game and continuing adventuring with Ivy, I can't help but notice how far she's come since I first came across this mod. And way beyond being a simple prostitute follower mod. She's definitely taken on a life of her own. And you've definitely outdone yourself with this character. Well, back to my adventuring. Just wanted to say thanks again for creating and sharing this masterpiece. :smiley:

Posted
15 minutes ago, thesimpsonsguy said:

Damn. Every time I start my game and continuing adventuring with Ivy, I can't help but notice how far she's come since I first came across this mod. And way beyond being a simple prostitute follower mod. She's definitely taken on a life of her own. And you've definitely outdone yourself with this character. Well, back to my adventuring. Just wanted to say thanks again for creating and sharing this masterpiece. :smiley:

Thanks! The idea really was and still is to get Ivy to a point where during the entire playthrough you will keep hearing 'new' material from her. That's why there's a lot of material locked inside her that unlocks after (x) amounts of chats (or sleeping together in a bed). Some material does not unlock until you've spoken 60-100 times with her. :tongue:

Posted

THERE'S BEEN A 6TH DAY VIOLATION!

 

ScreenShot36.thumb.png.2fda2e8897984673f7ba8b87e0450df6.png

 

Ok ok, just having a little more fun before I get back to it. The reference is to an older Schwarzenegger movie, but with synths replacing humans the scenario is similar. As with the movie - the human and clone/synth can work together to take out the bad guys....

 

This character is almost lvl130, so always looking for more reasons to play it - perhaps the dialogue isn't purely 'male-centric'....

 

Yep - recognizes I'm 'female' and has <in>appropriate dialogue. Also looks at my inventory and comments. Totally unexpected, and too real. Wow!

Posted
3 hours ago, landess said:

<snip>

For 'roleplay' purposes I use Vinfamy's SEU to engage in 'romance' with Ivy. She gives Lovers Embrace right out of the box.

I also would recommend Chosen Clue's SEU, for sex with Ivy (or anyone else really).

Not sure about Prostitution though. Sadly all of Vinfamy's mods conflict with RSE, so I haven't been using it.

RSE is wonderful but a Real investment in time (just to read what all your options are takes a few hours, and isn't all covered in the user guide). Still great though. :smiley:

I'm doing Ivy, fresh game now (well, when I finish working).

Posted

Could This wrapper be used with Ivy's speeches?

 

If Game.IsPluginInstalled("FalloutWho.esp")

    Enable speech here

Endif

Cause then I could get her to say the line....

Posted
11 minutes ago, ModHunter42 said:

Could This wrapper be used with Ivy's speeches?

 

If Game.IsPluginInstalled("FalloutWho.esp")

    Enable speech here

Endif

Cause then I could get her to say the line....

You'll need to be more specific than this. Ivy's dialogue is divided over two separate scenes (your thoughts) and (story archive). Each have hundreds of lines. You could add a conditional to each of these lines, but I don't think that's what you're searching for right?

Posted

Apologies for the RANT below. :smile:

 

Shit working on quest integration is a huge pain! I'm just adding simple dialogue, but the existing quests are full of error that pop up, once I changed the quest. Many actions with the same ID's (copy/paste work from Bathesda people) which cause the quests to break as soon as I add something. This is seriously hampering my efforts to integrate Ivy into existing dialogue lines.

 

Ah well, I'll keep hacking away at it.

 

Like THIS stuff, just after 1 line of dialogue!!!!!

 

FORMS:    <CURRENT>         SCEN 'MQ202_010_MemoryLounger' (0016897A)    Scene 'MQ202_010_MemoryLounger' (0016897A) has multiple actions that share ID 8
FORMS:    <CURRENT>         SCEN 'MQ202_010_MemoryLounger' (0016897A)    Scene 'MQ202_010_MemoryLounger' (0016897A) has multiple actions that share ID 9

 

Then when I go in, it's NOT MY FUCKING ERROR! How did they even do this? This is IMPOSSIBLE to do in the Creation Kit!!

Did they use FO4Edit to create this stuff or something???

 

Action 8: Package for Amari and also a dialogue action... UTTERLY IMPOSSIBLE....

(edit) OK. I dropped the original action 8 and 9 and have recreated them now as action 17 and 18, hopefully that won't break the whole fucking mess. Damn.. shit like this is costing so much time because now I have to go in game and test all iterations of the 'memory' quest which takes 20 fucking minutes to complete... times the amount of different options and iterations it can take.. arrrgghghhhhh. :frown:

 

The worst part is, some scripts or other interactions *could* be hard linked to 'action 8' or 'action 9', meaning that this worked completely 'by accident' in the vanilla game. It could also mean that by me dropping action 8 and 9, now this whole quest is borked.. guess it's a lot of testing for me now.

 

action8.jpg

Posted
3 hours ago, Reginald_001 said:

It's dialogue! :smile:

See the screenshots I posted above in this page.

 

As for SLM/Hair etc.. I figured not to implement this. Usually the first thing that most modders/gamers do anyway is change the NPC to suit their needs. It would be a lot of effort for something many won't use other than novelty, then import their facerips anyway...

 

That's odd. I could've swore I even heard it in Figaro's video with the whole countdown and everything. I must be losin my marbles. Sorry to hear about the trepidations with her story quest integrations. Quest scenes are confusing to me. It took me forever to get my own custom companion to hire/fire/rehire correctly and then the story manager wouldn't spawn the main dialogue quest at the right time. Instead of my custom comp appearing where and when she needed to be, she was running all over the commonwealth. Shelved for now until I can suss out her scenes and source some audio. Having too much fun with Ivy anyway. :open_mouth:

Posted
8 minutes ago, DominusKaine said:

That's odd. I could've swore I even heard it in Figaro's video with the whole countdown and everything. I must be losin my marbles. Sorry to hear about the trepidations with her story quest integrations. Quest scenes are confusing to me. It took me forever to get my own custom companion to hire/fire/rehire correctly and then the story manager wouldn't spawn the main dialogue quest at the right time. Instead of my custom comp appearing where and when she needed to be, she was running all over the commonwealth. Shelved for now until I can suss out her scenes and source some audio. Having too much fun with Ivy anyway. :open_mouth:

No it's in there, but all songs are a sound.. and the song 'intros' and her 'please recruit me' are lines of dialogue.

 

On the quest inegration pain.. I think I managed to fix this quest so far... at least it's not giving me an error anymore right after loading up the ESP in the CK. :smile:

Now to actually test it in game.

Posted
39 minutes ago, DominusKaine said:

That's odd. I could've swore I even heard it in Figaro's video with the whole countdown and everything

If I may: I believe you 2 got separated thru a misinterpretation of verbiage.

 

There IS audio in the first part where Ivy's message repeats till the voucher is redeemed, causing WIVS to switch to the 'normal' sounding broadcasts with both music and DJ.

 

Since I'm no 'modder', Stay with me here: Is it possible instead of a standard recording, the beginning loop is actually game generated dialogue being transmitted through the Radio? As if the radio was 'talking' to no one in particular, but able to be heard by the player? I realize all audio is recorded/played back, though my point is more about how the game decides to handle it.

 

Perhaps this will shake up the situation and both of you will get back on the same page. I was able to figure out my situation and resolve it, but then again, I never had sound at all before or after voucher redemption leading me to believe I caused a trigger failure.

 

Edit: I just went through a sample of the 25 .xwm files, changing them to .wav and playing them so I could see if one of these was the looping dialogue that 'starts' the quest. Played the 1st file of each name and all were radio broadcasts heard after Ivy is recruited.... hope this helps as well.

Posted
12 minutes ago, landess said:

If I may: I believe you 2 got separated thru a misinterpretation of verbiage.

 

There IS audio in the first part where Ivy's message repeats till the voucher is redeemed, causing WIVS to switch to the 'normal' sounding broadcasts with both music and DJ.

 

Since I'm no 'modder', Stay with me here: Is it possible instead of a standard recording, the beginning loop is actually game generated dialogue being transmitted through the Radio? As if the radio was 'talking' to no one in particular, but able to be heard by the player? I realize all audio is recorded/played back, though my point is more about how the game decides to handle it.

 

Perhaps this will shake up the situation and both of you will get back on the same page. I was able to figure out my situation and resolve it, but then again, I never had sound at all before or after voucher redemption leading me to believe I caused a trigger failure.

 

Edit: I just went through a sample of the 25 .xwm files, changing them to .wav and playing them so I could see if one of these was the looping dialogue that 'starts' the quest. Played the 1st file of each name and all were radio broadcasts heard after Ivy is recruited.... hope this helps as well.

As I said.. The first part *is* dialogue, see this screenshot.. ;)

 

rad2.jpg

 

Posted
1 hour ago, Reginald_001 said:

You'll need to be more specific than this. Ivy's dialogue is divided over two separate scenes (your thoughts) and (story archive). Each have hundreds of lines. You could add a conditional to each of these lines, but I don't think that's what you're searching for right?

Right you are. I was seeking an on location line, but it should only fire 'inside' the location (which would only exist with said mod installed).;)

Posted
28 minutes ago, ModHunter42 said:

Right you are. I was seeking an on location line, but it should only fire 'inside' the location (which would only exist with said mod installed).;)

I am actually searching for the same thing, so I can implement the DLC without it being a pre-requisite. The issue is, as long as I don't 'master' it inside the CK, I can't add conditionals for these objects & variables (everything is just combo boxes and pulldowns, I can't type the names of locations or objects unless I'm using Fo4Edit)... but mastering it would make it a dependency, so it's sort of a vicious loop. I'm sure there's a way around it though. I'd like to add chatter and remarks to custom locations, without those mods becoming a dependency for Ivy.

 

In other news, as you could see from my rant above, I'm really diving into quest integration, going over all quests to add some Ivy dialogue in there.

Just did

 

- MQ202 (memory lounger scene)

- DN079 'Mystery Meat' (The ghoul meat selling vendor you get to kill or make a deal with)

- DN092 - Museum of Freedom, Ivy now picks up on the raiders chatting and she remarks on the museum's different places. She also kind of dislikes the audio samples and wonders what the hell Lobster-Backed Knaves actually are...

 

Will be doing a lot more quests this weekend, hopefully!

 

As I'm scheduled to work this weekend on a congress I won't release 3.2 as I won't be there to all the time to give support on the release, so that'll be next weekend then. :smile:

 

Posted
1 hour ago, Reginald_001 said:

I am actually searching for the same thing, so I can implement the DLC without it being a pre-requisite. The issue is, as long as I don't 'master' it inside the CK, I can't add conditionals for these objects & variables (everything is just combo boxes and pulldowns, I can't type the names of locations or objects unless I'm using Fo4Edit)... but mastering it would make it a dependency, so it's sort of a vicious loop. I'm sure there's a way around it though. I'd like to add chatter and remarks to custom locations, without those mods becoming a dependency for Ivy.

 

In other news, as you could see from my rant above, I'm really diving into quest integration, going over all quests to add some Ivy dialogue in there.

Just did

 

- MQ202 (memory lounger scene)

- DN079 'Mystery Meat' (The ghoul meat selling vendor you get to kill or make a deal with)

- DN092 - Museum of Freedom, Ivy now picks up on the raiders chatting and she remarks on the museum's different places. She also kind of dislikes the audio samples and wonders what the hell Lobster-Backed Knaves actually are...

 

Will be doing a lot more quests this weekend, hopefully!

 

As I'm scheduled to work this weekend on a congress I won't release 3.2 as I won't be there to all the time to give support on the release, so that'll be next weekend then. :smile:

 

Was wondering about that part.

Limited to mostly scripts inside the function I suppose. Could we use a custom quest to house the dialogue?

Then we could start the quest/dialogue from within (and not interfere with stock quests).

Haven't had much time for the CK with work yet, so I don't know if that can be done.

Posted
10 minutes ago, ModHunter42 said:

Was wondering about that part.

Limited to mostly scripts inside the function I suppose. Could we use a custom quest to house the dialogue?

Then we could start the quest/dialogue from within (and not interfere with stock quests).

Haven't had much time for the CK with work yet, so I don't know if that can be done.

For Ivy there is a script running in the background. Every 15 or so (real life) seconds she says a topic. Then depending on topic conditionals she actually speaks, or stays quiet anyway. The real logic is all in the dialogue topic itself, which a modder/creator can set up through WYSIWYG editors like the screens below:

 

conditions.thumb.jpg.38109f0472afcfb84040e3a1e2c7e5ab.jpg

 

This one in particular is for location based dialogue. When I setup an idle for a specific location, I choose the combobox value in the condition:

 

conditions1.thumb.jpg.13b007dfc765d7a79016ace975d0d186.jpg

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