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FULLY VOICED Companion: Completely Oversexed Ivy 3.2


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2nd high level test 

added her to captives (3e0c8)

 

Both before doing the fight test, and after, auto seemed to ignore her, even after spawned settlers started getting it on.  (vinfamy's version)  

 

Captive faction 3e0c8 might be a safe place to park her from both other mods, and uhm... Fallout in general.  She didn't move at all this test, but did start the quest normally on each minitest I did.

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35 minutes ago, MogwaiMan said:

So like a dumbass, I had ivy grab a suit of power armor in order to move it back to the castle, and now I can't get her out of it. any suggestions?

If you have console access:

  1. Open console
  2. Click on Ivy to select her RefID. It should end in xx000ff2 where xx is your load order slot.
  3. cf "actor.switchtopowerarmor" none     <<----- type this in exactly like this with the quotes
  4. Exit console

Enjoy!

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8 hours ago, MogwaiMan said:

So like a dumbass, I had ivy grab a suit of power armor in order to move it back to the castle, and now I can't get her out of it. any suggestions?

I'll make it so she flat out refuses to use PA, and if that fails I'll simply add the necessary scripts and just have her complain while she's doing it.

 

[Edit] She can now exit Power Armor (with love and anticipation) when she is wearing it. She'll complain when you ask her to wear it. And she'll complain about wearing it, every time you talk to her. This is essential to her backstory, and her vain character. She thinks (knows) she is beautiful and doesn't want to hide that fact in a dress. Besides that, as stolen and highly customized Courser model, she basically already is a walking Power Armor.

 

11 hours ago, Xerien said:

2nd high level test 

added her to captives (3e0c8)

 

Both before doing the fight test, and after, auto seemed to ignore her, even after spawned settlers started getting it on.  (vinfamy's version)  

 

Captive faction 3e0c8 might be a safe place to park her from both other mods, and uhm... Fallout in general.  She didn't move at all this test, but did start the quest normally on each minitest I did.

I'll add it to her keywords and will do some testing there, thanks!

 

Okay, just checked the essential thing. Turns out the NPC was essential but her quest alias wasn't. I've forced her Essential. The weird thing I don't get it that this is not set in any of the other companions either, and they can't die, so again something I'm missing...

 

Anyway I made her essential in her quest, that should... work...

 

I looked into the keyword, but where do I set it? In her quest alias? On her NPC? Somewhere else?

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2 hours ago, Reginald_001 said:

I'll make it so she flat out refuses to use PA, and if that fails I'll simply add the necessary scripts and just have her complain while she's doing it.

 

[Edit] She can now exit Power Armor (with love and anticipation) when she is wearing it. She'll complain when you ask her to wear it. And she'll complain about wearing it, every time you talk to her. This is essential to her backstory, and her vain character. She thinks (knows) she is beautiful and doesn't want to hide that fact in a dress. Besides that, as stolen and highly customized Courser model, she basically already is a walking Power Armor.

 

I'll add it to her keywords and will do some testing there, thanks!

 

Okay, just checked the essential thing. Turns out the NPC was essential but her quest alias wasn't. I've forced her Essential. The weird thing I don't get it that this is not set in any of the other companions either, and they can't die, so again something I'm missing...

 

Anyway I made her essential in her quest, that should... work...

 

I looked into the keyword, but where do I set it? In her quest alias? On her NPC? Somewhere else?

Capture.thumb.JPG.479c13584c17a2047bdcb909f5c86e69.JPG

 

All the companions are set essential by virtue of their actual actor record.

 

As to the keyword, add it to either the reference alias or the actor record. And then it can be removed later via scripting if you like...

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2 minutes ago, Flashy (JoeR) said:

Capture.thumb.JPG.479c13584c17a2047bdcb909f5c86e69.JPG

 

All the companions are set essential by virtue of their actual actor record.

 

As to the keyword, add it to either the reference alias or the actor record. And then it can be removed later via scripting if you like...

 

36 minutes ago, Xerien said:

again, in an actual mod - no clue.  but I'd assume somewhere in her init script.

 

<ivysRefID>.addtofaction 0003e0c8 1    

 

and then later after recruit quest is complete

 

<ivysRefID>.removefromfaction 0003e0c8

I think I need to add the keyword to her quest, through script as soon as the quest starts, then remove it on recruitment.

But I need to think a bit about it, now that I'm typing... maybe you only want to have the keyword initially, then just remove it upon recruitment... after that all's fair in Ivy land. And if she engages with enemies due to a mod... that's life as it should be in an RPG..?

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Heres my logic as a person who makes mods that use NPCs for scenarios:

 

1. Ivy starts out disabled and nonfunctional. We dont want her being included in fourplay scenes, therefore she needs the keyword/faction on her from minute one.

 

2. The keyword/faction should never be removed so we can control if she has autonomous sex or not - especially if the plan is to have her ONLY have sex with the player, in which case, yes, the keyword/faction should never be removed.

 

The keyword/faction would only be used to block her selection from reference alias fills, which we use to fill NPCs for autonomous actions, like in RSE, nudity approaches, ardor approaches, NPC-NPC sex, etc. But when we WANT her to have sex, we simply do not check for the keyword/faction at all.

 

The key thing is to have something that blocks her from random reference alias fills, especially when she isnt even activated.

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1 hour ago, Flashy (JoeR) said:

Heres my logic as a person who makes mods that use NPCs for scenarios:

 

1. Ivy starts out disabled and nonfunctional. We dont want her being included in fourplay scenes, therefore she needs the keyword/faction on her from minute one.

 

2. The keyword/faction should never be removed so we can control if she has autonomous sex or not - especially if the plan is to have her ONLY have sex with the player, in which case, yes, the keyword/faction should never be removed.

 

The keyword/faction would only be used to block her selection from reference alias fills, which we use to fill NPCs for autonomous actions, like in RSE, nudity approaches, ardor approaches, NPC-NPC sex, etc. But when we WANT her to have sex, we simply do not check for the keyword/faction at all.

 

The key thing is to have something that blocks her from random reference alias fills, especially when she isnt even activated.

Then the simple keyword/faction will do.

 

Mind you, she *is* a prostitute for her living and she does say to have sex with others. Sometimes she will talk to you about her experiences with customers even... She promotes herself through her radio 'W.I.V.S. Radio'. I intend to make it that the more of these you place in your settlements (max 1 per settlement for counting) the more she will share in her earnings with you. (If I ever get the random gift thing to work again since it stopped working somewhere mid-mod development and I still have no idea why). You should be able to enable/disable her prostitution functions through her service menu. So I'll just make the faction toggleable there!

 

Of course, her 4play enabled addon would then get a sub-menu there with sexual functions... but let's not get ahead of myself.

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My own logical view on this subject is that she should NOT be included in other events regardless of whether it's combat or sex considering she is basically in standby mode when you first meet her in the carport. The fact that she would advertise herself is surely enough incentive for any would-be/aspiring raider to find her voucher so that she could be interacted with beyond waiting for authorization. Gotta find the key in order to open the toybox and all that, yea?

 

Having said that, I'm thinking Ivy should have the requisite keywords upon inception so that they can be removed via script as needed. In other words, set the user-selectable switch in her Service menu whether to be your own sex slave or a community sex slave sort of thing (at least for RSE related events). May not work for SEU as those events are triggered differently than RSE. IMO, RSE is the crowd fav here so tailoring Ivy to play nicely with it would be the better option (again IMO). I also believe once that integration is ironed out, it should be much easier to integrate (patch) her for other fun mods, yea?

 

Anyways, can't wait for the next update, and @Flashy (JoeR) being the cool cucumber that he is, yet again, released another update after I said something. Thanks for that!

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17 minutes ago, escrotorijo said:

Can we change her appearence ? I would loveeee a feature like that...and nice work by the way it works great and the dialogues are great as well nice job

Open console with ' then click on Ivy. A number should come up, so type slm "number for Ivy" and hit enter, then ' again to close the console, and it will bring up the menu for changing her looks

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I'm still looking into adding a feature like that, but I haven't been able to run the SLM menu yet so far from dialogue. But it must be in there as it's part of the first scene of the game for the player, so there must be something I can take from that which I can use for an inbuilt SLM menu for Ivy.

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      I hit  bad bug with ivy, I went to the pickmans gallery and toward the end she wont move. I can get her to move with go here command but she wont follow, ive tried dismiss her and recruiting here again nothing works.  I moved her outside with moveto  player command but still nothing.  Any help would be great id hate to lose two hours of game time.

 

         Love your mod btw I cant wait for the next update.

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33 minutes ago, Meric11 said:

      I hit  bad bug with ivy, I went to the pickmans gallery and toward the end she wont move. I can get her to move with go here command but she wont follow, ive tried dismiss her and recruiting here again nothing works.  I moved her outside with moveto  player command but still nothing.  Any help would be great id hate to lose two hours of game time.

 

         Love your mod btw I cant wait for the next update.

If you have any of the other sexy stuff running, she might be trying to have sex with you. I had a similar issue with other NPCs in my own settlement, i.e. I couldn't talk to my doctor because she wanted to fork me. Sometimes, the game will try to initiate dialogue with your PC while you're moving and so you never see the dialogue options. It's like you're walking away from the conversation you didn't know you were having. It's screwy, I know, but I'm 99% positive that's a gamebryo issue and nothing to do with this mod or any others.

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Working on Dialogue again, getting very close to a 'releasable' version...

An update:

 

DONE:

- 'thing i'm most proud of'... Ivy is completely in line with other companions. No strange hacks or weird oddities. She uses the exact same framework, same scripts, same everything, making her stable as fuck. (Depending on the mods you have installed yourself).

- All dialogue that the normal companions have is now in place, all state dialogue (command, idles, enter new location etc.. etc..). Each has around 10 times more 'random' options to prevent Ivy from spamming the same line over and over again. This means you need to visit most places at least 5 times in order to get ALL of her dialogue for that specific place.

 

Of course, you need to realize though, that it's about as difficult to make her not repeat lines- -- as it is to calculate Pi to the last digit (very difficult). No matter how much dialogue I would write, there will always be situations in which she either repeats something said earlier, or spams a certain opinion.. just like the normal companions do. This is because of the choice to force her into the existing companion framework.

 

- Her 'talk' dialogue is now 80% complete, I have not managed to enable any kind of SLM option for her through dialogue... I'm not sure this will be possible without F4SE (which I don't particularly want to use at this point in time, I hate that my mod would break with each update of either Fallout or SE, I'm stubborn that way... I just don't want any dependencies.).

- Her radio is now filled with either 50's-70's pornographic (bom-chicka-wowa) music, or 50's sci-fi trailers, it's very distinct for her personality and just fits nicely with her.

- I dug further into Quest integration, and have gone through all existing companion dialogue for the quests to give Ivy her lines like other companions would. If you speak in Cabot house to Jack, she'll add her own two cents like any other companion would...

- I've redone ALL dialogue since the initial release to increase speech speed, this makes her sound much more natural in a lot of places.

- IVY now addresses her own speech deficiency at several points when you travel with her.

- IVY now has a complete history and backstory. This will partly unravel during her dialogue with you, and partly through the quests to come below.

- Upon entering locations, hidden memories might be triggered within IVY, which will prompt you for a quest which might help dig deeper into her history and lore.

- IVY might look shallow with her rudeness, but with her current 1700 lines of dialogue, she is anything BUT shallow.

- Ivy does DJ-ing for this radio station.

- IVY now hacks with proper dialogue

- IVY now uses Power Armor (and will scold you for making her wear it)

- I've implemented a custom 'random dialogue' quest for IVY which starts running in the background as soon as you recruit her. This quests is triggered any time you enter a new location, at which point a random timer waits, then IVY says something which is CURRENT for the situation or the location. All of this dialogue is set to 'Say Once' which means she will not repeat these unique dialogue lines at any later time. These can range from 'So this is the Museum of Freedom? Wait! Raiders!' (only said if the current quest is to kill the raiders there) to... 'We should go to Concored soon', or 'Don't forget that settlement that we promised to defend', etc..etc..

 

Still to come:

- IVY Radio: I will soon add 'News of the Commonwealth' option to her radio. News reports will reflect player actions in a big way.

- Upon visiting locations quests will be triggered which are relevant to her history.

- She will have her own skin/body model and texture

- I REALLY want to make it so you can 'order' her to change her hair or haircolor.

- I REALLY want to make it so you can change her appearance through SLM.
- I really wanted to give her a custom dress, but I've fallen in love with her white dress, so deal with it. She's keeping that, you can customize her when you want.

- Add (much) more dialogue to her custom interjections quest.

- 3 Unique quests in a unique location covering a main quest called 'Ivy in Pornoland' (which will feature explicit sometimes 'nightmarish' pornography as a vital ingredient of her story)

- IVY will make remarks on items you equip her with. Doctor Who fans should equip her with a gasmask, for instance....

- IVY should keep track of her time spent with you, so that she doesn't tell you 'how fun last night' was, when you didn't spend it together.. (etc..)

 

Nice to haves:

- Want to make it so she injects your playername

- Want to make it so you can order her to change combat styles through the Service Menu (There are several distinct combat styles, ranging from melee to sniper)

- Add a separate 'Atom Cats' 'flashback' quest explaining the demise of Ivy's real brother

- Add a separate 'Nightmares of old' Quest, basically a prequel/prologue to 'Ivy in Pornoland'.

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39 minutes ago, Reginald_001 said:

- I REALLY want to make it so you can 'order' her to change her hair or haircolor.

- I REALLY want to make it so you can change her appearance through SLM.

 

- IVY will make remarks on items you equip her with. Doctor Who fans should equip her with a gasmask, for instance....

 

Nice to haves:

- Want to make it so you can order her to change combat styles through the Service Menu (There are several distinct combat styles, ranging from melee to sniper)

 

1. Not sure you can change hair or looks via papyrus.

 

2. 'Are you my mommy'? This would be epic...

 

3. Again, look at Heather Casdin - she has combat style changes via dialogue. And since Llama told you to use her source as reference, you are clear to use said items you find in regards to this 'nice to have'.

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36 minutes ago, Flashy (JoeR) said:

1. Not sure you can change hair or looks via papyrus.

 

2. 'Are you my mommy'? This would be epic...

 

3. Again, look at Heather Casdin - she has combat style changes via dialogue. And since Llama told you to use her source as reference, you are clear to use said items you find in regards to this 'nice to have'.

I can set it, equip it. Basically I could just make unique 'hair hats' which I equip on her and are unplayable, but that would be hacking/faking it.

I think it can be set through script some way. :smile:

(I actually added a lot of underhand Doctor Who references into Ivy.)

 

As for looking at other mods, I must be honest and say I haven't much yet. In truth I'm having way too much fun figuring all of this out myself and turn to help only when I'm completely stumped on something. This afternoon I wrote up a new topic asking for help on Nexus, then when I was hovering above the 'post' button the solution hit me like a brick and I solved it. No better feeling than that!

 

I'm coming to the point where I can make what I think up (and need for the mod).. Actually coming to the point where I'm looking at vanilla quests and see the gameplay bugs and fixes for them, it's actually hard to resist the urge to go in and fix things (especially in the companion quests and dialogue, like half that shit is not spoken in game because the wrong conditions were set, many even completely erroneous). So I'll figure it out, most likely in the end I'll have to dump my principles and switch to FSE.

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2 hours ago, Reginald_001 said:

I'm not sure this will be possible without F4SE (which I don't particularly want to use at this point in time, I hate that my mod would break with each update of either Fallout or SE, I'm stubborn that way... I just don't want any dependencies.).

Keep in mind that, at some point, Bethesda will stop their tomfoolery, and F4SE will be like SKSE is in Skyrim - stable and unchanging.  Silly not to use the best tools available, even if there's a little pain in the short term imho.

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1 hour ago, Stiffon said:

Keep in mind that, at some point, Bethesda will stop their tomfoolery, and F4SE will be like SKSE is in Skyrim - stable and unchanging.  Silly not to use the best tools available, even if there's a little pain in the short term imho.

For sure. But so far I've managed to do without. And the thing is, I can put a lot of effort into a looksmenu and hair mods, but eventually most of the people who play modded will want to customize her anyway, opening up bodyslide, CK and F04Edit first chance they get. :smile:

 

I will need some help soon though in creating a custom body/texture for her, that's definitely beyond my skills currently. I've tried giving her her own .NIF file but it makes her invisible, I don't really know how to give her a unique body. Then there's the whole bodyslide setting, the XML files for that so I'll def. need help with that from someone.

 

Just finished the last of the dialogue and I'm now mastering all audio (to -6db, normalized to the other companion dialogue volume) and am now at 1730 lines of dialogue for her. I'm preparing a test build for 'the testers' (anyone willing to), then hopefully after a week or so, I'll update the new version as new main version.

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2 minutes ago, Reginald_001 said:

For sure. But so far I've managed to do without. And the thing is, I can put a lot of effort into a looksmenu and hair mods, but eventually most of the people who play modded will want to customize her anyway, opening up bodyslide, CK and F04Edit first chance they get. :smile:

 

I will need some help soon though in creating a custom body/texture for her, that's definitely beyond my skills currently. I've tried giving her her own .NIF file but it makes her invisible, I don't really know how to give her a unique body. Then there's the whole bodyslide setting, the XML files for that so I'll def. need help with that from someone.

 

I am now mastering all audio and am preparing a test build for the testers, then hopefully after a week or so, I'll update the new version as new main version.

Sorry, I didn't mean as in to pursue the looksmenu approach - I purely meant from the standpoint of F4SE or no F4SE.  Much more can be done with than without.  No different to SKSE.  Your mod looks awesome and I intend to include in a playthru most likely after the next update.

 

Good work so far!

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