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FULLY VOICED Companion: Completely Oversexed Ivy 3.2


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Man, all those new shinies. Can't wait, bro.

 

I think you can swap a diff hair via papyrus with the Un/equipitematslot function and targeting the proper biped slot. https://www.creationkit.com/fallout4/index.php?title=UnequipItemSlot_-_Actor

I use that function in the console sometimes when I need to remove a raider's brownbag to see if they are worth me cloning as new slaves, I mean, settlers or not. It's no fun to kill them and then clone them. I like to try to clone them before my entourage kills them.

But yea, I think that might be the function you need, but I don't think you'll be able to swap the tint though. There was a mod on Nexus about a month ago that allowed you to "shoot" an npc and force a hairstyle change. Again, not sure about the tinting, but may be worth looking into.

 

Also there were quite a few much older companion mods that were able to trigger SLM via dialogue. You would select the option and then get about 5 seconds to adjust your viewport before the script would fire. The only one I can think of offhand is Lazygirl's Wintermute (I think), and she's here on LL too, so you could try poking her for some advice.

 

Our excitement begets yours, and yours begets ours. I think we're all dying for the next update. I am at least.

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2 hours ago, DominusKaine said:

Man, all those new shinies. Can't wait, bro.

 

I think you can swap a diff hair via papyrus with the Un/equipitematslot function and targeting the proper biped slot. https://www.creationkit.com/fallout4/index.php?title=UnequipItemSlot_-_Actor

I use that function in the console sometimes when I need to remove a raider's brownbag to see if they are worth me cloning as new slaves, I mean, settlers or not. It's no fun to kill them and then clone them. I like to try to clone them before my entourage kills them.

But yea, I think that might be the function you need, but I don't think you'll be able to swap the tint though. There was a mod on Nexus about a month ago that allowed you to "shoot" an npc and force a hairstyle change. Again, not sure about the tinting, but may be worth looking into.

 

Also there were quite a few much older companion mods that were able to trigger SLM via dialogue. You would select the option and then get about 5 seconds to adjust your viewport before the script would fire. The only one I can think of offhand is Lazygirl's Wintermute (I think), and she's here on LL too, so you could try poking her for some advice.

 

Our excitement begets yours, and yours begets ours. I think we're all dying for the next update. I am at least.

Thanks I'll take a look!

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Hello, love this companion and can't wait for her new update.  One question I have is will she be able to comment in the DLC area's like the patch that was released for the Tales of the Commonwealth companions?  I plan to just have her with me then the vanilla ones as she seems to be leaps and bounds better.

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Okay, I love Ivy.  Especially when she bad mouths an enemy.  It would be nice if there some upgrades for her lying around, like a lock picking module that gives her the lock picking skill.  Or, maybe a personality profile matrix that lets her speak in a normal human voice.  The modules themselves could be shaped like vibrators for added fun. 

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Thank you very much Reginald_001 for this exciting concept in companions! I've been playing with Ivy since v1.03 and i'm in love. Simply the best companion ever. Breathlessly looking forward to further updates!

 

Just a couple of suggestions...

* Is it possible to raise the volume on her battle cries? Her voice gets a bit lost in the gunfire.

* Ivy often makes comments while she is too far away to hear. Is it possible to keep her following closer? I use Better Companions which works well with all companions, but setting follow distance to "close" with it doesn't keep her closer.

* I'm using CWSS and a lot of her more scatological comments would be really appropriate while my character is shitting/showering.

* Also using Unlimited Companion Framework, often with 2 or 3 companions. Could Ivy be aware of the other travelling companions and make appropriate comments? I know she wants a threesome with Piper, something is going on with Dogmeat, and she seems to stay close to Strong when he's around.

 

FYI, Crazy's Multi-tool Gun SLM feature works perfectly with Ivy! It doesn't work with all companions or NPCs, but is fine with Ivy. Attached a few screenshots of my favourite battlebitch.

 

Thank you again for your hard work!

 

 

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15 hours ago, Sierra 21 said:

Hello, love this companion and can't wait for her new update.  One question I have is will she be able to comment in the DLC area's like the patch that was released for the Tales of the Commonwealth companions?  I plan to just have her with me then the vanilla ones as she seems to be leaps and bounds better.

After the main release, I intend to create a DLC addon for her.

3 hours ago, dosfox said:

Thank you very much Reginald_001 for this exciting concept in companions! I've been playing with Ivy since v1.03 and i'm in love. Simply the best companion ever. Breathlessly looking forward to further updates!

 

Just a couple of suggestions...

* Is it possible to raise the volume on her battle cries? Her voice gets a bit lost in the gunfire.

* Ivy often makes comments while she is too far away to hear. Is it possible to keep her following closer? I use Better Companions which works well with all companions, but setting follow distance to "close" with it doesn't keep her closer.

* I'm using CWSS and a lot of her more scatological comments would be really appropriate while my character is shitting/showering.

* Also using Unlimited Companion Framework, often with 2 or 3 companions. Could Ivy be aware of the other travelling companions and make appropriate comments? I know she wants a threesome with Piper, something is going on with Dogmeat, and she seems to stay close to Strong when he's around.

 

FYI, Crazy's Multi-tool Gun SLM feature works perfectly with Ivy! It doesn't work with all companions or NPCs, but is fine with Ivy. Attached a few screenshots of my favourite battlebitch.

 

Thank you again for your hard work!

 

Her battlecries have changed a bit, some were taken away, some were added. I'll look into seperately making them louder. But because she cannot physically 'raise her voice' it sounded weird in my tests when I raised it for battlecries only. Especially in tight corners.

 

Her follow distance is because she is using the more conservative 'flanking' combat routines, unlike most companions very aggressive styles (Piper, Cait, etc..). She basically inherits more from the BOS fightstyles and packages than the regular companions. This was by design and in future versions you will be able to command her to use different fighting styles, which will determine how close or far away she is from players.

 

As for CWSS, I intend not to make this file dependent on other mods, hopefully in the future others will stand up to create addons that enable such features, for now it is not my goal to. Maybe at a later stage I'll look into more companion specific dialogue but for now this is not something that's on my to-do list.

 

Off-topic: NO matter how much I prioritize this mod in my life, real fucking life keeps interfering. Car broke down today, is gonna cost me time and pennies, work is a bitch with lots of projects eating up my free time... the more I seem to want to spend time on my mod, the more life keeps throwing me curve-balls and horse-shit. But they're not gonna beat me down no more, no I'm not gonna change my mind, cause I've got faith.. of the heeeeaaart.. And nothings gonna bend or break me, I've got.. oh wait.. that's the Star Trek Enterprise song. Anyways... got at least 4 more good hours of modding ahead before I need to sleep again, so... better get back to it!

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1 hour ago, Reginald_001 said:

Off-topic: NO matter how much I prioritize this mod in my life, real fucking life keeps interfering. Car broke down today, is gonna cost me time and pennies, work is a bitch with lots of projects eating up my free time... the more I seem to want to spend time on my mod, the more life keeps throwing me curve-balls and horse-shit. But they're not gonna beat me down no more, no I'm not gonna change my mind, cause I've got faith.. of the heeeeaaart.. And nothings gonna bend or break me, I've got.. oh wait.. that's the Star Trek Enterprise song. Anyways... got at least 4 more good hours of modding ahead before I need to sleep again, so... better get back to it!

Handle your bidness. RL trumps everythin.

 

We might revert to the alien colony living in an MIB locker waiting for "Agent R" to bestow upon us the next Ivy manifestation, but we ain't goin' nowhere.

 

https://www.youtube.com/watch?v=GJLeBM6-AaM

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4 hours ago, DominusKaine said:

Handle your bidness. RL trumps everythin.

 

We might revert to the alien colony living in an MIB locker waiting for "Agent R" to bestow upon us the next Ivy manifestation, but we ain't goin' nowhere.

 

https://www.youtube.com/watch?v=GJLeBM6-AaM

Well I did get some quality modding in today. :smile:

 

Added 103 new lines of dialogue today to her 'situational' idles, which get fired upon entering a new location.

 

I've been working on Ivy's weather modification system, that was fun... it's not something the player can access... but what if some kind of scientist at one point in time installed an experimental weather device into Ivy and she's in a particularly bad mood about something? Well, you'll see.. at one point or another. :smile:

 

Went over all dialogue to implement the profanity filter, then I added another warning that turning on the profanity filter will filter out literally half of her dialogue and it's not advised. But it will give reviewers the chance to give Ivy a SFW review with video, without having to fear her saying very inappropriate things. I will need to go over the dialogue a couple of more times, I'm sure I missed some filthy stuff here and there.

 

Her radio is cool, at least, I think so. All the tracks are genuine porn tracks from the 70s, and genuine 'vintage' sci-fi trailers ranging from the 50s - to the early 90's. Everything sounds authentic to the games vintage 50's feel, or at least I think so.

 

I am thinking about diving into her AI package more. I'm not 100% satisfied with how she (just like the other companions) can sometimes lag behind so much, no matter what combat style I choose for her. I want her to be close to the player at all times, because that really fits her character well, so I need to find the script variable for that, I'm looking at Dogmeat's behavior when the player crouches, where he immediately comes up close and personal to the player.

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22 minutes ago, Reginald_001 said:

I am thinking about diving into her AI package more. I'm not 100% satisfied with how she (just like the other companions) can sometimes lag behind so much, no matter what combat style I choose for her. I want her to be close to the player at all times, because that really fits her character well, so I need to find the script variable for that, I'm looking at Dogmeat's behavior when the player crouches, where he immediately comes up close and personal to the player.

One of the most annoying aspects of Dogmeat is that he is constantly under foot. It is so annoying to me that I generally use Dogmeat for settlement happiness and not for a companion. There are mods out there that change many of Dogmeat's combat idles and sandboxing while he is your companion, but haven't found one that works well enough for me to endorse. 

 

I don't want to be a party pooper, but emulating Dogmeat's AI in any way seems like a bad idea for Ivy. I like Ivy close - closer than she currently follows, but nowhere near as close as Dogmeat.

 

May I suggest this as a down-the-path project? Reason being is that there are some follower mods which have a configurable distance widget/option and I would like to delve into those to see what is in the gubbins to make that work...

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41 minutes ago, figarodlc said:

One of the most annoying aspects of Dogmeat is that he is constantly under foot. It is so annoying to me that I generally use Dogmeat for settlement happiness and not for a companion. There are mods out there that change many of Dogmeat's combat idles and sandboxing while he is your companion, but haven't found one that works well enough for me to endorse. 

 

I don't want to be a party pooper, but emulating Dogmeat's AI in any way seems like a bad idea for Ivy. I like Ivy close - closer than she currently follows, but nowhere near as close as Dogmeat.

 

May I suggest this as a down-the-path project? Reason being is that there are some follower mods which have a configurable distance widget/option and I would like to delve into those to see what is in the gubbins to make that work...

Ahhh.. You misunderstand. :smile:

I mean looking into his AI so that I can figure out where and how to set her distance. In that way I can give her a service menu options of something like 'Stay close', or 'keep your distance' or 'try to flank me', etc.

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1 hour ago, Reginald_001 said:

Ahhh.. You misunderstand. :smile:

I mean looking into his AI so that I can figure out where and how to set her distance. In that way I can give her a service menu options of something like 'Stay close', or 'keep your distance' or 'try to flank me', etc.

Well, then. I sit corrected. Cheers for clearing that up! :smiley:

 

Can't tell you how much my heart sank when Dickmeat was brought into the discussion.

 

What you are proposing is very much like tools in other follower mods. 

 

<bows graciously and leaves the room red-faced>

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I finally got Ivy's random interjections quest scene to start properly. Pretty happy about that, immediately added a lot of dialog.

Started work on the custom skin for Ivy's gun.

She now has her own .nif and skin for her body, I will try to make a bodyslide preset for her later, so you can build your own Ivy in Bodyslide.

 

Ivy's command menu has been increased with even more options, check out the screens:

Her command dialogue now has 4 dialogue trees (options):

 

- Command 'main greeting'

- Conversation (Thoughts? / Flirt! / Current situation)

- Service menu (dismiss / exit power armor OR sexual configuration menu / memory archive)

- Sexual configuration (turn prostitution on or off / turn profanity on or off / undress completely/unquipall)

 

The sexual configuration menu is not available when Ivy is wearing power armor (!)

 

She now as 1900 lines of fully 'robot' voiced, lip synced, dialogue.

This translates to 2h21mins of audio so far.

 

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this is the only time i've ever bothered to post anything on LL, but i found this a few days ago and installed it. i had been starting a new playthrough, which had about 2 hours into it, then saw yesterday that the new update would require a new save game. I immediately dropped that save game and started waiting for the new update. The only other time i can think of where a mods upcoming release/update has convinced me to drop everything and wait to start over is project brazil for fnv. so congratulations, Keep doing damn good work.

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31 minutes ago, zf99 said:

this is the only time i've ever bothered to post anything on LL, but i found this a few days ago and installed it. i had been starting a new playthrough, which had about 2 hours into it, then saw yesterday that the new update would require a new save game. I immediately dropped that save game and started waiting for the new update. The only other time i can think of where a mods upcoming release/update has convinced me to drop everything and wait to start over is project brazil for fnv. so congratulations, Keep doing damn good work.

Thanks! I promise it will be worth it! :smile:

 

38 minutes ago, KitKatKseniya said:

Can't wait :smile:

Almost there. Now I'm in the playtesting phase where I want to iron out the kinks. I'm nearly ready to release test build, here in the thread.

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10 hours ago, Reginald_001 said:

Thanks! I promise it will be worth it! :smile:

 

Almost there. Now I'm in the playtesting phase where I want to iron out the kinks. I'm nearly ready to release test build, here in the thread.

Bring it on, Mr. Reginald! I'm ready for a weekend of testicling...I mean testing.

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I am doing some final play testing before this release, and testing is a huge job with all the quest integration going on.

I'm running into the occasional bugs. It's taking a while to debug some of them. One annoying matter is that Ivy doesn't seem to want to sandbox around the workshop, when the player is in workshop mode. I'm working on it and I'm confident I can fix it eventually, but I'm not sure if I can fix it before the test release, it's not a big issue, certainly not game breaking, but a bit annoying.

 

There's now a first setup of Affinity going on. Ivy will keep track of how often you have interacted with her and will 'get to know you' better along the way. You can ask her how she feels about your relationship. At first she will say things like she likes you, but it's still superficial... but later on she will say other things as she gets to know you better. So her affinity is based on how often you have interacted with her (spoke to her). She will also like/love and hate actions that you take as player, like regular companions. But these will not reflect her affinity to you. These will be used later on in the development to make her actions reflect your actions. If her affinity drops (you do evil deeds like murder, stealing, etc..), she will become more evil to other NPC's, if you do good deeds her affinity raises (she will do good deeds, which will mostly reflect in her dialogue). This system is still under development.

 

I'm getting more convinced, from a story perspective, and in terms of immersion, that Ivy is best played as single companion, or traveling with Dogmeat using the Everyone's Best Friend mod. She will definitely WORK with multiple companion mods, no doubt about it, but it will be immersion breaking. Ivy has definitely been created differently from other companions. She has a constant quest running that keeps track of your current quest(s) progress and she will make remarks about your current quests *mostly main quests for now*. I initially wrote some dialog to incorporate for multiple companions, but like splitting male/female dialog, it would add hundreds of new dialogue lines which is a lot of work. It's also important to know that Fallout knows only 1 'main' companion and you could potentially miss out on dialog, or run into issues, if Ivy is not the main companion.

(TLDR: Ivy is very chatty and if you are running with multiple companions they might all start talking through each other. It will work, but you could run into some minor bugs. It is an unsupported feature for now).

 

I'm getting very near the test release. I will continue to play test through the afternoon to iron out the final bugs I encounter, then I will release the test release in the thread somewhere tomorrow.

 

Some new screens of her dialog options:

 

(edit) I fixed the Z typo in the gun's text, I figured it will be too much explaining. It reads 'Jesus Christ is in Heaven now' and the gun has a story and history behind it. Oh, and it's highly effective. Kellog gun class++..

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Ivy really is in for anything...

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She gets freaked out when she's wearing Power Armor.

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NSFW shot (nipples visible) - You've just met Ivy and you've asked her what she thinks about her relationship with you.

 

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