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OneWayVector
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Posts posted by OneWayVector
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Originally I thought it would be a nice idea to allow the player to act as the messenger for NPC to NPC interaction; either by delivering letters, rumours, direct talking etc...
The idea that the player can make or break relations by carrying out or even better never delivering messages can allow for tangled messes!
I came to the conclusion that the vanilla game has already determined any NPC to NPC relationships by the time the PC arrives in the world. So I probably won't be doing that. What I mean by NPC to NPC is the interactions between 2 or more NPCs with which the PC is in a current relationship. Or in other words, the application of the PC to NPC relationship tracking to NPCs that the PC has brought together by way of their relationship.
I'm imagining scenarios like:
- The PC talks their girlfriend into a 3way, and as a result, their girlfriend falls for the other NPC, and begins cheating on the PC behind their back.
- The PC can't take xNPC anywhere because they're always starting fights with NPCs who are checking the PC out.
- The PCs boyfriend takes them on a date and keeps staring at the waitresses tits during dinner.
The main idea being to give the NPC the same capability to threaten the relationship that the PC has.
You mention delivering messages, which brings me to radio communications. If I can pull it off, I would like to have some way to be able communicate at a distance.
For this I imagine:
- Jealous/Horny/Lonely/Crazy NPCs who pester the PC with calls wanting to know where they are, what they're doing, when they'll be back, etc.
- Crazy NPCs, who, if you don't radio them and check in they come looking for you at the most inconvenient times.
- Checking in with NPCs over the radio to mitigate longer absences.
- Patrons who radio the PC to make prostitution appointments.
Just a few ideas I've been entertaining.
Radio Messages, for long range communication but with some aspect of the temporal nature of communicating in something like Game Time.
I would consider it actually very possible if you split it in Three parts:
1> A Notification System
2> A Contacts Menu
3> A Pseudo Actor, Dialogue by Proxy
-- 1> Notification (Telephone Rings!)
Entry: Pseudo / Equipable Item that runs a script in GameMode (A HeadSet?)
Script: Checks for messages every Notification Period second and displays on the top right-hand corner of the HUD where the contact is coming from. Using Game Effect Messages with pre-defined text with a fade-out period of 3-5 seconds. All notifications should be displayed within a defined period that should exist independently of TimeScale.
Example: a Notification Period of 25-60 seconds to give around 10 nodes to register their message in GameMode and around 10 seconds for the player to respond to a single contact within that Period.
Purpose:
When Equipped in GameMode, it allows for the player to accept incoming contacts when they are ready to talk, instead of in combat when they are quite busy beating others.
The Notifications are of Game Time and when not equipped there will still be attempts to contact the Player Character but by default result in missed contact notification.
The Issue of TimeScale becomes very important, where there must be a tolerance to what is an acceptable TimeScale. (1 to 60 would be a fair range)
Define:
How long does a Notification Period Last in GameTime and Real time?
How long do each message within a Notification Period last before fading out?
What is a valid TimeScale range before this system does not work?
What are the consequences of expired Notifications when Equipped and when Not Equipped?
-- 2> Contacts Menu (Who Do You Call?)
Entry: Pseudo Item to call a Menu within MenuMode (Tune HeadSet?)
Script: Using a defined list of Contact Nodes the player can select which one in MenuMode to initiate a Dialogue. If a contact is chosen then all other contacts are cleared within the notification period.
Purpose:
When invoked, this acts as a contact list so that the player can determine where they can direct their dialogue. With each radio node, there should be a FormList of possible contacts.
The List of possible contacts should be people of whom the player had some meaningful relationship and that Player / Player Character allow specifically their contact details.
A FormList for adding and managing all the Contact Nodes within the list could assist in expanding this system if there are new vast Lands to explore. This could be done later when the system is up and working; at least in a smaller scale.
-- 3> Pseudo Actor, Dialogue by Proxy
Entry: Following on from the Player Selecting a radio communication contact node...
Script: Invoke a dialogue with an Actor (Generic Male / Female / Creature?), Invisible or otherwise that share the same variables of the original Actor. Any Changes by the end of the conversation should be applied to the original Actor variables.
Purpose:
Moving Actors around the world is not feasible, but that does not matter. All that matters are that their variables change as if they were making the conversation. With the addition of copying all the variables between actors it should be feasible.
Creating an Actor in the WorldSpace when talking could be a problem if there are no valid spaces to talk to the character within the Current Cell. If it is possible to initiate conversation with a character outside of the visible cell (but within the game defined cell), we have a similar effect.
If All Else fails ... The Mojave Express can be the mailbox that everyone needs...

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Looking forward to the new changes!
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Sounds very intriguing, looking forward to the changes!
Originally I thought it would be a nice idea to allow the player to act as the messenger for NPC to NPC interaction; either by delivering letters, rumours, direct talking etc...
The idea that the player can make or break relations by carrying out or even better never delivering messages can allow for tangled messes!
Lookin forward to it!
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There are probably 3 main features that Simple+Slavery (http://www.nexusmods.com/newvegas/downloads/file.php?id=43785) and its expansions provide that are not featured in UnEthical Deeds:
1> Provide Mini Map, Quest and Map tracking of all 32 slaves captured.
2> Train Slaves with Slavery Expansion (http://www.nexusmods.com/newvegas/downloads/file.php?id=44156)
3> Pose, Punish and Pillory the slaves using Human Traffic - Punishing Slaves (http://www.loverslab.com/topic/46261-human-trafficking-punishing-slaves/)
Personally UnEthical Deeds do a great job at capturing slaves, providing greater flexibility in the capture process (Unlike Simple Slavery, which require unconscious NPCs to capture). The attitudes of slaves create immersion, but sometimes (personally) a slaver would like to show off their wares, or make them useful in other ways.
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The "Old School" depreciating joke will get pretty old if they drag it around for the next pitch (maybe Van Buren)...
Looks like in the first 48 hours for the free GoG.com game options, and at the moment over 19,600 backers...
If there are going to be well implemented stretch goals, then it will get very tempting to pledge a higher tier...
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Ahoy Loogie!
Good writing I hope shall conquer over a whole bunch of ENB effects and generic animations to show that Fallout 3 and New Vegas can offer the varied depth and kinks that Skyrim dare not tread.
OneWayVector
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Hey Quin666,
Thanks for the list!
If you are unsure if a particular hair style is either SMP or HDT-PE or Both, I am sure the curiously inclined users on Lovers Lab could help out to verify it with
well placed screenshot from their own playthru.
I would like to second trpd's suggestion to categorise them so that casual users looking for easily accessible styles (in terms of the more mature HDT-PE implementation) would only need to glance at the top list, as opposed to hunting through all the experimental HDT-SMP styles.
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Hi Odessa,
Just following on with Contessa's animation problem when using Bangatron with your adaptation of Amra's animations and invoking the command inv during the animation run; there are two very weird animations with the following inventory items of note:
First one is as Contessa has described:
1 - DO NOT BUY OR TAKE: Debug: Sexout Ac (18000ADE)
1 - DO NOT BUY OR TAKE: SexoutNGAnimPositionB (18019330)
1 - DO NOT BUY OR TAKE: SexoutNGAnimPosition (1801932E)
201 - DO NOT BUY OR TAKE: SexoutNGAnimCounter (1801932D)
1 - DO NOT BUY OR TAKE: SexoutNGSoundToken (1802649F)
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This next one is similar to the first but positioned differently:
1 - DO NOT BUY OR TAKE: Debug: Sexout Ac (18000ADE)
1 - DO NOT BUY OR TAKE: SexoutNGAnimPositionB (18019330)
1 - DO NOT BUY OR TAKE: SexoutNGAnimPosition (1801932E)
202 - DO NOT BUY OR TAKE: SexoutNGAnimCounter (1801932D)
1 - DO NOT BUY OR TAKE: SexoutNGSoundToken (1802649F)
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1) Max Radiation Resistance is hard capped at 85%, there is no way around this limit in New Vegas.
3) To increase the effectiveness of Drugs / Meds; increase your Medicine Skill.
RadX (Med 10) 30% for 4 minutes, (Med 100) 75% for 4 minutes.
RadAway (Med 10) -60 Rads / -6 for 10 seconds, (Med 100) -150 Rads / -15 for 10 seconds.
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While I personally do not use TTW, it is fairly obvious that Fallout 3 is due for a lot of loving by yourself Loogie!
(Very rough loving I might qualify)
Will you fix the bugs in the current version for the poor / miserly / lazy addicts that can only use Fallout New Vegas, before you move with a fully TTW dependent mod?
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That is more simpler then what I wrote, but I will have to disagree about the clutter, since a perk can be used by the Player to check if they have those recipes without going to a campfire, workbench or reloading bench. Finally to avoid confusion the dialogue could check if the Perk or Quest has already started and avoid the repeat of said dialogue trigger.
If it is a hidden perk, does it appear the the PiP-boy perk list? I don't recall; but hidden Perk do not appear in level up lists either.
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Hello Odessa,
When loading up Soliciting with the new Soliciting 5.5(0), Amra Animation plugin (Your new plugin vers, not Amra's), plus SexOut Beta 2.19.93b6, NX 16;
The debug message for soliciting that summarises which mods that it can use shows that the Amra animation check is no longer passed.
(Lutana, Wear & Tear .. etc passes)
Is this expected, or normal?
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What you might need to do is the following:
1) Create a Perk which represent the set of recipes you want to add, make sure it is hidden.
2) Add a condition to each recipe to require the perk to exist
3) In the dialogue use the SCRIPT box to add the perk when said NPC "instructs" your PC
Edit: Sorry about the previous message... but to copy: Conditions just filter which message becomes available; it is the small scriptlet within dialogues that do the heavy lifting.
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Hey RogueMage,
Don't be discouraged by the complexity of the mod...
It is easier to understand if you use Fallout New Vegas Edit 3.0.32.
The other minor details to note:
- Use FOMM to set the Load Order properly if you can, before running FNVEdit 3.0.32
- If you are making any changes to any scripts, do so in GECK and not FNVEdit 3.0.32... I mean any script or scripts embedded in Dialogues.
I would love to converse with you further in regards to expanding the mod with reasonable suggestions to t3589.
OneWayVector
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Working around quests, yes that could be difficult...
I did note that t3589 uses VATs to check if the NPC can see the Player Character, but alternatively could distance be measured in the cell?
<Looks like something I will take a good look at soon... well after Pillars of Eternity
)More importantly, if an NPC is in a quest, should they be ignored?
or the other option would be FormLists of Quests that NPCs participate in that are essential to the game and simply exclude those NPCs.
This could certainly limit the number of NPCs that can be affected by the animations but the original game might be preserved... (Not perfect but somewhere I can look up).
Strictly, my intention would was not the ability to scream at the whole cell, but to select NPCs from the cell. The criteria might be arbitrary (radial limits over distance) but never the actually apply packages / force animations to all cell NPCs. I know that does not include problems with killing off NPCs, but NPCs that are moving around could be excluded, since there are plenty of idle NPCs around.
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Speaking of Skyrim
Its a good time to stare at the potential of Bullet Physics instead of Havok as HDT-SMP is being introduced slowly. I know BlaBla / His Orange-ness with the work on CITRUS hopefully in the future include the Bullet Physics instead of Havok...
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Hey A.J.,
In regards to the Legionary scenario, it can certainly be done by GECK exclusively...
- Make a UI with pre-defined emotes (that can be key-bound - I must note you have done this in part
)- A script as an interface to (on a simple level) call the animations after getting the ActorIDs (Again you have done something like this as
)- Another interface to a system that tracks the various NPC characteristics
- Link up the animations to the NPC characterisitcs
- Another script (possibly) to queue, process and time animation requests (If needed).
Something like this might be possible...
Edit: Your Idles and behaviours mod livens up the wasteland with its character, but I think its full potential IMHO requires persistent NPC changes in their character in response to your animations.
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Simulating broadcasted communication was my original intention...
When pairing text and GECK data, communicating with groups become possible and the processing of AI decisions of animation calls, actor values, pseudo Dialogue tree can separated from the game Engine.
I would imagine a scenario:
- Walking up to Cottonwood Cove as a Male Courier for the first time with a holstered Red Glare launcher; and approaching two Legionary Recruits and Legionary Decanus.
- The Courier gives a brief Neutral greeting.
- The two Recruits would unholster their weapons and change their stance (animation) and the Decanus would reply (Not as a 1 to 1 communication in Dialogues) curtly waving animation.
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I would imagine the means in which this might occur:
A> To start before the Courier has communicated, there would be constant polling of a fixed distance for NPCs near the Courier, an identification of the type of NPCs, passing this
information at a lower polling rate to the Program.
B> Pre-defined animation calls, and Actor values on demand are available through a script interface for GECK. The Program has the targets, they just need to trigger its decisions
at the next call-back like the VaultMP OnPlayerChat?
Would this be something useful?

Edit: Going to work on this for now... and mark it as resolved but I will appreciate any further suggestions.
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Looking up the wiki for vaultmp.com, and I think it is a possibility with a loop-back port from a local server (on the same computer).
The next issue would be the syncronisation of both text, in-game values and more infuriating the selection of actor target for 1 to 1
simulated communication, or target(s) for simulated broadcasting.
Damn will have to see if there are any related function call-backs...

Which may well lead to Events / Quests / Topics are passed not just text...
Edit: Might as well add that this will chew more CPU and some more precious cycles from the game engine then before...

Edit Redux: Might have to scale back and get just text done first...
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Thanks for the suggestion A.J.!

Interesting, an in-game chat; but not a direct replacement / interface with the current dialogue system...
I can hazard to guess that syncronising in-game information with an ingame chat interface would be very challenging.
Pausing the game-world is not impossible, but message passing with other software may well require extensive
knowledge of FNV or hacking it.
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Greetings FNV wanderers!
Is it possible to change the dialogue "text" from an external source during run-time?
For the purpose of (for example) linking a chat-bot to FNV, a means of generating dynamic dialogues on screen
could present their output to FNV directly.
I do note that there is a way of interacting with the file-system (in a small but meaningful way) as a means
of output and to come extent from the FNV as input. I am well aware of the limitations of dialogue reply options
(prompts) which are fixed number, but can be worked around to a certain extent...
Reading with great interest in anything remotely close,
OneWayVector
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It sounds good. I'm wondering how you play though? I use IMCNNV and always play on hardcore/very hard. This is why I recently made the drinking activity only consume one beer. Because before that, my PC would often die of alcohol poisoning when hard liquor was consumed repeatedly.
The risk of BAC death has been moved to the partying activity, so that the drinking activity can be more of a social activity. With the mods I have installed, a drinking contest using anything other than beer (maybe wine?) is almost certain death. So I would have to account for that some how, and I definitely don't want to write an entire blood alcohol level accounting system.
This does remind me of an idea I've had for some time. Which is, Caravan for Sex games. Playing Caravan is one of my favorite parts of the game. The idea was that as a prostitute, you could have some special ability unlocked that allows you to play caravan against patrons. A sort of combination of gambling and sex where the patron could try their luck for a shot at free/discounted sex or loosing some cash and paying full price on top of that. Imagine a casino where 'the prostitutes are also the slot machines' and you'll get the idea.
Just some thoughts.
Personally I would consider the threat of death by BAC poisoning, which can stem from dehydration (FNV Hardcore mode) is an acceptable risk, that can catch out the naive.
Socially, for NPCs of Normal to Softer disposition they will accept cheating as a norm and if we examine a scenario:
PC: Int 8, H2O 5
NPC: Int 6, H2O 30
Beer has a Median of +40 H2O and -1 Intelligence per serving.
Timescale = 30
Pre-payment of Beer for the entire competition is deducted from both participants as the competition begin.
(I should note, that when the competition begins, the amount of Gold deducted is a good hint on the
value of the individual servings. Or at least the NPC declare the serving type to ensure no ambiguity.)
[Drinking Game] -> {[beer], [scotch], [Vodka], [Whiskey]...}
NPC Behaviour governs what they do, and as their disposition determines if they will concede early or cheat.
When NPCs of Softer and Soft disposition drink they usually concede before they lose the ability to
detect the PC cheating.
Even with an NPC with a Hard disposition, if they take 2 drinks they cannot tell if the PC is cheating at all.
In retrospect, Hard and Harder characters need not cheat ALL the time, but should do it every other time.
The risk of death I believe creates a socially acceptable activity where characters are aware of their risks and should be
encouraged to drink water, cheat, concede or avoid this activity. Even if NPCs DIE from this activity it is tragic but can
create a different dynamic if this outcome is witnessed.

A Player who enjoys calling out / catching NPCs cheating, is not exactly the most sociable person. To have fun
often it is about giving some leeway, or at least enough so no-one notices anyone cheating!

The PC in fact has more options to cheat then the NPC, such as drinking water, taking Mentats and drinking Coffee.
Finally there is no need to develop your own Blood Alcohol Level system, the basic determination for this competition
is the Intelligence stat, if that gets reduced to 1 or 0, the character loses by passing out and everyone should not be
forced to go through all the drinks every time.
If IMCNNV limits the Player Character to just one drink of the heavy stuff, then the player is actively taking a risk and
should be responsible for their fate. A simple warning about IMCNNV limiting safe alcohol consumption via Dehydration would
be fair and reasonable.
Ahh Party games, sooo much potential!

I'll raise some ideas after ironing out any problems with the drinking game.
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Hello,
Back again following up on my ideas post! Warning this is a potentially long post.
======
Drinking games allow for a chance of increased respect earned by contesting with the NPC. The value this activity has in
the Mojave is an essential characteristic to Cassidy, the Strip and most NCR traders, soldiers and settlers. Raiders rarely follow rules
and are quick to temper, while the Legion are probably discouraged from drinking in excess with very few exceptions.
Everyone else can barely get enough booze, much less piss it off in a contest.
How do the PC and NPCs become involved in a drinking game?
Entry Point(s):
A. [Activity Dialogue] -> [Drink] (Conditions: Has communicated with the NPC that they like to drink, and is NOT angry with your PC)
B. When the NPCs randomly invite your PC to [Drink] (Conditions: Has communicated with the NPC that they like to drink, and is NOT angry with your PC)
&(GetQuestVariable bLikeDrink != 0) &(GetQuestVariable bAngry == 0)
&(GetQuestVariable iWealth > BuyInAmount) &(GetItemCount PC:Caps > BuyInAmount)
Jealousy and Envy should not affect this entry point, since drinking may become a competitive activity. Whereas if they are
angry at your PC, the assumption of a competition may not hold for the entire duration activity.
Pre-paying for the drinks allow for the resolution of any interruptions to the game by either NPC, in a way if the PC
runs away or move to another cell they concede automatically. This condition should apply to NPCs but there is
no certainty that another script would not teleport said NPC somewhere else (Uncertainty?).
======
End Goal Scenarios:
It should be noted that at the beginning of this competition both the NPC and PC
pay for their drinks initially. The winner takes back the cost of their BuyInAmount
so that it is neutral, the loser pays the cost of the competition. Note the
BuyInAmount variable exist to allow for different types of alcohol which
vary in value.
(i) Your PC pass out from drinking too much to wake up with a hang-over.
Player Character
--------
Time lost - Good entry point for slavery mods
Minor effect of hang-over
Pay BuyInAmount in Caps to NPC
Non-Player Character
--------
Increase Lust (Minor)
Increase Affection (Minor)
Increase Wealth by BuyInAmount
(ii) The NPC pass out from drinking too much and will pick up the tab after being unconscious.
Player Character
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Increase Wealth by BuyInAmount
Non-Player Character
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Increase their Respect for the PC (Minor)
Increase Affection (Minor)
Pay BuyInAmount in Caps to PC
(iii) PC concede the contest
Player Character
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Pay BuyInAmount in Caps to NPC
Non-Player Character
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Lower their Respect for the PC (Minor)
Increase Lust (Minor)
Increase Affection (Minor)
Increase Wealth by BuyInAmount
(iv) NPC concede the contest
Player Character
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Increase Wealth by BuyInAmount
Non-Player Character
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Increase their Respect for the PC (Minor)
Increase Lust (Minor)
Pay BuyInAmount in Caps to PC
(v) Contest Interrupted or Contest draw - PC moving to another Cell or drink rounds expired
Both participants lose their contest buy-in coin.
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Contest Details
Overview
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On a basic level the number of regular drinks any Character (NPC or PC) can take equates to
Intelligence Statistic. Therefore the contest should not go beyond ((Max(NPC(Intelligence) || PC(Intelligence)) * 2) - 1)
drinks total or 19 as a hard total for Intelligence affecting drinks, and may end in a draw by either throwing away or hiding the drinks.
Contestants are either observing each other drinking or in the act of drinking. Conceding can occur
at each contestant's respective drink turn. The PC always drink first.
The act of an NPC drinking comes in three parts:
1a) Initial drink observation message, directly after PC had a drink.
1b) Concede to the PC
2) Short pause, allowing for PC free movement and the chance to accuse the NPC of cheating.
3) Drink assessment observation message, followed by the PC's turn to drink.
The NPC will stop the contest (v) if they become angry at the PC anytime:
A) they observe you cheating.
If you accuse them of cheating wronglyTo prove that an NPC is cheating is to catch them in the act of hiding their drinks, or tossing it which in
turn the NPC will concede.
The act of the PC drinking comes to four options, of drinking slowly, steadily, quickly and conceding.
Intelligence suffers each and every time any contestant takes a real drink. Therefore when heavily
intoxicated, both contestants cannot cheat and cannot spot each other cheating.
Drinking options
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Each contestant is given Four options:
1) Slowly drink (Intelligence > 5)
If PC (Stealth > 70) then the player will attempt to hide their drink.
If NPC (Stealth > 40 &(iHeart == "Hard" || "Harder")) then the NPC will attempt to hide their drink.
2) Steadily drink (Intelligence > 0)
3) Quickly drink (Intelligence > 4)
If PC (Pickpocket > 70) then the player will attempt to toss their drink.
If NPC (Pickpocket > 40 &(iHeart == "Hard" || "Harder")) then the NPC will attempt to toss their drink.
4) Concede
The PC in turn is limited to these options:
{[slowly Drink], [steadily Drink], [Quickly Drink], [Concede]} -> {[Observing NPC Initial Drink Descriptor], [Accuse], [Faint], [Concede]}
Observing descriptions
---------
Initial descriptors:
[NPC is slowly drinking] - Standard slow drinking
[NPC takes the drink cleanly] - Standard Steady drinking
[NPC takes a quick drink] - Standard Quick drink
[Concede]
If (iHeart == ("Soft" || "Softer") &(Intelligence < 5)) the NPC will Concede.
{[slow drinking], [Clean drink], [Quick Drink]}
->
{[Very Slowly Drinking], [slow drinking], [Clean drink], [Quick Drink], [breathless Drink], [Faint], [Concede]}
Drink Assessment descriptor:
[NPC is very slowly taking a drink] - Spots NPC hiding a drink
PC Spot Requirement: (Intelligence > 5, Stealth 70)
Auto NPC Spot Requirement: (Intelligence > 4, Stealth 40) Results in: (Lower) Respect, bAngry = 1
[NPC is slowly drinking] - Standard slow drinking
[NPC takes the drink cleanly] - Standard Steady drinking
[NPC takes a quick drink] - Standard Quick drink
[NPC takes a breathless drink] - Spots NPC tossing a drink
PC Spot Requirement: (Intelligence > 5, Pickpocket 70)
Auto NPC Spot Requirement: (Intelligence > 4, Pickpocket 40) Results in: (Lower) Respect, bAngry = 1
{[Very Slowly Drinking], [slow drinking], [Clean drink], [Quick Drink], [breathless Drink]}
->
[Your Turn]
Accusing the NPC of cheating
---------
You can only accuse the NPC of cheating during the single pause between the end of your
drink and the start of your next drink. There will only be confirmed observations of cheating by the NPC
at the Start of your next drink and never before the pause.
To catch the NPC of cheating, you will have to take a risk on their behaviour on the initial
descriptor, with either [Angry] for a failed attempt to catch them cheating or [Concede]
on a successful attempt at catching them cheating.
[Accuse of Cheating] -> {[Angry], [Concede]}
NPC Behaviour
---------
Cheating comes from the temperament of the NPC. A Hard NPC will always cheat and not concede, whereas an NPC with a Softer Heart will concede when they are about to lose the ability to perform either slow or quick drinking.
If anyone can spot holes in these details and are willing to discuss; I would be happy to write about it. Yes I know about coffee, but if you drink coffee your agility suffers. Taking mentats is a risk which might not be compensated by the little respect gained.
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Hello t3589 and all our regulars to this thread,
I would like to raise some ideas to expand this mod by pointing to a small feature that could expand dynamic interactivity in this fine mod.
======
Currently with the recent release of SODRTL 20150319vA, NPCs have one direct way of asking the PC (Player Character) about their
attributes through rumors.
Rumors such as sexual preferences, one neutral activity like dancing, but by and large of very personal and or sexually related nature.
Rumor topics include: Virgin, Boyfriend, Dancer, Stripper, Sex Maniac, Prostitute, Cheapskate, Date Non-Humans, Gay, Lesbian,
Bisexual, Dominant, Submissive, Easy Lay, Girlfriend, Married and Perform At the Tops.
[NPC asks PC using "Rumor"]
======
What is not available is the symmetric opposite for allowing the PC to ask the NPC about their preferences with something like "Ask About NPC".
In asking the NPCs about their preferences we can make it more dynamic and as players either accept what they might say, but use it to
either further our own goals (eg.like a prostitute) and or deepen an existing relationship or avoid/shun/reject the NPC due to their
particular characteristic(s).
[PC asks NPC using: Casual/Lover/Partner/Spouse/Friendly Dialogue]
[PC asks NPC using "Ask About NPC"]
What is more interesting about [Ask About NPC] is that it can extend beyond the limited domain of Rumor topics to mutually shared
activities such as [Drink] which can imply the NPC can be drinking buddies.
From there we can extend the activities of [Drink] to things like drinking contests.
Fun things that can fit into the harsh lore of the wasteland and providing a more dynamic relationship.
======
Apart from [Drink] there are other activities that can not only be lore friendly but can help give everyone a much more varied experience:
[Date] - Serial Dater? Clingy Dater? Speed Dater?
[Dance] - Dances their way into your life?
[Drink] - Loves lots of Booze? Loves the "Good" stuff?
[Eat] - Homemade food? Pre-war food lover?
[Gifts] - Loves to give? Loves to receive? Quality / Quantity?
[Party] - Booze, Drugs and Sex, party games for all?

[Walk] - Likes to either learn about new places? Loves to join you for longer walks?
[sex] - What can a Sex Maniac do for fun?

What in the wasteland can the NPC and the Courier do to have fun in this hell hole?

OneWayVector
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Hello Another Seeker of Eternity,
I was REALLY hoping for some classic Leslie Neilsen action! I loved the bit from the Naked Gun where Frank invaded a woman's apartment with a concrete dildo after hanging from said dildo for his life...

If it is not too much to ask, could you allow for the ability to turn OFF the stealth field effect?
When the player attain the stealth field, this will cause another mod called Sex Out Dynamic Relations to ignore the player because the player is seen to be sneaking.
It would make it more in line with Ghost In The Shell, where the Major would strip almost bare, and use thermal camouflage to flank, and outmaneuver her
opponents by choice and not permanently.

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Papyrus for Skyrim Guide
in Downloads - SexLab Framework
Posted
Thanks for the insightful guide CPU!
If you could expand on the section [Advanced] and its subsection [Performance Tricks] would be appreciated, since a stable Skyrim is of great interest to myself and to many others whom may or may not be aware.