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Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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AngryFace
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Everything posted by AngryFace
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The new version is looking good! I had one small hiccup: Sunny got stuck on a 'doActivity' flag for a while. Had a date right around midnight and the flag got set a little after 12. Then I updated. She wouldn't process it for a full game day, but she finally asked me to hang out after we cleared Bison Steve together the next night. She executed a 'doFlirt' and a 'doAffection' just fine during that period. Dunno if this is an actual bug or an oddity from not having a clean save.
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Eehh, I get the second scenario. I do. But there are plenty of real-world ways to make interacting with someone after scheduling a nice night seem totally not weird: - Make plans over breakfast, return for lunch around midday. - Both people arrive at the meeting point early, so they share a drink before setting out on the date. Besides, if someone really, really wanted to spend all of their activities on an NPC, they could still pile them on after the date. Arguably just as creepy as packing them in before the date. NPC: So...see you later, then? PC: Nope! Now we gotta eat dinner, and party, and drink, and... Players will find a way to be awkward to NPCs either way. Might as well let them be awkward on their own terms. This is really just a tiny nit-pick that (I believe) will make the mod more user-friendly for the next guy. Scheduling a date is 100% functional right now, but I did have to go in and read the dialogue trees and topic conditions to figure out what was going on. As always, your mod, your call. And now for a bug report! A dancing date completely broke for me. Ringo walked out the door and I was left dancing endlessly, alone, in the gas station.
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Sorry if I was being unclear. Here's what I mean: if I choose the option "[Date]" and get a "[Positive Response]" with no other clarification, it sounds like the date is starting here and now. Going back into dialogue to start it up in earnest feels weird if you want to start it now. That's what I meant by "starting straight away" - if now's a valid time to date, why do I have to talk to them again? I understand that dates are something to be planned for and not a "now" kind of deal (more on that later), this was just my first impression of what the dialogue did. Maybe change the [Date] topic to read [Date Sometime]? In addition, the [Date Later] topic is odd in what it contains. I asked Ringo for a date in the morning and he said yes. Now I can't hang out, share lunch, or drink with him until the night. Why would scheduling a nice evening prevent me from doing that? Furthermore, it contains the [Flirt] and [Affection] options that I shouldn't be able to use at commitment level 1. Perhaps date reminders can be fitted into [small talk] to be less intrusive on ordinary dialogue. Let's see...how would I do dates... I would probably change both [Hang out] and [Date]. In both cases, I would make the event be an assembly of multiple activities, many of which can't normally be accessed through dialogue. Like dates now, but longer and with more stuff to do. There would be some way to grade how much the NPC enjoyed his/herself and appropriate relationship bonuses would be applied at the end. Kinda like Affairs. There should still be a place for a la carte activities. For one, there should be a time commitment to events - it ends when the NPC agrees to end. Sharing a drink or small talk could be a good way to meet someone new or have a quick reaffirmation of commitment before you set out. [Hang out] strikes me as kind of a comfortable mini-date focused on building friendship (but not necessarily non-romantic). In game terms it would be something that includes eating, drinking, partying, dancing, kissing for commitlvl > 1, sex for high commitlvls, etc. If you share tagged skills, you can talk shop with them. A successful hangout would increase trust, alleviate anger, and reduce conviction. A [Date] would be a more intense version of a hangout. People have expectations for dates, so I think NPCs should be more willing to do things they wouldn't normally do, especially if they really trust the player. But they should also be harder to please: only gourmet food, high-class alcohol, expensive gifts, and the rush of doing something new can increase their enjoyment. Dates would boost all the romance-related stats, alleviate jealousy, and generate rumors. I like the idea of planning for dates that's implemented now. However, I believe they should be set for specific times that the player has to remember and keep. Like "Meet me at 9pm tonight." That way the player can suffer the consequences of standing someone up! Aaand that wall of text was probably more than you wanted to hear. Think of this as what I would envision for a longer-term build. I already talked about some quick fixes before the quote.
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Some of the 'date' options aren't very intuitive. You can get an NPC to agree to a date when dates shouldn't possible (before 6:00pm). They will not follow you immediately. Instead, you need to talk to them a second time; if it's before 6:00, you get the dialogue "[Date Later]", implying that you're canceling the date, but it just opens up a casual dialogue menu without the activity option. After 6:00, you are allowed to activate their normal following package. I think it's nice that you can schedule dates ahead of time, but it probably shouldn't lock the player out of any normal options while they wait. Also, if you ask for a date before 6:00, the "yes" response could read "meet after 6pm" to prevent any confusion. After 6 (Edit: when asking for a date, not when a date is already scheduled), the following package should start straight away - having to reopen dialogue seems unnecessary.
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The mod treats all NPCs generically. So any vanilla NPCs, added NPCs, NPCs that use custom races, etc will be treated equally by the mod. They just need to be Sexout valid and not a creature. For those generic settlers your mod added, you'll need smallertalk installed to be able to interact with them. Personally, I leave it off b/c it can be annoying when talking to companions.
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Same here: I'm a long time lurker and only an occasional poster. I don't get to play as much as I'd like, but this thread is the one that I follow most closely on LL. The idea behind this mod is amazing; it's something that I've wanted to see in a Bethesda game for a looong time. So keep it up, T! You are a champion among modders! I wrapped up a large project a few days ago, so I downloaded the latest version. Hopefully, I can provide a bit of feedback and testing for the next few weeks. To keep you and Boondock company. :3 @saren : I had a similar issue with my install, but it seems to resolve itself with time. Turn on debug mode to ensure the mod is processing NPCs and play normally. To get the dialogue options, your commitment level needs to be 1 (and it starts at 0). NPCs will get their options within a few cell transitions and game hours of being registered by the mod. Just check up on them whenever you're nearby.
