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bloodbirthe

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Nov 25, 2018
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...I tried playing without initiating interactions with NPCs - meaning, every single action has to come from them interacting with me -, and HOLY MOLY, does having a lover suck. I can hardly spend 10 seconds in-between interactions once they start their spree. 5+ convos back to back like nothing. At this point, I wish there was a script for limiting interactions rather than (wishful thinking: in addition to) interruptions.
I've always ran into the same issue, the longer I've had one game going. Once you acquire a lot of points with them, NPCs will just not stop pestering you. Even an NPC I'm not dating will track me down, and ask to trade friendship items back and forth, over and over. I'm sorry for replying to such an old comment, but I was searching for a way to limit their rate of interactions somehow, to no avail. If anyone knows a fix for this, let me know.

The closest I can come up with is to start doing a bunch of things that will make them hate me, so that the NPC's points aren't fixed on only one part of the LLDH system.
 
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JustAl

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I've always ran into the same issue, the longer I've had one game going. Once you acquire a lot of points with them, NPCs will just not stop pestering you. Even someone I'm not dating will track me down and ask to trade friendship items, over and over. I'm sorry I'm replying to such an old comment, but I was searching for a way to limit their rate of interactions somehow, to no avail. If anyone knows a fix for this, let me know. The closest I can come up with is to start doing things that will make them hate me, so that the NPCs points are fixed on only one part of the LLDH system.
I've been busy all over the place, but I've seen enough module features to know it's possible to make a global module the player can apply to 1 card that can affect every card, and the trigger event "NPC wants to start a conversation" is one of the best events to treat globally in a module.

Concept: Every time a card wants to start an interaction, write a string to the card that holds information. Strings written to cards like this are like proxies to global variables that can be read by other cards. Something simple like write down seat number (or name) and number of consecutive interactions. Then once the card tries to talk, they'll check their own string data, trigger conditions that are met when the count of conversations is too high, and then cancel their proposed conversation provided it's not a Game Over interaction.

I hope to eventually release my modules, but I'm either building a thematic set of them that spawned off an idea, or ironing out kinks in a more featured kind of module. I'm juggling a lot but at least I have some knowledge in the concept of checking for the conversation seeking event and what to do past that point.
 
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Tsugumi

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bloodbirthe Wow, that sure was one heck of an old post you quoted. :LOL: Just thought I would use the chance to mention something I already did (not THAT long ago, though) that compounds the issue: the more you interact with others - the faster your rank in sociability (whatever the actual name is) increases, which turns the problem into a snowball: more interactions -> higher ranking -> NPCs are more likely to interact with you [as opposed to interacting with someone else] -> more interactions.

The game was clearly never designed for long sessions.
 
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JustAl

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bloodbirthe Wow, that sure was one heck of an old post you quoted. :LOL: Just thought I would use the chance to mention something I already did (not THAT long ago, though) that compounds the issue: the more you interact with others - the faster your rank in sociability (whatever the actual name is) increases, which turns the problem into a snowball: more interactions -> higher ranking -> NPCs are more likely to interact with you [as opposed to interacting with someone else] -> more interactions.

The game was clearly never designed for long sessions.
I've never considered sociability as a field to read / mod before in a module. It's probably there in the conditions as "Sociability Value" and "Sociability Rank" respectively. I've seen General Maintenance style modules for lowering all student's strength and intelligence every week and resetting virginity every week. It makes sense to make a module to lower Sociability to treat that issue. It doesn't have to be in the global scope either, in case you want the player to have a reduction in those factors but let the NPCs accrue as normally. Or just use both modules in conjunction on the same player card.
 
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Grim

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I've never considered sociability as a field to read / mod before in a module. It's probably there in the conditions as "Sociability Value" and "Sociability Rank" respectively. I've seen General Maintenance style modules for lowering all student's strength and intelligence every week and resetting virginity every week. It makes sense to make a module to lower Sociability to treat that issue. It doesn't have to be in the global scope either, in case you want the player to have a reduction in those factors but let the NPCs accrue as normally. Or just use both modules in conjunction on the same player card.
I assume it's Popularity the leaderboard stat, and not Sociability the character stat you're both referring to right? There's a couple of existing modules I know of that deal with Popularity which could possibly be used for reference for making some kind of unpopular module: Snobbish, and Star-struck. They each seem like they're referencing a different variable to pull that value though, but to be fair I still have trouble reading trigger syntax and following the logic, so I don't really understand how they work.
 
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Monosomething

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*loudly clears throat*

Popularity only shows how much a character has love count in relation to other NPCs. What ive discovered, actually, is how popularity is directly tied to MM. If you get yourself a partner, and suddenly they jump up to 1st spot on the popularity leaderboard...

monsters-inc-panic.gif


Best check that statute to see whether you have to swat away some fucks... or to abandon ship.
 

JustAl

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I assume it's Popularity the leaderboard stat, and not Sociability the character stat you're both referring to right? There's a couple of existing modules I know of that deal with Popularity which could possibly be used for reference for making some kind of unpopular module: Snobbish, and Star-struck. They each seem like they're referencing a different variable to pull that value though, but to be fair I still have trouble reading trigger syntax and following the logic, so I don't really understand how they work.
Yes, "Popularity" the leaderboard stat - thank you.
Nice, I've seen Popularity in those modules and made a spinoff series of "underdog" style mods in that vein. Popularity is strongly influenced by how much other characters Love your character. While I've used Popularity alongside gender, strength, and intelligence to simulate sympathy/envy in modules before (orientation pending), I've not considered influencing popularity at the end of every week to reduce the problem of being suddenly spoken to way too frequently.

I can try looking for possible solution to reduce popularity, but if it's linked to Like or Love and I have to reduce Like or Love from other characters I wouldn't recommend making it exclusive to 1 card unless you don't mind them getting mass hatred and being murdered quickly.

While high Love leads to high popularity and thus the annoyance of being spoken to, popularity doesn't consider Hate at all even if your Hate outweighs your Love. Meanwhile you'll observe similar effects in which your character is literally being stalked by 6 potential murderers at once and the only way you can keep safe is by practically begging one of your better friends to accompany you via a Lets... interaction so travelling AI will prevent one of your murderers from latching onto you with their Game Over dialogue and killing you.

I played characters who are hated and pathetic from the start of a new class for fun challenge, and the game changes into a kind of survival experience where you figure out who is most likely to want to kill you then proceed to avoid ever being freely available to them in conversation if you have to be in the room with them. Then you bulk up enough stat to win fights, pass tests, and have some friends to carry out duties like escorting you and persuading the characters who want to kill you to like you enough to not kill you.
 
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Mar 20, 2019
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So I have everything working fine in terms of gameplay. However when I change to certain clothes I get a weird graphical glitch, is it because I installed it wrong or is there another reason. I made sure to double check that its in the data folder.
 

Tsugumi

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Oct 16, 2018
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LostPersonFound "Weird graphical glitch" is too vague - could you provide a screenshot or two of what exactly happens, at the very least? Could be anything: an inherent problem with the character, with the clothes, with - as you say - the game/mod installation. Some more information would be appreciated.

Oh, and just to rule out the obvious: could you throw in a screenshot of the "AA2Unlimited" tab of the game launcher window?
 
Mar 20, 2019
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LostPersonFound "Weird graphical glitch" is too vague - could you provide a screenshot or two of what exactly happens, at the very least? Could be anything: an inherent problem with the character, with the clothes, with - as you say - the game/mod installation. Some more information would be appreciated.

Oh, and just to rule out the obvious: could you throw in a screenshot of the "AA2Unlimited" tab of the game launcher window?
Here you go. I was doing a bit more of testing and its weird how the glitch occur on some not all I tested on some card made but other people and nothing happened.
AAU.PNG AAU_GLITCH.PNG
AAU_Glitch2.PNG
 
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Monosomething

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Here you go. I was doing a bit more of testing and its weird how the glitch occur on some not all I tested on some card made but other people and nothing happened.
View attachment 3304927 View attachment 3304930
View attachment 3304931
Yeah, well, looks like the models (yes, clothes are not "clothes" in a literal meaning) for these arent there. I have this too - just avoid "Chubby" girl models and all other variants of clothes should work fine. Short, medium and tall height works just fine, as does skinny stature.

There is no fix to this. Not until the mods developer(s) make a batch of models (clothes) to fit the chubby stature.
 
Mar 20, 2019
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Yeah, well, looks like the models (yes, clothes are not "clothes" in a literal meaning) for these arent there. I have this too - just avoid "Chubby" girl models and all other variants of clothes should work fine. Short, medium and tall height works just fine, as does skinny stature.

There is no fix to this. Not until the mods developer(s) make a batch of models (clothes) to fit the chubby stature.
Gotcha yeah during my testing that's what I was noticing only "chubby" models was having the issue.
 

Tsugumi

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Monosomething Is that the one where people "emulate" Chubby models by making Normal ones and fiddling with size sliders until they look the same?

Out of sheer curiosity: what makes the chubby ones so drastically different that they cannot work the same way Skinny ones do? Something to do with bones and/or physics? :unsure: As if Skinny is just "same as Normal, just scaled down", whilst Chubby is a separate set altogether.
 
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Monosomething

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Out of sheer curiosity: what makes the chubby ones so drastically different that they cannot work the same way Skinny ones do? Something to do with bones and/or physics? :unsure: As if Skinny is just "same as Normal, just scaled down", whilst Chubby is a separate set altogether.
The "chubby" model is just different from the skinny one. Its hardly chubby, by my standards (hottest chicks are made on chubby base... you know, bigger ass, wider hips... mmmh). I guess modders had not gotten to it yet.

And yeah, normal stature is just skinny scaled up. Funny how that works...

Not a modeller nor a modder (of this game) so cant exactly say whats different, apart from physics (more ass = better jiggle). Though i dont know why modders hadnt tried to just "repaint" the body to make clothes.

On another note - i cant for the life of me put on clothes on a tall male character in the editor, even though in game it works just fine, which is why all tall male cards ive downloaded are naked (and will remain so until fixed). My PC is naked too - cant fit the default shirt + pants on him. Meh.
 

JustAl

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Gotcha yeah during my testing that's what I was noticing only "chubby" models was having the issue.
Yup, chubby models. As Tsugumi said, mess with sliders on the normal body until they look the same. I do that to make characters that look chubby yet can wear a wider range of clothing. Using the actual chubby body is so restrictive that you have to avoid complex features like style change modules so you can be sure you have access to a full wardrobe.
 
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Mar 20, 2019
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Yup, chubby models. As Tsugumi said, mess with sliders on the normal body until they look the same. I do that to make characters that look chubby yet can wear a wider range of clothing. Using the actual chubby body is so restrictive that you have to avoid complex features like style change modules so you can be sure you have access to a full wardrobe.
Monosomething Tsugumi JustAl Appreciate all of you're guys help.
 
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tiikerihai

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Oct 22, 2022
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Both skinny and chubby work the exact same way, skinny support is missing on some outfits too. People are just more likely to do the sviex for skinny than they are for chubby because there are more skinny characters.
 

Monosomething

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May 24, 2019
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Both skinny and chubby work the exact same way, skinny support is missing on some outfits too. People are just more likely to do the sviex for skinny than they are for chubby because there are more skinny characters.
Fucking chubby haters, man... This is why we cant have nice things. Heh...
 
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nobure

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Jan 11, 2019
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This may be a very stupid question but I'm dumb so: how do you change your character's bedroom?
 
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