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Monosomething

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May 24, 2019
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I wonder how feasible it would be to modify the Thorough module to do a witness check before the murder, and if there's any potential witnesses then cancel the action. Would make it a bit smarter, but they could still be caught if somebody rushes into the room during the murder.
The AI already does these kinds of checks. You can clearly see that happening when a low-ish virtue card is trying to bang a high-ish virtue card in the open - if youre in the room with them, and the low-ish virtue card asks to fuck the high-ish virtue card, the high-ish virtue card will refuse. If, however, you exit the room as they start talking and return a couple of seconds later (time it takes them to finish the conversation, basically), you will find them fucking.

So, it should be possible. Im just not interested in modules, so JustAl will be more helpful than i.
 
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Grim

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Aug 17, 2016
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The AI already does these kinds of checks. You can clearly see that happening when a low-ish virtue card is trying to bang a high-ish virtue card in the open - if youre in the room with them, and the low-ish virtue card asks to fuck the high-ish virtue card, the high-ish virtue card will refuse. If, however, you exit the room as they start talking and return a couple of seconds later (time it takes them to finish the conversation, basically), you will find them fucking.

So, it should be possible. Im just not interested in modules, so JustAl will be more helpful than i.
I might try learning enough about trigger making to see if I can hack that together. I think the hard part will be testing it to make sure it works correctly.
 

Monosomething

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May 24, 2019
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So um... theres these new personalities, right? Where do i get the proper subs for them? A lot of them (personalities, i mean) are fucked and are missing certain voices/responses, so i consider them a lost cause (given how they are not really updated via the MIG), but some are complete, though you get no subtitles in the "overworld", which makes playing difficult. Ive looked up *some* of those subs and downloaded them, but theres plenty im missing.

Any ideas?
 

Grim

Active Member
Aug 17, 2016
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So um... theres these new personalities, right? Where do i get the proper subs for them? A lot of them (personalities, i mean) are fucked and are missing certain voices/responses, so i consider them a lost cause (given how they are not really updated via the MIG), but some are complete, though you get no subtitles in the "overworld", which makes playing difficult. Ive looked up *some* of those subs and downloaded them, but theres plenty im missing.

Any ideas?
I have the same problems with several personalities. I'm not aware of any fixes for them outside of their official download locations, but I've also never attempted to look. I've just been living with it.

Beyond subtitle/voice issues, I've noticed a problem with the Enigma personality recently. A few times when I've asked one to follow me, I end up getting locked into the conversation with no way of exiting it unless another NPC comes along and interrupts the conversation, so I've been avoiding doing that. And that's with the personality/subs downloaded directly from C4's Patreon.
 

Monosomething

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May 24, 2019
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I have the same problems with several personalities. I'm not aware of any fixes for them outside of their official download locations, but I've also never attempted to look. I've just been living with it.

Beyond subtitle/voice issues, I've noticed a problem with the Enigma personality recently. A few times when I've asked one to follow me, I end up getting locked into the conversation with no way of exiting it unless another NPC comes along and interrupts the conversation, so I've been avoiding doing that. And that's with the personality/subs downloaded directly from C4's Patreon.
Yeah. Ive been trying to fix what i can by checking if the links posted in document have any subs. I found lots, but mostly for male characters. Theres a number of female personalities that have full voice lines, but no subs. Dont have to mention it annoys me to no end.

I dont exactly follow exactly what each file in the MIG does, but looks like its both HEXA and C4 that bring in new personalities. Ive been combing through those to find subs with varying results. Surprisingly, two guys actually speak korean, which is only slightly different from the jap moonspeak, though noticable enough to throw me off. Those personalities are NEVER getting used (i also never use that one personality that speaks english - i feel like its out of place in AA2).

That issue youve been having with the enigma personality sounds curious. Looks like some triggers for when the conversation should end is missing. Thats what it sounds like, though its surprising you cant just click to skip it.

On another note... how do i install those personalities manually? Yeah, C4 and HEXA bring a bunch in, but those are in ppx form, so i just dump them in data and run the game. The pxx_xx_xx files i have NO idea where to place or what to do with them.
 
May 20, 2021
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Is there a module that allows gay/lesbian cards to still develop like points with the same gender?
I don't want to make them bisexual for character reasons unless I prevent love points, since I would want them to actually form friendships with the same gender, whilst nullifying any love points and turning down the opposite sex using the unique dialogue, just seems cruel that in a mostly gay class nobody really has a proper friend.
 

Grim

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Aug 17, 2016
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That issue youve been having with the enigma personality sounds curious. Looks like some triggers for when the conversation should end is missing. Thats what it sounds like, though its surprising you cant just click to skip it.
Yeah clicking doesn't do anything. You're just locked there with the character staring at you. Doing a quicksave/quickload also gets you out of it, but that puts you back at the beginning of the period.

On another note... how do i install those personalities manually? Yeah, C4 and HEXA bring a bunch in, but those are in ppx form, so i just dump them in data and run the game. The pxx_xx_xx files i have NO idea where to place or what to do with them.
The ones that come with 3 .pp files also go into the data folder
 
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Monosomething

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May 24, 2019
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Is there a module that allows gay/lesbian cards to still develop like points with the same gender?
I don't want to make them bisexual for character reasons unless I prevent love points, since I would want them to actually form friendships with the same gender, whilst nullifying any love points and turning down the opposite sex using the unique dialogue, just seems cruel that in a mostly gay class nobody really has a proper friend.
Thats the downside of the system illusion implemented in the game. I will talk about it later on, when i finally get to writing down some miscellaneous mechanics ive found along the way, but what it basically comes down to is this:

Pure hetero and pure homo characters will either love or hate each other. There is no middle ground.
There is no way around it. You (the player) either keep a hetero/homo character at the "Dont know" status, or they get pushy trying to get in your pants.
If you reject them, they will eventually hate you.

The ones that come with 3 .pp files also go into the data folder
Wow, its that simple? Okay, thanks!
 

Grim

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Aug 17, 2016
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Anyone here with deep familiarity of AA2 NPC behavior and/or trigger development? I'm working on a module which I want to include an element of stalking/tailing behavior, and my first thought was just to have the NPC with the module go to whatever room their stalking target is currently in, but I also see there's STALK and STALK_FROM_AFAR actions. The problem is I don't know what the exact behavior of those is, so it's unclear if they're at all useful to me or not. Does anyone have any descriptions for these?

Edit: I think I know what STALK is. It's probably when an NPC "attaches" to another character and follows right behind them wherever they go. Still not sure what the STALK_FROM_AFAR behavior is like.
 
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JustAl

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Jan 28, 2022
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Anyone here with deep familiarity of AA2 NPC behavior and/or trigger development? I'm working on a module which I want to include an element of stalking/tailing behavior, and my first thought was just to have the NPC with the module go to whatever room their stalking target is currently in, but I also see there's STALK and STALK_FROM_AFAR actions. The problem is I don't know what the exact behavior of those is, so it's unclear if they're at all useful to me or not. Does anyone have any descriptions for these?
I have not spent that much time with modules but I know enough to help you figure out the flow for how to assemble the triggers towards your goal.

A handy tip is that if someone has made a module with a similar feature to what you want to implement, check it out first. Maybe you'll find a better way to implement it than what they have, but in the case of the flagship standard module pack you start with they're solidly constructed with plenty of testing and can grant unexpected insight to implementing the feature that are not intuitively guessed from the trigger options you initially find. For example, there it already a Stalker module. At a glance it does not seem to ever call STALK or STALK_FROM_AFAR, but instead manually calls ThisCard.GoTo(StalkerTarget.CurrentRoom) and manages it with globals and manual checks. This is because for the intent of the module, the goal is to have the stalker suddenly appear in the room near its entrance then linger (watch), or interact with other characters in the same room.

For my play time, I have noticed instances that strongly resembled what I expect from STALK, and it is simply too blaringly obvious to be satisfying sometimes - the character will be within hugging distance as it closely walks and runs after your character, practically breathing down their neck. I assume STALK_FROM_AFAR is the same behavior but maintained at a few meters of distance, because I recall also seeing that and it wouldn't make sense to use manual GoTo(Room) calls otherwise. The actions STALK and STALK_FROM_AFAR occupy the same action priority as any other action, so when characters follow you like this they're also not going to do anything else like talk to you, fight you, talk to others, or anything until this option ceases. The action STOP_FOLLOWING is used to stop either proper STALK type. Although the Stalker module does not call for either proper STALK type, it may be calling for STOP_FOLLOWING to interact with other sources of stalking like other modules or the Scheming trait.

You can either employ the 2 in-game methods for stalking and deal with the jank of having a very robotic kind of following action happening that prevents other actions from happening, or you can manually manage following logic using actions and flow inspired by the original Stalker module, which will probably prove more useful to you.
 
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Grim

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Aug 17, 2016
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A handy tip is that if someone has made a module with a similar feature to what you want to implement, check it out first. Maybe you'll find a better way to implement it than what they have, but in the case of the flagship standard module pack you start with they're solidly constructed with plenty of testing and can grant unexpected insight to implementing the feature that are not intuitively guessed from the trigger options you initially find. For example, there it already a Stalker module. At a glance it does not seem to ever call STALK or STALK_FROM_AFAR, but instead manually calls ThisCard.GoTo(StalkerTarget.CurrentRoom) and manages it with globals and manual checks. This is because for the intent of the module, the goal is to have the stalker suddenly appear in the room near its entrance then linger (watch), or interact with other characters in the same room.
Yeah I've been examining other modules to try and figure out how things work, Stalker included. I did notice that that one doesn't use either of the STALK actions. One that does use STALK_FROM_AFAR is Murderous. But I only have a single that I've downloaded with that module, and I haven't observed it enough to try and piece together just how it behaves.

For my play time, I have noticed instances that strongly resembled what I expect from STALK, and it is simply too blaringly obvious to be satisfying sometimes - the character will be within hugging distance as it closely walks and runs after your character, practically breathing down their neck.
I realized after posting that that's probably what it is, but that behavior had slipped my mind at the time. It's definitely not the behavior I'm looking for.

You can either employ the 2 in-game methods for stalking and deal with the jank of having a very robotic kind of following action happening that prevents other actions from happening, or you can manually manage following logic using actions and flow inspired by the original Stalker module, which will probably prove more useful to you.
Yeah it sounds like using the GoTo function which I've already implemented is probably the way to go, rather than relying on the AI stalking interactions. Seems like it'll allow for more control.
 
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Monosomething

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May 24, 2019
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For my play time, I have noticed instances that strongly resembled what I expect from STALK, and it is simply too blaringly obvious to be satisfying sometimes - the character will be within hugging distance as it closely walks and runs after your character, practically breathing down their neck. I assume STALK_FROM_AFAR is the same behavior but maintained at a few meters of distance, because I recall also seeing that and it wouldn't make sense to use manual GoTo(Room) calls otherwise. The actions STALK and STALK_FROM_AFAR occupy the same action priority as any other action, so when characters follow you like this they're also not going to do anything else like talk to you, fight you, talk to others, or anything until this option ceases. The action STOP_FOLLOWING is used to stop either proper STALK type. Although the Stalker module does not call for either proper STALK type, it may be calling for STOP_FOLLOWING to interact with other sources of stalking like other modules or the Scheming trait.
I really need to write down the misc mechanics today. This specific behavior is directly tied to love count. An NPC will, as youve described, enter the following behavior if their love count is high enough, and literally cling to you as you walk around.

If this happens to me, and its not my partner doing it, i just enter one of the gender restricted rooms, which shakes them off. What also shakes them off is a distraction - if they follow you around like that, but then you run into a room with some NPCs chatting, a brawl happening, or some NPCs fucking, they will also stop following you... ... ... you can also tell if your partner is cheating on you this way. If you drag your partner to a private room to have sex, and exit the room, you *might* notice them zip out of the area youre in at a speed of light. Thats a clear indication your partner has high love count with some other NPC, and that you should probably check the jizzed on statue to see how bad it is.

The behavior itself is completely harmless, though. The NPC following you might get annoying by interrupting you (its almost like theyre watching if youre not cheating on them or something...), but is otherwise a non issue. So one would probably need to use other methods than using *this* mechanic/behavior to stalk, as the NPC clinging onto a target like that will not interact with the target at all, otherwise.
 
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JustAl

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Jan 28, 2022
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Thanks Monosomething. When I spent regular time with AA2 I spent most of it in the editor so I didn't bench enough time observing the game to notice something like that. The Stalker module does consider traits and mood, and similar flow logic can let the player program custom follow logic around LLDH too. I appreciate the commentary on cheating, making a convincing AI character requires knowing how players really play the game.

I do recall finding a troll module that made characters roll random numbers to outright lie to you. Propose, break-up, murder threat, someone likes you, etc. That kind of stuff does throw a curveball in player understanding as normally NPCs won't say those things without there being merit for it, but smart players might notice their words don't match their following actions, etc.
 
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bloodbirthe

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Nov 25, 2018
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Does anyone know if all the H positions are supposed to show up on the orgasm tab? I've been fine with only having access to some of them, but I realized that there might be a fix for this, if the issue is that some aren't able to fit on screen. I searched this thread but couldn't find an answer.
 

Grim

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Aug 17, 2016
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Does anyone know if all the H positions are supposed to show up on the orgasm tab? I've been fine with only having access to some of them, but I realized that there might be a fix for this, if the issue is that some aren't able to fit on screen. I searched this thread but couldn't find an answer.
In the AA2Unlimited launcher, go to the Scripts tab, and check the box for JMCP
 
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Grim

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Aug 17, 2016
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Working in the trigger editor is certainly an exercise in patience. Copying and pasting actions seems to work correctly about 10% of the time, and I've had it crash the editor a few times now which has resulted in lost work. I'll have to remember to save frequently.
 
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