Create and Fuck your AI Slut -70% OFF
x

Grim

Active Member
Aug 17, 2016
914
632
295
I am 100% certain players bad rumors produce dislike count. Maybe because you were spectating, the game treated your spectated character as an NPC? Thats the only explanation i can come up with.
I wasn't actually spectating as in I didn't have the auto-PC mode turned in. I spread the bad rumor manually.
 

Monosomething

Well-Known Member
May 24, 2019
1,918
3,447
448
I wasn't actually spectating as in I didn't have the auto-PC mode turned in. I spread the bad rumor manually.
Huh... 1 sec. Gotta do some digging through this thread.


EDIT: back in this post, you can clearly see ive generated a ton of dislikes in my girl towards the other guy. Im thinking theres maybe a global module youre missing? Are you sure the cards are completely "clean"?
 

Grim

Active Member
Aug 17, 2016
914
632
295
To elaborate on my testing setup, I was manually controlling Observer when I did the Spread Bad Rumor interaction from PC -> NPC, but I used an unreleased module to force the NPC (Test Subject A) to perform a specific interaction (Spread Bad Rumor) towards the other NPC (Test Subject B) about Observer.

While the NPC -> NPC interaction would be difficult to observe without a lot of patience or writing a trigger for it, the PC -> NPC interaction is easily tested. Just make a game with 3 characters, have the PC spread a bad rumor about one NPC to the other, make a quicksave right after a successful interaction, and then load the save in QtEdit to check the result
 

Monosomething

Well-Known Member
May 24, 2019
1,918
3,447
448
To elaborate on my testing setup, I was manually controlling Observer when I did the Spread Bad Rumor interaction from PC -> NPC, but I used an unreleased module to force the NPC (Test Subject A) to perform a specific interaction (Spread Bad Rumor) towards the other NPC (Test Subject B) about Observer.

While the NPC -> NPC interaction would be difficult to observe without a lot of patience or writing a trigger for it, the PC -> NPC interaction is easily tested. Just make a game with 3 characters, have the PC spread a bad rumor about one NPC to the other, make a quicksave right after a successful interaction, and then load the save in QtEdit to check the result
Well, i know for a fact that spamming 3 bad rumors (successfully) results in 9 dislike count towards the target. Im certain players bad rumors only generate dislike. Dont know what else to tell you.
 

Grim

Active Member
Aug 17, 2016
914
632
295
Well, i know for a fact that spamming 3 bad rumors (successfully) results in 9 dislike count towards the target. Im certain players bad rumors only generate dislike. Dont know what else to tell you.
Well I don't see how our 2 games could be different in that regard. The only other possibility is some trait determines if it causes Dislike or not. None of the characters in my test had any traits.

Edit: I made 3 new characters, all left at their defaults aside from their names. In this test a successful bad rumor from the PC also resulted in 3 hate count:
Untitled.jpg

If your rumors are only causing dislike then there must be something else that has an influence on it such as traits, gender, virtue, sexual orientation, or possibly some combination of them. Certainly warrants further testing to figure out what's going on.
 
Last edited:
  • Like
Reactions: Monosomething

LucieHeartsG

Newbie
Dec 20, 2022
23
4
21
Hello everyone, do you have sometimes problem with some texture on character ? and I don't know how to make a female a futanari and let her having pe***
 

Grim

Active Member
Aug 17, 2016
914
632
295
Yes but it says i have to enable and use just one, how do i enable it?
I don't know because I don't know what "it" is that you're referring to. A number of mods come with shadowsets and often you don't even need to use them. You'll have to give more details about what mod you're talking about and what you're trying to do.
 

Grim

Active Member
Aug 17, 2016
914
632
295
Puppet
Can be commanded to perform a specified action.
[NPC Only]


Details:
This module will allow you to command an NPC equipped with it to perform many different actions. This includes both actions targeting another character, and actions with no target such as minna actions.

Globals:
These globals can be edited by the user. The only one that's required to be set is PUP_ACTION_ID. The others are optional/situational.
  • PUP_ACTION_ID: The ID number of the action that the puppet will perform. You can find a list of actions and their IDs .
  • PUP_CONVO_ABOUT_CHAR_NAME: If the interaction requires a 3rd character that's being talked about, such as when a character is spreading a rumor about someone, this global is where you would set the name of the character being talked about. The name should be in the format of Lastname Firstname.
  • PUP_TARGET_NPC_KEY: The key that you press to make the puppet NPC interact with another NPC. Whoever the PC has targeted is the NPC that will be interacted with. Set to 'e' by default.
  • PUP_TARGET_OTHER_KEY: The key that you press to make the puppet NPC interact with the PC, or to perform actions that don't require a target. Set to 'r' by default.
Puppets can only be configured to perform one type of action at a time, so you'll have to load the card into the editor and modify PUP_ACTION_ID whenever you want to set a new action. You can also put the module on multiple NPCs to set up more complex scenarios, such as commanding puppet NPC1 to start a conversation with NPC2, and then commanding puppet NPC3 to interrupt the conversation. In scenarios involving multiple puppets you'll have to edit the targeting keys on each card to something different, otherwise every NPC with the module will respond to the same key.


Known Issues:
  • If the puppet attempts to interact with their target and is unable to for whatever reason, they may enter a cooldown state where they will stop trying to perform any actions, and pressing the command key won't have any effect on them. They will eventually break out of this state after some time, or if a character starts a conversation with them, at which point they may automatically re-attempt to perform the interaction with the target, and the command key will function again. This cooldown state isn't a bug with the module, and is just something that the game does to prevent repeated interactions towards a target that's currently unavailable.
  • Not every action can be performed in this manner, and some will only work under certain circumstances. I haven't personally tested every single action in the game, so you'll have to experiment to figure out which ones don't work. Some that I'm aware of in the linked interaction list that don't work correctly are:
    1. Any just listed as ???
    2. 61: Everyone, let's get along with @
    3. 105: Change clothes
    4. 106: Stalking
    5. 107: Stare from afar
    6. 108: Study (alone)
    7. 109: Exercise (alone)
    8. 110: Do club activities (alone)
One of the tools I've been using to test triggers, among other things.
 
Last edited:
  • Thinking Face
Reactions: Monosomething
Dec 11, 2022
40
16
76
Anyone can get this to work on Linux with Lutris, please tell me how to get past the ppx issue if possible or how you get the game to start (Game not started with ppx, give unhandled exception; start with pp2: white screen+music and nothing else, no matter what I try). I already install everything into my prefix, btw
 
4.40 star(s) 23 Votes