Grim

Active Member
Aug 17, 2016
913
623
I made a workaround for the AI issue I described here for personal use but I might as well share it for anyone that wants it, even if it isn't going to be practical for most. The mod allows you to manually set a number corresponding to the day of the week, which will allow the AI scripts to run properly. Originally I experimented with automating this, but I ran into some modding limitations which forced me to limit the scope of the mod:
  • There's no way to schedule a scene to always run at a given interval, or at a specific day/time. Scenes are always at the mercy of the random number generator, and there's no way to guarantee a scene will run. Even turning up the scene frequency to 100 didn't guarantee that a scene I had added would run every day.
  • It seems that AI scripts can't be overridden by mods like scenes and actions can. Even just having them in your mod folder seems to cause issues.
With that being said, I've attached 2 files: Grim_AIFix is the actual mod, and is installed and activated just like any mod; ai_files.zip contains some modified AI scripts that must overwrite the original ones in vin_Base. The included AI files are not a complete replacement for the original AI folder. Only some of the original files have been modified/included, so don't delete or move your original AI folder. Just paste the included files into it so they overwrite the original ones. I would suggest making a backup of the original AI folder before pasting the modified ones in there in case you want to revert. The modified scripts should run just as well as the originals even if the mod is removed though.

meal.lpai has also been edited to correct the days it considers to be the weekend. There was a line that looked like:
Elseif DayOfWeek == 6 || DayOfWeek == 7 || DayOfWeek == 0 // weekend
But based on what I've seen in the other AI files, DayOfWeek should never be 0. The days go from 1 to 7, not 0 to 6. So the 0 has been changed to 1 which is Sunday.

Once everything is installed and the mod activated, you'll have 2 new actions in the PC menu: "Set day of the week" is what you use to set the day of the week number; "Get day of the week" just tells you whatever value the day of the week is set to. If you don't want to bother setting this value every game day, you could just set it to something and forget it, and the AI will still exhibit more behaviors than they currently do unmodified. If you go that route, I'd suggest setting it to 6, which corresponds to Friday. This will ensure they still go to work, but they will also exhibit some additional weekend-like behavior.

This is meant as a temporary workaround until Vinfamy implements a proper fix. Once that happens you should stop using this mod.

Edit: If you updated from 3.14 to 3.15 then you'll need to overwrite the AI files again with mine. This will be true for every update unless Vinfamy makes any edits to the AI scripts, or this mod becomes unnecessary.


Edit 2: This mod is no longer needed as of 3.19
 
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Edwarf

Member
Jun 8, 2017
416
474
Yes, AFAIK that issue is not present when working in a hospital, as long as all your work mates are presented to you in your first day, like a roll call.

All work places should have the same mechanic, except corporations. But even in an office, an employee's log should be generated beforehand, no matter if the process is invisible to the player, and admit NPC modifications, keep the number of employees when somebody leaves, quits or gets fired... I'm aware this could be difficult to implement, but I guess something needs to be done about it sooner or later.

;)
 

Grim

Active Member
Aug 17, 2016
913
623
Yes, AFAIK that issue is not present when working in a hospital, as long as all your work mates are presented to you in your first day, like a roll call.

All work places should have the same mechanic, except corporations. But even in an office, an employee's log should be generated beforehand, no matter if the process is invisible to the player, and admit NPC modifications, keep the number of employees when somebody leaves, quits or gets fired... I'm aware this could be difficult to implement, but I guess something needs to be done about it sooner or later.

;)
I think the issue you're describing is about actually meeting your co-workers. It's true that the office doesn't pre-generate any for you to meet upfront, aside from your boss. The issue I'm describing is that once you've met them, you should occasionally see them working in the same place as you. Occasionally when you go places you might see somebody you've already met, and it'll have their name floating above their head which differentiates them from the rest of the temporary characters in the area. The problem is that none of the co-workers you've met are going to work, thus you will never see any of them there. This affects other places as well like universities.
 

Notmenonono

New Member
Jan 12, 2019
6
0
I've recently updated the game to 3.14, but the edit stats and appearance cheats are not working. The changes were not applied and it returned to the default stats of the characters. Is there anyway to fix this?
 

straydogg

Member
May 9, 2017
260
127
I made a workaround for the AI issue I described here for personal use but I might as well share it for anyone that wants it, even if it isn't going to be practical for most. The mod allows you to manually set a number corresponding to the day of the week, which will allow the AI scripts to run properly. Originally I experimented with automating this, but I ran into some modding limitations which forced me to limit the scope of the mod:
  • There's no way to schedule a scene to always run at a given interval, or at a specific day/time. Scenes are always at the mercy of the random number generator, and there's no way to guarantee a scene will run. Even turning up the scene frequency to 100 didn't guarantee that a scene I had added would run every day.
  • It seems that AI scripts can't be overridden by mods like scenes and actions can. Even just having them in your mod folder seems to cause issues.
With that being said, I've attached 2 files: Grim_AIFix is the actual mod, and is installed and activated just like any mod; ai_files.zip contains some modified AI scripts that must overwrite the original ones in vin_Base. The included AI files are not a complete replacement for the original AI folder. Only some of the original files have been modified/included, so don't delete or move your original AI folder. Just paste the included files into it so they overwrite the original ones. I would suggest making a backup of the original AI folder before pasting the modified ones in there in case you want to revert. The modified scripts should run just as well as the originals even if the mod is removed though.

meal.lpai has also been edited to correct the days it considers to be the weekend. There was a line that looked like:
Elseif DayOfWeek == 6 || DayOfWeek == 7 || DayOfWeek == 0 // weekend
But based on what I've seen in the other AI files, DayOfWeek should never be 0. The days go from 1 to 7, not 0 to 6. So the 0 has been changed to 1 which is Sunday.

Once everything is installed and the mod activated, you'll have 2 new actions in the PC menu: "Set day of the week" is what you use to set the day of the week number; "Get day of the week" just tells you whatever value the day of the week is set to. If you don't want to bother setting this value every game day, you could just set it to something and forget it, and the AI will still exhibit more behaviors than they currently do unmodified. If you go that route, I'd suggest setting it to 6, which corresponds to Friday. This will ensure they still go to work, but they will also exhibit some additional weekend-like behavior.

This is meant as a temporary workaround until Vinfamy implements a proper fix. Once that happens you should stop using this mod.
HOLY FK!!!!!!! that little script just wiped out a shit load of bugs, aslong as you set day, after midnight, pregnancy's works like clock work,fkn dead on for pregoes, non consent scenes ive never seen work now do, THERES people that i met three days ago at the office, and there still there THE BOSS showed up 5 days three weeks in a row (ya i know shocker huh boss at wor k?? whod thought heee)other places like hospitals any shops now have the people ya meet that Work there still there three weeks later, FKN A i have aggresive scenes that never worked workn, tho it might be luck, ya hit the biggest:p(y)(y)(y)(y)(y)(y) fix since 2.8 when rooms were impleminted, i remember just fukn someone on a bare cement floor when this first came out. THANK you and yes this seems the root to a lot of bug fixes, heee and time fixes a bunk load of them
 
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Edwarf

Member
Jun 8, 2017
416
474
I've recently updated the game to 3.14, but the edit stats and appearance cheats are not working. The changes were not applied and it returned to the default stats of the characters. Is there anyway to fix this?
Try decompressing and running the full version of this release in a new folder, to check if its due a faulty update process.
 

Edwarf

Member
Jun 8, 2017
416
474
i am getting VCRUNTIME140_1.DLL error i have
Assuming you are a Windows user, have you installed Microsoft Visual C++ runtime libraries, and Microsoft Visual Studio Tool for Applications?

Can some post a video on install the
1- Decompress the game folder. (If you have the game already, skip this point)
2- Download Unofficial-LifePlay-Patch-3-14.zip (Incest-NonConsensual-Bestiality Patch)
3- Copy Unofficial-LifePlay-Patch-3-14.zip into game folder (LifePlay_3_14_64bit or LifePlay_3_14_32bit by default)
4- Select Unofficial-LifePlay-Patch-3-14.zip, press the right mouse button and select "extract here" (or similar) in the contextual menu.
5- Choose merge/ overwrite all when prompted.
6- Run the game and start a new one or load a saved game.
7- Press ESC to access the menu and tick the options of your liking in "Mod manager" submenu.
8- Enjoy.

As an alternative, you can do it manually, I won't recommend doing this way though.

3- Double click over Unofficial-LifePlay-Patch-3-14.zip.
4- Select the folder Lifeplay inside the compressed file and copy it to clipboard. (by pressing CTRL+C or selecting "Copy" in contextual menu). Then open the game folder, where the *.EXE is, and paste it (by pressing CTRL+V or selecting "Paste" in contextual menu)

Hope it helps.
 
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Grim

Active Member
Aug 17, 2016
913
623
Has anybody ever seen the performance_review scene for the office job trigger? I have played months and months of in-game time at the job and I have not seen it once trigger naturally, but it'll play fine if you call it through the console. It has no conditions for triggering other than doing the Work action during a specific time frame.

I did some testing by cranking the scene frequency to 100 and removing all other work scenes from the folder, and it still wouldn't trigger. Oddly enough though, if you modify the filename, it'll then trigger normally. I tested to see if it was a filename length issue, but it'll trigger even if you modify the filename by adding to it.

If anybody decides to do this in their game, make sure you also edit the scene name for the timeout at the bottom of the file.

Edit: I wonder if there's some kind of hardcoded delay for when this scene and possibly others can trigger. It obviously doesn't make sense to potentially get a performance review on your very first day, and then never again for another couple hundred days. If this is the case, it would be nice if this was documented somewhere, and for modders to get access to this capability
 
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straydogg

Member
May 9, 2017
260
127
These are Action files that have been reworked , some of the Effects were not working due to punctual errors, or missing spaces, SO here are Action files that bring you and not only the npc you have with you but any other npc that you click on, whether or not you have them traveling with you, even brings up fertility, and fertility_npc for both you and any npc, pretty well all stats are covered, ie perversion, attractiveness, and more can be leveled up there are two MEGA stat levelers tease, and Private Training, brings just about every stat you or npc you choose, dom and sub changes also it just depends on the action you do with certain npcs just put them in the folder stated and now your npcs can be as perverted as you or not or as smart or as AH well you know what i mean and enjoy a enhanced stat building or tearing relationship, View attachment LifePlay.zip
 

Ravenger6660

Active Member
Sep 14, 2017
866
1,013
https://f95zone.to/threads/lifeplay-v3-14-vinfamy.11321/post-4138623

Bad_photoshoot_nude {new modeling event} ++NEW++

++New Dating/spouse stuff++
I felt that your spouse does not get enough attention. So I re-adapted some stuff to trigger with spouse.

Catch Spouse masturbating

Weak/fit dating {now when game complains about weak/fit characters you will do a private training with them.}

Smart/dumb dating {now when game complains about Smart/dumb characters you will read together.}

Spouse_cum_to_bed {just sleeping with my wife plus}

Spouse_sit_on_lap [2] {watch tv with spouse}
 

straydogg

Member
May 9, 2017
260
127
Something else Ive noticed, the game seems to run better on the 24 hour {military time} clock than it does on just the 12 hour one, lot less "skipping" time when on the 24 hr it can tell from 1am from 1300 better than 1pm and 1am, just saying.......... and with the new Effects added on to Actions ie while you sleep you gain energy at a constant time yur sleepn so when it hits 0:00 it changes the day with out the ai or tester on or even in mod manager, tho with it in they all are ther but are stationary, it will eventually the next day, they are animated in the places they work,
 
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Grim

Active Member
Aug 17, 2016
913
623
What scene frequency does everybody play at? I'm starting to wonder if 0.2 is too low. Looking at the timeouts for some of the scenes, I'm realizing with a frequency of 0.2 it would end up timing out those scenes for years of in-game time. Trying to decide whether I should continue with 0.2, and modify timeouts where I think it's appropriate, or play with a higher frequency
 

MattShizzle

Well-Known Member
Oct 31, 2019
1,354
1,274
The timeouts are in game time not real time. TBH random scenes happen WAY too often again. The one with if you're a porn star/model a fan asks for a pic is particularly annoying. Considered deleting it from scenes.
 

Grim

Active Member
Aug 17, 2016
913
623
The timeouts are in game time not real time.
Yea, but some scenes have a base timeout of thousands of in-game hours. The performance_review one for example has a timeout of 5000 hours, so if you divide that by 0.2, you end up with a timeout of 25,000 hours, or ~1042 days
 
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