[RELZ] Persuasion Overhaul (OBSE)

Post » Tue Mar 08, 2011 10:35 pm

(Cross-posted from http://www.gamesas.com/index.php?showtopic=1024573.)

I've been tinkering with Persuasion Overhaul; most of my hideous experiments are not ready for prime time so I won't share my personal .esp, but there's one tweak that I definitely want to make available. Someone recently commented on the fact that you often wind up accidentally getting yourself attacked, and I decided to dig in and see what's up with that.

Turns out to be pretty simple: there's no check to make sure the target's Disposition doesn't go negative. With that check added, most NPCs (i.e. those with Aggression 5 or less) will never attack you just because you're an irritating little mudcrab; you'll need to successfully Taunt to start a fight.


Open up the Quests editor (big black Q button, or Character > Quests), and find the Persuasion quest in the list. (Press 'P' to make it quicker.) Click the Quest Stages button at the top. There should be a column of result stages, labeled 0 to 99 (but with many numbers missing in between). Right-click in that list and click New, then type '16' and click elsewhere to store the new stage number. It'll show up at the bottom, already selected. In the empty "Quest Stage Items" box at the top, right-click and select New again. It'll create a log entry labeled EMPTY, which is what we want. Click into the Result Script box on the right, and paste in the following:

Stage 16 -
; Predetermine the new disposition for each option for use with ; dialogue conditionsset Persuasion.admireDispRes to Persuasion.npc_disp + Persuasion.admireResset Persuasion.jokeDispRes to Persuasion.npc_disp + Persuasion.jokeResset Persuasion.boastDispRes to Persuasion.npc_disp + Persuasion.boastResset Persuasion.coerceDispRes to Persuasion.npc_disp + Persuasion.coerceRes

Click the Compile Result button.

Now click on stage 12, clear out the Result Code, and paste in the following, then compile. Do the same for stages 13 through 15:

Stage 12 -
;Modifiers to the disposition gainsif Persuasion.admireRes <= 0  set Persuasion.admireRes to Persuasion.admireRes * ((200-2*Player.getAv Personality) + (Persuasion.npc_will - Player.getav willpower ) + (100 - Persuasion.npc_disp))/250  if Persuasion.admireRes < (0 - Persuasion.npc_disp)	set Persuasion.admireRes to (0 - Persuasion.npc_disp)  elseif Persuasion.admireRes > -1	set Persuasion.admireRes to -1  endif  else   set Persuasion.admireRes to Persuasion.admireRes * (2*Player.getAv Personality + (Player.getav willpower - Persuasion.npc_will)+ (100-Persuasion.npc_disp))/250  if Persuasion.admireRes < 1	set Persuasion.admireRes to 1  endif  endifSetStage Persuasion 13


Stage 13 -
if Persuasion.jokeRes <= 0  set Persuasion.jokeRes to Persuasion.jokeRes * ((200-2*Player.getAv Personality) + (Persuasion.npc_resp - Player.getav intelligence)+ (100-Persuasion.npc_disp))/250  if Persuasion.jokeRes < (0 - Persuasion.npc_disp)	set Persuasion.jokeRes to (0 - Persuasion.npc_disp)  elseif Persuasion.jokeRes > -1	set Persuasion.jokeRes to -1  endif else  set Persuasion.jokeRes to Persuasion.jokeRes * (2*Player.getAv Personality + (Player.getav intelligence - Persuasion.npc_resp)+ (100-Persuasion.npc_disp))/250  if Persuasion.jokeRes < 1	set Persuasion.jokeRes to 1  endif endifSetStage Persuasion 14


Stage 14 -
if Persuasion.boastRes <= 0  set Persuasion.boastRes to Persuasion.boastRes *  ((200 - 2*Player.getAv Personality) + (Persuasion.npc_int - Player.getav Strength)+ (100 - Persuasion.npc_disp))/250  if Persuasion.boastRes < (0 - Persuasion.npc_disp)	set Persuasion.boastRes to (0 - Persuasion.npc_disp)  elseif Persuasion.boastRes > -1	set Persuasion.boastRes to -1  endif else  set Persuasion.boastRes to Persuasion.boastRes * (2*Player.getAv Personality + (Player.getav Strength - Persuasion.npc_int)+ (100-Persuasion.npc_disp))/250  if Persuasion.boastRes < 1	set Persuasion.boastRes to 1  endif endifSetStage Persuasion 15


Stage 15 -
If Persuasion.coerceRes <= 0  set Persuasion.coerceRes to Persuasion.coerceRes *  ((200 - 2*Player.getAv Personality) + (Persuasion.npc_str - Player.getav Strength )+ (100-Persuasion.npc_disp))/250  if Persuasion.coerceRes < (0 - Persuasion.npc_disp)	set Persuasion.coerceRes to (0 - Persuasion.npc_disp)  elseif Persuasion.coerceRes > -1	set Persuasion.coerceRes to -1  endifelse  set Persuasion.coerceRes to Persuasion.coerceRes * (2*Player.getAv Personality + (Player.getav Strength - Persuasion.npc_str)+ (100-Persuasion.npc_disp))/250  if Persuasion.coerceRes < 1	set Persuasion.coerceRes to 1  endif endifSetStage Persuasion 16


Hit OK in the lower right, and save the mod. If no errors popped up during this process, it should work! :D
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Yung Prince
 
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Post » Wed Mar 09, 2011 12:34 am

This mod still continuing?
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Tyrone Haywood
 
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Post » Wed Mar 09, 2011 9:49 am

This mod still continuing?

Perhaps. :spotted owl:

Back burner, though.
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Jessie
 
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Post » Wed Mar 09, 2011 12:47 am

I'm not able to bribe anyone with Persuasion Overhaul (OBSE)1.4 active.
I've played with this issue for some time, but it didn't matter with the characters I was using, but now I'm looking to try a different type of character and they need the bribe to work.
Per the readme I access the regular persuasion mini-game, that is disabled with a message saying "Disposition maxed." But the Bribe button is not selectable, sort of grayed out. In reading other posts I see one method to get around this was to make the PersuasionOverhaul.esp into PersuasionOverhaul.esm, but I don't want the side affect of no voices.

Are there other methods to correct this issue? Or are there other mods besides Progress that may interact with Persuasion Overhaul?
How do you disable the persuasion mini-game? Is setting iPersuasionMaxDisp to 0 part of the disabling method? If yes, would setting iPersuasionMaxDisp to 1 in menumode 1034(persuasion) and then back to 0 in menumode 1009(dialog) be enough to enable the bribe function but not turn on the regular mini-game?

Any suggestions would be appreciated, since I'm not seeing how to correct this.
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Ricky Meehan
 
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Post » Wed Mar 09, 2011 6:19 am

Right thanks to spookyfx i dont know how the 5000 people using PO it had it working due to there is an actual script error but anyway released an small update fixing those critical issues.

Version 1.41 (Thanks spookyfx)
- Requires OBSE 17
- Fixed a critical script error (no one ever noticed something was wrong???)
- Added support to remove npcs from not being able to persuade if mods change the persuade flag

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Cash n Class
 
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Post » Wed Mar 09, 2011 12:53 am

I just wanna make sure - is the esp on Nexus the new one for sure, cause the readme seems updated but the esp is still dated 2008.
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trisha punch
 
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Post » Wed Mar 09, 2011 12:37 am

@Viryu: Yes it is. Ignore my mod timestamps.
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KRistina Karlsson
 
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Post » Wed Mar 09, 2011 1:21 pm

Right thanks to spookyfx actual script error released a small update fixing those critical issues.


Does this update included the fix Tejon posted Aug 14? Or is that not needed.
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Trevi
 
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Post » Wed Mar 09, 2011 5:12 am

Right thanks to spookyfx i dont know how the 5000 people using PO it had it working due to there is an actual script error but anyway released an small update fixing those critical issues.

Really? :o

It seemed to work for me... But then I didn't use all the features, I guess. I never bribed or taunted, and rarely coerced, only ever made a few people like me enough to want to give me a present and some of them did, so that seemed to work.

Which bit didn't work? Thanks for the update either way!

Vac
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Andrew Lang
 
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Post » Wed Mar 09, 2011 12:41 am

@ Strategy Master

Would you believe I just found the EXACT same error in one of my older mods?!!!

This is crazy, do you think TesGeko could cause this or an old version OBSE covered it up (prevented the CS from reporting the error).

How could we compile the script with an extra endif in it without an error message?


Btw: Thanks for your work on this mod, it is one of the very few mods I use personally in my own game
that is not made by my own hands.

I wish "threatening" (coercion) was not in the game however, there are FEW situations where that is appropriate in the interaction with
friendly NPC and it breaks my immersion. Threats should not raise disposition. I know it is too much to ask but I wish you could take this out and put in "listen" instead. As in being atentive to their life, remembering thier kids names, asking how their health is and such.
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Javaun Thompson
 
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Post » Tue Mar 08, 2011 11:15 pm

In my situation I had to remove this mod, save and do a clean install. Otherwise it crashed once I got near
some NPC.

No big deal, but I noticed I lost my "clues" that I got as a perk after raising my speachcraft skill.

Would unloading and then reloading this mod lose that?
If so how do I get that perk back?
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teeny
 
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Post » Wed Mar 09, 2011 8:43 am

Does this update included the fix Tejon posted Aug 14? Or is that not needed.


No this was just an emergency fix as this bug potentially makes PO not work at all.


@ Strategy Master

Would you believe I just found the EXACT same error in one of my older mods?!!!

This is crazy, do you think TesGeko could cause this or an old version OBSE covered it up (prevented the CS from reporting the error).

How could we compile the script with an extra endif in it without an error message?


Btw: Thanks for your work on this mod, it is one of the very few mods I use personally in my own game
that is not made by my own hands.

I wish "threatening" (coercion) was not in the game however, there are FEW situations where that is appropriate in the interaction with
friendly NPC and it breaks my immersion. Threats should not raise disposition. I know it is too much to ask but I wish you could take this out and put in "listen" instead. As in being atentive to their life, remembering thier kids names, asking how their health is and such.


OBSE 17 does use a different compiler from the previous versions so that might explain it. But i have a feeling the original cs script editor did not throw an error for this so in that case its purely thanks to OBSE.


In my situation I had to remove this mod, save and do a clean install. Otherwise it crashed once I got near
some NPC.

No big deal, but I noticed I lost my "clues" that I got as a perk after raising my speachcraft skill.

Would unloading and then reloading this mod lose that?
If so how do I get that perk back?


Not too sure why that gets lost. I need to check the code which i can't do till later for an explicit command you could use to set the perk.
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Adam Porter
 
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Post » Wed Mar 09, 2011 11:54 am

Ya know...i lost my clues too. I dont know when, but they are gone. I dont have a clue! ;)
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kristy dunn
 
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Post » Tue Mar 08, 2011 11:57 pm

@Snowball and spookyfx:

I've just tested myself and its all working for me on a clean game.

Are you using OBSE 17 or 18? I'm using 17 and it works fine here. The messages all show :) If your all using 18 there may be issues because 18 requires scripts to be re-compiled with the 18 obse version which i wont support till its out of beta.

Second are you sure you have done a clean save. Saving the game without PO active to remove all the old references and locked script. THe script error would of most likely froze some scripts meaning they may never run again or properly.

There are no variables to set though because its literally a check for your speechcraft skill being greater than 25 when you first persuade someone. No hardcoded stored variable well apart from the OBSE string variable (Persuasion.startmessage) but that should not stay existent even in the normal running of the function as its destroyed in the same quest script code block.
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Anthony Diaz
 
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Post » Wed Mar 09, 2011 5:41 am

Ah ok. Im using OBSE 18b4. I'll try doing a clean install again and see if my clues come back.
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Ezekiel Macallister
 
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Post » Wed Mar 09, 2011 3:34 am

Im using OBSE 18.

But I did do a clean install, yet the clues did not come back for my SCA NPCs.

I will check on normal Vanilla NPC and see if it is different.


Edit:

I see the clues on the Vanilla NPC but not on my SCA Npc.

I get this:

-Disposition is 89-

But not this

Looks like they can handle a bully-Disposition is 89-


Is there any other factor that would effect this or is it ONLY the speachcraft skill that is checked.
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Margarita Diaz
 
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Post » Wed Mar 09, 2011 9:45 am

All this is making me think that I've never seen the full PO in action ... I just remember feeling like I had no clue as to what to say or choose next the words would just be either highlighted or not.

Everyone always got mad at me quickly. It seemed the only clues I had was trying to memorize what the readme said about dispositions - which is why I settled on the LITE version (well that and the facial clues I like best).

So if this is ironed out then I may try the full version again.
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Carlos Vazquez
 
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Post » Tue Mar 08, 2011 10:43 pm

Sounds like a great addition which I'll add to my Oblivion restart :)

- Dark Elves do not dispise anyone but other races dont get on well with them either.


And especially Darkelves do really love nords and imperials :angel:
the filthy scum which invaded and broke the independent darkelven homeland
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Tessa Mullins
 
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Post » Wed Mar 09, 2011 3:16 am

Im using OBSE 18.

But I did do a clean install, yet the clues did not come back for my SCA NPCs.

I will check on normal Vanilla NPC and see if it is different.


Edit:

I see the clues on the Vanilla NPC but not on my SCA Npc.

I get this:

-Disposition is 89-

But not this

Looks like they can handle a bully-Disposition is 89-


Is there any other factor that would effect this or is it ONLY the speachcraft skill that is checked.


Nope. It just checks speechcraft is over 25. If it is it calls an sv_insert onto a string variable to add the message to the disposition message string. I wonder whats special about sca npcs hmmmm.


All this is making me think that I've never seen the full PO in action ... I just remember feeling like I had no clue as to what to say or choose next the words would just be either highlighted or not.

Everyone always got mad at me quickly. It seemed the only clues I had was trying to memorize what the readme said about dispositions - which is why I settled on the LITE version (well that and the facial clues I like best).

So if this is ironed out then I may try the full version again.


The perks have always been there which will help when you persuade. Low speechcraft it can be easy to get people mad.



Edit: Another idea that came to me spookyfx, is maybe the script is just not running fast enough. So you look at a person but the script has not yet run to see who your crosshair is looking at. Maybe when you went to talk to the sca npc you talked to fast, while the other vanillla npc it worked. To test just ensure you wait a second hovering crosshair over the npc first.
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Yvonne Gruening
 
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Post » Tue Mar 08, 2011 9:54 pm

I also cleansaved and reinstalled PO. The clues have not returned. Everything else works fine, which is why i probably failed to notice at what point the clues disappeared.
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Prue
 
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Post » Tue Mar 08, 2011 10:44 pm

I'm not able to bribe anyone with Persuasion Overhaul (OBSE)1.4 active.

What's going on with this? Was it supposed to be fixed in 1.41?
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Luis Longoria
 
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Post » Wed Mar 09, 2011 1:37 pm

I don't understand the point of this mod. It sounds like the persuasion crapshoot that was Morrowind. This is one of the things Oblivion got right.
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Georgia Fullalove
 
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Post » Wed Mar 09, 2011 8:40 am

I don't understand the point of this mod. It sounds like the persuasion crapshoot that was Morrowind. This is one of the things Oblivion got right.

It's not random if you're playing attention. It's true that the vanilla minigame isn't random either, but that's simply because in vanilla you never fail. Puhs butan, get prizes.
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Amie Mccubbing
 
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Post » Wed Mar 09, 2011 8:22 am

I don't understand the point of this mod. It sounds like the persuasion crapshoot that was Morrowind. This is one of the things Oblivion got right.

Well, the point of the mod is that SOME people think just the oposite than you... (not me, actually, I am using the lite version , but THAT is not the point...)
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Keeley Stevens
 
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Post » Wed Mar 09, 2011 12:12 pm

Version 1.42 released

- Some optimizations to try and fix the perk messages not showing for some people.
- Applied tejons fix for disposition going below 0 when persuading.
- Fixed bribes not working.
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NeverStopThe
 
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