#####################################################################
#                INTERACT NIMHE
#####################################################################

label interact_nimhe(interaction, item = False, tags=[]):

    if (interaction,item) == ("use", GAME.items["ITMLiquorFairy"]): # mood bypass
        pass
    elif nimhe.attr["MOD"] < 20:
        "Nimhe is not in the mood to talk with you."
        return()

    #####################################################################
    #					INTERCEPTS		
    #####################################################################
    if nimhe not in GAME.crew:
        if not GAME.mc.hasDone("met_nimhe"):
            mc "\"Hi there.\""
            $ nimhe.name = "Alley Girl"
            nim "\"And what?\""
            mc "\"I am [GAME.mc.name], Captain of the [C_HI_B]Bumbling Bee[C_HI_E].\""
            nim "\"Never heard of you.\""
            mc "\"Well, I'm just starting out.\""
            mc "\"What's your name?\""
            $ nimhe.name = "Nimhe"
            nim "\"Nimhe.\""
            mc "\"What's going on with that entertainment place behind you?\""
            nim "\"Closed down.\""
            nim "\"Illegal sexbots.\""
            mc "\"Illegal?\""
            nim "\"Non-approved modifications.\""
            mc "\"I see...\""
            mc "\"Have you been, ahem... working for that entertainment place?\""
            nim "\"Rigged their bot models from time to time.\""
            mc "\"Aaah...\""
            mc "\"And in another, ahem, capacity as well?\""
            nim "\"Get lost before I brain-zap you.\""

        elif GAME.questSys.inProgress("QID_NIMHE_FIND"):
            mc "\"Maybe we got off on the wrong foot there...\""
            nim "\"What do you want?\""
            mc "\"The barkeeper told me you might be available for hire...\""
            nim "\"Careful what you say next...\""
            mc "\"In a tech capacity...\""
            nim "\"So?\""
            mc "\"I need to get me some AI-Cores.\""
            nim "\"Everybody does.\""
            mc "\"If I had someone to circumvent certain Interdiction Drones... \""
            nim "\"The Precursor junkyard...\""
            nim "\"A bit ambitious, aren't we?\""
            mc "\"Will you help me?\""
            # no credentials
            if (GAME.mc.attr["REP"] < 3 and GAME.mc.getTally("Trade Volume (Cr)")<200000):
                nim "\"I don't know you.\""
                nim "\"Get something normal done without dying in a fiery ball of plasma first...\""
                mc "\"Like what?\""
                nim "\"If you have to ask, you're not ready.\""
                nim "\"Won't risk to be caught in some sketchy skipper's harebrained scheme...\""
                mc "\"I'm not {i}that{/i} sketchy...\""
                nim "\"Get lost.\""
                mc "\"Fine.\""
                play sound "audio/notify.wav"
                mc "\"{i}Aaargh. I'll need to make a name for myself first...{/i}\""
                mc "\"{i}Maybe then she'll take me seriously...{/i}\""
                $ GAME.mc.hasDone("intro_nimhe")
                $ GAME.mc.hasDone("homework_nimhe")
                call quest_updater() from _call_quest_updater_81
            # acceptable
            else:
                nim "\"I looked into you...\""
                nim "\"You haven't been around long, but you got something done already.\""
                nim "\"Without killing yourself.\""
                nim "\"Talk to me again if you're hiring.'\""
                $ GAME.mc.hasDone("intro_nimhe")
                call quest_updater("silent") from _call_quest_updater_82
                call quest_updater() from _call_quest_updater_83            

        elif GAME.questSys.inProgress("QID_NIMHE_RECONSIDER"):
            if "homework_nimhe" in GAME.mc.done:
                nim "\"You managed to not kill yourself.\""
                nim "\"Impressive.\""
                mc "\"Are you willing to help me now or not?\""
            else:
                mc "\"I'd like to enlist your services aboard my ship.\""
            nim "\"Alright.\""
            nim "\"I want a 50.000 Cr signing bonus.\""
            mc "\"That's steep.\""
            mc "\"You don't look that experienced.\""

            nim "\"Firstly, I have obligations...\""
            nim "\"And secondly, I am older than I look.\""
            mc "\"You are?\""
            nim "\"Older than you.\""
            mc "\"Really?\""
            nim "\"A Syrax characteristic.\""
            nim "\"We can choose our preferred appearance...\""
            mc "\"I see.\""
            nim "\"Anyway, to deal with those Drones I need an Argus Mk II Uplink.\""
            mc "\"A what?\""
            nim "\"An ultrahigh bandwith encrypted uplink module.\""
            mc "\"Never seen that in the Spacedock tech offers...\""
            nim "\"They're not for sale.\""
            nim "\"To ordinary people.\""
            mc "\"Where do I get it then?\""
            nim "\"Ask Shady.\""
            mc "\"Fine.\""
            $ GAME.mc.hasDone("upgrade_talk")
            call quest_updater() from _call_quest_updater_84
            return()
        
        elif GAME.questSys.inProgress("QID_NIMHE_HIRE"):
            if not GAME.mc.hasDone("upgrade_confirm"):
                mc "\"I've upgraded my ship.\""
                nim "\"Impressive.\""
                mc "\"Will you join me then?\""
                nim "\"There's still the matter of my signing bonus...\""
            nim "\"You got the money?\""
            $ amount = 50000
            if GAME.money < amount:
                mc "\"I'm a bit short right now...\""
                nim "\"Come back then, when you have the credits...\""
                return()

            "Nimhe types some numbers into her Wrist Terminal."
            #nim "\"Go ahead, authorize the transfer...\""
            play sound "audio/notify.wav"
            call simple_notify("TRANSFER REQUEST", "Amount: 50,000 Cr", ["Authorize", "Abort"], "08_items/ico ITMCoin.png") from _call_simple_notify_42
            if _return == "Abort":
                nim "\"Don't wait too long.\""
                nim "\"My services are in high demand...\""
            elif _return == "Transfer" and GAME.money < 50000:
                mc "\"I don't have the amount yet.\""
                nim "\"Get it then.\""
            else:
                mc "\"Here you go...\""
                call transaction("Hiring Fees", -50000, True) from _call_transaction_16
                nim "\"Great.\""
                nim "\"That should keep Grelak off my back.\""
                mc "\"Grelak?\""
                nim "\"A long story.\""
                nim "\"I owe him some bots...\""
                nim "\"I'd hate to end up in a Sex Arcade in their place...\""
                mc "\"Understandable...\""
                mc "\"Welcome to the crew of the Bumbling Bee then!\""
                nim "\"Can't wait to get off this Station.\""
                nim "\"Let's go then.\""
                mc "\"Awesome.\""
                play sound "audio/success.wav"
                call simple_notify("NEW CHARACTER", "Nimhe has joined the crew!", ["Continue"], "05_gui/ico Ship.png", "orange") from _call_simple_notify_43                
                mc "\"Now I can finally go for those wrecks...\""
                $ GAME.crew.append(nimhe)
                $ nimhe.activities = GAME.activityDB["nimhe crew"]
                call quest_updater() from _call_quest_updater_85
            return()

        elif GAME.questSys.inProgress("QID_NIMHE_UPGRADE"):
            nim "\"Upgrade your ship with the Argus System so we can get going...\""
            return()

        else:
            nim "\"I told you to get lost!\"" with vpunch
        return()

    if GAME.questSys.inProgress('QID_SERAPHINE_JOB_KICKOFF'):
        call cutscene("nimhe_shopping_setup") from _call_cutscene_26
        return()   

    if GAME.questSys.inProgress('QID_QUTHOR_NIMHE_LOCATE') and "beacons_received" not in vee.doneToday:
        call cutscene_quthor("moira_nimhe_locate") from _call_cutscene_quthor_8
        return()

    if GAME.mc.hasAchievement("power seller") and "app_seller" not in nimhe.done: # CR-0440
        queue sound "audio/notify.wav"
        nim "\"You have been doing well selling bots lately.\""
        call attr_mod(nimhe,"APP", 1, 10, 100) from _call_attr_mod_38
        mc "\"Thank you.\""
        $ nimhe.hasDone("app_seller")

    if  GAME.mc.hasAchievement("arcade tycoon") and "app_arcade" not in nimhe.done: # CR-0440
        queue sound "audio/notify.wav"
        nim "\"You have been doing well earning cash from Arcades lately.\""
        call attr_mod(nimhe,"APP", 1, 10, 100) from _call_attr_mod_39
        mc "\"Thank you.\""
        mc "\"Have you been to Arcades often?\""
        nim "\"Occasionally for troubleshooting.\""
        nim "\"And once in another capacity...\""
        $ nimhe.hasDone("app_arcade")

    # if nimhe.getAttr("EXH") >= 6 and "pony_prep_talk" not in nimhe.done and GAME.getLoc().ID == "LOCGuest1" and False:
    #     pass # xxx


    #####################################################################
    #                USE ITEM ON
    #####################################################################
    if interaction == "use":
        if item.ID == "ITMFlyboy01":
            $ renpy.say (nim, vary("\"<Is that all you can read?>\""))
            return()
        elif item.ID == "ITMFlyboy02":
            mc "{i}\"I should not show that to Nimhe for sure...\"{/i}"
            mc  "{i}\"She might even send that creepy bot for me...\"{/i}"
            return()

        elif item.ID in ["ITMPonyMag01", "ITMPonyMag02", "ITMPonyMag03"]:
            mc "\"I have something you might be interested in...\""
            if nimhe.hasItem(item.ID):
                nim "\"I have that issue already.\""
            else:
                queue sound "audio/notify.wav" 
                nim "\"Ponygirl Magazine!\""
                nim "\"Awesome!\""
                $ GAME.mc.passItem(item.ID, nimhe)
                queue sound "audio/equip.wav"
            return()

        elif item.ID == "ITMClothingKit":
            mc "{i}\"I don't think Nimhe can use that yet... [C_HI_B](Future Version)[C_HI_E]\"{/i}"
            return()
            
        elif item.ID == "ITMPlugKrell":
            nim "\"A Krell Plug!\""
            nim "\"I had one of those once...\""
            nim "\"They are fully programmable.\""
            mc "\"Really?\""

        elif item.ID == "ITMShaverKrell":
            if nimhe.hasItem("ITMShaverKrell"):
                nim "\"I have one of those already.\""
            else:
                queue sound "audio/notify.wav"
                nim "\"A Krell Pet Shaver!\""
                nim "\"Those are {i}really{/i} good...\""
                nim "\"I could use one of them!\""
                call attr_mod(nimhe, "APP", 1, 5, 100, True) from _call_attr_mod_40
                $ GAME.mc.passItem("ITMShaverKrell", nimhe)
            

        elif item.ID == "ITMCrop":
            nim "\"A riding crop...\""
            nim "\"I booked passage on a ship once where those were used...\""
            nim "\"Really helped with onboard discipline...\""

        elif item.ID == "ITMGagKrell":
            nim "\"You should give that to Seraphine...\""
            nim "\"She talks too much...\""

        elif item.ID == "ITMDildoGreen":
            nim "\"That's a basic one.\""
            nim "\"I've designed much better ones...\""
            return()
        elif item.kind == "liquor":
            if "liquor_gift" in nimhe.doneToday:
                mc "{i}\"I shouldn't give Nimhe too much liquor...\"{/i}" 
                mc "{i}\"It might get in the way of her duties...\"{/i}"
            elif item.ID == "ITMLiquorFairy":
                nim "\"Ah, 'Bondage Fairy'!\"" 
                nim "\"I like that one.\""
                queue sound "audio/potion.wav"
                nim "\"Let me take that from you.\"" 
                $ GAME.mc.passItem(item.ID, nimhe) 
                call attr_mod(nimhe, "MOD", 50, 100, 100) from _call_attr_mod_41 
                $ nimhe.hasDoneToday("liquor_gift") 
            else:
                nim "\"I don't really like that one.\""
        
        elif item.ID == "ITMUniformRevealing":
            mc "\"I've got a new uniform for you.\""
            if nimhe.hasItem("ITMUniformRevealing"):
                nim "\"I have that already.\""
            elif nimhe.attr["EXH"] < 3 or 'revealing_talk_tris' not in nimhe.done:
                nim "\"That's too pervy for me.\""
                nim "\"Let T'Ris wear it.\"" 
            elif 'revealing_talk_tris' in nimhe.done:
                nim "\"If T'Ris can wear it, I might too.\""
                nim "\"But only on the ship.\""
                call cutscene("uniform_tryout_revealing_nimhe") from _call_cutscene_27
                return()

        elif item.ID == "ITMUniformKrell":
            if nimhe.hasItem("ITMUniformKrell"):
                nim "\"I have one of those already.\""
            elif tris.hasItem("ITMUniformKrell") and "krell_uniform_info" not in tris.doneToday:
                nim "\"T'Ris has talked to me.\""
                nim "\"Hand me that stupid 'uniform' already.\""
                nim  "\"I'll wear it in Krell space only!\""
                nim "\"And {i}no{/i} walks outside!!\""
                queue sound "audio/equip.wav"
                $ GAME.mc.passItem("ITMUniformKrell", nimhe, "wardrobe")                

            else:
                nim "\"A Krell Pet Uniform.\""
                nim "\"Nice.\""
                nim "\"What do you want me to do with it?\""
                mc "\"Put it on?\""
                nim "\"Nice try.\""
                nim "\"Give it to your pet Vee.\""

        elif item.ID == "ITMOutfitPony":
            if nimhe.hasItem("ITMOutfitPony"):
                nim "\"I have that one already...\""
            elif not GAME.questSys.isActive('QID_NIMHE_PONYPLAY'):
                nim "\"A ponygirl costume?\""
                nim "\"I don't know...\""
                nim "\"You better hold on to that...\""
                queue sound "audio/notify.wav"
                mc "{i}\"Nimhe seems not quite ready for that yet...\"{/i}"
                mc "{i}\"Maybe I should increase her submission first...\"{/i}"
                mc "{i}\"Disciplining her might be a good way...\"{/i}"
            # ===== CR-0845 START
            elif nimhe.isAt() != "LOCGuest1":
                nim "\"That looks interesting...\""
                nim "\"Why don't you bring that to my room later...?\""
            # ===== CR-0845 END
            else:
                call cutscene_nimhe("nimhe_outfit_pony") from _call_cutscene_nimhe_3
                $ GAME.mc.passItem("ITMOutfitPony", nimhe, "wardrobe")


        else:
            nim "\"I have no use for that.\""

    #####################################################################
    #                DIRECT INTERACT
    #####################################################################
    elif interaction == "interact":

        #OhWee: choose shell type to build mod        
        #default new_shell_types = ["TypeJ"]
        #default available_shell_types = ["TypeV", "TypeL", "TypeN", "TypeK", "TypeC", "TypeI"]
        $ newshells_in_storage = []
        $ newshells_items = []
        $ newshells_available = False
        $ parts = [x for x in GAME.lab.parts if "Shell" in x.ID]
        if len(parts) > 0 and len(available_shell_types) > 0:
            $i = 0
            while i < len(parts):
                $ shelltypes = 0
                while shelltypes < len(available_shell_types):
                    $ s = available_shell_types[shelltypes]
                    if s in parts[i].attr["BaseID"]:
                        $ newshells_in_storage.append(s)
                        $ newshells_available = True
                        $ nsa = parts[i]
                        $ newshells_items.append(nsa)
                    $ shelltypes += 1
                $i += 1
                ### End OhWee mod

        $ mCondOptions = [
            "Stats/s", "True",
            "Chat/c", "True",
            "Cargo Voucher/a", "'materials_talk' in nimhe.done and GAME.hour < 18 and 'requisition' not in nimhe.doneToday",
            "Botlab Intro/b", "GAME.questSys.isActive('QID_BOT_KICKOFF') and GAME.getLoc().ID == 'LOCLab' and 'bot_intro' not in GAME.mc.done", 

             #New OhWee mod option
            "New Shell Type/n", "newshells_available == True and GAME.hour < 18 and 'requisition' not in nimhe.doneToday",

            "Uniform Inspection/u", "nimhe.uniform != 'UID1_Free' and GAME.getLoc().ID =='LOCGuest1'",
            "Favour/f", "GAME.getLoc().ID =='LOCGuest1' and GAME.hour >= 18",
            "Public Favour/f", "GAME.hour < 18 and GAME.questSys.isActive('QID_NIMHE_TRAINING_PUBLIC')",
            "Done/x", "True"
        ]

        # Compile options

        while True:
            call screen menu_interactive_scr(" ", mCondOptions, [])
            play sound "audio/click.wav"
            if _return == "Done":
                return()

            #####################################################################
            #                STATS
            #####################################################################

            elif _return == "Stats":
                call show_stats(nimhe) from _call_show_stats_1

            #####################################################################
            #                MATS
            #####################################################################

            elif _return == "Cargo Voucher":
                queue sound "audio/notify.wav"
                mc "\"I've reserved some goods in cargo for your project.\""
                if "requisition" in nimhe.doneToday:
                    nim "\"I still need to process the material from earlier today...\""
                    return()
                else:
                    nim "\"Great. Which ones?\""
                call item_show(GAME.ship.cargo, [], "CARGO REQUISITION") from _call_item_show

                if _return == False:
                    mc "\"I have to reconsider it...\""
                    nim "\"I wish you'd make up your mind.\"" 

                elif _return.ID == "ITMAICore":
                    $ item = _return
                    nim "\"Awesome!\""
                    nim "\"I can always use those those.\""
                    nim "\"I'll put it aside for later use.\""
                    $ nimhe.hasDoneToday("requisition")
                    $ nimhe.hasDone("requisition")
                    $ GAME.ship.unloadWare(item.ID)
                    $ nimhe.inventory.append(item)
                    call fp_notify(nimhe, 1) from _call_fp_notify_1

                elif _return.ID == "ITMAICoreElite":
                    $ item = _return
                    nim "\"An Elite AI Core!\""
                    nim "\"Those are really rare.\""
                    nim "\"I can learn a lot from those by studying them...\""
                    $ nimhe.hasDoneToday("requisition")
                    $ GAME.ship.unloadWare(item.ID)
                    $ nimhe.inventory.append(item)
                    call fp_notify(nimhe, 5) from _call_fp_notify_2 # CR-0667
                    $ nimhe.incAttrFrac("TEC", 1.0,20)

                elif _return.ID == "ITMCrateBotsMil":
                    $ item = _return
                    queue sound "audio/notify.wav"
                    nim "\"Awesome!\""
                    nim "\"I've been looking for such crates.\""
                    nim "\"I'll put it aside for later use.\""
                    $ nimhe.hasDoneToday("requisition")
                    call fp_notify(nimhe, 1) from _call_fp_notify_3         
                    $ GAME.ship.unloadWare(item.ID)
                    if "mode_2" not in typej.done and GAME.questSys.isDone('QID_BOT_FINDINGS'):             
                        nim "\"By the way, I've been working on a few Bot sex programs...\""
                        nim "\"Will upload one to your Type-J model...\""
                        mc "\"Much obliged.\""
                        queue sound "audio/success.wav"
                        call simple_notify("PROGRAM UNLOCKED", "Type J - Service Program 2", ["Continue"], "03_minigames/ico SBPCortex3.png", "pink") from _call_simple_notify_44
                        $ typej.done.append("mode_2")
                  
                else:
                    nim "\"I don't need that right now.\""

                return()

            #Ohwee mod: give Nimhe new shell to study
            elif _return == "New Shell Type":
                queue sound "audio/notify.wav"
                mc "\"I've reserved a new shell type in the Lab for you to study.\""
                if "requisition" in nimhe.doneToday:
                    nim "\"I still need to process the item you reserved for me from earlier today...\""
                    return()
                else:
                    nim "\"Awesome! Which one?\""
                    if len(newshells_items) > 1 and newshells_items[0].name == "Infiltrator Shell":
                        $ s_id = 1
                    else:
                        $ s_id = 0
                    $ item = newshells_items[s_id]
                    $ item_name = newshells_items[s_id].name
                    mc "\"It's a [item_name].\""
                    $ GAME.lab.parts.remove(item)
                    nim "\"Cool!  I'll study it and should be able to craft others like it shortly!\""
                    $ ns = newshells_in_storage[s_id]
                    $ new_shell_types.append(ns)
                    $ available_shell_types.remove(ns)
                    $ nimhe.hasDoneToday("requisition")
                    return()
                    ### end OhWee mod code

            #####################################################################
            #                PUBLIC FAVOUR xxx
            #####################################################################

            elif _return == "Public Favour":

                if "favour" in nimhe.doneToday:
                    nim "\"You've had a favour already...\""
                    if "facial" in nimhe.tags:
                        nim "\"Isn't it obvious...?\""
                    return()

                $ pubFavOptions = [

                    "Pony Walk/w", "GAME.hour < 18 and GAME.questSys.isDone('QID_NIMHE_PONYPLAY')",
                    "Station Walk/a", "GAME.questSys.isActive('QID_NIMHE_WALKS') and GAME.getSpaceLoc().ID=='LIDStationIltari'",
                    "Lab Facial/f", "GAME.getLoc().ID =='LOCLab' and GAME.questSys.isActive('QID_NIMHE_TRAINING_PUBLIC')",
                    "Done/x", "True"
                ]
                $ pubFavLoop = True
                # ====== CR-0556 START
                if len([x for x in pubFavOptions[1::2] if eval(x)]) <= 1:
                    mc "I can't think of a suitable favour now..."
                    nim "\"Well, come back when you can...\""
                    return()
                # ====== CR 0556 END

                while pubFavLoop:
                    call screen menu_interactive_scr(" ", pubFavOptions, [])
                    play sound "audio/click.wav"
 
                    if _return == "Done":
                        return()

                    elif _return == "Pony Walk":
                        mc "\"How about we put your pony costume to good use?\""
                        if not nimhe.hasDone("pony_ship_refused"):
                            nim "\"Should I put it on in here?\""
                            mc "\"Why not take a walk around the ship in it?\""
                            nim "\"What if someone sees me?\""
                            mc "\"I'll make sure the hallway is empty...\""
                            nim "\"I don't know...\""
                            mc "\"If you want to win a pony pageant one day, you have to start practicing...\""
                            nim "\"Maybe.\""
                            nim "\"But I'm not feeling like it right now...\""
                            call sandbox_interior_navigate_to("LOCHallway2") from _call_sandbox_interior_navigate_to_17
                            call hour_passes() from _call_hour_passes_28
                            call quest_updater() from _call_quest_updater_86 
                            return()
                            
                        elif nimhe.getAttr("EXH") >= 9 and nimhe.getAttr("SUB") >= 4:
                            nim "\"What do you have in mind?\""
                            call cutscene_nimhe("nimhe_pony_walk_ship") from _call_cutscene_nimhe_4 # CR-0604
                            return() # CR-0613

                        else:
                            nim "\"As I said, maybe some other time.\""


                    elif _return == "Station Walk":
                        call cutscene_nimhe("nimhe_walk_iltari") from _call_cutscene_nimhe_5
                        $ nimhe.hasDoneToday("favour") # CR-0554
                        return()

                    elif _return == "Lab Facial":
                        if not nimhe.hasDone("intro_public"):
                            mc "\"How about a special favour...?\""
                            nim "\"Talk to me later in my cabin...\""
                            mc "\"No I mean around here...\""
                            nim "\"Around here...\""
                            nim "\"Kinky...\""
                            mc "\"And?\""
                        else:
                            mc "\"How about a facial...?\""

                        if vee.isHere():
                            nim "\"Ask me when we're alone here... (giggle...)\""
                        else:
                            nim "\"Alright... (giggle...)\""
                            call cutscene_nimhe("nimhe_lab_handjob") from _call_cutscene_nimhe_6
                            $ nimhe.hasDoneToday("favour") # CR-0554
                            return()

            #####################################################################
            #                BOTLAB INTRO
            #####################################################################

            elif _return == "Botlab Intro":
                queue sound "audio/notify.wav"
                nim "\"Here's the quick version...\""
                nim "\"Start your configuration with a Cortex.\""
                nim "\"Once the Cortex has been inserted, random Bot properties will emerge.\""
                nim "\"Then add all the bodyparts to complete the bot.\""
                nim "\"Gen 1 parts are basic, Gen 2 parts are higher grade, Gen 3 are elite.\""
                nim "\"If you have the same Gen for all parts, the Bot fetches a premium.\""
                nim "\"Improve a Bot's skills by training or autotrain to increase its value.\""
                nim "\"You can infer high training potentials by looking at the Bot's star rating.\""
                nim "\"Maxed out skills can be boosted with Add-Ons.\""
                nim "\"Finished Bots can be sold if you have a matching order or rented out.\""
                nim "\"Got it?\"" 
                mc "\"Yes.\""
                mc "\"What was the middle thing?\""
                nim "\"Assemble bots, train their skills to up their value.\""
                mc "\"Right...\""
                
                nim "\"Just ask again in case you forget something.\""
                if not GAME.mc.hasDone("bot_intro"):
                    nim "\"I stashed a set of basic parts in storage.\""
                    nim "\"I have an open order for a Gen 1 Bot.\""
                    nim "\"I suggest you assemble that Bot for practice.\""
                    mc "\"Ok.\"" 
                    $ parts = ["SBPArms1", "SBPTorso1", "SBPHead1", "SBPLegs1", "SBPCortex1"] 
                    $ order = [
                        "A bot with all components being Gen 1 parts", 
                        "all([x.cat == 1 for x in bot.parts.values()])",
                        "bot.isComplete()"
                    ]
                    $ GAME.lab.orders.append(order)
                    python:
                        for i in parts:
                            part = GAME.sbPartsData[i]
                            GAME.lab.parts.append(part.clone())
                call quest_updater() from _call_quest_updater_87

            #####################################################################
            #                FAVOUR
            #####################################################################

            elif _return == "Favour" and "favour" in nimhe.doneToday:
                nim "\"I've done a favour for you already today.\""

            elif _return == "Favour" and nimhe.attr["APP"] >= 3:
                if not nimhe.hasDone("favour_intro"):
                    if nimhe.hasDoneToday("favour_accept"): # CR-0298
                        nim "\"Well, that was quick...\"" # CR-0298

                nim "\"What favour do you want?\"" # xxx

                $ mFavOptions = [
                    "Sex/x", "'requisition' in nimhe.done",
                    "Blowjob/b", "nimhe.attr['SLU'] >= 7",
                    "Handjob/f", "True",
                    "Done/x", "True"
                ]
                call screen menu_interactive_scr(" ", mFavOptions, [])
                play sound "audio/click.wav"        

                #####################################################################
                #           HANDJOB
                #####################################################################
                if _return == "Handjob":
                    nim "\"Fine, I'll give you a handjob.\""
                    if not nimhe.hasDone("handjob"):
                        mc "\"Can you do it naked?\""
                        nim "\"Fine.\""
                        nim "\"Not much difference to that one pervy uniform anyway...\""
                        mc "\"And can you make it a blowjob maybe?\""
                        nim "\"No.\""
                        nim "\"A handjob is a handjob.\""
                        nim "\"You can come into my mouth though...\""
                        mc "\"Great!\""
                    nim "\"Let me get naked...\""
                    hide screen displayPresentActors with fade
                    $ nimhe.getNaked()
                    nim "\"Ready?\""
                    mc "\"Always.\""
                    call cutscene_nimhe("nimhe_handjob") from _call_cutscene_nimhe_7
                    $ nimhe.hasDoneToday("favour")
                    $ GAME.mc.hasDone("favour_nimhe")                    
                    call attr_mod(nimhe, "SLU", 1,7, 100, True) from _call_attr_mod_42
                    call hour_passes() from _call_hour_passes_29
                    call sandbox_interior_navigate_to("LOCHallway1") from _call_sandbox_interior_navigate_to_18
                    $ GAME.galleryAdd(43)
                    mc "\"Nice...!\""
                    # $ nimhe.fp = max (nimhe.fp-1, 0)
                    return()
                #####################################################################
                #           BLOWJOB
                #####################################################################
                elif _return == "Blowjob":
                    mc "\"How about a blowjob?\""
                    if not nimhe.hasDone("blowjob"):
                        nim "\"A blowjob?\""
                        nim "\"Can't you get those from T'Ris?\""
                        mc "\"I could...\""
                        mc "\"She probably does them better anyway...\""
                        nim "\"No way.\""
                        nim "\"I've practiced.\""
                        mc "\"You did?\""
                        nim "\"Even with the Autotrainer!\""
                        mc "\"Prove it then.\""
                    nim "\"Fine!\""
                    hide screen displayPresentActors
                    call cutscene_nimhe("nimhe_blowjob") from _call_cutscene_nimhe_8
                    $ nimhe.hasDoneToday("favour")
                    $ GAME.mc.hasDone("favour_nimhe")                    
                    call attr_mod(nimhe, "SLU", 1,9, 100, True) from _call_attr_mod_43
                    call hour_passes() from _call_hour_passes_30
                    call sandbox_interior_navigate_to("LOCHallway1") from _call_sandbox_interior_navigate_to_19
                    mc "\"Nice...!\""
                    return()

                #####################################################################
                #           SEX
                #####################################################################
                elif _return == "Sex":
                    mc "\"How about some real action...?\""
                    nim "\"Sex?\""

                    if nimhe.fp < 2:
                        nim "\"I might if you helped me out some more with those Cores...\""
                    else:
                        call cutscene_nimhe("nimhe_sex") from _call_cutscene_nimhe_9
                        $ nimhe.hasDoneToday("favour")
                    return()


                #####################################################################
                #           OTHER
                #####################################################################

                elif _return == "Done":

                    nim "\"Make up your mind already.\""

            elif _return == "Favour":
                nim "\"Get yourself a sexbot.\""

            #####################################################################
            #                REPORT
            #####################################################################

            elif _return == "Uniform Inspection":
                if nimhe.wears("ITMUniformRevealing"):
                    call cutscene("uniform_inspection_nimhe_revealing") from _call_cutscene_28 
                    scene intermission with fade
                elif nimhe.wears("ITMUniformRacy"):
                    call cutscene("uniform_inspection_nimhe_racy") from _call_cutscene_29 
                    scene intermission with fade
                elif nimhe.wears("ITMUniformKrell"):
                    call cutscene("uniform_inspection_nimhe_krell") from _call_cutscene_30 
                    scene intermission with fade                    
                call sandbox_interior_navigate_to("LOCHallway2") from _call_sandbox_interior_navigate_to_20
                return()
            
            #####################################################################
            #                IDLETALK
            #####################################################################

            elif _return == "Chat":

                #####################################################################
                #                CHAT INTERCEPTS
                #####################################################################
                if GAME.questSys.inProgress("QID_UNIFORM_KICKOFF"):
                    mc "\"That incident with Space Patrol...\""
                    nim "\"Yeah, they're really paranoid...\""
                    nim "\"Suspect piracy everywhere...\""
                    mc "\"It could be a real problem if we get pulled over every time we travel in space...\""
                    queue sound "audio/drone_beep.wav"
                    bb2 "\"If I may make a suggestion...\""
                    mc "\"What is it, BB-2?\""
                    bb2 "\"It could be advisable to project another image than that of piracy...\""
                    nim "\"Such as?\""
                    bb2 "\"A merchant vessel perhaps.\""
                    bb2 "\"With an eccentric owner as a plausible diversion...\""
                    mc "\"How are we going to accomplish that?\""
                    bb2 "\"You could introduce unconventional uniforms...\"" 
                    nim "\"I knew you'd say that!\"" with vpunch
                    bb2 "\"Merchants are known to do that.\""
                    mc "\"They are?\""
                    bb2 "\"Some even have their crew serve naked...\""
                    nim "\"I won't run around naked on this crate!\"" with vpunch
                    mc "\"I guess it won't come to that...\""
                    mc "\"But we need uniforms first to make this plan work.\""
                    bb2 "\"There was a consignment of uniforms we never managed to deliver.\""
                    bb2 "\"They are stacked somewhere in the Cargo Bay or the Engine Room.\""
                    mc "\"Good, I'll have a look.\""
                    $ GAME.mc.hasDone("piracy_talk_nimhe")
                    call quest_updater() from _call_quest_updater_88
                    return()
                
                if GAME.questSys.isDone('QID_NIMHE_CUFFS') and "toy_talk" not in GAME.mc.done:
                    $ GAME.mc.hasDone("toy_talk")
                    mc "\"That incident the other day...\""
                    nim "\"Don't want to talk about it...\""
                    mc "\"That's fine.\""
                    mc "\"It's just, if you {i}were{/i} interested in special toys...\""
                    mc "\"...we have some pretty interesting ones where I come from...\""
                    nim "\"Like what?\""
                    mc "\"I'll get you an example, once I can get my hands on a replicator...\""
                    nim "\"Fine.\""
                    nim "\"I'll have a look then.\""
                    nim "\"I want something in return though.\""
                    mc "\"What is it?\""
                    nim "\"We're going after AI-Cores in the junkyard, right?\""
                    mc "\"Yes.\""
                    nim "\"Always wanted to have unattached ones for creating unique bots.\""
                    nim "\"Once attached to a ship, cores 'change' and are no longer usable for anything else.\""
                    nim "\"You get me some cores...\""
                    nim "\"...and I'll go along with some kinky stuff...\""
                    nim "\"Might even enjoy it...\""
                    mc "\"Great!\""
                    # if not GAME.questSys.isDone("QID_LOWERDECK_REPAIR"):
                    #     mc "\"There might be a suitable space once we get the Lower Deck accessible.\""
                    # else:
                    #     mc "\"There is a lab in the Lower Deck which might be suitable...\""

                    mc "\"Just don't tell T'Ris.\""
                    nim "\"Yeah, that one's a bit intense.\""
                    nim "\"I got stuff to do now.\""
                    call quest_updater() from _call_quest_updater_89
                    return()
 
                if GAME.locs["LOCLab"].found and nimhe in GAME.crew and 'lab_seen' not in nimhe.done:
                    mc "\"I have activated the Lower Deck...\""
                    nim "\"So?\""
                    mc "\"There's a Science Lab down there...\""
                    mc "\"Even comes with a bot configurator...\""
                    nim "\"Let's have a look at it then.\""
                    hide screen displayPresentActors
                    queue sound "audio/door_scifi.wav"
                    call sandbox_interior_navigate_to("LOCLab") from _call_sandbox_interior_navigate_to_21
                    $ GAME.miniMapActive = GAME.miniMaps["MMIDShipLower"] 
                    nim "\"Great lab you have there!\"" 
                    nim "\"Can't wait to assemble bots here...\"" 
                    nim "\"Talk to me when I'm around the Lab once you are ready to assist with that...\"" 
                    mc "\"I will.\""
                    $ nimhe.hasDone("lab_seen")
                    $ nimhe.hasDoneToday("lab_seen")     
                    return()               
 
                if GAME.questSys.inProgress("QID_BOT_FINDINGS"):
                    $ storeLoc = GAME.getLoc()
                    mc "\"I need to talk to you regarding the missing parts...\""
                    nim "\"Did you find them?\""
                    mc "\"No.\""
                    nim "\"So?\""
                    mc "\"Have you instructed BB-2 to rearrange Lab Storage?\""
                    nim "\"No.\""
                    mc "\"That's odd.\""
                    mc "\"Lab cams caught him accessing the storage area...\""
                    nim "\"We better get to the bottom of this...\""
                    mc "\"Let me call BB-2...\""
                    "A while later..." with fade 
                    queue sound "audio/drone_beep.wav"
                    bb2 "\"You have some questions for me?\""
                    mc "\"Did you 'appropriate' parts from the lab storage area?\""
                    bb2 "\"No.\""
                    nim "\"We caught you on camera.\""
                    bb2 "\"Maybe a glitch?\""
                    nim "\"A glitch in your cortex you mean.\""
                    nim "\"How about I carry out a level 2 diagnosis on your circuits?\""
                    bb2 "\"I did not 'appropriate' parts per se...\""
                    bb2 "\"I borrowed them for a project...\""
                    mc "\"What project?\""
                    bb2 "\"A personal project.\""
                    mc "\"To what end?\""
                    bb2 "\"...\""
                    mc "\"Well...?\""
                    bb2 "\"Follow me...\""
                    hide screen displayPresentActors
                    scene intermission with fade
                    "BB-2 leads you to an unused area of the Lower Decks..."
                    queue sound "audio/door_scifi.wav"
                    scene expression("06_cutscenes/cutscene_bot_j_one.png") with fade
                    bb2 "\"Here it is!\""
                    bb2 "\"My special project!\""
                    mc "\"Who is that?\""
                    bb2 "\"A customized bot.\""
                    bb2 "\"Her designation is 'Type-J'\""
                    bb2 "\"Inspired by the former Captain of this vessel.\""
                    bb2 "\"An extrordinary Human.\""
                    bb2 "\"Even though she refused to let me train her...\""
                    bb2 "\"After the incident I decided to assemble a copy...\""
                    bb2 "\"I even managed to transfer part of her personality profile from medical scans.\""
                    nim "\"That is so illegal!\""
                    bb2 "\"It was an emergency...\""
                    bb2 "\"I thought my copy might be able to command the ship.\""
                    nim "\"Good work on the visual adjustments by the way...\""
                    bb2 "\"I used a bot shell system for the cosmetic adjustments.\""
                    bb2 "\"I devised it myself.\""
                    nim "\"That could come in handy.\""
                    nim "\"We should integrate it into our lab.\""
                    bb2 "\"I can assist with that.\""
                    nim "\"That is the least you can do.\""
                    nim "\"After taking those bot parts...\""
                    nim "\"Is the bot functional?\""
                    bb2 "\"Yes.\""
                    bb2 "\"But I still need to train her.\""
                    bb2 "\"The Captain's personality pattern makes her quite hard to train.\""
                    mc "\"Well, the project is hereby declared finished.\""
                    mc "\"I will take the bot into my custody.\""
                    mc "\"For further 'study'.\""
                    nim "\"'Study' what exactly?\""
                    mc "\"Important ship business.\""
                    mc "\"Anyway, the mystery is solved.\""
                    mc "\"In addition we have gained a new customization function for our lab!\""
                    mc "\"So no harm done.\""
                    mc "\"I suggest we get back to our duties now.\""
                    mc "\"I'll take care of the bot.\""
                    bb2 "\"Fine.\""
                    $ GAME.galleryAdd(32)
                    call sandbox_interior_navigate_to("LOCHallwayLower1") from _call_sandbox_interior_navigate_to_22
                    $ nimhe.hasDone("bb2_bot_talk")
                    $ nimhe.hasDoneToday("bb2_bot_talk")                    
                    queue sound "audio/notify.wav"
                    call large_notify("BOT LAB UPGRADE", "You have gained the capability to create and use Type-J custom bot shell addons. They can be crafted by Nimhe (cost: 1 bot crate).\n\nYou can give this task to Nimhe in the morning.", ["Continue"], "03_minigames/ico SBPShell1TypeJ.png") from _call_large_notify_26 # CR-0619
                    $ nimhe.jobs.append("JOB_Shell_J")
                    call quest_updater() from _call_quest_updater_90
                    return()

                if GAME.questSys.inProgress("QID_PIRATE_KICKOFF"):
                    mc "\"We need to talk.\""
                    nim "\"What's up?\""
                    mc "\"BB-2 suggested you might know how to find a certain Pirate Base...\"" 
                    nim "\"For a robot, he talks too much...\""
                    mc "\"And?\""
                    nim "\"If you want to sell illegal bots that is the place to visit...\""
                    nim "\"The Pirate Outposts are quite interested in those bots.\""
                    nim "\"They provide for better entertainment...\""
                    mc "\"Where can we find those Pirates?\"" 
                    nim "\"They have a base near Tenaris.\"" 
                    nim "\"I'll tell you the coordinates once we have solved one issue...\"" 
                    mc "\"Which is?\""
                    nim "\"I left that place last time in a hurry...\""
                    mc "\"I see a pattern here...\""
                    nim "\"A simple business disagreement.\""
                    nim "\"I guess with the resources we have here on the ship...\""
                    nim "\"I could buy myself back in...\""
                    mc "\"What do you have in mind?\""
                    nim "\"If we present a certain individual with a high status present...\"" 
                    nim "\"He might put in a good word for me.\""
                    mc "\"What do we need?\""
                    nim "\"A really good sexbot. IQ 150+ and a value of 100k+.\""
                    mc "\"Well, let's get on it then.\""
                    mc "\"I'll try to configure one.\""
                    mc "\"How do I best go about it?\""
                    nim "\"The higher the cortex generation, the higher the likely IQ will be.\""
                    nim "\"IQ 150+ happens rarely with Gen 1, maybe with Gen 2 but often with a Gen 3 cortex.\""
                    nim "\"You can also add IQ modules to gain those last points you lack.\""
                    mc "\"I see.\""
                    mc "\"I'll start making one right away.\""
                    nim "\"Fine.\""
                    nim "\"I'll grease some com channels in the meantime...\""
                    $ GAME.mc.hasDone("illegal_bot_talk")
                    call quest_updater() from _call_quest_updater_91
                    return()

                if GAME.questSys.inProgress("QID_PIRATE_PRESENT2"):
                    mc "\"I made the bot.\"" 
                    nim "\"Great!\""
                    nim "\"Where is it?\""
                    mc "\"I packaged it already and put it into the Cargo Bay.\""
                    nim "\"Excellent.\""
                    nim "\"I'll arrange delivery.\""
                    $ nimhe.hasDone("bot_present_shipped") 
                    $ nimhe.hasDoneToday("bot_present_shipped") 
                    nim "\"I suggest we pay the Outpost a visit tomorrow.\"" 
                    nim "\"I'll mark it on the map.\""
                    mc "\"Fine.\"" 
                    queue sound "audio/notify.wav"
                    call simple_notify("NEW LOCATIONS!", "Pirate Outpost.", ["Continue"], "05_gui/ico_gui_station_pirate.png") from _call_simple_notify_45
                    $ GAME.getStarSys().locs["LIDPirate"].found = True
                    call quest_updater() from _call_quest_updater_92
                    return()
                    
                if GAME.questSys.inProgress("QID_NIMHE_LABSECRET"): # xxx
                    $ GAME.mc.hasDone("lab_seen_talk")
                    mc "\"What were you doing in the lab when I couldn't get in?\""
                    nim "\"Just some setup stuff...\""
                    nim "\"Nothing particular.\""
                    mc "\"Just asking...\""
                    mc "{i}\"She clearly doesn't want to talk about it...\"{/i}"
                    mc "{i}\"I should just leave it for now and see where that goes...\"{/i}"
                    mc "\"I'll leave you to it then.\""
                    hide screen displayPresentActors
                    call sandbox_interior_navigate_to("LOCHallway1") from _call_sandbox_interior_navigate_to_23
                    call quest_updater() from _call_quest_updater_93
                    call hour_passes() from _call_hour_passes_31
                    return()

                # DEPRECATED START? =====
                if nimhe.hasItem("ITMUniformRevealing") and nimhe.attr["EXH"] == 4 and False: # CR-0689 - DEPRECATED, remove entire block in V1.10+
                    mc "\"It's time to try on your new uniform.\""
                    nim "\"Don't want to.\""
                    mc "\"T'Ris has no problems with that.\""
                    mc "\"But she has an exceptional body...\""
                    nim "\"What do you mean by that!?\"" with vpunch 
                    mc "\"Nothing...\""
                    nim "\"Wait here...\""
                    hide screen displayPresentActors
                    scene intermission with fade 
                    mc "\"Does it fit?\""
                    $ nimhe.putOn("ITMUniformRevealing")
                    scene expression("06_cutscenes/cutscene_nimhe_uniform_inspection_revealing.png") with dissolve 
                    nim "\"See for yourself!\""
                    window hide  
                    pause
                    nim "\"Not much to not 'fit' in this outfit...\"" 
                    mc "\"Excellent.\""
                    mc "\"You have the body for it...\""
                    nim "\"Imagine my relief...\""
                    mc "\"I'd say you're ready to wear it from tomorrow...\""
                    nim "\"Fine.\""
                    nim "\"But only on board the ship.\""
                    mc "\"All settled then.\""
                    mc "\"I leave you to it then.\""
                    call attr_mod(nimhe, "EXH", 1, 5, 100, True) from _call_attr_mod_44
                    call hour_passes() from _call_hour_passes_32 
                    call sandbox_interior_navigate_to("LOCHallway2") from _call_sandbox_interior_navigate_to_24
                    mc "{i}\"That went well.\"{/i}"
                    mc "{i}\"I'll have her wear it from tomorrow...\"{/i}"
                    return()
                # DEPRECATED END ? ====

                if GAME.questSys.inProgress("QID_TRIS_SEXTRAIN"):
                    mc "\"We need to talk.\""
                    nim "\"About what?\""
                    mc "\"T'Ris needs some, ahem... encouragement.\""
                    nim "\"Getting nowhere there, hey?\""
                    mc "\"I convinced her to give me {i}some{/i} assistance.\""
                    mc "\"She won't agree to the real thing, though.\""
                    mc "\"Says, that has been abolished in her vaunted Valkoran society...\""
                    nim "\"How can I help?\""
                    mc "\"Can't you... adapt the Autotrainer to help me out?\""

                    # ===== CR-0807 START
                    nim "\"The Autotrainer is for Bots...\""
                    if 'lab_seen_talk' not in GAME.mc.done:
                        nim "\"Can't help you...\""
                        mc "\"I see...\""
                        queue sound "audio/notify.wav"
                        mc "{i}\"Nimhe is not fully open with me...\"{/i}"
                        mc "{i}\"She seems to be hiding something...\"{/i}"
                        mc "{i}\"I need to find out what it is to 'convince' her...\"{/i}"
                        return()
                    mc "\"Speaking of which...\""
                    mc "\"Didn't I see you use the Autotrainer...?\""
                    nim "\"...\""
                    nim "\"Fine.\""
                    nim "\"If you must know it...\""
                    # ===== CR-0807 END

                    nim "\"The Autotrainer {i}can{/i} be used to treat frigidity...\""
                    nim "\"Rich merchants use modified devices to train their concubines...\""
                    nim "\"But those uses are borderline illegal...\""
                    mc "\"So?\""
                    nim "\"Fine.\""
                    nim "\"It might be an interesting challenge...\""
                    nim "\"Maybe I can sell that mod knowledge some day...\""
                    nim "\"Talk to me again, once you have a spare AI-Core.\""
                    mc "\"Fine.\""
                    $ nimhe.hasDone("sex_talk_tris")
                    call hour_passes() from _call_hour_passes_33
                    call sandbox_interior_navigate_to("LOCHallway1") from _call_sandbox_interior_navigate_to_25
                    return()


                if GAME.questSys.inProgress("QID_TRIS_SEXTRAIN_MOD") and GAME.ship.hasCargo(["ITMAICore"]):
                    mc "\"I have your AI-Core.\""
                    nim "\"Excellent.\""
                    $ GAME.ship.unloadWare("ITMAICore")
                    nim "\"I'll modify the Autotrainer.\""
                    nim "\"BB-2 will assist me.\""
                    nim "\"He seems to have extensive knowledge in that field...\""
                    nim "\"I'm not certain from where...\""
                    nim "\"Send T'Ris over to me for further 'assistance'.\""
                    $ nimhe.hasDone("autotrainer_mod_talk")
                    call hour_passes() from _call_hour_passes_34
                    call sandbox_interior_navigate_to("LOCHallway1") from _call_sandbox_interior_navigate_to_26
                    return()

                if GAME.questSys.isDone("QID_TRIS_SEXTRAIN_PEEK") and "train_chat" not in GAME.mc.done:
                    mc "\"How did T'Ris training go?\""
                    if "autotrain_reflect" in GAME.mc.doneToday:
                        nim "\"We haven't started yet.\""
                        nim "\"Ask me again tomorrow.\""
                    else:
                        nim "\"She did an autotrainer session.\""
                        mc "\"And?\""
                        nim "\"It didn't show any immediate effect...\""
                        nim "\"That's quite unusual.\""
                        mc "\"Maybe T'Ris needs some time to reflect on it...\""
                        nim "\"Maybe.\"" 
                        $ GAME.mc.hasDone("train_chat")
                    return()
                
                if GAME.questSys.inProgress("QID_NIMHE_RETRIEVE_INFORM"):
                    queue sound "audio/notify.wav"
                    mc "\"I made the military bot frame!\""
                    nim "\"Let's have a closer look then...\""
                    hide screen displayPresentActors
                    call cutscene_nimhe("infiltrator_assembly") from _call_cutscene_nimhe_10
                    return()

                if GAME.questSys.inProgress("QID_NIMHE_RETRIEVE_PACKAGE"):
                    queue sound "audio/notify.wav"
                    $ nimhe.hasDoneToday("favour_accept") # CR-0298
                    call cutscene_nimhe("package_delivery") from _call_cutscene_nimhe_11
                    return()

                if GAME.mc.getTally("Galaxina Episodes") >= 9 and GAME.questSys.isDone('QID_NIMHE_CUFFSINCIDENT') and not GAME.questSys.isActive('QID_NIMHE_PONYPLAY') and nimhe.getAttr("SUB") >= 3:
                    $ nimhe.hasDone("pony_talk")
                    queue sound "audio/notify.wav"
                    nim "\"I saw this awesome Galaxina episode the other day...\""
                    mc "\"The one with the tentacles?\""
                    nim "\"No, the other one...\""
                    nim "\"Where they dressed Galaxina up as a Ponygirl and she had to escape...\""
                    mc "\"That one was interesting too...\""
                    nim "\"You know, I'd {i}love{/i} to have one of these costumes...\""
                    mc "\"Maybe I can check in Iltari Station for them...\""
                    nim "\"Nah, these items are banned in Iltari...\""
                    mc "\"A pity...\""
                    nim "\"Who are they to tell us what cosplay is ok and which not!?\""
                    mc "\"Definitely...\""
                    nim "\"The Krell on the other hand have no such arbitrary laws...\""
                    nim "\"Did you know that they even have Ponygirl races and pageants?\""
                    mc "\"They do?\""
                    nim "\"With prizes and everything!\""
                    mc "\"I might keep my eyes open in Krell Space then...\""
                    nim "\"Let me know if you find something...\""
                    mc "\"I will.\""
                    call quest_updater() from _call_quest_updater_94
                    return()

                #####################################################################
                #				REGULAR CHAT
                #####################################################################
                $ chat = [
                    [["ni"],"any", "DIALab001", {}, "vee.isAt()=='LOCLab' and nimhe.isAt()=='LOCLab'", [],
                    [ "ni", "<I have not the slightest idea how V's cortex works...|Swarm technology creeps me out...>",
                    "mc", "<Indeed.|You don't say.|Really?|Interesting...|Is that so?>"]
                    ],
                    [["ni"],"any", "DIALab002", {}, "vee.isAt()=='LOCLab' and nimhe.isAt()=='LOCLab'", [],
                    [ "ni", "<V, do you have to run around naked all the time?>",
                    "v", "<Clothing is a redundant humanoid concept.|My body can regulate oprational parameters without primitive coverings.>",
                    "mc", "<See?>",
                    "ni", "<Hrmmpfff...|Just don't expect me to be run around like that as well...>"]
                    ],

                    [["ni"],"any", "DIAGeneric001", {}, "True", [],
                    [ "ni", "<Datalinks are not very stable today...|That Argus unit is nice...|I 'found' an AI-Core once...|Channel alignment is great today...|My bot modifications were really popular...>",
                    "mc", "<Indeed.|You don't say.|Really?|Interesting...|Is that so?>"]
                    ],

                    [["ni"],"any", "DIAGeneric002", {}, "True", [],
                    [ "ni", "<The Yutani ASB-69P is the most advanced Sexbot.>",
                    "ni", "<They are crazy expensive...>", "ni", "I wish I had one...",
                    "mc", "<Indeed.|Don't you say.|Really?|Interesting...|Is that so?>"]
                    ],
                    [["ni"],"any", "DIAGeneric003", {}, "True", [],
                    [ "ni", "<Tenaris is a quite rough place...>",
                    "ni", "<You wouldn't want to get captured by pirates there...|They still trade in slaves and other things...>",
                    "mc", "<Indeed.|You don't say.|Really?|Interesting...|Is that so?>"]
                    ],
                    [["ni"],"any", "DIAGeneric004", {}, "True", [],
                    [ "ni", "<I really like 'Bondage Fairy'...>",
                    "ni", "<That liquor tastes awesome...>",
                    "mc", "<Indeed.|You don't say.|Really?|Interesting...|Is that so?>"]
                    ]
                ]

                call npc_talk(nimhe, chat) from _call_npc_talk_9
