Guest Posted July 20, 2015 Share Posted July 20, 2015 Just write a storyboard. Then I will make it possible to be implemented. SexLab anims can be started through dialogues, so just decide what the dialogue should be and the resulting SexLab action. Link to comment
Subject2Host Posted July 20, 2015 Author Share Posted July 20, 2015 Just write a storyboard. Then I will make it possible to be implemented. SexLab anims can be started through dialogues, so just decide what the dialogue should be and the resulting SexLab action. Eh, I'm sorry, I just don't get why a storyboard is necessary for something like that, unless you're saying you're gonna make the whole quest for me, which isn't what I want. Link to comment
Guest Posted July 20, 2015 Share Posted July 20, 2015 No, I am not. But I can put in the tutorial more or less the correct path you want to implement. Something like: The NPC is in this location, wandering. The player can say: hello The NPC will tell a story The NPC may agree --> the NPC will follow the player If the NPC goes in the location XYZ says something to the player Once the player gets ABC then pseudo-follower has a new dialogue The new dialogue makes it to go away, or to be a real follower The player (in these conditions) can say: let's have a boobjob, and the follower will start a boobjob sexlab anim. Something like this. Link to comment
Subject2Host Posted July 20, 2015 Author Share Posted July 20, 2015 No, I am not. But I can put in the tutorial more or less the correct path you want to implement. Something like: The NPC is in this location, wandering. The player can say: hello The NPC will tell a story The NPC may agree --> the NPC will follow the player If the NPC goes in the location XYZ says something to the player Once the player gets ABC then pseudo-follower has a new dialogue The new dialogue makes it to go away, or to be a real follower The player (in these conditions) can say: let's have a boobjob, and the follower will start a boobjob sexlab anim. Something like this. Alrighty, that's kinda like what I said before, but I'll get a little more specific I suppose. Initial Follower Encounter: -Katherine is idle in the center of the ray of light just inside the entrance of Bleakfalls barrow next to the dead bandit. -She is sneaking with her weapon drawn and facing away from the entrance. She does not speak without activating dialogue. -Engage dialogue. Establishes that she's an ally. Requests help exploring the ruin. -Mandatory agreement. Katherine now follows player. -Upon acquiring the dragonstone at the end of Bleakfalls Barrow, Katherine stops following. Remains idle. -Engage dialogue with Katherine. Exchange a few lines of dialogue. Katherine becomes a follower. Link to comment
alpalia Posted July 22, 2015 Share Posted July 22, 2015 i always laugh at the bethesda simplicity such as quest system XD its always A -> B A -> B -> A etc... for ALL the quest. nothing else than an good old rpg system in fact XD Link to comment
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