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About this blog

This is a little blog mostly for providing status updates in my modding plans. I'll be trying to update when I learn new things, and may backtrack later to go over stuff from earlier parts of the builds if interesting.

Mods in progress:
Tolls - a mod that sets gate tolls that are handled by the guards. NSFW alternative payments are available, SFW payments will come eventually, along with new NPC's with alternatives and story options. Long term I want to make custom gates with tolls in inconvenient places for the player, to provide more gameplay options.
Crime and Punishments - an extension of licenses, this mod handle societal rudeness. Things like picking locks, wielding weapons in town, contraband, etc. Guards will detect it, and provide a bunch of punishments for it. Want to build this in a way other modders can extend and add more crimes and punishments with patches.
Kaine - a devious follower, and an eventual different blog
Untitled Armor vendor - a SFW mod - a cooky old man sells high fashions from far away places - i want to build this to support other armor mods with small radiant quests, to provide a lore friendly way to introduce armor mods that are otherwise only available through console cheats.

Entries in this blog

Punishments Status Update

I was working really hard to try to get this done before the new year, but the combination of being exhausted, and a lot of stuff to do prevented it from happening. In fact, it will be a while still. With Ponzi leaving the scene a lot of the things I was building towards kind of fell out the window. Devious Followers Redux is pretty broken for the forseeable future, Adversity Framework may not stay what it was, Helping hand is still a mystery to me (and its inclusion in DFR prevents me from comp

thor3222

thor3222 in Punishments

Crime Detection and Licences Integration.

My original design plan relied on using "Licenses" detection to handle the guard interactions. I had a half decent flow working. The player would trigger the conditions required to trigger the crime -> The crime would call the detection script -> the detection script registers the licenses enforces for LOS -> hitting LOS would call licenses bounty and detection scripts -> the enforcer would come running and confront the player.   However, I was stuck on this for a while as

thor3222

thor3222 in Punishments

Crimes!

Tolls, detailed in an earlier blog is a system I built with Licences in mind to try to expand on the Tolls mechanic in Sexlab Survival. It was one of the few features that other modders haven't yet split away into their own thing, and something I feel Licences is really missing vs SLS.   As I started handling toll evasion, I wanted to make the punishments feel dynamic, and based on your overall actions. So many mods just default to giving the player a fine, but money is cheap in skyrim

thor3222

thor3222 in Punishments

Tolls!

The initial infrastructure mod I started building - I wanted to use licenses, but this was the big element I was missing from SLS, and the one I felt I could make the most unique updates to.   SLS's toll integration did a lot of cool things:   Scaling tolls based on level alternative forms of payment customizable mcm   However, it fell short in a lot of places - the guards are just giving you a bunch of options, which always felt odd to me. I

thor3222

thor3222 in Tolls

Whiterun Kennel(?)

As I was building Tolls, it was feeling quite hollow. The tolls worked, but who really cares if there is no real downside to it? We have curfews from licenses, but the punishment for avoiding the curfew was being sent to the inn or your house. Sexlab Survival (SLS) had a mechanic of the Kennel - a horrible place the player is sent to for breaking curfew, providing a real punishment for this offense. However, SLS's kennels have a few things I want to improve on: The kennels are the same

thor3222

thor3222 in Punishments

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