t3589 Posted June 3, 2013 Posted June 3, 2013 I'm currently working on (more like staring at) a couple of new mods. One is a brothels quest mod which I've started on already. The other is a global relationship needs system (think IMCNNV for relationships) which I'm still plotting out.My problem is... With all the development going on lately, I'm hesitant to continue for fear of upcoming changes requiring me to re-write everything. I realize a great deal of this comes from my inexperience and lack of knowledge. I just can't decide if I should push ahead, or put things on hold and wait for the 'new stuff'. Frankly it's not as if I'm in a huge rush. It's just that when I go to work on things, the unsurety is taking the fun out of it. Any sage advice?
BruceWayne Posted June 3, 2013 Posted June 3, 2013 Ohh, new mods. I'd say start with the brothel mod. I think we could certainly use one of those. And it might probably be easier to "fix" if some unforeseen change in the main files occurs. The global relationship system on the other hand sonuds very interesting as well. Do you have any more info on that or is that more of a general idea?
t3589 Posted June 3, 2013 Author Posted June 3, 2013 Ohh, new mods. I'd say start with the brothel mod. I think we could certainly use one of those. And it might probably be easier to "fix" if some unforeseen change in the main files occurs. The global relationship system on the other hand sonuds very interesting as well. Do you have any more info on that or is that more of a general idea? Funny thing is, the brothel mod is what I'm least 'ept' at (which is why I began there). I've been tinkering in the geck for prob 3 years, and in all that time I've not once used the render window. I've always been more of a script guy, which means I'm prob more suited to the relationship mod (as it will be mostly scripts and dialogue). I'm learning though little by little. Yes it is more than a general idea. I've plotted some of it out (barely). It's pretty much what you would expect. You'll be able to initiate relationships through dialogue, and then through the needs system, manipulate/shape the relationship into the type you desire (or try to at least). Based on aspects like sex, affection, commitment, romance, jealousy, fidelity, communication, etc. Possibly even marriage (still undecided on this). See now you're making me want to switch to it. lol If you have any ideas please post or pm them. I'll add them to my notes.
BruceWayne Posted June 3, 2013 Posted June 3, 2013 The relationship idea was one of things I wanted to see in Fallout forever. It is/was the main reason for me to create SexoutAffairs in the first place, since there wasn't anything I wanted to use. There is this mod of course, but it has been buggy for me forever and screwed up some NPCs, so I decided to ditch it. However, I wanted to go a different route as to avoid potential traps like said mod. As for ideas, it'll get a little more esoteric, so bare with me: Make it as unpredictable as it's possible. This is one of the things I struggle with myself. Nothing takes the fun out of it for me, if you always know what to say or know what you have to do. There are very few things I enjoy more with this type of mods/games, if NPCs do or say something unexpected (not because they're buggy though lol). I'm talking about different kinds of approaches for different kinds of NPCs, stat-based variations, NPC initiated actions, etc. Give the player some sense of progression and some sort of obstacle to overcome.
prideslayer Posted June 3, 2013 Posted June 3, 2013 Sage advice.. fear of the unknown is the enemy of progress. Onward, young man! If the SCR/SSR business is concerning you, don't let it. Nothing happening there is all that earth shattering despite all the.. spirited debate.
DoctaSax Posted June 4, 2013 Posted June 4, 2013 In that spirit, I think aspects like committment, affection etc sound like something T should have his own NX variables for. So people can hook in from other mods that way, maybe.
prideslayer Posted June 4, 2013 Posted June 4, 2013 The beauty of NX, everybody gets as many variables as they want, without asking me. Just namespace them to something you "own" and you're good to go. I prefixed everything in sexout with "Sexout:" and expected others to do the same for two reasons. First, the deluded belief that NX might "catch on" out there in the world and not strictly be a Sexout/LL project, but realistically, it'll probably be years before that happens. Second, I expected (again foolishly) NX to eventually provide some "magic" whereby un-prefixed (the double-colon) vars would silently get the name of your mod, minus extension, prepended to them. So just using "Start:ActorA" in Sexout.ESM would have NX automatically prepend "Sexout::" to that. This is never going to happen, for technical as well as logical reasons. So.. just pick a namespace. NX_SetEVFl "DoctaSax:..." or "T3589:..." or "IHateYouPride:...". Doesn't really matter as long as you don't collide with something that already exists. Your forum nickname or your mods filename are probably the best bet to avoid present and future conflicts.
t3589 Posted June 4, 2013 Author Posted June 4, 2013 In that spirit, I think aspects like committment, affection etc sound like something T should have his own NX variables for. So people can hook in from other mods that way, maybe. That was the plan. Me and my 'frameworks' of course. In fact, I can easily see the relationship mod being one of those 'nothing without other mods' mods. It would keep track of and set variables and modders would add NX lines to their NPCs. It's the most flexible way I can tell to allow others to plug in their own dialogue. Which I really want others to be able to do. @Pride I'm glad you said that. The dev discussion is very intimidating as of late. Technically speaking.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.