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Lovers Relationships ides thread


ger4

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Posted

I've been thinking about making some kind of relationship mod that allows the PC to get married, go on a date .ect for a while. I tried the dating system here http://oblivion.nexusmods.com/mods/31576/?

 

but I thought it's mechanics, although well thought out, felt a bit clunky and repetitive so I decided to give it a go myself.

 

While I only have basic scripting knowledge at present and virtually none of AI Packages/Quests, I am willing to learn as I explore modding.

 

 

The main purpose of this thread is just to generate ideas for the time being as I am not quite sure what I want to create myself specifically. The mod will of course be based on lovers for the more adult content :).

 

PS - I am aware projects like this do have a history of being left half finished after the authors lose interest, but I am eager to learn and will, even if I don't finish the mod completely, try to release something that is playable.

Posted

Ok, int the loverspkforSSP mod, married npcs are marked out by the xLoversHitoduma and xLoversHitoduma2 tokens. The problem is, I can't figure out how they are added to npcs in-game. Can anyone tell me how the scripts are adding them?

Posted

Those tokens are added in via a result script in the dialog tree ger4, e.g under the xLoversAdultPlay Quest under the xLhitoduma01 topic you'll see the result script: additem xLoversHitodumaFlag 1

Posted

Those tokens are added in via a result script in the dialog tree ger4, e.g under the xLoversAdultPlay Quest under the xLhitoduma01 topic you'll see the result script: additem xLoversHitodumaFlag 1

Thanks, but I'm still not sure how the game/mod knows whether to add a token to an npc in the first place using dialogue.

Posted

If I remember right, married women in the game are listed under a Conditions check GetIsId in the dialog tree, makes for a long check, but I just checked and, yes, they are listed, that's how.

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