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[Abdandoned][Ideas] Fetish(-y)like plug-ins for Arousal.


javamonsoon

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Posted

IMPORTANT DISCLAIMER

In no way do I want to badger Redneck with requests, nor do I expect to see the following incorporated with Arousal just because I bring them up. It's just that with Arousal my imagination gets stimulated. Redneck has quite clearly explained that he has a long list of other features that he wants to implement and I respect that. I merely post my ideas concerning Arousal in the faint hope that someone with the skill to do this picks them up, maybe.

I do however see that this might/will lead to two modders doing the same thing now that Arousal is becoming a requirement-mod within the SL, so none of the following I ever expect to see realised. (Or realised in a meaningful way within SL or the Arousal framework.)

That said, the hope remains that a modder looks at this and goes 'hmmmmm'. If nothing else, it would make me a happy camper.

 

The basic idea itself

One of the things that can be implemented with Arousal as a backbone is activity-related sexual arousement. That is, the DB has 'hang-ups' that makes his/her arousal-senses tingling. Imagine the DB being a thief who isn't a thief because it's his/her job, but because doing the thieving-stuff gets him/her horny. Being in the thieves' guild is just added bonus. After a night of thieving, the DB returns home and has some sweet roleplay with his/her spouse/sexbuddy/housecarl to come back down.

Most importantly, I envision this as arousal-generators that should ideally be tailored into one comprehensive package. How the player deals with the arousal is sufficiently covered with mods like SL-romance/SL-Submit/SL-working girl/Prison Overhaul latest edition.

 

How I see this implemented

The mod's options should by default be turned off in MCM, to allow for player tailoring and should use Arousal to keep track of the DB's level of horny. The options should be toggles and the player should be able to toggle on the fly.

DISCLAIMER -> I have no idea how complicated, or how un-complicated this might be/is. Redneck explained that checks can be made between the DB's current activity and a variable within Arousal. But for someone like me, who is less than even an informed layman, this might aswell be speaking in tongues. Give me a complicated piece of machinery and I take it apart and put it back together for you without ending up with a handful of bits of pieces that used to be in that machinery when all is said and done (all the while filling your ears with machine-related banter that does nothing for you).., but I'm a total nitwit when it comes to modding and everything that might involve. That is, I'm a archetypical greasemonkey, not a codemonkey.

 

The fetish-ylike side of the DB

 

1) The thief

Picking locks, pickpocketting and looting gold/jewelry/gems ups the DB's arousal.

 

2) The dungeoneer

Killing monstertype NPC's (skeletons, draugr et all basically all monsters that usually live in a dungeon save man/mer) ups the DB's arousal. Maybe allowing the player to set a specific monster as double-arousal would flesh that out more. (The DB loves killing monsters, but killing trolls really gets him/her going, for instance.)

 

3) The serial-killer

Well... killing man/mer NPCs obviously. Maybe allowing the player to set it so that killing a NPC of the opposite gender as the only thing that gives Arousal might flesh it out more.

 

4) The hunter

The DB loves hunting elk/deer/goats/foxes/sabre cats/bears maybe a bit too much. ^^ Maybe allowing the player to set a specific type of game might flesh it out more. Making the kill arouses the DB, but, for instance, succesfully hunting a deer gives double arousal.

 

5) The armor lover

The DB feels great in a specific make of armor. Wearing leather arouses the DB, or steel/plate, deadric, dragonbone. Maybe it can be fleshed out by allowing the player to set a specific item type and make. For instance, the DB gets arousal from wearing a sweet pair of leather gloves.

 

6) The weaponizer

The DB loves using a specific type and make weapon. Like the armor lover, but now with cutlery.

 

7) The spellslinger

The DB loves using a specific spell in a specific school. Like the armor lover, but now with sparkles.

 

7) My friend, I wish you had benefits

The DB gets aroused by being around any NPC he/she has relationship 4 with. Maybe allow the player to set same/opposite gender might flesh that out more. Being around a spouse might even give double arousal. The way I see this mainly is as a way to have the DB look for forbidden romance. For example, the DB has a female spouse, but he/she gets horny when he/she has a male follower at the moment.

 

8) Damned if you do, damned if you don't

The DB loves having sex. Basically, sex doesn't lessen arousal as much as one might expect, leaving the DB always wanting for more. Maybe allow the player to set the level of relief without allowing the player to set an amount more than intended within Arousal.

 

9) The smith, enchanter, alchemist

Using smithing, enchanting and alchemist stations is one way for the DB to get in the mood. I don't see this as using the three stations in concert, but each station as a stand-alone. Basically, the player sets a specific station that locks out the other sations. After a hard day of smithing for instance, nothing but resting in the arms of a lover hits the spot.

 

10) A specific spouse

Obviously. Setting a specific spouse makes that NPC more or less the love of the DB's life. They don't have to be married first, but from the moment the DB meets a specific marriable NPC, the DB falls like a rock for him/her. It can only end in the temple of Mara!

Imagine the DB getting awarded a housecarl in Whiterun. As the DB turns to leave Dragon's Reach, a person who must be send down from heaven approaches him/her.., and an epic lovestory begins!

It would be awesome if this option checks for Marriable Serana to be present, which then unlocks the option to set Serana as the love of a lifetime.

 

Why I would love to see this as a comprehensive package

Having all these options in one comprehensive package allows for setting up quite a detailed libido for the DB. Also, if all of this is picked up by a modder, I think it's best if just that modder works on this. Not only to avoid having a cluster of modders trying to get their stuff play nice together before trying to get their stuff to play nice with Arousal, but also because of the first consideration.

 

Once more

I don't expect to see this idea ever realised. But there's a hope that someone out there picks this up. Other than that, the above are merely ideas I hold no claim to, nor do I expect any modder to pay any credit when this idea is picked up. I didn't write this up for personal glory and what have you. I wrote this up because Arousal can be used to set up quite a detailed libido for the DB that will enhance roleplay greatly beyond your basic is this fuckable yes/no.

That's all.

 

Thanks for reading!

 

 

 

 

 

 

 

Posted

Okay guys,

 

I'm no miser. I have no idea what is involved in scripting but I'm thinking that if I want SL-Libido (yeah, gave my idea a name, lol) to happen, I'll have to create the mod myself.

 

I reckon I need the CK, lol, but other than that, that's where my train derails already. So I'm asking for help and advice.

 

1)What do I need next to the CK?

2)Where can I find entry level scripting tutorials?

3)Since SL-Libido will be dependant on SL-Aroused, I take it I need ways to hook into there. How do I go about that?

4)Given my OP, how do I go about something as obviously simple as to 'pick a lock and get one point of arousal'?

5)Is there a (entry level) tutorial on how make MCM-pages and toggles for what I want?

 

I really have no clue, but I'm not braindead, lol. The above is a serious request for help. If there are good tools and tutorials I don't have to re-invent the wheel and code something that explodes computers. If I'm going to do it, I want to do it right from the start.

 

All help welcome on what's asked. Suggestions on how to make SL-Libido 'even better' will be ignored. You guys had three days for that. Seriously. From this point onward I need practical help, preferably from experienced scripters who can be concise and clear. I want to release a mod that's done and done instead of a WIP that sees umpteen updates. (bar minor things, ofc)

Posted

Some of these ideas (thief, alchemhist) are really good and I hope someone takes them up. It would be good to integrate some of the vanilla dialogues--or engage with them in the way the Vilya mod does. I always want to kill that sarcastic guard who says "Let me guess, someone stole your sweetroll"--but how different that line would be if it were recontextualized to be part of a fetish, and the swords are not the only thing about those warriors from Hammerfell that have a kinky curve. Plus I can think of at least one mod that supplies shiny dildoes for your good lady.

Posted

Papyrus wiki: http://www.creationkit.com/Category:Papyrus

 

Some of the best scripters for Skyrim are right here and active in the forums so asking here is also good.

 

Warnings:

 

Never use the GetActorBase function unless you are looking for the original values directly from the CK, for current values (especially for characters from leveled lists like bandits etc) use GetLeveledActorBase instead.

 

Never use the RegisterForUpdate function, it is the single largest contributor to save game bloat problems. Use the RegisterForSingleUpdate function in it's place.

 

Always double the the "Properties" for your script after editing it, you have to hook the internal "Auto" to the external item in the game via the properties or your script will not work right.

Posted

Papyrus wiki: http://www.creationkit.com/Category:Papyrus

 

Some of the best scripters for Skyrim are right here and active in the forums so asking here is also good.

 

Warnings:

 

Never use the GetActorBase function unless you are looking for the original values directly from the CK, for current values (especially for characters from leveled lists like bandits etc) use GetLeveledActorBase instead.

 

Never use the RegisterForUpdate function, it is the single largest contributor to save game bloat problems. Use the RegisterForSingleUpdate function in it's place.

 

Always double the the "Properties" for your script after editing it, you have to hook the internal "Auto" to the external item in the game via the properties or your script will not work right.

Thanks for pointing me towards a start, Waxen. For the rest you've already lost me, lolol. It's going to take a while before I can read your warnings and nod wisely. Just imagine me with empty eyes and drooling at the left corner of my mouth while I try to understand them for now. ^^

Posted

Some of these ideas (thief, alchemhist) are really good and I hope someone takes them up. It would be good to integrate some of the vanilla dialogues--or engage with them in the way the Vilya mod does. I always want to kill that sarcastic guard who says "Let me guess, someone stole your sweetroll"--but how different that line would be if it were recontextualized to be part of a fetish, and the swords are not the only thing about those warriors from Hammerfell that have a kinky curve. Plus I can think of at least one mod that supplies shiny dildoes for your good lady.

Exactly what I was thinking. Though for SL-Libido I'm aiming to give the DB feeling for what he/she is directly experiencing. Doing something, succeeding at something, wielding a specific type and make of weapon, wearing a specific type and make of armor. What I envision is to give the DB a libido with some depth beyond I saw Lydia naked and now I must fuck, which in my opinion is now possible because of SL-Aroused.

 

What you're going at is reacting to what an NPC might wear, use or do, which I think is neat but doubt doable. That said, as I write this, I realise that Ysolda never rids herself of the mammoth's tusk... I guess that if it is possible to have a script check a NPC's inventory for a specific item an encounter with Ysolda could play out like this.

 

DB: Hello Ysolda! Say, do you still have that tusk?

Ysolda: Oh no, please don't tell me you want it back.., Madran can be here any day now!

DB: No no, I was just wondering what you, I and a mammoth's tusk could do in private... (speechcheck)

Ysolda success: Well, I do live close by.., do you want to find out?

--Ysolda walks home, DB follows, NiruinsBP method, but encounter SL-based--

Ysolda failure: "Laughs" It's always a good day with you around! But I'll pass.

 

But right now I'm at the bottom of square one modding-wise with zero-skill so something like this is going to take an extremely long time. To be honest, the mix of direct and indirect impulses would be truly awesome. And at the same time, something like that Ysolda-encounter would never change from the first time a player did it. It's fun as a novelty, but after that, IMO, it just clutters up Ysolda's dialogue tree...

Posted

Uhhh not that I want to rain on your parade or anything, because this is a good idea. But what exactly is arousing about picking locks?

Basically I'm working off the diversity of things people can find to be arousing. Well documented in medical/sexulogical journals, even.

 

Think of the woman who fell in love with a bridge, or the dude in Korea who wanted to fuck a parkbench and had to be rescued by the fire-department. Basically, there's no telling what any given person might find attractive and/or erotic.

 

Though in the case of picking a lock, I want to encompass the act of thievery. Breaking and entering, finding loot like jewelry. Coupled with other toggles, I want to give the player a mod that allows for the set-up of a libido.

 

Imagine:

You want your DB to be a down to earth (nirn, lol) 2H warrior. So maybe your DB gets superhorny from holding a steel greatsword at the most basic. Add to that, your DB might have a thing for expensive jewelry but wants his spouse not as strong as he is, so Ysolda is where his heart is. Maybe being the DB is something he doesn't care for, so slaying a dragon would not do much for him, but a dungeon full of draugr on the other hand...

 

As I envision it, player gets full control over what turns the DB on/off so that the player can tailor the DB's libido to suit, or maybe even not suit at all.

 

But yeah, at the moment I'm making babysteps with the CK, and I'm super-gloaty over Lokirs Tomb, the tutorial dungeon-project right now... I'm surprised I understood it at all. ^^

Posted

Right. The quality of papyrus-tutorials is woefully sub-par and disappointing, but I can now code a messagebox into the game. woop-ti-doo. I love how the beginner-tutorials all kinda finish the same... you can now use papyrus, so here's a list of all operators used in papyrus and have fun writing your own scripts! On the other hand, the only useful tutorial I followed actually taught me how to code papyrus using Notepad++, but still taught me another method of conjuring up a messagebox. I are da king of messageboxes now, yo!

 

Moving on, since learning how to code papyrus from an absolute zero-point is quickly becoming a fool's errand, I'll need to draw heavily on existing knowledge present here. Tutorials being what they are, I'm forced to ask questions and hopefully get bits of code I don't understand but use anyway in order to learn by apert failure. (Which in my perspective is a hopelessly distasteful way of learning because it just isn't fun.) My desire to release a finished mod still stands as since the mod itself does not call any functions from other mods outside of SL-Aroused and because SL-Libido is actually stupendously straight forward at the core.

 

Example:

Get SL-Aroused value

      Is DB doing something enabled in SL-Libido's MCN-options?

            Up SL-Aroused value by 1

 

Other than that, SL-Libido is merely complex by the amount of options as opposed to what it actually does, if that makes sense. Also, all options require a check against something.

Example

DB picks lock

   Is picklock set to be affected by SL-Libido?

      True: up SL-Aroused value by 1

       False: move along, nothing to see here.

 

I have broken down SL-Libido into a series of blocks using my own experience as an industrial mechanic (think monster-machines like you see on discovery-docus) in the hope to explain SL-Libido workings as I see it so that anyone with papyrus-wizardry can input to it in a meaningful way.

 

1) First of all, I need to know if merely adding a value to the SL-Aroused value is all that basically needed to create a rudimentary esp I can test in my game only using the misunderstood *wink at grimreaper* lockpick as base. My wish is for SL-Libido to be a set&forget mod for the player as it doesn't need to be the next mother of all mods. Basically this:

 

Player sets lockpick as a libido-trait.

Player picks lock

SL-Aroused value gets upped by 1

 

All the player should notice that once the libido for the DB is set, SL-Aroused status-messages should follow quicker depending on what's set for Libido and what the DB is currently doing.

 

The whole idea is to let SL-Aroused do all the work after that since SL-Aroused is doing that anyway already. (NEED, NEED, NEED! LOL) But what I need to know is if I can get away with just upping the SL-Aroused value, since the value is from another mod. Also, SL-Aroused works by clockticks and I don't know if you can bruteforce units onto that.

 

2) For the life of me, I can't find a walkthrough anywhere on MCM and how to create MCN-option pages. If anyone can point me to a MCN-tutorial (preferably one that doesn't teach me how to code messageboxes) I'd be very grateful.

In MCM I want to give the player full control over SL-Libido, indeed to set once and then not needing to go back there.

The structure of it I see like this:

Page 1: Splashscreen. (Yeah, ego and all that, and I deserve it by now. lol)

Page 2: Activities that add to the libido (mundanes like lockpicking, woodchopping etc)

Page 3: Jewelry, clothes, armor

Page 4: Weaponry

Page 5: Dark activities (Serial killing, killing a specific race/gender/animal/monster, raping)

Page 6: Love of a lifetime (Setting a specific spouse from the vanilla marriable faction, excluding modded marriables, each time the DB interacts with a spouse, SL-Libido ups the SL-Aroused value by a hefty amount.)

 

All options should be toggles and many options like the options on page 6 should be mutually exclusive. That is, if the player sets Mjoll the Lioness as the love of a lifetime, all other marriables are greyed out.

 

I think that the page 2 activities are the most straight forward. All of them are on use. I want to provide the player with a global modifyer for that. Say that the player sets woodchopping and cooking only. (because, why not) If the player leaves the modifyer at default, the DB gets +1 Aroused when the DB activates the choppingblock or a cookingspot. That is fairly little, the DB just loves to chop wood and to cook and it makes the DB feel good. However, by setting a global variable, the player can set those activities to be highly erotic for the DB. I'm thinking a scale of +1 to +10 for a singular activation.

 

Page 3 I think should introduce mutually exclusive topics. Not in the divide between clothes and armor, since that handicaps hearthfire/married life roleplay, but in the sections themselves. If the DB feels great in a tavern-wench outfit, all other clothes are greyed out. If the DB feels great in leather armor, all other armors are greyed out. If the DB loves golden jewelry, all other jewelry is greyed out, with the exception of enchanted jewelry. Enchanted jewelry should trump all other jewelry, regardless of material used. That means that material and enchanted in jewelry can exist side by side.

Again I want to provide a global modifyer here. However, I only want to multiplyer to affect SL-Aroused on equip. Given the fact that the SL-framework and SL-Aroused will probably see the DB unequipping a lot, much of the appeal in wearing a favorite piece of clothing has scientifically been proven to be in actually putting it on. So the multiplyer will kick in enough times for any modern DB, I wager. 

 

Page 4 is actually less complex. Basically, daggers/swords/axes/maces/greatswords/battleaxes/battlehammers/bows/crossbows. Since you can only use one weapon at the time (dual-wielding notwithstanding), it makes sense to allow the player to set only one weapon.  So is the player selects swords, all other topics are then greyed out and all that's left to set make if the player so wishes. That is, does the DB loves swords in general, or does the DB loves the beauty of elven craftsmanship?

On equip is silly here, I guess that the act of actually hitting something with a favoritized weapon should affect SL-Aroused.

 

Page 5 seems to me the hardest to realise. Once I figure out how to code the above things, it will be more tedious than difficult, but I can't imagine what I need to do to detect any NPC-death by the DB's hand. And then the number of checks that have to be made. (Is the victim male/female/of the right race) The only thing that seems fairly straight-forward is the rape-reference.

For that I'm thinking this:

-DB must be sneaking

-Target must be sleeping

-upon target-activation a messagebox like vampire-feeding come up (choice between feeding or pickpocket), giving the player the choice between 'Sl-Libido Rape or pickpocket. Then a check against the DB's sneak is made to give the target a chance to turn the tables and if successful, an aggressive arrok is called from SL-Framework. (This is actually the only time SL-Libido directly involves sex) SL-Aroused must detect the act and asjust accordingly, after that, the SL-Libido multiplyer should be applied to the SL-Aroused adjusted value.

 

Page 6 is straight forward again. Select one spouse and grey out the others. The SL-Libido effect should affect SL-Aroused each time the DB interacts with the chosen spouse. I want the effect to be slightly over the top here, but no so much that talking to a spouse twice sends the DB into outer-space. Basically, what I want to do here is to allow the player to set a multiplyer and then sneakily, SL-Libido adds a little to what the player has set in the background. ^^ Love of a lifetime, afterall.

 

To recap:

I need documentation on how to use MCN with papyrus-scripts and on how to create MCN-option pages.

I need to know how to get the value of the variable that SL-Aroused uses to keep track of the DB's arousal. I need to know if merely adding units to that value in SL-Libido is enough for SL-Arousal to detect that the variable has changed.

I need to know what that variable is even called in SL-Arousal (lol)

I need to know how to detect if an activity is started, how to determine if that action is checked for libido.

I need to know how to detect if someone is hit by a weapon-type set by libido.

I need to know how to detect if someone or something is killed by the DB if killing is checked for libido.

I need to know how to hook to a specific animation in SL-Framework.

I need to figure out how to code a vampire-feeding like option to a sleeping target's activation messagebox.

I guess I'll need to create an array of somekind to streamline the script?

Can all of this be one singular script, or will this become a bunch of scripts? (I prefer the one singular script for obvious reasons)

 

Basically, I first and foremost want to understand the code needed. So at first I need a test-esp that very basically does this:

-Set a dummy arousal variable (no need to hook to SL-Arousal here)

-Check if the DB activates a lock

or better

-Check if the DB successfully picked a lock (makes more sense to me, libido-wise)

-Adjust the dummy-variable by (pick a number, any number) 10 (whatever)

-Display a message on screen that says something like "Arousal went up from XX to XX"

 

I imagine that this code will be quite universal throughout Sl-Libido and I think that with the knowledge gained from there, I can puzzle onward.

 

I would really welcome any help you guys would offer. Especially since there's a huge gap between entry level papyrus tutorials and what follows right after them... As stated, I have Notepad++ up and running and have successfully created tutorial scripts with it already. I have a beginner's grasp on how to use the CK by now.

Now actually doing something meaningful is the bottleneck and I really hope you guys will offer help.

Thanks in advance to any and all willing to share knowledge!

 

 

 

 

 

 

 

 

Posted

I give up trying to do this myself.

Reason:

Two days of information gathering got me nowhere near the information I need.

Absence of tutorials that are not geared to Papyrus gods.

Beginner turotials that allow me to do something totally unneeded and then don't follow up, leaving a starter hanging.

 

TL;DR I rather play the game than annoy myself to death.

 

If anyone wants to pick this up, go right on ahead. I couldn't care less anymore.

 

Moderators: Feel free to close this sucker.

Posted

 

Thanks for giving it a try. Most people never even try that first step but I think in this case you probably went for a project that's too large for a learning experience.

 

Try something on a much smaller scale and of course look at the scripts in other mods, I tried to add enough comments to my scripts that someone could get a good idea of what is supposed to go on in any function just so I could pick it up again quickly but also so anyone else could use it as a learning tool.

Posted

Thanks for giving it a try. Most people never even try that first step but I think in this case you probably went for a project that's too large for a learning experience.

 

Try something on a much smaller scale and of course look at the scripts in other mods, I tried to add enough comments to my scripts that someone could get a good idea of what is supposed to go on in any function just so I could pick it up again quickly but also so anyone else could use it as a learning tool.

I had a good start, but there's a huge gap between what the CreationKIt Wiki teaches and what is presented after that. All of the user-written tutorials I found don't even go beyond that what is taught in CKW, except for 1.5 year old promises to update soon.

 

Basicially, I can't find anything to bolster my knowledge as to allow me to escape my current plateau.

 

Maybe a papyrus-god who's bored out of his skull will pick this up. I'll be delighted to explain SL-Libido indepth if needed. If not so be it.

Posted

I hope someone picks this up. I'd like a character that gets off on blacksmithing or the feel of shock magic. Lol, imagine how far it could be taken: in the middle of a fight, your character drops to fap because of how stimulating the shock spells the enemy casts are. 

Posted

I hope someone picks this up. I'd like a character that gets off on blacksmithing or the feel of shock magic. Lol, imagine how far it could be taken: in the middle of a fight, your character drops to fap because of how stimulating the shock spells the enemy casts are. 

^^ Up to the fapping-part, bingo.

 

SL-Libido as a mod is nothing more than a collection of generators. The only thing that limits it is what is possible to connect a generator to.

 

I merely looked at it as something that requires the DB to do, equip or use something. That in itself allows for quite detailed manipulation. For instance, looking at the amount of equipable slots on a model, and the player's ability to have the DB wear different types of armor/clothing all at once, the sky is the limit already, for instance;

 

Head : Fine Hat

Body: Deadric Cuirass

Feet: Prisoner's Rags

Hands: basic Gloves.

 

The above is absolutely fine by the game. I mean, generating SL-Aroused purely based on what the DB can wear, can be rights be a separate mod due to the amount of freedom that exists and the amount of options that it generates. In my idea though, only the body-slot is taken into account. But there's no reason other than coding-convience to not check if the player equips a nice pair of leather gloves that are checked as libido-enhancing.

 

It is possible to check if a specific thing is happening to the DB, so, getting aroused due to a specific status-change, being hit by a spell out of the destruction-school as per your example, can be done.

 

However, any action the DB takes upon the level of SL-Aroused is handled by SL-Aroused. I roleplay my DB as a girl who likes to have sex, so as soon as she 'starts to lose focus', Lydia can look forward to some quality time with her thane. I don't know if SL-Aroused forces masturbation if SL-Aroused reaches a certain treshold.

Posted

This is a nice idea, especially with SexLab Aroused now available as a framework, but as others have pointed out, it is a bit ambitious for a first time mod.

 

@javamonsoon - Don't give up (yet?). It took me a month or two of trial and errors before getting the hang of CKeditor and Papyrus scripting.

 

Start with a simple proof of concept for this mod - a single fetish - and try to get that to work first. 

It may be that your original idea is too complex for Skyrim's internal system, or that you will find out it becomes too easy to trigger too many fetishes at once and make the whole thing difficult to control.

 

My advice at this point to help you structure a mod like this:

 

- start with a single basic fetish such as leather clothing

- set up a configuration through internal global variables before trying something more complex like SkyUI and MCM configurations

- look at the source scripts of SexLab Lovers Comfort (since it is now using SexLab Aroused)

 

Here is a list of things that are tracked in the game (and that you can check for the player).

 

http://www.creationkit.com/QueryStat_-_Game

 

Some of the triggers you have in mind will require setting up your own tests if they are not included in this list (such as check if the player equips leather).

 

it may be a good idea to simplify your plans. For example, while in reality it is possible to have multiple fetishes, you may want to limit it to one fetish at a time since you will have to keep track of things like 'how much time since the last time this fetish was triggered' (the list above only counts total numbers events... not how frequently they happened).

 

 

If you want something more natural and dynamic, check Actor Values:

 

http://www.creationkit.com/Actor_Values

 

You could picture selecting one dominant fetish at a time based on the development of the player stats, that way the player could have a fetish for light armors at some time then move to a fetish related to sneaking if his stats evolve that way.

 

To test for these triggers, you will have to do the following:

 

- create a basic silent quest (a control quest)

- define a Quest Alias for the player actor

- on that alias, set up a script using events linked to the player.

 

I hope this is making sense. 

 

It would be better if I set up a starting mod for you to look at, but 1) I am not sure this would be the right approach for this kind of mod and 2) I am already using whatever spare time i am left working on Alicia (follower mod).

 

Send me a private message if you really get stuck. I will try to find time to set you up of you want.

 

  • 8 months later...
Posted

At the risk of reviving an old thread, I finally got to implementing a Fetish system around Standing Stones signs.

 

http://www.loverslab.com/topic/31581-sexlab-stories/ 

 

Based on your sign of choice, you will receive a boost in arousal as you go about doing your favorite activity, be it having sex, killing things, wearing armor or using magic,

 

The idea is still in early stages but it already leads to interesting situations :)

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