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Some ideas that crossed my mind for once modding takes off.


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Posted (edited)

SO, I was thinking while surveying a planet about some things that could be added at some point that seem somewhat easy to implement for the earlier stages of modding. Here's a list of new resources that we could find on planets and such:

Xenoaphrodesiacs (Probably the easiest one to add in, since it would not change much and could be valuable to sell.)

Xenotransformatives (maybe alien form transformations, but I was thinking more about body shape changes and morphs, but that waits for the Bodyslide type of modding.)

Xenological Bio-Agents (Consuming these could build resistance to various environments, poisons, etc. Maybe even a super rare one that allows you to breath and survie without a suit on otherwise lethal planets. Could work with the problems I saw mentioned here, somewhere, about looting/equipment issues. Also, some creatures could secrete it if, well when, xenophilia becomes a thing.)

Xeno-Compatibility substances (for otherwise biologically incompatible breeding situations)

 

Oh, and here is another one: modifying the Alien DNA perk with more effects. Hell, this is a good place to start looking for all of these things. Also, the dropped Alien Genetic Material could do with some interesting new features and functions. 500% resistance to energy and damage is nifty, but I never use it. I have never REALLY needed it for that. So, there is an in-game item already that could be experimented with.

 

These could affect you when you touch them, although that might be trickier to implement a "touched a hazardous plant" mechanic, but who knows. Or they could be used in the obvious category of Pharmaceutical crafting and create or enhance the same effects mentioned above. This is what I get for having my weird brain.

By the way, from my current play through, Strix I has some biological entities (Noids) that definitely don't look "safe for work" and the Nautiloos look like something you would find in some Science Fiction Hentai. That is one planet that had creatures that REALLY stuck out to me for these types of mods.

But I know we are all waiting on the Creation Kit and all that it will bring. I just wanted to type these up before I forgot. Oh, and a lot of these could be implemented in a way that could still be "Safe for Work" as well, with (I think) minimal tweaking. I haven't poked into many Bethesda game files, but I doubt it would be terribly difficult to add some of these functions in the near future, or maybe now depending what they are.

Edited by Talamaeus
Posted
On 10/21/2023 at 10:36 PM, Talamaeus said:

xenoaphrodesiacs (Probably the easiest one to add in, since it would not change

much and could be valuable to sell.)

 

Suits might block it, of course, at least ones with the proper resistances. But what if the chemical clings to the suit and gets into the ship air recycler? Affects the whole crew, maybe in different ways? Lots of stories you could spun off that.

 

On 10/21/2023 at 10:36 PM, Talamaeus said:

Oh, and here is another one: modifying the Alien DNA perk with more effects.

 

Need a way in for characters who didn't take the perk

Posted
Vor 21 Minuten sagte DocClox:

 

Was aber, wenn die Chemikalie am Anzug haften bleibt und in den Luftrecycler des Schiffes gelangt? Betrifft es die gesamte Crew, vielleicht auf unterschiedliche Weise? Daraus könnten sich viele Geschichten ableiten.

 

 

Because spaceships don't really have airlocks ... unlike any ground station.

?

 

Posted
7 hours ago, DocClox said:

 

Suits might block it, of course, at least ones with the proper resistances. But what if the chemical clings to the suit and gets into the ship air recycler? Affects the whole crew, maybe in different ways? Lots of stories you could spun off that.

 

 

Need a way in for characters who didn't take the perk

 

The alien genetic material is also a drop that you can get from xenocreatures you run into, in addition to being a perk.

Posted (edited)
7 hours ago, Miauzi said:

 

Because spaceships don't really have airlocks ... unlike any ground station.

?

 

 

Apparently Starfield ships lack decontamination chambers.

Edited by Talamaeus
Posted (edited)
6 hours ago, Talamaeus said:

The alien genetic material is also a drop that you can get from xenocreatures you run into, in addition to being a perk.

 

I wouldn't have said that was the same thing myself, although I can see where you're coming from. I was thinking more along the lines of: you get a quest that requires some special treatment (which of course will have side effects later). Part of it involves getting a drug so your body won't reject the treatment, although if you have the Alien DNA perk you can skip a step.

 

 

But yeah, using the Alien Genetic Material buff could leave you vulnerable for the duration of the effect. Might actually be better that way.

 

6 hours ago, Talamaeus said:

Apparently Starfield ships lack decontamination chambers.

 

Yeah, and the trading hub of Skyrim has three streets, two pubs, and zero warehouses. There's always going to be scaling issues.

 

Maybe give, or let the player craft a handheld decontamination unit to scour the spacesuit - optionally make them strip naked before using it. As long as they remember to use it before lifting off or waiting/sleeping all is well. Crafting is good since you can withhold the blueprints until after they've suffered the effects at least one time.

Edited by DocClox
Posted
Vor 8 Stunden sagte Talamaeus:

 

Anscheinend fehlen Starfield-Schiffen Dekontaminationskammern.

 

Confirms my "theory" once again -> the game has been delivered in a 1/2-finished state ... many parts of the game-play are NOT coordinated!


A spaceship cell of "1x1" for an actual airlock would not be a problem from the design ... but with many of the small ships the space for it is not provided at all.

Let's take the "Mantis" as an example - the design of the ship would have to be completely revised ... so would the "launch" ship.


For ships of classes "B" and "C", such a lock is really no problem in terms of space in the ship's design.

 

---

Actually, the fact that there is NO lock on the (small) ship - leads to an absurd situation:


In the cabin there is still the warm food and the half-filled coffee cup ... you put on your spacesuit and ... well, on an icy moon without atmosphere you release the entire cabin pressure ... except in the copit - because it has a "bulkhead" door.

(if you are travelling with "Coe" and his daughter ... the child does NOT come along on external missions ... she is then "parked" in the copit).


What actually happens to the "food and drink" on the cabin table ... even if the outer door is closed again after leaving the ship?


This is where the immersion of a space game completely bursts ... especially if the ship has a pharmacy station in the cabin ... all the medical preparations are then -> junk!

 

Posted

The landing bays can be used as airlocks. An immersion mod could be made using them. In the bay there would be a set of controls to open/close the airlock. After the controls are manipulated, the ramp folds up, toxic air is vented and fresh ship air is pumped in. Then the hatch to the interior of the ship can be opened or opens automatically.

 

Same thing for boarding a ship or starstation. For those who want more immersion, the docker hatch could lead to either an airlock room, like the Nova Galactic docker module, or to a tube for the slim dockers. A second hatch would connect to the ship or starstation or empty space if one wants to EVA.    

 

Posted
12 hours ago, Reigor said:

The landing bays can be used as airlocks. An immersion mod could be made using them. In the bay there would be a set of controls to open/close the airlock. After the controls are manipulated, the ramp folds up, toxic air is vented and fresh ship air is pumped in. Then the hatch to the interior of the ship can be opened or opens automatically.

 

Or, if we wanted to be sadistic about it (and let's face it, we frequently do) we could have a decontamination hab that only becomes available after the initial encounter. So if you want to be really, really, really safe, you build your docker so it connects to a decontam hab, and only to that hab, and then remember to hit the decontaminate button when entering the ship.

 

And try and remember not to fast travel since that circumvents the decontamination protocols :naughty:

Posted
On 10/29/2023 at 9:11 AM, DocClox said:

Yeah, and the trading hub of Skyrim has three streets, two pubs, and zero warehouses. There's always going to be scaling issues.

I miss Witcher 3's Novigrad. Now THAT was a proper medieval city in scale, size and content.

Posted
Vor 19 Minuten sagte belegost:

Ich vermisse Novigrad aus Witcher 3. Nun, DAS war eine richtige mittelalterliche Stadt in Bezug auf Ausmaß, Größe und Inhalt.

 

But a completely different "engine" was used... and this is exactly where the problem lies -> the absolute unwillingness of "Bug-desta" to finally use CONTEMPORARY software!

Posted

I could not get past the first area in W3 for some reason. Tried three times and bounced each time. It just did not click for me.

Posted
14 hours ago, DocClox said:

I could not get past the first area in W3 for some reason. Tried three times and bounced each time. It just did not click for me.

Your loss.

Posted
3 hours ago, belegost said:

Your loss.

 

Well, it's certainly hard to see it as a benefit.

 

Sorry. am I supposed to make a list of every trivial flaw I can find in W3, blow them out of all proportion, and then use them to try and make you feel bad about liking the game?  I'm not sure how this is supposed to work these days.

 

 

Posted
1 hour ago, DocClox said:

am I supposed to make a list of every trivial flaw I can find in W3, blow them out of all proportion, and then use them to try and make you feel bad about liking the game?

I don't know. Are you?

Posted
5 minutes ago, belegost said:

I don't know. Are you?

 

It does seem to be how things are done at the moment. Perhaps you can think of something better?

 

Meanwhile, swerving hard to try and get back on topic (and addressed to all):

 

I wonder if we can sort out some custom habs to build a ship that functions as a whorehouse. Maybe some custom habs, rooms for the girls, a reception area. Possibly sell some drinks, do some gambling. A bit like you hear about ships that operate in international waters to avoid local laws.

 

There's already a couple of mods that let you use the outpost builder to design hab interiors, and one of them let you register arbitrary statics from elsewhere in the game. Combine that with a little careful disabling and we should be able to get the decor right. Might be one way to approach the tonal mismatch between the overall setting and the sort of mods we aim to make.

Posted
On 10/29/2023 at 11:21 AM, Talamaeus said:

 

Apparently Starfield ships lack decontamination chambers.

Yeah probably because decontamination/airlocks every time we enter/exit the ship would get annoying fast and be one of the first things to mod around :)
But I'm sure we could add such modules or adapt the landing bays to close.

Posted (edited)

Good point, but also, lacking those could make for a fun "oops... this got kinky" aspect, because the Settled Systems didn't even remotely consider such possibilities, or people were arrogantly assuming that their medical science was "insurmountable" considering how easily they can edit genetics and other things. I mean, they have injectors that cure conditions that (in our current world) require extensive care and procedures.

 

All it would take with things as they are is one kinky-ass scientist to make these things a mess.

 

13 hours ago, DocClox said:

 

[snip]

I wonder if we can sort out some custom habs to build a ship that functions as a whorehouse. Maybe some custom habs, rooms for the girls, a reception area. Possibly sell some drinks, do some gambling. A bit like you hear about ships that operate in international waters to avoid local laws.

 

There's already a couple of mods that let you use the outpost builder to design hab interiors, and one of them let you register arbitrary statics from elsewhere in the game. Combine that with a little careful disabling and we should be able to get the decor right. Might be one way to approach the tonal mismatch between the overall setting and the sort of mods we aim to make.

 

I mean they almost explicitly imply this with the "Adonis Pleasure Yacht" and "The Merchant" in NG+.

Edited by Talamaeus
Condensing two posts together to avoid clogging the conversation.
Posted (edited)
3 hours ago, Talamaeus said:

I mean they almost explicitly imply this with the "Adonis Pleasure Yacht" and "The Merchant" in NG+.

There are "NG+ only" events/encounters?

Edited by Halstrom
Posted
9 hours ago, Talamaeus said:

I mean they almost explicitly imply this with the "Adonis Pleasure Yacht" and "The Merchant" in NG+.

 

I've not encountered the Pleasure Yacht yet. Can you board, or is it just another merchant?

 

Still kicking around the idea of a ship-based whorehouse mod, and continuing to lean into the squeaky clean nature of the existing settlements....

 

Could be fun if each planet had a tolerance for your ship's trade, and one that got worn down over time. You set up over Akila and you make money based on the whores and facilities you have on offer, but eventually there's enough complaints from the "moral" citizenry that you get warnings, and then an increasing bounty if you continue to play your trade. You get extra leeway given if you're a Deputy, a full Ranger, and possibly a couple of other things like if you're on good terms with Sam's dad, and maybe if you took Ron's bribe (he is on the Council after all).

 

Once you decide you've pushed your luck far enough, you can move off and set up over New Atlantis. Bonuses there for being with Vanguard and a bonus or penalty depending on whether you sided with SysDef vs the pirates.

 

You can park at the Key - stay as long as you like, but the profits are low (because it patrons are rowdy and don't always pay). Neon has reasonable tolerance for the trade, but again profits are reduced because there's so much support for hedonism in the city. (If you have an Aurora supply, profits go up but tolerance sharply down!) Hopetown varies a lot depending on your history with Ron Hope...

 

Anyway, just kicking ideas around.

Posted

The Adonis Pleasure Yacht isn't anything I have encountered yet, but it is mentioned in a dialog during a side quest for Walter. So my brain filled in the gaps with what somethingbmight contain. The Merchant explains, coyly, that she has many "Diversions" on her ship, implying that all manners of hedonism and debauchery are present there.

Posted

The merchant I have met. Although somehow, whenever I imagine her "diversions", I imagine her sitting in a comfy armchair in front of a holographic log fire with a cup of cocoa and a big book of crossword puzzles.

Posted

I mean, the game is that Pg-13, but this girl has a dirty mind... >.>

I, for some reason, picture a BDSM harem. Which is weird, since BDSM isn't REALLY my thing either. I guess seeing it is "entertaining" but participating is not my preference. Well, maybe light BDSM, but the whole "slave/master" role play thing is not my cup of tea.

Posted
On 11/4/2023 at 12:00 AM, Talamaeus said:

I, for some reason, picture a BDSM harem. Which is weird, since BDSM isn't REALLY my thing either. I guess seeing it is "entertaining" but participating is not my preference. Well, maybe light BDSM, but the whole "slave/master" role play thing is not my cup of tea.

 

Whereas I am really interested in having my character having his own harem of personal sex slaves, but I imagine The Trader doing something completely innocuous in her spare time.

 

That probably says something about human nature :)

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