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[Outdated] SexLab Attraction


ylenard

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Posted

Regarding "I'm looking for ideas how the sex should influence attraction, so please leave your 2 cents."

In real life, you can be strongly physically attracted to someone, only to completely lose interest after sleeping with them. For the player character, that really isn't an issue because obviously it should be left up to how the player wants to role play it, but for NPCs, you throw in a chance for attraction to increase after the *first* encounter, but also decrease significantly after the *first* encounter. Subsequent changes would be more minor.

You could also do things like have a few major increases during the first few encounters (if whatever equation determines an increase), but if they get married to you, have a gradual decrease over time (like 1% per encounter or something.....) ..... j/k 

Other suggestions:

If you haven't already, Sexlab Arouse is a really good, easy to use plugin. I highly recommend making it a dependency because it will make many attraction related factors easier to calculate. I think many people use it and many other mods already rely on it, so making it a dependency actually increases the utility of this mod rather than decreases it.

Many other mods already use the N key for status updates, so while on the one hand, adding this mod's status update to the list is logical, it might also create notification spam for users of Frostfall/Realistic Needs/Sexlab Arouse etc., so you might want to keep the notification content as succinct as possible.

Posted
  • Wealth
  • PC/NPC Marital status
  • Your clothing/armour (maybe some one off debuff items like Nords not liking to see elven armour)
  • Fame (dont know if Skyrim tracks this, Vilkas mentions that he's "never even heard of" the PC when you join the Companions, does he always say this no matter your level?)
  • Owning your own home/homes
  • Your own transport (horse/dragon!)
  • Males SOS tie in (I'm sure you can see where I'm going with this one, not sure you can see a crotch bulge in armour but word gets around)
  • Females maybe a pregnancy tie in (a proven fertile female migh be more attractive to someone wanting to become a father)
  • Reputation, not everyone wants to bed a stud/slag on the other hand virgins might get more attention than they want

 

There is no reputation in Skyrim AFAIK, so the only measure could be level, which is actually okay I believe since it also measures power.

 

I have no idea how to measure wealth though. Most NPCs only have a few septims on them. Perhaps I should get the value of equipped item? I'll have to multiply some cloths value x 100 for it to make sense though.

 

Also women would be more attracted to wealth and power/reputation then men. Should it even influence the attraction of men to a female PC?

 

The sexual reputation is something I'd love to add, but it seems too hard to keep track of.

 

 

EDIT2: I forgot to mention that I used NMM and when I added the mod the name changed to Necro something or other, renamed it and hey-presto it works.

 

I know that you're still working on the mod's dialog options, but maybe if you put in a test/dummy line for now it would be easier to tell if your pc was being talked to because of this mod's functioning.

 

Thanks for testing!

 

Damn, I have no idea how to set the name for NMM... I thought it takes the filename;/

There is no approaches yet - only the framework. I should be able to upload first version this weekend if all goes well though.

 

 

The mean weight preference for women will be 25? I think you're not interpreting the weight slider in the right way, because you see, the women of Skyrim are never fat. When you give the value of 100 weight to a woman in this game, they won't look fat, their waist continues to be very thin, however their breats and bottom will get bigger. So the effect is pretty much the opposite of what it seems your understanding of it is.

Unless I've been using the bodyslider for so long that I don't even remember how the vanilla bodies look like.

 

I think the mean should be 75 for the girls as well.

 

Edit

I installed and tested the alpha and it's working, I got the warning messages on top of the screen telling that the mod is working and I can see an attractiveness value when I hit "N". Since it's just the framework, I suppose that's all I can expect, or is there any reactions that are already triggered by the framework as it is?

 

Hmmm... I've been playing with mods for too long apparently. I'll make the means configurable in MCM then.

 

There is no reactions in it. They will be in the Approach mod.

 

Regarding "I'm looking for ideas how the sex should influence attraction, so please leave your 2 cents."

 

In real life, you can be strongly physically attracted to someone, only to completely lose interest after sleeping with them. For the player character, that really isn't an issue because obviously it should be left up to how the player wants to role play it, but for NPCs, you throw in a chance for attraction to increase after the *first* encounter, but also decrease significantly after the *first* encounter. Subsequent changes would be more minor.

 

You could also do things like have a few major increases during the first few encounters (if whatever equation determines an increase), but if they get married to you, have a gradual decrease over time (like 1% per encounter or something.....) ..... j/k 

 

Other suggestions:

 

If you haven't already, Sexlab Arouse is a really good, easy to use plugin. I highly recommend making it a dependency because it will make many attraction related factors easier to calculate. I think many people use it and many other mods already rely on it, so making it a dependency actually increases the utility of this mod rather than decreases it.

 

Many other mods already use the N key for status updates, so while on the one hand, adding this mod's status update to the list is logical, it might also create notification spam for users of Frostfall/Realistic Needs/Sexlab Arouse etc., so you might want to keep the notification content as succinct as possible.

 

Though Aroused is a dependency, that will actually change.

 

I wanted the attraction to measure how pretty / handsome does the NPC think the PC is, and not how badly does the NPC want to sleep with the PC, that's why aroused will be a dependency of the Approach mod used for specific interactions instead.

Posted

Looks like a great idea you are brewing up there.

My 2 cents: Go with simplicity whenever possible.

 

Weight adjustment? Why on earth would you need that with a randomizer afterwards? I like me my earth goddesses (we are talking 100+ in all three departments), the next guy pops when he sees a hunter lady. Go with the plain randomizer - it is doing your work for you.

Other things - clothing. What does coverage say? Nothing. A skimpy rag is still a rag.

As the other poster said: Value, an indicator both for the social security factor of attractiveness AND the raw Stylishness.

Using Speech skill as the base attractiveness sounds good to me. The plain guy with the witty remark that makes her laugh at the right time is the one who takes her home, not the shiny Beau with the average IQ of a slice of toast.

Likewise for the active female, though men in this age tend to think with their eyes more.

 

The preoccupation with virginity is IMHO an unnecessary complication too.  As the other poster remarked - being a proven and healthy breeder might far outweigh any "first in" considerations.

 

Not everything that seems to be a good idea is worth the complication it entails. In doubt most everything said up to now could be explained away with your ultimate weapon: a nice randomizer with a bell curve centered on Speech skill (I am doing it too - lobbying for my view to be implemented in the mod).

 

Keep it up this can be a big one.

Posted

Looks like a great idea you are brewing up there.

My 2 cents: Go with simplicity whenever possible.

 

Weight adjustment? Why on earth would you need that with a randomizer afterwards? I like me my earth goddesses (we are talking 100+ in all three departments), the next guy pops when he sees a hunter lady. Go with the plain randomizer - it is doing your work for you.

Other things - clothing. What does coverage say? Nothing. A skimpy rag is still a rag.

As the other poster said: Value, an indicator both for the social security factor of attractiveness AND the raw Stylishness.

Using Speech skill as the base attractiveness sounds good to me. The plain guy with the witty remark that makes her laugh at the right time is the one who takes her home, not the shiny Beau with the average IQ of a slice of toast.

Likewise for the active female, though men in this age tend to think with their eyes more.

 

The preoccupation with virginity is IMHO an unnecessary complication too.  As the other poster remarked - being a proven and healthy breeder might far outweigh any "first in" considerations.

 

Not everything that seems to be a good idea is worth the complication it entails. In doubt most everything said up to now could be explained away with your ultimate weapon: a nice randomizer with a bell curve centered on Speech skill (I am doing it too - lobbying for my view to be implemented in the mod).

 

Keep it up this can be a big one.

 

I'm going to have to disagree with a few points in that middle paragraph. 

 

- Weight adjustment.  The feature is already well-implemented, try the Alpha, it works.  It adds flavor and immersion.  Randomization may or may not be easier, but since the feature is already there, why remove it for something less desirable?

 

- Clothing.  To use your example, a 'skimpy rag' might still be a rag, but it also might be showing off a tight body...hence attraction.  

 

- Speech is already weighted...but let's not forget, while the plain guy with the witty remark might get his share of action, how many times has the 'hunky jerk' ended up with equally attractive partners?  More often than not.

Posted

restrictive, this mod is about attraction, not about courtship or seduction. I think the Speech skill has to be important in SL Romance, but here in Attraction? Nah, no way man. And SL Romance for the most part isn't about "romance", it's initially, just about finding a bang.

 

This is about being attractive and what makes you attractive, both for the boys and girls. 

And the girl showing some skin will be attractive, though I agree with you that she won't be as attractive for the fussy Jarl's steward, but inside the tavern? She's going to actually make a lot of guys approach her, because her apparent low social standing will encourage some of them.

 

What I think it's important it is to separate what makes the men attractive for the women and what makes the women attractive for the men, because there are big differences. 
You mentioned the Speech skill as the center piece in attraction, but it's absolutely crucial for the men when approaching the girls, not the other way around, and it's not even about attraction, it's about seduction, which is something that comes AFTER the attraction.

 

 

 

 

 

 

Posted

Just wanted to say that one of the things I like about the current version, looking forward to more functionality, is the ability to go in and adjust npc stats, both their own attractiveness and the weight to which they are attracted. This way, if the randomizer creates of Jon and Olfina a couple who might never ever be attracted to one another, we can go in and fix that to align more with the conversations we've overheard in the market.

 

And I wonder if this might not be a good way of handling most of the attractiveness factors: provide a default, randomized or otherwise, but allow players to adjust them, either globally, or individually (which would be my own preference allowing for as much diversity as I am personally willing to implement).

The advantage (to a non-modder's eyes, I should be clear) is that there would be less need to argue about the specifics of attraction and instead just figure out which factors matter in some way or another at least most of the time, and which can be implemented most readily without putting too much strain on functionality.

 

I do love the idea. Thanks for taking the time and trouble to make the mod for us :D

Posted

I'm looking forward to this project. I really wish to have my character being flirted by the others NPCs. That's another level of immersion. 

Posted

some good points there, especially the fussy steward, which brings up the same and alike factor.

Just as he will be repulsed by the rags (no matter the skin it flaunts), your local tavern stud would actually be intimidated by an obviously classy lady who is "out of his league" by a few million gold (unless his mates make it a challenge).

 

And seduction is just the other face of attraction, not something unrelated. Attraction decides who takes a second look, which is where seduction starts.
For some "want to feel my bicep" might be enough - this is still seduction, so after all these factors I would do the calculations the other way round:

You start with full attraction and subtract the difference factors, so dumb and dumb go together well, while cheap and expensive would grate just a bit.

After that you walk the randomizer over it, so stupid, poor and ugly can still score a rich, smart and beautiful lay once in a blue moon.

 

 

But that aside: my MAIN point was about simplicity as a deciding factor for what goes in the mod. No need to throw out a well developed cleavage... err feature that is already in there.

Posted

Seems similar (But better) to some changes i was making to Sexlabs aroused.

 

A couple of things i added into aroused were:

 

A multiplier based on location, time and armor / clothing level.

 

Because i generally play running Lovers victim, submit and lovers comfort i wanted it to seem a bit more realistic in that my char would be more likely to be attacked late at night and outside the city rather than in the middle of the market place at 10AM.

 

IMO adding in some time multipliers as well as a "drunkenedness" multiplier would be a good idea.

 

I.e for say if there is a future mod where male NPC's will actually hit on Female chars (or the other way around) it could factor in clothing / armor types and if the PC is sober or not.

 

One of the issues i ran into was that clothing in the game is just "clothing" no way to determine if the char is wearing rags, a pretty dress or some set of slutty armor without putting a.... "sluttiness"? rating on each piece of clothing / armor in the game (and mods that add armor)

Posted

Any news>? ^_^

 

Some good news, and some bad news.

 

Good news:

I figured out why some dialogues were not starting correctly from time to time. Now everything is working.

 

Bad news:

I have threading problems that I must solve before releasing, because I'm afraid they could lead to unforseen errors. Let me explain:

 

Every actor in some arbitrary radius has a script attached. The script periodically runs a function that looks roughly like this:

 

If (SomeConditions && SomeQuest.GetQuestStage == 15)

 SomeQuest.SetStage(20)

 SomeQuestAlias.ForceRefTo(SomeActor)

endif

 

The problem is, many scripts simultaneously pass the if conditions and try to set the stage and alias, so I need something similar to a mutex in order to ensure the code section is thread critical. I know how to do it, but i need some free time to implement it.

Posted

 

Hi guys, just wanted to let you know that work took most of my time recently.

 

I should be able to work on the mod this weekend though.

 

Right now I have a few simple things done:

 

- if an npc is attracted to the player he/she sometimes whistles, or says wow instead of a greeting.

- if an npc is attracted to the player he/she sometimes walks over and says that you should get to know each other sometime (not voiced, using fuz ro dah)

- if an npc is attracted to the player he/she gets a chance of a higher relationship right of the bat (lower relationship if repulsed)

- if an npc is attracted to the player and aroused he/she gets a chance of approaching the player and asking for sex. The chance is low unless the relationship is really high.

 

Unfortunately I'm encountering some bugs, so I'm working on eliminating them.

 

I also made some changes to the attraction framework. 

 

Right now there is an attractiveness faction which measures attractiveness of both you and NPCs. NPCs attractiveness will not make a difference to the player(or should it?), but can be set via MCM menu, and I hope I will some day implement the same interactions for NPC-NPC.

 

I also created a weight preference faction. The final NPC attraction score is a function of player attractiveness, speech and weight according to NPCs weight preference.

 

Those are some interesting reactions. And this is a fucking promising mod.

 

Now, you said that if a NPC is attracted to the PC, there's a chance he/she may ask for sex. 

When we talk about immersion, I don't think it would get any more immersive if we had more than one way of approach from the NPC's.

I mean, like in real life, when you walk up to a stranger, you can either be straight forward, direct and just make a statement of your interests... Or if you're a bit shy, you will want your meat well done, if you know what I mean, you'll try to make conversation indirectly, trying to measure your chances, cause you are not so confident to dive in already.

 

Now how immersive would it be, if the player would get approached in two different manners (shy vs confident)?

 

And it would get even better if there was a clear difference between the boys and the girls trying to get lucky. Because there is a big difference.

 

But in the end, just "confident vs shy approach" works from both sides.

 

Another suggestion is somekind of a "bang-meter". A way of measuring how many girls/boys in a city you have had sex with. 

I don't know iif it's possible to add such a thing, if it would be just so complicated, but if you can find a way to simply register the girls/boys you have had sex with, then I think lots of possibilities could be opened.

 

Because you can't go to a city and bang half of the girls that live there and have no consequences on you. If you don't talk to a particular girl, even after having so much success with all the others, that girl deep inside, even if she denies it, she'll be thinking "WHY he talks to her, but doesn't talk to ME, that idiot, pathetic, etc etc!!" lol, women are very competitive. That can trigger several reactions, like, she might approach you and if you reject her, she might begin to "hate" you.

Now, with the guys, most will be jealous, some will look up on you, some will actually instatly be your friend and respect you for the stud you are.

 

Now I know this is all very complex, what I'm saying here, is that if you can add a way of simple registering your sexual relationships with who and when, and connect a reaction from NPC's based on that, it can add a whole level of immersion and who knows where it leads if you work with that.

 

 

Another effect of having banged half the girls of a town would be that some girls with a bit of self esteem would be more likely to reject the PC propositions "I won't be as easy as all those bitches ..." maybe not but maybe she will ;)

 

or if playing a girl, banging many mens in town may build you a reputation, more people would come, knowing/thinking you're easy (and might take a NO as an offense). Some merchant might exchange a dicount for a ride. 

 

And a jealous husband/wife might want to start a brawl (even if you're the famous dragon born) in order to show their love and courage and reconquer their partner and maybe beat you down to teach you the good maners.

 

Another one might reinvite you for some threesome, considering its an honor to share with the DB. Or just because you're attractive as hell.

Posted

@ylenard+Ambrothos: I like your ideas but I think that measuring sexual interactions would let the mods functions explode leading to an annoying up and down effect regarding the attraction value....

it`s a matter of dispute...being "easy to have" might result in a rising attraction value for some people with sexual intentions but for other people with "love intentions" it would be a definite loss of attraction...so the mod would have to decide wich intention every single npc has and that would result in a chaotic script load I guess ;)

One might say the mod should be focussed on sexual intentions then...but I guess this would ruin the concept (my opinion) :)

 

So to realize your ideas (at least the basics) I would suggest implementing a counter for sex acts and an appendant MCM-funtion to decide if more and more sex acts lead to a rise or a loss of attraction for your character...so everyone has the choice regarding his/her play style

Things like jealousy could be indirectly implemented with a sex check (plus MCM-option please ^^)...so playing a female with high attraction lowers your attraction value for other females and vice versa

Special reactions refering to that (e.g. jealousy brawls or hate feelings for being rejected) are just too hard to implement I think or would result in serious FPS problems (tons of scripts) ^^

 

Posted

 

 

Another effect of having banged half the girls of a town would be that some girls with a bit of self esteem would be more likely to reject the PC propositions "I won't be as easy as all those bitches ..." maybe not but maybe she will ;)

 

or if playing a girl, banging many mens in town may build you a reputation, more people would come, knowing/thinking you're easy (and might take a NO as an offense). Some merchant might exchange a dicount for a ride. 

 

And a jealous husband/wife might want to start a brawl (even if you're the famous dragon born) in order to show their love and courage and reconquer their partner and maybe beat you down to teach you the good maners.

 

Another one might reinvite you for some threesome, considering its an honor to share with the DB. Or just because you're attractive as hell.

 

 

A bit of self esteem, yeah..

 

The deal here is that the mod as it is attributes an attractiveness value to the PC that is variable depending on  gender, speech, base attractiveness and weight preferences.

 

Isn't there a mod that changes appearences based on how often the PC is getting laid?

The idea would be that the attractiveness value would be also influenced by the sexual activity. I guess that would be doable.

 

Now, I don't know if there's a way of getting the NPC's to have different reactions based on the sex frequency by itself, separately from the total attractiveness value, but if they can have random weight preferences, them, they might as well have preferences for how much of a stud or a slut is the PC.

 

And how many different reactions that could be triggered by that or if there could be a set of specific reactions for NPC's so they will always have that same reactions for the same type of behavior, I don't even know if that's possible. But if it is, it could really increase the depth of this mod by a lot.

 

I would actually like to take a look at this thing.

Posted

@ylenard+Ambrothos: I like your ideas but I think that measuring sexual interactions would let the mods functions explode leading to an annoying up and down effect regarding the attraction value....

it`s a matter of dispute...being "easy to have" might result in a rising attraction value for some people with sexual intentions but for other people with "love intentions" it would be a definite loss of attraction...so the mod would have to decide wich intention every single npc has and that would result in a chaotic script load I guess ;)

 

I know nothing about how Papyrus works or how the mod currently handles this, but wouldn't it be possible to reduce script load without too much hassle? Attractiveness only calculated for NPCs the player is right next to, or has looked/talked at, for example, rather than calculating every NPC in a cell the player walks in. I think this also could potentially be more realistic too, with plugins that make NPCs react to attractiveness. If you walk by someone, it makes sense they may react, but they wouldn't notice how attractive you are from behind several Grey Quarter walls. Made particularly noticeable because as far as I know, the game cannot really tell the distance of an NPC in accessible (or visible, or whatever word is appropriate...) space. Someone could be nearby but unable to notice the player. Imagine waking up in an inn room having an NPC walk in to say something when they cannot even see you are there!

Posted

not sure if this is said or not, but you may want to tie in

1. Wear and tear (Apropos) by Gooser, Reason: Attraction would go down if Female PC is loose, spreads by word of mouth, after all female PC would be talk of town

 

2. if PC is known to be a Prostitute: Attraction, Arousal & Apropos will factor what type of clients she gets and how much she makes (adding a pregnant mod and std mod can effect it too, but ill leave that up to you to use)

Posted

not sure if this is said or not, but you may want to tie in

1. Wear and tear (Apropos) by Gooser, Reason: Attraction would go down if Female PC is loose, spreads by word of mouth, after all female PC would be talk of town

 

2. if PC is known to be a Prostitute: Attraction, Arousal & Apropos will factor what type of clients she gets and how much she makes (adding a pregnant mod and std mod can effect it too, but ill leave that up to you to use)

 

That has been suggested to death...but I think this mod is supposed to be more of an 'Attraction Framework' the way Arousal works as a 'arousal framework.'

 

Keeping the number of dependencies to a minimum will allows other mod authors to use Attraction the way they currently use Arousal, and build it into their mods.

Posted

 

not sure if this is said or not, but you may want to tie in

1. Wear and tear (Apropos) by Gooser, Reason: Attraction would go down if Female PC is loose, spreads by word of mouth, after all female PC would be talk of town

 

2. if PC is known to be a Prostitute: Attraction, Arousal & Apropos will factor what type of clients she gets and how much she makes (adding a pregnant mod and std mod can effect it too, but ill leave that up to you to use)

 

That has been suggested to death...but I think this mod is supposed to be more of an 'Attraction Framework' the way Arousal works as a 'arousal framework.'

 

Keeping the number of dependencies to a minimum will allows other mod authors to use Attraction the way they currently use Arousal, and build it into their mods.

 

 

well there are some Mods that can scan to see if other mods are installed but are not Dependent on each other, ie Wet and Cold can scan for Frostfall, but can play with out it just fine

Posted

DId someone test the Alpha version which was uploaded on first post? How is it working? Any opinions?

 

The alpha seems to work great for what it offers, and the added immersion of attraction could easily become as crucial as Arousal to having a 'good' Sexlab experience.  Definite potential here.

Posted

The Sexlab Framework itself tracks the number of times you've had sex, so it should be possible to factor that in to the attraction rating. I'm not sure about being able to track who in town you've had sex with. Also Radiant Prostitution (the newer version) tracks the number of clients you've had, it actually adds it to the Sexlab tracker so that could probably be worked into a plugin as well.

Posted

im getting a CTD whenever i have this installed, via NMM or not. Any complications anyone has run into with this that might be the cause?

 

Fixed: you need to install arousal before this will work

Posted

Food for thought:

 

Maybe if your char has high attractiveness it could trigger passing NPCs to express their awe/lust with random sentences directed at you.

  • 2 weeks later...
Posted

Thanks to the flu I had some time to work on the mod. Sorry, it takes so long. I updated the first post with new attachments.

New features:

 

Attraction:

  • You can now set the mean weight preference for male and female NPCs
  • If an NPC finds you attractive you might get a +1 relationship when you first meet him / her
  • if you are attractive you might get -1 relationship with jealous NPCs of the same gender as you
  • the relationship changes only happen when the mod first assigns attractiveness to the NPC - Approach takes care of all NPCs in the area, but without Approach you need to target the NPC manually and press N for it to happen.

Approach:

  • If an NPC finds you attractive and is in LOS and in some radius he / she might approach you and say you're pretty / whistle / say you should get together sometime(more of a proof of concept right now then anything else)

 

 

@ylenard+Ambrothos: I like your ideas but I think that measuring sexual interactions would let the mods functions explode leading to an annoying up and down effect regarding the attraction value....

it`s a matter of dispute...being "easy to have" might result in a rising attraction value for some people with sexual intentions but for other people with "love intentions" it would be a definite loss of attraction...so the mod would have to decide wich intention every single npc has and that would result in a chaotic script load I guess ;)

 

I know nothing about how Papyrus works or how the mod currently handles this, but wouldn't it be possible to reduce script load without too much hassle? Attractiveness only calculated for NPCs the player is right next to, or has looked/talked at, for example, rather than calculating every NPC in a cell the player walks in. I think this also could potentially be more realistic too, with plugins that make NPCs react to attractiveness. If you walk by someone, it makes sense they may react, but they wouldn't notice how attractive you are from behind several Grey Quarter walls. Made particularly noticeable because as far as I know, the game cannot really tell the distance of an NPC in accessible (or visible, or whatever word is appropriate...) space. Someone could be nearby but unable to notice the player. Imagine waking up in an inn room having an NPC walk in to say something when they cannot even see you are there!

 

 

 

Right now the approach checks are made for every NPC in a big area around the player every 10 seconds. The first check is whether the NPC has LOS. The radius and frequency of the checks will be adjustable in MCM. I'll look into opimization once everything is working.

 

im getting a CTD whenever i have this installed, via NMM or not. Any complications anyone has run into with this that might be the cause?

 

Fixed: you need to install arousal before this will work

 

Sorry I didn't mention it. Now it no longer requires Aroused though.

 

----EDIT----

 

I don't want to double post, so I'm editing this post. I have managed to get together a second update:

 

Approach:

  • added a check whether the NPC is in combat
  • for debugging purposes I added debug.notifications when a scene from Approach starts
  • changed the chance of the "whistle scene"(you're pretty / whistle / we should get together sometime) occurring to:
     (attraction - 50) *( confidence)*(relationship +1) / 4 > RandomInt(0, 10000)
  • created a second scene - "force greet scene" which makes the NPCs walk towards the PC and initiate their normal dialogue. It has a 10% chance to raise NPCs relationship up to max 2. Chance:
     (attraction - 50) *( confidence ) / 2 + 50*(relationship ) + aggression * 25 > RandomInt(0, 10000)
     

updated file can be found in post number 1.

 

I'll have to work on the way Approach handles additional scenes. Right now plugging them in is easy, but tedious. Also I need to make it able to "register" additional scenes from external plugins.

 

----EDIT 2----

 

Heh, I have just noticed that the formula I used for the "whistle scene" chance may result in hostile people walking up and commenting how pretty you are if they find you repulsive :P While it could work as irony, I'll have to change that later:P

Posted

I tested the approach mod for a bit today and it's working as described.

Does a low attractivenes rating decreases your relationship status with the NPC? 

 

For now the NPC only come to you to initiate their normal dialogue and you can even be turned down if you use a dialogue option to ask to get to know each other, as expected since there's a chance of raising the relationship status.

 

I feel that the PC having a very high attractiveness is raising the relationship status of the player with NPC's before any type of approach, I'm getting those comments when you are passing by NPC's that you usually would get only if have completed a quest for that NPC, those "it's nice to have you around" or something like that. Or am I wrong and it isn't your mod that is doing that?

 

How are you going to handle the rape attempts?  

 

 

 

Posted

I'm getting inheritance letters from bandits that I've killed and I'm pretty sure it's this mod that is causing that, since there are no other mods that could be affecting the relationship status of NPC's

But it's still so strange...

 

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