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Thinking about creating a gender change mod, needing evaluation


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Posted

Hey,

 

So i have kind of been dabbling a bit with Skyrim SE mods these last few years and i just wanted to ask if someone can help me evaluate what kind of work-load it would take to create a mod-idea.

(I'm kind of new to modding/working with the Creation-Kit, but not new to programming).

 

 

The gist of the mod-to-be would be a daily triggered 'gender-bender curse' that worsens over time.

By that i mean the intervals where you stay in your transformed form get longer and at some point it is not even guaranteed that there will be a swap back.

A bit like 'True Form Curse', just with a ‘worsens over time’-mechanic/stages.

 

 

So, i got a plan for a rather simple implementation and I would like to check if you think it’s a good way to do this:

 

1.An MCM where you can trigger/remove the effect and display all the debug stuff

2.At certain time-intervals the ‘curse‘ triggers ‘showracemenu’ via console command and prompts you to change your gender and apply your racemenu-preset.

3.Adjusts the curse-values each time the event is triggered

 

 

I really would like to automatically apply changes, but as far as I know the ‘sexchange’-command is broken and the only reliable way to do this is to use whatever function the character-creator uses to change your model.

(Out of curiosity I managed to jurry-rig the genderchange-function from the mod ‘Proteus’ once, so I know there definitely IS a way to trigger it without opening the character creator, but idk how).

 

Then, as step 2 I’d like to set it up as some form of simple quest, like adding an item to a rather inaccessible place like Sovengarde (as far as I remember you only get there at the end of the main quest) that will cure the character from the curse and you have to get there before the curse timer progresses too far.

 

 

Any thoughts?

 

 

Posted (edited)

i tried that as well but the best i could come up with was opening racemenu. i'll be curious to see if you find a way.

 

edit: ah, i remember proteus. i suppose that's one way - create an opposite gender version of the character and keep it hidden then swap them at the time of change. i had not considered that alternative. i wouldn't know how to implement it, but it certainly has merit.

 

you could just make proteus a necessary dependency, assuming there is a way to switch bodies via script.

Edited by jfraser
Posted (edited)

BoS in conjunction with YPS Fashion already does gender change. You can look at both for guidance. None of those use Proteus.

Edited by belegost
Posted
Vor 56 Minuten sagte belegost:

BoS führt in Zusammenarbeit mit YPS Fashion bereits Geschlechtsumwandlungen durch. Sie können sich an beiden orientieren. Keiner von ihnen verwendet Proteus.

 

Both mods take up the original idea of another mod author, who implemented it using "Sisterhood of Dibella" and "SL Hormones."

 

So this idea ("sex change") isn't new - but in my opinion, "YPS Fashion" is the best implementation so far.

 

Posted (edited)
1 hour ago, Miauzi said:

 

das ist DEUTSCH

German crossword puzzles must be fire.

Edited by belegost
Posted
5 hours ago, belegost said:

BoS in conjunction with YPS Fashion already does gender change. You can look at both for guidance. None of those use Proteus.

 

Yeah, true. Forgot that they have interlocking functions. Thanks for the heads up!

  • 4 weeks later...
Posted

Hey, just a quick question-

 

If i want to pass variable values between scripts (mcm and timer), i need to define the sending function inside the receiving function as a property and then call the value with a function. 

 

Are there extra steps you must do in the CK, like both scripts being part of the same quest or something alike?

 

Right now i am just getting 0 from the sending function. And i don't really want to use global variables.

Posted

You should use a "Globals" for this.
Global variables can be read and modified by any type of script within the ESP.
Otherwise, variables are only valid in their own script - that is, where they are defined.

Globals such as keywords, formlists, etc. are created directly in the CK and the data type is also defined.

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