heyyeh Posted March 25, 2016 Posted March 25, 2016 Greetings In anticipation for the GECK (or whatever it's called) for Fallout 4, I want to improve my modding skills. I've never made a complete mod before, but I have an idea to which I was hoping for a bit of feedback. I really like the idea of a generic world, where the NPC's interact with the player outside of ordinary quests. Imagine that you're sitting at the bar in your local inn. There's a ton of people all dancing around and having fun. You hear someone behind you, you turn around, and a guys stands there. He offers you a drink. You can choose the decline his offer, and hope he doesn't take it the wrong way, or you can accept and have a lovely time with him. You can even play along for a while, and later dump him just for the hell of it. So the basic idea is that people will approach you in the inn and offer you drinks, in the hope of you sleeping with them (or maybe something else?). I can imagine all sorts of possible outcomes with this. Maybe, if you decline his offer, he'll get angry and start attacking you, or maybe pretend like everything is fine, and later, when you leave the inn, he'll ambush you outside. I'm thinking that the approaching npc will use different pick-up lines based on the players stats, such as the amount of gold they carry, if they're naked or not. I can't remember seeing any other mods covering this aspect, but if I'm wrong, please link to it. There's no reason for me to reinvent the wheel. Any feedback on the idea would be greatly appreciated. Regards, heyyeh
Delzaron Posted March 25, 2016 Posted March 25, 2016 That's possible to do... You make a npc, a script which detect when a player enter into a inn, and you make a chance for this NPC to spawn. He will run his routine, and talk to your character... the rest is relatively easy to do.
Anatriax Posted March 25, 2016 Posted March 25, 2016 I don't think he's wanting just one NPC to do this. From the way he's talking, he sounds like he wants EVERY NPC to have a chance to do this. Script Logic:Player enters inn > inn has 10 people inside - randomly choose one NPC from the 10 > ~10% chance of encounter activation > IF activated > call dialogue scripts IF not activated > wait 120 seconds and recheck. NOT sure how this would get written in papyrus, that's just the type of logic I would use. This way a script doesn't have to be applied to EVERY NPC, where each NPC checks to see if the player is present. ie: you don't want NPC's checking for the player. This is going to lead to too many scripts running at once, and decreasing the performance of the mod. What you want to do, is force the player to check each NPC if they're eligible for the encounter (randomly decided, of course).
Versh Posted March 25, 2016 Posted March 25, 2016 Also add a check on the SexLab preferences, gender, etc. And configurable variable via Mcm (Probability of request, probability of freak out, delays, etc.) A valutation about the Equipment of the PC. The devil is in the details Shameless publicity: Actually my SLSF could also give to you some other data to use, for example based on the Roletypes decide which npc will freak out and which not. Or using the Fame Datas for the PC to decide the approach Or the Fame data of the NPCs to decide the Plans of the Npc... etc etc.
heyyeh Posted March 26, 2016 Author Posted March 26, 2016 I don't think he's wanting just one NPC to do this. From the way he's talking, he sounds like he wants EVERY NPC to have a chance to do this. Script Logic: Player enters inn > inn has 10 people inside - randomly choose one NPC from the 10 > ~10% chance of encounter activation > IF activated > call dialogue scripts IF not activated > wait 120 seconds and recheck. NOT sure how this would get written in papyrus, that's just the type of logic I would use. This way a script doesn't have to be applied to EVERY NPC, where each NPC checks to see if the player is present. ie: you don't want NPC's checking for the player. This is going to lead to too many scripts running at once, and decreasing the performance of the mod. What you want to do, is force the player to check each NPC if they're eligible for the encounter (randomly decided, of course). Yeah, that's exactly what I wanted. I'm planning on making almost everything customisable in a MCM menu. Currently I'm looking through some great mods in the Creation Kit, to see how they do the different things, such as scanning for valid actors and such. Also add a check on the SexLab preferences, gender, etc. And configurable variable via Mcm (Probability of request, probability of freak out, delays, etc.) A valutation about the Equipment of the PC. The devil is in the details Shameless publicity: Actually my SLSF could also give to you some other data to use, for example based on the Roletypes decide which npc will freak out and which not. Or using the Fame Datas for the PC to decide the approach Or the Fame data of the NPCs to decide the Plans of the Npc... etc etc. I actually did take a look at your mod before I created this topic. I'd like to incorporate as many different statistics to base the conversation on as possible, and your framework seems like a great candidate. It's not hard to imagine someone commenting on how popular the Dragonborn is in the area. I'm not sure how to implement dependencies yet, but I saw you've made a great tutorial.
Versh Posted March 26, 2016 Posted March 26, 2016 Feel free to ask if you need to know something about
malisbad1 Posted March 29, 2016 Posted March 29, 2016 There are 2 frameworks already existing built for situations like this; Sexlab Attraction and SexLab Approach. You may want to look into them. Have not used them in a little while, but they did work.
Krh Posted April 13, 2016 Posted April 13, 2016 Great idea! A mod like this would make Skyrim feel much more alive. Maybe if you were to spawn randomized NPCs with names like Patron, Customer and so on to play the part of hopeful horny bastard, some hassles with NPCs behaving out of character would be avoided. I especially like the varied outcomes.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.