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[Idea generation] Picked Up


heyyeh

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Posted

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

Posted

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.

Posted

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).

Posted

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 :P

 

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.

Posted

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  :P

 

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.  :)

Posted

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.

  • 2 weeks later...
Posted

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.

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