Max50005 Posted March 27, 2016 Posted March 27, 2016 Hi, although not new here this is the first topic I ever opened. I want to start writing Mods and maybe at a later time my own game, but for now I just want to know how hard that would be to implement. I've been playing around with a lot of Devious Devices Mods and sooner or later you're stuck in chastity belt with a locked in plug that keeps edging the player without allowing that sweet release. I know that there are mods, like Kimy's DCUR that make the player stronger with high arousal, however I haven't seen a mod so far that deals with long term exposure to high/low arousal or beeing edged over and over. So my idea would be to add Buffs/Debuffs depending on how long you are in a certain arousal threshold and alter the rate at which arousal de-/increases depending on that. So would that classify as an easy starting project?
Versh Posted March 27, 2016 Posted March 27, 2016 That's depends on various element, but the most important I think that is the 'Modder Eye' (I don't know how to this could be translated in english, the capacity to translate things using the 'tools' that the CK has to offer: Alias, Mgeff, quest, etc.), it's a thing that you'll acquire with some pratice (if you don't have it already). I make an example: You're talking about a mod that must count for how many time the the PC stays over a certain Arousal level amount. I started automatically to think a basic structure Like: Alias on PC, RegisterForSingleUpdate every 60 Seconds, Counter Property that increases when the Arousal amount is over X Difference between 'Actual Counter' (the situation of the PC) and 'Hystorical Counter' (what is the averange of the situation of the PC) Then create various spells with the different effect and add it basing on the status of the counter. Another modder could find a better solution about a Chained series of magic effect that cumulates itself. Another one would prefer using the Perk system. All this systems have both good and bad point. So, back to your question: It is difficult what you want to do? No it isn't, actually is quite easy, but the point is to think a good structure and then realize it. The creative part is always the better, you brainstorm the Causes, the effect, the relationship between the elements etc. The realization -could- be boring -> depends on the structure that you realize, creating 150 mgeff with tiny differences is a pain in the ass The Testing part is a bit annoying, but it give some satisfaction to see your work going somewhere. Anyway: fear not, a very good thing is that in the LL comunity you will always found someone that give you an hands when you get stucked. Also you could take a look from the scripts of mods that you already know to learn more. As a general evaluation: your project is a good point of start, is a little project, with some application that eventually could be lead to something bigger for example, the 1.0 could be about a simple add of some magic effect, in the 1.5 you add the MCM and a series of configurable values (The Arousal amount that increase the counter, the time needed, the type of effects, etc), the 2.0 you could add a "Slut Madness" scene where the PC freak out and ask for sex to the first npc that see.
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