calranthe Posted May 31, 2016 Posted May 31, 2016 Joking aside give me a few minutes read my idea and let me know if you think it is possible OMG why has no one done it or tell me I am just being crazy and it is not possible in the engine. (BTW I have no skill just an idea) *takes a breath* As I messed around in my latest install of Skyrim I picked a lock and hit a spider and the game rewarded me with experience, no you are not getting it yet its not what you think. Mod description: What if you were not in control of your own game, what if someone or something was counting the cost of your adventure, what if the game adapted to you? Skyrim and sexlab API keep a huge number of stats on our adventure, if we picked out just a few, stolen items for example or times having sex and use those stats to create a simple system that activated a list of mods You activate this mod and in MCM tick mods like cursed loot and SD+, bounty hunters, milk maid and skooma whore basically you pick and install as many naughty mods you enjoy and then the fun starts because none of those mods are active from the start. Kill a few people and a small rnd calculation may cause Submit with player rape to turn on Steal some items and cursed loot could activate Have a lot of sex and mods like disease or devious devices could start up. As I said a simple call function mod that using the sexlab API and skyrim could adapt to your style of play, what mods would silently activate would be decided by how you play and thus the game adapts to you. (reason I call it simple is because it is basically a list mod as in IF variable = score then activate this. a simple list of called stats vs a list of installed mods in a wait state. One minute you are stealing everything in a house and the next item is cursed because cursed loot activated, one minute you are having sex the next DD has activated and you are in a collar. The more naughty and perverted you are the more and darker mods activate.
Ashkandii Posted May 31, 2016 Posted May 31, 2016 A mod that is created to apply other mod effects due to your actions. Neat idea.
Outlast1 Posted May 31, 2016 Posted May 31, 2016 Its definetly an intresting an idea, it could be applied elsewhere as well with Dangerous nights, or stalkers in FNV. I dont steal I pillage!!! Raid and raid the raiders why cause i play as the robin hood who got tired of sharing and decided to capture npc's then sellem, forcibly recruit from small hamlets and use them as fodder. in Skyrim all my naughty mods are defeat, sanguines debauchery, dangerous nights, deviously helpless, and a crap ton of skimpy bikini like armors. I have no consensual intercourse mods cause the way I play is no one that adventures has time to set up camp near winter hold and get naughty with their spouse or special friend I end up mostly worrying about freezing to death so usualy if I am not careful I sometimes forget and end up in situation where my characters gets pillaged herself, and or put into slavery and sold off to some brothel....and made it super difficult to escape. With what your saying this could be applied to accommodate that I like this idea. But I wonder if it would be simple to place in game may require a lot of different things or requirements.
calranthe Posted June 1, 2016 Author Posted June 1, 2016 Yes no reason it would just be for sex mods we have the stats Skyrim keeps a running total on everything you do, we would just be creating a set of rules a simple framework that says "you acted like this so the game is going to do this" I wish I had the talent to code this but I do not. +No content generation needed (beyond an mcm menu) +Game and sexlab already keeps stats on all we do no need to create new variables or program them +Sexlab API is already used I believe to call on different mods and interact them with others for example Arousal and cursed loot. Mod structure would be quite simple (after a sleep) An MCM based list of mods it listens for the install (a list we can add to over time) A simple menu where you activate each installed mod with the system Stats that we think would "trigger" each mod best Different beginning difficulties as in how easy it would be to trigger events. Then you just play the game over time you install other mods and as long as we can get permission and call it no limit to what we can do. As a base concept for making the game more "fun" in the long run it is a winner After the basics have been worked through stage 2 would be an evolution as in You do a lot of fire magic and one of the Fire magic evolved mods kicks in, You kill a lot of bandits and ORBIS or one of the other more bandits mods kick in You kill a lot of dragons and "dragon redux + overhaul" kick in. If this could be developed then it could become a game changer for anyone who likes to play modded skyrim. One of the most ground breaking parts of the Left 4 Dead series was the game director, a piece of code that adapted and changed the game on the fly depending on your tactics, it could wall off areas, remove health kits, make things harder or easier depending on how you played (I remember speed running a certain map with friends and the next play through it stuck two tanks in a row along the route we took last time) This could be like a game director for Skyrim but using all the amazing mods out there already as its tools to mess up your day. I just thought of something, we could have prostitution mods kick in if you ran out of money
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