delicioustree Posted July 17, 2016 Posted July 17, 2016 I'd like to try my hand at modding and was wondering if anyone could help me with tutorials. I have ideas for the following mods I would like to try: chikan/molestation mod: uses the player's pickpocket value to determine if an attempt to grope a npc is successful. If it is, the npc gets aroused (using the aroused mod) If not, guards are alerted as usual. I would also like to expand the mod by having specific actions possible such as undressing the npc and checking for arousal (ex: after feeling up the npc a few time you can insert a finger and check if she is wet). If the npc is ready, they will accept sex. If they are not, you can try to force them. I'd also like npcs to do it to the player. I would like flavour dialogue to go along with it. Less pure/ higher affection level npcs are easier to molest. Maybe the player can get a reward for being successful in the form of ingredients for an aphrodisiac/skooma. Use sexual fame or sexlab's system? Ideally I'd like the flow to be like this: sneak > pickpocket (open menu) > select action > very short animation or pose triggers >menu opens up again etc until pc\npc decides it is time for sex then scene plays out as normal, victim has a chance to like the pc more or less after the fact. pc as a rapist. PC gets addicted to raping and does it automatically when certain conditions are met (npc voice type, race, weight, pc arousal). I'd like it so that the more the pc rapes, the more he wants to do it until he can't control himself (while having a way to cure the condition like reducing the buildup when raped himself or praying it away at a shrine). Anal sex makes your cock dirty. After anal sex, store a value. Increase it everytime until cleaned off. Gives a dialog option to have npc clean your cock. Persuasion check with malus for how dirty your cock is, bonus for perverted npcs. Have dialogue/description to go with it. If npc agrees, have an option to force them to do it roughly. Everytime pc is successful npc becomes more perverted. Would using sexlab's system or sexual fame be better for this system? Specifically, I would like to know how to: - make a mod a master file - have the game open up a menu when sneaking and using pickpocket on a target and have the game open the menu again automatically after a script runs (I know necrophilia options in other mods can do this) - store values - allow customization through mcm - recall values stored by another mod - force the player to be the actor in a automatically generated scene (loss of player control) -play short animations, possibly editing existing animations to just get the action I want. I was also wondering if I should make this mod for oblivion instead so I can use the player's stats instead.
Guest Posted July 17, 2016 Posted July 17, 2016 - make a mod a master file - have the game open up a menu when sneaking and using pickpocket on a target and have the game open the menu again automatically after a script runs (I know necrophilia options in other mods can do this) - store values - allow customization through mcm - recall values stored by another mod - force the player to be the actor in a automatically generated scene (loss of player control) -play short animations, possibly editing existing animations to just get the action I want. - make a mod a master file Don't do it. Get the values from other mods through mod events. - have the game open up a menu when sneaking and using pickpocket on a target and have the game open the menu again automatically after a script runs (I know necrophilia options in other mods can do this) Use UIExtension from Expired - store values That is easy, you have tons of possibilities. My favorite is JSONUtils, part of Papyrus util. But probably you just need some variables in your code. - allow customization through mcm https://github.com/schlangster/skyui/wiki - recall values stored by another mod If you store them in your mod then you don't need to "ask" other mods. Get the values through mod events. - force the player to be the actor in a automatically generated scene (loss of player control) Game.SetPlayerAIDriven(true) Game.DisablePlayerControls() -play short animations, possibly editing existing animations to just get the action I want. Debug.SendAnimationEvent("theanimevent", theActor)
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