NokiMo
VersuchDrei
VersuchDrei

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how it's going

I'm still a little sick but I can think straight again. I've started to work on the romance framework and I got a good idea of where I want to go with it.

The core mod will mainly consist of complex algorithms to keep track on how much people like you, how attractive they find you, what impressions they have of you because of your actions and so on.
These values will be influenced by what you've accomplished in the game world and how you've treated the NPC. For example NPCs will find you more attractive when you've acquired the status of Thane and/or own property in their hold. The people of Whiterun will like you more after you've restored the Gildergreen.
Since there is a lot of possible things to do in the world and I will not think of all of them these modifiers will be able to be defined in .json files. This way if you think completing a certain quest should make some people like you more you can easily add it in yourself. And you can even condition it on custom quests and a lot of other stuff that comes from mods.

This will then be used by some smaller addons which we will create / update and bridges into other bigger mods to use these new values as reference points.
This way your relationship to a character will be consistent among all of your romance mods and you don't end up in the awkward situation where Serana is your girlfriend in SDA but basically a stranger in ORomance.

With all the ideas that I've gotten for it and the complexity involved it will most likely take a few weeks at least to implement all of this. So I'll probably have to work on some smaller mods/features in between or I won't have anything new to release next month. That's why the next poll for the Miraaks Mantra tier will only contain some "quick to implement" mods and features.

Comments

What we're working on right now is more or less split up into two things: 1) The algorithm as described above that will determine how much NPCs like you. 2) An interaction system like ORomance that makes use of said algorithm. And I say like for a reason, because the current plan is to build a new one from the ground up. I will explain this in more detail in the next Patreon post which I will release later today.

VersuchDrei

I would love to see a new version of oRomance. Do you intend to keep the core-game-play-loop of ORomance? My apologies for an unsolicited suggestion. * ORomance minigame and UI were/are quite buggy * minigame added more of a chore than any simulacrum relationship building * fame and playerLevel was more driving factor if the npc agreed to "requests", which made the whole oRomance, more about being famous and high level * If the npc followed around long enough they become interested without the player doing anything meaningful When I was thinking about this I thought a better approach would be do: * random chance if npc would be interested in player at all * orientation (make sense in context if there also npc-to-npc romance is implemented) * player action should serious impact on npc interest. Like joining dark brotherhood wouldn't be something some npc would like * player race/affliction (vampire/werewolf)

I intend to update ORomance to use some new OStim NG functionality and the new attraction values from the romance framework, but otherwise stay mainly the same in terms of playstyle, so it should still support OProstitution.

VersuchDrei

Will this replace ORomance? Or better yet will this effect OProstitution that is dependant on ORomance. (Worried about my girls ability to whore herself across SkyRim) lol

NineTails


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