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GOT MORALS?


TIGERshanked

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Only part of Fable I liked. But I think it should work on a different level - Join the Dark Brotherhood or the Thieves Guild, have an automatic bounty on your head in each hold if you're wearing their armor. Be a Companion, receive random rewards from citizins. Or I don't know. I'm not a big fan of the 'sprout horns' idea though

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I'm not a big fan of the 'sprout horns' idea though

 

I am. >:)

 

It might could be done through something like SkyUI; by adding a sub-menu of some sort. SKSE or some kind of scripting could be used to periodically check the player's bounty and the stat menu, which can then be factored into morality points (Good and Bad). Sounds like a good bit of work to me.

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I know it's fantasy world and all but... Why? It should be more subtle (IMO), otherwise all the Dark Brotherhood and Thieves should have horns coming out of their heads too! :P

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It's a decent concept. Personally I'd be happy with more of an 'alignment' mod and a few altered voice files for guards and NPCs based on your alignment. I mean, they already yack your head off about your skills, being dragonborn, etc.

 

I think horns would be a little much. If you really wanted to look evil to go with it, just grab a Daedra race mod or something. Plus, I'm sure coding appearance alterations based on morality would be a pain in the ass to do... not to mention custom horn sizes for each shift and character morphing in skyrim can cause more neck seams, mix matched facial textures, etc. Hell, there's this one nose on ECE that makes my character's face look melted.

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can someone totally awesome make a morality mod. something similar to fable or mass effect, when you do good or bad stuff your characters appearance changes. depending what decisions you make.

 

Once again, this was something that Bethesda was at least toying with, but left uncompleted in the released software.

 

In the Creation Kit, in the menue of Gameplay-> Settings:

 

fAlignEvilMaxKarma -250

fAlginGoodMinKarma 250

fAlignMaxKarma 1000

fAlignMinKarma -1000

fAlignVeryEvilMaxKarma -750

fAlignVeryGoodMinKarma 750

 

 

fKarmaModKillingEvilCreature

fKarmaModMurderingNonEvilCreature

fKarmaModMurderingNonEvilNPC

fKarmaModStealing

 

iKarmaMax 1000

iKarmaMin -1000

 

 

Clearly these Global variables were part of what was intended to become a Karma System, but was evidently never implemented.

 

It may have been the stirrings of the Skyrim MMO which led to these variables being abandoned.

 

As global variables, they are linked to a game at a level outisde of the factors held by an individual player character, so in a MMO, the whole system would have to be scrapped, and redone with variables targeted and attached to a player character.

 

The karma system may have been attached to the player in the same way that the number of absorbed dragon souls is tracked, and we just do not have any documentation about those new-cast variables.

 

Clearly there are many things happening in a running edition of Skyrim that are not visable and adjustable from the creation kit.

 

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