Agevairs Posted April 30 Posted April 30 Hello everyone. If building custom follower mod for Skyrim, how to develop Fallout 4-like relation system? Based on ... some "Opinion Pool", when your actions triggers reaction like "Dude liked it/Dude disliked it" and it's +rep or -rep, and when you reach some amount, you become a friend? Are there ready-to-use mods/frameworks for that? Or at least guides to build from scratch?
scorrp10 Posted April 30 Posted April 30 No generic framework like that I know of. There has been favor points system, but it sits unused. It is all manually handled via scripts. I.e. you complete some quest for NPC, there is an explicit line of code to set relationship to X if it is not already X, or increase by 1, etc. And usage of those values also has to be scripted explicitly. I.e. various dialogue responses might be keyed to relationship rank. Mods often have their own systems. I.e. Flower Girls uses faction ranking to track how far along a player in seducing a potential lover, with some actions scripted to increase the rank. Individual extensive follower mods also may implement their own. I.e. Sofia and Vilja monitor for certain events, actions, dialogue choices, and adjust your standing accordingly. Then this standing is used to determine the follower responses, commentary, available quests etc.
Agevairs Posted April 30 Author Posted April 30 5 hours ago, scorrp10 said: No generic framework like that I know of. There has been favor points system, but it sits unused. It is all manually handled via scripts. I.e. you complete some quest for NPC, there is an explicit line of code to set relationship to X if it is not already X, or increase by 1, etc. And usage of those values also has to be scripted explicitly. I.e. various dialogue responses might be keyed to relationship rank. Mods often have their own systems. I.e. Flower Girls uses faction ranking to track how far along a player in seducing a potential lover, with some actions scripted to increase the rank. Individual extensive follower mods also may implement their own. I.e. Sofia and Vilja monitor for certain events, actions, dialogue choices, and adjust your standing accordingly. Then this standing is used to determine the follower responses, commentary, available quests etc. Yep. Maybe there is example of mod to do some reverse-engineering? Except flowergirls, cause i need to monitor separate relations with few characters... Or... Is it possible to biuld something using JSON and MCM, like spells leveling in in Forgotten Magic?
scorrp10 Posted April 30 Posted April 30 If those relations are affected by same events for every character, and the resulting perks are about same, the flower girls seduction system would be a great example to follow.
gettps Posted May 11 Posted May 11 I've actually been working on the same thing for quite a while. A custom-voiced follower (Leliana, yes, THAT one) with an affinity system like Fo4. I basically used a global variable to hold the affinity level and stuck certain interactions to raise and lower it. Dialogs, some interactions like if you mistakenly hit her in combat, it lowers it... Just having her as a follower runs a timer to count the number of hours following, and every 12 adds a little bit of affinity. And when it reaches certain levels like 25, 50, it kicks off another personal quest.
Agevairs Posted July 3 Author Posted July 3 On 5/11/2025 at 2:09 PM, gettps said: I've actually been working on the same thing for quite a while. A custom-voiced follower (Leliana, yes, THAT one) with an affinity system like Fo4. I basically used a global variable to hold the affinity level and stuck certain interactions to raise and lower it. Dialogs, some interactions like if you mistakenly hit her in combat, it lowers it... Just having her as a follower runs a timer to count the number of hours following, and every 12 adds a little bit of affinity. And when it reaches certain levels like 25, 50, it kicks off another personal quest. Oh, thank you, that's seems to what i'm looking for in my situation.
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