
This is a pilot release, really, to test the waters. There are a few other minor additions (make the NPC follow the player, make the NPC go to the player's house ), as well as a perk (disabled by default, to be enabled by any plugin wishing to make use of the perk) so that players can take a single custom perk and have it apply across multiple plugins. Also, because the fade-to-black sequence would now be uniform across plugins (read: it would be the same script), there would be improved compatibility on that front as well. Assuming everyone checks that faction via dialogue or script conditions, this will improve compatibility between mods. The primary use of this resource is to create a central faction, which you add your target NPCs to. It adds token items (non-playable items, with scripts attached to them) which you can add to the inventory of an NPC to accomplish certain tasks (of particular interest to other people, the scLoversLoverToken causes a fade-to-black sequence, which seems to have become the normal way to suggest a sexual encounter.
Fallout 3 mods loverslab mod#
The idea is that you, the modder, can simply add dialogue to the NPC you wish the player to woo, and tie it to some token items within this plugin to remove the heavy lifting and ensure mod compatibility with other romance-related mods (or at least, other ones that take advantage of this toolkit). The initial release of this mod is intended to be simple, providing only basic access to the "love sequence" utilized by the Saving Nova plugin. It is intended for use as a modder's resource, and provides no direct functionality to Fallout 3, though the desired effects could be added from the console for testing purposes. This is the sc_lovers_resource.esm plugin.
