This mod is awesome haha. I set mine on 5% and exterior cells, then play as normal... it adds the much-needed element of surprise. Now, even the most mundane quests can be exciting, especially in places with many doors, like Vivec...
It can also be used as an 'alternative start' mod; just walk through doors on high setting until you find a place you like... and then either turn it off or set it low and play as normal... Truly ingenious!
It looks like the Lua API in the upcoming 0.48 would be enough to recreate this, but OpenMW-Lua is considerably more complicated than MWSE-Lua, so it may be a while before it happens.
edit: Sorry, I lied. I looked more into the 0.48 API, and it seems like record information is read-only at runtime, so a door's destination cannot be changed. This may be a design decision by the OpenMW team, in which case this mod will remain impossible to re-implement in OpenMW; or it may just be that the Lua API is young, in which case it'll just take more time.
Or do what I did, and set it to 1% and forget about it while playing. 8)
I had a few ideas of how this could be implemented in "lore-friendly" ways, like being the effect of a curse or, like you said, as part of a quest. I'm just a mediocre programmer, so I'll leave that up to the creative folks, but I could implement an interop module so that other mods could change the chance on the fly, or randomize certain doors.
Here's an idea: What if teleporting with the Mages Guild service had a chance of, maybe 5%, to send you somewhere completely random? I have no idea how to do that, though.
I only seem to get teleported to the same location everytime (a daedric ruin). Any idea why this might be? It's a fresh install and I have MGE XE and MWSE.
OMG I had a dream about a mod like this! I can' t wait to try it out. I hope someday soon, there will be more randomization mods, I could totally go for a purely chaotic experience!
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It can also be used as an 'alternative start' mod; just walk through doors on high setting until you find a place you like... and then either turn it off or set it low and play as normal... Truly ingenious!
edit: Sorry, I lied. I looked more into the 0.48 API, and it seems like record information is read-only at runtime, so a door's destination cannot be changed. This may be a design decision by the OpenMW team, in which case this mod will remain impossible to re-implement in OpenMW; or it may just be that the Lua API is young, in which case it'll just take more time.
I had a few ideas of how this could be implemented in "lore-friendly" ways, like being the effect of a curse or, like you said, as part of a quest. I'm just a mediocre programmer, so I'll leave that up to the creative folks, but I could implement an interop module so that other mods could change the chance on the fly, or randomize certain doors.
Being cursed is a fun idea too.
I was just trying to find a way to do this. I hope someone does.