Kids Grow & Evolve; Spouse Too

meri.golden

Greenhorn
I know this is a frequently-requested change, but wanted to throw my hat in the ring, a la Harvest Moon A Wonderful Life Special Edition. Suggested functionality:
  • kids appearances are based on spouse (yes, I know there is a mod for this, but make this part of base game. make other aspects like hairstyle random. use assets already in place for player)
  • kids grow beyond toddler stage to 'kid,' 'adolescent,' then perhaps eventually select a girlfriend/boyfriend in the town and move off farm. kid developing a love interest would be cool.
  • kids develop skills and predilections similar to those of the player. player can nuance these skills by showing things to the kid (like minerals/gems to encourage the kid to mine). kid engages in these activities more and more, providing small perks to the player, from 'kid' stage through adulthood
To achieve these things, I think you could use a lot of the assets & mechanics already available for the main player and just transfer them to the child to make the kids more robust NPCs.

Spouse suggestion:
  • have the spouse develop interests or simply dialogue that doesn't get released until Year 4, Year 5, Year 8, etc. This way, the spouses actions do not become predictable.
 

Ellajoy

Rancher
I know this is a frequently-requested change, but wanted to throw my hat in the ring, a la Harvest Moon A Wonderful Life Special Edition. Suggested functionality:
  • kids appearances are based on spouse (yes, I know there is a mod for this, but make this part of base game. make other aspects like hairstyle random. use assets already in place for player)
  • kids grow beyond toddler stage to 'kid,' 'adolescent,' then perhaps eventually select a girlfriend/boyfriend in the town and move off farm. kid developing a love interest would be cool.
  • kids develop skills and predilections similar to those of the player. player can nuance these skills by showing things to the kid (like minerals/gems to encourage the kid to mine). kid engages in these activities more and more, providing small perks to the player, from 'kid' stage through adulthood
To achieve these things, I think you could use a lot of the assets & mechanics already available for the main player and just transfer them to the child to make the kids more robust NPCs.

Spouse suggestion:
  • have the spouse develop interests or simply dialogue that doesn't get released until Year 4, Year 5, Year 8, etc. This way, the spouses actions do not become predictable.
Cool!
 
Top