Because I can't make mods for toffee...
Ok folks, I am extremely bored (so bored I'd even resorted to playing some really poor MMOs. *shudder*), new to the forums, and I can't make models, scripts or textures for toffee so... I've decided to share my wierd ideas with you, and hopefully one of you will make it (for fun, as a challenge, or just for the sake of kindness (in which case, thank you very much!)) and I apologise if it is freaking huge and takes up a lot of time to do. I also apologise if this is hard to read or understand. The last time I suggested this to a modder's forum, I didn't really get a nice reception (some messages were even rather harsh) so I hope that this time someone may like the idea enough to try making it.
{The idea}
The idea in question is to have alterations of the werewolf form (both for NPC/creatures and player). Not simple alterations like making the fur white or the eyes red, but much more different. ... Maybe it's best to just list the alterations I had in mind with detail about the forms. >_> I'll also describe some stuff needed for areas that they will roam in, special notes about it, quest ideas for the new forms and how the unfortunate victim becomes the new form (and how to turn back from all of them at the end)
Please note that for this idea to work, the inventory and spell menues (along with casting as any werewolf form) need to be re-enabled for all werewolf forms (which is a pain. I know, I've tried to multiple times with the normal werewolf >_> ). Also, all werewolves for this mod (even the normal) should have bloodlust removed and normal NPCs (people in towns, guards etc) should view the werewolf (in any form) as a person (so that any items that are damaged can be repaired or so that needed items can be bought).
{The List}
(Mummy)
The appearance: The werewolf is like a ancient mummy, wrapped in bandages and with ancient decorations upon it, it's eyes have rotted away (empty eye sockets) and some bandages are dangling off. No bones or shrivelled flesh are visible.
The area it is in: A ancient tomb of any kind.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a sarcouphagus (animated to open and close, must be big enough to hold the werewolf) that is booby-trapped. The werewolf triggers a switch (activator in a specific spot) and the sarcouphagus opens up, unleashing bandages that grab the werewolf and drag it in. Once the werewolf is in, the sarcouphagus closes on the werewolf and a curse is cast on the werewolf, turning it into a mummy werewolf (from here, the activator doesn't trigger, creature mummy werewolves will act like NPCs and talk to the player and the only place the player can rest is in a sarcouphagus (they open it, step in, close it and the rest script works however if the player has a high reputation with the other mummy werewolves, they may move you to a sarcouphagus deeper in the tomb or even to a sarcouphagus in a part where the honored dead of the tomb lay)).
Quest ideas: Once in this state, the player can talk to the other mummy werewolves in the tomb and get quests to recover artifacts that are missing from the tomb (and get rewarded with different pieces of ancient equipment (weapons and armour) and ancient decorations including death masks (all wearable/usable as mummy werewolf or normal player forms)).
Special notes: A automatic weakness to fire damage, turn undead will now work on the player and the player cannot unshift from this form unless they use a specific item (mentioned later).
(Plant)
The appearance: The werewolf is like a plant trying to copy a werewolf's form as best it can (the tail will be like a vine, fur will be moss and claws will be made of wood).
The area it is in: A deep forest or jungle.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a man-eating plant trap (stem or normal). The werewolf triggers a switch (activator in a specific spot) and the plant notices the werewolf and unleashes it's tendrils that grab the werewolf and drag it in. Once the werewolf is in it's bud, the plant swallows the werewolf whole and the werewolf is spat out later as a plant werewolf (from here, the activator doesn't trigger, creature plant werewolves and spriggans will act like NPCs and talk to the player. Using the plant will get it to swallow the player again (rendering the player perfectly safe from harm (invisibility and sanctuary 100 pts to hide them from enemies) and spit the player out on another use (though for stem plants when trying to leave them, depending on how far down you are, they may or may not want to spit you back out meaning you will need to wait for it to turn you into a seed and spit you out to grow into full plant form)).
Quest ideas: Once in this state, the player can talk to the other plant werewolves or spriggans and get quests to remove intruders from a specific area (and get rewarded with different wood or plant based equipment (weapons and armour) or decorations (all wearable/usable as plant werewolf or normal player forms)).
Special notes: A automatic weakness to fire damage, the player can take a full plant form (the man-eater, via a spell) and eat people whole on a successful hit (but subsequentially, cannot move). The player cannot unshift from this form unless they use a specific item (mentioned later).
(Ooze)
The appearance: The werewolf is like a ooze trying to copy a werewolf's form as best it can (There will be small drops of ooze from the claws etc).
The area it is in: A cavern.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a ooze trap. The werewolf triggers a switch (activator in a specific spot) and the ooze is dropped on top of the werewolf, smothering it. Once the werewolf is smothered, it is converted and the player is let out as a ooze werewolf (from here, the activator doesn't trigger, creature ooze werewolves will act like NPCs and talk to the player. Using the ooze will allow the player to walk and merge into it (rendering the player perfectly safe from harm (invisibility and sanctuary 100 pts to hide them from enemies but while merged, the player is moved where the ooze goes) and seperate out from it on another use).
Quest ideas: Once in this state, the player can talk to the other ooze werewolves and get quests to remove intruders from a specific area (and get rewarded with different spells (heal, summon ooze, paralyze spells)).
Special notes: A automatic weakness to frost damage, the player can take a full ooze form (via a spell) and engulf people whole on a successful hit, absorbing them to recover health (but subsequentially, cannot jump and will move very slowly). The player cannot unshift from this form unless they use a specific item (mentioned later).
(Zombie)
The appearance: The werewolf is basically a zombie version of itself.
The area it is in: A graveyard.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a lethal fog trap. The werewolf triggers a switch (activator in a specific spot) and fog is pushed into the room, 'killing' the werewolf and the werewolf is then brought back by a curse as a zombie werewolf (from here, the activator doesn't trigger, creature zombie werewolves and other undead will act like NPCs and talk to the player).
Quest ideas: Once in this state, the player can talk to the other undead and zombie werewolves and get quests to remove intruders from a specific area (and get rewarded with different aged, rusty equipment (weapons and armour) or decorations (all wearable/usable as zombie werewolf or normal player forms)).
Special notes: Turn undead will now work on the player and the player cannot unshift from this form unless they use a specific item (mentioned later).
(Infested)
The appearance: The werewolf has been infested by countless parasites that are altering it's body to suit them, starting at stage one (The werewolf is only slightly infested, and appears to have a few tiny disfigurements to it (such as lumps on the body)) going to stage two (the werewolf is more infested, visible corruptions of the body are evident in small amounts (lumps, areas without fur) then stage three (the werewolf is now mostly infested, it's body is starting to look as if it is being mutated and twisted) and finally stage four (the werewolf is fully infested, and looks as if it has been fully mutated, as if the werewolf is a living parasite hive with openings now made within the flesh to allow parasites to enter and leave as they wish).
The area it is in: A cavern.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a parasite spore trap. The werewolf triggers a switch (activator in a specific spot) and the lid of the hive opens, making parasites jump out, latch on and infest the werewolf (from here, the activator doesn't trigger, creature infested werewolves will act like NPCs and talk to the player).
Quest ideas: Once in this state, the player can talk to the other infested werewolves and get quests to remove intruders from a specific area (and get rewarded with further infestation and stat bonuses).
Special notes: Player cannot unshift from this form unless they use a specific item (mentioned later).
(Parasite)
The appearance: The werewolf looks as if it is a parasite version of itself.
The area it is in: A cavern.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a parasite queen. The werewolf triggers a switch (activator in a specific spot) and the parasite queen becomes aware of the werewolf, grabbing the werewolf and stinging it with a stinger, altering it to a parasite werewolf. (from here, the activator doesn't trigger, creature parasite werewolves and parasite queen will act like NPCs and talk to the player).
Quest ideas: Once in this state, the player can talk to the other parasite werewolves and the parasite queen and get quests to remove intruders from a specific area (and get rewarded with different parasite themed equipment (weapons and armour) or decorations (all wearable/usable as parasite werewolf or normal player forms)).
Special notes: Player automatically gets a drain health on touch spell and cannot unshift from this form unless they use a specific item (mentioned later).
(Mutated)
The appearance: The werewolf is covered in a horrid looking bone exoskeleton for the top half of it's body and it's lower half is a ooze blob.
The area it is in: A mutated cavern.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a strange green material. The werewolf triggers a switch (activator around the material) and the werewolf is altered to a mutated werewolf. (from here, the activator doesn't trigger, creature mutated werewolves will act like NPCs and talk to the player).
Quest ideas: Once in this state, the player can talk to the other mutated werewolves and get quests to remove intruders from a specific area (and get rewarded with different mutated themed equipment (weapons and armour) or decorations (all wearable/usable as mutated werewolf or normal player forms)).
Special notes: Player cannot unshift from this form unless they use a specific item (mentioned later).
(Insect)
The appearance: The werewolf looks as if it is a insect version of itself.
The area it is in: A insect hive.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across the hive queen. The werewolf triggers a switch (activator in a specific spot) and the hive queen becomes aware of the werewolf, grabbing the werewolf and sticking it in a egg, altering it to a insect werewolf when it hatches. (from here, the activator doesn't trigger, creature insect werewolves, insect monsters and the hive queen will act like NPCs and talk to the player). A player can use a open insect egg to go inside it and it will close, rendering the player safe from harm (but also able to be carried by the insects and moved) until the player comes out with another use.
Quest ideas: Once in this state, the player can talk to the other insect werewolves, insect monsters and the hive queen and get quests to remove intruders from a specific area or attack another hive (and get rewarded with different insect themed equipment (weapons and armour) or decorations (all wearable/usable as insect werewolf or normal player forms)).
Special notes: Player cannot unshift from this form unless they use a specific item (mentioned later).
(Webling)
The appearance: The werewolf is wrapped up in webbing all over and it's tail and head have been converted to a spider's websack and head.
The area it is in: A cavern full of spider webs.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a giant spider web. The werewolf triggers a switch (activator near the web itself) and the werewolf gets caught on the web, making a spider come down and cuccoon the werewolf up before sticking it in it's websack, laying it as a egg which hatches into a webling werewolf. (from here, the activator doesn't trigger, creature webling werewolves and spiders will act like NPCs and talk to the player). Using a empty cuccoon will allow a player to crawl inside of it and be safe from harm (though spiders may move the cuccoon with you in it to another web) until another use lets them out.
Quest ideas: Once in this state, the player can talk to the other webling werewolves or spiders and get quests to trap unwelcome intruders (and get rewarded with different web/spider themed equipment (weapons and armour) or decorations (all wearable/usable as webling werewolf or normal player forms)).
Special notes: Player gets a spell(?) that allows it to spit webbing at a victim (which slows them down and eventually traps them in a cuccoon which can be carried to a web and dropped on) and cannot unshift from this form unless they use a specific item (mentioned later).
(Skeleton)
The appearance: The werewolf is basically a skeleton (bonewolf) version of itself.
The area it is in: A graveyard.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a lethal acid trap. The werewolf triggers a switch (activator in a specific spot) and acid sprays over the werewolf, destroying most if not all it's flesh, before it is brought back by a curse as a skeleton werewolf (from here, the activator doesn't trigger, creature skeleton werewolves and other undead will act like NPCs and talk to the player).
Quest ideas: Once in this state, the player can talk to the other undead and skeleton werewolves and get quests to remove intruders from a specific area (and get rewarded with different bone equipment (weapons and armour) or decorations (all wearable/usable as skeleton werewolf or normal player forms)).
Special notes: Turn undead will now work on the player and the player cannot unshift from this form unless they use a specific item (mentioned later).
(Fabricant)
The appearance: The werewolf appears to have gone through the creation process for a fabricant (a tribunal monster, though to help narrow it down, look at the venomous fabricants for appearance clues).
The area it is in: A factory.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a fabricant creating machine. The werewolf triggers a switch (activator in a specific spot within the creating machine) and both doors will shut, as the machine converts the werewolf to a fabricant werewolf (from here, the activator doesn't trigger, creature fabricant werewolves and fabricants will act like NPCs and talk to the player).
Quest ideas: Once in this state, the player can talk to the other fabricants and fabricant werewolves and get quests to remove intruders from a specific area (and get rewarded with different fabricant themed equipment (weapons and armour) or decorations (all wearable/usable as fabricant werewolf or normal player forms)).
Special notes: Player now has a automatic weakness to shock damage and cannot unshift from this form unless they use a specific item (mentioned later).
(Mechanical)
The appearance: The werewolf is a machine version of itself.
The area it is in: A factory.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a centurion (you know, the mechanical warriors) creating machine. The werewolf triggers a switch (activator in a specific spot within the creating machine) and both doors will shut, as the machine converts the werewolf to a mechanical werewolf (from here, the activator doesn't trigger, creature mechanical werewolves and other centurions will act like NPCs and talk to the player).
Quest ideas: Once in this state, the player can talk to the other centurions and mechanical werewolves and get quests to remove intruders from a specific area (and get rewarded with different mechanical themed equipment (weapons and armour) or decorations (all wearable/usable as mechanical werewolf or normal player forms)).
Special notes: Player now has a automatic weakness to shock damage and cannot unshift from this form unless they use a specific item (mentioned later).
(Slave)
The appearance: The werewolf appears to be wrapped up in chains all over it's body, with a iron mask on it's head (eyes will appear creamy white), shackles on it's wrists and ankles, claw covers on it's paws and claws and a collar on it's neck.
The area it is in: A slave camp.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a curse chain trap (basically, chains and shackles near a wall). The werewolf triggers a switch (activator in a specific spot close to the chain) and the chains will lunge up and shackle, wrapping around the werewolf to convert it to a slave werewolf (from here, the activator doesn't trigger, creature slave werewolves and slavers will act like NPCs and talk to the player). Using the chain and shackles at the wall will allow the shackles to lock and chain up the player so that it cannot move (and is now able to rest) and another use on the chain will make it let go.
Quest ideas: Once in this state, the player can talk to the other slave werewolves or slavers and get quests to do tasks for the slavers (and get rewarded with different slave themed equipment (weapons and armour) or decorations including new claw covers, masks and shackles (all wearable/usable as slave werewolf or normal player forms)).
Special notes: Player can only rest in their cell when chained down and cannot unshift from this form unless they use a specific item (mentioned later).
(Treasure)
The appearance: The werewolf appears to be a form of living treasure (gold fur/body with gem eyes/claws).
The area it is in: A treasure crypt.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a greed chest trap (basically, a deep chest that the werewolf can fit in, that appears to be full of gold and gems). The werewolf triggers a switch (activator on the floor of the chest's inside) and the chest curses the werewolf to convert it to a treasure werewolf (from here, the activator doesn't trigger, creature treasure werewolves will act like NPCs and talk to the player). From here, going inside the chest and using it will make it close, rendering the player safe from harm (be aware, other treasure werewolves may move you in the area or lock the chest temporarily) until another use opens it.
Quest ideas: Once in this state, the player can talk to the other treasure werewolves and get quests to retrieve treasure for the treasure crypt (and get rewarded with different treasure themed equipment (weapons and armour) or decorations (all wearable/usable as treasure werewolf or normal player forms)).
Special notes: Player cannot unshift from this form unless they use a specific item (mentioned later).
(Saint)
The appearance: The werewolf appears to have a angelic, pure appearance to it (how you decide to make this appear, is up to you).
The area it is in: A forest.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a purity altar. The werewolf triggers the altar (activator on the altar itself) and the altar converts the werewolf to a saint werewolf (from here, the activator doesn't trigger, creature saint werewolves will act like NPCs (not hostile) and talk to the player).
Quest ideas: Once in this state, the player can talk to the other saint werewolves and get quests to aid people (and get rewarded with different holy/saint themed equipment (weapons and armour) or decorations (all wearable/usable as saint werewolf or normal player forms)).
Special notes: Player cannot unshift from this form unless they use a specific item (mentioned later).
(Oblivion)
The appearance: The werewolf appears to have a demonic, corrupted appearance to it (how you decide to make this appear, is up to you).
The area it is in: A lava filled cavern.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a oblivion altar. The werewolf triggers the altar (activator on the altar itself) and the altar converts the werewolf to a oblivion werewolf (from here, the activator doesn't trigger, creature oblivion werewolves and daedra will act like NPCs (not hostile) and talk to the player).
Quest ideas: Once in this state, the player can talk to the other oblivion werewolves and daedra to get quests to remove unwanted visitors from a area (and get rewarded with different evil/demonic themed equipment (weapons and armour) or decorations (all wearable/usable as oblivion werewolf or normal player forms)).
Special notes: Player cannot unshift from this form unless they use a specific item (mentioned later).
(Aquatic)
The appearance: The werewolf has no fur but scales instead, with a fin-like tail and gills.
The area it is in: A lake or the ocean.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a sunken altar. The werewolf triggers the altar (activator on the altar itself) and the altar converts the werewolf to a aquatic werewolf (from here, the activator doesn't trigger, creature aquatic werewolves and other aquatic monsters will act like NPCs (not hostile) and talk to the player). Players can also open up giant clams and get inside then close them to be safe from harm until another use opens it again.
Quest ideas: Once in this state, the player can talk to the other aquatic werewolves and monsters to get quests to remove unwanted visitors from a area or retrieve a underwater treasure (and get rewarded with different aquatic (coral, seaweed etc) / water themed equipment (weapons and armour) or decorations (all wearable/usable as aquatic werewolf or normal player forms)).
Special notes: Player can breathe underwater indefinitely and cannot unshift from this form unless they use a specific item (mentioned later).
(Lava)
The appearance: The werewolf appears to be entirely made of lava.
The area it is in: A volcano.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a fire altar. The werewolf triggers the altar (activator on the altar itself) and the altar converts the werewolf to a lava werewolf (from here, the activator doesn't trigger, creature lava werewolves will act like NPCs (not hostile) and talk to the player). The player can also merge into lava flows to be completely safe from harm by using them, but are forced to go where the flow is going until another use seperates the player from the flow.
Quest ideas: Once in this state, the player can talk to the other lava werewolves to get quests to remove unwanted visitors from a area or free a lava flow in a area (and get rewarded with different lava/fire themed equipment (weapons and armour) or decorations (all wearable/usable as lava werewolf or normal player forms)).
Special notes: Player can swim in and under lava indefinitely, has a automatic weakness to frost and cannot unshift from this form unless they use a specific item (mentioned later).
(Pagebeast)
The appearance: The werewolf appears to look as if it is a illustration out of a book.
The area it is in: A abandoned and almost empty library.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a forgotten and dusty book on a pedestal. The werewolf triggers the book (activator on the book itself) and the book converts the werewolf to a pagebeast werewolf (from here, the activator doesn't trigger, creature pagebeast werewolves will act like NPCs (not hostile) and talk to the player).
Quest ideas: Once in this state, the player can talk to the other pagebeast werewolves to get quests to find a book missing from the library (and get rewarded with a random skill boost per book returned).
Special notes: Player can only rest in pagebeast realms (inside of pagebeast books, taken there when book is opened as pagebeast werewolf, let out by opening book on the other side (though the book may have been moved by other pagebeast werewolves to a different location in the library)) and cannot unshift from this form unless they use a specific item (mentioned later).
(Stone)
The appearance: The werewolf appears to be a living statue.
The area it is in: A abandoned gallery.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a empty pedestal. The werewolf triggers the pedestal (activator by standing on the pedestal itself) and the pedestal converts the werewolf to a stone werewolf (from here, the activator doesn't trigger, creature stone werewolves will act like NPCs (not hostile) and talk to the player). Using the pedestal when on it will force the player to remain perfectly still (and safe from harm, though the player can be moved by other stone werewolves to somewhere else in the gallery) until another use releases them.
Quest ideas: Once in this state, the player can talk to the other stone werewolves to get quests to remove unwelcome visitors from a area (and get rewarded with different stone themed equipment (weapons and armour) or decorations (all wearable/usable as stone werewolf or normal player forms)).
Special notes: Player can only rest on the pedestal and cannot unshift from this form unless they use a specific item (mentioned later).
(Serpentine)
The appearance: The werewolf appears to have scales instead of fur, with snake-like attributes.
The area it is in: A cavern.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a giant snake. The werewolf triggers the snake (activator close to the snake) and the snake will notice the werewolf and swallow it whole, putting it in a egg which hatches to a serpentine werewolf (from here, the activator doesn't trigger, creature serpentine werewolves and snakes will act like NPCs (not hostile) and talk to the player). Talking to the giant snake allows a option for it to swallow the player whole (making the player safe from harm, though the player will be carried by the giant snake where it wishes to go from this point) until a use when inside the snake gives the option of being put in a snake egg and laid or coughed out. If laid as a snake egg, the player is still safe from harm but cannot move and can be moved by any snakes to another location. Using the egg will allow the player to hatch out as a full snake form.
Quest ideas: Once in this state, the player can talk to the other serpentine werewolves or snakes to get quests to remove unwelcome visitors from a area (and get rewarded with different serpent themed equipment (weapons and armour) or decorations (all wearable/usable as serpentine werewolf or normal player forms)).
Special notes: Player can take a full snake form (via a spell) granting access through smaller passages and the capability of swallowing a enemy whole on a successful attack (bite), gets a automatic weakness to frost and cannot unshift from this form unless they use a specific item (mentioned later).
(Fledgling)
The appearance: The werewolf appears have cliff racer attributes to it (wings etc).
The area it is in: A mountain region.
How the victim is turned (must be a werewolf form for this to work): The werewolf comes across a cliff racer nest with one open egg (large enough for the player to get in). The werewolf triggers the egg (activator on the egg's inside itself) and the egg will convert the werewolf to a fledgling werewolf just as the mother cliff racer returns (from here, the activator doesn't trigger, creature fledgling werewolves and cliff racers will act like NPCs (not hostile) and talk to the player). Talking to the 'mother' cliff racer (will be a different colour allows a option for it to place the player back in it's egg and close it (making the player safe from harm, though the player can be carried along with the nest where the mother cliff racer wishes to go from this point) until a use when inside the egg allows the player to hatch out as a full cliff racer form.
Quest ideas: Once in this state, the player can talk to the other fledgling werewolves or cliff racers to get quests to remove unwelcome visitors from a area (and get rewarded with different egg/nest themed equipment (weapons and armour) or decorations (all wearable/usable as fledgling werewolf or normal player forms)).
Special notes: Player can take a full cliff racer form (via a spell) granting the capability to fly, has automatic slowfall (due to wings) and cannot unshift from this form unless they use a specific item (mentioned later).
Any more odd forms, you're free to add them in... now, some notes.
{Notes}
Firstly, turning back to normal will require a usable item that sets you back to being the normal race you were before (minus lycanthropy) and gives you a scripted item so you can turn back to the form when you wish (even to normal werewolf) and a scripted item that takes you to the area where the form belongs. This means you can basically get the capability to take every form and return to the places as you wish. All of these scripted items must be infinite use (So they don't disappear).
Secondly when weapons and armour are mentioned, it means all weapon types (with any type of bow weapon (short, cross or long), a script to have the ammo be re-put into the inventory when there's none left would be nice and for marksman weapons (knives, shurikens to be replaced to a certain number when there's only one left (i.e to 100)). In terms of armour, this means light, medium and heavy armour, with normal and full helmets (full helmets also for use by beast races) for all parts (hopefully for boots/gloves for beast races too?). All equipment/decoration items need to be 0 weight and if possible, unbreakable (though if that's not possible, just as high a durability as possible)
Finally, to make this idea is going to require a lot of other models, spell effects, scripts and textures to be made, so sorry if it really does take a lot of effort.
{Final part}
Yes, I know this message is a awful lot, and I know it probably won't be considered since I'm new but... if anyone does do this, it's free for them to make and use so long as it's available for everyone to download and use safely (including me, because I wanna see what you guys do with this idea. ^_^; ) And I really really hope that people will give this idea a chance despite how long it might seem, just to try and give wierd ideas a chance.
Thank you for reading this crazy crazy idea of mine.