Relationships and ORomance
How to meet people, build relationships, and read ORomance social checks in Krosis.
ORomance turns relationships with followers and other characters into a gradual social journey shaped by your actions and shared history.
What ORomance changes
Start with the Krosis defaults. ORomance expands Skyrim's usual dialogue and evaluates several connected factors instead of a single approval score:
- preferences shape whom a character may find interesting and what behavior they appreciate;
- personality affects reactions to directness, compliments, gifts, and deeds;
- familiarity represents how well the character has come to know the player;
- attraction describes romantic interest;
- commitment reflects an established bond and the seriousness of the relationship.
The same line can therefore produce different results with different characters. ORomance does not erase their personalities or circumstances; it makes them part of the check.
Menu and settings
The ORomance menu opens with K by default. If that key conflicts with another control or feels inconvenient, remap it in the MCM and test the new binding outside dialogue.
The higher the difficulty modifier, the easier social interactions become. First learn the menu with the default Krosis difficulty modifier. Adjust it only after that, and only if the system feels too restrictive.
Building rapport
Relationships develop naturally when the player takes part in a character's life. Complete their quests, travel together when they can be a follower, and choose deeds that fit their personality. Speech, player level, thane status, property ownership, and heroic acts known to others can also improve how the player is perceived.
A good time to start is around player level 5 with Speech 35. At Speech 50, interactions become easier. However, skill alone cannot replace familiarity, shared experiences, or compatible preferences.
Do not try to fill every relationship factor with one line. Talk and travel first, then move toward more personal actions.
Actions and relationship progress
Depending on the context, the menu lets the player:
- ask questions and learn more about the character;
- give a compliment;
- offer a suitable gift;
- confess romantic feelings;
- attempt to seduce the character;
- ask for a kiss;
- propose marriage once the relationship is truly ready for it.
ORomance uses OStim as the technical framework for consensual adult scenes. This guide does not describe them graphically: any choice should follow the available action and the character's response.
Red, yellow, and green outcomes
An action's color previews the current check:
- red means required conditions have not been met;
- yellow warns that the outcome is uncertain or risky;
- green means the current conditions support success.
These outcomes are determined by the player's, character's, and relationship's current state, not by a random roll made when the action is selected. Reloading a save does not change the result when familiarity, attraction, commitment, skills, and circumstances are unchanged. To turn a refusal into success, satisfy the missing condition: learn more about the character, earn trust, improve Speech, or wait for a more suitable moment.
Jealousy, fidelity, and breakups
Characters have different attitudes toward non-monogamy. Some accept multiple relationships, some expect exclusivity, and others may change their view only as a relationship develops. Do not treat silence as consent; pay attention to the reactions and values of the individual character.
Infidelity can cause jealousy, damage trust, or end a relationship. A breakup does not have to return the character's attitude to neutral immediately, so decide which commitments the player is prepared to honor before making a new one.
When you want to move from personal stories to collecting and exploration, continue with the Legacy of the Dragonborn guide.