Very true. Its already amazing how a huge number of different characters in various poses can be added into some games. Once we get to the point where any of those random characters can be paired in sex scenes, that's the next step.
In a game like Skyrim, all the AI needs is a front end capable of triggering actions in the game, which means at a minimum the ability to activate simple triggers (idle, aggro, etc - Sexlab is just a very elaborate system to play a set of paired idle animations, in a specific order, for a specific time, and keep track of the interactions that triggered them, so it feels like the sex events are "visible" to the game, as in they can affect relationships, trigger guard responses, etc. For comparison, Lovers for Oblivion was just the animation part and it felt more detached from the game).
Herika didn't have this ability to trigger scripts directly from the LLM, the mod relied on its own papyrus scripts and could, at most, synchronize them with AI generated talk. So you had a Sexlab extension that functioned like any other Skyrim mod, but would make requests to the LLM and feed it prompts to make the NPC talk during and after sex scenes. The action itself was NOT triggered by the LLM, which lacked the ability to do so. The front-end could, at most, load the memory database with the event, and that could bring it up later in conversation, but it was entirely handled by the php server, and depended on papyrus scripting to make the call for banter. The LLM itself could not create an event in game.
But that was 2 years ago, I think CHIM and/or MinAI do have that ability. Haven't checked the code yet, but it sounds like a step towards what you described. No idea if, in Multiic, AI can trigger paths in the game (as in if you make a character mad at you, it will take you to the same pre-programmed as if you had made a ren'py choice that made them mad.
Influencing was looking good when I played, back when the latest update was released, but it's been almost a year and I'm not sure the game hasn't become a fossil already. AI conversations could affect game variables but, as a whole, it still felt like two parallel systems, and AI-led action such as sex was all too fast and predictable, never beating around the bush, always going for the kill immediately - seemed like the LLM, when pondering its possibilities, concluded that if there's an option to fuck, why go with foreplay instead?
Dialogue was cool but, as I said, it felt like a chat bot attached to a game, there was no clear indication that the chatting part was changing the direction in which the game was going. But if it affected variables, I suppose further development of the game might have used those to trigger different events make it feel more consequential, but you still required those events to be coded by the dev. And the AI integration itself takes up a huge amount of time, as Multiic's changelogs clearly show.