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Posted

I think I should be able to use simple flags for the quests I implement that would have an effect. Basically 'short bSupportedPG' or something similar. That is unless other modders thought they could get some use of what you suggested, I could do something a little more complex.

 

I should have my re-work of the POC I did for goodsprings sometime this weekend and once I get into seeing what can be done with Primm I might have a better idea whether this will work or not and what would be needed.

Posted

You don't really need a flag to track if people are enemies.

Just do the following:

ref rNPC
set rNPC to TheNPCYouWantToCheckREF

integer iRelation
set iRelation to (Player.GetFactionRelation TheNPCYouWantToCheckREF)

if iRelation == 0
   ;neutral relationship
elseif iFaction == 1
   ;enemy relationship
elseif iFaction == 2
   ;ally relationship
elseif iFaction == 3
   ;friend relationship
else
   ;an error, GetFactionRelation returns values from 0 to 3
endif

Posted

I wasn't really looking make what happens based on how a group views the player, more on the outcome of other quests down the line and what state an area is in after the player leaves it.

 

Not sure if I can explain what I am thinking, but I will try.

 

Say the player did the alternative quest in goodspring and things were left in there air between the town and the PG (If the did one of the vanilla quests, its all moot anyway:)). When they get to Primm there is another alternative quest I implemented (without trying to give too much away), that leaves the group that took over the hotel mostly intact. If the player follows this quest instead of the vanilla route I set the flag that says they completed this quest to 1. Because the player followed this route the PG are in a stronger position (they have more members, show they can live in peace with town however you want to look at it) so they get a +1 as far as what happens in Goodsprings in the end. Or the alternative, the player chooses to follow the vanilla route and pretty much wipe out the group in the hotel. In this case the towns people get a +1, the flag was never set o 1. And as type this out I realize if I am just doing a flag, I probably don't need an actual a flag variable I just need to check what quest(s) has been completed.

 

It may totally not work. That's probably why I will not officially release the mod until I get a couple areas completed to see what works and what doesn't. I would probably just post alpha type versions here to see what people think etc.

Posted

I wasn't really looking make what happens based on how a group views the player' date=' more on the outcome of other quests down the line and what state an area is in after the player leaves it.

 

Not sure if I can explain what I am thinking, but I will try.

 

Say the player did the alternative quest in goodspring and things were left in there air between the town and the PG (If the did one of the vanilla quests, its all moot anyway:)). When they get to Primm there is another alternative quest I implemented (without trying to give too much away), that leaves the group that took over the hotel mostly intact. If the player follows this quest instead of the vanilla route I set the flag that says they completed this quest to 1. Because the player followed this route the PG are in a stronger position (they have more members, show they can live in peace with town however you want to look at it) so they get a +1 as far as what happens in Goodsprings in the end. Or the alternative, the player chooses to follow the vanilla route and pretty much wipe out the group in the hotel. In this case the towns people get a +1, the flag was never set o 1. And as type this out I realize if I am just doing a flag, I probably don't need an actual a flag variable I just need to check what quest(s) has been completed.

 

It may totally not work. That's probably why I will not officially release the mod until I get a couple areas completed to see what works and what doesn't. I would probably just post alpha type versions here to see what people think etc.

[/quote']

 

Yeah I do get where you're headed with this. My only suggestion is to, as Loogie said, NOT rely on the player. Just make your path explicit through dialogue or actions so the player is making a conscious choice to follow a path that is in the middle of what vanilla offers. That way your new path becomes an option players can choose to follow if they desire. Don't try holding a player's hand through something, they are like trying to herd cats hehe.

 

 

Posted

Absolutely, that's the whole main idea of what I am trying to accomplish is offer another choice to the player. Which in a lot of ways is allowing the player to make no choice and play the victim instead of the kick ass superhero. That sentiment is pretty much the genesis of what I am trying. There is a lot great content on the site where the player ends up the victim, I am just trying to add something in between might give the player the option add context(in the very best case) or at least add some fun new encounters along the way between the other content.

 

I never want to force the player to choose any one option, they can always follow the vanilla route in any of this. The mechanic I was talking about would be invisible to the player would just be revealed to the player through dialogue based off whatever they chose to do.

Posted

I like that idea, I also like that not everything is explained to the player full on, and that you have to think for yourself as opposed to having everything explained to you.

 

It's a tough wasteland.

Posted

I added a new version to the OP. I consider this an alpha version. Which is why I still have not posted to download section. I labeled the original esp POC and this one Alpha.

 

If you just want to play the mod, I would wait until I do a first real release. Which will probably be in 2-3 weeks, given how slow I am and work, family etc. I posted it up, in case anyone wants to help me and test it out a little bit to give me some feedback on lore, dialogue, bugs etc. Probably only takes about 5-10 min to play through the content. Which a little sad, given how much time it takes to set it up :) Again this assumes you are a new character just starting in goodsprings. Also as in the POC a potential conflict warning, some vanilla content has been modified. Dialogue and packages have some extra condition checks added to integrate the quest.

 

First part of the quest is pretty much the same as POC, the second half has been redone to hopefully be a little more lore friendly. Some of the interactions with Trudy and Sunny have been changed as side encounters instead of being part of the quest. Also updated so the content should work as male pc, but I have not tested it at all and the quest portion is not that interesting. I haven't created a new male pc to test with yet.

 

Thanks for any feedback and interest.

 

Posted

Played the POC version, and I will say: I loved it. Well thought-out, well written, and masterfully executed. The only thing I regretted a tad was that the Sunny/Trudy thing wasn't repeatable. "Toy" seemed to imply something more long-term, à la Tryouts. But that's nitpicking, overall, the mod was great.

 

Which is why it saddens me a little that you changed the second part for the alpha. I loved it because it reminded me of the village in FO3 that seems friendly at first and then turns out to be full of cannibals. Same here, Goodsprings is nice and friendly and helpful, then you walk in on Sunny fucking her dog, and things go downhill from there. Since I always found Goodsprings nauseatingly idyllic, finding out it's a hiding place for sexual deviants was right up my alley.

 

tl;dr: Loved the mod as per POC, a little saddened by the alpha changes (though that's admittedly highly personal). Wonderful work overall.

 

 

Posted

Thanks for the feedback and don't give hope on Trudy/Sunny yet. May not get there for awhile, but I do see coming back to them and revisiting a little bit of the toy idea. It might be more consensual than forced as in the POC. I see Sunny in my mind as some kind insane deviant sexual freak. With her and Trudy being in some kind of relationship. I liked the idea, but just didn't seem to fit as ending for that quest of the town vs Cobb.

 

Posted

Nice, tried it and thought it was an interesting compromise. There are some typos around (I can write them down next time I play it) and one of the responses for Trudy isn't a dialogue option but something like SexoutTrudyBack or something like that, which needs to be looked into.

 

I quite like the way Cobb keeps abusing the player, basically making her his bitch to prove a point. I'm still having trouble believing Trudy and Sunny would accept the terms given, seeing as they literally just raped a neutral mediator in front of them. Also, isn't Cheyenne female?

 

I do like the Sunny/Trudy sexual deviant thing though, both must be very bored in that little town, the men seem disappointing and I think it does fit their characters.

Posted

You forgot FunInGoodsprings, which is pretty much done and actually would tie in very nicely with this plugin if the PG took Goodsprings the 'hard' way. It also already has everything set up for a male perspective, for those asking for it.

Posted

Again thanks for the feedback.

 

I am sure there are bunch of spelling errors etc. If you remember any of them, please let me know. At a certain point, I couldn't even see the dialogue anymore. Ran through it so many times testing and tweaking.

 

It was hard for me to get it to do what I wanted. I had wanted more of conversation between Cobb and Trudy at the end, but that's not really possible with out creating sound files that speak the dialogue I think. So I compromised and just did Cobb's big speech with a bit a text saying he is talking to Trudy. As long as it makes a little bit a sense for now I can still come back and tweak it a little after I step back from it for a little while and work on Primm. Although, I think I can see them being practical enough in that wasteland environment to throw a stranger to wolves for good of town. Especially, by the end of the quest. I think the player is more a go between delivering messages than a true mediator and maybe a little suspicious to the town by then. At least that was my intention, which probably didn't come through.

 

And I never thought about Cheyenne being female.

 

As far as other mods, I definitely want to work it so this makes sense for them also as much as I can. I have looked a little at FunInGoodprings. Been trying to see how I can get it to work together with the second part of my Goodsprings quest I plan when the player comes back to find the final fate of goodsprings.

Posted

Ran through the alpha release and totally enjoyed it. I forsee one problem though, unless there is a way to change the PG faction after can we live in peace is done. Further along the line the character can mess up PG faction and cause all PGer to be hostile including the ones in Goodsprings.

Posted

Hopefully, I will be able to handle the Powder Gangers going hostile as I move further along. Its probably one of the things I need to make sure I don't break with Primm.

 

After the Cobb sequence you should be directed to talk to Ringo which will complete the quest.

Posted
Also' date=' isn't Cheyenne female?[/quote']That insight might be coming a couple of mods too late :P.

Somebody needs to just make a doggie Strapon for her :)

 

Posted

Just tried the alpha version and it all works without issues (as far as I can tell). The changes to the events seem more in keeping with the nature of Goodsprings now too.

Guest Jezzy
Posted

Neat ! Another great mod idea to keep me playing this game over and over again LOL =^.^=

 

I will follow the dev. of this mod with anticipation :)

 

Great job so far

  • 2 weeks later...
Guest Jezzy
Posted

Hello' date=' I started a new play through of fonv the other day and it got me thinking about some mod ideas. What I was thinking about was adding some random one off scripted encounters with npc's you meet in your travels (similar to the Tryout ones, but smaller in scope) and offering alternative ways to complete quests. I did a proof of concept of this to see what was possible and how much effort it would take so I thought I would share it. I posted here and not in download section since it is just POC and not a real mod yet, but it is playable.

 

The mod is geared towards a female pc and assumes you just started a new game. It adds a small possible encounter with Doc Mitchell and 3rd alternative to initial quests were you have to choose between the town or powder gangers. This allows you to appease the powder gangers and avert the battle between the groups. There is a dialogue choice you get with Joe Cobb to start this alternative quest. As with the vanilla quests once you choose one the other 2 are no longer available.

 

Some of the dialogue choices require certain charisma and speech levels. With Charisma of 7 and speech of 30 you should be able to complete the alternative quest and get the encounter with Doc Mitchell.

 

One warning, there might be potential conflicts if using a mod that has similar changes to the game. I tried to limit where it was necessary, but to integrate the quest with the other two I did have to alter some of conditions on existing dialogue choices with Ringo, Joe Cobb and Sunny Smiles.

 

Any feedback is welcome.

 

Alpha

POC

[/quote']

 

How goes the developpement of this mod ? :D

Posted

Its slow right now, I have had to travel a bit more for work than I had expected recently. I have the basic idea of what I am going to do in Primm down and have some parts of it working, but still need to pull everything together.

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