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A Dance with Rogues


sen4mi

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Guest Loogie
Posted

Still' date=' the point of this thread was for extracting ideas for Sexout from ADWR. I have none except the soft slavery/raping companion thing, which was already attempted and abandoned for Oblivion. I just feel we got a little derailed.

[/quote']

 

Been considering doing something like that for New Vegas, that'll get done after I make tweaks to the existing Tryout plugins. My order of modding priority right now is:

 

- Get Vault 19 slavery optimal

- Tweak things in all Tryout plugins, mostly Legion

- Get the Twin Falls Rustlers done (I am currently stymied by flaky sandbox behavior in Mojave-1 and intimidated by the metric fuckton of dialog that needs to be written for the NPCs with talky parts to react to you appropriately depending on your slavery status and past actions.)

- Add a quest or two to the NCR plugin

- Rapey companion. I was thinking something sort of along the lines of Jericho from Fallout 3, but an actual character. Instead of you recruiting him, he'd attach himself to you.

 

Guest Loogie
Posted

Well, the Tryout project is just about done. Only need one major quest for the NCR to tie everything up, and some bug fixes. At that point I've done everything I want to do with it - might revisit it later to do things like more casino punishments and a Boomer plugin, but for right now everything that was made is virtually tied up.

 

And Chase Roxand's slavery mod is so good it deserves a slaver faction. Plus since the focus of that isn't on sex, it makes me able to flex my creativity in other departments.

 

The rapey companion is something that interested me since Captain Oblivious suggested it for Oblivion - but seeing as though I don't have the drive to create for Oblivion on account of Fallout being my thing, I want to make one for New Vegas.

Posted

Is ADwR so good that one should consider purchasing NWN just to try it out? I remember playing NWN years ago for a moment (with a not so legal version)' date=' but finding it a bit boring when compared to Baldur's Gate 2 and Planescape Torment.

 

Oh and how many hours of content does ADwR hold, approximately?

[/quote']

 

I'd say ADwR alone is well worth the cost of NWN, which can be had on sale for under $10 these days. Plus, there are a number of other modules out there that are well worth playing. Maybe not up to ADwR's standards, especially in the adult content department, but quite good in their own right. The Bastard of Kosigan and Resurrection Gone Wrong and Wronger come to mind. The later had some very well written adult content, though it is by no means the focus of the game.

 

I'm not great at estimating hours of content, plus I've played both parts so many times at this point I can blaze through them fairly quickly. Also, there's some optional bits here and there you can do or skip. I'd say 20 hours worth on the low end. Probably more like 30.

 

 

Posted
With Oblivion/Fallout' date=' this is not the case at all. [i']Every single line[/i] that you write, has to be delivered from one actor standing stiff, to the player who is standing stiff.
Question related to this...

Anyone know how the game animates the camera for the opening sequence with Doc Mitchell?

 

 

Posted
With Oblivion/Fallout' date=' this is not the case at all. [i']Every single line[/i] that you write, has to be delivered from one actor standing stiff, to the player who is standing stiff.
Question related to this...

Anyone know how the game animates the camera for the opening sequence with Doc Mitchell?

 

They disable ALL player controls except for looking and then play 3 animations in sequence NVOpenPlayerKnockedDown [iDLE:00108F87], then nvopenplayercamidle [iDLE:001093C9] then NVopenPlayerPickedUp [iDLE:001074A8]. Take a look at quest VCG00 "Welcome To Fabulous New Vegas" [QUST:00102037]. That's the start quest assigned in the [General] section as the SCharGenQuest entry in Fallout.ini. I could be wrong but I think that's how they do it.

 

 

Posted
Anyone know how the game animates the camera for the opening sequence with Doc Mitchell?
They disable ALL player controls except for looking and then play 3 animations in sequence NVOpenPlayerKnockedDown [iDLE:00108F87]' date=' then nvopenplayercamidle [iDLE:001093C9'] then NVopenPlayerPickedUp [iDLE:001074A8]. Take a look at quest VCG00 "Welcome To Fabulous New Vegas" [QUST:00102037]. That's the start quest assigned in the [General] section as the SCharGenQuest entry in Fallout.ini. I could be wrong but I think that's how they do it.
See, I ask because that method could be used to create an in-game cutscene with camera movements and cuts and everything (which would require custom animations), or at least lock the camera down into a certain direction. Combine that with perhaps using message boxes for dialogue (instead of the vanilla dialogue system) you might be able to start eliminating the static-ness of dialogue.

 

I might run a few tests on this...

Posted

(I am currently stymied by flaky sandbox behavior in Mojave-1 and intimidated by the metric fuckton of dialog that needs to be written for the NPCs with talky parts to react to you appropriately depending on your slavery status and past actions.)

 

Here is how I think I might handle the reaction parts:

 

I would build a quest to implement my decision trees. In other words' date=' in my topic script, I might have something like this:

 

set EvalQuest.self to self

EvalQuest.setStage 20

 

And all the complicate if statements and decision making gets handled in EvalQuest stage 20 (and maybe any quest stages that it call on). EvalQuest would be a quest with repeatable stages and stage 20 would set another quest stage when its done (so every time you setStage 20 your are calling a subroutine).

 

And then you can have your decisions for available followup topics be based on relevant EvalQuest variables.

 

This does not solve the problem of creating the content in the first place -- you are so much better than me there that I hesitate to suggest anything. But free-form drafts are probably a good place to start?

 

Anyways, for reference: http://geck.bethsoft.com/index.php/SetStage

 

The stage result script will be processed immediately after the SetStage call. The main script containing the SetStage call will be halted until the result script is finished. It is even possible to use the SetStage command inside a stage result script. In this case the new stage result script will run in place of the SetStage command and the old stage result script will continue after the new one has finished. Unlike Activate, it seems that any number of recursive SetStages are allowed (at least 250, tested from the same quest, are possible).

 

(And I think you have written quest stage result scripts before?)

 

Edit: Of course, it's even better when you have all the decisions made before hand. So I think you should trash my idea of an eval quest and instead make it a tracking quest, where you give it relevant information and it updates quest vars...

Guest Loogie
Posted

I know the path I need to take, and haven't actually put the dialog trees into the GECK yet, but here's an example from my (hand-written) design doc:

 

The Big Bad is Colonel Breaker, and because it's Fallout, you can talk to him and have other options than outright shooting him in the face. Depending on how you play it, you can be a friend, enemy, neutral party or property.

 

When you first meet Breaker, I have to take into account what your status is - free or slave - to guide the tone of the conversation. In subsequent conversations, not only does he react to your current status, but also the status in which he first met you.

 

So the variables work something like this:

- First meeting, sets a variable based on whether you are free or a slave

- Second meeting, checks the variable of whether you were free or not on the first meeting and checks your current status. Sounds simple? No. The combinations of conversation starters for the second meeting are

- Met free, now slave

- Met free, now free

- Met slave, now slave

- Met slave, now free

That means the second conversation you have with him will open one of four different ways, and has to in order to make sense. While talking to him, he expounds on how the society he comes from is a middle ground between the Legion and the NCR, and how they both have it wrong. The player dialog options are effected by a combination of one of the four states above, Legion rep, NCR rep and intelligence.

 

And this is just for one guy. All of the main talking Rustlers aside from Breaker are named after active modders - Group Leader Chase is the least amount of dialog options because he and his group are encountered in Goodsprings and are just passing through surveying places for business. This is the character's first introduction to Rustlers. Corporal Pride and Captain Slayer guarding the entrance to Mojave-1 are pretty easy, too - they just need sets of dialog for whether you're enslaved or not. Keymaster Loogie is going to be a challenge because he's going to hurl ridiculous threats he never acts on at the slaves in the pens he watches so I need to write enough of those that they don't get boring. Then there's a captured Centurion who has wildly different dialog depending on whether you're NCR or Legion.

 

Then inside the closed off Loveshack where the debauchery happens, you have Sweet Lemonade Johnson, his assistant and the four girls they're training, and they all need dialog.

 

Dialog aside, I also have to make Rustler patrols, figure out the precise mechanic they use to enslave you, and I also plan on voice acting both Breaker and Loogie.

Posted

So, ok, you need ridiculously huge amounts of dialog. :)

 

ouch.

 

Well, you are still doing much better than me, in terms of explosion of complexities when thinking about dialogs.

 

When I get into that kind of situation, I usually pick my favorite combination and work on that. And, if I am feeling ambitious, I test for the other cases and set them to fail visibly so I can be reminded of them later.

Guest Loogie
Posted

And to think, a year ago all I could was change dialog in mods other people built.

Posted

And to think' date=' a year ago all I could was change dialog in mods other people built.

[/quote']

 

This is pretty much where I'm at right now.

 

 

Posted

Regarding cameras, I've been trying to find a good way to control cameras for cutscenes. Many character animations can be played with the player's view tracking the model's head by attaching to the player a package with idles. Moving the 3rd person camera through a series of points is tougher. The best I've come up with so far is to keep it first person and duplicate the player actor to put in the scene. The VATS camera system could do a lot, but I haven't found a way to tap into it other than player-initiated VATS attacks. There's a conditionalized tree for VATS camera picking, similar to idle picking, it just lacks a script command to make it start the picking process.

Guest Loogie
Posted

That's a joke I already have planned.

Posted

After some thought, and sleeping on issues, here are changes that I think would give FalloutNV some ADWR flavor to Sexout that... and these were supposed to be easy to implement, but nothing is easy:

 

1. Quests which encourage the player to talk with characters that have had sexout encounters designed for them. For example, My Kind of Town is a good candidate for a quest to have the player talk with Eddie. Perhaps Meyers is in bondage somewhere, or maybe solitary confinement, and the player gets told to talk with Eddie to get him released (killing Eddie would give you the key, high lockpicking would work if you could prevent the powder gangers from killing Meyers). Perhaps Major Knight, instead of wanting you to kill a few ants (or in addition to), wants you to bring back intelligence on the powder gangers (killing them all should also work, but to be like ADWR they should be much harder to kill than they currently are, and you should have not-too-difficult stealth options to sneak past the hostile ones). For Primm Slimm, add a few conductors or something to supplies available from NCRCF but do not require the player visit NCRCF to activate Primm Slimm. Instead, increase the science required to reprogram Slimm to 80 if A Pair of Dead Desperados has not been completed.

 

2. Add to the quests which result in strip searches, gear confiscation, and so on. Add some infiltration missions.

 

3. Add romance options, and romance quests for existing companions. Add jealousy dialog (and support for proper gear stripping from companions) for people playing with multiple-companion mods.

 

4. Add npc encounters (npcs hiring prostitutes, for example, but also married couple ai packages, which you might see if you sneak into their houses -- and give them strong reactions if they see you watching them).

 

5. Instead of having sexual encounters out where everyone can see them, try to find some place with some semblance of privacy. Or, when you cannot do this, turn the observers into active participants (perhaps leaving in disgust or lining up for a turn).

 

6. Change how changing your armor works. Currently, it's instant. Instead, if we cannot change the pipboy script that handles armor equipping, and cannot intercept the equip armor call, detect the change, and strip the new armor off the player with an effect to equip it after a short delay (which should be proportional to the mass of the armor you are equipping). (Need to make sure this does not break sexout scenes, though.) [This was not something that I remember from ADWR, but I am sure Valine would have implemented something like this if she could have done so in the NWN game engine.]

 

7. And all these clothes, for example in SCR, there should be reasons to wear them, places to get them, and so on. There should be some place on the strip that specializes in expensive clothes, and there should be a quest or two that takes you there and gets you one of the outfits and the prices should be very high for most clothes. (This could be a variant on an existing clothing store, if anyone knows of a good one that grants copyright permissions for upgrades.)

Posted

1. Quests which encourage the player to talk with characters that have had sexout encounters designed for them.

 

This is actually something I can agree with without reservation.

 

All my female characters with an INT of over 2 never-ever go within five hundred feet of the NCR Correctonal Facility, the Fort, and so forth unless its with armed escorts with the sole goal of killing EVERYTHNG inside.

 

Its just common sense, sense someone who has been a Courier for years will already have.

 

As such i've only ever seen the Tryout scenarios on test characters, and never to completion. Sad after all the work put into them. Sewer slave i've gone through; because if you ask around in Westside all you hear about Dermot is that he is a scavenger. Not to mention there are alternate methods of becoming his slave.

 

 

 

Guest Loogie
Posted

I plan on adding a quest to NCR Tryout that gets you enslaved by the Legion, so that's something your courier can get into. The Major Knight mission shouldn't be too hard either to get you to infiltrate the NCRCF.

Posted

1. Quests which encourage the player to talk with characters that have had sexout encounters designed for them.

 

All my female characters with an INT of over 2 never-ever go within five hundred feet of the NCR Correctonal Facility' date=' the Fort, and so forth unless its with armed escorts with the sole goal of killing EVERYTHNG inside.

 

Its just common sense, sense someone who has been a Courier for years will already have.

 

[/quote']

 

A semi-reasonable explanation is that you might think or hope they'd show some leniency to your being a courier. Don't shoot the messenger, and such. See Cass' conversation about the legion and caravans, I always figured it was kind of similar with couriers.

 

On the other hand, I definitely see where you're coming from. Not exactly the brightest of ideas to approach that place when you actually don't have any business there.

 

Guest Loogie
Posted

Okay, since I've now added what I pledged to add, are there any other Tryout experiences that need quests to funnel you into them for RP reasons? I think the base game does a good job of sending you to Vault 3, McCarran and the Fort already.

Posted

Okay' date=' since I've now added what I pledged to add, are there any other Tryout experiences that need quests to funnel you into them for RP reasons? I think the base game does a good job of sending you to Vault 3, McCarran and the Fort already.

[/quote']

 

I have noticed that the base game will not send you to vault 3 unless you are in good standing with the khans.

 

If you choose a combat resolution for Boulder City Showdown and if you side with the NCR, you will almost certainly will not get sent to Vault 3.

 

(EDIT: oh! I was wrong!)

Posted

Okay' date=' since I've now added what I pledged to add, are there any other Tryout experiences that need quests to funnel you into them for RP reasons? I think the base game does a good job of sending you to Vault 3, McCarran and the Fort already.

[/quote']

 

I have noticed that the base game will not send you to vault 3 unless you are in good standing with the khans.

 

If you choose a combat resolution for Boulder City Showdown and if you side with the NCR, you will almost certainly will not get sent to Vault 3.

 

The Colonel will send you to vault 3 as an enemy of the Khans to kill motor-runner and rescue a Ranger infiltrator(Bounty Killer quest). The Khans (Jack and Diane) will send you to deliver drugs (Aba Daba honeymoon quest). You also end up going to Vault 3 as part of the BoS quest Still in the Dark. Only Jack and Diane's requires being friendly with the Khans.

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