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Nate and Noria Both Playable


confusedaccount

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I may be getting a bit over my head with this.

 

I just saw the Nate companion mod seen here and thought about what if Fallout 4 had the feature for you to build both Nate and Nora with different special stats. Not only that, but what if both characters were playable in a GTA V style kind of way where you can switch between them in VATS.

 

Players may give Nate a more powerful, tank-y build, while Nora has a more sneaky, charismatic build. For instance, in a fight scenario, you send Nate head-first into a group of raiders, while Nora sneaks around in the back to grab loot and get to the objective of the quest. This can also be Nora and Nate having the same Tank stats and being a tag-team of walking bulldozers.

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@confusedaccount;

that is an awesome idea and thanks for sharing it.

I hope you'll ask a similar question at a lot of locales,

such as moddb, thisweekintech, code-stack-exchange and your local lan clubs etc...

this would be a fairly ambitious mod.

It would change the player.node framework...

 

 

 

It could be possible with the present framework to do stuff like that...

a form of multiplayer might also be implementable via that approach.

 

Its potentially doable, though a lot of that boils down to-

- it will need a team of modders to collaborate over time,

- modders make things that otherwise wouldn't happen, and aren't prepared to commit to a long-term project,

if their work on that project could be nerfed by a rolling patch update at a later time,

or if the features of their project wind up being officially made at a later time anyway.

a lot of that then hinges on EULA and ToS and how modders and mods are handled, etc...

 

returning to your idea and exegetical reflection;

Similar to SW:JK:JKA's playernode framework, that's how it was possible to switch in that game between the player character and NPCs.

I recall being able to use R2 units and the such to finish missions in regions you couldn't otherwise get to.

also, mind-trick and throwing the NPC into a trash compactor...

PsyOps the Mindgate Conspiracy, SecondSight and similar games also had 'playernode' frameworks.

 

GTA V has a different approach, but is also built on a playernode network.

MGSV was going to have an 'on-the-fly' character change system also, allowing you to swap between individuals in a squad.

Arma 3,5 has a similar feature... allowing you to switch between squad members.

 

There are some tricky 'floatingpoint' problems for gamestates and situations;

consider the hypothetical,

-player 1 is trying to use a remote access to play as a protectron or robobrain, but decides they want to switch from player 1 to player 2...

player 1 is in cell x,y,z

player 2 is in cell p,q,r,s,t,u,v...

yup, so there's that stupid cell reset limitation issue again hehe.

-Player 1 is alive and Player 2 is dead... nothing worse than body-swapping and waking up dead hehe.

 

the game sets player 1 toggle node "NPC mode" and "set player.status essential",

then does the opposite to player 2's player node.

"set player 2 player mode", "toggle set player.status non-essential".

so, there could be read-write cumulative errors there too.

 

that's why theres a 'loading screen' in GTAV as the game moves to the other player character

if they're in a different regional cell or node etc.

 

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So, I'm positive that if enough folks wanted to see multiplayer, or 'remote access'/'live-real-time dynamic companion swapping'

become a feature, that it could be done.

if nothing else, then so as to tele-presence as a Synth or Protectron or Robot hehe.

Is it a mod, a long-term ongoing overhaul project? who knows.

 

 

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