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FO4 - Beginner modding question - Creating a temporary character for a custom quest and switching back to the main player when done..

quest character player items inventory stats temporary switch

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#1

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Hey everyone, I'm new to modding FO4 and was wondering if it's possible to make and use a temporary character for something similar to FO3's tranquility lane. I want to assign specific stats, inventory and quest objectives to the temporary character to have in my custom quest/map. Once they leave or finish the quest, they will switch back to their main player and the temporary player would be discarded.

 

If this isn't possible, is there maybe a way to make a copy of a player to reliably and safely take and give their stuff back?



#2
HeyYou

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Run a script on the player, to remove all items to a specific container. If you want to change their stats, then have it also poll everything pertinent, and store those values in some quest variables. Assign/give what you want the player to have, and let them be on their way. When the quest completes, just reset their stats, and give back their equipment. (you can make them worry about re-equipping it....)

 

Problem is going to be, what perks do they have, and what happens if they make a level or three in the course of doing your quest.....



#3

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Run a script on the player, to remove all items to a specific container. If you want to change their stats, then have it also poll everything pertinent, and store those values in some quest variables. Assign/give what you want the player to have, and let them be on their way. When the quest completes, just reset their stats, and give back their equipment. (you can make them worry about re-equipping it....)

 

Problem is going to be, what perks do they have, and what happens if they make a level or three in the course of doing your quest.....

Thank for the reply. I was thinking that maybe I could also save their level and XP before the quest begins and reassign them back later or maybe give them a total set amount after finishing. The main factor is the player will enter a new world space and start at a base level with no perks and get to choose a few maxed perks based on how they want to play the quest. After the quest is done, they return to the commonwealth or wherever as their regular character. The quest is repeatable and can be beaten in different ways each time. It's not a super traditional fallout way to play but it's something I think will be interesting. It's essentially a different game-mode. I might include a safe starting save file that spawns the player infront of the quest start trigger so they don't have to use their main character.

 

I guess I could store the perk levels in something like a <string,int> dictionary or a tuple and re-assign them using a for-each loop? I'm new to Papyrus and don't even know if any of that is possible but that would be my first intuition. I've began reading the documentation on creationkit.com so I will hopefully figure it out.



#4
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Yeah, I don't really do papyrus..... :) But, it *seems* to be a more powerful scripting engine than in previous games, timing is different though.....

 

Maybe store values in an array??







Also tagged with one or more of these keywords: quest, character, player, items, inventory, stats, temporary, switch

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