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Faction territories


Spookychomper

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I don't know anything about quests, but I assume there's a way to start a quest when another one reaches a certain stage.

I guess you'd have to make those areas to no longer reset, and then you could manually spawn members of that faction there via a script on such a quest, and every few hours you could check how many of that faction are within X distance to the center marker (or whatever else might be better) of the controlled locations, and spawn some more if they were killed off.

But as I said, I know pretty much nothing about quests; maybe it's possible to do much better and cleaner via the radiant quests system? E.g. instead of getting quests in your pipboy, they could be hidden and populate areas with faction members.

Though I don't see how they'd repopulate in that case -- but maybe they just wouldn't! Say you have a global var for each faction, for their influence, then in the areas around them they are eligible to having N active outposts per influence level. If the faction members in one outpost die, the quest fails and decreases a counter or something, satisfying the condition for another radiant being started to populate a new random outpost, until the allowed number is reached.

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