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Lawbringer/Contract Killer Fix Mod


PsyckoSama

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I've been trying to figure out how to make this mod myself but could use some help. Its going to be a first mod.

 

What I want to do is simple. I want to remove Contract Killer and Lawbringer from the perk list and instead have it so when you hit Very Evil/Very Good you're visited by an NPC who says they're delivering a message from interested parties who've been following your progress and would like to speak with you. Maybe have it so you have to have completed the GNR quest first so that the "interested parties" radios could have heard about your good/evil deeds and have decided to make you an offer.

 

If you're very good, you get visited by a well mannered Regulator who congratulates you on your deeds, says you're doing a great job, and says he has an message for you from their leader but refuses to say much more because its not his place to say... you accept the message you get the message in the form of the Lawbringer Perk (and attached letter).

 

If you're evil you get contacted by a rough looking thug with a limited dialogue who demands to know if you're "The younger of the two individuals who have recently left Vault 101". If you attempt to expound on it he demands to know "Yes or No." If you blow him off he takes it as a "No." If you say yes he delivers "the package" in the form of the Contract Killer perk and attached message.

 

Thoughts? Any hits on how to do this? I'm thinking they walk up to you if/when you visit Megaton and Rivet City in the case of the Regulator (wouldn't be caught dead in Tenpenny Tower, even if he could get through the gates) and the thug at Tenpenny Tower and Rivit City (Megaton is probably a glowing radioactive crater and even if its not, its not exactly an ideal environment for large, muscle bound delivery thugs with limited intellects)

 

I plan on voicing them myself and already have limited dialogue written and voices in mind for both. The Thug is going to be very brief, stilted language that is completely to the point but has an impressive sounding abet limited, vocabulary. The Regulator is going to have a southern twang and be extremely friendly though not quite forthcoming about what the message is about because its not his place to say, but he will give his word that its all on the level.

 

Help would be welcomed as I'm pretty much clueless.

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I've been trying to figure out how to make this mod myself but could use some help. Its going to be a first mod.

 

What I want to do is simple. I want to remove Contract Killer and Lawbringer from the perk list and instead have it so when you hit Very Evil/Very Good you're visited by an NPC who says they're delivering a message from interested parties who've been following your progress and would like to speak with you. Maybe have it so you have to have completed the GNR quest first so that the "interested parties" radios could have heard about your good/evil deeds and have decided to make you an offer.

 

If you're very good, you get visited by a well mannered Regulator who congratulates you on your deeds, says you're doing a great job, and says he has an message for you from their leader but refuses to say much more because its not his place to say... you accept the message you get the message in the form of the Lawbringer Perk (and attached letter).

 

If you're evil you get contacted by a rough looking thug with a limited dialogue who demands to know if you're "The younger of the two individuals who have recently left Vault 101". If you attempt to expound on it he demands to know "Yes or No." If you blow him off he takes it as a "No." If you say yes he delivers "the package" in the form of the Contract Killer perk and attached message.

 

Thoughts? Any hits on how to do this? I'm thinking they walk up to you if/when you visit Megaton and Rivet City in the case of the Regulator (wouldn't be caught dead in Tenpenny Tower, even if he could get through the gates) and the thug at Tenpenny Tower and Rivit City (Megaton is probably a glowing radioactive crater and even if its not, its not exactly an ideal environment for large, muscle bound delivery thugs with limited intellects)

 

I plan on voicing them myself and already have limited dialogue written and voices in mind for both. The Thug is going to be very brief, stilted language that is completely to the point but has an impressive sounding abet limited, vocabulary. The Regulator is going to have a southern twang and be extremely friendly though not quite forthcoming about what the message is about because its not his place to say, but he will give his word that its all on the level.

 

Help would be welcomed as I'm pretty much clueless.

 

I really like the idea of this mod, I have to say. Also, if the PC nuked Megaton I don't see how the Regulators could let that slide, maybe you could script something that invalidates this or requires the PC to also be a certain level if that's the case (shows he's grown up since his atrocity days).

 

Other than that I think it's a good idea, and for the general idea of the Regulator sent to meet you, try for something like a good, decent version of Mr. Burke (unimaginable as that is).

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I really like the idea of this mod, I have to say. Also, if the PC nuked Megaton I don't see how the Regulators could let that slide, maybe you could script something that invalidates this or requires the PC to also be a certain level if that's the case (shows he's grown up since his atrocity days).

 

Good idea. Nuking Megaton is an automatic invalidation and might actually be a good way for you to get an automatic visit from Rocco (The Thug).

 

Nuking one of the largest settlements in the Capitol Wasteland is a true mark of the kind of rat male without a father who'd they'd look for.

 

Other than that I think it's a good idea, and for the general idea of the Regulator sent to meet you, try for something like a good, decent version of Mr. Burke (unimaginable as that is).

 

Might be an interesting concept. Just as urbane and good mannered but while Burke comes off as a sleaze (and for good reason) this guy is pretty much Mr. Lawful Good Paladin Type.

 

Still, problem remains I have no idea where to start with this.

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i never understood these games when the character does something in secret the whole world would know about it.

 

how would the Regulators know that you are the one that blew up Megaton when only Burke and yourself (and maybe Tenpenny if Burke bothered to tell him) know that you did that?

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i never understood these games when the character does something in secret the whole world would know about it.

 

how would the Regulators know that you are the one that blew up Megaton when only Burke and yourself (and maybe Tenpenny if Burke bothered to tell him) know that you did that?

 

Suspicion. You were spotted in Megaton and seen talking with Burke. Soon after both of you left town and it exploded. After that you are seen living on the penthouse floor of Tenpenny Tower. Something fishy is up... :P

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anyways, figured i copypasta'd that in here as well (reply from the other topic)

 

well, for some help with that:

 

first off: to get rid of the perks from the selection tab:

 

select perks in GECK, open up the 2 perks, and then ck the checkbox called: Hidden (this leaves them in the game, but removes them from active selection), also change the level to 0 (or this causes you a whole bunch of new issues)

 

now add the NPC's you want to the areas you want them to show up.

 

for the NPC to approach the player, this is getting a bit more complicated.

 

you would want to create a new AI package (type of the package is Dialogue, or the dialogue tab won't show up), that uses similar specs:

 

all this goes in the dialogue tab:

 

you need to check specific reference under active distance you choose how close you have to be to the NPC for them to talk to you. (500 should be a good range, if you place em somewhere centered)

 

in the cell window, you select the cell you put em in (like megaton or whatev, just double click on the NPC you placed and you get the cell he's in) and for the ref you go with: playerref ('player')

 

dialogue type you go with dialogue (if you check say to, they just mutter something and walk off)

 

start/wait location (check this)

 

near current location

radius: 0 (this lets em stand where they are)

 

trigger location: (check this)

near current location

radius: the same one you entered above for specific range

 

not sure what FOV does, but 100 works

topic just leave that at none (that should result in a "GREETING" message) from where you can then add your custom dialogue for the npc

 

all other tabs stay empty and everything unchecked, you don't put random behaviour etc. into this one, for that you add additional packages (like if you choose an radius of 500, a defaultsandboxcurrentlocation512 would work well (or the same one thats designed for megaton, i think its something like: "megsettlersandbox"))

 

for the dialogue you just go like this:

in the tab they accept the contract, just type at the bottom in the resultend field:

player.addperk ContractKiller (for the contract killer perk) or

player.addperk Lawbringer (for the Regulators)

 

make sure you actually type: Contractkiller as 1 word, even though it will be shown as 2 words (ID != Name)

 

that should be all

 

edit: forgot one thing, they are to be fixed on karma levels, so in the dialogue, go to the first one of your customs and set the conditions:

 

GetActorValue Karma >= (for good) and <= (for bad) and here goes the value, for very good this would be 750 and for very evil this would be -750 (make sure you use <= , you count negatives, -1000 is smaller than -750 not larger)

 

* 1000 to 750 : Very Good

* 749 to 250 : Good

* 249 to -249 : Neutral

* -250 to -749 : Evil

* -750 to -1000 : Very Evil

 

if the player doesn't match these values, the conversation won't show up, however make sure you add an additional goodbye message, for the event you don't match them, or you're stuck in a forced conversation and only get out of it, by console command.

 

also, check the box: say once on your first dialogue, so you only get to decide once if you want to or not and the result sticks.

 

for alternative dialogue you can go with a condtion like: hasperk contractkiller and then add a dialogue like: killed anyone "good" lately (yes this is a bad pun)

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you could try something like this:

 

place a trigger at the entry point (usually where you fast travel) and see if you can set it to accept karma as a condition, if it does, make it a spawntrigger.

 

I'm pretty sure in the bethesda tutorial for the geck, triggers are explained (i think in quests), the geck wiki should have the info one needs for that.

 

or for something cheap:

 

just place the NPC's in a location nobody looks (like behind a shack in a corner or so, don't sandbox em (so they just stand there allday long) and increase the playerdistance to something huge like 2000, so they come runnin

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and I'll pass the Honors along :D

 

srsly. I hate picking names for NPC's i never come up with something good, right now I'm pretty much stuck figuring out the name of an enemy boss i need for my own quest.

 

but if ya really want a name: Xantara (should mean about as much as protector of the earth) and is female i think

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