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I'm trying to prove someone wrong here, help me out.


LordTonyZ

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So some guy says that the only reason Fallout 3 has essential NPCs is because that other NPCs or accidental pit falls due to buggy path nodes will end up killing important NPCs.

 

I call bull on this. If bethesda wanted to they could of made NPCs only killlable by the player yet remain unkillable from other NPCs. He tells me this is impossible and if it were so easy "why hasn't bethesda done it." However I keep telling him that Bethesda is now forced to make alternate quest routes because if the player killed the main quest giver there will need to be an alternate quest. We all know it's just easier on bethesda's part to make the important NPC unkillable to both so they don't have to design alternate quests. He doesn't take that as an answer.

 

So if anyone can make a mod that allows NPCs to die from the player but not from other NPCs that would help me out. I'm pretty sure people would even love to download this mod as well.

Edited by LordTonyZ
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There's no need for a mod to say he's wrong. There's a huge difference between what a modder can do and what bethesda can do, proof is that video bethesda made win which bethesda devs developed a bunch of mods in a week, most of the stuff shown in the video has not been yet acomplished by any modder, why?, because modders use the modding tool bethesda made so what a modder can do (excluding complicated stuff, script extenders, etc) is limited by what bethesda wanted modders to be able to do. So even if something may seem difficult for a modder using the appropiate modding tool it might be quite easy for bethesda.

 

Some npcs are unkillable because making every quest account for the posibility of every single character involved in them dying is just too complicated, so it's not because of other npcs killing them but because of the player killing them and breaking the quest. I've made quests for skyrim and it's just easier to make the npc essential than to make another stage in which the player kills the npc.

 

Also afaik npc won't start killing each other in one place while the player in somewhere else because the are is not loaded unless the player is in there, it's not like the whole world is "alive" no matter player's location.

Edited by FrankFamily
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I'm just saying if Bethesda put the effort into quests it would be possible to have an important NPC get killed yet still find ways to somehow continue the quest.

 

For example in Rivet City the head security guard is unkillable. Why? Because he is part of The Replicated Man quest. Now there could have been alternate methods of completing this quest even if you killed him. Search the android's corpse to find android components and use that to tell the old man that the "android is dead" only that it's true. Sure you'll get an evil karma rating and piss off both that girl and old man but hey, the quest gets completed. That's all that matters.

Edited by LordTonyZ
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