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Possibly a cool addition?


sullyvanj93

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I really like playing Fallout 4, although to be honest, my heart still lies with New Vegas.

 

Still, FO4 brings a lot of new aspects to the game. One that I really appreciate is the immersion the companions give you.

 

Fallout 3 companions and followers were so bland and one dimensional, whereas new vegas took these characters and made them people with backstories, quests, and personalities. Fallout 4 goes even further in a lot of ways, in giving these characters even more soul.

 

One of the ways they do this is by making your companions comment on your activities. While their judgmental stares as I steal a bobby pin or do a quest my own way DO get old, I do like their comments at times, and was wondering if it was possible to bring this to new vegas.

 

Some of the things I was hoping to have a companion comment on include:

 

when you strip down to your skivvies

when you feast on human flesh before their eyes

when you consume certain aid items, such as chems and booze, or even food and magazines.

when you pick up worthless misc items, such as a fork, tin can, or fission battery (maybe have their tone change depending on value)

when you are addicted, poisoned, or super low on health.

 

maybe some other activities as well. To be clear, I'm not looking to implement this onto vanilla characters, but am wondering whether the game has the ability to add it to a companion mod's dialogue. Are the right conditions there? would it be possible through script? how would someone go about doing this?

 

I think it'd be pretty cool to add some of the more ingenious aspects of FO4 into New Vegas. Thanks for any information you may lend.

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It is possible to register all of these events through script and then have a recruited follower utter an appropriate line of dialogue. For some of them (picking up objects, consuming aid items), NVSE event handling will certainly come in handy.

 

As for the actual follower work, that's not really my forte. But I hope someone picks up on the idea, I like the sound of it.

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I'd love to implement it in my companion mod I'm about to release. I even have the lines recorded and ready. I just don't know how to set the conditions up. And while I use nvse for playing, I've never used it for creating, so I wouldn't know where to begin.

 

If anyone has any idea how to set up the scripts to trigger the dialogue (even a small idea that we can bounce back and forth), I'd be game to work with you. shoot me a PM

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Took a quick peek at the Cannibal perk. Here is the associated script.

 

StartCannibal Player
Player.RestoreAv Health 25
Player.RestoreAv Hunger 25
Player.DamageAv RadiationRads 2
RewardKarma -1
ModPCMiscStat "Corpses Eaten" 1

If Player.HasPerk MeatOfChampionsPerk
  Player.CastImmediateOnSelf MeatOfChampionsEffect
endif
So what I'm going to do is add a var to the companions script (say bCannibal) and this will be used as part of the conditions for the cannibal topic. Then you can add SetVariable (I believe) to flip that bit by adding it to teh above script (something like; myCompanion.SetVariable "bCannibal", 1). This way when the player activates the cannibal perk from the corpse, the bCannibal var will equal 1 on the companions script and the companions dialog script will see that 1 as part of it's condition for the cannibal topic and fire off. You'll also want the result script on the topic to reset the var back to 0, for the next time the player decides s/he has the munchies.
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I think a similar method (as above) could be used for some of the other scenarios you'v listed above, like aid items and misc items (most of which can have a script attached). For instance the misc item "mutilated torso" could flip a var bGross under a onGrab block, and once again be used as a condition of a "Gross" topic.

 

There may be a much more efficient method via a quest script and formlists of categories of item that may be worth exploring so you don't have to create a kajillion scripts on a multitude of items.....but I suspect that's above my pay grade. Maybe some of the scripting guru's have suggestions?

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For the naked body, pretty much all armor is going to be on slot 2 (upper body) so you can use NVSE's getEquipmentSlotsMask to see if that slot is populated, and if it's not, then the player is naked.

 

Anyway that's a few suggestions re: your queries. I can't say they are the most proficient or elegant, as scripting is not my forte. Perhaps others more knowledgeable will have some suggestions as well.

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Took a quick peek at the Cannibal perk. Here is the associated script.

 

StartCannibal Player
Player.RestoreAv Health 25
Player.RestoreAv Hunger 25
Player.DamageAv RadiationRads 2
RewardKarma -1
ModPCMiscStat "Corpses Eaten" 1

If Player.HasPerk MeatOfChampionsPerk
  Player.CastImmediateOnSelf MeatOfChampionsEffect
endif
So what I'm going to do is add a var to the companions script (say bCannibal) and this will be used as part of the conditions for the cannibal topic. Then you can add SetVariable (I believe) to flip that bit by adding it to teh above script (something like; myCompanion.SetVariable "bCannibal", 1). This way when the player activates the cannibal perk from the corpse, the bCannibal var will equal 1 on the companions script and the companions dialog script will see that 1 as part of it's condition for the cannibal topic and fire off. You'll also want the result script on the topic to reset the var back to 0, for the next time the player decides s/he has the munchies.

 

 

Hey devon, thanks for the idea! I have a few questions before I try this attempt.

 

again, I am very VERY new at scripting, but it's my fear that if I edit the vanilla cannibal script (as I think you're suggesting here, may be wrong), I will make my mod incompatible with any other mod that may alter this script, including any future companion mods doing the same thing.

 

Would I be able to create a new script all together that's condition to run is based on if the cannibal script has completed itself (by being a cannibal and feasting)?

 

Or if I'm completely wrong with my assumption, I'll just play around with how you suggested above. Thanks again.

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again, I am very VERY new at scripting, but it's my fear that if I edit the vanilla cannibal script (as I think you're suggesting here, may be wrong), I will make my mod incompatible with any other mod that may alter this script, including any future companion mods doing the same thing.

Like any mod, the last to load will overwrite the previous changes, but you do need something to show that event has been triggered. You might be able to try a quest script checking each frame for getAnimAction, for a special idle (devouring the corpse), but I couldn't give you any advice on it, as I'v never used it in that scenario.

 

How about trying to tally modPCMiscStat, that should be easy to tap into. GetPCMiscStat can tell you the base starting value, and you can check for changes. I'm assuming this isn't a boolean value, but rather functions just like modAV (ModPCMiscStat "Corpses Eaten" 1 adds one to the value for each corpse eaten). I havn't used the function, so I can't say for sure, but I think it's a safe bet.

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  • 3 weeks later...

Just an update:

 

I took Devin's advice and set up the script variables, starting all values at 0. Then when the appropriate item is picked up or used, that value is temporarily changed to 1.

 

I currently have all comments working except for 2 of them.

Firstly the "naked" no upper body one. Still have to play around with it, as again, I'm new to nvse as a developing tool rather than just something to stick in my folder so other mods run correctly. But I'll tinker with it and see what I can learn.

And secondly the cannibal one, simply because I haven't gotten the chance to set it up and test the PC MiscStat counter way that Devin suggested (due to time). I imagine it'll work fine though once I find the time to do so.

 

I did end up using formlists as it saved a LOT of time and I believe makes it much more compatible with other mods that may do similar things.

 

Thanks for the great suggestions, and hope you can implement it as you imagined for Marilyn too.

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