Toastman500 Posted June 24, 2017 Share Posted June 24, 2017 In the dialogue screen, when talking to someone, their name only shows up if it's been mentioned before: whether they say it themselves, someone tells you their name, or you read about it elsewhere.Quest descriptions would probably have to be altered, maybe even some dialogue, but that would be tricky to keep track of. Link to comment Share on other sites More sharing options...
Jeffman12 Posted June 25, 2017 Share Posted June 25, 2017 Would need to go in and manually add quest flags to do all that. Also, we lack an introductory thing "Hello, I'm ___, I'm with the ___/From the ___, who are you?" Link to comment Share on other sites More sharing options...
montky Posted June 25, 2017 Share Posted June 25, 2017 @toastman500do you have a code fragment you wanted to workshop, for how you might go about that? are you playing with the player or companion name?or, are you wanting things like a faction or location reference to be "Pelmanism'd" and hidden until revealed... it's not as nasty as you might think:this is very similar to AI chatbots, meta-compressive networks, and to chomsky-schutzenberger contextless stuff,so their insights might help a lot to give some perspective of how to handle variables like that.you gotta be careful to not hyper-define or too self-referential the variable hehe. In terms of FO4;shavkacagarikia has already outlined a couple of different ways to do that,with on-Event stuff, that way you can have "unknown assailant" etc play until the event cuewhen they reveal their name, or you read anything which has that event ID ref associated(listen to holotape, read book or note or document, talk and succeed on local knowledge speech check)the elegance of Shavka's solution is,it should also work and be adaptable for things like custom companions,Dont Call Me Settler or NPC Overhauls,and new-lands refs. it's an enum array which holds the different text-strings.FactionInstitute might use from [1,2,3,4,5...], 1&2 to refer to x,y,z.whereas FactionBoS might use from [1,2,3,4,5...] 3, 5 and "X" so, your document would have 'fields' which reference that variable.If it were a GIMP document or word document, it would be; |greeting| |getThat.player or npc ref ID string --- ie, name||text fragment relating to quest.node.ID or OnEventID||outro| this would allow for combinatorial procedural iterative text documents;something which the "Better comicbooks and books in FO4" project are looking into more hehe. You can also use this to have different Realis or Irrealis moods and 'affects',some folks might hate a faction, and might refer to it that way etc.with things like "War of the Commonwealth" - you could have your AGIXML/talking heads overhaulbe effected by the local variable - say, after a faction attack Thats how you can also have stuff likewanted posters with the player character's face on it and their name,or notes which reference the player character and the last x,y,z nodes they've passed associated with the quest Event ID.when you combine this with 'self-referential ambient quests',it can become quite embedded and have a lot of 'verisimilitude'. Chucksteel and greekrage also had some neat how-tos,as does damanding. ----Between all of them, you'll find out a lot more stuff much quicker thanmany of the at-time-of-writing options on bethnet.I hope this is of use for you, and helps you find the thing you're looking for. PS: apologies for the allusions Shavkacagarikia,though thanks againas you've answered this one a couple of times before Link to comment Share on other sites More sharing options...
27alann Posted June 25, 2017 Share Posted June 25, 2017 http://www.nexusmods.com/fallout4/mods/12488/? This may be what you are looking for? Link to comment Share on other sites More sharing options...
montky Posted June 26, 2017 Share Posted June 26, 2017 @TwoSevenAlannthat is a good one, thanks for sharing;that'll work for a lot of new lands mods and the such like too,it's elegant. Link to comment Share on other sites More sharing options...
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