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Unknown Name in Dialogue Box Until Learned


Toastman500

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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.

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@toastman500

do 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 cue

when 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.

 

 

  Reveal hidden contents

 

 

PS: apologies for the allusions Shavkacagarikia,

though thanks again

as you've answered this one a couple of times before

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