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Random encounter frquency question.


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JagMaker not right.

 

Quests WorkshopXAttack, DLC01WorkshopXAttack, DLC02WorkshopXAttack, DLC03WorkshopTrapperAttack01, DLC04WorkshopXAttack

starting by Story Manager Quest Node/Story Manager Branch Node:

WorkshopAttackNode, DLC01WorkshopAttacks, DLC02WorkshopAttackNode and other.

With the terms and conditions. As they are all interrelated with each other I completely did not understand. :sad:

 

Start from "Story Manager".

 

There is no simple answer "Change it and get more deathclaws in game".

sure u right, nodes have conditions (counters), and they are interrelated

with simple words - while u walking around - workshop quests time counter works., when it's time is over - quest starting. it can be some "go kill raiders there" from settler., also this quest will be already integrated in game with script, before player get it. or it can be "your settlement was attaked" quest, it's integrated with same way, have same conditions, same time counter.

difference between workshop quests in it's priority

random encounter quests - yes, they have another node, another timer - but working in same way. (u can meet "dogs quest" "deathclaws quest" "settlers quest" etc. with difference on it's priority)

DLC encounters working same way.

if some quest's counters stop to count in same time - engine load quest that have higher priority. this way if to decrease it for robots and wait 10 days in game (global REquests timers reset) chances that u'l meet them will be reduced.

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also u can to increase quantity of attackers or encounters

to do that edit some "REquest", go aliases, find "attackers" edit it, and increase "force into alias when filled" number (up-left corner), twice for example, or four times) more beasts always fun )

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Example workshop attacks

DLC01WorkshopRobotAttacks is Mechanist

DLC01WorkshopBotRaiderAttack is Rust Devils

All nodes and quests have conditions

 

Workshop attack triggered from WorkshopParentScript by sending WorkshopEventAttack [KYWD:0004643E]. Conditions attack hapens or not checked in WorkshopScript by daily update.

Script Event node recive WorkshopEventAttack and select Node, Node check conditions and select child Node, child Node check conditions and select/start Quest. Quest have conditions himself.

Good luck in digging

 

 

Thanks for reply.

I know those quests but what I don't understand is certain random encounters have similar conditions (almost the same or even no condition).

And their priorities are all 50 by default.

But... some are very common (rust devil swarmbots) while some are extremely rare (deathclaws).

And deathclaws even have more variants then swarmbots, this is what I can't figure out... :pinch:

 

P.S.

I feel workshot attack is very interrupting, even I can just capture what I want to fight to make them attack more often, but I don't really like this.

So I decided to change random encounter events, if I can encounter more deathclaw ambushes, that will be great. :D

Edited by hydralisk_mk2
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