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How to disguise as a Feral Ghoul


Ironman5000

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Well I am working on the next stage of Monster Wars which is to add several new ghoul variants to the mod, along with a Ghoul Mask which I want to operate the same way as FO3.

 

Obviously NV doesn't have this feature so i'm trying to work out how make this work - NV has a 'faction disguise' system for NCR, CL etc. and I am looking into making a new one for the feral ghouls on equipping the mask. So far I have had a go at making quest/scripts based on the vanilla ones but so far not been successful :unsure:

 

Can anyone with scripting/quest knowledge help me out at? My skills in this field are very limited and I am practically shooting in the dark atm and could use some assitance. If it you lend a hand and it works you go in the credits :smile:

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as far as I recall, the original Ghoul Mask worked via a script which added you to the ghoul faction when you put it on, and removed you from it when you unequipped it. simple script really.

I've not really looked at how the faction-disguise system works in FNV though.

 

as for the clipping problem, it could be that it needs EGM stuff to be generated, not sure what's involved in that.

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  • 3 weeks later...

That's the very mod I am using :tongue: Got a working script for it now thanks to luthienanarion (2nd page of my thread)

Regarding the script, I've been using a modified version of the ghoul mask script for years, I find that adding an "InCombat" reference helps making it (much) less cheesy.

How does that work?

Edited by Ironman5000
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Simply by adding this condition:

 

Begin GameMode

if player.IsInCombat

setEnemy playerFaction XXXXXXXFaction ;ENEMY

endif

 

Where XXXXXXXXXXFaction is the name of the faction (of course).

 

It's only three lines but the difference is huge because whenever the PC is in combat the ghouls will become hostile. It means that if a Bloatfly attacks your character it will blow his/her cover. It also means that unless you kill a ghoul with one shot you will have initiated combat and they will turn hostile until you break out of combat and equip the mask again.

 

I understand that what I'm suggesting isn't for everyone but it feels much less cheesy.

 

I've been using this condition for my Fiend Friend mod for FNV and before that for my Infiltrations mod for Fallout 3, it's simple and it has the advantage of forcing you to be careful whenever you're around enemies posing as one of their own.

 

Last but not least you can't abuse them anymore since initiating combat will make them hostile again (but it's fun to sit back and let them do the dirty work while you watch).

 

The ghoul mask gets really cheesy when you start using it to slaughter ghouls. I thought about making everyone hostile while your character is wearing it but this has the potential of seriously messing up the game (especially in FNV with the reputation system).

 

I've been meaning to explore a bit further the disguise system in FNV. It's much more interesting that the simple ghoul mask script but I never got around to it. As long as it is working and doesn't make a mess of things why not keep it simple? :happy:

Edited by Shantih
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AH I see that makes it much more realistic then, I did notice in testing the ghouls didn't care when I blew the head off the one next to them so I agree this would make more sense really. I have got another faction 'disguise' through a perk when hiring a companion, if I add this condition and I blow my cover will they be hostile until I dismiss and re-recruit or will it settle down on it's own? The perk is Deathclaw Indifference gained by hiring Sharptooth.

 

I thought about making everyone hostile while your character is wearing it but this has the potential of seriously messing up the game (especially in FNV with the reputation system).

Like NPC hostility with werewolf transformation in Skyrim? From what I understand in that game they don't actually recognise you as the Player when in that form so there are no reprocutions like town bounties (I think), is there no option to add this through a script onequip?

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This is really interesting. :)

 

I'm not familiar with the character you're referring to. I assume that when you recruit him you get a perk that makes the faction non hostile so it would be a real pain with my modified Ghoul mask script (hiring and firing wouldn't be practical). My idea works well with an object that can be equipped it doesn't work well with a follower IMHO.

 

I don't remember how it worked in Skyrim and I never had a look in the editor while I was still playing the game. I assume it would be possible to make it so that the game doesn't keep track of your character's offences. It may be a bit tricky however (just like the Grey Cowl in Oblivion remember?) and it can be used to abuse the game which is one of the reasons why I didn't like the original implementation of the ghoul mask in Fallout 3.

 

I would be more concerned about breaking the game and messing up quests though.

 

I'd suggest having a look at these mods that try to do the same thing:

 

Invisible for No Reputation by sagittarius22

http://newvegas.nexusmods.com/mods/41943

 

Invisibility for no Reputation by Sagittarius22

http://newvegas.nexusmods.com/mods/39347

 

I haven't tried them myself so I can't comment on the differences but check out the comments there are some ideas that you may find interesting.

Edited by Shantih
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Thanks, i'll check these out :thumbsup: I can live with adding your script only to the equippable items, i'm gonna try to keep the companion perk unique and the other companions grant other benefits (one is a player home).
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I look forward to trying this out in the game, keep up the good work.

 

Just bear in mind that many players don't like the idea of adding the InCombat reference as it makes it less easy to abuse the disguise (it's not that hard to provide the original script as an option however). :happy:

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