GodofAlcohol Posted January 20, 2009 Share Posted January 20, 2009 Hey there,is it possible to let NPCs react on specific actions of the player?some examples:- Player kills an innocent NPC (or kills ANY NPC)- Player commits a minor crime (stealing etc.)- Player uses drugs/chems- Player is wounded- Player shows "bad" behavior in dialogue (ok, thats an easy one..)etc. I want to make the NPC speak to the Player (random comment)when such situations occur and run a result script.So I know there are certain dialogues that monitor the Players behavior (i.e "Don't touch that","Yeah its locked"), but are they hardcoded or is it possible to add custom topics,conditions etc. that make use of these techniques? Thanks in advance ! Link to comment Share on other sites More sharing options...
Skotte Posted January 20, 2009 Share Posted January 20, 2009 This may interest you.One time I decided to play an evil character so after doing something "bad" I went to tenpenny's after deciding to do a little "job" for them I decided to have one of the ladies there (Susan Lancaster with the help of the Caring sharing mod) accompany me. she didn't care for how I handled it. npc's wont like you commiting crimes if they have a good alignment. Hope I kept it spoiler free. Link to comment Share on other sites More sharing options...
GodofAlcohol Posted January 20, 2009 Author Share Posted January 20, 2009 Maybe its just a karma check in the beginning of the dialogue... but this points me to n idea.In all actions that change Karma, a possibility would be monitoring the characters karma and checking differences in each dialogue sequence for the NPC.Dont know the Karma effects of such actions though, is there any info on that (how much Karma do you lose by killing,stealing etc.) ?Maybe a condition in some "idlechatter" would help to recognize player actions, too. So that the NPC leave a comment if the player is wounded etc.Does anyone know how the random comments in FO3 work (the simple sentences NPCs randomly say to wjile passing by) and which conversation-tab is responsible for them? Link to comment Share on other sites More sharing options...
GodofAlcohol Posted January 20, 2009 Author Share Posted January 20, 2009 Got the idle Chatter to work, I think.Another Problem: The Disposition to the Player is 100. (I chose 35 as Base Disposition).The NPC is a Companion, maybe something in the regarding Factions causes this value? So I wanted to have several dialogue options only avaiable for a certain disposition and a dynamical change of the disposition, caused by the players actions, but this doesnt work when the disposition is 100 straight away ;) . Link to comment Share on other sites More sharing options...
GodofAlcohol Posted January 21, 2009 Author Share Posted January 21, 2009 So ok, Im talking to myself again, but maybe someday,some humble knight will come and see my desperation and maybe even help me ;) Ive got a new idea for achieving the goal. Im planning all this on a single NPC (a companion) so I could attach a script to him and check all the info in gamemodebegin gamemode if(Player.getHealth < SomeThreshold) //do something endif if(Player.getItemCount ChemList < SomeVariable) //do something endif if(Player.getKarma < LastKarmaStatusVariable) //say hes a bad guy and hit him...with a stick else if(Player.getKarma > LastKarmaStatusVariable) //say hes a saint, and hit him even harder endif end and so on... Good idea or am I missing something? Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.