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Factions ?


GodofAlcohol

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Ive studied the GECK-wiki and did not find very much useful information about factions, so here my question:

What exactly does it mean to belong to a faction?

Whats being influenced by being part of a faction ?

 

So the general purpose is to set a class of characters enemies/friends, but is there more to this, like shared Ownership, Disposition boni etc. ?

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As for shared ownership: You can define an item or container to be owned by a faction, then anyone in that faction can use it (not sure if this applies to the player)

 

TES Construction Set wiki has some info as well, although all of it might not apply to Fallout 3 http://cs.elderscrolls.com/constwiki/index...tegory:Factions

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Its not a leftover. It is used a lot, Factions are what make groups of people hate each other and other groups not hate each other. When you are wearing the ghoul mask it sets the player faction to friend with the feral faction. it also tracks crime that is why when you shoot someone in a town everyone starts to fight back together.
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Its not a leftover. It is used a lot, Factions are what make groups of people hate each other and other groups not hate each other. When you are wearing the ghoul mask it sets the player faction to friend with the feral faction.

Ok, you're right. The enemy/ally classification is a good thing.

 

it also tracks crime that is why when you shoot someone in a town everyone starts to fight back together.

That's right, Ive seen it many times and it's a total bullshit system. I.e attacking Moriarty by shooting his head off while he is sleeping (with a ilenced gun) will cause all people in megaton to chase you down, even the settlers on the street.. WHY? -because they are one faction and Moriarty's ghost tells them to (Cause they didnt hear or see it, his ghost has to tell them)!

That's just stupid...I'm no professional on AI, but I know that developing a better system for the crime-perception/handling would not have exhausted the budget and/or CPU. (They even already have the possibility/resources in the game to make a better system , but didnt seem to care for that part)

 

But to the point, you're right.

So one little additional question, is it possible to i.e. set the Players Home(s) to Faction Ownership, so that followers etc. can use the beds,furniture,containers there? Or could this cause any troubles in game mechanics?

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factions can be a dynamic tool for streamlining a large project. Not to mention the above... You can uses factions to handle NPC inventory, ownership and disposition towards other factions.

 

For example, if you have several types of soldiers but you only want some of them to have specific items or have items added over item you can use factions and ranks.

 

 

myFactionAll

myFactionSoldiers

myFactionSpecial

myFactionRobots

 

the top faction should included all the ones below it. You can use the myFactionAll to use for ownership of items and areas. Since only one thing can be added to ownership, you'll need an "all" type faction for beds and food...

 

as for Soldiers faction you can have a base inventory of:

 

combat armor

power armor

power armor helmet

assault rifle

laser rifle

 

then you can setup ranks for the NPC's and during the inventory you can select "rank" needed. So you are using a template NPC for an actor base, you can use the original inventory that includes everything, but the NPC's rank can dynamically select the items for you. So in short you can have some of them using combat armor + assault rifles and some could use power armor + laser rifle all while using the same template.

 

I'm sure that probably didn't make sense. In short you can make a ton of NPC's that seem unique, but you're only using 1 template and 1 inventory set all thanks to ranks and factions. This also makes it very easy to edit down the road.

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