Additonal NPCs ?

PsychoSniper

So Old I'm Losing Radiation Signs
This thread @ DAC got me thinking.

Wouldnt it be cool if some more of the dialouge tree characthers from FO2 were able to join you ?

For example, Phylis from Vault City. If you convence her to see the outside world, get her to dag along as a medic for your party who's set to defualt as a coward in combat.
Little Jesus if your a mordino made man.
A group of metal armor guys with laser pistols if your a salvatore made man.
Maybe have an option for rather than automaticly fighting Frog Morton, you can challenge him to HtH combat and if you beat him, he and his gang join your party.


Basicly, enable it so you can get a huge ass party.
 
Possible, but they'd need to have their scripts modified and I think the protos need to be overhauled.

I think you could make the metal armor guys you mentioned work like the BOS guys on the Military Base map in FO1, just that they follow you around throughout the world (kinda like the followers in FO1).
That would give it a less personal feel -- which would fit, as they are just a couple of guards with no elaborate personality.
 
No it wouldn't.

Bodyguards are meant to follow you, not to be your bitches.
 
You talked about Salvatore's guys.
That kind of people shouldn't be in-depth characters.
 
I think you don't quite get what I mean by "generic".
I mean "generic" as in "replacable".

Like, there's dozens of ghoul guards in the reactor, yet most of them share the exact same dialog, script and AI, if not even inventory. They are generic. You wouldn't really notice if there's one more of them or one less. They are interchangable. If someone switched the positions of two of them, you wouldn't even notice it.

Marcus and Lenny have very specific personalities. They are complex characters. They guys in Power Armor in Fallout 1's Military Base are not. Giving them complex personalities would be pointless.

If everyone you meet is special, they are NOT special anymore. Imagine every peasant, guard, junkie and raider in every single place in the game had a distinct personality. Including the random encounters. Now where would be the fun in that?
 
I never said give everyone dialougetrees.

Just take some of the characthers that allready have them, and do some tweaks so (under certain circumstances) they will join as a NPC.
 
Whatever. They wouldn't be recognizable as Salvatore's men without metal armor and laser pistols.
 
i worked a little about adding new npc, and it seems it's quite difficult. just look in the "data\data\party.txt" this file is simple, but
the pid references 16777XXX (defined in critrpid) won't work when you add som more...maybe some parts are hard coded. so for the moment i think it's only possible to modify npcs, like adding level, or modity their combat option, but not adding new ones.

moreover, you should modify those characters' scripts if you want they join your party.
and to do so you've to modify party.h too.
 
Hm, but you can currently get some people to follow you around on the map. The dog in Klamath, Bess in Modoc (I THINK she follows you) and some kids in Klamath as well IIRC ("Am I bothering you?").

Having them follow you throughout maps SHOULD be possible, in theory.

But I'm not going to check that out right now.
 
Hi!

Another thing would be to get some NPCs to level up!
Someone did it for Miria, I did it for Davin (so you can have either of them...).
Or you can add some new levels to existing NPCs...

I even consider making the Brain-Bot with the human(!) Brain to level up - because thats rather easy:
He uses the same script as the cyberbrain, so only the party.txt has to be changed and the "new" critters to be added...
....but is this useful ???

Although I would also like to have some of the "planned" NPCs (e.g. Doc Johnson) to become active - but that is much more difficult and beyond my abilities....

By the way: I cannot edit stage 6 of Sulik(and some other critters) - is this a bug in FUCK?



Greetings
Jona
 
ofcoz you can crate NPC(as many of them as you want).
BTW there is a NPC mod for Klint. :)

Steps to create npc

1)Create new prototype for him(it must have unique PID)(you must cerate 6 *.pro files if you want him to level up)

2)Add entry in party.txt

3)Create script for him with party options(there are some macros for this)

ready :wink:
 
Well, maybe if Fallout was redone say on DVD (Fallout 2: Ultra Platinum Titanium edition), it would be nice to have more NPCS. Like I agree, they could be Body Guard fodder with floats, and don't have to be as in depth as say - Marcus and the rest.

Besides, why would you want a damn army trucking behind you... I foresee many blocked door ways.
 
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