Bounty Hunters for "good" players?

J_Fred

Long time lurker
I've been looking around the worldmap.txt to see if there is a way to make it so, in certain areas, good characters are the target of bounty hunters. It's mainly for an extra challenge, as the higher level bounty hunters are quite formidable in weaponry and armor. I planned on making them occur near areas where "bad" npcs would be more likely to notice (and susbequently want to cull) the Chosen One's good deeds. This would be mainly The Den and New Reno, and possible NCR, Redding or Vault city depending on the political choices made.

However, I'm not sure exactly how the map file checks for karma. For example, here is the regular bounty hunter call in the worldmap.txt file around NCR:
enc_04=Chance:15%,Enc2-5) Bounty_Hunter_Low AMBUSH Player, If(Global(1) > 1) And If(Player(Level) < 7)
enc_05=Chance:15%,Enc2-5) Bounty_Hunter_Low_Mid AMBUSH Player, If(Global(1) > 1) And If(Player(Level) > 6) And If(Player(Level) < 13)
enc_06=Chance:15%,Enc2-5) Bounty_Hunter_High_Mid AMBUSH Player, If(Global(1) > 1) And If(Player(Level) > 12) And If(Player(Level) < 19)
enc_07=Chance:15%,Enc2-6) Bounty_Hunter_High AMBUSH Player, If(Global(1) > 1) And If(Player(Level) > 18)
enc_08=Chance:15%,Enc2-4) Bounty_Hunter_Low AMBUSH Player, If(Global(0) < -500) And If(Player(Level) < 7)
enc_09=Chance:15%,Enc2-4) Bounty_Hunter_Low_Mid AMBUSH Player, If(Global(0) < -500) And If(Player(Level) > 6) And If(Player(Level) < 13)
enc_10=Chance:15%,Enc2-4) Bounty_Hunter_High_Mid AMBUSH Player, If(Global(0) < -500) And If(Player(Level) > 12) And If(Player(Level) < 19)
enc_11=Chance:15%,Enc2-5) Bounty_Hunter_High AMBUSH Player, If(Global(0) < -500) And If(Player(Level) > 18)

I understand hte chance, but the global variables are throwing me off. I'm assuming global(0) is karma, but I'm unaware of what global(1) refers to. I thought about just changing the global(0) variable to > 200 so that they ambush "good" characters, but I'm not sure if I would have to change the naught variable as well.... not to mention I'm not even sure if bounty hunters are always hostile, regardless of player affiliation (that's a different task though!).


So, if I wanted my relative clean player to be ambushed after they reach 200 karma (so, save a few cities here and there), would I be best to alter the worldmap.txt by changing the second global variable to >200, or am I way off the mark here?


Thanks for any help!
 
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If(Global(0) < -500) is reputation/karma, increasing it will make them attack "good" characters
If(Global(1) > 1) is checking if you're a child killer

To get them to attack any high level character just use something like...
enc_05=Chance:15%,Enc2-5) Bounty_Hunter_Low_Mid AMBUSH Player, If(Player(Level) > 9)
 
That did it!

Though I get an "error" message in the prompt when they attack me... any idea as to why this may be?
 
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Did you replace an existing encounter or create a new one? If you made a new one you'll need to create an entry in the worldmap.MSG text. It's in the ...data\Text\English\Game folder. If it's not there you'll have to unpack it.
 
This sounds like a cool idea. Perhaps it could be tied to taking out the Salvatores, or something like that. Remember when Wright mentioned about them as if there were more than in New Reno and that's why he needed to get into the Sierra Army Depot? They could be some sort of revenge hit squad.
 
This sounds like a cool idea. Perhaps it could be tied to taking out the Salvatores, or something like that...

I always figured Mordino would hire bounty hunters to track down the scumbag who took Myron away...
But, it makes sense for any of the families to hire bounty hunters to find the one responsible for taking out the source of a crime family's power. So, bounty hunters could potentially be called if the stills are destroyed, if Bishop is killed, if Salvatore is killed, if the chemical/"lightbringer" transaction goes bad, etc. Except, these events don't necessarily mean that a player character is "good". Maybe. It really just means they made an enemy of a crime family.


(Yeah, on my list, too.)
 
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Orville Wright doesn't know who destroyed the stills (if you finished the quest unnoticed & peacefully), so it would be somewhat illogical if there's a merc/bounty hunter team tracking player for the stills when Orville still acts like he knows nothing. The surviving Salvatores hunting player for hostile actions is a great idea IMO, since it suits their style and there's no enemy in random encounters using laser pistol AFAIR.
 
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Orville Wright doesn't know who destroyed the stills (if you finished the quest unnoticed & peacefully), so it would be somewhat illogical if there's a merc/bounty hunter team tracking player for the stills when Orville still acts like he knows nothing...

It's not illogical. There are a number of people near the stills. It would be illogical to suggest that just because there are no major NPCs in that basement that absolutely no one noticed the non-Wright family guy/gal traveling with a robodog and guy with a bone through his nose. Even if they don't notice you specifically tampering with the stills. It isn't a stretch at all to say such a person is at least a "person of interest."
 
It's not illogical. There are a number of people near the stills. It would be illogical to suggest that just because there are no major NPCs in that basement that absolutely no one noticed the non-Wright family guy/gal traveling with a robodog and guy with a bone through his nose. Even if they don't notice you specifically tampering with the stills. It isn't a stretch at all to say such a person is at least a "person of interest."
So there would be a conversation for the first time under certain conditions? Since you're only a person of interest, no reason for direct hostility I guess.
Maybe make it work like the 2nd Kaga encounter in old RP? If you passed the speech check (or other skills), the bounty hunters hired by Wrights won't bother you anymore. But if failed, you not only have to fight them but also turn Wrights hostile (now they know you destroy the stills). Of course that would need some new dialogs.
 
I'm glad to see others share my thoughts on the bounty hunters. I would expect a true bounty hunter to be neutral, and go for any bounty regardless. Considering there are a large number of less-than-good factions in F2, it only makes sense for certain areas (New Reno, maybe Vault City, NCR and San Fran).

I've also made it so you encounter (small chance) enclave soldiers fighting mutants around the military base. And another small role for encountering mutants/ncr/enclave fighting along the NCR-MilitaryBase-SanFran route. The only issue is you get a lot of good loot by just standing idly by... but with the economy rebalance mod the only things of true value are the ammo sets you collect.

Hopefully guys with better modding skills than I can add this? It would be an excellent update for the game.
 
So maybe the Den area? I'm messing with my worldmap encounters now, though I'm not sure how to alter the bounty file so there isn't an error readout. Everything else seems to work just fine however.
 
So maybe the Den area? I'm messing with my worldmap encounters now, though I'm not sure how to alter the bounty file so there isn't an error readout. Everything else seems to work just fine however.

I would imagine that after either rescuing Kurisu, or putting the hurt on Metzger, the word would go out on you and that any slaver, anywhere, would be happy to pay for your extermination.

EDIT: I think that this would be a positive addition to the game. It would make Outdoorsman much more attractive and it would force the player to make some hard choices during character creation.
 
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So there would be a conversation for the first time under certain conditions? Since you're only a person of interest, no reason for direct hostility I guess.
Maybe make it work like the 2nd Kaga encounter in old RP? If you passed the speech check (or other skills), the bounty hunters hired by Wrights won't bother you anymore. But if failed, you not only have to fight them but also turn Wrights hostile (now they know you destroy the stills). Of course that would need some new dialogs.

I actually wasn't considering it with a conversation like that. I was looking at it more like, well, a post-apocalyptic wasteland where the one with the biggest gun wins... a place where, if you look guilty of something, then you did it!
But, I really do like the encounter you described. That does sound like a very interesting thing to try to include. Another thing for my list! ;)
 
It's making my current playthrough exciting. I didn't do any scripting, just changed the encounter tables and the messages for them.

Outdoorsman is quite useful!
 
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