Doing a bit of work on some random encounter tables, got a question

lujo

Look, Ma! Two Heads!
Are the encounters you can have on caravans determined by the same random encounter tables that are used for general map travel, or can I add new tables, replace the ones currently on trade route tiles with them, and not affect caravan encounters?
 
All regular caravan behavior and activity is a function of brhnddst.int. Special caravans like the Duppo's brahmin drive and Chad's caravans have their own scripts as well.
 
Ty. Btw, I seem to remember a few random encounter mods being mentioned here and there, and I'm noticing weird stuff in the latest RP build which I'm not sure if is vanilla behaivior (critters unable to use their weapons, teams being wonky, STRANGE monster group distributition. Did enyone ever do a good makeover of all that?
 
Hey, I just figured something out, but I need info from people with more insight, I may have figured out a way to add "magic spells" to the game, lol. Or at least combat stuff more complex than shoot stuff, reload, eat a stim, run away. Without messing with protos and stuff, probably, only scripts.


There's a bunch of guys in random encounters which have Jet on them but don't ever use it. If they did, the encounters would be different for them, as they'd have more range and AP. I can't find a map of what AI packet actually means, but I know some guys always eat all their chems - the Vault 15 guys take mentats if they have them.

What I need to know is if there's an AI packet which would guarantee that Jet will be consumed if in inventory, but otherwise behaves like a regular tough guard? (vault_15_khan or tough_vault_15 khan might be like this).

Or can add it to the combat_p_proc somehow with script overrides?





Becuse it seems that every AI_PACKET in random encounters was changed by Killap to EC_TOUGH_GUARD for some reason (must've looked like a good/necessary idea at the time), but now everyone who's had this dont to him/her isn't using drugs apart from stimpaks. One result is that the average such enemy has less AP / whatever than intended, and the other is that you can loot a bunch of unused jet all the time.

Really curious about how and why that happened, why Tough_Guard exactly, what would be a better option, and just how much stuff had been affected by this unintentionally ^^




I also think that the drity hacky way of affecting aggro ranges can also be used to affect aggro ranges on stuff, lol, as many of them seem to be coded with the problematic "If can see you attack player" method which turns every Chosen one into an inevitable tank.

Hmmmm.



And, also, how to override taunts if you change the AI packet?
 
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On the drugs issue, in the file AI.txt. find the section dealing with the AI packet you want to change and add (or modify if already present) the line:

chem_use=always

If necessary, use your text editor's "search" function to look through the file for other examples to find out where to put the line.

lujo said:
And, also, how to override taunts if you change the AI packet?

This is a misunderstanding of what the AI packets do. One of their core functions is to control combat taunts. To assign different taunts, make a new AI packet; I'm not sure I recommend that-- you need to use the mapper for it, and all it takes is one mistake and you're screwed. Definitely make a FULL backup of your ENTIRE set of game files before trying this. At this point, you're probably better off modifying the packets using a text editor and AI.txt to make them work the way you want rather than trying to add new ones.
 
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