F2 Dialogue Expansion (Sex and Mind Tricks included)

Discussion in 'Fallout General Modding' started by encinodude, Jun 17, 2008.

  1. encinodude

    encinodude It Wandered In From the Wastes

    Jun 3, 2008
    After rewriting Kaga's character in F2RP extensively for my personal entertainment, I got the idea of expanding on the dialogue of existing characters, but I never could figure out how to really edit dialogue, since it seemed to be largely tied to character scripts and I'm horrible at those. I tried the FMF tool out, but its function seemed to be creating dialogue for new NPCs, which isn't what I have in mind.

    I'd like to expand on existing NPCs. Make conversations richer; flesh out minor characters and expand on floating text. One of my big aims is to make sex a bigger part of Fallout 2. You'd be able to sleep with a lot more characters, sometimes in exchange for money or better deals with merchants. It always seemed to me with all the sex titles and perks you could get in the game, there, frankly, should've been more fucking.

    The second idea is a little whackier, but plausible since we've seen at least one character in the Fallout universe with psychic powers. I was thinking about implementing a perk tentatively called "Mind Trick", which allows you to influence NPCs through the dialogue window. Of course, I intend this to be balanced. You're not supposed to be able to go through the whole game commanding people to do your bidding.

    Commonsensically, the expansion shouldn't conflict with existing dialogue nodes.

    Writing dialogue is a cinch for me, but I don't know the first thing about scripting. This will probably be a long and tedious process because of the scripting, but is anybody interested in helping anyways?
  2. Dude101

    Dude101 Vault Fossil

    Aug 3, 2005
    What we need is a less generic NPC's mod, just like the ones they made for *cough* Morrowind *cough*. I really want to do something like that with San Fran in particular (not right now though).
  3. encinodude

    encinodude It Wandered In From the Wastes

    Jun 3, 2008
    That's exactly what I was thinking. Call it that if you will. The NPCs in this game are definitely less generic than they were in Morrowind, though. At least if they have nothing substantial to say their dialogue is in floats instead of a tedious interface.
  4. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
    I like the idea however what kind of dialoge will you add? just normal conversation? hey nice weather.. how are you doing etc ?

    I think it would get pretty tricky to add more interresting and usefull dialoge. Maybe some more viarity in foating text would be nice.

    anyway good luck!
  5. smilodom

    smilodom Look, Ma! Two Heads!

    Apr 17, 2008
    This is probably a good idea... :wink:
  6. encinodude

    encinodude It Wandered In From the Wastes

    Jun 3, 2008
    I'm planning on adding much more floating text, new topics for NPCs (especially the dull ones), and greatly expand the impact of sex in the game. I'll basically be going through every single .msg file in the game for the first two. The point is to make NPCs on the whole less generic. I just want to make sure someone'll be willing to help with the scripting before getting started on anything.

    EDIT: Here's a sample of what I did for Kaga. I made it so he had some history with the Chosen One. I wanted to actually feel something when I was fighting him, and not grimace at the thought of yet another uneven battle with an overpowered gag character.

    Of course, I realize Chris Avellone is capable of writing all kinds of dialogue, so Kaga'll be the only one who sounds like he stepped out of Planescape: Torment.

    {100}{}{You see a man wearing minimal clothing.}
    {101}{}{Kaga. The First Chosen.}
    {103}{}{He wears the loincloth of a tribesman.}
    {104}{}{I was the First.}
    {105}{}{Like I carried with me a plague, they cast me out.}
    {106}{}{Your fall will be my ascent.}
    {107}{}{Prepare yourself!}
    {108}{}{We will meet again.}
    {109}{}{Ironic, that you could beat me.}
    {110}{}{I will dedicate myself to your fall. And you must dedicate yourself to mine.}

    {111}{}{We meet at last, Chosen One.}
    {113}{}{It has been a long time, little kusimanse.}
    {114}{}{I didn't think I'd ever see you again.}
    {115}{}{Like you, I was chosen to be Arroyo's savior.}
    {116}{}{Like you, I succeeded in the Temple of Trials.}
    {117}{}{They rewarded me by condemning me to the wastes.}
    {118}{}{Despite my triumph, they asserted that there was too much conflict

    within me for me to truly be the tribe's savior.}
    {119}{}{But this is about you and me. Two Chosen, when there can only be

    one of us.}
    {120}{}{What are you saying, Kaga? Do you want to fight me?}
    {121}{}{Our battle will strengthen us, until one of us falls and the other

    {122}{}{Prepare yourself.}
    {123}{}{It looks like our battle will last longer than I predicted.}
    {124}{}{You have not seen the last of me. I will dedicate myself to your

    fall, as you must dedicate yourself to mine.}
    {125}{}{He hasn't changed at all. He still believes that strength only

    comes with conflict.}

    {130}{}{Kaga. I spoke your name to Mynoc.}
    {131}{}{Mynoc. The one who hunts without knowing what he hunts.}
    {132}{}{Did you reminisce about how I succeeded in the Temple of Trials,

    and how I was cast out despite it?}
    {133}{}{The Elder. She once called me the tribe's greatest champion. And

    she sentenced me to exile.}
    {134}{}{I left the tribe intent on saving it. It was my duty.}
    {135}{}{But as I traveled the wastes I realized my future lay beyond

    Arroyo, as you will.}
    {136}{}{The wastes we sealed ourselves from, they were like vast oceans

    surrounding our tiny isle.}
    {137}{}{There is so much more to our lives than that village.}
    {138}{}{So great it is, the difference between knowing the path and walking

    {139}{}{The Hakunin. Guided by tradition and superstition, he thought me a

    {140}{}{The Elder, wise in her ways and blind to the ways of others,

    declared that the wastes had corrupted me. That I was no longer worthy.}
    {141}{}{To them, Arroyo had to stay as it was - ignorant, insulated and

    impoverished. To guide the flock, but not to have it grow.}
    {142}{}{In the wastes, I saw machines that preserved life and machines that

    annihilated it. I found fellowship and betrayal.}
    {143}{}{I told the tribe of this, and left it to them to decide whether to

    remain in Arroyo or to leave it behind.}
    {144}{}{In retaliation, they called me tainted, fallen. Evil. They

    supported my banishment.}
    {145}{}{I did not look back. I had chosen my path. I was the only one.}
    {146}{}{Until you were Chosen.}
    {147}{}{The kusimanse and the snake do not coexist. There cannot be two of


    {201}{}{Clouded, your mind is. Yet Chosen, you were.}
    {202}{}{Me no likie. U lookie bad.}
    {203}{}{The kusimanse and the snake do not coexist.}
    {204}{}{Prepare yourself, Simple One.}
    {205}{}{Roar!! I be ready for u Kaga!}

    EDIT 2: I should also add that I want to give the Mysterious Stranger a lot more dialogue. He/She'll still be mysterious, but not a boring quasi-mute.
  7. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    This is a great idea, man. I would focus on the NPC's, adding and expanding on the existing dialogue:

    1) Their interaction with each other: you know - how vic says: "boss, sulik's glaring at me again" when Sulik is present.

    2) Their responses to locations: for example - cassidy says when you enter Broken Hills: "broken hills is a mining town, it can be a pretty rough place so watch yourself"

    But the thing is these floaters come up only when certain conditions are present (such as both vic and sulik in your party) so i think this would require some scripting. Can you do this encinodude?
  8. Dude101

    Dude101 Vault Fossil

    Aug 3, 2005
    Yes! to suggest over wise is sacrilege! I meant the less generic NPC's project, which was very good, it added allot of unique characters to generic towns.
  9. encinodude

    encinodude It Wandered In From the Wastes

    Jun 3, 2008
    Josan12, if you'd read my whole original post, you'd know that I'm a cripple who's lost his crutches when it comes scripting. If I can find scripters to work with me on this, we'll be all set.
  10. Grayswandir

    Grayswandir Mildly Dipped

    May 9, 2008
    I am no professional either, but for what you want to do, you really don't need so be a high level scripter..
    I invite you to go see this tutorial to understand how its work (you have to subscribe )

    For what you want to do, you will maybe need to add a line a the beginning. Lets add a situation, the jenny girl in Modoc has already 21 dialogues situation, let's add a 22 and 23. You need to add this line at the beginning.
    procedure Node022;

    And some a the end,

    procedure Node021 begin

    procedure Node022 begin

    procedure Node023 begin
    debug_msg("Setting map var");
    //fade out 2 hours ... jenny float dialog

    And in the text files....
    {390}{}{Vault-Tec? He might have had something like that. I’m not sure. I know he did have a lot of
    really old stuff.}
    {391}{}{Thanks, Jenny. Let me ask you something else.}
    {392}{}{Well I guess that’s all I need for now.}
    {393}{}{I am glad we talked. Let's play now.]

    {394}{}{Sure...And how do you wanna play sugar?}
    {395}{}{Make me crie...}
    {396}{}{Le missionaire...}
    {397}{}{I changed my mind...}

    Thats pretty much it... You will need to look at the script of NRNicky, KCSALLY, KCJENNY to understand how they work.
    Maybe I have forgotten something, the hardest part is to install the compiler, but the tuto should be enought.

    But if you don't make the effort to look how to add a line or two, well then...
  11. Dude101

    Dude101 Vault Fossil

    Aug 3, 2005
  12. Grayswandir

    Grayswandir Mildly Dipped

    May 9, 2008
    Wont allow? does that mean I have to remove the link? Would be too bad cause I really understood scripting with their tuto for dummy...
    But yeah the tutorial you give are pretty much the same... Didn't know the place.
  13. Dude101

    Dude101 Vault Fossil

    Aug 3, 2005
    No, direct links to the recruitment centre wont work unless you have a login, and are logged on, I think they where trying to fix that. That's my precious wiki :) I have invested allot of time building it.
  14. Slaughter Manslaught

    Slaughter Manslaught Vault Senior Citizen

    Dec 11, 2006
    Looks like a mod with great potential! Can't wait to see this in full form!

    Suggestion: If you are looking for more things to add, maybe some floats for Marcus when going though the Military Base (he stays awfully silent, strange), some floats talking about the Gang War between Tyler's and Lara's gangs, people reacting everywhere when you talk with them using Power Armor (maybe some think you are BOS or Enclave material or some just get scared?), the people in The Den acting respectfully when you are a slaver (kinda like how the citizens of New Reno act when you are a Made Man), people at NCR looking bad at you if you are a slaver (maybe even sic the police on the player?) and people in New Reno acting super-scared if you are a Salvatore and has a Laser Pistol in hands?
  15. Dude101

    Dude101 Vault Fossil

    Aug 3, 2005
    Also if you create this, are you going to build it into the megamod or the resto? I reckon the megamod makes a better base as the resto will be incorporated eventually.
  16. encinodude

    encinodude It Wandered In From the Wastes

    Jun 3, 2008
    I haven't decided. If I could have it compatible with both I would.

    Anyways, I'm sure I could pick up the scripting language if I sat down and studied that tutorial, but I'm simply too lazy. So unless someone versed in dialogue scripting decides to partner up with me this mod isn't going to happen. At least not from me.