How Special Encounters Could Be Re-Made

SimplyWayne90

First time out of the vault
In the Classic Fallouts, there was no "wandering the wasteland" you traveled using a world map with a grid, so while on the world map and traveling between one area to another you'd occasionally get interrupted by enemies randomly (a random encounter).

Special encounters were different though.

As Quoted From The Vault "Special encounters are random encounters, often non-canonical, and are unique compared to more common encounters which may consist of hostile NPCs. They usually serve as entertaining points of humor, though some are very dangerous (Mad Brahmins), while some grant access to unique, sometimes powerful loot (Bridge Keeper). Most of these encounters consist of humorous pop culture references or other games or even earlier Fallout games (The Cafe of Broken Dreams). "


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I've started this thread with the hope that we can hash out a way to making the Classic Fallout encounters (Bridge of Death, Godzilla Footprint, Tardis, Vorpal Bunny, etc.) possible, and perhaps open the possiblites of new ones in the future.

All encounters should of course be tied to the Wild Wasteland perk, so that way players can play the game with or without encounters (Which are all silly since that is what they are all supposed to be)

I came up with two possible ways (Saying this now, I'm not a modder I'm the idea guy)

Method 1
Using New worldspaces (theres a mod with a blank one) and a script that activates on new exterior cells.

The details are this, the script has a chance of activating everytime you enter a new cell while your outside (so you can't walk into a building and encounter the bridge of death)

The script would up your chances of encounters by your luck skill, level should also probably be a factor so you don't get weapons and armors too early.

The script once activated, would give you a choice by using a standard message box, The box would say something like
"You have encountered a group of men banging halves of coconuts together (Monty Python), Do You wish to proceed? Yes or No."
Choose yes and your character is teleported to the worldspace of that encounter, does the encounter and leaves using an activator and message box.
Choose no and continue on your journey until the script promts you again.

This method would ensure no space is used that could conflict with other mods. And makes the encounters truely random, as there would be no specific cell to go to, to force the encounter.
Of course their would need to be certain cells that activate the script so you don't encounter things in towns or while fighting outside.

Method 2.
The encounters would be done similar to upgrading houses, by having the objects always present but disabled, and a script that activates either randomly or upon something like the 4th time the courier loads that cell.
Then by disabling normal area objects and enabling the encounters objects the encounter would appear. However this would make the encounter use possible conflicting space, and also would make them in one set location rather than truely random.
A second script would need to activate to disable all the objects again after the courier is done with the encounter, so as to minimize conflicts possibly.

So those are hopefully how special encounters may be done, as I said before, I can't even mod a bit, not even port mods, but this is what I could come up with. I look forward to any critisim since it'd make the community one step closer to Classic Fallout type encounters.
 
Can anyone tell me if this is a possible way?
If method 1 works then, I've made several outlines with organized instructions on how to recreate each indiviual encounter.

I'll post them after I get some replys on if my methods could work.

So far I've written an outline for every encounter that wouldn't require a ton of modeling (like the crashed whale probably can't be made unless some went through alot of trouble to make a gory whale corpse)
 
I've thought about this also, and I think the most practical way to do it would be to teleport the PC to a custom cell that appears to be outside and part of the Mojave but is physically distinct. Something like..

"While wandering the Mojave wastes, you begin to feel dizzy and darkness takes you..."

"You awake in what appears to be the Mojave desert. Strangely, you have no recollection of how you came to be at your present location. "

Due to my love of Stephen King's The Dark Tower series, I would make these events triggered by a mysterious Man in Black who approaches you. And after the encounter is finished, return you to your originally point of departure from the Mojave. But that's just me :D
 
I thought the use of message boxes more conveniant, and it'd be like the message box that'd pop up in the classics. I've written detailed outlines that I'll start posting on this forum if you'd like them.

I really need advice if its possible though from scripters.

I mean I know theres scripts for random events but could it be modified to fit this?
 
So you mean something like "You encounter 5 armored knights fighting a rat" appearing in a message box and then you click "Yay" or "Nay" to actually experience the random encounter? If so, what would trigger the message box itself? There are lots of examples in the game of a simple message box call being invoked in a script, and teleporting the main character happens at several stages in the game also.

[spoiler:b3c68121f7]Off the top of my head, when you kill house and go back to Yes Man, the PC is teleported to the Lucky 38 Penthouse.[/spoiler:b3c68121f7]

You might try looking at that script, then combine the syntax for making a message box / menu appear with it.
 
My main issue is percentages, because I plan to recreate all of encounters from Fallouts 1 and 2, to a point, plus a few from tactics, and of course add in new ones.

So how do I make it so they are rare, and I mean like with each new cell they're would be a 3-5% chance of even getting one, then certain ones would be 1-2% since they'd be powerful or have weapons and things.

Heres the original thread.

http://www.thenexusforums.com/index.php?/topic/273125-how-special-encounters-could-be-made/
 
Okay I'm going to try to discribe what I need from the scripts.

The first thing I need to know is possible or not, is a script that would run on every loading of a new exterior cell, but not include the towns cells as that wouldn't make sense.

Second, The base game script for random attacks from factions or this script, Could a script like that be used for triggering the random encounters via a message box with a choice to have the encounter or not?

And if so, How would a script make some encounters more likely than others?

And Could a different script disable each encounter after you've had them, so they don't happen repeatidily?
Something like FirstKnightsEncounter=0 (Means you haven't completed the encounter)
Then after you finish the encounter you activate a scripted activator to leave the area, that sets that value I mentioned to 1
So then it'd be FirstKnightsEncounter=1 (Which means you won't have that encounter again)

And could the same script enable an encounter in response to another encounter being disabled?

And example would be,
The second encounter with the Knights is not possible until you met them in the first encounter so something like
FirstKnightsEncounter=0
Then
SecondKnightsEncounter=2 (As in its impossible to get until you met them a first time)

So when FirstKnightsEncounter=1, then you could trigger the script to set the SecondKnightsEncounter value to 0 and thus make it accessable by the random event script.

The main thing that boggles me if how to make the encounters just rare enough to where a player may get a special encounter every once and awhile and could play the game all the way through and still not get too many. Perhaps a global variable of some sort?

I don't want people to play through the mod in a couple of days and then be tired of it, I want to make them rare enough where when people get the chance to have one they won't be able to say no because they'll be so excited at what it might be.

I know that seems like its too rare, but of course players with moderate luck would get one every (real-life) hour or so of gameplay, I might let them be more frequent later since I hope to get many encounters to put in game,

Nevermind I know its possible now.
 
I suggest looking at scripts that ship with the game, rather than hold out hope for someone to come in and help code the mod for you.
 
Well I've got a scripter helping me now, but at first I had no clue, however this mod is in the works now officially, It's called Fallout Special Encounters Reborn (SER) over at nexus, theres no file up yet as its still too early for all that.

And we need more help since its growing everyday with suggestions and ideas from the community so pitch in if you can.
 
As quoted from the Vault "special encounters are random encounters, often non-canonical and unique, more joint meetings and which may consist of enemy NPCs compared. They are usually so entertaining points of humor to serve, although some are very dangerous, while some provide access to unique and sometimes powerful prey.
 
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