In-Town Combat

Kalte Lanze

First time out of the vault
One thing that always bothered me in Fallout 1 and 2, was if you killed one person in a room that no one could have seen, almost, or all of the town's unarmed NPCs run from you all the time, throwing you in combat mode and those with guns usually attack you.

This happens usually, even if the killed NPC has no relation with the other townsfolk. This sort of makes it hard to have a good ol' bar fight or to assassinate one person you really don't like.

Question is, was there ever a patch, or an attempt at making a patch to solve this issue? Just curious, I think it would be a good fix.
 
Patch? Nope, IIRC.

This issue is relatively easy to handle. Every critter is assigned to a team, and its AI is set on the map entering (usually by its script, although this can be set in protos, too). The critters script can (and usually do) set some other effects too, like what happens after player kills/attacks the critter.

Get Official Fallout2 Mapper, the script sources come with it. Browse them for a while, and you'll get it eventually.
 
The only problem with that is when/if the critter walks around it won't be able to determine whether or not the person is actually viewable. Plus it has no concept of sound levels. In short it's possible as lisac said, but don't expect it to be realistic in every situation.
 
It would be nice if townspeople seeing murder but unable to call help would be more submissive, would offer their belongings, etc.
Unarmed people charging at heavily armed/armored player look very unrealistic.
Most of people should be interested in surviving, not fighting.
 
Yeah, it seems like it would need to be fixed officially for it to work right, but I know that's never gonna happen xD

Maybe the next official Fallout (if ever) will have something that counters this problem.

Another problem I see is if you break into a store and the NPC shop owner sees you and asks you to leave if you don't leave in time he just freaks out and runs every time he sees you. I came back 6 months later once and he still ran from me on sight, I never shot or punched him at all, just was too slow to leave when he told me to.
 
I found that even Oblivion had this problem.

lol NEXT GEN

If I stole a horse when its night time, the owner standing behind a building would instantly know and come running for me. Completely ruined my planes for thievery... so many times.
 
I found it hilarious that you could get the people in the inn to fight on your side if you managed to get one of the knights to his them by accident. Then you just stole his armour and horse...
 
Kalte Lanze said:
Another problem I see is if you break into a store and the NPC shop owner sees you and asks you to leave if you don't leave in time he just freaks out and runs every time he sees you. I came back 6 months later once and he still ran from me on sight, I never shot or punched him at all, just was too slow to leave when he told me to.
This problem is also the one which could be solved easily. The reaction toward player is being saved (usually) in a local variable (LVAR) by critter's script. The problem is that the LVAR never resets, even after 6 months. So, if the trader was upset or put on fire, he'll stay that way forever.

Adding a few lines of code (regarding the game time) solves the problem. Logically, it could stay the way it is now, because people don't forget hostility easily...
 
I understand that people don't forget hostility easily :p

However, I would think after a year, more older folk might forget your face, and also since I just walked into his store and took a little too long to adhere to his request, I wouldn't think that means he'd freak and run from me everytime he sees me xD

Oh well.
 
I don't know what an "ideal" behavior would be for NPCs, but I was always annoyed how if you got into a fight with one person in a town you might get the entire town turning on you which in turn would force you to kill everyone in the town and lose access to shops, quests, etc.

It's like the Bob's Iguana Bits stand in Fallout 1. If you provoke Bob into attacking you and you defend yourself it makes the whole damn town (or at least the guards) start attacking you.
 
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