Mr. 1010101 said:
What I could do is this: During the morning, I am asked to do something that takes advantage of my attributes; then at around noon, I go do whatever job the game logic gave me based on my tagged skills; and then during the afternoon, - I don't know - the vault has a baseball game and you participate in a way that is determined by your traits. Say if you chosen Fast Shot or One Hander, then you would play as one of the pitchers, or if you chosen Good Natured, you would be the referee. (If you chosen Sex Appeal, you would be a cheerleader.
)
This is a very complicated sequence to write script-wise. Start simple. Like Pixote said, first build a map. Test it for blockers, exit grids, etc. (if you don't know what I'm talking about, read the Mapper instructions thoroughly). Making the map alone, when you're not experienced, will probably take you at least a week. Oh, and don't bother with the elevators for now.
If you still like Fallout modding, go about designing your area. Believe it or not, but it's essential, if you want to create something coherent and not be forced to redo it twice before it's any good. Download Van Buren (cancelled Black Isle Fallout 3) Design Documents available at the Vault (the Fallout Wiki) and read at least through 01 - Tibbets Prison design document. Chris Avellone explains everything about writing a design document there and provides awesome examples.
Write the design for your Vault 101. You don't have to be as specific as Van Buren documents. You already know the story, it's established etc., so you can basically skip the overview part. But you should absolutely outline your NPCs. Check out this example:
Dad
Role: Doctor for V101, Player's dad
Location: V101, Level 1, medical bay
File: v101c1
Appearance: white smock critter
Description: Your dad is a good natured man whose main concern is his baby - the player. Blablablablabla.
Specific reactions: If the player is armed, will ask to put down weapon.
Technical information: In the evening, he walks to the canteen.
Gives quests: Help dad at work.
Involved in quests: n/a
Normally, you would write more in the description area. It is here that you outline the character - their desires, their traits of character, etc. It will help you write the dialogue. The information like location or the appearance of the critter are not so important if you're doing a small mod, but it's good to have the right habits when you move on to larger projects.
After you have your cast of characters, it's time to design the quest. Here is an example:
1.
Help dad at work
Description: Another day at the Vault has just started. The player appears at the Vault's medical bay with their father. Dad needs help at work.
The player should initiate dialogue with dad and ask what needs to be done. Dad informs the player there are several tasks for them.
The first task involves browsing the medical history of a patient for mentions of liver problems at young age.
The second task is about bandaging the knee of one kid who slipped on wet floor.
The third task is fetching a First Aid Kit from the supply room. Each new task will be given after the previous one is complete.
When the player (dude) has finished all tasks, they are given their reward and are free to hang out in the canteen.
Initiator: Dad
Scope: Small
Importance: Minor
Rewards: 100 XP for each sub-task, $50
Global_variables:
GVAR_HELP_DAD
= 0 // Quest inactive
= 1 // Quest accepted, first task given
= 2 // First task completed
= 3 // Second task given
= 4 // Second task completed
= 5 // Third task given
= 6 // Quest completed and rewarded
Warrior: A combat-oriented player has no specific ways of performing the tasks. Task 1: Use the computer in the medical bay and follow the dialogue to find the appropriate medical file. When the player opens the right dialogue node, the variable is set to 2, The player should now talk to Dad again and give him the necessary information.
Task 2: Use First Aid skill on the kid who stands in the med bay. If the test is successful, the variable is set to 4, the kid floats a grateful message and runs along. Dude should return to dad for the next task.
Task 3: The player should navigate the corridors of the Vault to find the supply officer, Jenkins (or whatever). Jenkins will give the player the First Aid kit and ask to say hello to your Dad for him. The player should now return to Dad to complete the quest.
Thief: A stealthy player could just steal the First Aid kit without getting involved in the lengthy and somewhat tedious conversation with Jenkins.
Diplomat: A diplomatic dude may ask why Dad didn't know the facts from the medical history of the patient in Task 1. The reason is obviously, because your dad wasn't yet in the Vault at that time. But he will try to cover it up saying there are many people in the Vault and it's impossible to know their medical histories by heart. Or some such.
Well, basically all is there. The outline describes what follows what, what actions are needed to perform the quest, all the reactions and some technical information as well. Modify this as you please.
As for the global variable thingy, check out the scripting tutorials to get familiar with this notion.
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When you have outlined the NPCs and the quest and have the map ready, you may proceed to dialogue writing. Check out dialogue writing tutorials at the modding Wiki. (
Vault-tec Labs modding wiki)
Write the dialogue for all the characters that are involved with the quest. It will take you a while.
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Finally, you may proceed to scripting. Generally, read the tutorials for guidelines and then browse the original Fallout 2 scripts (provided with the Mapper) to see how things are done. This is the hardest part. It will be the most frustrating of all Fallout modding, you will feel lost and furious at the stupidity of the limitations. But if you get your head around it, you'll progressively get better and will be able to do more complex stuff.
For the start, don't exceed the simplicity of what I've written in the quest design - it will prove complicated enough.
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After you have scripted something, test it. Testing is very important and will eat on your nerves a lot. When you think you have finished testing, pass the mod to two or three people to test it too. I can assure you they will find several more bugs you wouldn't even think about. When you have squashed all the bugs (or at least you think you did), release the mod to the public, with fanfares and everything. Be prepared that the community will find another 50 bugs in what you believed was finished work.
Don't get discouraged. Work hard and there will be fruit.