Speech

cabeça

First time out of the vault
Hello,

I am with a doubt. For the that I saw moving in the file.Dat of the game, doesn't make a lot of difference the character to have a Speech 100% or one of 300%. Am I right? New questions won't appear nor new answers. It seems that some numbers of Fallout 2 are unbalanced.
 
Isn't it so that intellegence(or other statslike perception in some cases) gives you more or less differant options and the speech skill decides how good you are at getting people to understand you and agree with you?
 
Kahgan said:
Isn't it so that intellegence(or other statslike perception in some cases) gives you more or less differant options and the speech skill decides how good you are at getting people to understand you and agree with you?

In the script source code, speech skill is called SKILL_CONVERSANT, and I see code like this:
if( is_success( roll_vs_skill( dude_obj, SKILL_CONVERSANT, -10 ) ) ) then begin
// Dialog Option A
else
// Dialog Option B

So speech skill level definitely affects which text you will see.

In the script source code, Intelligence is calles STAT_iq, and I see code like this:
if (get_critter_stat(dude_obj,STAT_iq) <= (0-LOW_IQ)) then begin
// Dialog Option A
else
// Dialog Option B

So Intelligence definitely affects which text you will see.
Charisma will also affect some dialog options.

It depends on the various scripts which checks are done, and there doesn't seem to be a general rule that applies to all. As far as I can tell, there is no checking to see if the NPC understands/agrees, at least in most cases.

There is enough commands/variables to do all of these actions though, for people making new games. If the NPCs intelligence was too low, a scripter could make them not understand you. If your charisma was too low, a scripter could make them not agree with you, or perhaps attack you, or make the whole town attack you :lol:
 
I understood the last part you said, it was somewhaat what I was thinking :D the first part(with the coding thing) I skipped since things like that makes my head hurt :lol:
 
In other words, INT and CHA can affect dialog choices but use direct stat comparisons (yours vs the other's or yours vs a static value), speech skill checks are used too, but the target value is determined by a dice roll (unless I'm misinterpreting the term "roll" in the scripts).
 
Then there are other things that affect dialog options like who you killed, what you are wearing, what's in your pocket, who you had sex with, how good you are at the sex :lol: This one is amusing:

if (fixed_param == just_did_mrs_bishop_param) then begin
if (dude_sex_rating > sex_rating_bad) then begin
force_dialog_start("Node131");
 
:lol: that's funny.

Per -Yes I am a mutant modder, but I mostly make maps and along with Dwave I am the official "not understanding complicated things"
 
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