Fallout 2 mod Status on Mutant Rising?

I just tinker around with modding because it's an enjoyable hobby. My skill level is pretty basic...I know a little about art, and like making Fallout maps. I'll be a happy man when Mutants Rising is finally finished and people get a chance to play it.
 
Yes, here's his website for anyone interested - http://www.skyesken.org/pro_mr.html

Skye has done some very nice illustrations for MR, as well as writing a good portion of the dialogue, very talented IMO.

fallout_las_vegas_ending_a.jpg
 
Now, I wonder if the map of Mutants Rising spreads all the way from the west coast to the east coast? I remember Dayglow being a location in one of the earlier drafts and thenI saw you talk about one of the maps being set in New York.
 
I don't think so...the main character will travel widely, the map is as large as F2's, there will be some interstate travel between California and Nevada.
 
No thanks, but thank-you for your offer (just curious was your skills are - skilled Fallout scripters are needed )

I don't know anything about modding, but I can fix animations if you guide me with the proper software (I have a master degree in art and am good with After Effects and Photoshop). I can also test/proofread text and give inputs about dialogs.

I have lots more time with the almost total isolation we're at now...
 
I'm taking a little break from it for now, but I will get back into it soon. I have just one map to rework, one map, yet I'm reluctant to finish it...strange!
 
Hey .pixote. I have been wanting to ask you this but how do you make maps? I mean like how do you plan them? Do you make it up as you go along or do you plan it, like make out on a piece of paper first before mapping. Like how DnD players draw dungeons.

AYL8mt2VCDo1vPz6MpeCmdFwOiiwR5ZXP-J0yj7PFAH2R8EALcTYW8KLw7NKrtWgOpaH-e2PylDm44tFDOxdFtNx9kp8ZbMBgEmyAoSxF1fNaou7fLRgC2XbTGI


I'm sorry if this is a stupid question. I'm planning on getting into fallout 2 modding.
 
Good question...I need to understand the story of a particular location before I start mapping. Understanding the quests and needs of the characters help with the planning. One place in MR was modeled on a New York apartment feel, I just wanted to see if it was possible to make something like that. The engine limits the elevations to only 3 levels, and I want to maintain the outside view with each elevation, which adds more complexity.

2o20ws2.jpg


yLR4XN4.jpg



Ardent (main designer) often comes up with a town layout, which I use to build a map from, but often a top down paper design doesn't work as well when mapped in a isometric view. So things get shifted around and adjusted to get the balance right. I treat every map like a painting, and add and remove stuff overtime to get the right feel for a location, too much stuff looks messy and too little looks boring, so getting the balance is tricky. Often I'll build a location and then come back later and re-edit it...I've spent months editing previous maps, often removing unnecessary junk just to make the maps flow better. Knowing the purpose of a location is critical.
 
Good question...I need to understand the story of a particular location before I start mapping. Understanding the quests and needs of the characters help with the planning. One place in MR was modeled on a New York apartment feel, I just wanted to see if it was possible to make something like that. The engine limits the elevations to only 3 levels, and I want to maintain the outside view with each elevation, which adds more complexity.

2o20ws2.jpg


yLR4XN4.jpg



Ardent (main designer) often comes up with a town layout, which I use to build a map from, but often a top down paper design doesn't work as well when mapped in a isometric view. So things get shifted around and adjusted to get the balance right. I treat every map like a painting, and add and remove stuff overtime to get the right feel for a location, too much stuff looks messy and too little looks boring, so getting the balance is tricky. Often I'll build a location and then come back later and re-edit it...I've spent months editing previous maps, often removing unnecessary junk just to make the maps flow better. Knowing the purpose of a location is critical.

Yo, Pixote how is the mod going and you doing alright?
 
I haven't touched it since February...I needed to update one single map, the last map (then all the maps are complete), but I've just left it, I blame my new PC. I was running an old Windows XP machine with a CRT monitor for my Fallout modding, then I got my hands on a new faster, stronger, sexier machine and I took up playing a few choice games - fucking Elite Dangerous for one.

Mutants Rising has slowed to almost to a nought, so will be be released any time soon? I don't think so...the key factor is the scripting. That's what's holding the games release. Some of our quests are convoluted and requite a certain level of clever scripting, I'm not capable of scripting, and our key scriptor is extremely busy with his life - he works for Arkane Studios in France.

I'll keep working on the game, making small fixes here and there - improving the maps, adding new artwork when necessary, doing my thing. Bottom line - If the scripting isn't finished the game won't see the light of day.

At least I made my truck gateway work beautifully...

bgQb8Ko.jpg


PS: When I feel like it I'll screen grab all the maps and put them up on the Mutants Rising website, for people to look over...
 
I haven't touched it since February...I needed to update one single map, the last map (then all the maps are complete), but I've just left it, I blame my new PC. I was running an old Windows XP machine with a CRT monitor for my Fallout modding, then I got my hands on a new faster, stronger, sexier machine and I took up playing a few choice games - fucking Elite Dangerous for one.

Mutants Rising has slowed to almost to a nought, so will be be released any time soon? I don't think so...the key factor is the scripting. That's what's holding the games release. Some of our quests are convoluted and requite a certain level of clever scripting, I'm not capable of scripting, and our key scriptor is extremely busy with his life - he works for Arkane Studios in France.

I'll keep working on the game, making small fixes here and there - improving the maps, adding new artwork when necessary, doing my thing. Bottom line - If the scripting isn't finished the game won't see the light of day.

At least I made my truck gateway work beautifully...

bgQb8Ko.jpg


PS: When I feel like it I'll screen grab all the maps and put them up on the Mutants Rising website, for people to look over...

Do you accept new scripters?
 
I don't know anything about modding, but I can fix animations if you guide me with the proper software (I have a master degree in art and am good with After Effects and Photoshop). I can also test/proofread text and give inputs about dialogs.

I have lots more time with the almost total isolation we're at now...


In a pinch you can edit .frm files in ms paint.
 
Do you accept new scripters?

People with Fallout scripting knowledge only, it's not the sort of job to learn how to script on. We need to finish approximately 100 - 200 scripts (i'm guessing, it could be less). See the examples below - if you can write those scripts without struggling, and more importantly if your willing to put in the effort (this is the critical factor) then drop me a message. Now Ardent gets the final say, he's the lead designer and scriptor, he doesn't have the time to teach people how to script.

For example - a fairly small script.........

/* Script from map templete */
/*
Groom Lake Kristinos Mansion map script
GROkrist.map
by Ardent
*/
/* Include Files */
#include "..\headers\define.h"
#include "..\headers\command.h"
#define NAME SCRIPT_GROOMM3
#include "..\headers\UPDATMAP.H"
#include "..\headers\MR\Location\GroomLake.h"
procedure start;
procedure map_exit_p_proc;
procedure map_enter_p_proc;
procedure map_update_p_proc;
/****************** MACROS AND OTHER DEFS *******************/
/****************** VARIABLES *******************/
export variable lucy_pickett_ptr;
export variable pickett_explode_box;
procedure start begin
end
procedure map_enter_p_proc begin
/*if (map_first_run) then begin
mark_on_map(AREA_TRAPPER_TOWN)
display_msg(mstr(100));
end
else begin
display_msg(mstr(101));
end
override_map_start_hex(27918,0,5);*/ //tile, elev, rot
end
procedure map_update_p_proc begin
Lighting;
end
procedure map_exit_p_proc begin
mark_exit_bleeding
end

.............................................................


A larger script....


.............................................................

/*
MR NPC: Deputy Carl Hastings
Role: Sheriff's secretary
Location: Groom Lake West, Police Station
Dialogue: Jinx
Script: Ardent
*/
/* Include Files */
#include "..\headers\define.h"
#define NAME SCRIPT_GROOMC20
#include "..\headers\command.h"
#include "..\headers\GROwest.h"
#include "..\headers\MR\Location\GroomLake.h"
#include "..\headers\MR\Location\GlobalQuests.h"
/* Standard Script Procedures */
procedure start;
procedure timed_event_p_proc;
procedure critter_p_proc;
procedure pickup_p_proc;
procedure destroy_p_proc;
procedure use_p_proc;
procedure look_at_p_proc;
procedure description_p_proc;
procedure use_skill_on_p_proc;
procedure use_obj_on_p_proc;
procedure damage_p_proc;
procedure map_enter_p_proc;
procedure map_exit_p_proc;
procedure map_update_p_proc;
procedure talk_p_proc;
procedure node001;
procedure node002;
procedure node003;
procedure node004;
procedure node005;
procedure node006;
procedure node007;
procedure node008;
procedure node009;
procedure node010;
procedure node011;
procedure node012;
procedure node013;
procedure node014;
procedure node015;
procedure node016;
procedure node017;
procedure node018;
procedure node019;
procedure node020;
procedure node021;
procedure node022;
procedure node023;
procedure node024;
procedure node025;
procedure node026;
procedure node027;
procedure node028;
procedure node029;
procedure node030;
procedure node031;
procedure node032;
procedure node033;
procedure node034;
procedure node035;
procedure node036;
procedure node037;
procedure node038;
procedure node039;
procedure node040;
procedure node041;
procedure node042;
procedure node043;
procedure node044;
procedure node045;
procedure node046;
procedure node047;
procedure node048;
procedure node049;
procedure node050;
procedure node997; //both go to Nolan Bask
procedure node998;
procedure node999;
/*****************************************************************
Local Variables which are saved. All Local Variables need to be
prepended by LVAR_
*****************************************************************/
#define LVAR_Herebefore (4)
#define LVAR_Hostile (5)
#define LVAR_Personal_Enemy (6)
#define LVAR_Q_Important_Position (7)
#define LVAR_Q_Town_News (8)
#define LVAR_Here_For_Area51 (9)
#define LVAR_Been_Node36 (10)
#define LVAR_Thievery_Return (11)
#define open_captains_door if (map_var(MVAR_Hastings_Let_Dude_In) == 0) then \
set_map_var(MVAR_Hastings_Let_Dude_In,1); \
set_map_var(MVAR_Bask_Door_Status,1); \
add_timer_event(captains_door_ew_ptr,1,tefp_unlock_door); \
add_timer_event(captains_door_ns_ptr,1,tefp_unlock_door)
/*******************************************************************
Imported variables from the Map scripts. These should only be
pointers and variables that need not be saved. If a variable
Needs to be saved, make it a map variable (MVAR_)
*******************************************************************/
import variable captains_door_ew_ptr;
import variable captains_door_ns_ptr;
import variable hastings_ptr;
import variable intercom_float;
/*******************************************************************
Local variables which do not need to be saved between map changes.
*******************************************************************/
variable begin
n24_first; been_node44; been_node45; tamper;
end
/*******************************************************************
******* PROCEDURES *******
*******************************************************************/
/*******************************************************************
The start procedure is the first procedure called when the map is
first entered. Any initial information that needs to be set up
should be placed in here.
*******************************************************************/
procedure start begin
hastings_ptr:=self_obj;
end
procedure timed_event_p_proc begin
if (fixed_param == 0) then begin
floater(intercom_float);
end
else if (fixed_param == 1) then begin
tamper:=1;
if (obj_can_see_obj(self_obj,dude_obj)) then begin
dialogue_system_enter;
end
else begin
call talk_p_proc;
end
end
end
/********************************************************************
********************************************************************/
procedure use_p_proc begin
end
/***************************************************************************
This is cursory glance description that the player will receive should
he just pass the Action Cursor over. Examines which give more information
need to be in the description_p_proc procedure.
***************************************************************************/
procedure look_at_p_proc begin
script_overrides;
if (local_var(LVAR_Herebefore) == 0) then
display_msg(mstr(100));
else
display_msg(mstr(101));
end
procedure description_p_proc begin
script_overrides;
display_msg(mstr(102));
end
procedure use_skill_on_p_proc begin
end
procedure use_obj_on_p_proc begin
end
/******************************************************************************************
IF it gets damaged
******************************************************************************************/
procedure pickup_p_proc begin
if (obj_in_party(source_obj)) then begin
set_local_var(LVAR_Hostile,1);
attack(dude_obj);
end
end
procedure damage_p_proc begin
if (obj_in_party(source_obj)) then begin
set_local_var(LVAR_Hostile,1);
attack(dude_obj);
end
end
procedure destroy_p_proc begin
set_global_var(GVAR_GROOM_DEPUTY_HASTINGS_STATUS,GROOM_StatusVal_Hastings_Dead);

if (source_obj == dude_obj) then begin
inc_good_critter
end

if (obj_in_party(source_obj)) then begin
dec_global_var_amt(GVAR_TOWN_REP_REDDING,10);
end
end
/***************************************************************************************
Whenever the map is first entered, this procedure will be called.
***************************************************************************************/
procedure map_enter_p_proc begin
hastings_ptr:=self_obj;
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_GROOM_POLICE);
end
procedure map_exit_p_proc begin
rm_timer_event(self_obj);
end
/**************************************************************************************
This procedure gets called roughly every 30 seconds of real time.
**************************************************************************************/
procedure map_update_p_proc begin
end
procedure critter_p_proc begin
if ((local_var(LVAR_Hostile) == 2) and (obj_can_see_obj(self_obj,dude_obj))) then begin
set_local_var(LVAR_Hostile,1);
attack(dude_obj);
end
end
/**************************************************************************************
This is used for any dialogue that may need to occur with the player.
**************************************************************************************/
procedure talk_p_proc begin
if (tamper > 0) then begin
start_gdialog(NAME,self_obj,4,-1,-1);
gsay_start;
if (global_var(GVAR_GROOM_BASK_QUEST_PROGRESSION) == GROOM_Bask_ThieveryAfoot_Active) then begin //Thievery quest active
if (local_var(LVAR_Thievery_Return) == 0) then
call node022;
else
call node023;
end
else begin
call node050;
end
gsay_end;
end_dialogue;
end
else begin
if (global_var(GVAR_GROOM_BASK_QUEST_PROGRESSION) == GROOM_Bask_ThieveryAfoot_Active) then begin //Thievery quest active
start_gdialog(NAME,self_obj,4,-1,-1);
gsay_start;
if (local_var(LVAR_Thievery_Return) == 0) then
call node022;
else
call node023;
gsay_end;
end_dialogue;
end
else if (global_var(GVAR_GROOM_BASK_QUEST_PROGRESSION) == GROOM_Bask_WitnessProtection_Active) then begin //Witness Protection quest active
start_gdialog(NAME,self_obj,4,-1,-1);
gsay_start;
call node034;
gsay_end;
end_dialogue;
end
else if (global_var(GVAR_GROOM_BASK_QUEST_PROGRESSION) == GROOM_Bask_WitnessProtection_Complete) then begin //Witness Protection quest active
start_gdialog(NAME,self_obj,4,-1,-1);
gsay_start;
call node038;
gsay_end;
end_dialogue;
end
else begin
start_gdialog(NAME,self_obj,4,-1,-1);
gsay_start;
if (local_var(LVAR_Herebefore) == 0) then
call node001;
else
call node002;
gsay_end;
end_dialogue;
end
end

tamper:=0;
end
procedure node001 begin
set_local_var(LVAR_Herebefore,1);
if (dude_is_male) then begin
Reply(200);
end
else begin
Reply(1020);
if (local_var(LVAR_Q_Important_Position) == 0) then
NOption(1021,node018,4);
end
NOption(201,node003,4);
NOption(202,node015,4);
NOption(203,node021,4);
NOption(204,node999,4);
end
procedure node002 begin
Reply(210);
if (GROOM_Quest_TwoBirds_Active) then begin
if (obj_is_carrying_obj_pid(self_obj,PID_CARAVAN_LEDGERS_GROOM_LAKE) > 0) then
NOption(215,node021,4);
end
else begin
if ((dude_is_female) and (map_var(MVAR_Hastings_Let_Dude_In) == 0)) then
NOption(1031,node018,4);
NOption(211,node003,4);
if (map_var(MVAR_Hastings_Let_Dude_In) == 0) then begin
NOption(212,node015,4);
NOption(213,node021,4);
end
else begin
BOption(214,node048,4);
end
end
NOption(216,node999,4);
end
procedure node003 begin
Reply(220);
NOption(221,node004,4);
NOption(222,node009,4);
if (map_var(MVAR_Hastings_Let_Dude_In) == 0) then
NOption(223,node015,4);
else
NOption(224,node048,4);
NOption(225,node999,4);
end
procedure node004 begin
if (local_var(LVAR_Q_Town_News) == 0) then begin
set_local_var(LVAR_Q_Town_News,1);
Reply(230);
end
else begin
Reply(231);
end
NOption(232,node005,4);
NOption(233,node007,4);
NOption(234,node008,4);
NOption(235,node003,4);
NOption(236,node999,4);
end
procedure node005 begin
Reply(240);
NOption(241,node006,4);
NOption(242,node007,4);
NOption(243,node008,4);
NOption(244,node003,4);
NOption(245,node999,4);
end
procedure node006 begin
Reply(250);
NOption(251,node007,4);
NOption(252,node008,4);
NOption(253,node003,4);
NOption(254,node999,4);
end
procedure node007 begin
Reply(260);
NOption(261,node005,4);
NOption(262,node008,4);
NOption(263,node003,4);
NOption(264,node999,4);
end
procedure node008 begin
Reply(270);
NOption(271,node005,4);
NOption(272,node007,4);
NOption(273,node003,4);
NOption(274,node999,4);
end
procedure node009 begin
Reply(280);
NOption(281,node010,4);
NOption(282,node011,4);
NOption(283,node013,4);
NOption(284,node014,4);
NOption(285,node003,4);
NOption(286,node999,4);
end
procedure node010 begin
Reply(290);
NOption(291,node009,4);
if (map_var(MVAR_Hastings_Let_Dude_In) == 0) then
NOption(292,node015,4);
NOption(293,node003,4);
NOption(294,node999,4);
end
procedure node011 begin
Reply(300);
NOption(301,node012,4);
NOption(302,node009,4);
NOption(303,node003,4);
NOption(304,node999,4);
end
procedure node012 begin
Reply(310);
NOption(311,node009,4);
NOption(312,node003,4);
NOption(313,node999,4);
end
procedure node013 begin
Reply(320);
NOption(321,node009,4);
NOption(322,node003,4);
NOption(323,node999,4);
end
procedure node014 begin
GROOM_Set_DudeHeardAboutPickett;
Reply(330);
NOption(331,node009,4);
NOption(332,node003,4);
NOption(333,node999,4);
end
procedure node015 begin
Reply(340);
if ((dude_charisma >= 6) or (has_trait(TRAIT_TRAIT,dude_obj,TRAIT_good_natured)) or (global_var(GVAR_PLAYER_REPUTATION) > 100)) then
GOption(341,node017,4);
else
NOption(342,node016,4);
if ((dude_is_female) and (has_trait(TRAIT_TRAIT,dude_obj,TRAIT_sex_appeal))) then
GOption(1050,node019,4);
NOption(343,node021,4);
NOption(344,node003,4);
NOption(345,node999,4);
end
procedure node016 begin
Reply(350);
NOption(351,node003,4);
if ((Dude_heard_about_area51) and (local_var(LVAR_Here_For_Area51) == 0)) then
NOption(352,node020,4);
NOption(353,node999,4);
end
procedure node017 begin
open_captains_door;
Reply(360);
NOption(361,node999,4);
end
procedure node018 begin
set_local_var(LVAR_Q_Important_Position,1);
Reply(1060);
NOption(1061,node019,4);
NOption(1062,node999,4);
end
procedure node019 begin
open_captains_door;
Reply(1070);
NOption(1071,node999,4);
end
procedure node020 begin
open_captains_door;
set_map_var(MVAR_Hastings_Let_Dude_In,2);
if (dude_is_male) then
Reply(370);
else
Reply(1080);
NOption(371,node999,4);
end
procedure node021 begin
Reply(380);
NOption(381,node997,4);
NOption(382,node999,4);
end
procedure node022 begin
set_local_var(LVAR_Thievery_Return,1);
if (dude_is_male) then
Reply(390);
else
Reply(1090);
GOption(391,node024,4);
NOption(392,node024,4);
if (GROOM_Quest_ThieveryAfoot_Evidence) then
NOption(393,node032,4);
NOption(394,node999,4); //TODO: Correct node
NOption(394,node999,4);
end
procedure node023 begin
if (dude_is_male) then
Reply(400);
else
Reply(1100);
NOption(401,node024,4);
if (GROOM_Quest_ThieveryAfoot_Evidence) then
NOption(402,node032,4);
NOption(403,node999,4); //TODO: Correct node
NOption(404,node999,4);
end
procedure node024 begin
if (n24_first == 0) then begin
n24_first:=1;
Reply(410);
end
else begin
Reply(411);
end
NOption(412,node026,4);
NOption(413,node027,4);
NOption(414,node028,4);
NOption(415,node029,4);
NOption(416,node999,4);
end
procedure node025 begin
//UNUSED
end
procedure node026 begin
set_global_var(GVAR_GROOM_THIEVERY_HARVIN_INFO,1);
Reply(430);
NOption(431,node024,4);
NOption(432,node999,4);
end
procedure node027 begin
set_global_var(GVAR_GROOM_THIEVERY_ANNAMARIA_INFO,1);
Reply(440);
NOption(441,node024,4);
NOption(442,node999,4);
end
procedure node028 begin
Reply(450);
if ((dude_perception >= 7) or (dude_iq >= 7) or (dude_charisma >= 7)) then
NOption(451,node030,4);
NOption(452,node024,4);
NOption(453,node999,4);
end
procedure node029 begin
Reply(460);
NOption(461,node024,4);
NOption(462,node999,4);
end
procedure node030 begin
set_global_var(GVAR_GROOM_THIEVERY_JEN_INFO,1);
Reply(470);
NOption(471,node031,4);
end
procedure node031 begin
Reply(480);
NOption(481,node999,4);
BOption(482,node999,4);
end
procedure node032 begin
Reply(490);
NOption(491,node033,4);
NOption(492,node999,4);
end
procedure node033 begin
//TODO: Float activation
open_captains_door;
Reply(500);
NOption(501,node999,4);
NOption(502,node999,4);
end
procedure node034 begin
if (dude_is_male) then
Reply(510);
else
Reply(1120);
NOption(511,node035,4);
if (global_var(GVAR_GROOM_ALBERT_HORATIO_STATUS) >= GROOM_StatusVal_Albert_Dead) then
NOption(512,node049,4);
NOption(513,node999,4);
end
procedure node035 begin
Reply(520);
NOption(521,node036,4);
NOption(522,node999,4);
end
procedure node036 begin
set_local_var(LVAR_Been_Node36,1);
Reply(530);
NOption(531,node037,4);
end
procedure node037 begin
Reply(540);
NOption(541,node999,4);
end
procedure node038 begin
//TODO: Float only thing
if (dude_is_male) then
Reply(550);
else
Reply(1130);
if (local_var(LVAR_Been_Node36) > 0) then
NOption(551,node039,4);
NOption(552,node999,4);
end
procedure node039 begin
inc_general_rep(GROOM_HastingsComplement_KarmaGen);
Reply(560);
NOption(561,node999,4);
end
procedure node040 begin
//TODO: Only float
open_captains_door;
if (dude_is_male) then
Reply(570);
else
Reply(1140);
if (GROOM_DudeKnowsPickett == GROOM_DudePickett_NeverHeardOf) then
NOption(571,node041,4);
else
NOption(572,node042,4);
NOption(573,node999,4);
end
procedure node041 begin
Reply(580);
NOption(581,node999,4);
end
procedure node042 begin
Reply(590);
NOption(591,node999,4);
end
procedure node043 begin
//TODO: Float only
Reply(600);
NOption(601,node044,4);
NOption(602,node045,4);
NOption(603,node999,4);
end
procedure node044 begin
been_node44:=1;
Reply(610);
if (been_node45 == 0) then
NOption(611,node045,4);
NOption(612,node999,4);
end
procedure node045 begin
been_node45:=1;
Reply(620);
if (been_node44 == 0) then
NOption(621,node044,4);
NOption(622,node999,4);
end
procedure node046 begin
Reply(630);
//TODO: Caravan ledgers?
NOption(631,node047,4);
NOption(632,node999,4);
end
procedure node047 begin
open_captains_door;
Reply(640);
NOption(641,node999,4);
end
procedure node048 begin
open_captains_door;
Reply(650);
NOption(651,node999,4);
end
procedure node049 begin
open_captains_door;
Reply(660);
NOption(661,node999,4);
end
procedure node050 begin
if (local_var(LVAR_Herebefore) == 0) then begin
set_local_var(LVAR_Herebefore,1);
Reply(670);
end
else begin
if (dude_is_male) then
Reply(671);
else
Reply(672);
end
NOption(673,node015,4);
NOption(674,node021,4);
NOption(675,node999,4);
NOption(676,node999,4);
end
procedure node997 begin //Open door, and setup Bask to force-initiate dialogue
set_map_var(MVAR_Hastings_Bask_Visit,1);
open_captains_door;
end
procedure node998 begin
set_local_var(LVAR_Hostile,2);
end
procedure node999 begin
end


 
It's pretty easy once you have an understand of how scripts work.
Stuff in Fallout is 95% of the time just big blocks of if-then-else with variables.
 
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