Thieves' Guild + Modoc Rebuild

For the vaults we can allways have fun designing vaults ourselves..I allways found them to be a bit small...
 
About the vault in New Reno,I think it was something to be linked with the Magic8 Ball and you would have got that location from that one with a high luck requirement(9 or 10)
 
Right, Christmas over. i can get back to work on modding,

Hope you all haad a good Christmas.

@ wolfsrain,

I had not heard of the 8 ball giving you the location, but I had come across a snippet of information for the toaster in the EPA that gives you some codes for the vault. This may be s future project.

Does anybody know how to add new random encounter maps? I have specified the map I want the encounter to use, but it still uses the default mountain maps.


EDIT No problem, I have the encounter in place now.

Overall update:

The mod is progressing well so far. Over 42 new and altered scripts have been finished with around ten or so to go, (hopefully).

There's many new items and about 15 new people to meet in the mod. Although some are small, five or six are main characters with lots of experience and profit to be made from them.

I have the final quest to finish scripting and then the joining of Modoc and Ghost town for good endings.

We have tried to give mutliple options to avhieve things within the mod. There's good and bad routes!!

Hopefully, (time permitting with exams and all) the mod is on target for a late january or early february release.


EDIT 2

I need some scripting help. Either I took some pills over christmas, or my memory has died. I've done this in EPA mod and tribe and now I can't get it to work. I want two critters on a map that float dialogue in sequence one after the other.

In one script I have...

import variable guy_obj;

In the map script I have

export variable guy_obj;

In the other guy script I have...

import variable guy_obj; and...

procedure start begin
guy_obj := self_obj;
end

Yet, on the map, nothing is working. What am I doing wrong? :x :oops:
 
I can't see anything wrong in the import/ export thingie... Are you using the method used in the first desert encounter with Horrigan (ecbodygrd.ssl or something similar)?
I'd check the variable blocks which trigger the dialogue. If the dialogue is self triggered (opposed to the PC starting it) then make sure you test in game, the mapper isn't reliable... Or at least exit and re-enter the map, the script *should* run.
Apart from this check your previous working script and compare it to the new one.
Please let me know.
See you.
 
No luck,

In fact, now none of the script works at all. I had the same problem the other day. I had another working script for something else and I needed him to attack something in the game. Once I put similar coding to the above in, everything stopped working.

Now this one doesn't work. I copied it from the epa work I did.

What's going wrong here?

If I can't get this to run correctly, I can't finish the mod.
 
Now I'm at a loss... You should post a huger chunk of your code. Anyway, I never saw a whole bunch of scripts not working this way...
Please state if you tested in game, if you're using a macro defined somewhere (a header, if there's a mistake then all the script involved don't work), if you're using the ecbodygrd.ssl method (and in this case make sure you're using timers correctly), if you can compile and so on. Check scripts registration and if the scripts can read smgs....
Do *not* worry about not being able to finish your mod... There's a mistake and it can be found and fixed. You'll make it.
See you.
 
OK, here goes. This is the script for the main guy. Just a bit of background to help. On another map, the GVAR is set to 3, and then you are taken to the map with this guy on. Straight away, it's supposed to disable user interface, (to make you watch) float dialogue alternately between the first guy and the other one and then finish. there are no headers, other than main headers.

/* Include Files */
#include "..\headers\define.h"

#define NAME SCRIPT_MODOCT35

#include "..\headers\command.h"


/* Standard Script Procedures */
procedure start;
procedure map_exit_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_update_p_proc;
procedure talk_p_proc;

#define LVAR_Herebefore (4)
#define LVAR_Hostile (5)
#define LVAR_Personal_Enemy (6)
#define LVAR_DONE_THIS (7)

import variable guy_obj;


procedure start begin
if (global_var(GVAR_LAST_BATTLE_BEGIN)==3) then begin
if (local_var(LVAR_DONE_THIS)==0) then begin
add_timer_event(self_obj,10,1);
game_ui_disable;
set_local_var(LVAR_DONE_THIS,1);
end
end
else if (global_var(GVAR_LAST_BATTLE_BEGIN)==2) then begin
if (local_var(LVAR_DONE_THIS)==0) then begin
game_ui_disable;
add_timer_event(self_obj,40,5);
set_local_var(LVAR_DONE_THIS,1);
end
end

end

procedure timed_event_p_proc begin
if (fixed_param ==1) then begin
float_msg(self_obj,message_str(1341,mstr(100)+dude_name+mstr(101)),FLOAT_COLOR_NORMAL);
add_timer_event(self_obj,10,2);
end
else if (fixed_param ==2) then begin
float_msg(guy_obj,message_str(1341,102),FLOAT_COLOR_NORMAL);
add_timer_event(self_obj,10,3);
end
else if (fixed_param ==3) then begin
float_msg(self_obj,message_str(1341,103),FLOAT_COLOR_NORMAL);
add_timer_event(self_obj,10,4);
end
else if (fixed_param == 4) then begin
game_ui_enable;
set_global_var(GVAR_LAST_BATTLE_BEGIN,4);
load_map(151,-1);
end



//this bit is if player is observing the procedings.


else if (fixed_param ==5) then begin
float_msg(self_obj,message_str(1341,104),8);
add_timer_event(self_obj,10,6);
end
else if (fixed_param ==6) then begin
float_msg(guy_obj,message_str(1341,105),8);
add_timer_event(self_obj,10,7);
end
else if (fixed_param ==7) then begin
float_msg(self_obj,message_str(1341,106),8);
add_timer_event(self_obj,10,8);
end

else if (fixed_param ==8) then begin
float_msg(self_obj,message_str(1341,108),8);
add_timer_event(self_obj,10,9);
end
else if (fixed_param == 9) then begin
game_ui_enable;
end
end

procedure use_p_proc begin
end

procedure look_at_p_proc begin

end

procedure description_p_proc begin

end

procedure use_skill_on_p_proc begin
end

procedure use_obj_on_p_proc begin
end

procedure damage_p_proc begin
attack(dude_obj);
end

procedure map_enter_p_proc begin
end

procedure map_update_p_proc begin
end

procedure talk_p_proc begin

end


procedure map_exit_p_proc
begin
destroy_object(self_obj);
end

The script is registered fine and reads the msg file ok. I tested this in game and in the mapper. I never used headers in the previous two versions of other mods and they worked fine.

In the other scripts I have.

Map script....

export variable guy_obj;

Guy's script.


import variable guy_obj; and...

procedure start begin
guy_obj := self_obj;
end

This is an interesting problem. I had trouble the other day with a similar script. It worked perfectly, but on the addition of import variable salvatore_obj; it never worked again, even when I removed this line.

All in all, I need this sort of coding in three places in the mod. There must be something I've missed?
 
A thiefs guild? in Modoc ??!!!!
Hm...how about speaking deathclaws ?
Oh wait now i know who "stole" the watch........
Ah wait and they even "smuggled" the mini deathclaw into the town eh?
Hm what else ? ah yes...they kidnaped the son of the tanner...right?
Oh ...and it wasnt the wild dogs who "stole" the brahmins.......
come on even if we can argue about thieve guilds in the wasteland Modoc is a stupid place for one.
If there must be one then place it into the Den or New Reno.
 
Tandy said:
A thiefs guild? in Modoc ??!!!!
Hm...how about speaking deathclaws ?
Oh wait now i know who "stole" the watch........
Ah wait and they even "smuggled" the mini deathclaw into the town eh?
Hm what else ? ah yes...they kidnaped the son of the tanner...right?
Oh ...and it wasnt the wild dogs who "stole" the brahmins.......
come on even if we can argue about thieve guilds in the wasteland Modoc is a stupid place for one.
If there must be one then place it into the Den or New Reno.

Feel free to create your own mod then. Its not marketed as a thieves guild anymore btw, since allot of you only care about the books cover and not its content: It is a gang of thieves and assassins called the Cold Hearts.
 
A thiefs guild? in Modoc ??!!!!
Hm...how about speaking deathclaws ?
Oh wait now i know who "stole" the watch........
Ah wait and they even "smuggled" the mini deathclaw into the town eh?
Hm what else ? ah yes...they kidnaped the son of the tanner...right?
Oh ...and it wasnt the wild dogs who "stole" the brahmins.......
come on even if we can argue about thieve guilds in the wasteland Modoc is a stupid place for one.
If there must be one then place it into the Den or New Reno.

Why wouldn't there be a Gang of thieve's in a post apocalyptic world? There was in fallout one and nobody minded that one. give the mod a try and then see what you think.

@ sirren67,

Part of the script "seems" to working now, but will know for sure tonight. The talk part of it doesn't seem to work now though, and there's no variables in there to get wrong!!

Nevermind, I keep plodding on.

The work on joining modoc and ghost farm may have to be in an update or it will take longer to complete.
 
Hi Chris_Parks. I've been browsing through my scripts, your script and a bunch of original ones... And I must admit again I'm at a complete loss...
I couldn't find any mistake in the code you posted. The only time I had a script which was working/not working with no apparent reason I relized I was *exporting* a variable from a critter script. I don't think this is your case.
Just a wild guess: the timed_event procedure deals with two possible dialogues, but I see no "variable block". Maybe the script is trying to complete the whole procedure.
Please try something like:
if (obj_on_screen(dude_obj) then begin
do_something; //f param 5/9
end
else begin
do_something_else;// f param 1/4
end
Apart from this nothing comes to my mind... Should I discover something I'll let you know.
See you.
 
Thanks for your advice sirren, I think everything's working all right now. I still don't know what went wrong, but at least it does what it needs to.

Question, What makes a critter loyal to player character in the game? There is a section in the game where you join a group to fight another group. However, at the moment, both groups still attack me. I want to script this so that one group will not attack me and will fight with me against the other.

I'm sure this is possible. Does anybody know how?
 
That's actually simple:
Code:
procedure map_enter_p_proc begin
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_PLAYER);
end
Teams can be switched via other procedures using simple variable blocks (in combat_p_proc, for example, have a look at mcjo.ssl /Jo in Modoc). Having a critter follow you across maps is a totally different kind of job - I never managed to do that...
See you.
 
That's actually simple:
Code:

procedure map_enter_p_proc begin
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_PLAYER);
end

Thanks, sirren67. just need to get the mod finished now.

Having a critter follow you across maps is a totally different kind of job - I never managed to do that...

What do you mean? JUst across a map? Or actually lleaving a map and going to another map with them?
 
Sorry, bad frasing there...
I mean I never managed to make a party member script in order to have a critter follow you when changing maps. Tried hard and failed.
See you.
 
I mean I never managed to make a party member script in order to have a critter follow you when changing maps. Tried hard and failed.

Party members follow you between maps and worldmaps... couldn't you use similar coding?

Mod status:

Almost complete now. A few scripts to alter and modify and then it can be tested.
 
Gahhhh. Bad phrasing again. I simply needed temporary allies who could follow you across different maps.... I solved it in another way. I'm glad to hear your mod is practically done: keep up the good job :)
Cheers!
 
OK, everyone! It's completed. Now we've moved into the process of testing the mod. If all goes well, and nothing unusual comes up it should be up soon.

I've just emailed the mod for uploading. Don't know how long it will be so just keep an eye out for it.

If anyone has any thoughts, comments...etc. or bugs to report please let me know.
 
Hey all, hope you enjoy the mod. I personally would wait for the next megamod to play this, but its your choice.

Tom
 
I have it about 60% integrated into the Megamod. I should have no problem having it completely integrated before this upcoming weekend is through.
 
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