[WIP/IDEA] Community Item Implementation System

Post » Wed Aug 26, 2009 5:32 am

Hello!! I know many modders aren't out to add an entirely new area/questline to the game. Some just want to add in a new gun/armor/etc. What I propose is an .esm thats purpose it to provide a hook into the game without placing free items around Goodsprings and the like. Not to mention fewer concerns around compatibility.

What I'm thinking is a simple terminal that provides a list of all items wanted and sets a price. Price can be in caps/prewar money/Nuka Cola/anything really. All you would have to do is "buy" the item and wait a set time for it to be delivered to a Dropbox. I don't know how many of you are like me, but it always confused me how *insert random scifi armor* fit into Fallout. With this I can rationalize as being a special order item through an automated system.

Funtionally it'd work like this for a player:

Player activates terminal that opens a catalog containing order forms for each item.
Player takes form for item wanted.
Player deposit order form and payment into drop box.
After a time later the item would be delivered to a location.


Thoughts? Think something like this is worth the effort?
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Eileen Müller
 
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Post » Wed Aug 26, 2009 5:10 am

I like the idea. Would be a neat addition to the game. Perhaps use the Mojave courier dropbox things? Then again, I like any idea involving using the computers in FO3-FONV. They have such potential but it feels like they did very little with them.

Could even add in a % chance your order doesn't make it because of highway robbery. Give options for 1 week delivery (cheapest and most unsafe) all the way up to next day delivery(which is quick and slightly safer but expensive as he**.) But that would be for much further down the road I can imagine. ^.^
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Holli Dillon
 
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Post » Wed Aug 26, 2009 7:54 am

Personally, I think the workbenches are the ideal place for modders to put their things. If I'm not mistaken, the recipe system is completely non-conflicting, right? The clutter might be annoying with the default UI though I suppose.

Leveraging the delivery system is good idea though, if it could be done in some way that allows mods to add themselves to the list in a similar was as recipes, I think that'd be great.

[edit] Actually if a non-conflicting opt-in list like that can be made, that'd be better because then people could make different implementations of the system based on the same list. I'm looking at doing an alternate start with a bunch of extra stuff, and it'd be great if I could integrate something like that. [/edit]
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Cheryl Rice
 
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Post » Wed Aug 26, 2009 4:53 am

Personally, I think the workbenches are the ideal place for modders to put their things. If I'm not mistaken, the recipe system is completely non-conflicting, right?

Unfortunately, I don't think it's not completely non-conflicting. New recipes have to be added to an object list (there's one per bench / campfire / Veronica). Which may mean that you have to add those new recipes via a one-time quest script in order to be perfectly compatible with other mods that try the same thing.

(I'm assuming those lists work like containers do, and you want to avoid editing the container/list record directly.)
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neen
 
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Post » Wed Aug 26, 2009 12:14 pm

Recipes are actually really non-conflicting as the recipe defines it's group instead of a list doing that. I really like the recipe system(see my sig) but some mods just don't fit it I feel. Making a crazy gadget I can see, but making an authentic AK-47....not so much.


As for integration I think it's doable via AddFormToFormList. Have modders put code similiar to this(syntax is NOT right):

CIISOrderFormList.AddFormToFormList MyAwesomeItem


And then the system can just access the list as a whole including any items modders have added.
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jasminε
 
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