[RELZ] Dynamic Missions

Post » Sat May 28, 2011 3:18 am

DOWNLOAD
http://www.fallout3nexus.com/downloads/download.php?id=67386

REQUIRES FOSE
REQUIRES ANCHORAGE & BROKEN STEEL

This ESP can be used with or without the "MarkB50K Wasteland Patrols" ESP

DESCRIPTION
Adds a Perk that allows you to use the Citadel Intercom to request missions to perform.

The Perk is automatically added whenever EITHER happens
- complete Waters of Life quest
- reach 1000 karma

HOW TO USE
- Once perk is added, youll be given a note, describing the process...
- Activate the Citadel Intercom, you will get a "REQUEST MISSION" choice.
- mission quest gets added with instructions
- when finished with mission or if you want to quit from the quest, Activate the Citadel intercom again, you will get a "END MISSION" choice.

repeat 2nd through 4th steps as needed.


UNINSTALL
Because it adds a perk, to properly uninstall this mod, do this in the console before deactivating it..

"startQuest mbPDMUninstallQuest"



MISSION TYPES AVAILABLE:

ASSAULT - random location selected that you have to attack and destroy enemy there. XP rewarded based on how many kills you get within a certain range of the location.

DEFEND - random location selected that you have to defend from approaching enemy. XP rewarded based on how many kills you get within a certain range of the location.

ESCORT - accompany a BoS VIP to a location. Base amount of XP rewarded if the VIP survives to the location. Bonus XP awarded based on actual time spent accompanying VIP.

ASSASSINATE - find and kill an enemy VIP. You will be given a hint where the VIP was sighted. The Actual VIP (and some guards) will be either at that location or nearby and will begin travelling around the wasteland, so the longer it takes you to find him, the harder it will be. Most XP for this since it might be hard to find the enemy.

NOTE**** there is a special defend mission that looks just like a regular DEFEND mission except the attack will be a bit harder. You won't know its this type until you actually get assigned it.

GLOBALS:
MANY MANY GLOBALS can be used to increase/decrease the difficulty of these missions

EXPERIENCE POINTS
(for kills, player must actual do the kill shot - it uses the PCMiscStat to detect the kills)

***TO GET CAPS INSTEAD OF XP***
(defaults to 0)
set mbPDMUseCapsVsXP to 1

mbPDMAssaultXPBase Default: 10
Given as a base amount of XP if you kill at least one enemy in mission area around location

mbPDMAssaultXPMult Default: 5
Given per kill you get in mission area around location

mbPDMDefendXPBase Default: 15
Given as a base amount of XP if you kill at least one enemy in mission area around location

mbPDMDefendXPMult Default: 5
Given per kill you get in mission area around location

mbPDMEscortXPBase Default: 20
Given if VIP is alive and at the destination when you end mission

mbPDMEscortXPMult Default: .005
Given per second of the escort where you are near the VIP and he is running his default package (200 seconds gives you one XP point)

mbPDMAssassinateXPBase Default: 40
Given for killing enemy VIP

mbPDMDefendSpecialXPBase Default: 18
Given as a base amount of XP if you kill at least one enemy in mission area around location

mbPDMDefendSpecialXPMult Default: 8
Given per kill you get in mission area around location


# OF ENEMIES
mbPDMXXXXXXXXXEnemyMin
mbPDMXXXXXXXXXEnemyMax

where "XXXXXXXXXX" is....

"Assault"
min=3, max=4

"Defend"
min=3, max=5

"Escort"
min=2, max=4

"Assassinate"
min=3, max=5

"DefendSpecial"
min=1, max=3
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DAVId MArtInez
 
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Post » Sat May 28, 2011 3:55 am

Another good mod keep up the good work
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Kill Bill
 
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Post » Sat May 28, 2011 4:39 am

Another good mod keep up the good work


Thanks,

definitely try it out and let me know if stuff messes up. I stripped it out of my big mod where it works perfectly, but havent tested it as a separate mod, so let me know asap if theres issues.
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Tracey Duncan
 
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Post » Sat May 28, 2011 3:21 pm

Any way that you might make a version with no requirements? I'd like to roleplay my character working for the BoS to clear her name (My karma randomly dropped to Very Evil).
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Cccurly
 
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Post » Sat May 28, 2011 4:18 am

Any way that you might make a version with no requirements? I'd like to roleplay my character working for the BoS to clear her name (My karma randomly dropped to Very Evil).


Sure thing, its easy.
goto console and type

player.addperk XX005674

where "XX" is the mod index of this mod in your load order
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krystal sowten
 
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Post » Sat May 28, 2011 2:41 pm

Awesome Thanks! :)
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Rachel Tyson
 
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Post » Sat May 28, 2011 2:45 pm

Awesome!!!! my kind of mod again!!! excited is not a word I use often in gaming but I am very excited to try this mod out

thanks again for an awesome mod and for sharing your hard work with us

thank you!
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Crystal Clear
 
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Post » Sat May 28, 2011 2:24 pm

Interesting. I think I'll give it a go.

EDIT: Played some Assault and Defend, delightfully entertaining.

Defending Hubris Comics from Super Mutants was devilishly fun, and was one of the most intense fights I've had in a while. Good show.

EDIT2Might I suggest some kind of monetary reward system along with XP, makes doing them at LvL 30 worth it still. If it does I honestly didn't notice it so I apologize. I'll check next time I play.
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flora
 
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Post » Sat May 28, 2011 6:38 pm

I just played three Defend missions in a row. They were a lot of fun but I was confused on the first one because it seemed I needed to kill friendlies (Animal Friend perk). I had a robot and a mutie, then two Yao Guai, a dog, a molerat and several geckos. On the third one, I gave up and fast-traveled back to the Citadel after ten real-life minutes when only a single Centaur spawned. Maybe there could be a message or Ka-ching sound to signal the mission is over while still allowing one to end the mission him/herself by going back to the Citadel?

Anyway, I'm definitely keeping this one in my load order. I'm looking forward to the Assassinate missions. Thank you for sharing!
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Chloe Yarnall
 
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Post » Sat May 28, 2011 1:27 pm

This is nice! Would there ever be a chance of getting missions with the Lawbringer or Contract Killer perks? There really isn't much use for the perks now, and it makes sense that a player with those perks would be tasked with a couple jobs from their betters.

That, and I really don't feel like much of a contract killer with my current character, considering that no one actually hires me to kill someone. Perhaps this would change things.
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Kayleigh Mcneil
 
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Post » Sat May 28, 2011 2:04 pm

This is nice! Would there ever be a chance of getting missions with the Lawbringer or Contract Killer perks? There really isn't much use for the perks now, and it makes sense that a player with those perks would be tasked with a couple jobs from their betters.

That, and I really don't feel like much of a contract killer with my current character, considering that no one actually hires me to kill someone. Perhaps this would change things.

Now that's a cool idea.
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Taylah Haines
 
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Post » Sat May 28, 2011 6:06 pm

Interesting. I think I'll give it a go.

EDIT2Might I suggest some kind of monetary reward system along with XP, makes doing them at LvL 30 worth it still. If it does I honestly didn't notice it so I apologize. I'll check next time I play.


it doesnt currently award money, but of course, all the loot from the enemies is pretty much money. BUT, that is something i could look at putting into a global that you can set to get either XP or caps.


I just played three Defend missions in a row. They were a lot of fun but I was confused on the first one because it seemed I needed to kill friendlies (Animal Friend perk). I had a robot and a mutie, then two Yao Guai, a dog, a molerat and several geckos. On the third one, I gave up and fast-traveled back to the Citadel after ten real-life minutes when only a single Centaur spawned. Maybe there could be a message or Ka-ching sound to signal the mission is over while still allowing one to end the mission him/herself by going back to the Citadel?

Anyway, I'm definitely keeping this one in my load order. I'm looking forward to the Assassinate missions. Thank you for sharing!


Since the quest spawns the enemy using a simple random placement sometimes they could be spawned in buildings, or outside the worldspace (like in DC worldspaces). And, to keep the scripting to a minimum i dont track individual enemies so a signal saying all of them are dead is not possible right now.

My recommendation to you is give it a minute or two, and if nothing shows up, just quit the mission. There is really no penalty for ending the mission before killing all spawned attackers, just missing out of on fun really. Also, those creatures will all eventually get to the location, so im sure next time you are in the area, youll eventually get them.

Also i can tell you that the enemies spawned by the defend are either enclave, raider, talon, chinese ghoul, or supermutant. So any Yao Guai or other wasteland creatures are just there by coincidence, and a good coincidence as you get bonus XP just for killing ANY stuff in the mission area during the quest.


This is nice! Would there ever be a chance of getting missions with the Lawbringer or Contract Killer perks? There really isn't much use for the perks now, and it makes sense that a player with those perks would be tasked with a couple jobs from their betters.

That, and I really don't feel like much of a contract killer with my current character, considering that no one actually hires me to kill someone. Perhaps this would change things.


I guess the Assassinate mission is SORT OF a Lawbringer mission since all kills are evil. But overall, what i would recommend is someone using my ESP as a template for creating a mod like that. If you just inspect my ESP in the GECk youll see how easy it could be to make this work for any simple mission generator.

Thanks everyone for the feedback!
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Kitana Lucas
 
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Post » Sat May 28, 2011 2:19 am

UPDATE to V2

Added a new global that will allow you to get caps for completing missions vs getting XP.

***TO GET CAPS INSTEAD OF XP***
set mbPDMUseCapsVsXP to 1


it defaults to 0 so set/leave it there if you want xp like normal
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Devin Sluis
 
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Post » Sat May 28, 2011 4:44 pm

Also i can tell you that the enemies spawned by the defend are either enclave, raider, talon, chinese ghoul, or supermutant. So any Yao Guai or other wasteland creatures are just there by coincidence, and a good coincidence as you get bonus XP just for killing ANY stuff in the mission area during the quest.


Just what I needed to know. That makes it a lot easier to figure out what's going on when a vertibird starts bombing Deathclaws. :laugh: Thank you!
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Epul Kedah
 
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Post » Sat May 28, 2011 7:26 am

Awesome mod! I really enjoyed running the handful of missions I was able to go on before I ran into a crash on save issue.

Is there any type of mod you can think of that might conflict with this one? The only conflicts I found in FO3Edit were in the areas the missions are in and in the EmbeddedWeapons FormID List where your Wasteland Patrols mod was the conflict loser on the vertibird weapons?

It's really odd too because I was able to complete a defend mission near the Statesman Hotel and return and end the mission while saving multiple times throughout. Then I took another defend mission in Old Olney, another set of multiple saves along the way, and then got a crash on save popping up after I ended the mission back at the Citadel. Then it didn't matter which save I loaded up from all those saves running back to the save before I added the mod, they all crashed on saving until I disabled the Dynamic Missions mod and reloaded my last good save before activating the mod.

Any ideas? I'd love to add the mod back into my game because it's a great idea and really gives a sense of purpose back a bit with the missions.
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..xX Vin Xx..
 
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Post » Sat May 28, 2011 7:34 am

Awesome mod! I really enjoyed running the handful of missions I was able to go on before I ran into a crash on save issue.

Is there any type of mod you can think of that might conflict with this one? The only conflicts I found in FO3Edit were in the areas the missions are in and in the EmbeddedWeapons FormID List where your Wasteland Patrols mod was the conflict loser on the vertibird weapons?

It's really odd too because I was able to complete a defend mission near the Statesman Hotel and return and end the mission while saving multiple times throughout. Then I took another defend mission in Old Olney, another set of multiple saves along the way, and then got a crash on save popping up after I ended the mission back at the Citadel. Then it didn't matter which save I loaded up from all those saves running back to the save before I added the mod, they all crashed on saving until I disabled the Dynamic Missions mod and reloaded my last good save before activating the mod.

Any ideas? I'd love to add the mod back into my game because it's a great idea and really gives a sense of purpose back a bit with the missions.


couple of ideas:

you could create a merge patch, so that the EmbeddedWeapons FormID would take both entries from Dynamic Missions and Wasteland Patrols. They both need to win there because the Vertibird turrets need each of their guns in there from both mods.

also, you should try loading the last good save with the mod, disable it then, then see if you can save. you shouldnt have to go all the way back to your last save before you loaded the mod.

the error is most likely something that happens very rarely when the vertibird script references an invalid reference (it keeps track of its troopers and turrets). I put checks in so it doesnt do that, but maybe i left out a check. Honestly, the Wasteland Patrol vertibird is more likely for this to happen than the Dynamic Mission one so I'm a little unconvinced that Dynamic Missions was the culprit. But, just disabling the mod, saving, and then bringing it back up should clear the game reference to the vertibird. Since there is no big ongoing quest in these mods, disabling/re-enabling wont really cost you.
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Liv Brown
 
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Post » Sat May 28, 2011 11:14 am

couple of ideas:

you could create a merge patch, so that the EmbeddedWeapons FormID would take both entries from Dynamic Missions and Wasteland Patrols. They both need to win there because the Vertibird turrets need each of their guns in there from both mods.

also, you should try loading the last good save with the mod, disable it then, then see if you can save. you shouldnt have to go all the way back to your last save before you loaded the mod.

the error is most likely something that happens very rarely when the vertibird script references an invalid reference (it keeps track of its troopers and turrets). I put checks in so it doesnt do that, but maybe i left out a check. Honestly, the Wasteland Patrol vertibird is more likely for this to happen than the Dynamic Mission one so I'm a little unconvinced that Dynamic Missions was the culprit. But, just disabling the mod, saving, and then bringing it back up should clear the game reference to the vertibird. Since there is no big ongoing quest in these mods, disabling/re-enabling wont really cost you.


Thanks for the response! It hadn't even occurred to me to disable Wasteland Patrols and try with just the Dynamic Missions. I'd much prefer to just keep both of course. I'll try running the uninstall script ingame next time I'm having the crash on save problem popping up.

On the globals, is that something I can change in the console or do I need to load up the mod in the GECK? I tried using the string you shared to change from XP rewards to caps rewards in the console but kept getting errors. Would you mind sharing a brief 'how to' for the newbies like myself?
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IsAiah AkA figgy
 
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Post » Sat May 28, 2011 2:56 am

My only feedback so far is that the escort missions seem to be really tedious, why not make him a follower?
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Ashley Tamen
 
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Post » Sat May 28, 2011 7:32 am

On the globals, is that something I can change in the console or do I need to load up the mod in the GECK? I tried using the string you shared to change from XP rewards to caps rewards in the console but kept getting errors. Would you mind sharing a brief 'how to' for the newbies like myself?


what kind of error are you getting?

1. hit the ~ key (upper left on your keyboard) this opens the console
2. type

set mbPDMUseCapsVsXP to 1

3. hit return



My only feedback so far is that the escort missions seem to be really tedious, why not make him a follower?


technically, nothing prevents you from making him a follower. so go ahead and do it if you like. just during the time he's a follower you wont get any bonus xp.
basically, my reasoning was, if you make him a follower, you can just fast travel to the end location and get a quick 20xp for doing basically nothing.
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Rudy Paint fingers
 
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Post » Sat May 28, 2011 4:40 pm

what kind of error are you getting?

1. hit the ~ key (upper left on your keyboard) this opens the console
2. type

set mbPDMUseCapsVsXP to 1

3. hit return

technically, nothing prevents you from making him a follower. so go ahead and do it if you like. just during the time he's a follower you wont get any bonus xp.
basically, my reasoning was, if you make him a follower, you can just fast travel to the end location and get a quick 20xp for doing basically nothing.


What about disable fast travel while on a escort mission or a script that adds a variable if escort becomes follower then if fast travel is used cancels mission or something like that
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Chica Cheve
 
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Post » Sat May 28, 2011 6:19 am

What about disable fast travel while on a escort mission or a script that adds a variable if escort becomes follower then if fast travel is used cancels mission or something like that


honestly, im not sure how to detect that the player fast travels or to temporarily disable fast travel. If someone could point me to it, I'll try to update the ESP.
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Shae Munro
 
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Post » Sat May 28, 2011 6:24 pm

ah crap..........no love for the enclave. :(
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Verity Hurding
 
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Post » Sat May 28, 2011 4:29 am

Any chance for an Outcast version? Being a Fallout 1 & 2 player, I loathe the new Brotherhood of Steel. Looks like a great mod, so I'll definitely use this on most of my characters regardless. Thanks for the release! :thumbsup:
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Kellymarie Heppell
 
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Post » Sat May 28, 2011 4:15 am

http://geck.gamesas.com/index.php/EnableFastTravel
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Latisha Fry
 
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Post » Sat May 28, 2011 6:49 am

Omg finally! this is the kind of thing that FO3 and Oblivion have always needed, repeatable, dynamic missions. It makes sure that you've always got something to do. If there were maybe rewards other than just XP that could be cool, like faction standing increase, or maybe even getting added to their faction eventually. Either way this looks amazing! :celebration:
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pinar
 
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