[WIPz] NPC Tin man Fear System - (or NTFS)

Post » Fri Feb 18, 2011 11:54 pm

Name: NPC Tin man Fear System - NTFS. Upgrade from Fear All Tinmen 32 (or FAT32)
Author: otm
Version: 1.0b
Date: 28/08/10
Category: NPC
Link: http://www.fallout3nexus.com/downloads/file.php?id=14348

===============
Author banter
===============


Feel free to share ideas and suggestions. Also, if you like what this mod does, please
endorse it. Be sure to leave your comments in the forum:

http://www.gamesas.com/index.php?/topic/1112904-wipz-npc-tin-man-fear-system-or-ntfs/

===============
Introduction:
===============


Picture this:

You are wearing power armor, you are the badass of the wasteland and some lowly half
naked raider thinks he can take you out with a 10 mm? I mean, ok, they're stupid but wtf?

===============
Description:
===============


If you are wearing Power Armor, all "INTELLIGENT" (not creatures) NPCs around you that
are NOT wearing Power Armor will flee from you because of the aknowledgement of their
upcoming dismemberment.


===============
Requirements:
===============


This mod requires FOSE

===============
Installation and Usage:
===============


Just extract and enable the .esp. Load order shouldn't matter as this is all scripted,
however you should probably load it last just to be safe.

===============
Un-Install:
===============


Just delete the file.

Just to be safe, go to an empty (from NPCs) cell, disable the mod and wait till respawn.

===============
Compatibility:
===============


This mod introduces a scripted flee behavior, so it should be compatible with pretty
much anything. I use it with FWE + MMM with no problems.

If you are using a mod that decides when an NPC should flee, chances are that as far
as Power Armor is concerned, my mod will override the flee behavior.

===============
Bugs/Issues:
===============


No bugs are known at the moment. Please keep in mind three things however:

1. This mod is still in it's early stages and pretty much in beta. It's AI needs some
tweaking and many more features are planned to be added in the future. I just want to
get some feedback before proceeding to more heavy duty changes.
2. This mod uses the Fallout Flee AI. If you notice fleeing NPCs coming towards you,
you are simply experiencing first hand the crappy Fallout 3 AI.
3. The Flee AI package involves constant re-evaluation of whether the actor should
continue fleeing or not. If a raider suddenly decides that he should stop fleeing and
attacks you, it's probably because he thinks he can't outrun you anymore. Also, some
people are plainly too stupid to give up or give ground.

===============
Future/Planned:
===============


There are several features planned for this mod. Unless major bugs come up, you can
expect a new feature with every update. These include:

- Pack mentality. NPCs will engage you in combat even if you are wearing PA, based on
a number of factors:

1. How many of them remain still alive.
2. How wounded you are.
3. How badly damaged your PA is.
4. They have a PA dude in their ranks. If he falls, expect them to scatter like rats.
5. They have quite a few explosives. When the grenades are gone and you are still
standing, they'll escape [censored]less.
6. You do not have the Basic Power Armor Training Perk. If it's OBVIOUS that you can't
use the thing, it's not very likely that ruthless killers will fear you.

- Expansion of this behavior to EVERY NPC WEARING PA! Some work is already done, my
only concern is whether all that scripting can have an impact on performance. I don't
really think it will however.

- BoS and Outcasts shooting you on sight if you are wearing Enclave armor.
This can be
worked around by the player if he/she:
1. Is not wearing Enclave helmet and has high enough karma for them to know the player
on sight.
2. Has such high karma that they can recognize who the player is through simple voice
communication, thus you will not need to take of the helmet at high levels.

===============
History:
===============

1.0b - 28/08/10:
Initial Release

===============
Credits:
===============


- Thanks to Bethesda for creating Fallout 3.
- Kudos to the FOSE team. This mod would have been impossible without their work!
- Many thanks to schlangster. This mod is based on his ref-walk script.
- Also, kudos to Saiden Storm for his excellent advice!
- Kudos to Ashven for the FAT32 name. It was a moment of pure genius.
- And, as usual, thanks to the hamster I never had. Missing you already.

===============
License/Legal:
===============


- This file is provided as is and the author holds no responsiblity for anything that
may come to happen from using this file. Use at your own risk. If it breaks your game,
nukes your computer or causes an outbreak of pestilence, I am not to blame.
- Everyone who charges whatsoever for this mod will burn for eternity to the nine depths
of Hell. Also, Dante might pay him a visit.
- Do not publish altered or tweaked versions of my mod. This was a lot of hours' work
for me to allow it being molested.
- Please do not bug me debating whether or not this mod is necessary and/or immersive.
This is my take on the Wasteland. If you do not agree, do not download this mod.
- I have a PhD to pursue and thus, not a great deal of free time. If I do not repond
to your questions, do not take offense.
- All the above is not applicable to you if and only if you are a Giant Space Hamster.
You will rule the universe anyway so why not be on your good side?
User avatar
Jason Rice
 
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Post » Sat Feb 19, 2011 12:15 am

You could have named it Fear All Tinmen 32. You know, FAT32?

It sounds fun.
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LittleMiss
 
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Post » Sat Feb 19, 2011 2:23 am

Sounds awesome... hope you get it all working :D
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Sanctum
 
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Post » Fri Feb 18, 2011 5:17 pm

Really neat indeed!
How about:Enclave fight Bos and Outcasts PA
Bos fights Outcasts and Enclave PA
Outcasts fight Bos and Enclave PA?

This could really be an awesome feature.:)
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Susan Elizabeth
 
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Post » Sat Feb 19, 2011 1:36 am

Really neat indeed!
How about:Enclave fight Bos and Outcasts PA
Bos fights Outcasts and Enclave PA
Outcasts fight Bos and Enclave PA?

This could really be an awesome feature.:)

Of random note, it seems a bit odd that just because im wearing everyone of shoots me on sight.. Perhaps instead, something a tad more realistic? Say, if you are wearing the full set of armor, they might shoot you, but taking off your helmet (generally a bad move in combat, granted, it probably a far better solution for people wearing enclave PA during the MQ).. Of course, id stipulate that wearing a full set of armor from any faction could be 'camouflage', so you could probably wear raider armor and walk through a raider camp without much question.... Right, i probably digress a tad...

What about an IFF? if you had no IFF running, people think your hostile.. if you have an IFF running, people think your friendly to whatever IFF your running. Of course, IFFs would only work to other PA users.. and acquiring one might be tricky (find one on dead soldier? kill a soldier to get one? buy one from citadel?)
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Danny Warner
 
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Post » Fri Feb 18, 2011 9:38 pm

I like this idea a lot. Definitely implement the Outcast/BoS attacking if wearing Enclave armour. Maybe mod pc disposition towards you if you're wearing Enclave armour and the Enclave are in their enemy factions. Maybe mod the disposition less if you're not wearing the helmet and less again if you are already known to them (don't know if there is a mechanism that would do that last one.)

Maybe karma should should just mod the likelihood of people (not) attacking by a percentage; i.e. if your karma is very negative people who wouldn't normally attack you have an increased chance to do so, etc.

I also think this should work across the board, so that if you're already collecting for Casdin and show up fully suited in Enclave PA, the Outcasts will attack you until you take off the helmet at least.

What did you mean by 'possible interactions'? Are you thinking of creating dialogue options to go with this?

This would be a great addition to PA wearers, to go with Powered Power Armour and Impervious Power Armour...
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Conor Byrne
 
Posts: 3411
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Post » Fri Feb 18, 2011 5:23 pm

Of random note, it seems a bit odd that just because im wearing everyone of shoots me on sight.. Perhaps instead, something a tad more realistic? Say, if you are wearing the full set of armor, they might shoot you, but taking off your helmet (generally a bad move in combat, granted, it probably a far better solution for people wearing enclave PA during the MQ).. Of course, id stipulate that wearing a full set of armor from any faction could be 'camouflage', so you could probably wear raider armor and walk through a raider camp without much question.... Right, i probably digress a tad...

What about an IFF? if you had no IFF running, people think your hostile.. if you have an IFF running, people think your friendly to whatever IFF your running. Of course, IFFs would only work to other PA users.. and acquiring one might be tricky (find one on dead soldier? kill a soldier to get one? buy one from citadel?)


I think given the harsh conditions of the wasteland, any sort of IFF system couldn't be trusted to carry on functioning. No, I'd assume some sort of code signal or passphrase.

That, and you have a great big pipboy on your arm. Kinda noticable.
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Claire Lynham
 
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Post » Sat Feb 19, 2011 9:09 am

I think given the harsh conditions of the wasteland, any sort of IFF system couldn't be trusted to carry on functioning. No, I'd assume some sort of code signal or passphrase.

That, and you have a great big pipboy on your arm. Kinda noticable.


eh depending on mods, you might have a great big pipboy on your arm. I thought it was ugly so i got rid of it.
And, well, power armor itself still works, why not a minor chip you plug in inside it somewhere?
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Allison C
 
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Post » Sat Feb 19, 2011 6:55 am

eh depending on mods, you might have a great big pipboy on your arm. I thought it was ugly so i got rid of it.
And, well, power armor itself still works, why not a minor chip you plug in inside it somewhere?

Well, I got rid of mine too. But still.
And yeah, it's possible it'd still work, but I still wouldn't trust it, either way. Especially with the enclave being much more advanced, and understanding PA to a greater degree.
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Haley Merkley
 
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Post » Sat Feb 19, 2011 7:00 am

Might actually bring this up over in the PPA thread instead, it might fit there better..
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Latisha Fry
 
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Post » Sat Feb 19, 2011 4:42 am

You could have named it Fear All Tinmen 32. You know, FAT32?

It sounds fun.


Actually this rulez; I might name the beta version like this, then upgrade to NTFS :clap:

As for the other stuff, while it is purely a matter of opinion, my take is that In an encounter in the Wasteland,
there are two major factors involved:

- Equipment and
- Armor.


Now, whatever armor you might be wearing, any guy with a weapon could be stupid (or lucky) enough to think he can take you
out with a well aimed headshot, or maybe by surprise, even if you are wearing Adv. Combat Armor and he is wearing rags and
a pipe rifle. Thing is, he might actually pull it off, especially if there are ten half naked guys with pipe rifles.

The difference in the Fallout Universe is marked by the existence of Power Armor. If you are wearing a thing like that, no intelligent,
half intelligent or quarter intelligent being not wearing Power Armor could even think that it stands a chance against you unless
there are serious numbers and firepower on its side. The reward is great, because a person in Power Armor is OBVIOUSLY
carrying valuable equipment, first of all being the armor.

The lesser factors involved in an encounter are:

- Your health
- The armor's condition
- Whether you have the basic Power Armor training perk


the reasoning is simple:

- If you are limping you can be considered an easy target
- same if your armor has holes or damaged rotors
- and finally same if because of your lack of training it's OBVIOUS that you can't use the thing very well.


In essence, signs of weakness can make you a target.

Now, as for the BoS - Enclave - Outcasts relationship:

It's actually pretty simple and specified in the Fallout story and canon.

- BoS and Outcasts are hostile to Enclave and vise versa
- BoS and Outcasts are neutral towards each other, meaning that they neither help nor attack one another.

Therefore, the only real change from Vanilla in the PA factions relations would only be in case you are wearing
Enclave Armor. In that case, BoS and Outcasts would shoot you on sight (since they are hostile) and Enclave
would shoot you on sight as well since they are a well organized military organization.

If someone is wandering around the Wasteland on his own, wearing their armor, chances are they know he has
stolen it from a corpse. How do they know it? There can be various explanations:

- via IFF
- from the serial number of the suit which is in their "MISSING" database (PA is the most precious commodity in
the Wasteland, so they couldn't possibly ignore a missing suit)
- much like in the army, they hailed you to stop on a checkpoint and you didn't comply, or didn't know the passwords
- and yes, you ARE wearing a PIPBOY!


In short, there is little chance that you could fool organized military units such as BoS, Outcasts and Enclave
just because you are wearing their armor. The Enclave may not aggro from the distance raiders do, but if you
approach enough to justify communication they WILL know you have stolen their armor and, oh yes, they'll want
it back!

As the mod progresses I want to implement karma into the equations so that BoS and Outcasts will not shoot
you if you have high enough karma and are not wearing a helmet.
If your karma gets even higher you will not even need to take the helmet off, since they can recognize you by voice
alone. This will get rid of the inconvenience of equipping - unequipping in higher levels.

A second and more sophisticated implementation I'm thinking about is a "Hailing" system among those factions,
where they actually hail you and expect a password. There will be some questing involved but that way you may
be able to avoid combat in many cases that you otherwise couldn't.

Finally, an update on the technical part, I have a working script that can affect every actor within a specified distance
and LOS and do the stuff I want.

Only problem I am facing is that while many enemies are hostile, the GetFactionRelation function returns that they
are neutral to the player. This happens with Super Mutants, Talon Company and creatures. Raiders are marked as
enemies. I am using FWE + MMM so may be caused by (one of) them.

Does anyone know of a reliable way to detect whether an actor is hostile to your character?

I tried

if actor.GetCombatTarget player == 1...do stuff....endif


but it doesn't work as expected :brokencomputer:

UPDATE: Fixed. Now I can watch true mayhem as NPCs ran from me only to be chased by wild dogs and you-name-it!
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Kirsty Collins
 
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Post » Sat Feb 19, 2011 3:41 am

What about mods that make changes to karma levels eg. FWE

As the mod progresses I want to implement karma into the equations so that BoS and Outcasts will not shoot
you if you have high enough karma and are not wearing a helmet.
If your karma gets even higher you will not even need to take the helmet off, since they can recognize you by voice
alone. This will get rid of the inconvenience of equipping - unequipping in higher levels

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Kyra
 
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Post » Fri Feb 18, 2011 11:14 pm

What about mods that make changes to karma levels eg. FWE


I use FWE so it will be FWE compatible. Either way, I could tie it to the ranks instead of the absolute karma
values so it would be compatible with anything :)
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Rich O'Brien
 
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Post » Fri Feb 18, 2011 7:01 pm

I use FWE so it will be FWE compatible. Either way, I could tie it to the ranks instead of the absolute karma
values so it would be compatible with anything :)


This is a good idea, I've often thought myself how ridiculous that a few poorly equipped raiders would take on even just a couple of PA wearing outcasts equipped with gatlings lasers and plasma rifles.
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neen
 
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Post » Sat Feb 19, 2011 3:00 am

The mod is progressing very well, I have implemented the forceflee with a script effect and it's pretty reliable!

I'm now thinking of adding the opposite, meaning some mobs either hunting you down relentlessly or ignoring
you if you are too puny.

Hopefully a beta will be up by the end of the weekend! :celebration:

Still waiting for ideas btw; if it's feasible and it fits with Fallout canon I'll probably add it at some point!
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megan gleeson
 
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Post » Fri Feb 18, 2011 5:31 pm

I posted the first release of http://www.fallout3nexus.com/downloads/file.php?id=14342 if you want to use the shared ref walk resource.

I was also thinking, one drawback to noisy power armor would be that it draws attention to you. You could maybe make more wasteland creatures attack when the player is wearing power armor (maybe just use placeatme to spawn an extra copy or two of the creature if the player is wearing power armor).
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mishionary
 
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Post » Fri Feb 18, 2011 7:11 pm

Perhaps have animals run away if they attack you, and realise biting solid steel isn't good for their diet, but be drawn to attack you more often. So just annoying rather than dangerous :P
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Queen Bitch
 
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Post » Fri Feb 18, 2011 7:00 pm

Will this work with NPC to NPC reactions? Such that NPC BoS or Outcasts will cause raiders to run for the hills.

makes sense to use this with Impervious PA.
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Karl harris
 
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Post » Sat Feb 19, 2011 4:57 am

Will this work with NPC to NPC reactions? Such that NPC BoS or Outcasts will cause raiders to run for the hills.

makes sense to use this with Impervious PA.


Most certainly will, that is the plan :)

Edit: Also, does anyone know how exactly the AddSpell behaves?

I add a "flee" script effect to the actors that need to flee to make sure that they do flee no matter what other mod you are running. What I want to know is whether AddSpell can add the spell if the actor already has it. I use an

if actor.removeSpell == 0


condition before I add the spell but sometimes the NPC will just stop fleeing
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~Amy~
 
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Post » Fri Feb 18, 2011 7:20 pm

I am proud to say that there is a http://www.fallout3nexus.com/downloads/file.php?id=14348 up on Nexus!

Edited initial post to include ReadMe.

For now, is makes every "intelligent" (not Muties or creatures) NPCs who is NOT wearing PA to flee from you in terror if you ARE.

Let me know what you think and please be understanding with the Fallout 3 Flee AI!

@ Imp of the Perverse:
I do not use tokens in this mod so I don't know if I can use your utility! The ref-walk part applies of course so I'll see what I can do about it in future releases :)
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CArla HOlbert
 
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Post » Fri Feb 18, 2011 6:47 pm

Hi - I think there is a problem with form ids in the plugin. 1ntfsQuest has the same formid as the Vault Dweller Class in 'Fallout3.esm'. There are others as well.

Also, you might want to check your scripts in http://www.cipscis.com/fallout/utilities/validator.aspx.

Just a heads up.
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christelle047
 
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Post » Sat Feb 19, 2011 6:59 am

Hi - I think there is a problem with form ids in the plugin. 1ntfsQuest has the same formid as the Vault Dweller Class in 'Fallout3.esm'. There are others as well.

Also, you might want to check your scripts in http://www.cipscis.com/fallout/utilities/validator.aspx.

Just a heads up.


I have made many changes in the upcoming version so those scripts are no more :P

Thanks a lot for the FormIDs though, I'll check it out!
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Raymond J. Ramirez
 
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