Difference between GetReputation and GetReputationThreshold?

Post » Thu Oct 22, 2009 8:48 pm

I can't find any of the new function info on GECK webpage

what are the main difference between these two?
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Kristina Campbell
 
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Post » Fri Oct 23, 2009 3:43 am

Venturing a guess, GetReputation gets your actual reputation and Threshold gets some threshold value, like the max rep for the faction or something.
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Gemma Archer
 
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Post » Fri Oct 23, 2009 10:43 am

GetReputationThreshold takes one of three possible parameters (0, 1, and 2), and returns a value generally ranging from 1 to 6 associated with the parameter used (Mixed Reputation maxes at 5).

0 : defines Mixed Reputation.

1 : defines Good Reputation.

2 : defines Bad Reputation.

The higher the number returned, the stronger the feelings of NPCs belonging to the queried faction toward you.

E.g.

If (GetReputationThreshold RepNVTheStrip 2 >= 5)
;ShowWarning "I hate yer guts!";
StripDancer.StartCombat Player;
Elseif (GetReputationThreshold RepNVTheStrip 1 == 6)
StripDancer.Smooch Player;
Endif

In general, you don't ever need to use GetReputation. Calculations for those operations are handled internally in code. Use GetReputationThreshold when you want to act upon the player having a specific reputation (Mixed, Good, or Bad), and value (1 through 6 - except Mixed, which maxes at 5).

O.
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Austin England
 
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Post » Fri Oct 23, 2009 11:03 am

Reputation is a tricky thing because it's sort of complicated under the hood. I guess I'm to blame for that, but I think the nuance is worth the hassle.

With any given group for which reputation is defined (in GECK), the player has two reputation values under the hood: good and bad. These are separate values. I.e. New California Republic - Good and New California Republic - Bad. If you rescue an NCR lady's pet cat from a tree, you get a bonus to NCR Good. If you steal an NCR baby's svcker in front of its mother, you get a bonus to NCR Bad. These values typically only go UP. If you do something bad, your good reputation doesn't get worse -- your bad reputation goes up. There are exceptions to this in Fallout: New Vegas. At specific points in the game, you are given amnesty by a group even if you have a terrible rep. This effectively wipes out the "Bad" component of your reputation with them.

What the player actually sees in game is an aggregate of the compared good/bad values on a scale defined for the reputation group. If you have only good or mostly good, you are going to be on the good axis. If you have only bad or mostly bad, you are going to be on the bad axis. If you have a relatively even mix of good and bad, you have a mixed reputation. This is what GetReputationThreshold checks, the aggregate that the player sees (Liked, Wild Child, Vilified, etc.). It is important to note that the player can only be on one of these three axes with a group because all reputation titles/ranks are mutually exclusive. Yes, you have a good rep and bad rep meter behind the scenes, but what the player sees and what NPCs should react to is the threshold.

The last piece of this puzzle is reputation scale. Each group that uses reputation has a "scale". This is used to determine how quickly the player moves through the ranks from performing actions that alter his/her good/bad rep scales with a group. Shooting a person in the face will always give you X points of bad reputation, but it will change your threshold more quickly in Goodsprings (which has a scale of 30) than with NCR (scale of 100-ish). If you set the scale high enough, the player will have to perform an enormous number of actions to alter his/her reputation title/threshold. If you set it very low, getting caught stealing a piece of bread can instantly vilify you.

N.B.: Because of the way the system is set-up, players that do a bunch of crazy stuff like save a town and then kill most of its residents will find themselves permanently stuck with a Wild Child reputation. This is intentional, but if modders want to allow players to worm their way out of it, you can always allow some sort of option to reset their reputation values (maybe as the result of a quest, or paying a propagandist, etc.).
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Keeley Stevens
 
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Post » Fri Oct 23, 2009 6:18 am

Thanks for the good information both of yall, I was wondering what the values meant for the "scale", though I had a pretty close guess.

One last question, for Mixed I'm assuming 1/2 are "bad", 3 is "neutral" and 4/5 are "good"?
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dell
 
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Post » Fri Oct 23, 2009 6:18 am

0 is the mixed axis, 1 is the good axis, 2 is the bad axis. At any given point, the player's rep is on one of these axes (only) and at a value between 0 and (I think) 6. The higher the value on the axis, the stronger the reputation. Idolized is the highest good, Vilified the highest bad, and Wild Child the highest mixed.
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sam westover
 
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Post » Fri Oct 23, 2009 12:40 pm

Ahh, I was still thinking of mixed the other seemingly more conventional way (even though it was right in front of me :sadvaultboy:), thanks for the clarification.
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Benjamin Holz
 
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Post » Fri Oct 23, 2009 1:56 am

Wonderful explanation, thank you. :)

I would pay tons of RL caps for a day of conversations like this, every little bit helps alot!

Miax
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stacy hamilton
 
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Post » Fri Oct 23, 2009 9:00 am

In one instance when talking to Cass an [NCR] dialogue option shows up related to armor, and in the GECK it just uses the GetReputation check to see if it's >0

I'm assuming if all you want to do is get a general check whether the player is in good standing, bad standing, or neutral you can use this? Or is it better for some reason to use the threshold function?
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Frank Firefly
 
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Post » Fri Oct 23, 2009 10:27 am

It's almost always better to use the threshold, since checking the individual reputations (good rep, bad rep) doesn't tell you anything about the other one. So you could have 10 good NCR rep and 100 bad NCR rep, but if you use GetReputation to just check what's on the good scale, you don't know what's on the bad -- or vice-versa.
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Gaelle Courant
 
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